Ghosts of the Ancestors. (A Cultivation Riot Quest).

Voting is open
Skills. (this unlocks not only teaching Guang Li the skill but also ancestor specific actions).

[] Herbalism- the skill for growing and tending for spiritual herbs.

[] Beast taming- the skill for taming beasts for labor, combat or for harvesting.

[] Stealth [advanced]- the skill for evading Qi senses and perception techniques.

[] talisman making [advanced] - the skill for creating talismans, consumable scripts that influence the world around them.

[] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.

[] spiritual butcher- the upgrade of the butcher skill, utilizing small amount of Qi spun in a specific manner to retain more of the spirit beast power within its body.

[] doctor [rare]- the skill for treating wounds for enhanced individuals, limited without relevant techniques but still needed for a good doctor.
Are the ancestor actions based on exklusive Guang knowledge or could we also unlock them by learning the skill from mundane sources? (Like lectures in a sect for Herbalism and Beast Taming/Butchering)

[] Blood spilling cycle- a secret technique of the Guang bordering the demonic, when blood is spilled by Guang Li the ancestors may gather it a small portion of it for later use, this technique is incredibly refined and dos not posses the many dangers and downside normally apparent in such techniques. It is also almost completely undetectable.
This could combo well with Butchering and hunting or breeding Spirit Beasts for Alchemy.
Free blood Qi in addition to the usual rewards, without the downsides of using blood Qi that isn't your own.

doctor makes the most sense cause we're going to posion valley. it will be the skillset most helpful to us in that new environment as a rogue cultivator before we get into a new sect
We def should hit up the library for some anti poison technique scroll ("poison burning fever" or something like that sounds sufficiently fiery for Verdant Flame) and/or antidote recipes.
 
[] Plan -ning ahead (5 shards)
-[] the tenth Qi condensation stage- 1 shard
-[] The eleventh Qi condensation stage [Requires the tenth]- 1 shard

-[] Twelve cuts to topple the heavens, the first cut to open the way- 1 shard

-[ ] Seek knowledge from the collective. - 2 shards
--[ ] Knowledge of advanced alchemy [21/250]. Unlock advanced Alchemy actions. +12 progress
--[ ] Knowledge of the bloodline [88/250]. Unlock bloodline actions. +162 progress
-[ ] Look to the stars for hidden knowledge of the future [174/500]. Reveal the event in the event track permanently. +326 progress

I like this idea. It gives us access to the 10th and 11th Qi condensation stage, which I imagine was a small part of the reason the top 4 sects could punch up a realm. It gives us Twelve cuts, which doesn't rely on qi and doubles down on what our cool refined sword does. And then it spends two shards on autocompleting Knowledge of the bloodline and revealing the event track permanently. The latter clears up a lot of wisdom ghosts for teaching, and gives us the maximum amount of time to prep for each event.
Bloodline should teach us more stuff like Yin Siphons giving us +1 per ghost, but it's also a basic enough option that it should unlock a lot of other things as well, so I'd rather save one shard in case there's an option there we'd want to spend it on urgently.
The remaining progress goes on Advanced Alchemy because that's our boys current specialty.
 
Skills. (this unlocks not only teaching Guang Li the skill but also ancestor specific actions).

[] Herbalism- the skill for growing and tending for spiritual herbs.
Are we sure we don't want to buy this or Doctor? It looks like we're going to be to Poison Central, so the ability to whip up antidotes could be life saving.
 
Ok, looking over things, got a couple additional plans to submit, see if one tickles peoples fancy

[] Plan Blood, Blood, Gallons of the stuff!
-[] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.
-[] Blood spilling cycle- a secret technique of the Guang bordering the demonic, when blood is spilled by Guang Li the ancestors may gather it a small portion of it for later use, this technique is incredibly refined and dos not posses the many dangers and downside normally apparent in such techniques. It is also almost completely undetectable.
-[] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.
-[] spiritual butcher- the upgrade of the butcher skill, utilizing small amount of Qi spun in a specific manner to retain more of the spirit beast power within its body.
-[] doctor [rare]- the skill for treating wounds for enhanced individuals, limited without relevant techniques but still needed for a good doctor.

