Forge of Destiny(Xianxia Quest)

Let's take a look through AE. A lot of people are saying it's very good, and while it is, I think it's a bit more situational than we're accepting right now.

Passives
-User gains a two die bonus to spiritual defences
-The user regains one qi per combat turn as long as an enemy has been wounded that turn
-The user gains a three die bonus to perception against any target touching the ground
-The user gains a stacking one die bonus to offensive clashes each time the user damages an enemy. (Max 5)

So, passives. We get a defensive bonus, always nice, but not much to say there and a situational perception bonus. The latter is interesting, as it suggests we may want to invest in a means of not touching the ground, presuming this is Renshu's art and not a freebie from the moon. This is likely to upgrade after all, and it may hurt our stealthiness against him.

The last two bonuses start to get into why I think AE is situational. Namely, they both key off damaging an enemy. As written, in areas where we can damage an enemy, we'll get 1 qi/round back and a stacking bonus up to 5 for a fight, meaning we'll both outlast (low cost discounts mean we can conceivably spam arts for 1 qi each and then get that back every round) enemies and build a significant degree of momentum... if we're damaging people. The second bonus shares a wording with dissonance, which people pointed out on Disord works even if they mitigate with qi, but wound probably doesn't get that. This means the qi sap (the shiniest passive by far) is quite sharply limited, and probably won't proc much in a duel or the like.



Breath of Stygian Depths: 3 turn AoE debuff and qi sap. The qi sap is quite good, but the debuff is a bit minor. It's also keyed off a roll every turn, so you're unlikely to get the full effect or a long duration on everyone. Against multiple enemies, the sap gets dramatically more valuable and the debuff is probably hurting someone every round. Good, but, again, much better against a lot of weaklings than a duel.

Crawling Horror: This one's a bit weird. The worm's going last in a turn means they often may die before doing anything, unless Ling Qi goes near to last in a turn as well to prevent them from being mangled round 1. OTOH, if Ling Qi sets them up early in a round, they're targetable for buffs that round, but may easily die before they go. Manipulating initiative, as we can do, makes this a bit more valuable.

For stats, the worms have 3 health, Ling Qi's offense and defense attributes with 5 dice added on, effectively, replacing a mastery. They're early yellow and seem to have no arts. Attacks are DV 4 (but that probably won't be too relevant given their dice pools) with 1 armor penetration. Essentially, that seems to mean that the worms get a flat 11 dice to defend and attack. IF we buff them up, they can do a good deal with FZ stuff, but it's equally probable that a foe can launch an AoE attack that ganks both nearly defenseless worms and makes us defend about as cheaply as we can summon 2.

Ultimately then, the worms are useful, but situational. Encircling Winds is the best synergy, but it means we need the worms to last a full round after being summoned to do anything. That means, absent party buffs from others, the worms probably work best with terrible initiative for the moment. If we can hold actions, this works better, but it may not be possible.

Still, the worms are useful, (though, again, mostly against those weaker than us as a way of giving us relatively cheap extra attacks). I wonder if we can damage them a tad to get back qi. At 3 rounds of life, 1 damage/round spread between the two worms lets us get +3 qi if we can, without needing to seriously compromise their longevity. Sadly, they, personal feelings toward crawly things aside, probably don't count as enemies.

Ultimately, while good, AE has a very strong AoE focus right now. It's another stream of qi sap, which makes it quite usable in duels, but the rest of the best bits are very situational in a 1v1. Particularly, it's quite likely that the worms die as soon as they go out in a duel, meaning that we'll basically spend an action and qi to make an enemy do the same, but maybe spend less qi.

Improving this may help, but I suspect that the worms will never be particularly strong, or summoning would be quite breakable.
 
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[X] Plan Find Meridians

For stats, the worms have 3 health, Ling Qi's offense and defense attributes with 5 dice added on, effectively, replacing a mastery. They're early yellow and seem to have no arts. Attacks are DV 4 (but that probably won't be too relevant given their dice pools) with 1 armor penetration. Essentially, that seems to mean that the worms get a flat 11 dice to defend and attack. IF we buff them up, they can do a good deal with FZ stuff, but it's equally probable that a foe can launch an AoE attack that ganks both nearly defenseless worms and makes us defend about as cheaply as we can summon 2.

