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

Voted best in category in the Users' Choice awards.
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
1 is way more offensively oriented ion a strategic level...it's a 'success builds on success' technique where Ling Qi and her friends can always come into a new fight completely refreshed as long as they won the last one.
It's excellent for punching down, yeah. Notable because Ling Qi hasn't done healing historically, which is the aspect I like about it, but stealing qi from her victims to come out of fights at full is something she's been doing for a long time.

SBS is also a G7 finisher that ignores many defenses...if she's using it on minions she's kind of using it wrong, IMO.
It's a multi-target attack. And mooks aren't going to be shrugging off Year's End Aria, which hits every enemy in the scene in its primary mode.

#2 is the "leverage punching down into punching up" - we run YEA a few times, tag the boss because a G7 hit is nothing to scoff at, and we sweep the board. If the boss doesn't come into the fight knowing what we are and what we're up to and prepared to defend against it, killing off all their yellows could turn a small pack of greens into a threat to a cyan. But we need the yellows there to harvest for the technique to work - killing a single peer in, say, a 3v3 would only let us heal or buff one of the three on our side. Which is very nice, but probably not as big a deal as having killed one of the opposing 3, which neither option will help do in the first place.
 
There are some problematic takes with option 1, mainly the idea that we can continuously use it to heal. Depending on how the fight it, a huge slog, like a siege with many waves, counts as one scene, so we can only use SBS once.

How it's used depends on what qualifies as a scene because it's one use. It's the same for option 2, but option 2 has the benefit of lasting throughout the scene, instead of being one-use
 
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[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2

I'm more interested in this option because of how unique it seems. How many buff-oriented combatants can synergize so well with any and all builds? We know Diao Linqin can, and I believe Renxiang did something interesting at the caldera, which makes me think well of such a route. Zhengui has better thematic elements for healing, and already has some area heals. I'd rather we lean on providing others the potential energy/fuel to flourish rather than directly healing them.
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
I have to agree that I like:

"Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all wounds removed and all negative effects on them dispelled."

Because it turns Ling Qi and her friends into the glacier, the avalanche, the unrelenting force of Winters that will come. Every scene they can be refreshed by their march, every new battle one that is fought as hard as the last. Winter renewing friends and crushing foes who fight to stop its coming.
 
When looking at the moment we'd want to use either option 1 or two, it's quite interesting how they differ. Option 1 basically wants to be used as late as possible to minimize any loss of resources due to a fight, and any sooner is a bit wasteful so LQ would likely let it build up till the very last possible moment and clear the board so to speak.

Option 2 enhances our entire fighting force significantly so when would we want to trigger it? Well, for fights where it's needed to win, basically as soon as realistically possible. Any later and we're not fighting at our theoretical peak performance, saving it needs a very concrete reason otherwise we'd just be making the fight harder on ourselves and our allies for no notable gain.

So, again basically because there's of course going to be exceptions to this, option 1 lets us chill and slowly build up to the inevitable end, while option 2 would likely have LQ accelerate her ramp up as quickly as possible in order to make our allies go super saiyan.
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2

Can't wait to see the wombo-combos that are woven with this option.
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2

Voting for this in part because it might from a meta perspective lead to more encounters against really tough enemies as opposed to long dungeon crawls. I generally enjoy the former more.
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
The philosophical arguments have swayed me, though I think the heal would be more practical.

[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
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[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
The philosophical arguments have swayed me, though I think the heal would be more practical.

[ ] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2

You forgot the X inside the brackets
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all wounds removed and all negative effects on them dispelled.

Trending towards consistently useful. Theres no circumstances where a full restore and cleanse isn't valuable, while a teambuff relies on:
1) Having allies still with enough fuel to use their finishers with the buff
2) Having significant enemies still around to use the buff on
3) Said enemies within punching range of the buff, but not enough to keep the finisher element from wiping their mooks

Which is a narrow enough slice that I fear it won't get a significant showing on screen.
 
Theres no circumstances where a full restore and cleanse isn't valuable, while a teambuff relies on:
The teambuff also gives a full qi tank, so you can drop the fuel restriction.

But the team buff has pretty narrow applicability, yeah. That narrow applicability does include some degree of punching up, though, which I think means it's at least worthy of consideration.

If nothing else, it's not so specific that the team we'd be using it on couldn't try to create circumstances to use it, and it's powerful enough that putting the effort into creating those circumstances would pay off.
 
I don't think a qi restore would reset their 1/scene options?
Oh by fuel you mean if they haven't used their finishers already? We are on a narrative system now and allies may not have the same rules as us, so I'm not sure the narrative reason they wouldn't be able to do it again if they had their qi restored, but I'd expect yrs to avoid situations where our allies are completely full on qi and buffed but can't use their strongest technique for rule of cool at the very least.

He did just give us a new domain technique just to do cool combo moves afterall :V
 
The teambuff also gives a full qi tank, so you can drop the fuel restriction.

But the team buff has pretty narrow applicability, yeah. That narrow applicability does include some degree of punching up, though, which I think means it's at least worthy of consideration.

If nothing else, it's not so specific that the team we'd be using it on couldn't try to create circumstances to use it, and it's powerful enough that putting the effort into creating those circumstances would pay off.
Well, that'd require prior tactical arrangement, and these days we're getting serious fights unexpectedly more often than not, frequently with unfamiliar forces. Yrs already has a lot to keep in mind for fight choreography, and I don't quite like adding more contingent decisionmaking just to make one art shine, you'd have to structure the entire fight around making the art perform.

Its a concern for me, mostly, I want this thing to see use and shine, so narrowing the use case isn't hugely appealing, since its a Mid-fight finisher, while the full restore can be used at any time to similar effectiveness.
 
Its a concern for me, mostly, I want this thing to see use and shine, so narrowing the use case isn't hugely appealing, since its a Mid-fight finisher, while the full restore can be used at any time to similar effectiveness.
Yeah, entirely fair. The recovery option is going to be implicitly there in pretty much every fight, and have lots of little implications in everything Ling Qi does; the amplifier is only likely to come up during war or in specific events where its use is being planned ahead of time. And if you want the frequency of reward more than a few flashy stand-out cases, definitely go for the heal.

I think I've convinced myself that while the amplifier does have uses, they're not actually events I want to see Ling Qi at the center of, so I'll be voting the same way. Ling Qi having a direct heal other option rather than always having to go through allies is something I appreciate.

[x] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all wounds removed and all negative effects on them dispelled.
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all traits buffed by 1 for the duration of the scene, and the potency of their next technique is increased by 2
 
[X] Total the Potency of enemies killed this way, allies of potency equal or less to that amount have their qi fully restored, all wounds removed and all negative effects on them dispelled.
 
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