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

Voted best in category in the Users' Choice awards.
Indomitable? Incapable of being overcome, subdued, or vanquished; unconquerable. That cannot be tamed, subdued, or repressed; untamable: applied chiefly to human beings and their attributes: as, indomitable energy, obstinacy, courage, etc. Not to be subdued; untamable; invincible.
 
Yeah, that's one I worry about being unhealthy to go in on given LQ's issues with perfectionism and not losing. Otoh, it's because of those issues that it fits decently.
 
Implacability II (0/3): To be unflinching is strength, in endurance, you are strong


Unbroken Will(G): 6
A stubborn resilience which does not end, allowing you to weather punishment which should break you. You may be damaged, wounded, even crippled, but never will you stop in battle so long as breath remains. Primary Armor
Going by just the wording of the concept/trait descriptions, and Enduring makes a lot of sense. "Endurance" is the key defined attribute of strength in Implacability. Unbroken Will's description describes, well, "weather[ing] punishment" and generally stubbornly enduring hurt.

Unbreaking could work, but it almost feels too specific to our trait, rather than a concept from which the trait draws identity, if that makes sense? Persistence/Perseverance could also maybe work. My hesitation would be Persistence is a bit broad, and Perseverance almost seems too hopeful or noble?

But yeah, Implacability is something I'd expect from Bai Meizhen or something. Not sure it reflects Ling Qi's background attitude super well.
 
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The term implacability, to me, has strong implications of "I am going to do (x); nothing you can do will change that" which, yes, has a lot of enduring harm to it, but also implies a degree of mercilessness and active determination that "endurance" does not. And given we picked that trait up imitating glaciers, not exactly the safest and most pleasant places to live, it feels to me that that part of the concept is actually supposed to be there.
 
I like "Persistence". LQ has done a lot to work making sure that both her and her techs persist well past what is reasonable. This goes both for physical harm (she'll take a knife to the throat and keep going) as well as for her stubbornness.

Insofar as glaciers persist, its that they don't give up on their way to the sea.
 
The term implacability, to me, has strong implications of "I am going to do (x); nothing you can do will change that" which, yes, has a lot of enduring harm to it, but also implies a degree of mercilessness and active determination that "endurance" does not. And given we picked that trait up imitating glaciers, not exactly the safest and most pleasant places to live, it feels to me that that part of the concept is actually supposed to be there.
That's kind of the point. Implacability comes from UGM, which is why it's wrong.

We don't have a UGM insight. We have a TRF insight, which is where the concept is supposed to be from.
 
The term implacability, to me, has strong implications of "I am going to do (x); nothing you can do will change that" which, yes, has a lot of enduring harm to it, but also implies a degree of mercilessness and active determination that "endurance" does not. And given we picked that trait up imitating glaciers, not exactly the safest and most pleasant places to live, it feels to me that that part of the concept is actually supposed to be there.
Basically what Erebeal said. We didn't imitate glaciers, and the fact people are naturally coming to that assumption points to a problem.
 
I personally kind of like Implacability. It sound more like a force of nature than something like persistence or relentlessness, Ling Qi can relent but the roots remain unyielding. She draws her Endurability from her Implacability, the point isn't to endure but to endure so that she may achieve her goals. It even plays into the theme of inevitabilities like Endings or War which Ling Qi resist the yet also identifies with, she wishes for warmth but cultivates Cold, she fights against the implacable by being implacable herself. The only problem is that hint of inflexibility but Ling Qi is selectively uncompromising, to the point that she's willing to compromise anything but her ultimate desires. Ling Qi is going to create a life for herself and those she cares for, and she's completely implacable in this.
 
A big part of why I don't like Implacability is that it feels far too specific to have the sort of resonance that I feel like a Concept should have. Does "what does it mean when something is 'Implacable'?" even have an interesting answer? Concepts don't need to be inhuman ("Courage" or "Despair" would be perfectly serviceable Concepts) but it really helps.

Meanwhile "What does it mean for something to 'Persist'?" opens up all sorts of interesting perspectives. The world is fundamentally in flux and everything ultimately Ends, so what does it mean to say that something hasn't been destroyed? What place does permanence have in the cultivation of someone defined in large part by impermanence?

I'd have it be something like

Persistence II (0/3): The world is in flux and things last only due to the exertion of will.

Which ties into her Community and Power Concepts: she wants Power so her Community will Persist.

Edit: Things lasting isn't necessarily a good thing either, this would also be affected by her observing Zeqing preserving her husband and her knowledge that forcing your will upon your family will only cause misery.
 
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Honestly I think Resolution would fit better then Implacability, not to mention that Resolution is also a music term dissonance into consonance during changing harmony. Ling Qi either does or does not. When given advice to find a friend she followed it through. When her home was no longer safe, she ran away and didn't look back.
 
Old Character Sheet Archive
  • Physical
    Strength: E (18/30)
    Dexterity: S (4/120) +10 (vs grapple, PLR)
    Stamina: C (23/50) +1 Rank (Zhengui Way)

    Mental
    Intelligence: C (0/50)
    Wits: B (3/60)
    Resolve: A (13/80) +1 Rank (Domain, paired)

    Social
    Presence: B (2/60) +5 (Sixiang), +10 (UGM)
    Manipulation: A (23/80)
    Composure: C (11/50) +1 Rank (Domain, paired)

    Special
    Base Qi: A30 (51/80)
    • Bonuses: Way 20, Equipment 15
    • Penalties: Zhengui -11 (SSC 4, Way 5), Sixiang -6, Hanyi -6

    Available Qi: A42
    Domain: D (1311/1400)
    • Effects listed under Cultivation
  • Mental
    • Academics: D (5/20) [D15] • +15 (RME)
    • Government: C (25/25) • +10 (MSS)
    • Craft: F (4/10)
    • Formations: C (7/25) • +10 (deciphering arrays, RME)
    Physical
    • Athletics: C (25/25)
    • Dance: C (8/25) [C20] • +5 (Sixiang), +15 (PLR)
    • Perceptiveness: C (31/25)
    • Stealth: C (14/25) [C5] • +5 (robe) • Specialty: Infiltration, Sleight of Hand
    • Survival: C (20/25) • +15 in liminal (compass)
    Social
    • Art: D (19/20) [C] • +5 (Sixiang), +15 (PLR)
    • Beast Handling: C (7/25) [C15] • +15 (MoSS)
    • Empathy: C (32/25) [C15] • +15 (PMR)
    • Music: C (0/25) [B15] • +20 (domain), +5 (Sixiang), +15 (PLR), +5 (WHR)
    • Speech: C (5/25) [B15] • +5 (robe), +5(+10 intimidate, FSS), +15 (PMR), +20 (MSS, with manip)
    • Spirit Ken: C (32/25) [C15] • +15 (MoSS) • Specialty: Moon, Darkness
    • War: C (28/25) [C15] • +15 (BKSD)
    Martial
    • Archery: C (4/25)
    • Blades: D (5/20)
    • Polearms: F (2/10)
    • Projection: E (6/15)
    • Unarmed: E (5/15)
    • Dodge: C (0/25)
    • Fortitude: C (5/25)
    • Fade: C (30/25)
    • Resilience: C (3/25)
    Advanced Skills
    • Intensive Focus: B (13/35) :: Perceptiveness
    • Vanishing: A (5/40) [A5] :: Stealth
      • +5 (stealth)
    • Woodwind: A (40/40) [S0] :: Music
      • +45 (music), +5 (flute)
    • Vocals: B (0/35) [A5] :: Music
      • +45 (music)
    • Sable Grace: A (25/40) :: Dodge
    • Unbroken Will: B (27/35) :: Fortitude, Resilience
    • Sincere Negotiator: A (5/40) [A45] :: Speech
      • +45 (speech)
    • Dream Step: B (0/35) [B20] :: Dance
      • +20 (dance)
  • █ = Unconditional or Nominally True, ░ = Conditional; 1 block = 10 points
    Color key: █░=D, █░=C, █░=B, █░=A, █░=S, █░=SS, █░=SSS

    General
    Immunities:

    • reduction of Speed/Initiative/Avoid if Effect Rank < C (modified by potency)
    • compulsion or illusion-caused action against Bond 3+ for Effect Rank < A (potency)
    • induced immobility/helplessness for effects Rank < U (potency, paired)

    Health_______ A7______█████████_______________ DR: F vs Cold, H vs Poison/Disease, D vs Music/Sound, G vs Fire, D vs Dark
    Available Qi_ A42(A2)_██████████░░░░___________ G regen (flower) • Upkeep: -2 (RME), -5 (HDW), -3 (WHR), -15 (LFWT), -5 (UGM), -10 (SNR) • • Upkeep: -5 (MSS, replace HDW)
    Speed________ S20-S30_██████████████████_______ Airborne 10
    Initiative___ A45-S5__██████████████__________ PMR 10