Note than we can stack lots of debuffs in enemies, which makes the worm a lot more effective even with his low dicepool.
 
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Crawling Horror: This one's a bit weird. The worm's going last in a turn means they often may die before doing anything, unless Ling Qi goes near to last in a turn as well to prevent them from being mangled round 1. OTOH, if Ling Qi sets them up early in a round, they're targetable for buffs that round, but may easily die before they go. Manipulating initiative, as we can do, makes this a bit more valuable.
That's about how hard we hit back when we were Early, tho, I have isn't bad. Considering the stacking defense penalties, they get significantly better.

And that's the first level of the art. Imagine being able to spawn an Early/Early buddy while you are Mid (which is the requirement for the art).

Also, if they are attacking the worms, they aren't attacking Ling Qi, and are probably eating even more debuffs.
 
She grit her teeth, tears stinging in her eyes as she tried to look for any sign of where she was. No matter where she looked though, there was only snow, even with her enhanced senses, she could not see more than a few centimeters in front of her face, nor feel anything beyond an overwhelming torrent of wind and water, mixed with something else, a light qi that mixed and merged with the rest, barely detectable. Of course it was a test. Every single Elder and Spirit seemed to just love their tests!
This is basically FVM but snow themed instead of mist themed, isn't it? The very first tech. We know that Zeqing was one of the spirits that attacked the composer of FVM, and that FVM's mist is similar to what Zeqing uses to Hanyi, but we never seen that Zeqing's ability was so completely a reskinned FVM. If so...

Does this mean the FVM evolution can seal arts?! It makes sense, as a development to the narrative -- the techniques basically say that the traveler is lost, then is being attacked by spirits of the mist and night, and then the traveler's being worn down. It makes sense, then, for an evolution to the melody to be "the traveler is helpless."

She remembered her first winter after running away, shivering alone in an alley. She had come the closest to breaking then, to running back to her mother in tears, ready to sacrifice her freedom for a warm hearth and the safety of her mother's arms.

She remembered the kind old man whose blankets she had stolen, and in turn the beating she had received when an older, stronger boy had taken them from her weeks later. She remembered sobbing alone as she clutched her broken arm while uncaring passerby ignored the huddled lump on the street corner.

Loneliness and abandonment, the cruelty of the uncaring wilderness, unchanged by its urban nature. The mist flowing from her flute thickened, resisting the wind as it flowed down like water, engulfing her feet and legs. It wasn't warm, it wasn't comforting, but it was hers, and it rejected the external cold and driving shards of ice.
That was not okay. That hurt, actually, reading it. For all Ling Qi has resolved to never be so alone again, that loneliness is integral to her personality and mental/spiritual integrity. Ow.

Special Element, Music unlocked. Music based arts are no longer affected by sound based defences or deafness as long as at least one meridian is attuned to Music.

Specialty II Woodwind Instruments, unlocked. When using your specialty you are treated as being one cultivation level higher in clashes.
Holy shit, these are amazing. Music Special Element means that anti-Thunder defenses don't work on Ling Qi's music arts, which is godly because music arts aren't popular and very little people are going to bother specifically getting defenses against music when they could get defenses against Thunder and (regular) music both. Especially since Ling Qi doesn't even have to turn regular music arts into using Music element to get the benefits: she just needs to keep FVM, one of her best arts, always equipped.

And that Specialty upgrade! One whole cultivation level matters a whole lot -- it means another autosuccess over our opponents! It's functionally +2.5 dice, or +4 dice if it bumps Ling Qi's effective realm up. I wonder if the other monsters in the outer sect have something like this... Sun Liling didn't seem to have one, since she got the regular amount of autosuccess she should have, but she was using a spear tech, and having Mastery+ doesn't seem quite as useful in the system as a Specialty+; Masteries get the usual multiple dots as skills, while Specialties are stuck at one dot.

Her effort proved fruitful, and though Meizhen found her new art a bit distasteful, she could argue with the efficacy of it. The girl was remarkably quick to annihilate the slimy constructs Ling Qi could now summon before they could touch her
Eww, Meizhan must hate the worms; she's a pure maiden that can't be touched by the filth of base earth! The art is amazing though! Only 40 sux to get the first level, which is surprising low though I'm not going to look that gift horse in the mouth, in exchange for amazing passives. Qi Regen! Spiritual defense dice! Perception dice! Stacking offensive dice!

