Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
@Alectai you don't need to do stamina x2, since unless we literally roll a 1 we'll get it. I'd suggest trading one stam dice for strength.
 
Proposal plan - 4x phys 4x spirt 4x epc 2x ag 3x scs 3x as

guarantees the 2 turns for scs, we get to see how much for next ag level, takes advantage of 1.1 temp modifier, and as is lowest argent at 3.

i don't think archive for am replacement is pressing since we have no room for it ap wise until a few months down after we catch up with cult arts and our actual core arts and i don't want to waste the cult roll if we're just looking without buying / training it
 
@Alectai @tryrar @DeAnno keep in mind that we only need pills for cultivation AP. So, for example Alectai's plan only cultivate 18 times, and so spends 5YSS less.

Likewise, please buy sponsored sect GSS.
 
Proposal plan - 4x phys 4x spirt 4x epc 2x ag 3x scs 3x as

guarantees the 2 turns for scs, we get to see how much for next ag level, takes advantage of 1.1 temp modifier, and as is lowest argent at 3.

i don't think archive for am replacement is pressing since we have no room for it ap wise until a few months down after we catch up with cult arts and our actual core arts and i don't want to waste the cult roll if we're just looking without buying / training it
I'm just using the archive trawl to train academics, I don't actually plan on getting an art :p
 
So, after a quick skeg through the front page here's some preliminary items of interest:
Base Qi: A (0/120)
Bonuses: Way 20
Penalties: Zhengui -10, Sixiang -15
Available Qi: B35
If I'm reading this right, we're only +5 of a bonus away from having A rank Qi even with our spirits. On the one hand this means that if Argent Genesis gives us permanent bonus qi we could get it that way, but then Zhengui's cost is also lkely to increase when he reaches Green as well, which is annoying. At least it's high B which is still pretty damn good for our background.
+3 free qi cultivation dice per turn up to S rank
Over 12 months/turns that's 36d6, which on average is 126 successes, which means we could end up getting Base S rank Qi before the year is out with no actions invested!
Formations: D (18/20)
These are both close to ticking over, and whilst we could (maybe?) use omake points training seems a better way of levelling them. Though considering the former @Alectai would you consider swapping Academics for Formations for the Research action? It's only 2 points from Rank C.
Armor C2
(Stamina D, Fortitude E) Unqualified Bonuses: TRF 10, AS 2, Equip 20.
Qualified Bonuses: +5 vs Sound & Music, +5 in low light or darkness, +5 w/active spine art.
Now this is some top quality bullshit. A D rank and E rank stat combining to form a C rank derived stat via the power of unqualified bonuses. Imagine what we'll be like once we start rounding off our worse stats. :D Hell, just getting Stamina to C will up it to C12, which is a whole stage difference.
Dodge: C (22/30)
Fortitude: E (10/15)
And Fortitude's only 5 points off of Rank D. Combined with Stamina C that's C22, or only 8 points off of B rank armour.
Dodge is also actually fairly close to a level up.
Stealth: C (13/25)
-Specialty: Infiltration, Hiding, Sleight of Hand
-Equip 10
-Bonuses +5/+2 In dark/out, +2 equip
Stealth is halfway to B rank, which is interesting mainly due to the split that occurs when a skill reaches that level, as occured with Expression to turn it into Music, Dance and Art. I'm guessing the three specialties we have represent the subskills we'd end up with, though which would end up our main one is a toss up between the first two I'd say.
No more than one horror may be commanded at a time, on creation, the horror may be assigned one arm based and one spine or leg based technique from the users roster, Techniques must be E rank or below.
This is kind of annoying, since it means literally none of our techniques can be given to the Horror barring Luminescent Star, and AFAICT the Horror can't use a bow. So basically, either we raise the cap on techniques to D rank, unlocking those seen in the spoiler below, or we find low level arts specifically for the Horror to use. Personally I lean towards the former.
Springs End Aria: D
Duration: Short
The first notes of the users song herald the end of warmth, draining the heat from the area and around them and crystalizing the moisture in the air into snow and ice. Enemies Very Close to the user find their qi growing sluggish, sapping their spiritual defenses and bolstering the singers own. Qi expended in failed assault of the singer drains away, flowing into the singularity of cold created by the singers voice. Those whose dantians have been fully drained find their flesh frosting over and their blood running cold as they are lulled into the final sleep.
Rumbling Squall: D
Duration: Short
Cloaks the user's body in powerful winds, deflecting enemy weapons and attacks. The users weapons or fists however, are charged with thunderous qi, and on impact, the boom may deafen the target of their attack.
Scalding Stream: D
Duration: Short
Twining together conflicting flows of fire and water qi within their melee attack, the user the user carves away a foe's defenses, to tenderize them for their allies. Under the assault armor cracks and crumbles with repeated blows, and the heat scalds their foe.
Ten Ring Defense: D
Duration: Long
This user fills themselves with the vital qi of the great forests to protect themselves and their allies from harm. Glowing verdant qi enshrouds their form, bright as the leaves of the Emerald Seas canopy. The shroud drinks in the qi of the battlefield and restoring it's users reserves, just as the leaves of spring and summer are restored from winters clutches.
Disruptive Star: D
Duration: Short
Refining their use of heavenly qi, the archer primes it to detonate outward on impact, spreading through the targets nerves and meridians to disrupt their reflexes and movement arts.
[X] Actual Plan Gamma
 
