Forge of Destiny(Xianxia Quest)

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The in progress royal road rewrite of this quest can be found here

The biting chill of autumn...
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Smelting: 1
The in progress royal road rewrite of this quest can be found here

The biting chill of autumn was in the air, traveling down from the cloud-piercing mountains that formed the Wall. The other signs could be seen as well; the seemingly endless forest for which the province took its name had begun to change colors and would soon be a lurid riot of warm hues rather than a sedate sea of green. Of course, for old Hu, these things were a lesser concern compared to the hungry spirit beasts who would soon be prowling about the edges of his farm driven by the increasing scarcity in the woods. Mystic beasts that might feast on one's herd or tear out one's throat were a definitely one of the more pressing concerns about the changing seasons. Even a single beast slipping through could spell disaster for a small family like his.

It was for that reason that he was now pacing the perimeter of his middling plot of land, a scowl on his weather worn face. He bent down and ran calloused fingers over the faintly glowing cyan characters carved into one of the stone beast quelling totems that kept him and his family safe... for the most part. After a few more moments the old laborer removed his hand, his scowl still firmly in place, and spat on the ground in disgust.

It was cracked, there was a hair thin fracture on the eastern face. Probably from the attack by the Black Steel Bear that had tested the perimeter a few weeks back. He'd have to go into town tomorrow to find an expert to repair it. It would be expensive, but he'd be a fool to go into winter with a damaged ward. He could still remember that incident a few years back when he'd lost a neighbor to that kind of carelessness. That old bastard Ji might have been a cocky fool but his wife and the little ones hadn't deserved that. A right mess that was, but at least the Sect had sent someone to hunt down the beast that did it. Damn things got too smart when they tasted human blood.

Standing up straight with a wince, he looked in the direction of of the White Cloud mountain and the town that lay out of sight at its base. Finding an expert might be a bit of trouble now that he thought about it. It was that time of year again; the sect would be welcoming new disciples, and many of the old ones would be up on the mountain taking examinations. That meant finding a sealing expert open for business would be a pain.

Hu supposed he couldn't grumble much though. If that pair of outer disciples hadn't driven that blood crazed bear off he might have a broken totem instead of a cracked one, and besides, he'd made a bit of a profit that day off the goldwood trees shattered by the fight. A smile crossed his well-lined face. Those lads had been so focused on carving up the bear they hadn't even bothered to check through the smashed wood. He'd gotten a few sun crystals out of that.

'Course now he'd be spending most of it getting his totems fixed, but that just meant the Great Spirits had been looking out for him, even if he hadn't known it at the time. He'd have to burn a few sticks of incense at the temple of the Bountiful Earth in thanks. Without that find, he'd likely have gone into debt. Growing spiritual herbs might be a profitable business, but most of it went back into maintaining his tools and fields at the best of times. The perils of being in such an expensive business he supposed.

Hu didn't much feel like making the trek out to town today, though. He'd have to send his youngest son out to look. It'd give the boy a chance to see some warriors in town, spirits knew the boy was bad at hiding his ambitions. He'd have to hope he wasn't too let down if it turned out he didn't have the talent for it, no one else in the family did after all. Then again, from what he had heard it wasn't something easy to predict. Having a disciple in the family would be a boon, but Hu wasn't one for wild fancies; best to just take things as they came. Hu turned his eyes from the mountain and continued his path. He always had more work to do at this time of year.


The streets of the town below seemed almost like rivers of fog from the balcony Minister Xiao stood upon. The damp mist which tended to engulf everything at this time of year was certainly not the best feature of this far-flung province of the empire, but it had a certain beauty from an aesthetic point of view. A rustic charm to make such an isolated place feel worth it, he supposed.

...as long as one could quickly return to the the dry warmth of their hearth and the comforts therein. He doubted those who had the misfortune of needing to be out and about today could appreciate the beauty. The weather would certainly not help shake off the current lull in trade, either. The Argent Peak Sect would be holding its introduction for new disciples today after all, as well as the advancement tests for the older ones, which meant the the shops and stalls ran by the Sect's more business-minded disciples would be closed. As a silver lining, at least it meant the various ruffians would be out of town as well. Half the inhabitants would likely be out gawking at the new arrivals and the Masters ushering them up the first of the Sect's mountains. He had heard there were several highly born candidates this year, and his people did certainly buy into the propaganda of the heroism and virtue of the nobility. It was likely his own fault, as he was the only 'noble' most of his citizens ever saw.

Minister Xiao only hoped that those children would remain in the Sect and leave the troubles of the court back at their homes. He was quite pleased to have been given the opportunity to leave that viper's nest behind, despite the greater physical danger he faced here on the frontier. He'd take the simpler and more easily understood threats over the deceptively obscure plotting back home, thank you very much.

Shaking off sour memories, the Minister sighed and returned his thoughts to the likely low revenues for the day. Thoughtfully running his fingers through the luxurious, if greying strands of his beard amidst his musings, he turned away from the view of the city to go back inside. He supposed he could not begrudge the Sect its crass behavior. After all, it was due to their efforts that his town could even exist so close to the border. That said, the younger disciples had a terrible habit of breaking things at times. At least the Sect Elders were dependable in regards to paying restitution… though they were often irritatingly condescending in doing so.

No, he had greater concerns in any case. His gaze flicked to the side as he reentered his manor, where one of his attendants stood with a stack of ledgers in his arms a few steps away from the balcony door, and silently gestured for the younger man to follow him. No, the real concern was that this day would also bring an inspection from an agent of the Ministry of Integrity. Their agents were… unsettling at the best of times, and could not be offended at any cost. He had spent the previous week going over his records, double and triple checking for accuracy in his accounts. He had never allowed any truly large indiscretions in the decade since he had been appointed to this post, and he would not allow that to change this year.

Still, there was always some young fool of a clerk who thought it possible to get away with skimming from the coffers meant for the Imperial Court. Xiao had one such foolish young man in the towns cells now, ready to hand over to the Agent when they arrived. It was unfortunate, for such a talented young man to meet his end over such a trifle, but corruption was not tolerated in the slightest by the current Imperial Court. It was certainly a far thing from the light hand disciples received for all but the most serious crimes. He was assured by the Elders that punishments for such things were a serious matter, but he sometimes doubted that, given some of the repeat offenders over the years. Of course, there were things even a great Sect could not protect a disciple from, such as the assault or murder of an official like himself, or various other Imperial laws.

Hopefully there was nothing which had escaped his notice and the Agent could quickly go on their way without any other members of his bureaucracy needing to disappear.



Zhu Qing strode down the misty street, hands clasped behind her back, never needing to so much as slow her steps to avoid the early morning foot traffic. The sight of her plain black and silver gown, white streaked hair fluttering in a nonexistent breeze, and the featureless white jade mask concealing her features was enough to cause all those before her to give way with a hasty bow and a murmured apology. All was as it should be. She was fairly pleased with this city; since she had been assigned as the inspector of this region by the Ministry not once had she been forced to take any truly drastic action. The mortal governors were hard working, honest, and obedient to the edicts of the Imperial Court, as they should be. So much more so than the nobles and ministers of the more central provinces, who far too often assumed their own prosperity and position granted them the right to defy Imperial law. Perhaps it was that the difficult life on the border did not afford them the time for such indiscretions.

The Agent smiled behind her mask; not that they were without flaw. No one was, mortal or otherwise. She knew the minister had caught a thief already, due to the informants she had in his manor, and she was pleased to know that Minister Xiao was still as proactive as ever. She would need to inspect everything personally, of course. The man was only mortal, and he would miss things. She was confident that he would never need feel the touch of her Reaper, though. The man was too sensible for that.

The thought caused the spirit bound within her to stir, its icy qi pulsing through her spinal meridians for a moment and intensifying the phantom breeze that blew around her person. A man who had the misfortune to be passing her by at that moment shuddered face paling. He took one look at the frost forming in the wake of her footsteps before he increased his pace, hurrying away from the Agent. For her part she did not spare the mortal laborer a glance, quickly quelling her spirit with the ease of long practice.

Death aspected spirits were nearly always the most difficult to control, and binding the Reaper had been among the most difficult tests for entry into the Ministry. Zhu Qing's gaze drifted to the mountains that towered over the town as she recalled her own days as a disciple of the Argent Peak Sect. It had been an enjoyable time, full of youthful indiscretion, and she still thought fondly of it even now. It was one reason she was glad for the sensibility of the local governor. She would hate for her yearly return to be stained by anything truly… unpleasant. The accountings required for major purges were terribly tedious and time consuming after all.

As it was, she looked forward to completing her inspection, so that she could visit her junior sister for tea. It had been too long since she had seen the other woman, who was often out at the more far-flung forts fighting the barbarians. She had been assured in their last correspondence that the other woman would be home this year, though.

After that would come the meeting with the Sect Head, which she was looking forward to substantially less. He would likely be less than pleased with the response to his funding request, but sadly as much as Zhu Qing wished to see her old home prosper, she knew that the Empress' opinion differed on this matter. The Argent Peak was a major sect in this region, but at court it was considered to be one of the less crucial points in the empire's defense, particularly with the stirring of the barbarians in the north and west, and the difficulty in reining in the western lords themselves. Perhaps if the Sect had managed to produce a good crop of Ministry or Imperial Guard candidates she could speak to her superiors on the matter.

There was little to do about it for the moment, though. Zhu Qing's knew her duty must as always come before personal concerns.

The Emerald Sea Province is a wild place on the edge of the Celestial Empire, bordered to the south by jagged and near impassible mountains that are home to many nomadic tribes who look upon the soft men and women of the lowlands with scornful, envious eyes. It is only by the strength of the Immortal Sects which lie on that border that keep their sky raiders from reaching the richer and more prosperous provinces further north.

It is only the continued recruitment of those with the talent for shaping Qi and binding spirits that the Sects maintain the line, for despite their name, very few of those who walk the path of the warrior or sage reach the status of true Immortality.

You are among those who have been brought to the foot of the mountains to be inducted as a disciple of the Argent Peak Sect, one of the three great sects of the province. It remains to be seen whether you will make a name for yourself… or simply be lost among the crowd.



Forging the Path is a quest inspired by various xianxia, fantasy, and wuxia works, with a sprinkling of Dominions in the world building. In it you will decide the path and fate of a new disciple on the Path of Immortality. Your first task is to decide the background, talents, and gender of the disciple you will be following. Keep in mind that your disciple will begin at fourteen years of age, and thus their personality is not set in stone, and can be molded over the course of the quest.