    Utility
    C.Perception_ A15-S5__████████████░░__________ RME techs 10 • Dusk Wind Studs 1/combat surprise negate • Divining rings 15, vs illusion/misdirection 15, +1 potency of scrying effects (up to G6)
    Stealth______ S27-SS30██████████████████░░░░░░_ Airborne 10 • • Night 3, +30 twice per turn (Way) • Stealth gear 5, Stellar Tools 10 (+30 once) • +15 vs divination (LFWT)
    Debuffs______ -0.5 perception rank (active domain), -10~40 tracking (way), -5 perception (shawl), -10 scrying (band)
    S.Perception_ A-S25___███████████░░░░░░________ +1 rank in "our" space, RME techs 10
    Poise________ B5-B10__███████__________________ non-social -5

    Defense
    • C-rank movement tech required to enter or exit mist, attacks from outside suffer -1 Rank to hit [active domain]
    P.Avoid______ S33-S43_██████████████████░______ vs impediment 10
    P.Armor______ A30-S15_██████████████░░_________ Zhengui 10, low light 5 • vs repeating 20
    S.Avoid______ A28-A40_████████████░░___________ band 2, vs impediment 10
    S.Armor______ S-S25___███████████████░░________ Low light 5 • vs repeating 20

    Offense
    • multiattack +1/stack (allies) and -1/stack (enemies) [active domain], minimum 1
    Music Hit____ S5-S48__█████████████████░░______ Spiritual 20, Dark 3 • • Lung-spiritual 20 (active domain)
    Music Pen____ A40-S43_████████████████░░░______ Spiritual 25, Dark 3 • • Cold 25, Physical -20
    Dance Hit____ A35-S48_█████████████████░░______ grapple 15 • Lung 20 (active domain) • • Music 25, Dark 3
    Dance Pen____ B30-B30_█████████________________ Cold 25, Dark 3

    Domain Weapon
    • Defense/Offense (except HP) stats based on LQ's (inc.tech buffs)
    Health_______ S10_____████████████████_________ Damage received from non-domain sources reduced by 1 rank
    FVM Hit______ S48_____███████████████████______
    FVM Pen______ S18_____████████████████_________


    Technique
    • Three Moon's Chime: Absorb up to 3 dispels of rank B or less, gain +5 resist for each (per Scene)
    Dispel(def)__ -S37____█████████░░░░░░░░░_______ West Wind Step uisng derived stealth (~S37) • Chaos Phase (Sixiang): B35(base), Eternal Roots (Zhengui): B(phys)/D(spirit)
    Dispel(atk)__ C15_____░░░░_____________________ Implacable Advance (pre B + tech C): C15 • Phantasmal Revel's Regrets (Sixiang): B(base)
    Resist(C)____ A-A40___███████████░░░___________ Chime stacks 15 • Music 5, Dark 5, Lung 20 (active domain) •
    Tech rank: [D|C|B|A] (with chime stacks and [the mist])
    • FVM, FSS, BKSD [A40| S5 |S25|--]
    • SNR, LFWT, ENM [--|A30|S|S20]
    • PLR, RME [A30|A45|S15|--]
    • UGM [--|A35| S5 |--]
    • HDW, MoSS [A15|A30|S|--]
    Health: (Stamina C, Qi A30) = B12 + Way 10, Zhengui 10, WHR 15 = A7
    • Damage Reductions: H vs Poison & Disease (way), G vs Fire (Zhengui), F vs Cold (way), E vs Sound/Music (domain), D vs Darkness (SNR)
    Derived Qi: Base Qi A30 + Way 20, Equip 17 (Flute 5, Gown 5, flower 5), Zhengui -11 (SSC 4, Way 5), Sixiang -6, Hanyi -6 = A42
    • Upkeep techs:
    - Inquisitive Study (RME) -2
    - Spring Breeze Canto (HDW) -5 <--> Mirthful Sabotage (MSS) -5
    - Implacable Advance (UGM) -5
    - Burning Hearth, Winter Wind (WHR) -3
    - Zephyr's Mocking Escape (LFWT) -15
    - Rippling Starless Shroud (SNR) -10

    Speed: (Athletics C, Dexterity S) = B20 + Domain 30, LFWT 25, ENM 20, PLR 15 = S20
    • Qualified Bonuses: +10 while airborne (LFWT)
    Initiative: (Dexterity S, Wits B) = A + Way 5, Domain 30, LFWT 10 = A45
    • Qualified Bonuses: +10 when PMR equipped
    Stealth: (Dexterity S, Vanishing A) = A25 + Way 2, Equip 5 (Robe 5), LFWT 15, ENM 30 = S27
    Qualified Bonuses:
    • +10 airborne (LFWT), +3 Night, +30 twice per turn (Way), +5 Stealth gear (Band of Occlusion 2, Slippers 3), +15 vs divination (LFWT)
    • Stellar tools: +10 to appropriate stealth checks and +30 to one test in a scene.
    Enemy debuffs:
    • -0.5 Rank perception (active domain), -5 to perception (Shawl)
    • -10 tracking, additional -30 without an active tech (Way), -10 to divination (Band of Occlusion)

    Combat Perception: (Wits B, Intensive Focus B) = B + Way 10, RME 10, HDW 20 + equip 15 = A15
    • Qualified Bonuses: +10 when using remote viewing techniques (RME)
    • Dusk Wind Studs: once per combat be unsure instead of unready unless stealth exceeds perception by 1 (to unaware) or 2+ ranks (effect negated)
    • Divining Rings: +15 to scrying techs, +15 vs midirection or illusion, counts as an appropriate tool when scrying, potency +1 up to G6

    Social Perception: (Manipulation A, Empathy C) = B + Way 10, RME 10, MSS 15, PMR20 = A15
    • Qualified Bonuses: combat loadout -15, +1 rank when in a space considered "ours" (Domain), +10 when using remote viewing techniques (RME)
    Poise: (Composure C, Sincere Negotiator B) = C15 + Unqualified Bonuses: PLR 10, MSS 15 = B10
    • Qualified Bonuses: -5 in combat loadout (+10 MoSS, -15 MSS)
    Speech derive: (Manipulation A, Sincere Negotiator A) = A + Robe 5, FSS 5, MSS 20, PMR 15 = A45 (A10 with combat loadout)
    Physical Defense
    Avoid: (Dexterity S, Sable Grace A) = A25 + Way 3, Domain 10, PLR 15, LFWT 20, HDW 10 = S33
    • Qualified Bonuses: +10 vs impediment (LFWT)
    Armor: ( Resolve A, Unbroken Will B) = B20 + SNR 20, UGM 10, Equip 25 (Robe 20) = A30
    • Qualified Bonuses: +10 when with Zhengui, +5 in low light/darkness (Robe), +20 vs repeating (SNR)

    Spiritual Defense
    Avoid: (Manip A, Fade C) = B + Way 3, Domain 10, PLR 15, ENM 10, RME 10,LFWT 20 = A28
    • Qualified Bonuses: +10 vs impediment (LFWT), +2 Band of Occlusion
    Armor: (Resolve A, Unbroken Will B) = B20 + FSS 10, WHR 10, UGM 10, SNR 20, Equip 25 (Robe 20) = S
    • Qualified Bonuses: +5 in low light or darkness (robe), +20 vs repeating (SNR)
    Hit: (Dexterity S, Archery C) = B20 + Unqualified Bonuses: FSA 5, Sixiang 10 = B35
    Penetration: (Strength E, Archery C) = D + Way -10, FSA 10, Equip (Bow) 3 = D3

    Music
    Hit: (Manipulation A, Woodwind A) = A + Domain 20, Equip (flute) 5, Spirits 15 (Sixiang 10, Hanyi 5), Superlative Skill 15 = S5
    • Qualified Bonuses: Dark 3, spiritual 20 (ENM 5, BKSD 15), spiritual lung art 20 (awk.domain)
    Penetration: (Presence B, Woodwind A) = B20 + Way 10, Domain 20, Equip (flute) 10, FSS 5, Superlative Skill 15 = A40
    • Qualified Bonuses: Phys -20 (Way), Cold 25 (FSS 15, Hanyi 10), spiritual 25 (UGM 10, BKSD 15), Dark 3 (Way)

    FSS vocals hit: (Manip A, Vocals B) = B20 + Domain 20, Spirits 15, Dark 3, spiritual 20, Superlative Skill 15 = S3 (+20 awk.domain)

    Doots:
    • hit: (Manipulation A, Woodwind A) = A + Domain 20, Equip (flute) 5, Superlative Skill 15 = A40
    • pen: (Presence B, Woodwind A) = B20 + Way -10, Domain 20, Equip (flute) 10, FSS 15 (cold), Superlative Skill 15 = A30
    • Damage E (flute)

    Dance
    -- always spiritual, even if the tech says otherwise
    Hit: (Dexterity S, Dream Step B) = A + Sixiang 10 + Spiritual 20 (ENM 5, BKSD 15) = A25
    • Qualified Bonuses: Dark 3, lung art 20 (awk.domain), grapple 15
    • Music+dance qualified: Hanyi 5, Domain 20
    Penetration: (Presence B, Dream Step B) = B + Way 10 + spiritual 20 (UGM 10, BKSD 15) = B35
    • Qualified Bonuses: Cold 25 (FSS 15, Hanyi 10), Dark 3 (Way)

