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

Voted best in category in the Users' Choice awards.
[X][FVM] Even if hardship and tribulation litter your path, it has worth if you have somewhere to return at the end.
[X][FSS] All things End, but one does not need to think of endings to live(No slot)
 
O_O

...Huh, I noticed we haven't been spending much on meridians lately. We should probably do that soon cause I'm seeing a severe lack of Head (& Spine for the coming arts) right now.
So for the arts we are getting this turn we are dropping quite a few of our old and frankly much weaker arts. This will give us the space to use these new skills in combat. For future arts we are lucky that we have an impurity devour now which doubles the effectiveness of our meridian opening actions. All in all we are set for now with a great action economy in the future to get new arts.
 
Tally to see where the votes stand:
Edit: Pretty steep leads for both tasks.
Adhoc vote count started by Arbit on Feb 27, 2019 at 1:51 AM, finished with 250 posts and 116 votes.
 
Last edited:
[X][FVM] Though a path might be hard and lonely, it has worth if you can present something of beauty to those you care for at the end.

[X][FSS] All things End, but one does not need to think of endings to live(No slot)

I really don't want Endings to be etched into our soul, and I think it is important to turn down at least one here, both because mechanically I'd rather leave room for TRF and SCS and because on a meta level there's an intense impetus to say yes to a stat boost and I want to establish that we won't just say yes to the first arts we master.
 
omg I had the best CtE idea

@yrsillar can we teach Hanyi how to stealth? If she could then she could sneak hug people in our mist!

It's a flawless plan! She's even Darkness type so we can probably teach her much better than Zhengui!
 
omg I had the best CtE idea

@yrsillar can we teach Hanyi how to stealth? If she could then she could sneak hug people in our mist!

It's a flawless plan! She's even Darkness type so we can probably teach her much better than Zhengui!
Hm, it would be better if we teach Hanyi how to summon mist, and we hug people. After all, thanks to FSS 6, we have more hugging power than she.
 
[x][FVM] Though a path might be hard and lonely, it has worth if you can present something of beauty to those you care for at the end.
[X][FSS] There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings.
 
It's great to see how both art ice mom proposed us could work together.

[] Lonely Winter Maiden
Water/Dark
Requires two heart meridian and one leg meridian
Six levels
The song of lonely spirits which haunt the depths of winter, forever seeking the warmth of companionship. The maidens enchanting voice draws in those who hear, no matter how cold the wind, or how deep the snow. Few can resist joining their dance in the frozen fields of winter, forever and ever.

Reminder for the second. Particulary the draw in part.

So the ice lady would use LWM to capture a target, getting them closer to her right before blasting them with the FSS tech followed by the finisher. Nice combo, but weak against people with long range attacks and dispels (that can escape the draw in part, reducing significantly the damage dealt).

What does this means for ice kid (if she survive ?), well, 1) teaching her SCS if it's possible would be incredibly good for her (as it would give her another way to close the distance) 2) she combo incredibly well with zhengui (zhengui can give her more survavibility to close the distance, can root the ennemies and can provide stealth if we can teach her SCS). (Sled/ice flower pairing otp, fite me irl). 3), some art increasing the speed of our allies would be great (as it would facilitate the closing part needed for the finisher). 4) Hanyi either has tanking techs or will need to get some talismans to tank hits for her.
 
[X][FVM] Even if hardship and tribulation litter your path, it has worth if you have somewhere to return at the end.
[X][FSS] The end comes for all things, without exception. In accepting this, you are freed.
 
Inserted tally
Adhoc vote count started by Arkeus on Feb 27, 2019 at 10:17 AM, finished with 262 posts and 119 votes.
 
[X][FVM] Though a path might be hard and lonely, it has worth if you can present something of beauty to those you care for at the end.
[X][FSS] There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings.
 
[X][FVM] Even if hardship and tribulation litter your path, it has worth if you have somewhere to return at the end.
[x][FVM] Though it is beautiful, the travelers song is not Ling Qi's(No slot)
 
So, I'm going to do a little discussion on Hoarfrost Refrain from Frozen Soul Serenade.
Hoarfrost Refrain: C
Duration: Immediate
Damage: C
The user's song rises into the howl of of a blizzard in the depths of winter as they focus the expression of their will upon a single enemy. Mastery of the art shows that the second and third techniques of the Serenade are one whole. The song tears and freezes the flesh of the singers enemy, and spreads through their blood and meridians, carrying the chill deeper still, like a frigid poison seeking the heart of its victims warmth. The chill clings long after the technique ends, the insidious cold crawling ever closer to the victim's heart until at last it stills or the technique is dispelled.

The mere echoes of the Refrain lash all foes within Close range, though the damage is reduced by one rank, draining away qi and slowing flesh and spirit alike, though the echoes lack the persistent damage of the which the main target suffers.
This technique is not as flashy as "Call to Ending," but it has received several dramatic improvements from it's older version, Hoarfrost's Caress. There are two notable distinctions: 1) This technique is now single target and AoE damage; 2) It now gives what I presume to be a debuff/damage over time until the technique is dispelled or the heart stops beating.

The first new aspect of Hoarfrost Refrain is interesting. It seems that the single target attacks strike the primary target and then the AoE aspect strikes all foes within Close range, which could include the primary target as well. As it is written now, the primary target of Hoarfrost Refrain would suffer the primary attack (C damage) and then suffer the echoes of the attack if they were in close range (D damage). Which means that should our target be ~100m from us, we would deal C+D damage and then drain their qi towards us based on the D damage.

The second new aspect seems to be a call back to the original version of FSS which existed in the first thread. That version of FSS had an echo damaging effect where it would repeat the damage, and should health damage be done, then a debuff would be applied. The current version of Hoarfrost Refrain seems similar, except the repeated damage is (probably) much lower but constant and a debuff applies. Additionally, the debuff and the repeated damage last until death or dispel.

With a long-lasting DoT effect coupled with a debuff, our opponent will have a much more literal clock when fighting us. Once we tag an opponent with Hoarfrost Refrain, they have two options. Dispell the effect or defeat us before their own time runs out. Given our recent focus on resisting dispell attempts with SES, it will be most likely difficult for anyone not dispell oriented to remove. Which means they must rush us down.

This fits in our combat strategy of forcing the opponent to be on a clock and creating an environment that must be dealt with or they will eventually perish. We have strong tools that allow us to stay alive for significant periods of time. Our new skill Sable Grace combined with SCS and TRF makes us difficult to deal with quickly. Even Sun Liling had some difficulty in finishing us off quickly, and she is a murder blender of the highest order.

All in all, HR is an incredibly powerful technique that deals good damage to a single target and foes around us in an AoE. It then appears to debuff and apply a DoT to the target creating a situation where the opponent must dispell it or deal with us quickly. Given our survivability and our various techniques that make such a task difficult, HR plays very well into our already established paragdim.
 
Most of that is fine, but the primary target does not also suffer the AOE effect, I'll have to reword it to make that more clear
It was pretty clear, though it's always nice to have WoG. I also think you shouldn't make it clear whether the persistent DoT is 'same damage as initial hit' like in previous thread's version or 'diminishing damage', so that you can adapt it as needed.
 
[X][FVM] Even if hardship and tribulation litter your path, it has worth if you have somewhere to return at the end.
[x][FSS] All things End, but one does not need to think of endings to live(No slot)
 
Back
Top