Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
Thank you.
This doesn't sound bad?

The whole "till the last breath" is more a rhetoric in my opinion, and any commander can just order a retreat, but a possibility for combat communication, more armor/resilience through Earth and ignoring wound penalties is something I think would fit great into our support/extra spirit combatants build.

Pretty sure it's not rhetoric. What it probably does is allow those under it's effect to ignore combat injury penalties. Not exactly something I find attractive, let alone something worth mastering a trash art like argent storm to learn. The effective cost to even look at AP is mastering three other arts, only one of which is particularly good for LQ.

Also, the way it's presented is, Argent arts are designed like a chain. The first three arts lead to AP, which lead to the next three arts. The problem is that the Argent way is for melee bruisers and is poorly suited for LQ. There are better things to invest our time into.

The basic language of Laughing Breeze is the same as SCS 7, which we don't even have yet: "greatly increases". And then it "greatly increases" itself with flight.

And that's the first level of a five level art.

I know I'm not the best at presenting an argument. If I were, I would not be seeing people parrot the same complaints I had about AS months later because we wouldn't have gotten it in the first place.

But you have to understand that, if you think Lark is roughly on par with SCS, than lark is actually worse because you need to pay for flight on top of it.

I mean, if you have two near equal abilities, but one requires you to pay a hefty-for-an-art surcharge, then the one without the surcharge is by default more cost effective.

And that's before you consider that SCS+ is going to default as better that SCS, and also probably better than lark. Getting Lark and then later getting SCS+ would be incredibly redundant.

The larceny aspect is also melee based, which is of very limited use to us. Also, the rules of the inner sect are different than the outer sect. We may not actually be permitted to keep the things we steal.
 
So, let's talk about art successes per levels. Now, @yrsillar said this when asked about the low cost of the current slew of arts:
YrsillarToday at 01:03
big ticket high quality arts tend to take more successes than more general ones, also just generally adjusting numbers down a bit for balance purposes.

This should mean that while our main arts a big more expensive than they should be, it does denote quality of some stripes. So, let's see the successes needed of our various arts (going for least potent to most potent):

Yellow:
  • Fleeting Zephyr. Potency: Yellow 2. Successes needed: 390. Meridian needed: 3. Archive 2 outer sect (with archive 1 precursor).
  • Falling Star Art. Potency: Yellow 3. Successes needed: 245. Meridians needed: 3. Archive 1 outer sect
*Grumbles Grumbles about Fleeting Zephyr being nerfed to hell in a way that makes no sense*

Green:
  • Argent Arts: All follow the same pattern. Potency: Green 1. Successes needed: 470. Meridian needed: 4. Trial bonus reward.
  • Curious Diviners Eye. Potency: Green 2. Successes needed: 840. Meridian needed: 5. Archive 1 inner sect.
  • Audacious Fairy's Lark. Potency: Green 2. Successes needed: 860. Meridian needed: 5. Archive 1 inner sect.
  • Thousand Rings Fortress. Potency: Green 2. Successes needed: 1365. Meridian needed: 4. Elder gifted.
  • Forgotten Vale Melody. Potency: Green 2. Successes needed: 1760. Meridians needed 5. Xin gifted.
  • Sable Crescent Step. Potency: Green 2. Successes needed: 1800. Meridians needed: 5. Xin gifted.
  • Frozen Soul Serenade. Potency: Green 2. Successes needed: 2170. Meridians needed: 5. Zeqing gifted.
  • Covetous Wraith's Yearning, Ephemeral Nights Memory, Harmony of the Dancing Wind. Potency: Green 3. Successes needed 1150 (750 Green 2). Meridians needed: 5. Archive 1 inner sect.
  • Abyssal Exhalation. Potency: Green 3. Successes needed: 3470 (2 270 peak Green 2). Meridians needed: 5. Stolen from Yan Renshu.
  • Phantasmagoria of Lunar Revelry. Potency: Green 4. Successes needed: 5700 (4200 peak Green 3; 1400 peak green 2). Meridians needed 7. Granted by the moon.
So, from what we can see inner sect archive arts need significantly less successes than current ones, with FSS being almost twice as much successes needed at Green 2 than those at Green 3. AE actually has fairly respectable successes needed at both Green 2 and Green 3, while PLR 'catch up' to successes needed of TRF in Green 2 (though has more meridians) and then has some very significant successes needed Green 3/4.

