Forge of Destiny(Xianxia Quest)

@yrsillar, a question about Inescapable flow:
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 damage on a successful attack. On damage, the target becomes unable to disengage or move out of melee range unless they succeed at a three success resolve test. Targets effected this way suffer one additional point of damage each turn they remain in melee with the user. This effect lasts only one turn after application, but is renewed at no cost as long as the user continues to land successful melee attacks.
So, we can activate it whenever we use a melee attack or art, which I take to mean we can activate it when using a counter with Thunderous Retort or with Scalding Streams.

The are the questions: does it give +1 damage each time we hit the enemy as well as 1 damage/turn of the technique being active, or just the latter? Do we also get the 1damage DoT on the first turn, or just second+?

Also, this damage is blocked by armour and cause armour degradation?

EDIT: Oh, and does it add it's 3 dots to the attack it's used with?
 
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Is it just me, or is this REALLY strong?

It looks balanced for person use, because the technique is relatively expensive and takes a full action besides. However, on top of that, we can use pay a measly 3 qi per person to extend the effects to them as well. And this is a REALLY powerful effect for 3 qi. Even if you disregard the armor, 2 perfect defense basically no-sell DoTs, and also saves a bunch of health boxes due to reduced attacks. And we are only paying 1 Qi / turn / person to affect our allies with it.
You forget that if we are in a group of, say, five, that's 22 Qi to armour everyone for 3 turns.
 
Zhengui can have 9 armor and 2 perfect defense with as little as 10 Qi from us. (8 qi counting current discounts). That is crazy defensive stats, just from armor and defense. Add in what else we can do and what else he can do, I don't think there are many people in yellow (other than Ji Rong) who would be able to crack his defense in a reasonable amount of time.
 
Sure. But that is 22 Qi to make our entire group semi-invulnerable. Like, most fights are well on the way to being decided in 3 turns, and we've made our entire team moderately tanky for the duration.
Except we are being attacked and using that Qi to defend and hit back, too. We might very well run ourselves dry that way.

@yrsillar How exactly does Perfect Defense work? You defend that much damage no matter what?

Perfect damage can only be negated by perfect defense, as opposed to semi-perfect which bypasses normal qi soak but allows some techs to give the ability to soak it.

Perfect Damage bypasses all that as long as it gets through armour, and IIRC, damage gets deducted by armor from least to most, so normal first, then semi perfect, then perfect?

Most notably, semi-perfect actually works very differently from perfect stuff. Semi is about soak, perfect only interacts with itself.
 
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abyssal exhalation passives said:
Passives
-User gains a four die bonus to spiritual defences
-The user regains one qi per combat turn as long as an enemy has been wounded that turn
-The user gains a four 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 5)
-Constructs created by Abyssal Exhalation are unaffected by the negative aspects of Abyssal Exhalation techniques
@yrsillar both of those are 'damaged' now, or is one damaged and one hit?
 
He rolls 2 DEX + 6 toughness mastery for defense. We can roll as much as 36 dice with +4 damage and +5 armor penetration with a technique. That hit would deal 9 damage to him, almost taking him out in a single blow.
Nope Dex is not always the defensive attribute, he uses his stamina since he is not a dodge tank like we are. Additionally he has several passive to defense of his own.
 
Except we are being attacked and using that Qi to defend and hit back, too. We might very well run ourselves dry that way.
Yes - that is encapsulated under saying that it costs 22 Qi. The reason that having to pay that losing 22 Qi hurts is because we might have wanted to use that qi for something else.

Yes, 22 Qi is a big hit, and might put us into an unpleasant situation. In return, it blocks most of the damage our entire team would take from most attacks.
 
@yrsillar How exactly does Perfect Defense work? You defend that much damage no matter what?

Perfect damage can only be negated by perfect defense, as opposed to semi-perfect which bypasses normal qi soak but allows some techs to give the ability to soak it.

Perfect Damage bypasses all that as long as it gets through armour, and IIRC, damage gets deducted by armor from least to most, so normal first, then semi perfect, then perfect?

Most notably, semi-perfect actually works very differently from perfect stuff. Semi is about soak, perfect only interacts with itself.
Here is how I understand it.