Blood Reinforcement and Cycle for that Blood Qi, Qi Sense and Spirit Butcher to aid in harvesting blood hunting Spirit Beasts and benefiting from eating them, and Doctor to treat the inevitable poison we suffer from being in a poison valley.

[] Plan is there a Doctor in the House?
-[] doctor [rare]- the skill for treating wounds for enhanced individuals, limited without relevant techniques but still needed for a good doctor.
-[] Herbalism- the skill for growing and tending for spiritual herbs.
-[] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.
-[] Blood spilling cycle- a secret technique of the Guang bordering the demonic, when blood is spilled by Guang Li the ancestors may gather it a small portion of it for later use, this technique is incredibly refined and dos not posses the many dangers and downside normally apparent in such techniques. It is also almost completely undetectable.
-[] Pill of the open Dantian- a special pill that eases the opening of the second dantian. 1 rare herb, 15 common herbs. [hard] (requires double the points to brew). -10 to the dc of opening the first/second/third dentian. Each additional pill taken for the same dentian after the first gives half the benefit. (so -5 then -2 then -1).
-[] Pill of the surging heart- a powerful pill meant to supplement the blood refined heart, both pushing it harder and reducing the strain it puts on the body. 5 rare herbs, 1 notable rare herb (blood), 50 common herbs. Halve the HP penalty of blood surge, double the benefit and add 50% to its duration.

This one is to focus more on our Alchemy and Doctor skills in the new area. Blood Spilling Cycle should still be useful, if we ever need to do surgery, and Blood Qi is our most advanced Qi type, so picked that up too.
 
If I had to make a change, it'd probably be swapping out for Qi Sense and Doctor from the skills catalogue, we're early enough that the 10th and 11th stages of QC aren't going to be super relevant for a while, but given we are the bloodline, and how much effort gathering Qi takes, I'd definitely suggest Blood refinement and Breath as a definite.
Breath is literally just "ghosts can spend active actions to let our boy temporarily pretend that he has more meridians in the breathing technique". That's what it is. In our case, it's just a combat buff. Now, combat buffs are useful, but let's not tell ourselves that it's anything that it isn't.


Now, a few things to consider:

- Our boy has basically no backing once he goes out into the world. That means that (at least in the medium term) those rare skills are going to be bought here or nowhere.
- Shards are going to be rare, but available in an ongoing way. We want to be picky about what we get, but we can afford to target the medium term rather than the extreme long term. As an example, it seems likely (to me) that we'll have at least one more opportunity to gain shards prior to finishing out Qi Condensation.
- We're heading into Poison Fang Valley. That means that self-sufficiency is going to be important on a cultural level, and that "head out into the wilderness to hunt and gather" is going to be a big part of our available forms of resource generation
- We're not going to the azure plains, which means that we don't have to maximize the number of people coming with us int eh hopes of creating a sect, which means that we can afford to hang around here for at least a little longer in order to train in herbalism.
- I feel like we don't want to spend shards on things that we could be spending progression on. At the same time, we have a *lot* of things we want to spend progression on.

random thoughts:


Binding of Heaven is interesting but has some pretty severe drawbacks. Better to leave be

We'll want the next few chains of qi condensation eventually, but we can afford to wait on those for our next opportunity at shards. Our boy just isn't advancing that quick.

Twelve Cuts to Topple the Heavens really only applies in life-or-death battles against cultivators powerful enough to have those kinds fo defenses... and it seems pretty iconic. It's potent, yes, but also somewhat niche and unsafe.

Blood Spilling Cycle is potentially a notable source of blood qi when our boy gets into lethal fights. Would synergize very well with blood qi combat techniques... none of which we currently have or are all that likely to be able to get save via shards. Not sure how valuable this would be overall? I sort of felt like we were starting to get over the hump as far as blood qi availability was concerned, but I admit that I haven't been tracking it that closely.

As such I propose the following:

- Stick around in the sect long enough to learn the beginnings of herbalism. Even better if we can also pick up some spiritual butcher. If we can, remove that from the list and add more qi gathering knowledge.