It is a bit interesting that CDE has less successes needed than AFL, though not significantly so (a bit like FVM/SCS). Likewise, TRF is an outlier for having only 4 meridians needed in green 2.

From a good surprise point of view, it appears that FSS is significantly better than expected for an art made by a Cyan. I suspect that her being a spirit + directly teaching us greatly influence that.
 
I think I've convinced myself to go for Three months off... probably going to end up doing more math on that subject, see how much AP I can trim off of our Arts training.
Freed up AP can also be used on other stuff. The Moon quest is a big one but the moon map should have many other possible adventures.
We can also fiddle with our meridians instead of opening new ones, or (now) adapt our Arts to better fit us (TRF into Music ?).
There's out-of-the-Sect missions with i assume will take more time than just the free socials we currently have.

So, let's talk about art successes per levels. Now, @yrsillar said this when asked about the low cost of the current slew of arts:
This should mean that while our main arts a big more expensive than they should be, it does denote quality of some stripes.
Hopefully that means our arts will be seeing a cost reduction soon, or will get some other compensation. maybe insights like TRF's "use Qi to absorb semi-perfect damage" we got from the tournament in last thread ?

Actually now that i think about it, what happened to this bonus @yrsillar ?
 
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Priority 4, the most niche one I think, as others have pointed out this is mostly overshadowed by SCS
But you have to understand that, if you think Lark is roughly on par with SCS, than lark is actually worse because you need to pay for flight on top of it.
AFL's baseline has the same language as SCS 7. Which this the best we've got so far: "greatly enhances".

So it's baseline is as good as SCS near its peak.

But wait, if you pay the horrendous cost of 1 Qi/turn, out of our triple digit Qi pool, the art gets stronger by the same metric: "greatly enhances itself".

SCS doesn't overshadow AFL. AFL with flight should drastically overshadow SCS.

The way I see it, it's an exploit: the Art has a requirement that would be utterly painful for someone at this level to meet: flight.

It's minmaxed to hell and back because of this.

And it just so happens that we have a mastercrafted talisman that allows for very cheap flight.

I'd call that leveraging our advantages.
 
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AFL's baseline has the same language as SCS 7. Which this the best we've got so far: "greatly enhances".

So it's baseline is as good as SCS near its peak.

But wait, if you pay the horrendous cost of 1 Qi/turn, out of our triple digit Qi pool, the art gets stronger by the same metric: "greatly enhances itself".

SCS doesn't overshadow AFL. AFL with flight should drastically overshadow SCS.

The way I see it, it's an exploit: the Art has a requirement that would be utterly painful for someone at this level to meet: flight.

It's minmaxed to hell and back because of this.

And it just so happens that we have a mastercrafted talisman that allows for very cheap flight.

I'd call that leveraging our advantages.

It's not 1/qi per turn. it's 1/qi over our regen per turn. That isnt the same thing.

And unless AFL is almost twice the effectiveness SCS it's not cost effective. But at this point, I am certain nothing I say will convince you. I mean, we basically had the same argument about bows a few months ago.
 
My feelings are this: there's definitely potential in these arts, but none simply fill a slot without thought. The combination of arts we pick, and how everything works together and covers our bases is important.
I think Harmony of the Dancing Wind is closest to "fill[ing] a slot without thought". It simultaneously:
- Gives us an art that is (IMO) perfect for our domain
- Gives us new utility in the form of added sensory abilities
- In combat, gives us a group Spiritual Defense tech, which isn't something any of our current arts do

Basically, it already works given our current build; you don't need any more setup to make it useful.
 
