Forge of Destiny(Xianxia Quest)

Since the Great Plan Arguing Period has passed, I want to comment on several things in the chapter.

1) Elder Jiao lesson - He was kinda of an ass but when he questioned Ling Qi on "What in the world do you want?' he had an a point (Not about formations though. Ling Qi specialty is formation arts, it's right there on the character page!). All of the people around Ling Qi have an dream they strive towards or a goal they wish to accomplish, while Ling Qi doesn't have one. The most she wants out of life is simply to be content with her friends and her drive of cultivation is simply borne out of fear of being abused. She is quite purposeless and thus is easily drawn into the goals of others.

2) Zhengui - Showed himself as a sneaky turtle, one might say a ninja turtle.

No wait, someone already made that observation. But seriously, can Spirit beasts learn the equivalent of arts or is it all instinctual? Cui mentioned that it's possible he can show Zhengui how to minimize himself, does that mean that older Spirits can help younger ones?

Actually a more pressing question, is Zhengui a turtle or a tortoise? His parent was a tortoise and Xuan Wu is a tortoise, but with his fire affinity and snake tail can he even swim?

3) Su Ling- Ling Qi advice bothers me here. She mentioned that it's OK to invest in stuff that is simply fun (mimicking Ruan Shen advice to an extant) but when did Ling Qi simply played the flute for the music itself? Or simply when hanging out with her friends? It strikes me as a mite hypocritical.

4) The letter - I like it that even after all that's passed between Ling and Meizhen Ling still considers Meizhen her best friend. Also now Ling's younger sister can win all contest of 'my big sister can beat up your big sister' by mentioning the xuan wu.

EDIT: Oh, the new Arguing Era has began anew.
 
Ugh. These all look appealing to some degree. Go for more offense, or go for more defense. Or go for more mobility and just run circles around the enemy. Questions, questions.
 
Alright, so:

Driving Zephyr is offense support focused. Zephyr's Heart is Defence support focused, and Fleeting Zephyr is Movement support focus.

Driving conflicts with AC in function. Heart conflicts with TRF in function. They might not be exactly the same in how they do things, but we already have Offence support and Defence support.

We do not, on the other hand, have Movement support. It does not overlap with any of our arts (SCS is purely personal), and it has general utility and enhancing Ling Qi's already high speed, making it easier for us to escape or perform maneuvers with a group of people.

This can help us in situations where we're leading a group of people like the mortals back in the trial.

At least, that's my reasoning for choosing:

[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
Adhoc vote count started by Codex on Oct 10, 2017 at 10:37 PM, finished with 32446 posts and 56 votes.
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
 
[]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

Tentative vote. If this allows us to speed our allies to keep with Ling Qi ridiculous speed, it would be great. Specially for Zengui.

I am ok with driving too, we can never have too many attack dice.
 
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[X]Fleeting Zephyr
On phone so can't write much. My main concern is that it might be a bit too much like Yan Renshu's art, but that one is probably not about speed but stealth.

@yrsillar how many levels and they all begin late gold?
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
 
Alright, so we have three options.
A) offensive projectile support
B) Strong defensive support
C) Movement speed support.

We don't have many utility skills, especially those that affect a group of people. So Fleeting Zephyr is appealing. I'm not too sure about driving zephyr as we don't have many allies that actually use projectiles, that we can be sure to reasonably fight with. A strong defensive art would stack ridiculously well with TRF, but I'm not sure if we need it.

I'm going to go with
[X]Fleeting Zephyr


I'm not sure if it will be used as a core mechanic in our kit, and if we will replace ZB with AC or AM or FSA or the Yan Renshu art, but fleeting zephyr looks like an art that will allow allies to keep up with us (for extraction purposes!) as well as cover the one major weakness to Zhengui, his speed. We make Zhengui faster, he will be a terror on the battlefield.
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
 
We do not, on the other hand, have Movement support. It does not overlap with any of our arts (SCS is purely personal), and it has general utility and enhancing Ling Qi's already high speed, making it easier for us to escape or perform maneuvers with a group of people.