    Art Hit|Pen numbers within awk.domain:
    • FVM: SS48|S18
    • FSS HR: SS58|S43
    • FSS CtE[touch]: vocals S28|-, Dance S43|-
    • BKSD: S48|A48
    • UGM: S28|S43
    • PLR: S15|B35
    Health: Domain D - 1 = E + 5x(31 + 3) = E170 = S10
    Meridians: music 11, dark 15, water 5 = 31
    Resist: (Resolve A + Tech [D|C|B]) = [C15|B|B20] + Equip 15 (three moon's chime 15), WHR 20, BKSD 15 = [B35|A10|A30]
    • Qualified Bonuses: Chime stacks 15, Dark 5 (way), Music 5 (flute), Lung 20 (active domain)

    Dispel (UGM): Presence B + Tech C = C15

    BonusGeneralBond 0Bond 3Bond 4Bond 5-6Paired
    Speed1525253525-35
    Initiative1525253525-35
    Health10
    Resist203020-30
    C.Perception10
    P.Avoid1520253025-30
    P.Armor15 (SNR)15 (SNR)15 (SNR)15 (SNR)15 (SNR)15 (SNR)
    S.Avoid1015/4025/5515-25/40-55
    S.Armor15 (SNR)15 (SNR)
    +10/40
    15 (SNR)/3515 (SNR)/4015 (SNR)/4515 (SNR)/40-45
    Qi regen (Lost Child's Elegy)EDCD-C
    Poise (with MSS)15 (MSS)15 (MSS)15 (MSS)15 (MSS)15 (MSS)15 (MSS)
    Resolve+1 Rank
    Composure+1 Rank
    Immunity to compulsion/illusion which would cause action against Bond 3+ allies (2+ for B5-6)Effect < CEffect < BEffect < AEffect < SEffect < A-S
    Immunity to effects which reduce speed, initiative, or avoidEffect < CEffect < BEffect < C-B
    Immunity to Effects which induce Immobility or HelplessnessEffect < U
    Immunity to effects which would isolate or remove an ally from the Mist or its beneficial effectsEffect < A
    Additional Effects
    • Bond 4+ Passive: +1 rank to S.Avoid, S.Armor and C.Perception (up to LQ's)
    • Once per Scene, Ling Qi may negate an effect which would reduce an ally of bond 5 or 6's health to zero (Bypassed by effects which make use of Shen)
    Active Domain [The Mist]:
    • Multiattack +1/stack (allies) and -1/stack (enemies)
    • Space Distortion: C-rank movement tech required to enter or exit mist, attacks from outside suffer -1 Rank to hit
    • Enemies suffer -0.5 Rank perception

    HDW - Canto (upkeep):
    • Short-burst image/memory communication with all allies in Very Far range
    • small +Combat Perception and P.Avoid aura thanks to coordination
    • Additional combat perception bonus against enemies who perceive music

    WHR - Burning Hearth, Winter Wind (upkeep):
    • Music arts gain IFF if they don't already posses it
    • Music arts are more difficult to dispel, and gain 1 'shield' charge (bypassed by A rank or higher dispels)
    • Allies within the aoe of Lung of Heart arts receive a bonus to Resist and Resolve

    LFWT - Zephyr's Mocking Escape (upkeep):
    • Greatly increased Physical and Spiritual Avoid, Speed and Initiative
    • G rank Damage Reduction vs physical
    • Cannot be impeded by physical barriers for a destination within perception range
    • Cannot be grappled or rooted by effects less than B rank (or up to 2 ranks potency)

    MSS - Mirthful Sabotage (upkeep in social):
    • See the threads connecting foes and informing their plots and how they may be brought embarrassment or revelation.
    • large bonus to social perception and tests which use the manipulation attribute as a component.

    UGM - Implacable Advance (upkeep):
    • Increased damage and penetration from spiritual arts
    • Free dispel attempt against C-rank damage-negating effects, effects of rank D or lower are ignored entirely

    SNR - Rippling Starless Shroud (upkeep):
    • Clad in rippling armor that is neither darkness nor water
    • Greatly increases self and 5 allies within Far range physical and spiritual armor (up to 20 at further cost)
    • E rank DR vs aoe effects

    PLR - IPF:
    • User and 5 allies gain +0.5 Rank P+SP.Avoid, allies additionally gain +0.5 Rank Speed

    WHR - Frozen Walls, Homely Keep:
    • Far range AoE, allies get D qi regen as well as a significant bonus sp.Avoid+sp.Armor, enemies get D qi degen
    • If cast on self as the origin, LQ gets Q qi regen and a significant buff to sp.Armor and Resist

    FSS - Echoes:
    • User dark/cold attacks gain +1 Rank to hit or pen (chosen by user)
    • Enemy techs aimed at user or overlapping the aoe suffer -1 Rank to pen

  • Talent: 6

    Spiritual Cultivation
    Threshold Green Soul (10) - 2457/6000

    Physical Cultivation
    Foundation Bronze Physique (9) - 3603/4800
  • Total: 54 (+3 locked meridians)
    Next xp cost: 138

    Attuned:
    Head: 10 (5x HDW, 1x RME, 3x MoSS, 1x blank)
    Lung: 9 (2x PLR, 1x FSS, 1x RME, 3x BKSD, 2x blank)
    Spine: 12 (1x LFWT, 3x SNR, 3x WHR, 2x UGM, 3x blank)
    Heart: 8 (2x SNR, 1x HDW, 1x WHR, 2x BKSD, 1x MoSS, 1x blank)
    Arm: 7 (1x FSS, 2x ENM, 2x UGM, 2x blank)
    Leg: 8 (1x LFWT, 4x PLR, 3x ENM)

    Equipped:
    LFWT2 (Spine x2[-1], Leg x3[-2]) - 1 dark 4 wind
    PLR7 (Lung x2, Leg x4) - 4 moon 2 dream
    SNR4 (Spine x3, Heart x2) - 3 dark 2 lake
    FSS6 (Lung x3[-2], Arm x2[-1]) - 3 dark 2 cold
    HDW5 (Head x5, Heart x1) - 2 music 4 wind
    RME2 (Head x3[-2], Lung x2[-1]) - 3 water 2 moon
    WHR2 (Spine x3, Heart x1) - 2 music 1 cold 1 fire
    ENM5 (Arm x2, Leg x3) - 3 dark 2 wind
    BKSD3 (Lung x3, Heart x2) - 2 dark 1 wood 2 music
    UGM2 (Spine x2, Arm x2) - 2 cold 1 music 1 water
    MoSS2 (Head x3, Heart x1) - 4 music

    Domain Locked (FVM): Lung x2, Heart x1 - 1 water 3 dark 1 music

    Alternate:
    PMR3 (Head x5) - 3 moon 2 wind
    MSS3 (Head x3, Heart x2) - 3 dark 2 moon
  • Domain Rank: D