Backgrounds- Determine the starting skills and attributes of your character. It will also determine, to an extent, the path of the quest. Your character is more likely to focus on the sort of conflicts that suit them after all. It does not lock you into a path though, as the character will be able to grow and change based on your choices.

[] High Noble

  • You are a scion of one of the great houses of the inner provinces… if one who is not particularly high on the line of inheritance, and not the most diligent of your siblings either.
  • Advantages: High starting resources, connections and social ability. Higher starting cultivation.
  • Disadvantages: Average innate talent, weaker physical ability. Attitude issues
[] Scholar
  • Of a lesser house, still wealthy and prosperous, but needing its members to work to maintain that. Was intending to take the Imperial placement exams before their talents were discovered.
  • Advantages: Good resources and connections, higher mental abilities and skills.
  • Disadvantages: Weaker social ability, lack of combat skills
[] Artisan
  • Child of a working family, owners of a fairly prosperous Spirit Herb farm, local to the sect itself.
  • Advantages: Some resources, Average starting ability. Numerous miscellaneous skills. Above average innate talent.
  • Disadvantages: No outstanding areas
[] Soldier
  • You are the child of a military family, more than commoners, less than nobles. You are nonetheless proud of your heritage among the fighting men of the Empire.
  • Advantages: Some resources, Higher physical ability. Begins with a weapon based martial skill. Above average talent.
  • Disadvantages: Lower mental ability. Lack of non combat related skills

[] Street Rat
  • You have nothing. Child of a prostitute and an unknown father, you have always lived by your wits and by stealing from others. Yet you were still discovered by an Agent as a budding talent, and now everything has changed.
  • Advantages: High innate talent, 'practical' skills, decent physical and mental abilities, Possible hidden ability?
  • Disadvantages: No resources. Very low social ability. Compulsory Military Service. Somewhat cliche

[] Prisoner
  • You are, as far as others are concerned criminal scum. A murderer branded and marked. Ready to be sent to labor unto death in the mines of the southern mountains. You of course thought your actions justified, and now your apparent talent for cultivation has granted you a second chance.
  • Advantages: Best Innate Talent. Good combat and practical skills. High physical skills.
  • Disadvantages: No Resources. Social stigma. Significant enemy from the get go. Compulsory Military Service

Only the title is required in your vote

Talent

This will decide which branch of the mortal arts you are more talented in. It does not lock you out of the other branch, and neither is truly more powerful than the other.

[] Melee Talent

  • You will more easily learn close range and physical combat arts with both weapon and fist.
[] Ranged Talent
  • You will more easily learn ranged weapon and martial arts, both mundane and mystical
[] Support/Exotic Talent
  • You will more easily learn skills which enhance or weaken others, as well as more exotic effects
[] Sensory Talent
  • You will more easily learn skills which relate to the senses, both in enhancing and obscuring.
[] Production Talent
  • You will more easily learn crafting, harvesting and other production skills

Gender
Whatever roles men and women might have among mortals, among those who walk the Path the difference is largely meaningless, something which most disciples will quickly learn whatever their background. This choice has no mechanical effect.

[] Male
[] Female

Name

And finally of course, everyone needs a name. The setting is chinese themed, so please keep that in mind.

[] Name?

Examples-
Male- Li Fan, Zhao Hai, Fatty Hao
Female- Xu Liling, Lu Zhen, Orchid Su

THIS VOTE WILL BE BY BLOCK, NOT LINE.

An example of a full block would be…

[] Scholar
[] Ranged Talent
[] Male
[] Ma Fan

With X's in the brackets for a valid vote of course

AN: mechanics will be explored over the course of the first several posts, but I will note that the base abilities are storyteller based, as is the dice system. The system has been modified fairly heavily though and is subject to tweaks as it gets playtested. Please wait a few minutes before posting while GM posts are reserved.

This is my first quest on this site, but not my first ever, hopefully any new readers will enjoy my writing as well


Omake's and Art

Canon Omake

Su Ling and the Pink Pillby Fixerupper

On the Cloud Tribes by Humbaba

Thoughts of Fan Yu by Fixerupper

Wu Fong: Rumors and Realitiesby Fixerupper


Omake and Art

Killer by Fixerupper

A Calm, Dark, and Quiet World by Thor's Twin

Ling Qi by Andelevion

Ling Qi and Friends by Andelevion

Huang Da by Andelevion

A song for Meizhen by Sirocco

Ling Qi Meditating

Han Jian Quest by Humbaba
 
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Character Sheet
Ling Qi


Physical
Strength: oooo (7/25)
Dexterity: ooooo oo (0/65)
Stamina: ooooo (34/35)

Mental
Intelligence: ooooo (20/35)
Wits: ooooo (17/35)
Resolve: ooooo o (1/45)

Social
Presence: ooo (13/20)
Manipulation: ooooo o (25/45)
Composure: ooooo (17/35)

Domain: o (47/600)
Effects:
Allies with whom Ling Qi has at least four dots of positive relation receive a four die bonus to spiritual defense, and a two die bonus to resolve and composure tests when within one hundred meters
-Ling Qi receives a four die bonus when attempting to discern lies or see through illusions.
-Empty
-Empty
-Empty
-Empty

Advantages

Health:
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Qi: 80/111 (base 88+23 Permanent Bonus)
-13 Zhengui Upkeep
-18 Sixiang Upkeep
-23/89
Reserve Qi: 25/25

Speed: 38

Initiative: 28

Talent: 6

Spiritual Cultivation:
Early Green Soul (7)-677/1200

Physical Cultivation:
Early Bronze Physique (7)-61/1200

Permanent Bonuses

+8 Qi total
+4 Health Box
-During Cultivation roll again for each 1.
+15 Bonus Qi
Reduce the successes needed for opening Meridians by one.
Breakthrough Value increases by 5.
+5 Auto Successes on Spiritual cultivation
+10 auto successes on Qi cultivation
+5 Auto Successes on Physical and Meridian Cultivation
+5 Auto Successes to training Imperial element arts
+3 Initiative
+4 dice to training of arts which use spine meridians.
+4 dice to Stealth and Larceny at night/+2 dice otherwise
+2 to dice for resistiung dispel of darkness arts
+2 dice on offensive clashes with darkness arts
+2 dice on all defensive clashes while a water technique is active

Permanent Non Die Bonuses
Wind Techniques require fifteen fewer successes after initial mastery
Ranged weapons require one fewer experience per mastery dot
Multiply die bonus of natural sites by 1.5(rounded up)
-Ling Qi receives bonus dice on all non-art cultivation equal to dots in the Larceny skill
-Ling Qi is unaffected by low light or darkness
-Ling Qi may store up to twenty five qi when cultivating, this qi may be added to the users pool at any time with five minutes of meditation.
-Ling Qi may reroll a single failed larceny, stealth, subterfuge or streetwise check per turn
Ling Qi received five bonus successes to the cultivation of moon and music arts
Ling Qi receives a ten die bonus to the cultivation of heart and lung arts

Cultivation Art:

Eight Phase Ceremony

Attribute: Moon, Yin

A mystic Art based upon consumption of celestial qi to improve and refine body and mind. Granted to those smiled upon by some aspect of the moon, in order to bring them closer to their patron. The form granted by the Grinning Crescent Moon emphasizes the mystery and hidden nature of acts performed in the night. Some part remains hidden to you though...

Effects
-Adds twenty dice to Spiritual Cultivation until Green Appraisal(8)
-Adds fifteen dice to Physical cultivation up until Bronze Appraisal(8)
-Adds fifteen dice to the cultivation of all Yin aspected Arts
-Adds ten dice to the cultivation of Moon natured arts
-Grants the user a two 'virtual' stones of up to Yellow grade per week
-Allows the user to bind spirits of up to Grade three
-User receives 15 successes toward increasing qi each week.
-User may apply successes on stealth and larceny tests during the week as bonus successes on spiritual, physical, Moon or Yin aligned arts, as selected at the start of the week. Bonus successes cap at thirty.
-User may reroll a single investigation or perception test per week
-User receives a three die bonus toward perception and investigation tests
-User receives between 1 and 30 successes toward spiritual, physical, Moon, or Yin aligned arts when discovering unknown information or hidden treasure, depending on value.

44/500

Attributes: Balanced, Neutral

This technique for the cultivation of qi is among the easiest to understand. Rather than sheer power, versatility, or any other more practical use it is primarily focused on fortifying one's Qi and building a strong foundation for later cultivation.

-Users gain seven bonus dice on physical, spiritual, and Meridian cultivation up until Late Yellow Soul Stage.
-Users gain a four bonus successes on all attempts to expand their Qi pool up to a maximum of forty.
-Users may reroll a failed check or test once per turn.
-User may bind Grade 1 spirits
-Total Spirit Upkeep reduced by 2, to a minimum of one

Level Max

Unlearned Cultivation Arts


Meridians Unlocked:

Head: 3
-Lake(AMx2), Mountain(AM)
Lungs: 8
-Dark(FVM), Music(FVM), Dark(AEx2), Earth(AE), Water(FSSx2), Moon(PLR)
Spine: 7
-Mountain (AM), Dark (SCS), Wood(TRFx2), Wind(AS), Thunder(AS), blank
Heart: 8
-Wind( FZx3), Water(FVM), Dark(FVMx2), Wood(TRF), Fire(AC)
Arm: 7
-Heaven(FSA), Wind(FSAx2), Water(ACx2), Dark(FSSx2)
Leg: 6
-Darkness (SCSx2), Moon(PLRx2, SCS), Thunder(AS)

40 Successes for next

Mental Skills

Academics: oooo (4/15)

Bureaucracy: oo (0/9)

Craft: oo (3/9)
-Specialties: Cooking, Textiles

Investigation: oooo (8/15)

Formations: ooooo (15/21)
-Specalties: Disabling

Medicine: o (1/6)

Occult: oooo (12/15)

Politics: oooo (9/15)

Physical Skills
Athletics: ooooo o (16/30)

Larceny: ooooo (7/21)
-Specialty: Sleight of Hand

Ride: oo (1/9)

Stealth: ooooo o (13/30)
Specialties: Infiltration, Hiding

Survival: ooooo (0/21)

Social Skills

Animal Ken: ooo (0/9)

Empathy: ooooo (2/21)

Expression: ooooo ooo (2/57)
-Specialty I: Vocals
-Specialty II: Woodwind Instruments

Intimidation: oo (4/9)

Persuasion: oooo (9/15)

Socialize: ooo (2/9)

Streetwise: ooo (2/12)

Subterfuge: ooo (9/12)

War: o (3/6)

Masteries

Dodge: ooooo o (22/30)

Throwing Knives: ooooo (0/20)

Unarmed: oooo (0/15)

Archery: ooooo o (5/28)
Specialty: Wind Arts

Heavy Polearms: oo (2/9)

Spear: o (0/6)

Resilience: ooooo o (7/30)

Power: ooo (5/12)

Swords: o (0/6)

Attributes: Yin, Wind

Current Meridians: Heart x3


Max Level: 5

The evolution of the emerald seas wind arts focusing on the fleetness and encompassing nature of wind. Grants the user and their followers fleetness of foot and quickness of action.