@yrsillar we're going to need a informational post containing all the Library Arts we have found but not trained (yet).
If not now, then eventually...
 
But you have to understand that, if you think Lark is roughly on par with SCS, than lark is actually worse because you need to pay for flight on top of it.
Literally what is versatility when all of Ling Qis most relevant fights will have her opponents being given ample time to prep for her most well known skills.
 
I think Harmony of the Dancing Wind is closest to "fill[ing] a slot without thought". It simultaneously:
- Gives us an art that is (IMO) perfect for our domain
- Gives us new utility in the form of added sensory abilities
- In combat, gives us a group Spiritual Defense tech, which isn't something any of our current arts do

Basically, it already works given our current build; you don't need any more setup to make it useful.
So does Ephemeral Memory, and it gives two unique abilities we've been lusting after for a while.

Harmony strikes me like a good, but generic sort of tech. The themes are nice enough, but that's it.
 
Various thoughts:

  • We're in no hurry to cultivate AG further, as we don't want to use it right now, and with low base dice it benefits a lot from GSS use.
  • AG looks like it's following the same 1 YSS, 2 YSS, 4 YSS, 1 GSS progression as EPC, making it give 1 GSS at AG4, which costs 750 exp from here, same as EPC. If we're going to rush virtual GSS, this might actually work better.
  • All the new arts are side arts. This isn't a bad thing--SCS/TRF/FVM/FSS easily occupy most of our combat time anyway.
  • We should also consider picking up arts we don't intend to fully master, now that we know meridians aren't going to be a crippling issue. Mastering is also getting cheaper, but picking up the first levels of an art costs a lot less, now that we're not expecting to pay major archive fees. Heck, bouncing from art to art on the way up also gives a larger sideboard than mastery.
  • Now we know the expected speedbumps in the first few stages of green. For long-term power, we need to spend most of our time on base cultivation and cultivation arts. Domain slotted insights aren't actually a problem unless people insist on an awful lot of non-cultivation actions.
  • Related: If we want to max out our main four arts + EPC in appraisal, we have very little time left over, probably best spent on AG. This doesn't really leave room for PLR, let alone side arts :(

On the arts:
Potency: Green 1
Potency Growth: Green 2(3), Green 3(5)
Max Level: 5
Needed Meridians: Head x2, spine(1), Head(3), Spine(5)
Keywords: Dark, Desire, Empathy, Connection, Perceptiveness, Presence, Yin
Experience: 100, 150, 200, 300, 400

Most spirits of darkness are quiescant things, wisps born in the night and dead by morning, comfortable in their irrelevance and nonexistence. Those that cling to existence under the rays of the morning sun are hungry things, stained by desires drawn from human and beast alike. The desire to be, and live, and take. In many ways spirits of darkness are a reflection of the fundamental drives of life, and as such there is much understanding to be gained from their perspective.

Passives:
+10 to Social Perception
+5 to Combat Perception
+5 to Initiative
+5 to Spiritual Armor

Seeking the Hearthfire: D
Duration: Long
Using this art, the user channels dark qi through their mundanes senses, enhancing their ability to understand the desires and bonds between those in their sight, and the ways in which they might insinuate themselves into those things. This sharpening of senses also allows the user to react more quickly to the hostility of foes, increasing their initiative and avoid.

Welcoming in Shadow: D
Duration: Short
The darkness spirit might seem a pitable thing, ut it does not due to forget the danger and hunger they represent. Desire is a deadly thing, and has unmade many. Shrouding themselves in the raiment of the dark, the user tugs at the strings of an enemies desires, focusing their attention upon them. An enemy so affected will approach the user at their full speed, and may target no one else while under their this thrall. The approach effect can be resisted with a resolve of C or greater. While this technique is active, the users armor of both types increases significantly, as they take on a wraiths phantasmal traits.
Nice social perception and intrigue art, comes with some combat utility.
Neat tricks:
  • Use in potentially hostile situations. StH transitions from appropriate for social to helpful in combat nicely
  • Everything to do with taunts on a flying evasive death field specialist
Potency: Green 1
Potency Growth: Green 2(4)
Max Level: 5
Needed Meridians: Head x2, Lung x1, Lung(3), Head (5)
Keywords: Academics, Intelligence, Perceptiveness, Projection, Moon, Secrets, Water, Yin
Experience: 80, 120, 160, 200, 280