[] spiritual butcher- the upgrade of the butcher skill, utilizing small amount of Qi spun in a specific manner to retain more of the spirit beast power within its body.

[] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.

[] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.

[] Blood spilling cycle- a secret technique of the Guang bordering the demonic, when blood is spilled by Guang Li the ancestors may gather it a small portion of it for later use, this technique is incredibly refined and dos not posses the many dangers and downside normally apparent in such techniques. It is also almost completely undetectable.

[] General Qi gathering knowledge [max 5]- +1 to Qi gathering rolls per ghost.

/*********/

Bloodline reinforcement has obvious utility. Herbalism plus Spiritual Butcher plus qi sense (plus, possibly, blood spilling cycle) helps to really maximize the value of resource-gathering trips out into the wilds. Better hunting, better avoidance of dangerous beasts, better herbs, better butchering, better finding of treasures and (if we can fit it in) some blood qi from killing the beasts. Then everything else gets tossed into qi gathering knowledge because we spend a lot of ghost time on gathering qi.

All of it is long-term benefits that are either impossible to get elsewhere or that we'd have real difficulty getting access to on our own, and at the same time all of it starts paying off more or less immediately - helping us get into a better position for the next time we have a chance to free some of our ancestors.

edit: thoughts on what others have said:
There's an interesting question here. We're going to Poison Valley. Are we going to try to join a sect there? How likely are we to be able to join a sect there? That has real impact on our ability to learn herbalism and spiritual butchery - both of which are likely to be available in a place like this. Doctor and Qi sense, not so much.

I'm basically not willing to vote for any plan that doesn't involve Bloodline Reinforcement. It seems like such a blatantly core part of our power, and one we really ought to be pursuing.

The idea of branching out into Doctor is interesting. I'm not opposed to it necessarily, but it does compete for time with things like "resource gathering expeditions" and "alchemy" - and that's especially the case because it's only the first part of what is necessary to be a good spiritual doctor.
 
Last edited:
Breath is literally just "ghosts can spend active actions to let our boy temporarily pretend that he has more meridians in the breathing technique". That's what it is. In our case, it's just a combat buff. Now, combat buffs are useful, but let's not tell ourselves that it's anything that it isn't.


Now, a few things to consider:

- Our boy has basically no backing once he goes out into the world. That means that (at least in the medium term) those rare skills are going to be bought here or nowhere.
- Shards are going to be rare, but available in an ongoing way. We want to be picky about what we get, but we can afford to target the medium term rather than the extreme long term. As an example, it seems likely (to me) that we'll have at least one more opportunity to gain shards prior to finishing out Qi Condensation.
- We're heading into Poison Fang Valley. That means that self-sufficiency is going to be important on a cultural level, and that "head out into the wilderness to hunt and gather" is going to be a big part of our available forms of resource generation
- We're not going to the azure plains, which means that we don't have to maximize the number of people coming with us int eh hopes of creating a sect, which means that we can afford to hang around here for at least a little longer in order to train in herbalism.
- I feel like we don't want to spend shards on things that we could be spending progression on. At the same time, we have a *lot* of things we want to spend progression on.

random thoughts:


Binding of Heaven is interesting but has some pretty severe drawbacks. Better to leave be

We'll want the next few chains of qi condensation eventually, but we can afford to wait on those for our next opportunity at shards. Our boy just isn't advancing that quick.

Twelve Cuts to Topple the Heavens really only applies in life-or-death battles against cultivators powerful enough to have those kinds fo defenses... and it seems pretty iconic. It's potent, yes, but also somewhat niche and unsafe.

Blood Spilling Cycle is potentially a notable source of blood qi when our boy gets into lethal fights. Would synergize very well with blood qi combat techniques... none of which we currently have or are all that likely to be able to get save via shards. Not sure how valuable this would be overall? I sort of felt like we were starting to get over the hump as far as blood qi availability was concerned, but I admit that I haven't been tracking it that closely.