Passive Effects:
-Provides four additional dice to all projectile weapon attacks of the user and allies
-Provides three additional dice to defense against projectile attacks against the user and allies
-Increases the initiative of the user and all allies within eighty meters by three
-Increases the speed of the user and allies within eighty meters by four
-Increases maximum range of all projectiles to forty meters if less

Active Effects
Against the Wind: oo
Cost: 6 Qi
The user chains their foes with bonds of dragging wind. On hit reduces the dice pool of enemies within eighty meters by four for the next four turns. In addition enemy speed is reduced by five and initiative is reduced by two.

Encircling Winds: ooo
Cost 6 Qi
The user grants allies alacrity and and accuracy, perfecting their timing to strike in an encircled foes weakness. Grants a five die bonus to the attack of all allies when targeting a singular foe, designated at activation. Each consecutive attack gains a stacking damage bonus of one, to the maximum of their weapons DV. The user may combine this skill with a projectile attack of their own, in which case they are included in the bonuses.This effect lasts three turns, though the stack resets each turn.

Shielding Gale: oo
Cost: 5 Qi
Instant, Response
The user releases a sudden pulse of qi in an expanding spiral around themselves, kicking up furious winds. Provides five dice of defense against projectile attacks targeted at allies or the user within sixty meters, which lasts two turns. As a secondary effect, on a successful clash, all enemies within ten meters of the user are pushed back twenty meters, suffering a DV 1 attack.

On the Wind: ooo
Cost 7 Qi
Instant
The user guides the wind to bolster her allies movements, granting an additional eight speed and two initiative to the user and allies within eighty meters for two turns. In addition speed or initiative dampening effects are dispelled on a successful clash. The user receives a four die bonus on this dispel clash

Fleeting Strike: ooo
Cost 8 Qi
The users command of the wind surges into a mighty gale, driving back onrushing foes and enabling escape. The user makes a projectile attack with a five die bonus against a foe within eighty meters. On hit, the target is pushed backward sixty meters, along with any other enemies under the effect of Against the Wind. This motion must be away from the user and their allies. If completing the push becomes impossible due to obstacles, the target suffers four basic damage. The push may be resisted with a four success Strength test.

Attribute: Darkness, Moon, Yin
Current Meridians: Legx3, Spine
Needed Meridians: Spine(8)
Max level: 8

Darkness has no form nor presence, and so those who master it learn to cast these things aside, and embrace the absence and silence of the empty night. This movement art focuses on understanding of this rare element allowing the user to move from place to place with little regard for what lies between there present position and their goal.

Passive Effects
-Increases user's speed by 9
-Increases user's initiative by 5
-Add three dice to all stealth rolls
-Speed and initiative bonuses increase by two in low light, and three in darkness
-Stealth bonus becomes auto successes in darkness or low light
-User adds five dice to their first offensive clash pool if attacking first
-User adds three dice to all offensive clashes against targets which cannot perceive them.
-User gains a four die bonus to physical defense in darkness
-User cannot be tracked through mundane means, All other attempts suffer a five die penalty


Grinning Crescent Dancer: oooo
Cost 9 qi
Instant, response
Calling upon the favor of the Grinning Moon, and using their skill at manipulating dark qi, the user's form is made an indistinct phantom, a flicker of shadow dancing between lights. The user adds six dice to their defensive pool, one point of perfect defense and increases their speed by 5. While active, the user ignores all terrain penalties, slopes or falling damage. Users may cross water or gaps freely as long as their movement ends on solid ground, and may move through spaces too small for their bodies, so long as they can perceive their destination. In addition the user gains a five die bonus to all attempts to escape from any effect that impedes mobility in any way, as well as attempts to bypass formations. Lasts five turns. When not activated in low light or darkness, this technique costs an additional two qi.

One with Shadow: ooo
Cost 10 qi
The user merges with shadow and dark, dematerializing entirely to slip from shadow to shadow. The user gains a five die bonus to stealth in this form and may move from one shadow to another without interacting with any intervening terrain or obstacles, even if they lack line of sight. While in this form the user gains one point of perfect defense(stacks with GCD), but being damaged ends the technique. Distance between shadows must be less than the user's movement speed, and must be cast be at least roughly the size of an average human. If the shadow in question belongs to an animate target, the user must succeed on a clash to use it at a four die bonus. On success, the target suffers a three die penalty on perception checks to notice the user. On failure the user is revealed. The user receives an additional five die bonus to their first attack against the target, this stacks with passive bonuses. Lasts four turns.

Seventh Step 43/500

Attribute: Darkness, Water, Music, Yin
Current Meridians: Heartx3, Lung x2
Max Level: 8

There are many forgotten places in the world where human kind does not tread easily. This technique is a part of the chronicle of a long dead wanderer, composed into music and offered to the smiling moon. It speaks of mist covered valleys hidden deep in the mountains and the mischievous and hungry spirits that wait in the dark, and the loneliness of the wanderer's path.

Passive Effects
-Adds four bonus die to all music based expression rolls
-Adds six bonus dice to all attempts to resist dispels on water and darkness techniques
-User receives no penalties for acting in low light or darkness-Permanent
-User receives three bonus die on defense against sound and music based techniques
-Expression is used as Mastery when using this art(does not receive the previous passive bonus when used this way)
-Instruments wielded by the user may be used to make sound based melee attacks at up to ten meters range. These attacks may be used in conjunction with appropriate arts without interrupting the melody. DV equals manipulation or expression, whichever is higher.-Permanent
-An additional three qi may be spent to 'hold' the arts effect for one turn as if playing had continued. Cannot be used if art is interrupted by hostile action.

Mist of the Vale: ooo
Cost 5
The users melody causes a light mist to roll forth from their instrument. The mist is filled with deceptive shadows and sounds, and weakens the light within to low light. The mist spreads to cover a sixty meter radius centered the user. An additional ten meters of radius may be added for two qi, up to a maximum radius of two hundred meters. All single target techniques targeted at the user or an included ally suffer a automatic three dice penalty. The user gains a four die bonus at stealth attempts within the mist. The user may waive the negative effect on up to five allies, while paying two qi for each additional ally included. This technique persists as long as the user continues to play and up to four turns afterward, regardless of weather conditions.
--Diapason of the Lost Traveler
The mournful sound of the lost traveler is an integral part of the melody, no longer player separately. The user clashes with all enemies within the mist with a bonus of five dice. On hit the targets perception rolls take a three die penalty, and attempts to leave the mist or move toward the user or an included ally result in the target doubling back unless a 6 success perception test is passed. Enemies within twenty meters of the user or an included ally do not need to make this check. Additionally the target suffers a four die penalty to defense while under this effect. Lasts for as long as the target remains within the mist. Counts as a two die effect for the purpose of dispels.

Dissonance of Night's Terror: ooo
Cost 6
Instant(If used the same turn as Mist of the Vale)
May only be used within Mist of the Vale. The users music grows low and eerie, punctuated by high, sharp notes, while the mists darken with indistinct and predatory shapes. Enemies within the mist suffer from immaterial attacks of phantasmal nightmares every turn. These attacks are DV 4 melee attacks, made with a two die bonus. On hit, targets suffer a three die penalty to their defense dice pools. This penalty stacks up to three times. In addition, on damage targets suffer one additional bleed damage the following turn.This effect activates immediately after the users turn when activated, and immediately before in all proceeding turns.

Starlight Elegy: ooo
Cost 7
The mournful and despairing tune saps the energy of those not insulated from the mist, making their limbs heavy and their thoughts clouded. The user clashes with all enemies in the mist with a bonus of four dice. On Hit, targets suffer a three die penalty on all clashes, and lose three qi per turn spent in the mist. Affected targets must make a four success resolve test or lose their active action the first turn after being affected. This effect persists until a target leaves the mist.
--Despair of the Lost
Alternatively, the power of the Elegy may be focused on a single target, drowning them in the endless mist, leaving them to wander as if alone and far from from home. When used in this manner, the clash receives a six die bonus. On hit, the target receives the normal effects of the starlight Elegy. In addition, the user makes a stealth test roll. The target and their allies must surpass the users stealth in order to perceive one another, which they may attempt each turn. While under this affect, allies cannot target or affect the victim deliberately, nor may the victim target them, as well as excluding them from the passive bonuses of allies. The victim also suffers a three die penalty to all offensive clashes while under this effect.

Travelers End: oooo
Cost: 8 Qi
In a distant, misty valley, far from the works of mankind, a traveler completed a melody and offered it too the moon, the final notes echoing long after his last breath. This melody is but a shadow of that… but even shadows hold power. Only usable if all other Forgotten Vale Melody techniques are active. Once activated, the mist no longer fades, even if the user ceases playing. In addition, attempts to dispel any Forgotten Vale techniques must dispel Travelers End, first and separately, even if it would otherwise dispel multiple techniques. While Travelers End is active, the qi loss from Elegy is increased by two, and the damage from Dissonance becomes semi perfect.

Locked until Green Appraisal

Attributes: Heaven, Wind, Yang
Current Meridians: Arm x3
Max Level: 5

An archery Art based upon the meditations of an Imperial General on the nature of shooting stars and meteor showers, and observations on certain spirits. Foundational art for several more advanced archery styles. Wraps the users projectiles in wind and infuses them with the wrathful light of the heavens allowing the user to strike down far away foes with powerful shots, piercing through armor and disrupting movement.

Passives
-Reduces all environmental penalties to ranged attacks by five.
-Increase maximum range of bows by sixty meters
-Adds two point of armor penetration to all bow attacks
-Adds four die to the users pool for all bow attacks

Luminescent Star: o
Cost: 4 qi
Gathers and infuses elemental power into an arrow to be fired, adding five dice to the offensive clash and adding four semi perfect damage on a successful hit. In addition this shot gains a further two points of armor penetration.