The arts of the great diviner have spread far and wide with time, their secrets no longer held in trust. This art has been said to be a descendant of the impeccable arts of the great horned sages. Perhaps as a starting point for more inquisitive youths. The curiosity and seeking nature of the new moon is clear in its influence here.

Passives
+10 to Combat Perception
+5 to Spiritual Avoid
+5 to Formations when deciphering arrays
+5 to Academics when researching new information

Inquisitive Study: D
Duration: Long
The users eyes gleam briefly with a silver sheen as they study the object of their curiosity. The users perception increases greatly for a single test, allowing them to discern many details that they might otherwise miss.

Seeking Moon's Eyes: C
Duration: Short
Conjures three reflective silver wisps the size of a coin. Expressions of the Diviners curiosity, these wisps seek their parents interest eagerly. The wisps ignore wholly physical obstacles but cannot travel further than Near distance from their creator. The creator may see from the wisps position as if they stood there themselves, though only in one direction at a time. This greatly increases their combat perception in the areas within which this sight overlaps.

Statblock
Health: H
Speed: E, Initiative: F
Avoid: D, Armor H
Combat perception and investigation. Inquisitive Study just boosting general perception is nice. Works on practically anything, and should stack with other techniques fine.
Neat tricks:
  • Remote sight plus SCS's walk through walls and shadowjump.
  • Very very cheap to train! Seriously, if anyone prefers the insight from this art for green appraisal, the entire art will come for less actions than TRF6*.
Potency: Green 1
Potency Growth: Green 2(3), Green 3(5)
Max Level 5
Needed Meridians: Head x2, Heart x1(1), Heart(3), Head(5)
Keywords: Connections, Empathy, Presence, Perceptiveness, ManipulationMusic, Wind, Yang
Experience: 100, 150, 200, 300, 400

There lies a beauty in patterns, of spirits and men alike. This melody exults in the complex dance of winds which brings us weather and the seasons, and in doing, teaches the musician to see and pluck at the lesser patterns and connections in the world around. The harmony reveals the web which connects all things, if the players eyes are but sharp enough to see.

Passives
+10 to Social Perception
+5 to Combat Perception
+5 to Spiritual Hit
+5 to Spiritual Avoid

Spring Breeze Canto: D
Duration: Long
This ephemeral melody rings out with the vital curiosity of youth, The melody carries the musician's perception among her listeners, allowing her to clearly hear and see any one of them, regardless of distractions, so long as the songs echoes last

Summer's Day Rising: D
Duration: Short
This piece, embodying the optimism and hope, speaks to the musicians bond with her listeners. Even the tenuous bond of casual acquaintance thrums with new hope, bolstering allies against spiritual attacks and deceptions. Those of stronger bond are bolstered still further, buoyed by their connection with the musician.
Social perception. Useful perception/spiritual defense in team fights.
Neat tricks:
  • Spring Breeze Canto no-sells a few types of deception. Maybe too situational, but exactly the sort of thing you want in a side art technique.
  • Can totally play it at CRX's gatherings!
  • Trains fast, especially once GSS come into play
On the perception arts in general:
  • If it were up to me, I'd pick Curious Diviner's Eye as Ling Qi's next main perception art. If you're going to pick Hidden Moon as a patron, use it well!
  • CWY wants to be a main art, with the taunt failing as enemies scale. Might not be right, given our action needs.
  • HDW and CWY are nice for intrigue, and keeping CRX happy. HDW is actually a nice spash art, just for that and the possible no-sell tricks
Ephemeral Nights Memory

Potency: Green 1
Potency Growth: Green 2(3),Green 3(5)
Max Level 5
Meridians Needed: Legx2, Armx1(1). Arm(3), Leg(5)
Keywords: Connections, Darkness, Dexterity Fade, Memory, Stealth, Wind, Yin
Experience: 100, 150, 200, 300, 400

There are many passing fancies dreamt of in the late hours of the day. Yet there are some which would be better remembered. Memory is a tricky thing, a tenuous thread, easily severed and even important details might slip from us in time, let alone a passing shadow or a the soft touch of a breeze, and surely that is all that it was.