This can help us in situations where we're leading a group of people like the mortals back in the trial.
A movement support art is useful but will it not conflict with previous talk of a group stealth/movement art or would you want this instead of that? It wouldn't fulfill the exact same role but I'm not sure how much we'd want both.

Driving on the other hand, would provide that damage boost to knives that we talked about as the main reason for getting ZB+ and I would say that ranged offensive boost and AC, which appears to be a melee offensive boost, are pretty different.
 
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[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

Speed buffs! Ensures Ling Qi is also the fastest among her peers, and retains the First Strike bonus from SCS.

Also, Zhengui is a slowturtle, which won't change, but maybe with Fleeting Zephyr he could keep up just a little?
 
So Driving Zephyr helps with FSA, might overlap with AC or it might enhance it. DZ helps with hitting and AC breaks through defences. Allies like Xiulan and others that like ranged attacks will get bonuses fighting with us.

Zephyr's Heart helps with TRF or it might overlap. FVM and SCS is also part of our defensive suit so it will have to compete there also. Allies that do not want the bad touch will like this, but melee people will get irritated.

Fleeting Zephyr helps with SCS(?) or atleast with movement arts overall. We do not really have anything that enhances our allies speed and we are a lot faster then pretty much all of them. Allies that likes hit and run keep away will like it.
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
 
A movement support art is useful but will it not conflict with previous talk of a stealth/movement support art or would you want this instead of that? It wouldn't fulfill the exact same roll but I'm not sure how much we'd want both.

Driving on the other hand, would provide that damage boost to knives that we talked about as the main reason for getting ZB+ and I would say that ranged offensive boost and AC, which appears to be a melee offensive boost, are pretty different.

I doubt we'll ever get that movement/stealth group art. At least any time before the tournament. So I'm settling for this one.
Adhoc vote count started by Codex on Oct 10, 2017 at 1:07 PM, finished with 32 posts and 18 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Codex on Oct 10, 2017 at 2:05 PM, finished with 52 posts and 32 votes.

Adhoc vote count started by Codex on Oct 10, 2017 at 2:07 PM, finished with 52 posts and 32 votes.
 
[X] Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

Speed is life.
 
I doubt we'll ever get that movement/stealth group art. At least any time before the tournament. So I'm settling for this one.
Fair point. There probably wouldn't be much point in pushing for it in the near future and who knows, maybe Fleeting could lead to it.
Adhoc vote count started by Grigori on Oct 10, 2017 at 12:46 PM, finished with 450 posts and 53 votes.