Disruptive Star: oo
cost: 5 qi
A more complex technique, focusing on the heavenly aspect of the art, the user's arrow crackles with latent electricity and when it strikes home, disrupts the enemy's qi and nerves from the shock. Adds three dice to the offensive clash, and on hit halves enemy speed for three turns. Additionally, on damage, attempts a dispel clash against the targets lowest ranked buff, with a two die bonus to the attempt.

Meteoric Shower: ooo
Cost 7 Qi
A honing of the archers ability to fire quickly, explosively increases the archers speed for handful of moments, allowing them to unleash a blindingly bright volley in the time of a single shot. Allows the archer to fire up to four arrows with a single clash at a penalty of four dice. Targets struck must succeed in a Wits test of two successes or be blinded. Successful attacks add two semi perfect damage each.

Falling Star Shot: ooo
Cost 9 Qi
Infuses an arrow with the force of a heavenly bolt, in a display of raw power that crushes defense and leaves the target reeling. Adds seven dice to the users offensive clash, and deals four additional damage. All damage from this attack is considered semi perfect. This attack gains two additional armor penetration. Cover and other obstacles do not grant bonuses to defense against this technique, as the arrow twists and weaves with the archers will. A full enclosure still prevents targeting.
Mastered

Attributes: Mountain, Lake, Balanced
Current Meridians: Headx3, Spine
Max Level: 5

The early form of the Sects defensive and perceptive arts. Through inner tranquility and surety of self, allows the user to defend against and dispel enemy illusions and crippling techniques as well. Through clarity of mind it allows the user to judge with world with sharp and clear eyes.

Passive Effects
-Adds five dice to all tests and clashes to resist or bypass illusion effects
-Adds five dice to all perception tests
-Adds three dice to composure and resolve tests as well as dispel clashes
-Adds four dice to survival, investigation, and empathy tests
-Adds three dice to spiritual defenses
-Allows the user to sense qi, out to two hundred meters away. The user may tell the cultivation realm of living things of their own stage or lower, and the realm of those higher.-Permanent
-Allows the user, on a successful perception test, to determine a living things primary elemental alignments, spirit binding connections and overall level of qi.

Serene Reflection: ooo
Cost: 5 qi
Instant, response
The user balances and cycles their qi, expelling external influences. Dispels up to two negative effects from the user after a successful clash, and grants six additional die to spiritual defense against the effects caster for three turns.
-Tranquil Rebuke
Centering themselves, the user finds serenity, and in doing, rises above the world, as the mountain stands above the earth. Any spiritual technique which targets the user suffers harsh repercussions if their technique fails to find purchase. If the user wins such a defensive clash against a spiritual attack, the attacker suffers one point of perfect lethal damage, as well as suffering a three die penalty to their own defenses for the next turn.

Discerning Gaze: oo
Cost: 3 Qi
Instant, response
Channeling qi into their senses the user greatly enhances their ability to discern the truth of the world, gaining four additional dice on all perception and empathy tests for the length of a scene, in addition if the user is under the effects of an illusion or other sense affecting technique, they receive an immediate attempt to break out of it, with a six die bonus.

Imperturbable Peak
Cost 6 Qi
Instant
In battle, he who maintains the wider view and a clearer head is victorious. Upon activation spiritual debuffs on allies within fifty meters of two dice or less are automatically dispelled, unless their casters cultivation equals or exceeds the users. The user may then attempt to dispel up to three other debuffing techniques at a six die bonus. In addition, for each debuff dispelled this way, the user receives a two die bonus to perception and spiritual defense for four turns.


Mastered


Attributes: Wood, Yang
Current Meridians: Spine(x2), Heart
Needed Meridians: Heart(6)
Max Level: 6

An old and well polished art developed by a once powerful but defunct family within the Emerald Sea province. The user joins themselves to the qi of the land, becomes as one of the mighty trees which stand in the deepest forests of the province, vital and sturdy. Yet one tree is not a forest, and so the user may extend their vitality to their allies.

Passives
+4 die to physical defense pools of the user and all allies within eighty meters
+3 dice to stamina and resolve tests of the user and allies within eighty meters
User gains a four die bonus vs poison and disease effects
The user negates one damage from poison or disease effects each turn
User and all allies within eighty meters have their armor ratings improved by two

Deepwood Vitality: oo
Cost 7 qi
Instant, response
The user channels their qi into the earth, spreading like a great tangle of roots to link with up to ten allies. On activation the user and each target are granted two temporary health boxes and a four die bonus to physical defense for three turns. On use the user may attempt to dispel an effect on themselves and each ally, with a five die bonus. Temporary health boxes receive damage first, and disappear upon being used. Temporary Health boxes do not stack

Ten Ring Defense: oo
Cost: 4 Qi (initial)
Instant, response
This user fills themselves with the vital qi of the great forests to protect themselves and their allies from harm. Grants the user a four die bonus to physical defense for five turns. In addition the first two points of damage the user suffers each round is downgraded one stage. Aggravated becomes lethal, lethal becomes nonlethal, nonlethal is negated. The user may expend two qi to gain one point of semi perfect defense. This effect may be used on allies within range. If the user is not damaged in a turn in which this art is active, they recover two qi.

Hundred Ring Armament: ooo
Cost: 7 qi(initial)
Instant
The user armors themselves and their allies with the iron bark of primeval forests. The user gains two points of perfect defense. This effect may be extended to as many as five allies, for an additional three qi each time. In addition, the user and all allies affected have their armor increased by two. This effect lasts 3 turns.

Thousand Rings Unbreaking: oooo
Cost 10 qi
The eldest trees of the Emerald Seas are mighty things, ancient and nigh invulnerable, akin to living mountains. By calling upon the image of their power, the user gains some measure of their resilience. On activation, the user and up to three allies becomes immune to effects which would move them involuntarily and cannot be grappled, unless the enemy's cultivation exceeds theirs by two levels or one realm. In addition, the user and allies gains a four die bonus to all defenses, and negates, for free, the first point of damage they would take each round, regardless of source or quality. While this technique is active damage to armor durability is reduced by two(Min 1). This technique lasts six turns.

Locked until Green Appraisal

Attributes: Earth, Dark, Yin
Current Meridians: Lungx3
Needed Meridians: Arm(5), Lung(7)
Max Level: 8

An art designed by a wanderer of the deep paths under the earth, where things best not seen gnaw at the foundations of the world. Yet in the darkness, he found truth. That earth and darkness are as one, devouring all things in the end. This art allows its user to surround themselves with that power, and consume the energy of their foes, and call upon the things that lie in the dark.


Passives
-User gains a four die bonus to spiritual defences
-The user regains two qi per combat turn as long as an enemy has been damaged that turn
-The user gains a five 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. Stacks decay after one turn. (Max 8)
-Constructs created by Abyssal Exhalation are unaffected by the negative aspects of Abyssal Exhalation techniques

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 up too fifty meters around the user, reducing lighting to low. The user clashes with all targets within range with a four die bonus, on hit, the targets suffers a three die penalty to defenses for the turn and loses four qi. This effect repeats each turn for three turns after. In addition, all targets suffer two points of armor degradation per turn spent in the mist. The user may exclude a target from the mists effects for one additional qi per target. Crawling Horror Constructs receive a four die bonus to all clashes when within the mist, and negate the first point of damage that would be dealt to them each turn.

Crawling Horror: ooo
Cost 9 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 ten meters of the user and acts last in the turn. The worm has four health boxes and nine qi, in addition to armor 3 (durability 5). It uses the user's attributes for defense and offense, with a twelve die bonus to both pools, and technique dots for mastery. A worms melee attacks are DV 4, with one point of armor penetration. On hit, 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. Worms may expend 3 qi to give their attack a four die bonus and one additional point of semi perfect damage on hit. Up to three additional worm may be summoned for 3 additional qi each. Worms count as Late Yellow/Silver combatants and last five turns, or until destroyed.

Black Earth Voraciousness: ooo
Cost 8 Qi
The user fills their body and mind with a terrible unending hunger, and lashes out with strands of spiritual power to drain their foes of power. This technique may target one enemy or all targets save the user and their bound spirits within forty meters. If used on a single target, the clash receives a six die bonus. On hit, the target suffers a DV 7 attack, dealing one additional point of semi perfect damage. Against targets who have been damaged by breath of Stygian Depths in the last turn, this attack has 4 AP and deals one additional semi perfect damage. Against targets grappled by Worm constructs the attack has DV 9 and one additional point of semi perfect damage, as well as inflicting an additional two die penalty to all defense clashes. The user receives two qi back for each point of damage dealt with this technique. This recovery only applies to targets which have a qi pool.

Locked Until Green Appraisal

The First form of the Argent Sects melee combat arts. Combines the devouring nature of fire with the persistence of water to break through enemy defenses and bolster allied assault into an unstoppable flow. Together, no defense may stand against the Argent Sect.

Fire, Water, Balanced
Current Meridians: Heart, Arm
Needed Meridians: Heart(5)

Passives
Adds three bonus dice to physical melee attacks of the user and allies within forty meters
The Damage Values of the user and all allies within forty meters increase by two.
The multiple attacker penalty increases by one for the user and all allies within forty meters.
Damage to armor durability inflicted by the user physical melee attacks is doubled

Scalding Stream: oo
Cost 4 Qi
Channeling their boiling qi into a strike, the user washes away a foe's defenses, to tenderize them for their allies. The user gains a +5 bonus to their attacking die pool with a melee weapon. The attack is granted armor piercing three, and deals an additional one semi perfect damage on success. On hit the enemy receives a 3 die penalty to their physical defense pool for three turns. If an enemy with this penalty is struck again by Scalding Stream, this penalty stacks up to four times(Max -12) renewing the duration each time.

Pressure Crack: ooo
Cost: 6 qi
Instant
Uttering a command or encouragement to their allies, the user fills themselves and up to five allies within fifty meters with vigor and determination to strike down their foes manifesting as rising steam. The number of affected allies may be increased for three qi per target, up to ten allies. Grants a four die bonus to the offensive pools of all affected allies for three turns. Allies who attack the same foe as the the user add an additional point of semi perfect damage on hit and two additional AP. In addition, for each ally who attacks the user's target, the user gains +2 die bonus to their offensive clash against the target the following turn. This effect may only apply to a single target at a time.