Passives
+10 to Stealth
+5 to Speed
+5 to Physical and Spiritual Avoid
+5 to Physical and Spiritual Hit


Passing Phantom: D
Duration: Short
The users presence fades from the mind, forgotten the moment that ones eyes stray from them. Enhances the users stealth and ability to avoid spiritual attacks, as well as slip through spiritual defenses. Allows the user to reset unsure targets to unaware if their stealth is sufficient.

Evening Breeze Flourish: D
Duration: Immediate
In an instant the user pulses their qi in a feint, and for one foe a single second of memory vanishes into the mist of time, leaving them disoriented and open for a blow.
Combat stealth, the art. Nice combat utility. Not really impressive for non-combat stealth, or non combat anything else. Not much else to say. Totally love the flavor though.
Potency: Green 1
Potency Growth: Green 2(4)
Max Level 5
Needed Meridians: Legx2, Arm(1). Leg(3), Arm(5)
Keywords: Dance, Dexterity, Dodge, Revelry, Stealth, Wind, Wits, Yin
Experience: 80, 120, 160, 200, 300

An art developed on the observations of a man observing his young daughters frustrations in his attempts to capture low grade wind spirit in the family gardens. The art follows in the footsteps of ephemeral spirits, floating ever just out of reach, and mocks those who would try to grasp its user. Requiring flight for its mastery techniques, this art was never of great use to those it was intended for.

Passives
+5 to Stealth
+10 to Speed
+5 to Initiative
+5 on attempts to escape grapples or confinement

Laughing Breeze: D
Duration: Short
The user's footsteps are light, and they float freely over the earth, bendy nary a single strand of grass in their passing. In flight, the user is merely pushed aside by blows that might have struck home, floating from danger like a cascade of flower petals in the wind. Greatly enhances the users speed and stealth by allowing them to defy gravity for short bursts. With flight, this technique is greatly enhanced, and physical avoid is enhanced as well.

Plucking Gust: D
Duration: Immediate
Just the playful sprite plucked the hairpin from the child's head, the users light touch can free more potent things from an enemies ownership. The user may make a melee attack, using dance or stealth as its skill against an unaware or unready target to remove an accessory talisman from their person.
Really strong stealth and speed boosts when using Laughing Breeze. Amazing for running away.
Notes:
  • People are treating Plucking Gust like a joke, but I'd bet this upgrades to being able to steal storage rings and/or weapons. Would actually be a strong opener. Probably stays relevant longer than Generic Damage Dealing Tech #32
  • (insert rant about how the SCS techs are not strictly superior/amazingly better but everyone is pretending they are)
  • Another option for slotting in appraisal
Movement techs:
  • Same meridians. Similar costs. Generally comparable.
  • ENM is notably better for combat. No denying that.
  • Comes down to flashy utility + stronger stealth tech vs. combat stealth tricks and combat strength
*not counting meridians

It's not 1/qi per turn. it's 1/qi over our regen per turn. That isnt the same thing.

And unless AFL is almost twice the effectiveness SCS it's not cost effective. But at this point, I am certain nothing I say will convince you. I mean, we basically had the same argument about bows a few months ago.
In the new system B-rank techniques use a ton more qi than D and E rank techniques. The duration's different, but as the first of ~three levels in Early Green, that's going to change or FB's going to get even stronger anyway. GCD is a stronger technique, but it blows a bunch of its power on the terrain ignoring effect, and flight is better for that in most combat scenarios. Of course, unlike FB, GCD is good against spiritual attacks. And unlike GCD, LB actually helps stealth.
 