  • [X] Plan everything and sharing
    -[X] Resources: 3 RS, 1 YS, 1 qi expansion pill (inventory), Black ichor, Gushing spring pill (2), Flowing Rivers Pill (6), White Hart Elixir (6), 1st level Wood pill (2), 2nd Level wood Pill (6), 1 Steady Growth Pill (8), 1 Sturdy Oak Pill (18), 1 Qi Sea Pill (25) = 1 YS, 76 RS. (Change 1Y to 10R).
    -[X] Major Actions
    -[X] Spend time taking care of and raising Zhengui
    -[X] Train with Elder Jiao (LOCKED)
    --[X] Larceny
    ---[X] SCS
    --[X] Throwing knives
    ---[x] ZB+ (Take from archive)
    -[X] Train with Zeqing
    -[X] Infiltrate Yan Renshu's hideout
    --[X] Do it on your own.
    ---[X] But tell Meizhen where we're going, so if we don't back she knows where to drop the hammer
    -[X] Train at the vent with Su Ling
    --[x] TRF
    --[X] Share AC with Su Ling
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    ---[X] Share the contents with Li Suyin
    -[X] Minor Actions
    --[x] Xuan Shi seems to be busy setting something up at the council meeting pavilion, perhaps you could help him out?
    --[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X]Plan A snek in hand is worth two in the bush
    -[X] Resources: 3 RS, 1 YS, 1 qi expansion pill (inventory), basic water/wood pills (4), 2nd level water/wood pills (12), 1 Black Ichor Elixir, 1 sturdy oak pill (8), 1 steady growth pill (18), 1 Qi Sea Pill (25). Total = 1 YS, 70 RS
    -[X] Major Actions
    -[X] Spend time taking care of and raising Zhengui
    -[X] Train with Elder Jiao (LOCKED)
    --[X] Formations
    ---[X] Try to figure out the locking formations on the last bag
    --[X] Larceny
    ---[X] Sable Crescent Step
    -[X] Train with Zeqing
    -[X] Train at the vent with Su Ling
    --[X] Thousand Ring Fortress
    --[X] Offer AC to Su Ling, Li Suyin, and Meizhen, if they want to make use of it.
    -[X] Infiltrate Yan Renshu's hideout
    --[X] Ask Meizhen to back you up
    -[X] Minor Actions
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    --[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    [X] Plan AM is hard to cap
    -[X] Resources: 3 RS, 1 YS, 1 qi expansion pill (inventory), Black ichor, Gushing spring pill (2), Stalwart Mountain Pill (2), Rippling Lake Pill (2) Flowing Rivers Pill (6), White Hart Elixir (6), 1st level Wood pill (2), 2nd Level wood/mountain/lake Pills (18), 1 Steady Growth Pill (8), 1 Sturdy Oak Pill (18), 1 Qi Sea Pill (25) = 1 YS, 92 RS.
    -[X] Major Actions
    -[X] Spend time taking care of and raising Zhengui
    -[X] Train with Elder Jiao (LOCKED)
    --[X] Larceny
    ---[X] SCS
    --[X] Investigation
    ---[x] AM
    -[X] Train with Zeqing
    -[X] Infiltrate Yan Renshu's hideout
    --[X] Do it on your own.
    ---[X] But tell Meizhen where we're going, so if we don't back she knows where to drop the hammer
    -[X] Train at the vent with Su Ling
    --[x] TRF
    --[X] Share AC with Su Ling
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    ---[X] Share the contents with Li Suyin
    -[X] Minor Actions
    --[x] Xuan Shi seems to be busy setting something up at the council meeting pavilion, perhaps you could help him out?
    --[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    [X] Plan Mountain's 11
    -[X] Resources: 3 red stones, 1 yellow stone, 1 qi expansion pill, 1 White Hart Elixir (6), 1 Soaring Sky Elixir (6), 1 Black Ichor Elixir, 1 sturdy oak pill (18), 1 steady growth pill (8), 1 Qi Sea Pill (25), 1 Skyblood elixir, 1 clear wind pill, 1 Bright sky pill (2). (1 yellow stone, 68 red stones)
    -[X] Spend time taking care of and raising Zhengui
    -[X] Train with Elder Jiao (LOCKED)
    --[X] SCS
    ---[X] Larceny
    --[X] ZB+
    ---[X] War
    ---[X] Spend the 20 sect points required to get it
    -[X] Train with Zeqing
    -[X] Infiltrate Yan Renshu's hideout
    --[X] Ask Meizhen to back you up
    -[X] Train at the vent with Su Ling
    --[X] Falling Star Art
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    ---[X] Give Argent Current to Su Ling and Li Suyin
    -[X] Have a chat with Han Jian, it has been some time since you trained together, see what is occupying him
    -[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Plan Plumb the Darkness
    -[X] Resources: 3 RS, 1 YS, all Darkness, Wood, Water, and Fire pills available, Soul Concentrating Elixir.
    -[X] Major Actions
    --[X] Train with Elder jiao (LOCKED)
    ---[X] Formations
    ----[X] Try to figure out the locking formations on the last bag
    ---[X] Larceny
    ----[X] Sable Crescent Step