    Domain Effect

    Ling Qi's Domain effects are tiered by her personal bonds:
    • Personal effects are Ling Qi's personal benefits.
    • Bond 0 effects are applied to all allies in a scene, while higher bond effects apply only to appropriately ranked allies.
    • Paired effects apply to both Ling Qi and Bond 4 allies in the same scene.
    Unawakened Domain:
    • Personal
      • +30 to Speed and Initiative, +20 to Music Derived Attributes and Skills, and +10 to Physical Avoid and Spiritual Avoid.
      • Social Perception Increased by one rank within a space considered 'hers'.
      • Immunity to effects which reduce speed, initiative or avoid(Bypassed by effects of Rank C or higher, adjusted for potency).
      • Immunity to Compulsion or Illusion effects which would cause action against allies of Bond 3 or higher (Bypassed by effects of rank A or higher, adjusted for potency).
      • D Rank Damage Reduction against Music and Sound Effects.
    • Paired
      • Immunity to Effects which induce Immobility or Helplessness(Bypassed by effects of Rank U or higher).
      • +1 Rank to Composure and Resolve.
      • Once per Scene, Ling Qi may negate an effect which would reduce an ally of bond 5 or 6's health to zero (Bypassed by effects which make use of Shen).
    • Bond 0
      • +15 to Speed and Initiative.
      • +10 to Health and Spiritual Armor.
      • Immunity to Compulsion or Illusion effects which would cause action against allies of Bond 3 or higher (Bypassed by effects of rank C or higher, adjusted for potency).
    • Bond 3
      • +25 to Speed and Initiative.
      • Immunity to Compulsion or Illusion effects which would cause action against allies of Bond 3 or higher (Bypassed by effects of rank B or higher, adjusted for potency).
    • Bond 4
      • +25 to Speed and Initiative, +15 to Spiritual Avoid.
      • +1 rank to Spiritual Avoid, Spiritual Armor and Combat Perception(Boosted Rank cannot exceed Ling Qi's).
      • Immunity to effects which reduce speed, initiative or avoid(Bypassed by effects of Rank C or higher, adjusted for potency).
      • Immunity to Compulsion or Illusion effects which would cause action against allies of Bond 3 or higher (Bypassed by effects of rank A or higher, adjusted for potency).
    • Bond 5-6
      • +35 to Speed and Initiative, +25 to Spiritual Avoid.
      • +1 rank to Spiritual Avoid, Spiritual Armor and Combat Perception(Boosted Rank cannot exceed Ling Qi's).
      • Immunity to effects which reduce speed, initiative or avoid(Bypassed by effects of Rank B or higher, adjusted for potency).
      • Immunity to Compulsion or Illusion effects which would cause action against allies of Bond 2 or higher (Bypassed by effects of rank S or higher, adjusted for potency).
    Awakened Domain:
    • [The Mist]
      The cold and cloying mist enshrouds and announces &*(Y^ Incomplete Integration-description pending
      • The Mist may extend up to far distance, or be shrunk down to adjacent at will.
      • The Mist infuses all other Lung based techniques Ling Qi channels, granting +20 to Resist and Spiritual Hit.
      • The Mist enables combat stealth within it's range, and penalizes enemy perception by one half rank.
      • This Mist swirls with images and phantasms, within it, enemy multiattacker penalty is reduced by one and allies multiattacker bonuses are increased by one (per stack).
      • The Mist distorts space at its perimeter, making leaving or attacking from outside difficult. A movement technique of Rank C or higher is required to leave and attacks from outside suffer a one rank penalty to Hit.
    • Bond 0
      • The Mist although cold, is light and peaceful for allies, parting easily and obstructing them not at all.
      • +15 to Spiritual Armor and Physical Avoid.
      • +10 to Combat Perception.
    • Bond 3
      • The Mist is an ally and companion, as much as Ling Qi herself, spawning phantoms and swirling protectively around the ally.
      • +20 to Spiritual Armor and Physical Avoid, +10 to Spiritual Avoid.
      • E Rank Qi regeneration while Lost Child's Elegy is active.
    • Bond 4
      • The Mist is warm and inviting, it embraces and bolsters, it soaks up harmful effects into itself. Most of all, it reminds your friends that they are not alone.
      • +25 to Spiritual Armor, Physical and Spiritual Avoid.
      • +20 to Resist.
      • D Rank Qi regeneration while Lost Child's Elegy is active.
    • Bond 5-6
      • The Mist is warm and welcome, the feeling of a spring morning made manifest. So long as it remains, you will not falter.
      • +30 to Spiritual Armor, Physical and Spiritual Avoid.
      • +30 to Resist.
      • C Rank Qi regeneration while Lost Child's Elegy is active.
      • Immunity to effects which would isolate or otherwise remove the target from the Mist or Ling Qi's beneficial effects (Bypassed by effects of Rank A or higher, adjusted for potency).

    Active Effects
    Dissonance of the Lonely Street: C
    This effect infuses area effects of lung based arts, subtly changing their tenor and expression to a darker and more violent one. This effect may only infuse one art at a time. Infused arts deal E rank damage to enemies within in addition to their other effects. If the effect would already deal damage, the damage is instead increased by one rank(Max C).

    Lost Child's Elegy: B
    An elegy to things lost and unattainable, left behind in the mists of time; of hearths that will never be warmed and happiness forgotten. The blade circles foes, thickening the mist and cutting them off from the world and their allies. Enemies within the mist are affected by D rank qi drain and a slow lethargy that drags at their limbs, penalizing hit, speed and initiative for each action spent in The Mist, this penalty stacks up to five times. Any enemy with two or more stacks may be focused on under the effect, and if they fail an automatic dispel test they become isolated, neither providing effects to other enemies or benefitting from effects from other enemies. The weapon may only target one enemy at a time with this effect. Enemies under this effect suffer C rank Qi drain. Enemies under this effect only perceive Ling Qi and her domain weapon. Ling Qi may affect a number of targets this way equal to her cultivation potency.

    Alternatively Ling Qi may target an ally within the mist, granting them a stacking buff to Physical and Spiritual Armor as well as Resist. Allies targeted this way cannot be affected by area of effect debuffs unless the effects rank exceeds her domain rank, adjusted for potency.

    Thousand Year Impenetrable Mist: B
    Duration: Short
    It is said that in some distant vales, the mist never clears, and the earth has never known the unfiltered light of the sun. Grant all allies within Mist C rank damage reduction against spiritual damage. In addition, affected allies may receive one attack which would remove them from battle and instead be reduced to minimum health.

    Insights
    Regular:
    1. Sincerity is the measure by which the worthiness of the self and ones guests should be measured.
    2. There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings.
    3. Though a path might be hard and lonely, it has worth if you can present something of beauty to those you care for at the end.
    4. There is no peace in emptiness, no content in stillness. Stagnation is death; act, change, move, think, and grow until the very end.
    5. Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more.
    6. Even walking alone, footfalls echo beyond your hearing.
    7. -Empty-
    8. -Empty-
    9. -Empty-
    10. -Empty-
    11. -Empty-
    Advanced:
    • One person's desires cannot, alone make a home nor a family.
    • +20 bonus to Available Qi
      - Spirit Qi Upkeep reduced by 5 each for up to three spirits
      +10 bonus to Health
      +5 bonus to Initiative
      +5 bonus to Resist of darkness arts
      +3 bonus to Hit and Penetration of darkness arts
      +3 bonus to Avoid
      +10 to Spiritual and Physical Penetration
      -20 Physical Penetration
      +10 to Combat and Social Perception
      +5 bonus Stealth at night/+2 otherwise

      - Receive a 30 point bonus to a stealth check twice per turn.

      Uncapped Dexterity
      Uncapped Expression
    • General:
      • Roll again on ones during cultivation, successes on rerolled dice are doubled.
      • Reduce successes needed for opening Meridians by one.
      • Breakthrough Value increases by 5.
      • +8(=Stealth ranks) resource dice.
      • Multiplier of natural sites multiplied by 1.5 (bonus included in known sites).
      • 1.3 multiplier to domain XP earned in a turn (Applied to turn total).
      • +1 on Qi cultivation dice.
      • +1 on experience dice for Archery.
      Multipliers:
      • + .2 multiplier to Wind Arts.
      • + .2 Multiplier to Spiritual, Physical, and Meridian Cultivation.
      • + .1 Multiplier to Arts of the Eight Imperial Elements.
      • + .2 Multiplier to Moon and Music Arts.
      • + .1 Multiplier to Heart and Lung Arts.
      • + .3 Multiplier to Darkness Arts.
      EPC event-based XP:
      • When passing stealth challenges receive bonus successes equal to 5x the letter rank of the challenges passed to spiritual or physical cultivation, or Moon or Yin aligned arts, as selected at turn start. Bonus successes cap at 240.
      • User receives between 10 and 100 successes toward spiritual, physical, Moon, or Yin aligned arts when discovering unknown information or hidden treasure, depending on value.
      • User gains up to 100 successes to physical or spiritual cultivation (whichever is lower) when composing, teaching or performing musical or artistic activities.
    • Damage Reductions:
      • F vs Cold.
      • H vs Poison or Disease.
      Perception:
      • Darkvision: Negate all environmental penalties of low light and darkness.
      • Qi Sense (far range): May tell the cultivation stage of own stage or lower, and the realm of those higher.
      • Scan Target (perception test): Determine the Derived Attributes of a target, primary elemental alignments, spirit binding connections and overall level of qi.
      Music:
      • Music is used for Hit and Penetration while using arts with the Music keyword.
      • Instruments may be used to make sound based melee attacks at immediate range. May be used in conjunction with appropriate arts without interrupting the melody.
      • E rank Qi expenditure may prevent interruption of the melody.
      Cold:
      • Base damage of any weapon may be changed to Cold.
      • Cold meridians may count as Water or Darkness for training and other purposes (1 at a time).
      Misc:
      • Traceless: 10 penalty to enemy tracking, 40 if attempted without a tech.
    • Zhengui:
      + .2 Multiplier to Fire Arts
      + .2 Multiplier to Wood arts
      G Damage Reduction vs Fire damage
      +10 health

    • Sixiang:
      + .2 Multiplier to Music, Moon Art cultivation
      + .2 Multiplier to Wind Art Cultivation
      +5 Bonus to Music, Dance, and Art
      +10 To Hit of Music & Dance and Wind Arts
      +5 to Presence

    • Hanyi:
      .2 Multiplier to Cold and Music Arts
      .1 Multiplier to darkness arts
      +10 to Penetration of Cold Arts
      +5 to Hit of music Arts
    • Argent Vent(Greater):
      - Grants 55 resource dice to spiritual and Physical Cultivation.
      - Grants a 2.5 multiplier to cultivation of Argent Arts.
      - Grants a 1.5 multiplier to cultivation of Balanced Arts.
      - Grants 1 virtual Green stone per week to cultivation(4 total).
      - Grants +1 to each experience die rolled for base attributes in a turn.
    • Brook's Convergence:
      - Multiply the successes of water art cultivation by 1.2.
    • Grove of Thirty Three:
      - Multiplies the successes of Wood Art cultivation by 1.2.
      - Add 1/10 of the successes of arts containing physical attribute keywords to physical cultivation.
    • Silent Stones:
      - Multiply successes of Moon, Sun and Earth arts by 1.3.
      - Provide +1 to the XP dice of skills trained using those arts.
    • Whistling Cliffs:
      - Multiply the Success of Wind and Music Art cultivation by 1.2.
    • Mirror Basin:
      - Multiply the success of Lake and Water arts by 1.2.
      - Provide +1 XP per die to the training of social attributes and skills when used in a month.