Inescapable Flow: ooo
Cost: 8 qi
Instant
The user catches their foe in their rhythm, shrouding themselves and their foe in painful opaque steam that drags at their limbs, creating ephemeral chains connecting them to the user. When using a melee attack or art, the user may activate this technique, granting them an an additional point of semi perfect damage on a successful attack. On damage, the target becomes unable to disengage or move out of melee range unless they succeed at a four success resolve test. Targets effected this way suffer one additional point of semi perfect damage each turn they remain in melee with the user. This effect lasts two turn after application, but is renewed at no cost as long as the user continues to land successful melee attacks.

Fifth Flow 66/240

The early form of the Sects physical enhancement and movement arts, combining the flexibility of wind with the sudden force of thunder. Fills the user with the strength of the great seasonal squalls which beat down upon the Wall year after year.

Wind, Thunder, Balanced
Current Meridians: Spinex2, Leg
Needed Meridians: Spine (5)

Passives
Adds four dice to all physical defenses
DV of user's melee weapons increased by two
User's Armor Value increases by one
User gains three additional speed
User's initiative increased by 2

Rumbling Squall: oo
Cost 4 qi
Instant, response
Cloaks the user's body in powerful winds, granting them armor 1 and three additional dice on physical defense. While this technique is active, the user may negate semi perfect damage at a cost of four per point. In addition upon a successful melee attack, the user's target must make a three success stamina check or be deafened. Lasts four turns, but may be renewed for an additional 4 qi if the user chooses, this does not consume an action.

Thunderous Retort: ooo
Cost 5 qi
Instant, response
A powerful blow, charged with the speed of a storm's wind and the power of a thunderclap, which punishes those who fail to strike the user. The user falls into a defensive stance, concentrating their qi on countering their foes. Melee attacks against the user trigger a counterattack. This counter uses the users standard physical attack dice, with a bonus of four, and one point of semi perfect damage on successful hits. The user may counter a maximum of four attacks per activation, or, if unused the effect fades after three turns.
Boom Leap: ooo
Cost 5 qi
Instant
Gathering thunder qi into their leg's the user launches themselves forward in a powerful charge. This technique allows the user to immediately move adjacent to a target up to forty meters away, regardless of remaining movement or terrain impediments. Enclosures or barriers more than fifteen meters in height may still block this movement. If the target is in midair, the user may take falling damage after the movement. If the user makes a melee attack in the same turn as the activation, the attack receives a four die bonus, and an additional point of bonus semi perfect damage.

Fourth Rumble 33/105

Attributes: Yin, Water, Dark
Current Meridians: Lungx2(water), Arm 2(dark)
Needed Meridians: Lung(6)
Max Level 6

Passive Effects
Cold effects by the user gain armor piercing 4
User gains armor 5 vs cold effects
Basic unarmed and music attacks by the user gain two bonus cold damage
The user receives a four die bonus to all expression based offensive clashes
The user gains a two die bonus on all intimidate tests

Springs End Aria: oo
Cost 5 qi
Instant
The first notes of the users song herald the end of warmth, draining the heat from the area and around them and crystalizing the moisture in the air into snow and ice. Enemies within fifty meters suffer a four die penalty to spiritual defenses as the song saps their will, and the user gains a three die bonus to their own spiritual defense.The user becomes the nexus of the cold, draining the energy from their opponents attacks. Unsuccessful clashes vs the user allow them to recover one qi per three spent on the clash by their opponent(min. 1). Enemies without qi suffer one cold damage per turn. This effect lasts six turns.

Hoarfrost Caress: ooo
Cost 6 Qi
The user's song becomes the howl of of a blizzard in the depths of winter as they focus the expression of their will upon a single enemy. This triggers a spiritual attack with a bonus of five and an additional armor piercing of two. On a successful clash, the target finds frost spreading across their body as their blood and qi alike runs sluggish. This attack is DV 6, with one bonus damage, with all damage being semi perfect. On damage, the target suffers a four die penalty to all clashes for the next two turns. On hit, Damage is applied again on the following turn.

Winter Eternal Cadenza: ooo
Cost 8 Qi
The completing half of the Spring's End Aria, a song with it's roots in the bleak, frozen lands that lie beyond the Wall. Usable only while Spring's End Aria is active, this technique unleashes if only for a moment, the absolute cold of a winter without end. This technique triggers a spiritual attack against all enemies within fifty meters at a bonus of two. This attack is DV6, and deals semi perfect damage. The user gains one qi for each point of damage dealt to a target which has at least one level of cultivation. On hit, targets have their speed penalized by 5 and their initiative by 2, as well as suffering a two die penalty on all clashes, this effect lasts two turns.


Locked until green Appraisal

An art born from the nature of the dreaming moon, patron of artists and innovators, granted as a favor to one who impressed at her moonlit gala. This art calls upon the memories of that chaotic spiritual revel, allowing the user to use their qi to impress them upon the waking world, and move with the grace of a trueborn maiden of moonlight

Attribute: Moon, Yang
Current Meridians: Legx2, Lung
Needed Meridians: Lung(3), Leg(5), Leg(7), Lung(9)
Max Level: 9

Passive Effects
-User adds two dice to all expression tests
-User adds two dice to all socialize tests
- Users speed increases by five
-User gains a four die bonus on all physical defenses
-User gains a three die bonus on all spiritual defenses
-User gains a five die bonus on all rolls to escape grapple or confinement
-User receives a two die bonus on all rolls to begin or maintain a grapple on others
-This Art uses Expression as mastery for all techniques

Illustrious Phantasmal Festival: oooo
Cost: 10 Qi
The foundational technique from which all others in the art arise. The user gathers their qi and the memories of their night of revelry and expels them through every available channel in a rush of power and gleaming many colored mist. In an area eighty meters around centered on the user, ghostly dancers ever shifting in form coalesce from the midst in a riot of color, laughter, music and movement. When attempting to target the user, an enemy must succeed at a seven success perception test. On success they suffer a three die penalty on the clash. On failure their attack automatically fails and the threshold for the next perception test is reduced by one(stacking). Area of effect attacks which cover at least half of the area require only a four success test for hit. Effects which cover the whole area of the technique do not require a test. This effect persists for five turns, and may be renewed as an instant on the final turn for three qi. This technique is an illusion effect, affecting all senses.

Lunatic Whirl: ooo
Cost: 5 qi
Usable only while Illustrious Phantasmal Festival is active. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The user clashes with the opponent, and on success, they are grappled, and moved to a random location within the area of effect. Though the dancers will do no harm to their captive, the frenetic pace of the revelry is highly draining, and targets lose five qi each round in which they remain grappled. In addition, the target suffers a five die penalty on all attempts to escape. While grappled, targets may not activate any technique which requires arm meridians, or would carry them outside of the revel.

Third Revel Locked until Green Appraisal

Unequipped Arts




Unlearned Arts

Ebony Heartswood Flute:
A fine instrument, beyond the abilities of mortal craftsmen. Made of dark wood lacquered black and edged with silver, this flute channels qi into sound with great ease. Sturdier than any mortal steel. Contains the memory of Ling Qi's original flute. Adds three dice to all offensive clashes when used for music based arts and reduces the cost of darkness and moon arts by 3, to a minimum of 1. +3 on all Expression rolls. grants music based arts an AP of two, and applies a penalty of 3 to the dispel attempts of targets affected by music arts.

Cloudskewer Bow:
A bow shaped from molded cloud, made solid by intricate formations, it thrums with the energy of the open skies. Adds two dice to the use of offensive wind and heaven arts. Reduces the cost of wind arts by one, to a minimum of one. Armor Penetration 1. DV 7. Range 250 meters​

Drifting Petal Blades ( x10)
A set of ten fine knives with a slightly pink cast, modeled off of falling blossoms. Adds two dice to the use of offensive wind arts. Reduces the cost of wind arts by two to a minimum of one. DV 5
Singing Mist Blade
A twisting obsidian blade that releases a mist between its coils. It pulses frequently, releasing bursts of boundless Hunger, coveting all before it's glorious sight. The holes that line it's white bone hilt release a terrifying inhuman whistling screech as it soars through the air. DV 8. AP 4. Dexterity+Expression. Darkness. This weapon provides a five die bonus to all offensive musical arts cast by its user. This weapons basic attack targets spiritual defenses and strikes a fifteen meter radius. On hit the targets receive a two die penalty to spiritual defenses, which stacks up to five times and lasts five turns. If a target has three or more stacks on them at the start of their turn, they must make a five success resolve test or lose two qi for each stack. Health 12​

Swaying Twilight Gown:

A many layered gown of water smooth black silk with prominent white hems and a dark blue mantle split down the center like a pair of wings and embroidered with patterns of white lotus flowers. It's train trails behind the wearer, never touching the base earth. A finely painted silk panel is affixed to the front, displaying curling vines and white petaled azalea flowers, spotted with red like drops of blood. Made by an apprentice of the Duchess Cai, and infused with a thread from the spirit Liming, it's craftsmanship is near unparalleled, though its potential still sleeps. Armor 4. Reduces the cost of Darkness and Water and Wind arts by 3 to a minimum of one. Provides an additional four die to defense in low light and darkness, and two under normal light. Provides a four die bonus on intimidate and stealth tests. Self Repairs. Durability 15
-Wings in Shadow: At the cost of three qi per turn, provides flight at the user's speed, or negates any damage from a fall of two hundred meters or less
-Twilight Beauty: For one qi per turn, the user may reduce light levels to low within fifty meters.​

Band of Occlusion:
A thin fragile ring of white gold, studded with three tiny amethysts. Provides a two die bonus to spiritual defense and stealth. Penalizes all remote viewing and divination attempts on the user by four dice.
Anchor of Eight Imperial Duties:
A surprisingly heavy silver choker engraved with each of the eight elements. -3 Spine art Qi cost(min 1), +3 dice to defense while using spine arts. +3 dispel resist

Fairy Flower hairpiece:
A beautiful floral hair decoration based off a certain notorious flower in the depths of the Emerald Sea. Like a plant, it drinks in the ambient qi, but when under threat, the rustling of its petals fortells the spread of hallucinatory pollen. -3 Wood/Moon art costs(min 1). 2 Qi regenerated per turn.
- Startled Blossom: for 2 qi, the hairpiece releases pollen around its user, disorienting a nearby enemy. An Enemies within ten meters must pass a DC3 Wits test or suffer a penalty of -3 to all rolls for 1 turn (this turn + the next).​


Soaring Charm:
A woven bracelet with the shape of a bird picked out among its threads in jade. Upon being broken, transports the user up to half a kilometer in any direction. Landing accuracy improved by knowledge of destination, injury may occur if user is unfamiliar with target location​


Lesser Storage Ring
A plain and unadorned grey ring, it holds an extradimensional space for the storage of objects. Eighteen slots.