    --[X] Train with Zeqing
    --[X] Train at the vent with Su Ling
    ---[X] Thousand Ring Fortress
    --[X] Train with Meizhen
    ---[X] Argent Current
    ----[X] Share it with her.
    --[X] Infiltrate Yan Renshu's hideout
    ---[X] Ask Meizhen to back you up
    -[X] Minor Actions
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    --[x] Xuan Shi seems to be busy setting something up at the council meeting pavilion, perhaps you could help him out?
    [X] Plan Please let us have everything oh benevolent QM?
    -[X] Resources: 3 RS, 1 YS, 1 qi expansion pill (2), basic wind/water/wood pills (6), 2nd level wind/wood pills (12), 1 Black Ichor Elixir, 1 sturdy oak pill (18), 1 steady growth pill (8), 1 Qi Sea Pill (25). Total = 1 YS, 74 RS
    -[X] Major Actions
    -[X] Spend time taking care of and raising Zhengui
    -[X] Train with Elder Jiao (LOCKED)
    --[X] Larceny
    ---[X] SCS
    --[X] War
    ---[x] ZB+ (grab from archive)
    -[X] Train with Zeqing
    -[X] Infiltrate Yan Renshu's hideout
    --[X] Do it on your own.
    ---[X] But tell Meizhen where we're going, so if we don't back she knows where to drop the hammer
    -[X] Train at the vent with Su Ling
    --[x] TRF
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    -[x]Minor Actions
    --[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    --[x] Xuan Shi seems to be busy setting something up at the council meeting pavilion, perhaps you could help him out?
    [X]Fleeting Zephyr
    [X] Resources: 3 red spirit stones, 1 yellow spirit stone, 1 soul concentrating elixir, 1 rippling lake pill, 1 Stalwart Mountain Pill, 1 first level wood pill, 1-second level wood pill, 1-second level lake pill, 1-second level Mountain pill. (Total 1 yellow stone, 38 red stones)
    [X] Overflow: Qi
    [X] Spend time taking care of and raising Zhengui
    [X] Train with Elder jiao (LOCKED)
    -[X] Investigations
    --[X] Argent Mirror
    -[X] Formations
    --[X] Try to figure out the locking formations on the bags you looted from the shaman
    --[X] Question! How far should we progress in EPC before breaking into green?
    [X] Train at the vent
    -[X] TRF
    [X] Train with Meizhen
    -[X] SCS
    -[X] Tell her of the Black Pool
    [X] Continue Investigating Yan Renshu and Sun Liling's whereabouts
    [X] Compose a letter back to mother
    [X] Su Ling didn't look like she was in good shape, spend some time with her and try to see if you can help?
    [X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    [X] Plan Please let us have everything oh benevolent QM?
    -[X] Resources: 3 RS, 1 YS, 1 qi expansion pill (inventory), basic wind/water/wood pills (6), 2nd level wind/wood pills (12), 1 Black Ichor Elixir, 1 sturdy oak pill (18), 1 steady growth pill (8), 1 Qi Sea Pill (25). Total = 1 YS, 72 RS
    -[X] Major Actions
    -[X] Spend time taking care of and raising Zhengui
    -[X] Train with Elder Jiao (LOCKED)
    --[X] Larceny
    ---[X] SCS
    --[X] War
    ---[x] ZB+ (grab from archive)
    -[X] Train with Zeqing
    -[X] Infiltrate Yan Renshu's hideout
    --[X] Do it on your own.
    ---[X] But tell Meizhen where we're going, so if we don't back she knows where to drop the hammer
    -[X] Train at the vent with Su Ling
    --[x] TRF
    --[x] You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    -[x]Minor Actions
    --[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    --[x] Xuan Shi seems to be busy setting something up at the council meeting pavilion, perhaps you could help him out?
    [X] Plan War
    - [X] Elder Jiao's Training
    ---[X] Larceny
    --- [X] SCS
    ---[X] War
    --- [X] ZB+ (get from Archive)
    -[X] Train with Zeqing
    -[X] Spend time taking care of and raising Zhengui
    -[X] Infiltrate Yan Renshu's hideout
    -- [X] Do it on your own
    --- [X] Free: But let Meizhen know that you're doing it and where
    -[X] Train at the vent with Su Ling
    -- [X] Arm Meridian
    -- [X] Free: Give her AC
    -- [X] Minor: You haven't had much time for Li Suyin lately, and you have a mysterious tome, maybe the two of you could work on deciphering it?
    - [X] Have a chat with Han Jian, it has been some time since you trained together, see what is occupying him
    --[X] Meizhen is going out shopping for something at the market, though she hasn't mentioned what. Tag along?
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Grigori on Oct 10, 2017 at 12:47 PM, finished with 24 posts and 14 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