There are three channels of conflicts between attacker and defender. First, there is the clash itself - the attacker rolls his attack dice, the defender rolls her defense dice, and if the former exceeds the latter then the attack hits and difference is how much damage gets dealt. The attacker's arts might modify this value.

The second channel is qi defenses. By default, the attacker deals normal damage, and the defender has access to normal qi defense - paying 2-qi to avoid 1 normal damage. Semi-perfect damage cannot be blocked by normal defense, and requires semi-perfect defense. Perfect damage cannot be blocked by either normal or semi-perfect defense, and requires perfect defense. Basically, defense can only be applied if it is at the same level as the damage or higher.

The third channel is armor. The defender count how much armor she has, the attacker counts how much armor penetration he has, and if the former exceeds the latter than the difference is how much damage they can reduce with armor.

Damage that the art deals, is not reduced by qi defenses, and not reduced by armor will reduce the defender's hit points.
 
neat system changes

but man, if Talent 6 stresses and eventually breaks the system in half, just imagine what a monstrosity the players would build with Talent 7
 
Like, half the reason we're running into issues lately is because our rivals suddenly became immune to our music's area control thanks to a spike in Special Defense, and we didn't even know our Special Attack was lagging until it was already a Problem.

This is not true at all. It was a readily anticipated problem. We were predicting it before Dark Dreams because FVM didn't have any passives supporting it, which made it obvious it would eventually have problems. Dark Dreams gave us the first warning with our missed Elegies. This was called out as showing a problem.

Things increased from there - as we would expect.

This was not unanticipated or unreasonable. This is our fault for continually ignoring a critical aspect of our build.
 
This was not unanticipated or unreasonable. This is our fault for continually ignoring a critical aspect of our build.
Precisely. Ling Qi is spread over the following aspects; Stealth, Archery, Music, Group buffs. If she was spread between fewer aspects, then individually they'd be considerably more effective. Not only they'd have more passives to them, but they'd also have more equipment as well as more actions to develop each.
 
Is it just me, or is this REALLY strong?

It looks balanced for person use, because the technique is relatively expensive and takes a full action besides. However, on top of that, we can use pay a measly 3 qi per person to extend the effects to them as well. And this is a REALLY powerful effect for 3 qi. Even if you disregard the armor, 2 perfect defense basically no-sell DoTs, and also saves a bunch of health boxes due to reduced attacks. And we are only paying 1 Qi / turn / person to affect our allies with it.
It is strong, but fairly balanced for what it is. The Qi cost for allies is going to render it highly situational at best. I feel like this technique is designed with the last few desperate moves in a raid type boss fight in mind. A lot of strong cultivators facing enemies they need to burst down as fast as possible. Resisting damage over time is rarely going to be the concern for so many people.

Otherwise we rarely get that number of people in a group anyway, and would have to hope that whatever drove us to needing it hadn't drained our Qi away first or have it as the desperation: one last move and we're out of gas so eveyone better use the time we give them well type thing.

On an individual level it's high effect is balanced against the high initial cost.

@PrimalShadow But the "2 Perfect defense" just means we earn thebpeivillefe to pay ain to soak perfect damage?

I don't see what the big deal is with Hundred Ring then.
I think it also acts to block regular attacks in the absence of perfect damage.
 
Art Tracker V2
Art Upgrades and Histories V2
In the course of week 37, @yrsillar revamped the game mechanics, updating the arts in the process. Accordingly, this renders previous tracking of our arts out-of-date, so I'm making a new post to collate any changes that happen starting with the new system.

Note that cultivation arts and breakthrough bonuses are unchanged.

_______________________________________________________________

Argent Arts
Attributes: Mountain, Lake, Balanced
Required Meridians: AM1 (Head + Spine), AM3 (Head), AM5 (Head)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-Adds three dice to all tests and clashes to resist or bypass illusion effects
-Adds three dice to all perception tests
-Adds two dice to composure and resolve tests as well as dispel clashes
-Adds four dice to survival, investigation, and empathy tests
-Adds two dice to spiritual defenses
-Allows the user to sense qi, out to one 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.
-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: oo
Cost: 5 qi
Instant
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 three additional die to spiritual defense against the effects caster for three turns.

Discerning Gaze: oo
Cost: 4 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 four die bonus.