[X] Plan setting up for the grind
-[X] Invest 4x YSS (+12 Free YSS)
-[X] High Resource Expense (YSS income wiped out, -5YSS reserves)
-[X] Buy sponsored Sect GSS
-[X] EPC bonus to EPC
-[X] Cultivate Spirit x4 (Presence x2 , Manip, Wits)
-[X] Cultivate Phys x4 (Dex x2, Stamina x2)
-[X] Cultivate EPC x4 (Perceptiveness x2, Stealth x2)
-[X] Cultivate SCS x3 (Dance x2, Wits)
-[X] Cultivate Argent Genesis x2 (Resolve x2)
-[X] Take Sect Jobs(Earns Sect Points 11-20 per AP) x2 (Survivalx2)
-[X] Research Arts in Sect Archive x1 (Academics)

OK, the point of this is to get AG1 this turn and set us up as close to EPC6 as possible for next turn, while still having SCS7 mostly done and most of the way to appraisal spiritual. The Research Arts is because I think we really need to have a solid art plan by the time we get to Green 3, as FSS/SCS/FVM/TRF all end up in green 2. This means we'll basically need to replace all our core arts by Green 3, and so research is paramount.

With having 2 sect jobs with larceny I am hoping to get close enough to EPC6 that we can get it next month with either 1 or 0 action, and thus take advantage of getting to appraisal to take advantage of the motion bonus for PLR/SCS as much as possible.
 
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[X] Plan setting up for the grind
-[X] Invest 4x YSS (+12 Free YSS)
-[X] High Resource Expense (YSS income wiped out, -5YSS reserves)
-[X] Buy sponsored Sect GSS
-[X] EPC bonus to EPC
-[X] Cultivate Spirit x4 (Presence x2 , Manip, Wits)
-[X] Cultivate Phys x4 (Dex x2, Stamina x2)
-[X] Cultivate EPC x4 (Perceptiveness x2, Stealth x2)
-[X] Cultivate SCS x3 (Dance x2, Wits)
-[X] Cultivate Argent Genesis x2 (Resolve x2)
-[X] Take Sect Jobs(Earns Sect Points 11-20 per AP) x2 (Larcenyx2)
-[X] Research Arts in Sect Archive x1 (Academics)

OK, the point of this is to get AG1 this turn and set us up as close to EPC6 as possible for next turn, while still having SCS7 mostly done and most of the way to appraisal spiritual. The Research Arts is because I think we really need to have a solid art plan by the time we get to Green 3, as FSS/SCS/FVM/TRF all end up in green 2. This means we'll basically need to replace all our core arts by Green 3, and so research is paramount.

With having 2 sect jobs with larceny I am hoping to get close enough to EPC6 that we can get it next month with either 1 or 0 action, and thus take advantage of getting to appraisal to take advantage of the motion bonus for PLR/SCS as much as possible.
Again, Stamina likely dosn't need 2 dice on it since we'll get the next rank unless we roll a 1. I suggest a strength or other phys dice.
 
With having 2 sect jobs with larceny I am hoping to get close enough to EPC6 that we can get it next month with either 1 or 0 action

Is it possible we could reach EPC6 this month with 4 AP and 4 missions assuming EPC successes go well? Remember we might get discovery successes too in the new environment.

EDIT: Calcs: 44/500. +267 average successes is 311. Assuming max from tests (unlikely) is +120 for 431. Assume we get a bit from Discovery too. Also, the roll has sort of high variance with that many dice, a good set of rolls could easily be 300 instead of 267. It seems unlikely but not impossible.
 