    • Weapon
      A fine instrument, beyond the abilities of mortal craftsmen. Made of dark wood lacquered black and edged with silver, this flute channels qi into sound with great ease. Sturdier than any mortal steel. Contains the memory of Ling Qi's original flute.

      +5 to Hit. +10 to Penetration. +5 to Qi. +5 to Resist of Music Arts. +5 on Woodwind. Damage E.
    • Domain Weapon
      A long thin and hollow blade, marked by holes reminiscent of the holes in a flute. Mist leaks from the holes even when dormant and pours forth when active. The handle is carved from dark lacquered wood, which doubles as a mouthpiece.
    • Armor
      A many layered gown of water smooth black silk with prominent white hems and a dark blue mantle split down the center like a pair of wings and embroidered with patterns of white lotus flowers. It's train trails behind the wearer, never touching the base earth. A finely painted silk panel is affixed to the front, displaying curling vines and white petaled azalea flowers, spotted with red like drops of blood. Made by an apprentice of the Duchess Cai, and infused with a thread from the spirit Liming, it's craftsmanship is near unparalleled, though its potential still sleeps.

      +20 to Physical and Spiritual Armor, +5 to Qi. +5 to Armor in low light and darkness, +5 to speech and stealth tests.
      Provides flight at the user's speed, or negates any damage from a fall.
      The user reduces light levels to low within Very Close range.
    • Accessories
      • A Talisman made by Master Lin Hai, apprentice of Cai Shenhua. They were silver ear studs, relatively plain in make, but each was set with a dark blue gem, which darkened to near purple at the center, if you looked closely, you could see the shimmer of the sky at dusk in their depths.

        +15 to Combat Perception
        Once per combat when the user would otherwise be caught Unready by an enemy attack, they are considered Unsure instead. If the attackers Stealth is one full letter rank higher than the users perception, they are Unaware instead. If the attacker's stealth is two ranks or more higher, this effect is bypassed.
      • A Talisman made by Master Lin Hai, apprentice of Cai Shenhua. Consists of a silver ring and wristband, connected by fine chainlinks. Attached to the chains are three charms carved from colored jade representing the Dreaming, Hidden and Grinning Moons, tiny bells hang from the links between the moons, letting off a please chime when the wearer moves, if they do not desire silence. Images of butterflies and songbirds mark the wristband, etched into the silver with powdered ruby.

        +15 to Resist
        When targeted by a technique which would dispel an effect on or cast by the user, they may activate this talisman to absorb a hostile dispel up to three times per combat. The user may only absorb techniques of B rank or below as modified for potency. Absorbed techniques cause none of their effects. Each technique absorbed grants a charge increasing the Talisman's resist bonus by 5. Absorbed techniques do not persist outside of combat. Only techniques used by opponents of the same realm grant charges.
      • A beautiful floral hair decoration based off a certain notorious flower in the depths of the Emerald Sea. Like a plant, it drinks in the ambient qi, but when under threat, the rustling of its petals fortells the spread of hallucinatory pollen.

        +5 to Qi, G rank qi regen.
        The hairpiece releases pollen around its user, disorienting nearby enemies. An Enemies within near range suffer a penalty to Hit and Avoid and Perception in the immediate term, with severity based on Wits.
    • A plain and unadorned grey ring, it holds an extradimensional space for the storage of objects.
      Eighteen slots.
  • Cultivation Drugs
    • For each AP of Water art cultivated, gain a .1 multiplier to water arts and physical cultivation
    • Add a .2 multiplier to cultivation of water arts. 1/4 of successes added to physical cultivation.
    • Add sixty resource dice to the cultivation of Darkness Arts.
    • Adds ten dice to the cultivation of Argent Arts. Adds 1/8 of the resulting successes to spiritual and physical cultivation.
    • Grants five bonus dice toward opening meridians and learning Yin aspect arts. For each roll, the user receives a 5 dice toward increasing qi.
    • For every two AP of Darkness Art cultivated gain one AP of spiritual cultivation.
    Charms
    • Attempts to remotely view or use divination upon the user suffer a penalty of 5 for the length of a scene.
    • A woven bracelet with the shape of a bird picked out among its threads in jade. Upon being broken, transports the user up to half a kilometer in any direction. Landing accuracy improved by knowledge of destination, injury may occur if user is unfamiliar with target location.
      • Weapons
        • A fine instrument, beyond the abilities of mortal craftsmen. Made of dark wood lacquered black and edged with silver, this flute channels qi into sound with great ease. Sturdier than any mortal steel. Contains the memory of Ling Qi's original flute.

          +5 to Hit. +10 to Penetration. +5 to Qi. +5 to Resist of Music Arts. +5 on Woodwind. Damage E.
        • A bow shaped from molded cloud, made solid by intricate formations, it thrums with the energy of the open skies.

          +1 to qi +3 to Penetration. Damage E. Max Range Very Far.
        • A set of ten fine knives with a slightly pink cast, modeled off of falling blossoms.

          +2 to Hit of Wind Arts. +1 to qi. Damage F. Max Range: Immediate.
      • Domain Weapons
        • A long thin and hollow blade, marked by holes reminiscent of the holes in a flute. Mist leaks from the holes even when dormant and pours forth when active. The handle is carved from dark lacquered wood, which doubles as a mouthpiece.
      • Armors
        • A many layered gown of water smooth black silk with prominent white hems and a dark blue mantle split down the center like a pair of wings and embroidered with patterns of white lotus flowers. It's train trails behind the wearer, never touching the base earth. A finely painted silk panel is affixed to the front, displaying curling vines and white petaled azalea flowers, spotted with red like drops of blood. Made by an apprentice of the Duchess Cai, and infused with a thread from the spirit Liming, it's craftsmanship is near unparalleled, though its potential still sleeps.

          +20 to Physical and Spiritual Armor, +5 to Qi. +5 to Armor in low light and darkness, +5 to speech and stealth tests.
          Provides flight at the user's speed, or negates any damage from a fall.
          The user reduces light levels to low within Very Close range.
        • A masterfully crafted silk gown fitted to Ling Qi at the request of Gu Xiulan.

          +5 to Physical Armor. +2 to Avoid. +2 to socialize. +1 to qi.
      • Accessories
        • A surprisingly heavy silver choker engraved with each of the eight elements.

          +2 to Qi, +5 to Armor. +5 Resist.
        • A Talisman made by Master Lin Hai, apprentice of Cai Shenhua. Consists of a silver ring and wristband, connected by fine chainlinks. Attached to the chains are three charms carved from colored jade representing the Dreaming, Hidden and Grinning Moons, tiny bells hang from the links between the moons, letting off a please chime when the wearer moves, if they do not desire silence. Images of butterflies and songbirds mark the wristband, etched into the silver with powdered ruby.

          +15 to Resist
          When targeted by a technique which would dispel an effect on or cast by the user, they may activate this talisman to absorb a hostile dispel up to three times per combat. The user may only absorb techniques of B rank or below as modified for potency. Absorbed techniques cause none of their effects. Each technique absorbed grants a charge increasing the Talisman's resist bonus by 5. Absorbed techniques do not persist outside of combat. Only techniques used by opponents of the same realm grant charges.
        • A beautiful floral hair decoration based off a certain notorious flower in the depths of the Emerald Sea. Like a plant, it drinks in the ambient qi, but when under threat, the rustling of its petals fortells the spread of hallucinatory pollen.

          +5 to Qi, G rank qi regen.
          The hairpiece releases pollen around its user, disorienting nearby enemies. An Enemies within near range suffer a penalty to Hit and Avoid and Perception in the immediate term, with severity based on Wits.
        • A pair of martial arts slippers woven from the silk of sable silkworm.

          +3 to stealth. +1 to Qi Increases the users speed by 5 in darkness.
        • A plain and unadorned steel armband.

          +1 to qi
          The user may ignore up to ten points of penalty to a single derived Attribute on the next attack.
        • A silver pin with a snowflake ornament. Icy cold to the touch.

          +3 to Hit on wind or water arts. +1 to qi.
        • It's hard to tell the color of this thin gossamer fabric. From some angles it seems like a pale white and from others a shiny black.

          +5 bonus to Hit with Dark and Moon Arts.
          Perception checks against the wearer have a penalty of 5 in low light or darkness.
        • A thin fragile ring of white gold, studded with three tiny amethysts.

          +2 to Spiritual Avoid and stealth. -10 penalty to all remotely made perception checks against the user.
        • A Talisman made by Master Lin Hai, apprentice of Cai Shenhua. They were silver ear studs, relatively plain in make, but each was set with a dark blue gem, which darkened to near purple at the center, if you looked closely, you could see the shimmer of the sky at dusk in their depths.

          +15 to Combat Perception
          Once per combat when the user would otherwise be caught Unready by an enemy attack, they are considered Unsure instead. If the attackers Stealth is one full letter rank higher than the users perception, they are Unaware instead. If the attacker's stealth is two ranks or more higher, this effect is bypassed.
      • Tools
        • A set of fine scouts instruments, including lockpicks, wires, etching tools and brushes.