Tranquil Rebuke: ooo
Cost 6 qi
Instant, response
Centering themselves, the user finds serenity, and in doing, rises above the world, as the mountain stands above the earth. Though this state is short lived, any spiritual technique which targets the user suffers harsh repercussions if their technique fails to find purchase. When used, adds four dice to the users spiritual defense. If the user wins such a clash, 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.
Unlocked By: Early Green Soul, +240 Successes
Learned On: Week 51

Passive Effects
-Adds three five dice to all tests and clashes to resist or bypass illusion effects
-Adds three five dice to all perception tests
-Adds two three dice to composure and resolve tests as well as dispel clashes
-Adds four dice to survival, investigation, and empathy tests
-Adds two three dice to spiritual defenses
-[Permanent] Allows the user to sense qi, out to one hundred 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.-
-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: oo 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 three six additional die to spiritual defense against the effects caster for three turns.
-Tranquil Rebuke
<No longer used separately>. Centering themselves, the user finds serenity, and in doing, rises above the world, as the mountain stands above the earth. When used, adds four dice to the users spiritual defense. 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 three 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.

Art Complete
Attributes: Fire, Water, Balanced
Required Meridians: AC1 (Arm + Heart), AC3 (Arm), AC5 (Heart)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-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 one.
-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

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 +4 bonus to their attacking die pool with a melee weapon. The attack is granted armor piercing two, 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 three times(Max -9), 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 forty meters with vigor and determination to strike down their foes manifesting as rising steam. 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. 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 damage on a successful attack. On damage, the target becomes unable to disengage or move out of melee range unless they succeed at a three success resolve test. Targets effected this way suffer one additional point of damage each turn they remain in melee with the user. This effect lasts only one turn after application, but is renewed at no cost as long as the user continues to land successful melee attacks.

Unlocked By: +120 Successes
Learned On: Week ??
Attributes: Wind, Thunder, Balanced
Required Meridians: AS1 (Spine + Spine), AS3 (Leg), AS5 (Spine)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-Adds four dice to all physical defenses
-DV of user's melee weapons increased by one
-User gains three additional speed
-User's initiative increased by 1

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. In addition upon a successful melee attack, the user's target must make a three success stamina check or be deafened. Lasts three 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 which miss the user trigger a counterattack. This counter uses the users standard physical attack dice, with a bonus of three, and one point of semi perfect damage on successful hits. The user may counter a maximum of three attacks per activation, or, if unused the effect fades after three turns.

Unlocked By: +?? Successes
Learned On: Week ??

Darkness Arts
Attributes: Darkness, Moon, Yin
Required Meridians: SCS1 (Leg), SCS2 (Leg), SCS3 (Spine), SCS6 (Leg), SCS8 (Spine)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-Increases user's speed by 9
-Increases user's initiative by 3
-Add two 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 unaware targets.
-User gains a four die bonus to physical defense in darkness
-User cannot be tracked through mundane means. All other attempts suffer a three die penalty


Crescent's Grace: ooo
Cost 5 qi
Instant, response
The user adds six dice to their defensive pool and increases their speed by 5. While active, the user ignores terrain penalties to speed and slopes of less than ninety degrees. User may cross water or gaps freely as long as their movement ends on solid ground. Lasts four turns. When not activated in low light or darkness, this technique costs an additional two qi.

Formless Shade: ooo
Cost 8 qi
Instant
The user infuses their bodies with dark qi, and allows the edges of their existence to fray, blending with the night around them. Costs an additional three qi to use outside of low light or darkness. While active, 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. in addition the user may move through spaces which would otherwise be too small for them, so long as they have line of sight to the destination. The user gains one point of perfect defense. Lasts four turns.

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 three die bonus to stealth in this form and may move from one shadow to another without interacting with any intervening terrain or obstacles. While in this form the user gains one point of perfect defense, 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. On success, the target suffers a two 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.
Unlocked By: Early Green Soul, Early Bronze 250 Successes
Learned On: Week 51

Passive Effects
-Increases user's speed by 9
-Increases user's initiative by 3 5
-Add two 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 unaware targets 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 three five die penalty

Crescent's Grace: ooo
Cost 5 qi


Formless Shade: ooo
Cost 8 qi


Grinning Crescent Dancer: oooo
Cost 9 qi
Instant, response
<Incorporates the benefits of both Crescent's Grace and Formless Shade>

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 terrain penalties to speed, and slopes of less than ninety degrees 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 have line of sight to 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 four five turns. When not activated in low light or darkness, this technique costs an additional three 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 three 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 two 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.