3 Life Essence Salve
Heals a single point of lethal damage completely. Not usable in combat. One per week.

Spirit Restoration Pill
Restores twenty qi to the user. Usable in combat. Do not use more than once a day.
Heavenly Bliss Salve
Instantly heals up to three lethal or nonlethal damage. In addition reduces the healing time for up to two points of aggravated damage to one week. Cannot be used in combat. User receives a five die penalty on all actions for two hours after use.
Blinding Fate Charm: Attempts to remotely view or use divination upon the user suffer a two success penalty for up to four hours.
Fading Light Slippers:
A pair of martial arts slippers woven from the silk of sable silkworm. Adds two dice to all stealth tests while worn, and reduces the cost of dark arts by two to a minimum of one. Increases the users speed by three in darkness.
Champion's Band:
A plain and unadorned steel armband. Reduces the cost of spine arts by two to a minimum of one.
-Adrenaline Rush: By paying three qi, the user may ignore up to four die worth of penalties to their dice pool for a single clash.
Blizzard Pin
A silver pin with a snowflake ornament. Icy cold to the touch. Adds two dice to offensive clashes in which the user casts a wind or water art. Reduces the cost of wind and water arts by one to a minimum of one.

Stellar Shadow Tools:
A set of fine scouts instruments, including lockpicks, wires, etching tools and brushes. Provides a three die bonus to all larceny checks which would involve tools, and a single reroll on a failed attempt.

Fleeting Moonlight Shawl
It's hard to tell the color of this thin gossamer fabric. From some angles it seems like a pale white and from others a shiny black. Gives a +3 bonus to offensive clashes with Dark and Moon Arts. Perception checks against the wearer have an 3 dice penalty in low light or darkness.

3 Disciples Uniforms

Mother's Comb
An old comb carved from a piece of bone in the shape of outstretched wings. A gift from your mother, it offers a feeling of comfort when used.​

Cultivator's Cosmetics Kit
Provides +1 to relevant socialize and persuasion rolls
Musician's Manual
A thin tome detailing tips for songwriting and composing, interspersed with minor qi exercises and other handwritten notes. +6 dice to cultivation of musical arts of second realm and below.
1 Qi Card (Formless Shade) [2 uses remaining]
1 Qi Cards (Formless Shade) [3 uses remaining]
Stores a single technique of three dots or lower indefinitely. A stored technique can be used once.​

First Floor Archive Pass
Allows the holder unlimited access to the first floor of the Archive.​

Jade Slip
Allows the user to learn the arts Sable Crescent Step, Eight Phase Ceremony, and Forgotten Vale Melody.
Jade Slip
Allows the user to learn the Argent Current Art

Pale Manual
a crudely bound tome with a pale white cover and crumbling pages. The text is indecipherable.

Soothing Streams Gown
A masterfully crafted silk gown fitted to Ling Qi at the request of Gu Xiulan. Armor 1. Provides a +1 to all defense clashes, and a +1 to relevant socialize rolls. Reduces the cost of water element techniques by 1 to a minimum of one. Self repairs to a minor extent restoring durability and fixing cuts and tears over the course of several hours. Durability 5.

-4 Net Arrows: Immobilizes target until they succeed at a 12 success escape attempt.
-4 Flare Arrows: Adds armor piercing two to an attack, as well as an additional point of damage on a successful one
-4 Disruptor Arrows: On dealing damage, dispels the lowest ranked buff on the target. Cannot affect buffs of four dots or higher

New Moon Puzzlebox
103 Red Stones
3 Yellow Stones
0 Green Stone
3 Sect Points
1 Imperial Eight Sets: High Quality second grade cores of each of the eight imperial elements

Rotting Pod: A hard, leathery pod, snatched from something growing beneath the darkness, shaking it reveals the sound of sound of seeds within. It smells faintly of rot though.

Entropic Mirror: A pane of reflective material, harder than any glass, sifted from the muddy bottom. In it your reflection is a staring skull, and all the world is dead.
1 Silverblood Pills
Adds ten dice to the cultivation of balanced arts. Adds one third of the resulting successes to spiritual and physical cultivation

0 Sable Light Pill
Grants five bonus dice toward opening meridians and learning Yin aspect arts. All successes in such efforts trigger a roll to increase the user's qi pool as well, retaining the pill's die bonus




Argent Vent: A small deposit of spirit stones surrounding a crevice that leaks silver mist. Provides 8 additional dice during spiritual, physical, and qi cultivation, and takes the place of the required spirit stone for cultivation. Provides 5 automatic successes per week during the cultivation of 'Argent' techniques.

Mineral Spring: +3 dice to cultivation of fire, water and earth arts

Growing Cavern: +5 to cultivation of Earth, Mountain and Water arts.

Starlit Meadow: +5 to Heaven, Sun and Moon Art cultivation. One fifth of successes added to qi cultivation.

The Black Pool: +6 dice to Darkness and Water Arts. Adds one fourth of successes in such arts to spiritual cultivation. Improves Resilience and Resolve when used

Windblown Snowfield: Adds twelve dice to the cultivation of wind and mountain arts.

Mystic Vale: Grants bonus successes equal to talent multiplied by cultivation realm to physical, spiritual and qi cultivation, Grants nine bonus dice to Wood, Earth, and Water Art cultivation.

Resources

+10 dice to cultivation of Fire Arts
+10 dice to the cultivation of Wood arts
+2 Armor vs Fire damage
+2 dice on all power/expression based offensive clashes
+1 health box

Upkeep: 18 qi
Spirit Beast Bonuses
+10 dice to Music, Moon Art cultivation
+5 dice to Wood and Water art cultivation
+2 dice on all expression tests and clashes
+2 on presence based tests

Alarm: o
Set up: Non Combat
A common defensive formation able to be set up over a single room or other enclosed space. Creates an immaterial barrier linked to the caster or a single other subject designated at the time of creation. If crossed by an unauthorized human or spirit, the intruder must pass a five success stealth test. On failure the formation begins to flash and emit loud sounds from the intruders position.

Thieves Bane: o
Set Up: Noncombat
A common security formation. Placed upon doors and windows, if the affected threshold is crossed by an unauthorized intruder, they must make a five die stealth check or be stuck in place by adhesive qi requiring a three success strength check to break free from. In addition if used on a locked portal, attempts to unlock via larceny suffer a two die penalty.

Thieves Monument Formation: oo
Non Combat
A common formation which, when inscribed into a lock, inflicts complete paralysis upon unauthorized tinkers. Triggers if the target fails to get a minimum of eight successes on a larceny test when attempting to open the lock. Clash for blinding effect is fifteen dice. Target receives a penalty to defense for each success less than eight on their attempt. Paralysis lasts one hour

Ossuary Scout: oo(4/6)
Non-Combat
Cost 8 Red Spirit stones
Duration: two weeks(21 active)
By carefully inscribing the bones of a small animal such as a mouse or frog or bird. You may imbue it with animating qi. The scout has a single health box, and no ability to attack, and moves at a speed of 12, or 15 in flight. The scouts stealth and perception are equivalent to the creators without any auto successes granted by cultivation or arts. While the scout does not share senses with the user, upon touching the scout and speaking a set activation word, they will receive a vision of what the scout saw and heard in the eight hours. For the purposes of opposed rolls, scouts count as two levels below their creators cultivation.

Ossuary Horror: ooo (0/9)
Combat
Cost: Requires multiple ossuary scouts, see below. 10 Qi

The tiny scouts created by the Ossuary Scout Formation are but a small part of the whole, when the time for observation has passed, they can be gathered to fight on their masters behalf. The construct created by the activation of this formation has a cultivation level equivalent to the number of scouts used to create it divided by three. Eg. A Horror created from 15 scouts would have a cultivation level of 5. The constructs cultivation level cannot exceed it's creators.

The horror has a movement of 21 and an initiative of 18. It's base combat statistics are as follows.

Offensive Clashes: 18 dice, plus 3 for every cultivation level above 4
Defensive Clashes: 15 dice, plus 3 for every cultivation level above 4
Armor 2 Durability 5(increases to 3 and 8 at cultivation 7)
DV 4 Armor Piercing 2
Health 5+1 for every cultivation level above 4

No more than one horror may be commanded at a time, on creation, the horror may be assigned one arm based and one spine or leg based technique from the users roster, each of which it may use up to three times. Techniques must be two dots or below.

Li Silk Guard: ooo(7/9)
Cost: 40 Red Stones, Plus 20 for each guard. Upkeep 1 yellow stone per month, Currently requires assistance from Li Suyin to create.

This home defense formation allows the operation of up to three semi autonomous bone puppets within a one hundred meter range of the formation location. Bone Puppets can operate beyond this range, but will lose power after five minutes, and require replacement of their individual power source. The creator may designate up to ten individuals as friendly in addition to themselves, upon creation, allowing them to bypass the formation freely. The user may extend this friendly designation to up to three other individuals at a time for up to 24 hours.

All other individuals must pass a 10 success stealth test when entering the formations range in order to avoid assault from the warriors. Warriors prioritize the nearest hostile unless otherwise instructed. Each warrior has five health and armor of two, with a durability of five and ten qi. Warriors have sixteen base dice in all clashes, and count as Mid yellow/silver combatants. Warriors have a speed of 18 and an initiative of 12. Warriors natural attacks are DV3, but they may be equipped with weapons to change this. Warriors have four dots in all physical attributes for the purposes of tests, as well as four dots in resolve. All other attributes are two dot equivalent.

Finally, fire based attacks deal one additional damage and ignore the warriors armor.

Active Instances: 1
 
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Reputation and Relationships
Bound Spirits

Cultivation
Late Yellow(6)
Late Silver(6)

Physical
Strength: ooooo o
Dexterity: oo
Stamina: ooooo oo

Mental
Intelligence: ooo
Wits: oooo
Resolve: ooooo o

Social
Presence: ooo
Manipulation: oo
Composure: oooo

Advantages

Health:
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Qi: 65

Speed: 18

Initiative: 13

Armor: 8 (15/15)

Skills
Athletics: ooooo o
Stealth: oooo
Survival: ooooo o
Empathy: ooo
Intimidate: oooo

Masteries:
Natural Weapons: ooooo o
Power: ooooo
Toughness: ooooo oo
Resilience: ooooo o

Weapons:
Gui Chomp: DV 4. AP 1
Zhen Bite: DV 5. AP 2

Abilities:

Blooming From Ash

Passives:
+10 dice to physical and spiritual defense
+6 to perception and survival rolls in plant life heavy regions
+5 on all Stamina and Resolve tests
2 qi per round regenerated when not moving

Ingraining Roots: oo
Cost 4 qi
Zhengui channels his qi through the roots of the plant life around him, allowing him to better sense his surroundings as well as drawing in further strength. While active, Zhengui's speed is reduced by half, but he gains a four die bonus to perception rolls, his armor increases by one and he gains a six die bonus on all defenses. In addition Zhengui may spend two qi to regenerate his armors durability by one as a free action while active. Lasts four turns.