As such I propose the following:

- Stick around in the sect long enough to learn the beginnings of herbalism. Even better if we can also pick up some spiritual butcher. If we can, remove that from the list and add more qi gathering knowledge.

[] spiritual butcher- the upgrade of the butcher skill, utilizing small amount of Qi spun in a specific manner to retain more of the spirit beast power within its body.

[] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.

[] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.

[] Blood spilling cycle- a secret technique of the Guang bordering the demonic, when blood is spilled by Guang Li the ancestors may gather it a small portion of it for later use, this technique is incredibly refined and dos not posses the many dangers and downside normally apparent in such techniques. It is also almost completely undetectable.

[] General Qi gathering knowledge [max 5]- +1 to Qi gathering rolls per ghost.

/*********/

Bloodline reinforcement has obvious utility. Herbalism plus Spiritual Butcher plus qi sense (plus, possibly, blood spilling cycle) helps to really maximize the value of resource-gathering trips out into the wilds. Better hunting, better avoidance of dangerous beasts, better herbs, better butchering, better finding of treasures and (if we can fit it in) some blood qi from killing the beasts. Then everything else gets tossed into qi gathering knowledge because we spend a lot of ghost time on gathering qi.

All of it is long-term benefits that are either impossible to get elsewhere or that we'd have real difficulty getting access to on our own, and at the same time all of it starts paying off more or less immediately - helping us get into a better position for the next time we have a chance to free some of our ancestors.

edit: thoughts on what others have said:
There's an interesting question here. We're going to Poison Valley. Are we going to try to join a sect there? How likely are we to be able to join a sect there? That has real impact on our ability to learn herbalism and spiritual butchery - both of which are likely to be available in a place like this. Doctor and Qi sense, not so much.

I'm basically not willing to vote for any plan that doesn't involve Bloodline Reinforcement. It seems like such a blatantly core part of our power, and one we really ought to be pursuing.

The idea of branching out into Doctor is interesting. I'm not opposed to it necessarily, but it does compete for time with things like "resource gathering expeditions" and "alchemy" - and that's especially the case because it's only the first part of what is necessary to be a good spiritual doctor.
I just want to point out that it has been mentioned by the QM that the unlocks from the Shard Shop can't be picked up anywhere else, it's Guang knowledge. There's probably lesser versions available for a no-name Loose Cultivator, but not the ones on offer.
 
I'm basically not willing to vote for any plan that doesn't involve Bloodline Reinforcement. It seems like such a blatantly core part of our power, and one we really ought to be pursuing.
Bloodline reinforcement requires Shen though, so if you think QC 10 and 11 can afford to wait when are you planning on opening the second dantian?
 
[]Plan: Breaking the chains of heaven and preping for shen
-[] the tenth Qi condensation stage- a secret stage, known to few on the continent. With secret knowledge and mastery one can push forward even after fully expanding their dantian, condensing a powerful drop of Qi and utilizing to fully shatter a chain of heaven earning their enmity but removing the shackles imposed upon the cultivator.
-[] The eleventh Qi condensation stage [Requires the tenth]- an additional secret stage, the second of four, allowing one to fully shatter a chain of heaven.
-[] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.
-[] Twelve cuts to topple the heavens, the first cut to open the way- stolen from the Sword Ascendant sect at great cost, the Guang ancestors know the first technique of its main manual, the first cut to open the way is a technique which calls upon the sword Dao to penetrate and nullify defensive artifacts or techniques and is the first of a sequence of twelve. This technique requires no Qi, merely understanding a far rarer substance.
-[] Pill of the open Dantian- a special pill that eases the opening of the second dantian. 1 rare herb, 15 common herbs. [hard] (requires double the points to brew). -10 to the dc of opening the first/second/third dentian. Each additional pill taken for the same dentian after the first gives half the benefit. (so -5 then -2 then -1).

Cobbled together a plan , this is mainly focusing on things we really cant get in other means, plus a pill recipe to make opening the second dantian easier for later,
 
Are we sure we don't want to buy this or Doctor? It looks like we're going to be to Poison Central, so the ability to whip up antidotes could be life saving.