The techs though. Expensive, but Ling Qi has a -4 Qi cost reduction from her gown and flute so merely "not spammable" rather than prohibitively costly. Only lasts for a maximum of 3 turns, and can't be maintained costlessly like FVM. But there's more Qi drain, as well as another defense debuff on top of all of FVM's debuffs, in addition to an Early 2nd Realm add. Expensive to add all of our allies to the white list, but that's what all these Sable Light Pills are for.

"It makes no sense," she growled. "They are extensions of my qi, they shouldn't have life of their own like this."
Hm, but her qi has been altered to be Fire/Heaven/Thunder now; Heaven is the element of intellect and Thunder is the element of impulse. Are her flames acquiring life-like qualities? If Xiulan manages to get her hands on a Fire construct art, she might find her creations unusually advanced?

"Big Sis, I found a pretty!" She looked down to find a proud looking Zhengui trundling over, a clump of warped sand that glittered in the late afternoon light. He dropped it at her feet, his serpent head looking away even as his little green eyes gleamed up at her, excited for her approval.

"How lovely," Xiulan said, a touch of amusement entering her voice, despite her strained expression.

Ling Qi merely glanced at her before picking up the bead and examining it with a serious expression. It was pretty in a rough way, especially with the spark of azure fire that still glittered at its core. "Thank you Zhengui," she replied with dignity, patting the little reptile on the head. "It's very pretty, I love it."
For all of Ling Qi's protests to the contrary, she is definitely Zhengui's mother. This scene is textbook parenting! It makes me feel a little better for not voting for taking Zhengui's action last turn; Ling Qi is still taking the time to raise Zhengui, just not pushing him through combat training while he's still learning what the world even is. (Would she treat her human children, if she even acquires any, the same way? Presumably she'll want a co-parent, since spirit beasts like Zhengui are remarkably self-sufficient in terms of protecting against dangers in the sect environment but human children are definitely utterly helpless for far longer.)

And it's nice to see Xiulan has some bright spots in her world. She deserves better.

(Also, Zhengui? It is plain as day to see that Zhen's the tsuntsun to Gui's deredere. As children, that's cute; I dread to see how that manifests as teenagers...)

One with Shadow: ooo
This is (the lesser, more basic form of) what Jiao used when he appeared from shadows back a turn ago, right! (And that passive +9 Speed is amazing, especially combined with One with Shadow's movement limitation. Similar to how EPC's passive also applies to EPC cultivation: as SCS's speed bonus passive increases, SCS techs get even better above and beyond advancements to the tech themselves.)

"Oh?" Xin asked playfully, turning her head and resting her cheek in her hand. "You do not want the girl to know how you stained an innocent fairy with your essence, and wrought her into your ideal spouse?"
...That phrasing was absolutely deliberate on Xin's part, she could have described the binding process entirely innocuously! That being said, this insight on the nature of elemental spirits is interesting -- they're completely inhuman at base, but then learn to be human as they spend time bonded to humans. This is in contrast to how human cultivators become more inhuman, spirit-like, as they progress in cultivation.

I wonder what Gu Xiulan is going to work Linhuo into, though? As a Heaven Spark Fairy, she is a fire-starter at heart, but Xiulan's using her as a fire-eater now. Furthermore, Xiulan wants a boon companion, who will stay by her side always (see: Han Jian, Ling Qi in Xiulan's interlude), and one who will fulfill her ambitions of dominating her home power structure. We see that in how Linhuo encouraged Xiulan to complete her tribulation, so I suppose Linhuo will develop into an enabler-type personality?

And, I wonder how Yanmei's spirit has developed? Her's has been bonded to a Metal-focused human for about 8-ish years.

[] Go on a trip to the spiders nest with Li Suyin
[] You need to speak with Meizhen, about Cai's offer and the future in general
These are essential, in my mind! Spirit beasts really improve cultivation speed, and if Suyin is to enter the Inner Sect with Ling Qi, she needs all the help she can get. And Ling Qi needs to talk with Meizhan about how they're going to stay connected in the future, and what Ling Qi should expect and know about being Cai's vassal.