Unlocked By: +500 Successes
Learned On: Week ??
Attributes: Darkness, Water, Music, Yin
Required Meridians: FVM1 (Heart + Lung), FVM3 (Heart), FVM5 (Lung), FVM7 (Heart)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-Adds two bonus die to all music based expression rolls
-Adds five bonus dice to all attempts to resist dispels on water and darkness techniques
-[Permanent] User receives no penalties for acting in low light or darkness
-User receives two 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.
-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: oo
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 can spread up to a thirty meter radius centered the user. An additional ten meters of radius may be added for two qi, up to a maximum radius of eighty meters. All single target techniques targeted at the user suffer an automatic three dice penalty. The user gains a two die bonus at stealth attempts within the mist. The user may spend an additional one qi for each of up to three allies, and two each additional ally. 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 two dice. On hit the targets perception rolls take a three die penalty, and attempts to leave the mist result in the target doubling back unless a 3 success perception test is passed. 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 in the Night: oo
Cost 4
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 claw and fang every turn. These attacks are DV 1 melee attacks. On hit, targets suffer a two die penalty to their defense dice pools. This penalty stacks up to three times. This effect activates immediately after the users turn.

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 two dice. On hit, targets suffer a two die penalty on all clashes, and lose three qi per turn spent in the mist. Affected targets must make a two success resolve test in order to act on their 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. 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, although passive effects still reach them if in range.
Unlocked By: Early Green Soul, +225 Successes
Learned On: Week 46

Passive Effects
-Adds two three bonus die to all music based expression rolls
-Adds five bonus dice to all attempts to resist dispels on water and darkness techniques
-[Permanent] User receives no penalties for acting in low light or darkness
-User receives two 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.
-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: oo 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 thirty sixty meter radius centered the user. An additional ten meters of radius may be added for two qi, up to a maximum radius of eighty one hundred twenty meters. All single target techniques targeted at the user or an included ally suffer a automatic three dice penalty. The user gains a two four die bonus at stealth attempts within the mist. The user may spend an additional one qi for each of up to three allies, and two each additional ally waive the negative effect on up to three 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 two three 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 4 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 in the Night Dissonance of Night's Terror: oo ooo
Cost 4 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 claw and fang phantasmal nightmares every turn. These attacks are DV 1 4 melee attacks, made with a two die bonus. On hit, targets suffer a two 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 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 two dice. On hit, targets suffer a two three die penalty on all clashes, and lose three qi per turn spent in the mist. Affected targets must make a two four success resolve test in order to act on their first turn after being affected 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 three 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, although passive effects still reach them if in range. The victim also suffers a three die penalty to all offensive clashes while under this effect.
Unlocked By: +495 Successes
Learned On: Week 51

Passive Effects
-Adds three four bonus die to all music based expression rolls
-Adds five six bonus dice to all attempts to resist dispels on water and darkness techniques
-[Permanent] User receives no penalties for acting in low light or darkness
-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)
-[Permanent] 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 one hundred and twenty 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 three 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 three 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 two 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 three 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, although passive effects still reach them if in range 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.

Unlocked By: Green Appraisal, +??? Successes
Learned On: Week ??
Attributes: Yin, Water, Dark
Required Meridians: FSS1 (Lung + Arm + Lung), FSS3 (Arm), FSS6 (Lung)

Winter's Muse sings from its heart, the place of true cold, where even fire freezes and light dies. The truth of cold is the absolution of endings, and in this melody lies some small part of that truth. Its notes freeze blood and qi alike, its notes often the last thing its listeners hear in this world.

Unlocked By: +40 Successes
Learned On: Week 38

Passive Effects
-Cold effects by the user gain armor piercing 2
-User gains armor 2 vs cold effects
-Basic unarmed and music attacks by the user gain one bonus cold damage
-The user receives a two die bonus to all expression based offensive clashes

Springs End Aria: oo
Cost 5 qi
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 thirty meters suffer a three 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. 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 four 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 3, and deals semi perfect damage. 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.
Unlocked By: +100 Successes
Learned On: Week 43

Passive Effects
-Cold effects by the user gain armor piercing 2
-User gains armor 2 3 vs cold effects
-Basic unarmed and music attacks by the user gain one bonus cold damage
-The user receives a two three 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 thirty fifty meters suffer a three 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). 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 four 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 3 4, and deals semi perfect damage. 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.
Unlocked By: +250 Successes
Learned On: Week 46

Passive Effects
-Cold effects by the user gain armor piercing 2 4
-User gains armor 3 5 vs cold effects
-Basic unarmed and music attacks by the user gain one two bonus cold damage
-The user receives a three 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 three 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 4 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.