- Stick around in the sect long enough to learn the beginnings of herbalism. Even better if we can also pick up some spiritual butcher. If we can, remove that from the list and add more qi gathering knowledge.
Cobbled together a plan , this is mainly focusing on things we really cant get in other means, plus a pill recipe to make opening the second dantian easier for later,
One important thing I'd like to stress really hard:
We don't have to chose now. We can save our shards for now and spend them as a normal shopping action in future turns when it turns out we will soon need something we can't

You don't have to spend all of the shards right this minute, after this vote, this post is going to go for the informational and you could come back and buy things whenever. And as you unlock things (either through here or by progressing through your trees) more options will be added.

Blood Spilling Cycle is potentially a notable source of blood qi when our boy gets into lethal fights. Would synergize very well with blood qi combat techniques... none of which we currently have or are all that likely to be able to get save via shards. Not sure how valuable this would be overall? I sort of felt like we were starting to get over the hump as far as blood qi availability was concerned, but I admit that I haven't been tracking it that closely.
It would synergize well with hunting for CC (as a rogue cultivator a good way to get alchemy ingredients when we don't get to shop with Alchemy Hall or even just sect member privileges).

And with Butchering raised Spirit Beasts.
We won't have a cult we own in the foreseeable Future, but we have the struggling disciples, a gaggle of contacts that could benefit greatly from us getting them marketable skills (they are probably as poor as Li was before joining the hall. And without the Ancestors to teach them, getting they'd need to learn from the expensive lessons until they reach a level to join a Hall). Like Herbalism or Spirit Beasts raising.

The strugglers growing herbs and Spirit Beasts and we taking care of the slaughtering (using both butcher skills) would mean we get lots of blood Qi very AP efficiently while the strugglers do the Labour (-> AP) intensive steps to get good CC without hunting risk.
And 2 butchery skills -> benefit twice from reflection mind.
 
Bloodline reinforcement requires Shen though, so if you think QC 10 and 11 can afford to wait when are you planning on opening the second dantian?
We do have "unlock the middle dantian" available as a qi ghost option.

Okay, I'll admit, it is a fair point that that investment is one that requires some effort to get to. At the same time, it is so blatantly strong as a booster for our guy, who has "my bloodline" as the one cheat that carries him through absolutely everything. You always invest in your core cheat.

I just want to point out that it has been mentioned by the QM that the unlocks from the Shard Shop can't be picked up anywhere else, it's Guang knowledge. There's probably lesser versions available for a no-name Loose Cultivator, but not the ones on offer.
It's true. There's basically to different things on skills:
- There's if it's been unlocked by the ancestors. Being unlocked by the ancestors means that we can teach it to him with ghost power. It also may unlock specific ghost actions associated with that skill... though we won't know what until we do unlock the skill.

- There's what skill our boy has. This lets him gain the personal benefits from the skill, but does nothing for the ancestors.

So... basically every skill has some level of long-term value from a shard unlock. At the same time, if the part that you really want out of it is the skill that our protagonist gets, then we can get most of that value from just getting someone to train him.
 
If we really want to go in on our bloodline I recommend getting the pill of the open meridian. Just looking at the second dantian for a few herbs we save like 375 progress and 30 pure qi.
 
And with Butchering raised Spirit Beasts.
We won't have a cult we own in the foreseeable Future, but we have the struggling disciples, a gaggle of contacts that could benefit greatly from us getting them marketable skills (they are probably as poor as Li was before joining the hall. And without the Ancestors to teach them, getting they'd need to learn from the expensive lessons until they reach a level to join a Hall). Like Herbalism or Spirit Beasts raising.

The strugglers growing herbs and Spirit Beasts and we taking care of the slaughtering (using both butcher skills) would mean we get lots of blood Qi very AP efficiently while the strugglers do the Labour (-> AP) intensive steps to get good CC without hunting risk.
And 2 butchery skills -> benefit twice from reflection mind.
So... spiritual beast raising is something that takes a degree of investment, especially if you want to do it in large numbers, for farming purposes. We don't have the kind of reasurces we'd need to make that happen, and we're not likely to get there soon.