          +10 to Stealth in appropriate situations, and a +30 bonus once per turn.
        • An odd round device carved from dark red wood, inked with shifting characters indicating directions far more complex than a material compass. At its center is a glimmering crystal of solidified dream, spinning lazily under crystal glass.

          +15 to Survival in the Liminal
          -Has some use in tandem with the Liminal Labyrinth Gate
        • A set of three large inscribed rings, made of bronze and inlaid with jade. They offer much of the benefit of a more traditional stationary scrying tools for a practitioner on the move.

          +15 to Perception while using scrying techniques. +15 to appropriate attribute when scrying illusions or misdirecting techniques.
          - Counts as the appropriate tool for all scrying techniques of Potency Green 6 or lower, and increases technique potency by 1(up to Green 6)
      • Storage Rings
        • A plain and unadorned grey ring, it holds an extradimensional space for the storage of objects.
          Eighteen slots.
      • High Quality second grade cores of each of the eight imperial elements.
      • A hard, leathery pod, snatched from something growing beneath the darkness, shaking it reveals the sound of sound of seeds within. It smells faintly of rot though.
      • Tools and Aides
        • Increases the number of meridians that can be trained per AP to 2 (up to the first softcap).
        • A thin tome detailing tips for songwriting and composing, interspersed with minor qi exercises and other handwritten notes.

          +6 dice to cultivation of musical arts of second realm and below.
      • Jade Slips
        • Allows the user to learn the arts Sable Crescent Step, Eight Phase Ceremony, and Forgotten Vale Melody.
        • An old and powerful area defense Art gifted to Ling Qi by Elder Ying for services rendered to the Sect.
        • An art that formerly belonged to Yan Renshu.
        • Phantasmagoria of Lunar Revelry jade slip.
        • Earned through trials and trade in the outer sect. May be cultivated personally but not passed on outside the sect.

          Slips owned: Argent Mirror, Argent Current. Argent Storm is known but the slip belongs to Han Jian. A deeper secret may reveal itself for one who masters all three.
        • Twin jade slips, one a pure white containing Songseeker's Ceremony, crafted for Ling Qi's by her patron Moons. The other, ethereal green containing the Laughing Flight of the Wind Thief, a blessing of the Grinning Moon.
        • A tablet of white jade containing many arts from the Cai library or negotiated for with other parties. Most arts within are for the early stages of cultivation suitable to establish a fledgeling clan with, with some arts selected with potential to fit Renxiang's new retainer.

          Third Realm Arts: Starless Night's Reflection, Beast Kings' Savage Dirge, Unstoppable Glaciers March, Coldstar Blade Foundations, Bewitching Silver Maiden, Vengeful River King's Grasp.
        • Various arts picked from the sect's archives. These arts may be cultivated personally but to teach them beyond one would need to purchase the rights from the sect.
      • A crudely bound tome with a pale white cover and crumbling pages. Written in the old Language of the Hill folk, it contains many formations of unpleasant implication.
      • New Moon Sect Map.
      • A curved serrated blade shining with a deep purple venom of unknown origin.
      • This pill furnace is quite valuable. Formerly belonged to Yan Renshu.

        Currently lent to Gan Guangli for his efforts in the outer sect.
      • A sliver of wrought iron given to Ling Qi by the representative of the White Sky Confederation. Painfully cold to touch.

        According to Cai Shenhua, it serves as an organically developed escape talisman, meant to draw the smaller piece to the larger one.
      • Former weapon of Hui Peng, a slender brush of dark wood, its head a fine tuft of hairs from some unknown beast.
      • Former possession of Hui Peng, scraps of green silk; still of high quality and coursing with power but no longer a whole talisman.
      • • Many of the jade slips recorded performances, poetry and songs. Not arts or techniques but still useful for insights for a musician.
        • Assorted 2nd and low 3d ream arts of quality not much lower than TRF.
        • Five jade slips containing teachings on the crafting and modification of arts, containing lessons far deeper than the basic instruction offered by the Sect lessons. Containing musings on the shape of meridians, on insights, tribulations and breakthroughs.
        • A partially locked jade containing a recipe for potent breakthrough medicine, the Heart's Dream Elixir. The ingredients are not easy to acquire, perhaps a long-term project with Suyin.
      • still contains reams of documents and loot to be auctioned off, with the proceeds split with Xia Lin
      • A priceless treasure and a grumpy item spirit. Claimed by LQ, with right of first refusal going to the Meng.
  • Money:
    226 Red Stones, 774 Yellow Stones, 11 Green Stones.
    (Total GSS value: 26.932)

    Sect Currency:
    42 Sect Points, 140 Contribution Points.

Ossuary Scout: F(4/6)
Non-Combat
Cost 8 Red Spirit stones
Duration: two weeks

By carefully inscribing the bones of a small animal such as a mouse or frog or bird. You may imbue it with animating qi.
<2 levels below creator's cultivation>
Health: F, Qi -
Speed E, Initiative F, C. Perception -(equal users base rank)
Stealth - (equals users base rank)
Base Attributes: Dex E, Others G
While the scout does not share senses with the user, upon touching the scout and speaking a set activation word, they will receive a vision of what the scout saw and heard in the eight hours. For the purposes of opposed rolls, scouts count as two levels below their creators cultivation.
Ossuary Horror: D(0/9)
Combat
Cost: Requires multiple ossuary scouts, see below. 10 Qi

The tiny scouts created by the Ossuary Scout Formation are but a small part of the whole, when the time for observation has passed, they can be gathered to fight on their masters behalf. The construct created by the activation of this formation has a cultivation level equivalent to the number of scouts used to create it divided by three. Eg. A Horror created from 15 scouts would have a cultivation level of 5. The constructs cultivation level cannot exceed it's creators.
Base Statblock
Health E, Qi E
Speed D, Initiative C, C. Perception E
Hit E, Penetration E, Damage G
P. Armor F, P. Avoid E
S. Armor F, S Avoid E
Base Attributes: E

Statistics increase as follows:
Hit, P. Avoid, S. Avoid and Health increases by 5 for every cultivation level above 4
P. Armor increases by 10 at cultivation 7
No more than one horror may be commanded at a time, on creation, the horror may be assigned one arm based and one spine or leg based technique from the users roster, Techniques must be C rank or below.
Li Silk Guard: D(7/9)
Utility
Cost: 40 Red Stones, Plus 20 for each guard. Upkeep 1 yellow stone per month
Currently requires assistance from Li Suyin to create.

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

Bypassing the formation requires C rank stealth. Warriors prioritize the nearest hostile unless otherwise instructed.
Yellow/Silver 2
Health E, Qi E
Speed E, Initiative D
Hit E, Penetration F, Damage G(base)
P. Armor F, P. Avoid E
S. Armor F, S. Avoid E
Base Attributes: Str, Dex, Sta, Res E. Others G

Receive additional damage from fire-based attacks.
Warriors count as Mid yellow/silver combatants. They may be equipped with weapons and armor to modify base statistics.
 
[] Ask him about the song. It is beautiful, even in its simplicity. You're curious about the musical traditions of the Emerald Seas.
 
Old Art Archive
Art Encyclopedia:
  • (in use) Songseeker's Ceremony, Level 5
    A cultivation art unique to Ling Qi, developed with the aid of three phases of the moon. Dreaming, Grinning, and Hidden combine to form the nascent steps of Ling Qi's own path. The cultivation art rewards feats of daring, self expression, and dealings with the spirits of the world. It is the art of one who seeks the powers hidden in the world, and the beauty of songs old and new.

    Potency: Green 4
    Potency Growth: Green 5(6), Green 6(8)
    Keywords:
    - Cultivation, Night, Moon, Stellar, Yin.
    - Art, Beast Handling, Dexterity, Manipulation, Music, Perceptiveness, Qi, Spirit Ken, Stealth, Wits.
    Experience Needed: 1300, 1600, 1900
    Max level: 8

    +70 dice to Spiritual Cultivation until Green 5
    +70 dice to Physical Cultivation until Green 5
    +60 dice to the cultivation of Yin Arts
    +55 dice to the cultivation of Moon Arts
    1/8 of XP gained through permanent cultivation bonuses added to Domain XP
    Grants the user 3 virtual Green Stone per week(12 per turn)
    Allows the User to Bind Spirits up to Grade Three
    Reduces Upkeep of Spirits by 4 per spirit
    10 Qi cultivation dice per turn up to S Rank
    -Amplifies growth rate of bound spirits(effects increasing with Bond Level)
    Grants up to 50xPotency bonus successes to spiritual cultivation when creating or modifying arts with the music keyword.