Unlocked By: Green Appraisal, +??? Successes
Learned On: Week ??
Attributes: Earth, Darkness, Yin
Required Meridians: AE1 (Lung + Lung), AE3 (Lung), AE5 (Arm), AE7 (Lung)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-User gains a four die bonus to spiritual defences
-The user regains one qi per combat turn as long as an enemy has been damaged that turn
-The user gains a four 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 5)
-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 thirty meters around the user, reducing lighting to low. The user clashes with all targets within range with a two die bonus. On hit, the target suffers a two die penalty to defenses for the turn and loses two qi. This effect repeats each turn for three turns after. In addition, all targets suffer one point of armor degradation per turn spent in the mist. The user may exclude a target from the mists effects for two additional qi per target.

Crawling Horror: ooo
Cost 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 five meters of the user and acts last in the turn. The worm has four health boxes and six qi. It uses the user's attributes for defense and offense, with a seven die bonus to both pools, and use the techniques dots in place of a mastery. A worm's melee attacks are DV 4, with one point of armor penetration. Targets struck by the worm are grappled, suffering a four die penalty to defense in addition to being unable to move until they break free. Up to one additional worm may be summoned for 4 additional qi. Worms count as Early Yellow/Silver combatants and last five turns, or until destroyed.
Unlocked By: +100 Successes
Learned On: Week 45

Passive Effects
-User gains a four die bonus to spiritual defences
-The user regains one two qi per combat turn as long as an enemy has been damaged that turn
-The user gains a four 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 5 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 thirty up to fifty meters around the user, reducing lighting to low. The user clashes with all targets within range with a two four die bonus. On hit, the target suffers a two die penalty to defenses for the turn and loses two four qi. This effect repeats each turn for three turns after. In addition, all targets suffer one two points of armor degradation per turn spent in the mist. The user may exclude a target from the mists effects for two additional qi per target.

Crawling Horror: ooo
Cost 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 five meters of the user and acts last in the turn. The worm has four health boxes and six qi, in addition to armor 2 (durability 5). It uses the user's attributes for defense and offense, with a seven ten die bonus to both pools, and use the techniques dots in place of a mastery. A worm's 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 one three additional worm may be summoned for 4 additional qi each. Worms count as Early Mid 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 five die bonus. On hit, the target suffers a DV 5 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 7 and inflicts 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.
Unlocked By: +250 Successes
Learned On: Week 51

Passive Effects
-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 four 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 to 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 two 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 two 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 things which crawl far below the earth. This wormlike creature forms within five ten meters of the user and acts last in the turn. The worm has four health boxes and six nine qi, in addition to armor 2 3 (durability 5). It uses the user's attributes for defense and offense, with a ten twelve die bonus to both pools, and technique dots for mastery. A worm's 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 4 3 additional qi each. Worms count as Mid 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 five six die bonus. On hit, the target suffers a DV 5 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 7 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.

Unlocked By: Green Appraisal, +??? Successes
Learned On: Week ??

Other Arts
Precursor Art: Zephyr's Breath
Attributes: Yin, Wind
Required Meridians: ZB1 (Heart), ZB3 (Heart), FZ5 (Heart)

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.

<Renewed in Mechanics Rework of Week 37>

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.

Art Complete
Attributes: Heaven, Wind, Yang
Required Meridians: FSA1 (Arm + Arm), FSA5 (Arm)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-Reduces all environmental penalties to ranged attacks by five.
-Increase maximum range of bows by sixty meters
-Adds two points 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, as well as increasing the users DV by 2 for the purposes of this shot. 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.

Art Complete
Attributes: Wood, Yang
Required Meridians: TRF1 (Spine + Heart), TRF4 (Spine), TRF6 (Heart)

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.