On the flip side, herbalism, butchery, and qi sense are things that pay off immediately from the most basic cultivator task of "go out into the wilds looking for stuff", and herbalism doubles as something that you can go all farmer on if and when you do start to have access to resources, can set up a few gardens, and so forth.

So... if we want to take our struggling disciples and turn them into a tiny sect out in the Valley, then the herbalism/spiritual butchery/qi sense combo starts being pretty strong as a set of things to teach them. Then we let them go out and gather, and we can stay home and do alchemy on what they bring back for the benefit of all involved. It's a pretty solid plan overall, really.

Admittedly, that version of the plan also starts making doctor more important, just as a way to keep our friendly struggling disciples from dying if they start taking hits. So....

[] Plan: Poison Valley Sect Master
-[] Herbalism- the skill for growing and tending for spiritual herbs.
-[] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.
-[] spiritual butcher- the upgrade of the butcher skill, utilizing small amount of Qi spun in a specific manner to retain more of the spirit beast power within its body.
-[] doctor [rare]- the skill for treating wounds for enhanced individuals, limited without relevant techniques but still needed for a good doctor.
-[] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.

The skills will be useful for us when we go on our own expeditions, but they're at least as much there for training our juniors as for the benefits that they themselves bring. Doctor is more for our own personal advancement - helping to keep our juniors alive if and when they run into issues out in the field. Bloodline Reinforcement because deepening the bloodline is kind of a big deal.
 
Last edited:
So... if we want to take our struggling disciples and turn them into a tiny sect out in the Valley, then the herbalism/spiritual butchery/qi sense combo starts being pretty strong as a set of things to teach them. Then we let them go out and gather, and we can stay home and do alchemy on what they bring back for the benefit of all involved. It's a pretty solid plan overall, really.
We probably wont be able to create a sect in the poison valley , unlike the aura plains the qi there is of higher concentration meaning a group of qi disciples cant really hold any territory.
 
Gonna be honest, I had not been expecting Poison Valley to actually win the leave vote. I was fully expecting to get a handful of votes but ultimately lose. So that's definitely something good to wake up to this morning.

The vote to spend shards is definitely a tricky one; lot of good stuff there! The good news is that I 100% expect this to not be the last time we'll run into whoever's controlling those wights so I expect we'll be grabbing more benefits in the future.
 
So... if we want to take our struggling disciples and turn them into a tiny sect out in the Valley
Making our own sect is Aure only.
Its only feasible in Azure Plains because that is the only place where a group of QC cultivators can realistically claim land and resources.

Doesn't mean we can't help the strugglers learn valuable skills and buy what they make, though.
 
Last edited:
Its been about four hours and there has been quite a few good plans proposed in that time so I think its fine to open the vote.
 
[X] Plan Old, Hidden Tricks
[X] Plan Blood, Blood, Gallons of the stuff! V2

I like the look of these ones. Any shards we pick up in the future can go into some slightly less important things
 
Last edited:
[x] Plan: Poison Valley Crew
-[x] Herbalism- the skill for growing and tending for spiritual herbs.
-[x] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.
-[x] spiritual butcher- the upgrade of the butcher skill, utilizing small amount of Qi spun in a specific manner to retain more of the spirit beast power within its body.
-[x] Doctor [rare]- the skill for treating wounds for enhanced individuals, limited without relevant techniques but still needed for a good doctor.
-[x] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.

Open up a bunch of skills, and enable bloodline reinforcement. The old, hidden tricks we can pick up later.
 
[X] Plan -ning ahead (5 shards)
-[X] the tenth Qi condensation stage- 1 shard
-[X] The eleventh Qi condensation stage [Requires the tenth]- 1 shard
-[X] Twelve cuts to topple the heavens, the first cut to open the way- 1 shard
-[X] Seek knowledge from the collective. - 2 shards
--[X] Knowledge of advanced alchemy [21/250]. Unlock advanced Alchemy actions. +12 progress
--[X] Knowledge of the bloodline [88/250]. Unlock bloodline actions. +162 progress
-[X] Look to the stars for hidden knowledge of the future [174/500]. Reveal the event in the event track permanently. +326 progress

I'll go for this one. It helps us a lot for long-term planning, and gives us a few more really good options.