ENM kind of reminds me of AS, but actually suited to our themes and needs. Both give moderate speed/offense/defense bonuses and techs that support/complement a particular style or philosophy of engagement. AS is about reaching distant enemies while adding utility onto attacks and enabling more of them(deafness on hits/counterattacks). ENM emphasizes maintaining stealth while capitalizing on enemy vulnerabilities.

It's also got darkness, which is nice for our domain weapon.

You know what we should use Art Alteration on ? TRF
Making it Music/Yin would be hilariously apropos for Ling Qi.

On the New Arts, i think one thing that hasn't been pointed out is that all these Arts are extremely cheap (PLR has levels that cost more than the entirety of those arts do).
As such i believe they are not intended to be Core Arts but rather supplementary arts that we fit in and out depending on the situation. As such i think we should only focus on the Arts tool they offer us rather than any kind of theme they have.

Note: as a bonus for their obvious low quality, these Arts probably have successor arts in the upper levels of the Archive.
Amusingly, this would basically implode the art. Yin Wood is gross and bad.
 
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*Meanders down over the readthrough I was going to do before work ambushed me with an anvil*


Eventually, she managed to find more… friendly texts, and she was just talking about the fact that these ones didn't try to bite with fangs made of mathematical symbols.

With those in hand, and the most recalcitrant tomes turned over to archive attendants for quelling, she was finally able to begin her study properly.
....wait, are the Library Attendants keeping Book Spirits as pets? Is that why they're so unhelpful? People keep trying to use their spirit habitats for reading, horrible people beating up the poor innocent bookish spirits?
 
Harmony of the Dancing Wind is art we may want to slot into our domain. HotDW most interesting part is

Summer's Day Rising: D
Duration: Short
This piece, embodying the optimism and hope, speaks to the musicians bond with her listeners. Even the tenuous bond of casual acquaintance thrums with new hope, bolstering allies against spiritual attacks and deceptions. Those of stronger bond are bolstered still further, buoyed by their connection with the musician.

Consider our domain ability.

Allies in a scene with whom Ling Qi has at least four ranks of positive relation receive a 10 point bonus to spiritual avoid and armor, and a 5 point bonus resolve and composure

It would be great If we could give lesser bonus to acquaintances.



Covetous Wraith's Yearning make me think of Lonely Winter Maiden.

[] Lonely Winter Maiden
Water/Dark
Requires two heart meridian and one leg meridian
Six levels
The song of lonely spirits which haunt the depths of winter, forever seeking the warmth of companionship. The maidens enchanting voice draws in those who hear, no matter how cold the wind, or how deep the snow. Few can resist joining their dance in the frozen fields of winter, forever and ever.

I would talk with Zeqing before learning CWV.

Also hope that we will get access to her Black Pool again.

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
 
Potency: Green 1
Potency Growth: Green 2(3), Green 3(5)
Max Level 5
Needed Meridians: Head x2, Heart x1(1), Heart(3), Head(5)
Keywords: Connections, Empathy, Presence, Perceptiveness, ManipulationMusic, Wind, Yang
Experience: 100, 150, 200, 300, 400

There lies a beauty in patterns, of spirits and men alike. This melody exults in the complex dance of winds which brings us weather and the seasons, and in doing, teaches the musician to see and pluck at the lesser patterns and connections in the world around. The harmony reveals the web which connects all things, if the players eyes are but sharp enough to see.