<Renewed in Mechanics Rework of Week 37>

Passive Effects
-User and all allies within forty meters gain +4 die to physical defense pools
-User and all allies within forty meters gain +3 dice to stamina and resolve tests
-User gains a three die bonus vs poison and disease effects
-User and all allies within forty meters have their armor ratings improved by one

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 five allies. On activation the user and each target are granted two temporary health boxes and a three die bonus to physical defense for three turns. On use the user may attempt to dispel an effect on themselves or an ally, with a three 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
This user fills themselves with the vital qi of the great forests to protect themselves and their allies from harm. Grants the user a three 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 three 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)
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 effected have their armor increased by two. This effect lasts 3 turns.
Unlocked By: +300 Successes
Learned On: Week 50

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

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 five 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 or an and each ally, with a three 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 three 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 three 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
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)

Unlocked By: Green Appraisal, +??? Successes
Learned On: Week ??
Attributes: Moon, Yang
Required Meridians: TRF1 (Leg + Lung + Leg), PLR3 (Lung), PLR5 (Leg), PLR7 (Leg), PLR9(Lung)

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.


Unlocked By: +50 Successes
Learned On: Week 41

Passive Effects
-User adds two dice to all expression tests
-User adds two dice to all socialize tests
-User's speed increases by three
-User gains a four die bonus on all physical defenses
-User gains a two die bonus on all spiritual defenses
-User gains a four die bonus on all rolls to escape grapple or confinement
-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 sixty 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 five success perception test. On success they suffer a two 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 three 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. 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 three qi each round in which they remain grappled. In addition, the target suffers a four die penalty on all attempts to escape. While grappled, targets may not activate any technique which requires the use of their hands.
Unlocked By: +150 Successes
Learned On: Week 50

Passive Effects
-User adds two dice to all expression tests
-User adds two dice to all socialize tests
-User's speed increases by three five
-User gains a four die bonus on all physical defenses
-User gains a two three die bonus on all spiritual defenses
-User gains a four 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 sixty 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 five seven success perception test. On success they suffer a two 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 three 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 three five qi each round in which they remain grappled. In addition, the target suffers a four five die penalty on all attempts to escape. While grappled, targets may not activate any technique which requires the use of their hands arm meridians, or would carry them outside of the revel.

Unlocked By: Green Appraisal, +??? Successes
Learned On: Week ??


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Cultivation Arts

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.

Unlocked By: +10 Successes* (*succeeding also achieves Low Red Soul)
Learned On: Week 1

Passive Effects

-Users gain one bonus dice to all cultivation attempts up until Late Red Soul Stage.
-User's gain a bonus success on all attempts to expand their Qi pool up to a maximum of ten.
-Users gain two additional Qi.
-Users may reroll a failed physical attribute check once per turn.
Requirements: +15 Successes
Learned On: Week 3

Passive Effects
-Users gain one two bonus dice to all cultivation attempts up until Late Red Soul Stage.
-During Cultivation gain an additional dice for each one rolled
-Users gain a bonus success on all attempts to expand their Qi pool up to a maximum of ten fifteen.
-Users gain two four additional Qi.
-Users gain one additional health box
-Users may reroll a failed check or test once per turn.
Unlocked By: Mid Red Soul, +20 Successes
Learned On: Week 6

Passive Effects
-Users gain two four bonus dice to all cultivation attempts up until Later Red Soul Early Yellow Soul Stage.
-During Cultivation roll again for each 1 rolled
-Users gain a one two bonus successes on all attempts to expand their Qi pool up to a maximum of fifteen.
-User reduces the successes needed for opening Meridians by one
-Users may reroll a failed check or test once per turn.
-[Permanent] Users gain four additional Qi.
-[Permanent] Users gain one additional health box.
Unlocked By: +50 Successes
Learned On: Week 10

Passive Effects
-Users gain four six bonus dice to all cultivation attempts up until Early Yellow Soul Mid Yellow Soul Stage.
-Users gain a two three bonus successes on all attempts to expand their Qi pool up to a maximum of fifteen twenty five.
-User reduces the successes needed for opening Meridians by one
-User Gains +4 bonus Qi
-Users may reroll a failed check or test once per turn.
-User may bind Grade 1 spirits at Yellow Soul
-Users Breakthrough Value increases by 5
-[Permanent] Users gain four additional Qi.
-[Permanent] Users gain one additional health box.
-[Permanent] During Cultivation roll again for each 1 rolled.
Unlocked By: +100 Successes
Learned On: Week 16