[X] Plan: No More Surprises
[X] Plan -ning ahead w/ doctor
[X] Plan Blood, Blood, Gallons of the stuff! V2
 
Last edited:
[X] Plan: Buying things when they become relevant
-[X] Mantling- a secret of the Guang, the act of mantling allows the ancestors to -briefly- possess Guang Li body just enough to guide and correct his mistakes, allowing the ancestors greater skill to supplement his own. (in mechanical terms, Guang Li will get a bonus to his rolls, that bonus scales by how far down a knowledge tree the ancestors got).
-[X] Save the remaining 5 shards to shop with later

Edit:
Damage reduction approval vote
[x] Plan: Poison Valley Crew

[X] Plan Blood, Blood, Gallons of the stuff! V2
 
Last edited:
[X] Plan Blood, Blood, Gallons of the stuff! V2
-[X] Bloodline reinforcement (2 shards)- through the use of copious amounts of Shen, one's bloodline can be thickened providing a multitude of benefits.
-[X] Blood spilling cycle- a secret technique of the Guang bordering the demonic, when blood is spilled by Guang Li the ancestors may gather it a small portion of it for later use, this technique is incredibly refined and dos not posses the many dangers and downside normally apparent in such techniques. It is also almost completely undetectable.
-[X] Qi sense [advanced]- the skill for sensing Qi in the surroundings. Useful for both detecting enemies and finding treasure.
-[X] Pill of the open Dantian- a special pill that eases the opening of the second dantian. 1 rare herb, 15 common herbs. [hard] (requires double the points to brew). -10 to the dc of opening the first/second/third dentian. Each additional pill taken for the same dentian after the first gives half the benefit. (so -5 then -2 then -1).
-[X] doctor [rare]- the skill for treating wounds for enhanced individuals, limited without relevant techniques but still needed for a good doctor.

Given the need for the Middle Dantian to refine Shen to refine our Bloodline, I swapped Spirit Butcher for the Open Dantian Pill. Guang Li can learn the Spirit Butcher skill on his own, albeit not nearly as effectively as with Ancestor help, and the Pill is necessary to get the DC down to a reasonable level. Aside from that, more Blood Qi will let us use it as the basis for a lot more of our Cultivation, Making us stronger in the long run.

Edit: approval voting
[] Plan: No More Surprises
 
Last edited:
[X] Plan -ning ahead (5 shards)
-[X] the tenth Qi condensation stage- 1 shard
-[X] The eleventh Qi condensation stage [Requires the tenth]- 1 shard
-[X] Twelve cuts to topple the heavens, the first cut to open the way- 1 shard
-[X] Seek knowledge from the collective. - 2 shards
--[X] Knowledge of advanced alchemy [21/250]. Unlock advanced Alchemy actions. +12 progress
--[X] Knowledge of the bloodline [88/250]. Unlock bloodline actions. +162 progress
-[X] Look to the stars for hidden knowledge of the future [174/500]. Reveal the event in the event track permanently. +326 progress

[X] Plan -ning ahead w/ doctor (6 shards)
-[X] the tenth Qi condensation stage- 1 shard
-[X] The eleventh Qi condensation stage [Requires the tenth]- 1 shard
-[X] Twelve cuts to topple the heavens, the first cut to open the way- 1 shard
-[X] Seek knowledge from the collective. - 2 shards
--[X] Knowledge of advanced alchemy [21/250]. Unlock advanced Alchemy actions. +12 progress
--[X] Knowledge of the bloodline [88/250]. Unlock bloodline actions. +162 progress
-[X] Look to the stars for hidden knowledge of the future [174/500]. Reveal the event in the event track permanently. +326 progress
-[X] doctor [rare]- 1 shard

@The Meddler made a variant with Doctor as well.
Edit:
[X] Plan: No More Surprises
[] Plan Blood, Blood, Gallons of the stuff! V2
[x] Plan: Poison Valley Crew
 
Last edited:
Voting is open
Back
Top