Eternal Vitality: ooo
Cost 6 Qi.
Instant
Zhengui's draws on the concept of regrowth and renewal to seal his wounds and break the power of enemies over him. This art allows Zhengui to heal one point of lethal or nonlethal damage, or reduce one point of aggravated damage to lethal damage. Alternatively, he may use this to dispel a negative effect on himself or Ling Qi on a successful clash, which receives a four die bonus.

Stone in the Soil: oo
Cost 4 qi
A technique granted by Zhengui's bond with Ling Qi. Allows Zhengui to rapidly bury himself in loose soil, temporarily appearing as little more than a large spiky boulder. Grants a four die bonus to stealth and a five die bonus to attack against unaware targets. Lasts until revealed.

Woodland Grasp: ooo
Cost 5 qi
A technique allowing Zhengui to create and manipulate roots beneath the ground to trap his enemies. On a successful clash, Zhengui grapples a single target with a DV 2 attack with a five die bonus, immobilizing it and inflicting a three die penalty to their physical defense until they escape. The roots use Strength+Power to determine their dice pool.

Spearing Roots: ooo
Cost 5 qi
Building upon previous techniques, Zhengui hardens and sharpens the roots he manipulates with potent wood qi, using them to assault instead of entrap. Zhengui clashes with a target with a six die bonus for a DV 5 attack, which deals one additional semi perfect damage, with three AP. On damage, the target is also has their initiative halved on the following turn.

Blazing Blood

Passives
4 additional armor against fire based attacks
+10 dice on physical attacks
Adds two armor piercing fire based attacks

Blood Boiling Venom: oo
Cost 5 Qi
Instant
Zhengui strikes with venomous fangs injecting a terrible, deadly heat into the target. Grants a eight die bonus to Zhen's bite attack which also deals two additional points of semi perfect damage. In addition upon successfully dealing damage, the target is poisoned, taking two fire damage each turn for three turns unless dispelled. While poisoned targets suffer a four die penalty on defensive and offensive clashes.

Volcanic Stone Shell: ooo
cost 4 qi
Instant, Reactive
Zhengui infuses his shell with withering heat and stony resilience, burning bright with a volcanic blaze. Adds a four die bonus to physical defenses, and an additional two against melee attacks. On clashing with an enemy in melee, Zhengui counters with a DV 4 fire attack at a three die bonus which deals one point of bonus semi perfect damage. This effect lasts two turns.


Ashfall: ooo
Cost 6 Qi
Instant
Zhengui expels ash from both of his mouths, filling the sky with falling gray dust. The ash cloud extends for twenty five meters around him and persists for four turns in that space. While Zhengui and Ling Qi are immune to the effects, others within the ash suffer a DV 3 semi perfect fire attack each turn with a three die bonus, and suffer a four die penalty to perception and offensive clashes against Ling Qi or Zhengui. Zhengui may use this art multiple times to expand its area. Four stacks may be active at a time.

Boiling Shot: oo
Cost 4 qi
Zhen gathers his venom and spits, launching a ball of corrosive superheated venom up to thirty meters. This attack is DV 6 and fire based with a five die bonus to its clash, dealing one extra semi-perfect damage, and repeats on the following turn.

Boiling Spray: ooo
Cost 6 qi
Zhen gathers his venom, as he does with Boiling Shot, but instead discharges a spray of molten venom in a burning fan damaging up to three targets within ten meters.This attack is DV 4 and deals one extra semi perfect damage, which repeats the following turn.


Verdant Ash Duality
+4 dice on defensive clashes vs any single spiritual attack
+2 on all offensive clashes when techniques from Blazing Blood and Blooming from Ashes are used in the same turn.
Multi attacker penalties reduced by one.

Minds Apart: ooo
Cost 3 qi
Instant
This art, while active allows Zhengui to use one additional technique every other turn. This art lasts two turns, but may be renewed freely once active for the same activation cost.

Ashfield Flowering: ooo
cost 8 qi
Usable only while at least one instance of Ashfall is active, this technique consumes the ashfield to revitalize allies. On activation one instance of Ashfall is dispelled, allied targets within the ashfall zone receive a two die bonus to all defensive clashes, resolve, and stamina tests for three turns and have one point of lethal or nonlethal damage healed.

Rebirth Inferno
Cost: Special
Instant
When reduced to three or fewer health. Zhengui may instantly discharge all of his remaining qi into a roaring inferno that consumes all save Ling Qi within fifteen meters. This effect expends all remaining qi and on a successful clash with a eight die bonus inflicts a DV 10 fire attack dealing five bonus semi perfect damage to all targets in range. In the aftermath Zhengui falls unconscious, but his armor durability is restored to maximum and his armor value increased by three for six turns.

Equipment

Flaming Frond Sash
This small sash is made from a single tropical leaf, and covered with enticing fire artwork that seems to dance as it moves. Physically worn by Zhen. The wearer's Fire and Wood Arts cost 3 less Qi, reducing them to a minimum cost of 1. They also gain a +2 bonus on offensive clashes with Fire and Wood Arts. (cost should be ~200 for speed order)

Ashen Branch Necklace
This thick necklace is shaped like a tangle of roots and vines, but on inspection is actually composed entirely of fused ash. A trace of it rubs off when you touch it, but it never seems to wear down. Physically worn by Gui. The wearer's Fire and Wood Arts cost 2 less Qi, reducing them to a minimum cost of 1. They also gain a +3 bonus on defensive clashes when a Fire or Wood Art is active. (cost should be ~200 for speed order)

Cultivation:
Early Green(7)
-NA-

Physical
-NA-

Mental
Intelligence: ooo
Wits: ooooo o
Resolve: ooooo

Social
Presence: ooooo o
Manipulation: ooooo oo
Composure: ooooo oo

Health
[ ][ ][ ][ ][ ][ ][ ][ ]

Qi: 80

Speed: NA

Initiative: 17

Armor: Special
(Having no physical form, Sixiang cannot be targetted or damaged by physical attacks unless the attack specifies an ability to damage spiritual entities)

Skills
Investigation: oooo
Occult: ooooo oo
Politics: o
Animal Ken: ooooo
Empathy: ooooo o
Expression: ooooo oo
Persuade: ooooo
Socialize: ooooo o
Subterfuge: oooo

Masteries
Power: ooooo
Resilience: ooooo o

Weapons
NA

Available Abilities

Everchanging Moonlight Promenade
Passives
+5 dice on persuade and socialize tests with spirits
+5 dice on Empathy tests with spirits
+3 dice on persuade and socialize tests with humans
+8 on perception tests
+4 dice vs. Illusions
+12 dice on spiritual defenses


Chaos Phase: ooo
Cost 8 qi
Drawing on the everchanging nature of the dreaming moon to slip through the base bonds of ordered qi, Sixiang may dispel up to two negative effects on herself or her binder at a six die bonus. In doing so, she or her binder gains a four die bonus to spiritual defense for four turns.

Laughing Moonlit Maiden: oo
Cost: 4 qi
Instant
Channeling through her bond with her binder, Sixiang may grant Ling Qi an air of amiable approachability, and make her words seem both more fair and agreeable. Grants Ling Qi Sixiang's passive bonuses to persuade and socialize tests for four turns

-Other abilities currently unavailable-


Relationships

This section will serve as a quick summary of how Ling Qi feels about her fellow disciples, followed by a measure of her reputation with relevant groups.

Han Jian: oo
-Friend

Bai Meizhen: oooo
-Best Friend

Sun Liling: oooo
-Intense Dislike

Li Suyin: ooo
-Good Friend

Gu Xiulan: oooo
-Good Friend

Ling Qingge: ooo
-Mother

Ling Biyu: oo
-Little Sister

Su Ling: ooo
-Good Friend

Huang Da: o
-Dislike

Fan Yu: o
-Pity

Kang Zihao: oo
-Dislike

Cai Renxiang: oo
-Trusted Superior

Gan Guangli: oo
-Friendly acquiantance

Ji Rong: o
-Wariness

Xuan Shi: o
-Acquaintance

Ruan Shen: oo
-Friendly Acquaintance

Bao Qingling: o
-Wary

Fu Xiang: oo
-Gratitude

Zhengui: oooo
-Little Brother(?)

Zeqing: oooo
-Teacher

Elder Jiao: oo
-Teacher

Xin: ooo
-Teacher

Ma Sisters: o
-Subordinates

Yan Renshu: ooo
-Dislike

Sixiang: oo
-Friend

Reputations:

Argent Peak Sect: oo
-Watched

-Argent Peak Outer Disciples: oooo
-Fearful Respect
 
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Tutorials
Tutorials Section

So we've begun, and while nothing mechanical has come up just yet, the character sheet is up so a basic explanation is in order. As I said the quests system is based on storyteller with some things added and others removed for the purpose of making it quest friendly and fitting the setting.

Still the basics you need to know are as follows. All conflicts are resolved by rolling various numbers of d10's. Seven or higher on a roll is a 'success'.

Your character has skills and attributes which have a number of dots ranging from one to five 'dots'. Each dot represents one dice you get to roll in tests involving the relevant attribute or skill. Skill rolls typically add an attribute to the skill check to determine your total dice pool. Dots in stats can go past five in this once a certain cultivation level is reached.

Next, specialties are areas of a skill where your character is especially skilled, in tests involving your specialty you receive one additional dice.

Those familiar with storyteller may notice some things missing as well, in this case, willpower and defense are not used in this. Defense due to the way I'm handling combat(this is also the reason for the absence of the brawl and weaponry skills). Willpower's purpose has largely been folded into Qi which we'll get into later.

Speed is the number of yards(adjusted to meters since I'm using metric in this quest) that a character can cover in the space of a single turn, assuming no obstructions. Since I'm not being super granular with that kind of thing the length of a turn is a little variable, but you can assume that it's the ground you can cover in a single clash. You can cover twice that distance in a clash if you aren't taking any other actions.