[X] Plan The Dark Storm
Has the minors I want, and also takes a mission (Wind site pls?). Doesn't have scouting Sun Liling, but that's ok.
 
So, thoughts on minors:
  • Shaman Bag should really be done this turn. We want to know what it is so we can factor it into our plans. If there are rare pills, we want them now. If there's another art, we want to know what it is so we can make decisions around it.
  • Suyin is also high priority. Helping her get her spirit sooner is good for her.
  • Su Ling: music want
  • Meizhen: definitely our first port of call regarding the Cai question. Again, should be done this turn so we can move on to our next steps.
  • Han Jian: not urgent. We probably have at least 2 weeks before we'll actually be training AS, so we have time. The main reason for this is that we asked him about it 2 weeks ago now, and it's a little weird if we leave it too long.
  • Cai: want this, maybe not this week though. Need to do Meizhen first, and given Ling Qi's indirect nature probably Gan as well. Would want to do next week though.
  • Gan: similar to Cai, though maybe slightly higher priority. We need to do this soonish, but I'd rather talk to our friends first.
  • Letter: can be left til next week.

So, basically my feelings are that Shaman Bag, Suyin, and Meizhen are the must-haves. Su Ling is high just because I want music. Gan, Cai, and Han Jian are next tier, and if we don't do them this week we probably want them next week. Letter is just probably next week.

With that in mind...
[X] Plan Find Meridians

Is alright. Han Jian could potentially be swapped for Gan.

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It says a lot about Ling Qi that learning a new language/deciphering new arrays is seen to her as a relaxing activity instead of, yanno, work. There's having a work ethic and being a work ethic, and Ling Qi's heading straight into 'I was deliriously self-indulgent when I went shopping for food earlier this week and bought some porcinis' territory.

Actually, I don't find this particularly meaningful. Basically, this is seen as non-work because it isn't something she "has" to do as part of her main cultivation regimen. Like, putting together that dice calculation spreadsheet took me a lot of time, but I didn't consider it work - despite the fact that I often do the same kind of thing for work. I figure Ling Qi found it relaxing because there wasn't the same kind of pressure on her to actually succeed that there is in her main training (it's not included in her key performance targets) and she was basically treating it as fun social time with Suyin.
 
Eh, while it's decent, I can't really be for [] Plan: Surprise! I'm secretly invincible! because of the Sun Liling action. Yeah, if we wait we'll probably get another thunderdome. So what? We've overall benefited from them, if not directly, then from their fallout. It's Cai's job to worry about them, not ours.

If we're trading for Argent Storm we probably should start learning it. If we're teaching Argent Current we should also work on IT. So dropping Cai and Zephyr for Argent Current and Storm

This is basically the same, since while I'm not enthused about Lady Cai we need to feel her out to understand our options, but without wasting the action on something that isn't our problem.

[X] Plan: Weathering the Argent Techniques.
-[X] Resources: Gushing Spring Pill, Clear Wind Pill, First Level Thunder Pill, First Level Fire Pill, Vigorous Sapling Pill, White Hart Elixir, Second Level Wood Pill, Second Level Thunder Pill, Second Level Fire Pill, Flowing Rivers Pill. 70 Red Stones Total
-[X] 1 Yellow Spirit Stone, 3 Red Spirit Stones.
-[X] EPC Bonus Successes: Eight Phase Ceremony
-[X] Spend time working with Zhengui to express his abilities
-[X] Train at the vent with Su Ling
--[X] Thousand Ring Fortress
-[X] Train with Meizhen
--[X] Eight Phase Ceremony
--[X] Minor: You need to speak with Meizhen, about Cai's offer and the future in general
-[X] Train with the Golden Fields Group
--[X] Argent Storm
--[X] Argent Current
--[X] Minor: Trade techniques with Han Jian, you can help each other work out the basics.
-[X] Minor: Go on a trip to the spiders nest with Li Suyin
-[X] Minor: Find the time for a chat with Guangli, even if he is biased, he's probably the one who knows Cai best
-[X] Minor: Spend some time around Cai Renxiang, what does she actually do all day
 
[X] Plan Find Meridians
Not completely certain we should do Sun Liling scouting, but it could be needed and this has all the minors I want.