We have defence art boosting defence of allies. Time for utility art doing the same with movement.
 
[X] Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

Going with this for now...
Adhoc vote count started by Firnagzen on Oct 13, 2017 at 11:29 PM, finished with 6 posts and 4 votes.

  • [X] Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

Adhoc vote count started by Firnagzen on Oct 13, 2017 at 11:30 PM, finished with 16 posts and 10 votes.

  • [X] Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [x] Fleeting Zephyr

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:01 AM, finished with 36 posts and 24 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:06 AM, finished with 66 posts and 36 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:06 AM, finished with 91 posts and 39 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:07 AM, finished with 241 posts and 53 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:08 AM, finished with 291 posts and 59 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:08 AM, finished with 316 posts and 60 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:09 AM, finished with 319 posts and 60 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:10 AM, finished with 340 posts and 68 votes.

Adhoc vote count started by Firnagzen on Oct 14, 2017 at 12:11 AM, finished with 339 posts and 68 votes.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:34 AM, finished with 27 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:34 AM, finished with 16 posts and 11 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X]Fleeting Zephyr
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:35 AM, finished with 26 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:36 AM, finished with 27 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:37 AM, finished with 26 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:38 AM, finished with 27 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:39 AM, finished with 27 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.

Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:40 AM, finished with 26 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.
 
[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy

Projectile offense passives and instants, here we go.

Same thought. I don't think this is a good investment, but to the extent it is useful, it will be the passive.

[X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
Adhoc vote count started by Firnagzen on Oct 25, 2017 at 1:33 AM, finished with 27 posts and 15 votes.

  • [X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.
    [X] Driving Zephyr: An evolution of the common wind arts of the south. This branch focuses upon offense, driving forth allied missiles on the scathing eastern winds to strike home in the heart of the enemy
    [X]Fleeting Zephyr
    [X] Zephyr's Heart: An evolution of the common wind arts of the south. This branch focuses itself upon defense, its users surround their allies with the power of the harsh northern winds, driving away those that would strike at them.
 
@yrsillar, can spirits learn arts/will Zhengui be able to pick up/learn/remember etc a movement art or is an art like Fleeting Zephyr his only chance for speed?
 
[X]Fleeting Zephyr
On phone so can't write much. My main concern is that it might be a bit too much like Yan Renshu's art, but that one is probably not about speed but stealth.

@yrsillar how many levels and they all begin late gold?

5, and yeah they start late gold

@yrsillar, can spirits learn arts/will Zhengui be able to pick up/learn/remember etc a movement art or is an art like Fleeting Zephyr his only chance for speed?

Spirits don't exactly learn arts, they develop inborn ones, tho they can pick up some basic utility tricks from other spirits
 
[X]Fleeting Zephyr: An evolution of the common wind arts of the south. This branch focuses upon utility, guiding the user and their allies on fleet spring winds, granting them speed and fleetness of foot to escape or flank their foes.

There were multiple case where more ally speed could have been usefull before. Also, it will probably upgrade into flight for allies.

edit: Also, rincewind had it right. The most important is not to be the most powerfull but rather to be the best at running away.
 
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