Passives
+10 to Social Perception
+5 to Combat Perception
+5 to Spiritual Hit
+5 to Spiritual Avoid

Spring Breeze Canto: D
Duration: Long
This ephemeral melody rings out with the vital curiosity of youth, The melody carries the musician's perception among her listeners, allowing her to clearly hear and see any one of them, regardless of distractions, so long as the songs echoes last

Summer's Day Rising: D
Duration: Short
This piece, embodying the optimism and hope, speaks to the musicians bond with her listeners. Even the tenuous bond of casual acquaintance thrums with new hope, bolstering allies against spiritual attacks and deceptions. Those of stronger bond are bolstered still further, buoyed by their connection with the musician.
  • Can totally play it at CRX's gatherings!
A lot of people are saying things like this, and while they aren't entirely untrue I don't think that this art will be what people are expecting in that regard. Remember that the Spring Breeze Canto is a single specific piece of music; we can't just play one specific song over and over back to back every single meeting without having some questions aimed at us. And that's before getting into the small but real risk that any music cultivators in the audience will also know the art and will know what the song does and that they might decide to share or exploit that information. We probably can use SBC to spy on people in CRX meetings, but it's something we need to do infrequently and with a specific goal in mind each time we do it, not as a way to just know everything that takes place at every single meeting.
 
Time to do my own two Red Stones worth of analysis on our options.
Dropping piecemeal since theres a lot of write and I don't want to scare people off too quickly.
I'll assess arts on the following basis:
-Elements:
-Meridians:
-Keywords:
-Combat utility:
-Playstyle utility:
-Domain slot message:
-Cultivation efficiency: Spreadsheet wizards got this, and I don't have THAT much free time.

Covetous Wraith's Yearning

Potency: Green 1
Potency Growth: Green 2(3), Green 3(5)
Max Level: 5
Needed Meridians: Head x2, spine(1), Head(3), Spine(5)
Keywords: Dark, Desire, Empathy, Connection, Perceptiveness, Presence, Yin
Experience: 100, 150, 200, 300, 400

Most spirits of darkness are quiescant things, wisps born in the night and dead by morning, comfortable in their irrelevance and nonexistence. Those that cling to existence under the rays of the morning sun are hungry things, stained by desires drawn from human and beast alike. The desire to be, and live, and take. In many ways spirits of darkness are a reflection of the fundamental drives of life, and as such there is much understanding to be gained from their perspective.

Passives:
+10 to Social Perception
+5 to Combat Perception
+5 to Initiative
+5 to Spiritual Armor

Seeking the Hearthfire: D
Duration: Long
Using this art, the user channels dark qi through their mundanes senses, enhancing their ability to understand the desires and bonds between those in their sight, and the ways in which they might insinuate themselves into those things. This sharpening of senses also allows the user to react more quickly to the hostility of foes, increasing their initiative and avoid.

Welcoming in Shadow: D
Duration: Short
The darkness spirit might seem a pitable thing, ut it does not due to forget the danger and hunger they represent. Desire is a deadly thing, and has unmade many. Shrouding themselves in the raiment of the dark, the user tugs at the strings of an enemies desires, focusing their attention upon them. An enemy so affected will approach the user at their full speed, and may target no one else while under their this thrall. The approach effect can be resisted with a resolve of C or greater. While this technique is active, the users armor of both types increases significantly, as they take on a wraiths phantasmal traits.
Covetous Wraith's Yearning
-Elements: Pure Yin Darkness.
-Meridians: Primary Head, Secondary Spine.
-Keywords: Desire, Empathy, Connection, Perceptiveness, Presence, Yin.

This combination says clearly that CWY is about understanding people(Head x3) through their desires, the lizard brain, and then changing yourself(Spine 2) to become their object of desire.
The Succubus, the Yukionna, the Huldra and the Sidhe all draw upon related concepts.
As far as meridian efficiency and elemental compatibility goes, this is pretty good, though it does threaten to make Ling Qi more than 50% Darkness with 5 Darkness meridians...if you were concerned about such things anyways. I'm not, though I'd like a lot more Moon. :)

-Combat utility: Lure art. Defense Art.