It also gets AM4, which is of significant help for scouting.

Crawling Horror: This one's a bit weird. The worm's going last in a turn means they often may die before doing anything, unless Ling Qi goes near to last in a turn as well to prevent them from being mangled round 1. OTOH, if Ling Qi sets them up early in a round, they're targetable for buffs that round, but may easily die before they go. Manipulating initiative, as we can do, makes this a bit more valuable.
Deepwood vitality or TRF are very powerful for the worms, I think. makes sure they can last a full turn at the very least. Also, keep in mind that AE1 is mid yellow. it probably caps at AE3 for yellow, meaning it will get significantly more powerful by the time it's capped for yellow.

@yrsillar, offensive/defensive attributes means 'dex', or does it means 'dex + unarmed'?
 
[X] Plan Find Meridians

So is it possible that AC will work with the new sound based attack in FVM? It's 10 meters, so basically melee range. And AC doesn't seem to have a weapons limit. We'll have to train AC to see, what we know now about it is rather imprecise. But it seems possible anyway.
 
We're getting a thunderdome either way. Doing the Liling action while we have a massive boost to our escaping and infiltration skills (While nobody knows how far we've expanded), means that we might have the Thunderdome be an unambiguous victory instead of what amounts to being both sides counting coup and withdrawing.
 
Let's take a look through AE. A lot of people are saying it's very good, and while it is, I think it's a bit more situational than we're accepting right now.
You make a lot of good points! I, however, am going to argue that AE is going to be much more our bread and butter than what one might expect.

Passives
-User gains a two die bonus to spiritual defences
-The user regains one qi per combat turn as long as an enemy has been wounded that turn
-The user gains a three die bonus to perception against any target touching the ground
-The user gains a stacking one die bonus to offensive clashes each time the user damages an enemy. (Max 5)

Breath of Stygian Depths: oo
Cost 6 qi
The user exhales, expelling the hunger that lies within their soul into their surroundings. This qi takes the form of poisonous purple mist and stretches to encompass twenty meters around the user. The user clashes with all targets within range, on success, the target suffers a two die penalty to defenses for the turn and loses two qi. This effect repeats each turn for three turns. In addition, all targets suffer one point of armor degradation per turn spent in the mist. The user may exclude a target from the mists effects for two additional qi per target.

Crawling Horror: ooo
Cost 10 Qi
Effect may only be used in low light or darkness. The user shapes their qi into the mold of the the things which crawl far below the earth. This wormlike creature forms within five meters of the user and acts last in the turn. The worm has three health boxes and uses the user's attributes for defense and offense, with a five die bonus to both pools. It's attacks are DV 4, with one point of armor penetration. Targets struck by the worm are grappled, suffering a four die penalty to defense in addition to being unable to move until they break free. Up to one additional worm may be summoned for 6 additional qi. Worms count as Early Yellow/Silver combatants and last three turns, or until destroyed.

The first thing to note, is the passives. I think you did an excellent job covering them, and while I don't know about the Qi regen, I can accept your interpretation. However, I think that the last passive (the stacking bonus to offense) should be explored a little more. This passive stacks extremely well with dissonance, as it allows Dissonance to keep procing the -2 defense stack. This means that dissonance is both procing the -2 defense, it is also giving us +1 offense (through AE). FVM is going to remain a staple of our attack, and this passive makes it even better.

The second thing to note is "Breath of Stygian Depths." (Which is just an awesome name). While the fluff says it is poisonous, it doesn't actually do any damage. This is probably going to be an increase later on, but that is speculation. What is important is the 2 things it does. It creates a constant proc for a debuff (-2 qi and -2 defense) for 3 turns for every turn a person remains in the mist. Secondly, it forces all targets to suffer 1 point of armor degradation, and this does not require a clash. This is important, as one of the primary ways that we win is through Qi depletion, but dissonance can't help with that until the armor is gone. Stygian Depths helps cull away the armor meaning Dissonance can help do qi damage quicker.