Passive Effects
-Users gain six seven bonus dice to all cultivation attempts up until Mid Yellow Soul Late Yellow Soul Stage.
-Users gain three four bonus successes on all attempts to expand their Qi pool up to a maximum of twenty five 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
-[Permanent] Users gain four additional Qi.
-[Permanent] Users gain one additional health box.
-[Permanent] During Cultivation roll again for each 1 rolled.
-[Permanent] User reduces the successes needed for opening Meridians by one.
-[Permanent] User Gains +4 bonus Qi.
-[Permanent] User's Breakthrough Value increases by 5.

Art Complete
Attributes: 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...

Unlocked By: Early Yellow Soul, +25 Successes
Learned On: Week 18

Passive Effects
-Adds five dice to Physical and Spiritual cultivation up until Early Green/Bronze
-Adds three dice to the cultivation of all Yin aspected Arts
-Adds two automatic successes to all qi increase rolls
-Grants the user a single 'virtual' stone of up to Yellow grade per week
-Grants the user two additional dice on Stealth and Larceny checks performed at night
-Allows the user to bind spirits of up to Grade two
Unlocked By: +50 Successes
Learned On: Week 21

Passive Effects
-Adds five seven dice to Spiritual Cultivation until Early Green
-Adds five dice to Physical Cultivation up until Early Bronze
-Adds three five dice to the cultivation of all Yin aspected Arts
-Adds two three automatic successes to all qi increase rolls
-Grants the user a single 'virtual' stone of up to Yellow grade per week
-Grants the user two additional dice on Stealth and Larceny checks performed at night
-Allows the user to bind spirits of up to Grade two
-Allows the user to recover up to twenty qi once per night.
Unlocked By: +100 Successes
Learned On: Week 25

Passive Effects
-Adds seven nine dice to Spiritual Cultivation until Early Green
-Adds five seven dice to Physical cultivation up until Early Bronze
-Adds five seven dice to the cultivation of all Yin aspected Arts
-Adds three five automatic successes to all qi increase rolls
-Grants the user a single 'virtual' stone of up to Yellow grade per week
-Grants the user two additional dice on Stealth and Larceny checks performed at night
-Allows the user to bind spirits of up to Grade two
-Allows the user to recover up to twenty twenty five qi once per night.
Unlocked By: Grinning Moon Quest
Learned On: Week 29

Passive Effects
-Adds nine dice to Spiritual Cultivation until Early Green
-Adds seven dice to Physical cultivation up until Early Bronze
-Adds seven dice to the cultivation of all Yin aspected Arts
-[Permanent] Adds five automatic successes to all qi increase rolls
-Grants the user a single 'virtual' stone of up to Yellow grade per week
-Grants the user two additional dice on Stealth and Larceny checks performed at night
-Allows the user to bind spirits of up to Grade two
-Allows the user to recover up to twenty five qi once per night.
-[Permanent] User receives bonus dice on all non-art cultivation equal to dots in the Larceny skill
-User may reroll a single failed larceny, stealth, subterfuge or streetwise check per turn
-User receives 10 successes toward increasing qi each week.
-User may apply successes on stealth and larceny tests during the week as bonus successes on spiritual, physical, or Yin aligned arts, as selected at the start of the week. Bonus successes cap at twenty five.
Unlocked By: +150 Successes, completed first Patron Quest
Learned On: Week 32

Passive Effects
-Adds nine fifteen dice to Spiritual Cultivation until Early Green Green Appraisal
-Adds seven twelve dice to Physical cultivation up until Early Bronze Bronze Appraisal
-Adds seven twelve dice to the cultivation of all Yin aspected Arts
-Grants the user a single 'virtual' stone of up to Yellow grade per week
-[Permanent] Grants the user two four additional dice on Stealth and Larceny checks performed at night, and two at all other times
-Allows the user to bind spirits of up to Grade two
-[Permanent] Allows the user to recover up to twenty-five qi once per night 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.
-[Permanent] User may reroll a single failed larceny, stealth, subterfuge or streetwise check per turn
-User receives 10 successes toward increasing qi each week.
-User may apply successes on stealth and larceny tests during the week as bonus successes on spiritual, physical, or Yin aligned arts, as selected at the start of the week. Bonus successes cap at twenty-five thirty.
-[Permanent] Adds five automatic successes to all qi increase rolls
-[Permanent] User receives bonus dice on all non-art cultivation equal to dots in the Larceny skill
Unlocked By: Early Green Soul, +200 Successes
Learned On: Week 41