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Is it possible we could reach EPC6 this month with 4 AP and 4 missions assuming EPC successes go well? Remember we might get discovery successes too in the new environment.
No, not unless we get a new site and get elder lessons and get insanely good dice AND get hidden moon XP too.
Again, Stamina likely dosn't need 2 dice on it since we'll get the next rank unless we roll a 1. I suggest a strength or other phys dice.
Stamina is really important long term, while STR isn't (for me). After all, Stamina helps for both health and armour. I want to get our Stamina high, but I don't care about getting our STR high.
 
This is kind of annoying, since it means literally none of our techniques can be given to the Horror barring Luminescent Star, and AFAICT the Horror can't use a bow. So basically, either we raise the cap on techniques to D rank, unlocking those seen in the spoiler below, or we find low level arts specifically for the Horror to use. Personally I lean towards the former.
Then lets develop the Silk Guardians to the point where we can make them turn into Horrors themselves. Or otherwise level the Horrors up outright.
 
We're ten pages in, so taking a look at the tally for the different plans.
Adhoc vote count started by Ayashi on Nov 8, 2018 at 7:11 PM, finished with 249 posts and 10 votes.

  • [X] Actual Plan Gamma
    [X] Plan One Month, Eight Phases
    -[X] Invest 4x YSS (+12 Free), purchase Discounted GSS (-200 RSS)
    -[X] High Resource Expense (Cost 35 RSS x 15 Cultivation AP = 375 RSS)
    -[X] EPC bonus to EPC
    -[X] Cultivate Spirit x4 (Presence x2 , Manip x2)
    -[X] Cultivate Phys x4 (Dex x2, Stamina x1, Resolve x1)
    -[X] Cultivate EPC x4 (Perceptiveness x2, Qi x2)
    -[X] Cultivate SCS x3 (Dance x2, Wits x1)
    -[X] Take Sect Jobs(Earns Sect Points 11-20 per AP) x4 (Larceny x2, Stealth x2)
    -[X] Research Arts in Sect Archive x1 (Academics)
    [X] Actual Plan Gamma
    -[X] Invest 4x YSS (+12 Free), purchase Discounted GSS (-200 RSS)
    -[X] High Resource Expense (YSS income wiped out, -5 Reserves)
    -[X] Cultivate Spirit x4 (Presence x2 , Manip x2)
    -[X] Cultivate Phys x4 (Dex x2, Stamina, Strength)
    -[X] Cultivate EPC x4 (Perceptiveness x2, Qi x2)
    -[X] Cultivate SCS x3 (Dance x2, Wits)
    -[X] Cultivate Argent Genesis x3 (Resolve x2, Composure)
    -[X] Take Sect Jobs x2 (Stealth x2)
    [X] Plan Dancing Through Danger
    -[X] Invest 4x YSS (+12 Free YSS)
    -[X] High - 20 dice for 25 (40-15) red stones per action
    -[X] EPC Successes Go to EPC
    -[X]Buy Sect Sponsored GSS
    -[X] Cultivate Spirit x4 (Presence x2 , Manipulation, Wits)
    -[X] Cultivate Phys x4 (Dex x2, Strength, Stamina)
    -[X] Cultivate EPC x4 (Perceptiveness x2, Stealth x2)
    -[X] Cultivate SCS x3 (Dance x2, Wits)
    -[X] Cultivate Argent Genesis x2 (Resolve x2)
    -[X] Take Sect Jobs x3 (Fortitude, Larceny x2)
    [X] Plan setting up for the grind
    -[X] Invest 4x YSS (+12 Free YSS)
    -[X] High Resource Expense (YSS income wiped out, -5YSS reserves)
    -[X] Buy sponsored Sect GSS
    -[X] EPC bonus to EPC
    -[X] Cultivate Spirit x4 (Presence x2 , Manip, Wits)
    -[X] Cultivate Phys x4 (Dex x2, Stamina x2)
    -[X] Cultivate EPC x4 (Perceptiveness x2, Stealth x2)
    -[X] Cultivate SCS x3 (Dance x2, Wits)
    -[X] Cultivate Argent Genesis x2 (Resolve x2)
    -[X] Take Sect Jobs(Earns Sect Points 11-20 per AP) x2 (Larcenyx2)
    -[X] Research Arts in Sect Archive x1 (Academics)
 
Everyone, if we aren't finishing EPC this month, that means we aren't switching to AG next month. Why do we need to then spend the 2 AP now to get AG 1? We can't train AG 2 until we switch to AG, which we can't do until the start of month 3 when EPC is capped in month 2.
 
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