Good compatibility with a minefield build and a tank build, in other words, this would be perfect...if Zhengui was using it. It pulls enemies towards the user and makes them harder to hit, harder to hurt and disengaging is a pain.
On Ling Qi, this mainly serves with Thousand Ring Fortress and Sable Crescent Step as a means of tanking the shit out of enemies she aggros, allowing her less durable minions like Abyssal Exhalation Worms to basically get free hits, and to drag enemy adds into her mists.
Basically this goes into the "build a fortress and force them to siege you while you chip at them" playstyle. It'd probably fit better if we took the TRF insight rather than the SCS insight.

-Playstyle utility: Social Perception art

A PRETTY powerful social perception art, since it reveals peoples' base desires and how to exploit them. However, keep in mind that it sees only desires and bonds, relying on this art exclusively for social(yes its silly but its also something Ling Qi would totes do if she thought it'd work) can be a hazardous pitfall.
It will reach out to people through their desire for the aesthetic pleasures of good art, and good music, to get the participants of a party to come again so that they may hear that haunting song.
It will appeal through greed for wealth and power, to know who seeks for status and what they most crave.
It will pull at the base desires, of wine, of food, of lust.

It will not, however, call to greater ideals, duty, justice and loyalty. You'd need to work that out yourself. So be careful of that nuance.

-Domain slot message: "Know what they desire, know what they are", "To be loved, become what they love", "Home is where your heart yearns for", "To live is to want"

A cynical art in a sense. You know the saying "The way to a man's heart is through his stomach"? This is that taken to the extent of a Dao.
Nothing bad about it, but it simplifies people in a way that's JUST true enough to work almost all the time.
Almost
 
Thanks to @Raising Kittens I am all for delaying cultivation for three months to get good value from our Arts and we would be ready for the tournament as well.
 
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AFL's baseline has the same language as SCS 7. Which this the best we've got so far: "greatly enhances".

So it's baseline is as good as SCS near its peak.

But wait, if you pay the horrendous cost of 1 Qi/turn, out of our triple digit Qi pool, the art gets stronger by the same metric: "greatly enhances itself".

SCS doesn't overshadow AFL. AFL with flight should drastically overshadow SCS.

The way I see it, it's an exploit: the Art has a requirement that would be utterly painful for someone at this level to meet: flight.

It's minmaxed to hell and back because of this.

And it just so happens that we have a mastercrafted talisman that allows for very cheap flight.

I'd call that leveraging our advantages.
Huh.... maybe you missed the actual wordings?
Laughing Breeze: D
Duration: Short
The user's footsteps are light, and they float freely over the earth, bendy nary a single strand of grass in their passing. In flight, the user is merely pushed aside by blows that might have struck home, floating from danger like a cascade of flower petals in the wind. Greatly enhances the users speed and stealth by allowing them to defy gravity for short bursts. With flight, this technique is greatly enhanced, and physical avoid is enhanced as well.
What's greatly enhanced is Stealth/Speed. SCS doesn't just greatly enhance speed, though:
SCS7 said:
Grinning Crescent Dancer: B rank
Duration: Long
Calling upon the favor of the Grinning Moon, and using their skill at manipulating dark qi, the user's becomes an indistinct phantom, a flicker of shadow dancing between lights. Greatly enhances the dancers ability to avoid attacks and stay ahead of foes. The deeper the darkness grows the quicker their reactions and movement become. No mundane obstacle may block the movement of the Dancer, so long as they can perceive their destination, and entrapping them through wholly physical means becomes impossible.
Comparing Laughing's breeze 'greatly enhanced speed/stealth' to SCS's greatly enhance speed/dodge is not something we should be doing here.

Furthermore, you are talking on how AFL is an exploit because 'flight is minmax', but SCS is also an exploit because 'darkness is minmax'. It did the same thing, except it did it better. For SCS too, 'greatly enhanced speed/dodge' is the baseline, and then it becomes stronger the darker it is.

Both are exploits, because when it comes down to it, if you don't exploit you aren't doing it right. The difference is SCS is an art that's actually mastercrafted, while AFL isn't. I'll also note that B rank doesn't just mean it's more expensive, it also means that with the same wording it has a stronger effect.
 
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