-Adds fifteen twenty dice to Spiritual Cultivation until Green Appraisal(8)
-Adds twelve fifteen dice to Physical cultivation up until Bronze Appraisal(8)
-Adds twelve fifteen dice to the cultivation of all Yin aspected Arts
-Adds ten dice to the cultivation of Moon natured arts
-Grants the user one two 'virtual' stones of up to Yellow grade per week
-User receives 10 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.
-Allows the user to bind spirits of up to Grade Two Three
-[Permanent] Grants the user two four additional dice on Stealth and Larceny checks performed at night, and two at all other times
-[Permanent] Allows the user to recover up to twenty-five qi once per night 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.
-[Permanent] User may reroll a single failed larceny, stealth, subterfuge or streetwise check per turn
-[Permanent] Adds five automatic successes to all qi increase rolls
-[Permanent] User receives bonus dice on all non-art cultivation equal to dots in the Larceny skill
Unlocked By: Hidden Moon Quest
Learned On: Week 43

-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 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.

-[Permanent] Grants the user two four additional dice on Stealth and Larceny checks performed at night, and two at all other times
-[Permanent] Allows the user to recover up to twenty-five qi once per night 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.
-[Permanent] User may reroll a single failed larceny, stealth, subterfuge or streetwise check per turn
-[Permanent] Adds five automatic successes to all qi increase rolls
-[Permanent] User receives bonus dice on all non-art cultivation equal to dots in the Larceny skill

Unlocked By: +500 Successes, completed second Patron Quest
Learned On: Week ??

Breakthrough Bonuses
Achieved On: Week 13

Over twenty base qi
+5 Bonus Qi
+2 Auto Successes on Spiritual and Qi cultivation

Argent Soul Mastery
Multiply die bonus of natural sites by 1.5 (rounded up)

Wind Mastery
Initiative increases by one

??? Bonus
Wind Techniques require ten fewer successes after initial mastery
Ranged weapons require one fewer experience per mastery dot

Story Bonus
+4 dice to training of arts which use spine meridians.
Achieved On: Week 14

Five Meridians
+2 Automatic successes on physical and Meridian cultivation
+2 Additional Health Boxes

Basic
You may now expend five qi as a full combat turn action to recover from a single point of nonlethal damage.
Achieved On: Week 37

Qi Bonus
+10 Bonus Qi

Meridians Bonus
Additional Heart, Spine, and Arm Meridians opened(Does not affect target number)

Arts Bonus
Wind arts require fifteen fewer successes per level after initial mastery, Initiative bonus increased to +3.
Ling Qi receives a two die bonus against all attempts to dispel darkness arts. Ling Qi receives a 2 die bonus on all offensive clashes using darkness arts
+5 auto successes to training imperial element arts
Gain one additional health box

Basic
Spiritual Bonus: Auto successes to spiritual and qi increase to 5
Domain Attribute Unlocked

Vision Quest
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
Expression gains one dot, and the stat cap is removed.

Domain Effects:
Allies with whom Ling Qi has at least four dots of positive relation receive a two die bonus to spiritual defense when within one hundred meters
Achieved On: Week 40

Basic
Attribute, Skill and Mastery Caps raised to 7
Domain Cultivation unlocked
Auto Successes to Physical and Meridians increase to 5
Additional Health Box added

Other
Dexterity Cap raised to 8
Heaven specialty added to archery
Ling Qi gains a two die bonus on all defenses while she has a water technique activated.
 
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Oh, and I have done the first pass to the Combat Specs threadmark. Expect other passes as I notice mistakes I have made.

A significant change is that while FSA itself has been heavily buffed, one of the AC nerf (Melee phys dice instead of phys dice) means that archery has slightly less dice than before. Dissonance now is 'melee phys' damage, but as far as I can tell @yrsillar doesn't consider AC dice applicable to it though.
 
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