Your health track is used to determine how damaged you are. There are three types of damage. Bashing, which is essentially nonlethal damage, and heals quickly. Lethal, which is what it sounds like, and aggravated which is 'special' damage that is difficult to recover from. If you're entire track is full of lethal or aggravated damage, then your character is disabled. When your health is reduced to two or less clear tracks, you begin to receive stacking penalties to all actions as well.

We'll get into the new mechanics in the next couple of posts.

Talent can range from 1-9, and serves as the target for you roll under while attempting to cultivate or learn Arts and techniques. For Ling Qi that number is six. Talent is mostly fixed, but there will be opportunities to increase it or unlock further potential as it were.

To reach a new cultivation level or learn an art you must fill the 'XP bar' for it. In the case of reaching level one spiritual cultivation you need a total of ten 'points'. To determine how many points you get in a session you roll a number of dice equal to your talent modified by other factors such as teachers, environment, and tools.

Cultivation stages are as follows

Spiritual
Mortal->Red->Yellow->Green->Cyan->Indigo->Violet->Prism->White

Physical
Mortal->Gold->Silver->Bronze->Iron->Steel->Adamant->Orichalcum->Divine

First, you have Qi equal to 3+Your cultivation level+Cultivation art bonus+ Expanded Qi reserves/misc bonuses.

So if you can math, you will see that Ling Qi begins with 6 qi. Qi is a replenishable resource which is used to perform techniques, arts and other superhuman feats.... Once you learn to do so.

At it's base, Qi can be expended in place of health to prevent lethal wounds at a 2:1 ratio. That is you may expend 2 qi to prevent one point of damage. If a wound would reduce Ling Qi to 0 health, this happens automatically.

Qi reserves may be expanded by focusing cultivation time on it. You require a number of successes equal to the amount of Qi you will be increasing to. That is going from 6->7 Qi requires seven successes. This only takes into account your 'base' Qi I.E 3+Cultivaton level+previous increases. Cultivating in this way does not require a spirit stone.

In addition, Qi may be expended in place of various needs, thus granting you extra action slots. The thresholds for this vary and are also reliant on the stage of cultivation you have reached.

Finally, in regards to cultivation level. Your cultivation acts as a modifier for all relevant actions, providing a free success on any relevant role for each stage of your cultivation. Now most times when you are receiving such bonuses, you will be competing with other cultivators in some way. As you can see, against someone of equal level this bonus cancels out, essentially leaving things up to your skills and abilities. Against someone of higher or lower level it begins to make quite a difference.

A fight against someone two levels above you for example, gives them a rather large two success bonus over you before you even begin rolling dice. It is even worse when competing against someone a full stage(that is if they are Yellow and you are red for example) the number of bonus successes doubles. So a late red stage(3) versus and early Yellow stage(4) results in two bonus successes even though they are only one level apart.

The first Meridian is relatively easy to open, and only requires five successes, so Ling Qi has succeeded in a very short time once again due to her high talent. The number of successes needed increments upward by one for each meridian opens. So the next one will require 6, then 7 and so forth.

To Summarize the above in a non-narrative fashion. Meridians function as your 'equipment slots' when determining which and how many arts you can have active at once. Earning more meridians allows you to use more advanced arts as well as allowing you to equip more arts in general.

Combat Explanation:
Since this is a quest and not actual tabletop combat is being streamlined. For this quest combat works off of clashes. As in when two or more enemies fight, each participant chooses an action and acts in initiative order. Each participant then rolls the number of dice in their clash pool to determine how successful they are at the action.

An action need not be a direct attack. It can be defense, an attempt to flee, trying to gain an environmental advantage or even a verbal assault. The number of dice in your clash pool is determined as follows
Relevant Attribute+Relevant Skill/mastery+Misc Modifiers+Dot value of technique used+stunt bonus.

Techniques are the active effects of arts and each one has a dot value which determines how much it adds to your pool when being used.

Damage is determined by how many successes you have over your opponent in the clash if you are attacking. Damage maxes out based on the damage value of your weapon though. The damage value of a weapon will be listed next to the item. For unarmed the value is your strength or mastery value, whichever is higher, unless otherwise modified.

In a fight with multiple combatants, one who is targetted by multiple opponents suffers stacking penalties to defense on each consecutive attack ion the turn. For opponents on the same level this penalty occurs in increments of two. For attackers a stage lower than the defender, the penalty is one.

Damage is divided into three types. Nonlethal which is designated by a '/' in a health box, Lethal, which is designated by an 'X', and Aggravated damage which is marked by a '*'. The first two are fairly obvious in their meanings, and aggravated damage is simply damage from supernatural sources that are much more difficult to heal. The primary difference in damage types is in fact how long they take to heal.

Regardless of damage type a character with three or less health boxes remaining unmarked suffers stacking penalties to all actions starting at -1 dice. A character with no health boxes is incapacitated and unable to act.

This brings us to the last item to be added to the character sheet. Masteries. For the purposes of combat individual weapons are divided into broad types in which you earn masteries, which function roughly the same as skills. Some arts will require different mastery levels to practice in addition to other prerequisites.

Multiple spirit stones used in a turn provide twice the effect of the first. So a second red adds two dice to all cultivation instead of one, a third would still only add two however. However, a cultivator may only use a number of spirit stones equal to his or her lowest cultivation level in a turn. So for Ling Qi, two is the limit for the moment.

A more thorough explanation is that there is two factors: how many stones you can use and what quality of stones you can use. As we are mid of second realm, we can use up to 2 yellow stone, and as we are mid yellow (5)/ mid silver (5), we can use up to 5 stones total. So we can use 3 red stones and 2 yellow.
First red stone is 1, subsequent ones are 2. First yellow stone is 5, subsequent ones are 10.

So 3 red stones and 2 yellow stones - 1+2+2RSS+5+10YSS

  1. Dispel resolution is being altered. Dispel clashes now consist of; Intelligence/Presence+Dispel tech's dots vs. Resolve/Composure+Target techs dots, with relevant cultivation autos and modifiers. Automatic dispels will be scaled back
  2. Damage which bypasses qi negation will now be referred to with the keyword 'Semi-perfect'
  3. Similarly defenses which block this kind of damage will be referred to as 'semi perfect'
  4. Effects which grant bonus armor use the durability of the targets base armor and are negated when this reaches zero
  5. Debuffs will now either take effect 'On Hit' 'On Damage' or 'Automatically'. This will be reflected in technique text. On Hit effects take effect after a successful clash. On Damage Effects take effect upon damaging a targets health boxes. Automatic effects take effect on technique use
  6. Total actions taken in a turn will be clarified and standardized. A cultivator may in the course of a turn, Activate one non instant technique and one instant technique, as well as one defensive instant in response to an attack. Techniques which may be used as Responses will be clarified in text.
  7. Semi Perfect and perfect damage do not negate armor. Armor penetration is a separate mechanic.
  8. Qi Regen does not function out of combat. This is a hard rule, and not a part of relevant techniques.
  9. Archery now suffers a three die penalty when used in melee against an aware target.With melee defined as within range of the targets melee weapon.
  10. Changes to multiattacker penalty cannot reduce it below one per attacker
  11. Armor durability is damaged by one for each attack is blocks or is penetrated by, as modified by techniques and arts.

New formula is as follows.
Domain Value *(Stat1+Stat2+SP) +Element Bonus+Passives
Domain Value is as follows
0 dots. 1
1 dot. 2
2 dots. 2.5
3 dots. 3 etc.
Element Bonus is the number of meridians you have matching the weapons element. This value has a maximum of 2xCultivation level, so Ling Qi could have a max of 14 since she is at early green(7). Passives and stats are more obvious. SP I'm not sure of the name yet, suffice to say some folks can get special passives that slot in here. These are rare though and you'll only see them in the higher quality sorts of weapons. They may also be conditional like a normal passive
To further clarify how Flying swords work. Their durability is essentially their health, they can be damaged like anything else, though as noted before they receive half damage from anything except other domain weapons. A domain weapons defense pool is the same as its offense pool, barring other modifiers. Flying weapons can have armor values as well, but typically only defensive ones do.
 
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Haha, a chance to play a production cultivator and actually be one?


A chance to actually have the cultivator's family background matter past shallow reference?

I'm going all in!

[X] Artisan
[X] Production Talent
[X] Male
[X] Fatty Hao


Let's get friendly fat cultivation merchant all uppins!

EDIT: To be clear, a big draw of this, for me, is that we could be the child of Old Hu from the op post's first PoV; that seems a solid place to start building a background for the character, and as stated above a relatively uncommon path in wuxia that would be fun to explore. There is a lot to be said for having one's family/prior life be right there by the sect, and already positively associated with the sect via dealings. That makes it easy to visit, and quick to get there/get back, so we could maximally involve the character's prior life with his sect days rather than only getting what can trickle through the sect's doors on its own.

It also gives us a wonderful synergy between production and background. The character comes from a spirit herb farm with wuxia trinkets operating on the premises. They go to the sect that produced those trinkets and has the farm grow those herbs, and learns. They visit home and apply what they've learned to improve what the farm has. The farm becomes more prosperous, and has more resources it can give to the PC to work with at the sect. The PC goes back to the sect, and has more resources to trade for access to specific things to learn/to cultivate, and gets better... and goes home again. The cycle continues, home and PC both mutually benefiting from the arrangement. It seems like a great way to organically develop a wuxia merchant from humble origins, and grow initial wealth.
 
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[X] Street Rat
[X] Melee Talent
[X] Female


Yeah, let's try this, Xianxia tends to be all pretty looking dudes with the pretty looking ladies as side notes at best, let's flip that on its head.

No idea about name though.
 
Sure, Bob's vote is good.

[X] Artisan
[X] Production Talent
[X] Male
[X] Fatty Hao


World of Cultivation is my favorite Xianxia novel, after all.
 
[X] Street Rat
[X] Support/Exotic Talent
[X] Female
[X] Ling Qi

On second thought, being a Street Performer with really good music is too good to pass up.
 
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[X] Street Rat
[X] Support/Exotic Talent
[X] Female
[X] Ling Qi


I never thought of street performer, I like it!
 
Come on guys, don't go for the Hidden Power. Xianxia protagonists always go for the Hidden Power.

Go for what should actually win in a face/clan society; money, social ability, and forging/danmaking/alchemy/whatever.
 
[X] Street Rat
[X] Support/Exotic Talent
[X] Female
[X] Ling Qi
 
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