    Sixth Song 0/1300
    +80 dice to Spiritual Cultivation until Green 5
    +80 dice to Physical Cultivation until Green 5
    +60 dice to the cultivation of Yin Arts
    +60 dice to the cultivation of Moon Arts
    1/6 of XP gained through permanent cultivation bonuses added to Domain XP
    Grants the user 3 virtual Green Stone per week(12 per turn)
    Allows the User to Bind Spirits up to Grade Three
    Reduces Upkeep of Spirits by 4 per spirit
    10 Qi cultivation dice per turn up to S Rank
    -Amplifies growth rate of bound spirits(effects increasing with Bond Level)
    Grants up to 100xPotency bonus successes to spiritual cultivation when creating or modifying arts with the music keyword.
    -Increase caps of all 'Drip' XP by 100

    Predecessor Art: Eight Phase Ceremony
    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 Phase the Grinning Crescent Moon emphasizes the mystery and hidden nature of acts performed in the night. The Phase of the Hidden Moon emphasized the search for secrets, hidden by the darkness of ignorance.

    Potency: Green 3
    Keywords:
    - Cultivation, Night, Moon, Stellar, Yin.
    - Perceptiveness, Qi, Stealth.
    Max Level: 8

    Passive Effects:
    +50 dice to Spiritual Cultivation until Green 4
    +40 dice to Physical cultivation up until Bronze 4
    +45 dice to the cultivation of all Yin Arts
    +40 dice to the cultivation of Moon Arts
    -Grants the user a 1 'virtual' stone of to Green grade per week(4 per turn)
    -Allows the user to bind spirits of up to Grade three
    +4 free qi cultivation dice per turn up to S rank
    -Gain a +30 bonus on a single Combat or Social Perception test per turn
    -Gain a 10 point bonus on Combat and Social perception -Permanent
    User gains up to 100 successes to physical or spiritual cultivation(whichever is lower) when composing, teaching or performing musical or artistic activities. -Permanent
    Argent Genesis, Level 6 (max)
    The cultivation art of the Argent Sect. Created by the ancestors of Sect Head Yuan He and polished to perfection under his eye. This art offers many insights into building a strong foundation for a young cultivators future growth. The neutral balanced qi cultivated by this art mingles easily with almost every form of Imperial cultivation, making for a fine secondary art for any young scion.

    Potency: Green 3
    Keywords:
    - Argent, Balanced, Neutral.
    - Composure, Qi, Resolve.
    Max level: 6

    +80 dice to Spiritual and Physical cultivation up to Green/Bronze 4
    +30 dice to Meridian cultivation
    +50 dice to Argent art cultivation
    +6 free dice of qi experience per turn up to S rank
    -User may bind up to grade 4 spirits
    -Grants the user 1 virtual Green Stone per week(4 per turn)
    -1.3 modifier to Art creation/modification XP

    Predecessor Art: Argent Soul
    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.
    Potency: Red 3
    Keywords:
    - Argent, Balanced, Neutral.
    - Qi.
    Max Level: 5

    Passive Effects:
    +7 dice on physical, spiritual, and Meridian cultivation up until Late Yellow Soul Stage.
    1 free dice on Qi experience up to D Rank.
    -Receive a +20 bonus to one challenge per scene
    -User may bind Grade 1 spirits
    -Reduce upkeep of each spirit by 3
  • Phantasmagoria of Lunar Revelry, Level 7
    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.

    Potency: Green 3
    Potency Growth: Green 4(9)
    Keywords:
    - Moon, Motion, Revelry, Yang.
    - Athletics, Dance, Dexterity, Composure, Presence.
    Meridians: Lung x2, Leg x4; 4 moon 2 dream
    - Growth: Leg(1,1,5,7), Lung(1,3,9)
    Experience Needed: 1000, 1200
    Max level: 9

    Passive Effects:
    +15 bonus to Dance, Music, Art
    +10 to Poise
    +15 to Speed
    +15 bonus to Physical Avoid
    +15 bonus to Spiritual Avoid
    +10 bonus to Dexterity when escaping grapple or confinement
    +15 bonus to begin or maintain a grapple
    -This Art uses Dance as mastery for all techniques


    Illustrious Phantasmal Festival: B
    Duration: Persistent
    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. Within Close range centered on the user, ghostly dancers ever shifting in form coalesce from the midst in a riot of color, laughter, music and movement.

    The festival counts as an opponent for the purposes of determining multiattacker bonuses. The user is the master of the revel, the host and the creator in one. The revel may move with them or remain still at their volition. The user may freely move to any point within the confines of the revel instantly and without crossing the intervening distance, and is immune to any physical obstacle or barrier or constraint of a rank lower than A(Adjusted for potency). To move the revel, the user must move normally, or with another technique. While the revel is active the users Physical Avoid and Spiritual Avoid is increased by one half rank, this bonus also applies to up to Eight allies within the revel. Said allies receive a half rank increase to speed within the confines of the revel.
    --Lunatic Whirl: B
    Duration: Persistent
    Activates automatically at no additional cost when Illustrious Phantasmal Festival is activated. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The dancers seize their arms and hands, dragging them through the chaotic revelry. Though the dancers will do no harm to their captive, the frenetic pace of the revelry is highly draining, and victim finds their qi dribbling away(D rank qi drain), siphoned to the user while the sights and sounds of the revel cloud their minds and steal the strength from their limbs. So long as their hands lie in the grasp of the dancers, they will also find the meridians in their arms blocked and unusable. Each usage of Lunatic Whirl may target up to 5 targets. The user may target a maximum of fifteen enemies of lower realm or five of equal realm (mixed groups are counted at a 3:1 ratio).

    Joyous Toast: C
    Duration: Immediate
    Usable only while Illustrious Phantasmal Festival is active. The guests of the festival raise their voices and cups and stamp their feet in joy, roaring encouragement for the user and their allies and jeering at their foes. The next music, dance or art based technique used by those affected is treated as if it is one rank higher for determining effects. If Joyous Toast is dispelled, the effect lingers regardless granting a half rank increase(Effect nulled by Dispels of Rank A or higher)

    Ephemeral Dreamlit Dancer: C
    Duration: Short
    Having begun to understand the nature of the dreams, the user flits from place to place, shrouded in the phantoms of paths not taken. While active the users speed is increased significantly. Techniques which would still hit the user have a 60% chance to simply fail (-15% for each rank of Combat Perception above the user's derived stealth), shattering instead some of the dreamlike phantom images the user is shrouded in. Each use of this technique generates four 'charges' which do not stack with additional uses. Each charge provides a small stacking boost to Physical Avoid and Speed.

    If used while Illustrious Phantasmal Festival is active, the user may use this technique to pull others into the shallows of Dream. When the revel next relocates in material space, up to five targets in addition to the user move with it. Targets position within the space of the revel is unchanged, this movement ignores terrain and intervening space. Unwilling targets may resist this effect, but are disoriented and receive a penalty to Avoid and Perception until their next action. The technique must be activated again each time the user wishes to move other targets. Doing this in quick succession is taxing upon a user of the third realm, and so the techniques cost increases by one rank after the second use of this variant, and one additional rank after the fourth.

    Eighth Revel 114/1000
    Passive Effects:
    +20 bonus to Dance, Music, Art
    +10 to Poise
    +20 to Speed
    +15 bonus to Physical Avoid
    +15 bonus to Spiritual Avoid
    +10 bonus when escaping grapple or confinement
    +20 bonus to begin or maintain a grapple
    -This Art uses Dance as mastery for all techniques


    Illustrious Phantasmal Festival: B
    Duration: Persistent
    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. Within Close range centered on the user, ghostly dancers ever shifting in form coalesce from the midst in a riot of color, laughter, music and movement.

    The festival counts as an opponent for the purposes of determining multiattacker bonuses. The user is the master of the revel, the host and the creator in one. The revel may move with them or remain still at their volition. The user may freely move to any point within the confines of the revel instantly and without crossing the intervening distance, and is immune to any physical obstacle or barrier or constraint of a rank lower than A(Adjusted for potency). To move the revel, the user must move normally, or with another technique. While the revel is active the users Physical Avoid and Spiritual Avoid is increased by one half rank, this bonus also applies to up to Eight allies within the revel. Said allies receive a half rank increase to speed within the confines of the revel.
    --Lunatic Whirl: B
    Duration: Persistent
    Activates automatically at no additional cost when Illustrious Phantasmal Festival is activated. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The dancers seize their arms and hands, dragging them through the chaotic revelry. Though the dancers will do no harm to their captive, the frenetic pace of the revelry is highly draining, and victim finds their qi dribbling away(C rank qi drain), siphoned to the user while the sights and sounds of the revel cloud their minds and steal the strength from their limbs. So long as their hands lie in the grasp of the dancers, they will also find the meridians in their arms blocked and unusable. Each usage of Lunatic Whirl may target up to 5 targets. The user may target a maximum of fifteen enemies of lower realm or five of equal realm (mixed groups are counted at a 3:1 ratio).