The last issue is "Crawling Horror." This technique is expensive as all get out, a nice pricey 1/6 of our qi, and that is just the base summoning! The thing about these worms, is that they don't have a lot of health, and an attack against them is likely to wipe away all of their health. That is unless you consider the nature of the mist and the buffs and debuffs we are giving out. We primarily use Dex as our main defensive attribute, which means it starts out at 6 dex with a + 5 bonus. That means it starts out at 11 physical defense. TRF gives +2 passively, meaning they are now at 13 physical defense. Not a lot, but if we use a technique from TRF, we get them up to 4 health and 15 physical defense. Still not enough to really survive a dedicated strike against them, but they may survive an area of effect. And all we need is for them to survive one strike to really lay the pain on the target.

First off, the opponent is not having a good day with their defense. They have -2 from Elegy, -6 from dissonance (likely), and - 2 from AE (possibly). We don't know the passives from AC, but there might be offensive passives that proc like TRF for our little minons. There is also encircling wind that gives +4 dice to our minons against a target of our chosing, as well as a stacking damage up to DV4. The chances of these guys hitting the opponent with 1 success is decent. And if they do, these guys grapple, give -4 defense to them, and prevent them from moving (and forcing an action against them really). All in all, these guys have the potential to be killers with our current kit.

The set up would look like this: FVM first (dissonance), then Elegy and SCS, then Styagian depths, then Crawling horrors/TRF. After that, we do encircling winds on the target, and let them go to town at the end of the round. The set up is there, and our Qi reduction makes it much more affordable.
 
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@yrsillar: So, I don't know if you were ever asked this, but if we had rolled to respond really well when Meizhen kissed us, would it have meant we handled it better, or could it have meant the feelings were reciprocated? Asking mostly to punish myself, if it were the latter, even if I suspect it is the former.

While I suspect Ling Qi is strictly hetero, I struggle to understand it as, while I am more to the heterosexual side of it, I'm actually demisexual. So, for me, the relationship is far more important than the gender for attraction. If I had a close friend that was male who was in love with me, I could return the feelings more than with a physically attractive woman that I didn't know well.

Again, not sure if this is something that has been asked and answered that I just missed among the many thread posts. If it was previously answered, sorry to repeat the question. It's just something I have wondered for a while that I finally decided I would rather know than continue to wonder. (It doesn't help that, as the person that Ling Qi was closest to for so long, I'm getting jealous of how close Meizhen is getting to Cai on Ling Qi's behalf. )
 
So, I've got a lot of new things to work into my simulations...

@yrsillar a few questions on AE and Breath:
  • As has already been asked, what exactly are the conditions for AE's qi recovery and the stacking bonus?
  • What are our dice on AE? What stat do we use? Is there any mastery that applies? How do spiritual attacks work dicewise if they aren't using weapons?
  • To check: Breath lasts for 4 turns total? Initial attack - tick 1 - tick 2 - tick 3?
  • Do Breath's ticks count as an attack since there is a clash there? Would they add a multi-attacker debuff and increase Encircling Winds' buff?
  • So the worm's dicepool is dex + 5 + tech? So 14 total? Or are they using another stat?
  • Based on the descriptions, my guess would be that Breath interrupts playing, but that Crawling Horror doesn't... Is this correct?
  • I assume the armor degradation is durability loss? Because I could also read that as a debuff to armor value.
 
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[X] Plan: Surprise! I'm secretly invincible!

I like this plan best, only I would like to open the last bag, maybe instead of Guangli action?
 
Hmm, while I agree with @Alectai's point about taking advantage of our power boost, I would like to suggest that if we are going to scout Sun Liling, we should first check up on what our allies already know. They might not have much, but anything they know about her defenses should help... And keeping them up to date with our actions isn't a bad idea.

If this needs a minor rather than just a write-in note, we might want to get either Cai or Gan's minor this week...
 
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Abyssal Exhalation is downright amazing. Level 1 and the summon is already just about as good as we are, 5 bonus dice being worth roughly the 2 sux a Late opponent gets,
But the work doesn't get the bonuses from passives or techs. That is a pretty big deal; for reference, something like Crescent Grace gives us +9 on the turn we use it, and +6 of that carries over to subsequent turns.
 
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