    Joyous Toast: C
    Duration: Immediate
    Usable only while the Illustrious Phantasmal Festival is active. Activated automatically once after Illustrious Phantasmal Festival is activated. The guests of the festival raise their voices and cups and stamp their feet in joy, roaring encouragement for the user and their allies and jeering at their foes. The next music, dance or art based technique used by those affected is treated as if it is one rank higher for determining effects. If Joyous Toast is dispelled, the effect lingers regardless granting a half rank increase(Effect nulled by Dispels of Rank A or higher)

    Ephemeral Dreamlit Dancer: C
    Duration: Long
    Having begun to understand the nature of the dreams, the user flits from place to place, shrouded in the phantoms of paths not taken. While active the users speed is increased significantly. Techniques which would still hit the user have a 60% chance to simply fail (-10% for each rank of Combat Perception above the user's derived stealth), shattering instead some of the dreamlike phantom images the user is shrouded in. Each use of this technique generates four 'charges' which do not stack with additional uses. Each charge provides a small stacking boost to Physical Avoid and Speed.

    If used while Illustrious Phantasmal Festival is active, the user may use this technique to pull others into the shallows of Dream. When the revel next relocates in material space, up to five targets in addition to the user move with it. Targets position within the space of the revel is unchanged, this movement ignores terrain and intervening space. Unwilling targets may resist this effect, but are disoriented and receive a penalty to Avoid and Perception until their next action. The technique must be activated again each time the user wishes to move other targets. Doing this in quick succession is taxing upon a user of the third realm, and so the techniques cost increases by one rank after the second use of this variant, and one additional rank after the fourth.
    Starless Night's Reflection, Level 4
    In the Thousand Lakes, the infinite depth of the night sky is reflected from one thousand mirrors, displaying infinite emptiness extending beyond the heavens and into the depths of the earth. In meditating upon this conceptual void, the user seeks to become such a mirror, combining the formlessness and absorption of darkness with the rippling serenity and infinite depth of the lakes. Enemies striking the user and their allies find their weapons and techniques sinking into the shadows, to vanish, doing no more harm than they would if they slashed the waters of mighty Lake Hei, or aimed their malice at the starless sky.

    Potency: Green 3
    Potency Growth: Green 4(6)
    Keywords:
    - Darkness, Lake, Reflections, Stillness, Silence, Void, Yin.
    - Composure, Fortitude, Resilience, Resolve, Stamina.
    Meridians: Spine x3, Heart x2; 3 dark 2 lake
    - Growth: Spine(1,1,1,5), Heart(1,3)
    Experience Needed: 900, 1100
    Max level: 6

    Passive Effects:
    +20 to Physical Armor
    +20 to Spiritual Armor
    +15 to Physical and Spiritual Armor of allies in Near Range
    +15 to Physical and Spiritual armor vs. repeating effects(poisons, marks, etc.)
    D Rank damage reduction vs Darkness


    Unruffled Stygian Reflection: C
    Duration: Short
    Becoming as the surface of the water, the user absorbs the effects of a damaging technique or attack that is C rank or lower(this includes techniques that hit multiple times). If the technique is an area of effect, the user absorbs the technique's effects within Close range, protecting allies nearby.

    Rippling Starless Shroud: C
    Duration: Long or Upkeep 10
    Cloaking themselves in rippling energy that is neither water nor darkness, the user greatly enhances their defenses, and may even extend this shroud to allies nearby. Increases the users Physical and Spiritual Armor significantly, and grants E rank damage reduction against area of effect techniques. The user may extend this effect to up to five allies for free, and up to twenty allies increasing the cost by 5 each time(past the initial 5). Allies must be within Far range or less to benefit. When kept on upkeep, allies past the first five may be given the effects at C rank cost as a single action.

    Black Mirror: A
    Duration: Immediate
    The lake's surface is imperturbable, and naught may change that Darkness, perfect and unbroken ripples out from the user, consuming all nearby for a single instant. In response to an enemy technique that would include them as a target, the user may activate this technique. On activation, the triggering technique is nullified(If A rank or less) or reduced by one rank in effect(if S or higher), in addition, any other hostile effects of lower rank which would target the user or allies within Close range on the same turn are reduced by one rank in effect.

    Fifth Ripple 199/700
    Passive Effects:
    +20 to Physical Armor
    +20 to Spiritual Armor
    +20 to Physical and Spiritual Armor of allies in Near Range
    +20 to Physical and Spiritual armor vs. repeating effects(poisons, marks, etc.)
    D Rank damage reduction vs Darkness


    Unruffled Stygian Reflection: C
    Duration: Short
    Becoming as the surface of the water, the user absorbs the effects of a damaging technique or attack that is C rank or lower(this includes techniques that hit multiple times). If the technique is an area of effect, the user absorbs the technique's effects within Close range, protecting allies nearby. This effect can activate up to two times.

    Rippling Starless Shroud: C

    Duration: Long or Upkeep 10
    Cloaking themselves in rippling energy that is neither water nor darkness, the user greatly enhances their defenses, and may even extend this shroud to allies nearby. Increases the users Physical and Spiritual Armor significantly, and grants D rank damage reduction against area of effect techniques. The user may extend this effect to up to five allies for free, and up to twenty allies increasing the cost by 5 each time(past the initial 5). Allies must be within Far range or less to benefit. When kept on upkeep, allies past the first five may be given the effects at C rank cost as a single action.

    Black Mirror: A
    Duration: Immediate
    The lake's surface is imperturbable, and naught may change that Darkness, perfect and unbroken ripples out from the user, consuming all nearby for a single instant. In response to an enemy technique that would include them as a target, the user may activate this technique. On activation, the triggering technique is nullified(If A rank or less) or reduced by one rank in effect(if S or higher), in addition, any other hostile effects of lower rank which would target the user or allies within Close range on the same turn are reduced by one rank in effect.
    Frozen Soul Serenade, Level 6 (max)
    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.

    Potency: Green 2
    Keywords:
    - Cold, Darkness, Endings, Water, Yin.
    - Presence, Resolve, Music.
    Meridians: Lung x3[-2], Arm x2[-1]; 3 dark 2 cold
    Max level: 6

    Passive Effects:
    +15 to Penetration of Cold effects
    F damage reduction vs. cold-Permanent
    Base damage of any weapon may be changed to Cold-Permanent
    +5 bonus to Penetration of Music arts
    +5 Speech(+10 Intimidate Advanced)
    +10 to Spiritual Armor


    Springs End Aria: D
    Duration: Long
    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 Close to the user find their qi growing sluggish, sapping their spiritual defenses and bolstering the singers own. Qi expended in failed assault of the singer drains away, flowing into the singularity of cold created by the singers voice. This restores the users qi by an amount equal to the failed technique's rank reduced twice. Those whose dantians have been fully drained find their flesh frosting over and their blood running cold as they are lulled into the final sleep.
    --Echoes of Absolute Winter: B
    Duration: Special
    Damage: F
    A technique used in tandem with Aria of Springs End, if activated at the same time, the Aria carries an echo of true winter, stilling the very air around the singer with its freezing chill until blood grows sluggish and flesh cracks. Attacks targeting the user, or which have an area of effect overlapping with Aria's have their penetration reduced by one rank as the cold devours the energy of the technique or attack. Similarly, Cold or Dark techniques used by the singer against those in range of Aria have their Hit or Penetration enhanced by one rank, as chosen by the user. In addition the qi restoration of Spring's End Aria is improved to technique rank reduced once.

    Hoarfrost Refrain: C
    Duration: Immediate
    Damage: C
    The user's song rises into the howl of of a blizzard in the depths of winter as they focus the expression of their will upon a single enemy. Mastery of the art shows that the second and third techniques of the Serenade are one whole. The song tears and freezes the flesh of the singers enemy, and spreads through their blood and meridians, carrying the chill deeper still, like a frigid poison seeking the heart of its victims warmth, inflicting D rank qi drain, and granting the user E rank qi regen so long as the effect remains. The chill clings long after the technique ends, the insidious cold crawling ever closer to the victim's heart until at last it stills or the technique is dispelled.

    The mere echoes of the Refrain lash all foes within Close range, though the damage and qi drain is reduced by one rank and slowing flesh and spirit alike, though the echoes lack the persistent damage/drain of the which the main target suffers.

    Call to Ending: B
    Duration: Immediate
    Damage: B(Special)
    The final verse of the Serenade is a quiet, sad thing, lacking the furor of earlier verses. Upon Singing it, a single target which suffers from Hoarfrost Refrains cold feels a terrible pain as the chill infecting them grows to a terrible potency, and every last shred of heat flees their body. This effect ignores armor, and the damage dealt changes based on the distance between the singer and the target. At Close distance it deals the baseline damage, with each range increment out to very Far reducing it, and each increment closer increasing it. However, should the singer lay hands upon the target when activating the technique, damage is increased by a full letter rank.
    Harmony of the Dancing Wind, Level 5 (max)
    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.

    Potency: Green 3
    Keywords:
    - Communication, Connections, Wind, Music, Yang.
    - Empathy, Perceptiveness, Manipulation, Music.
    Meridians: Head x5, Heart x1; 2 music 4 wind
    Max level: 5

    Passive Effects:
    +20 to Combat Perception
    +10 to Social Perception
    +10 Physical Avoid


    Spring Breeze Canto: C
    Upkeep 5
    The song of the breeze whispers softly in the users wake, echoing off of those in range, and carrying their voices to the users ears. While using any Music Art the user and any allies may communicate silently with short messages and images. This effect extends out to Very Far Range. While in communication the user and allies receive a small bonus to Combat Perception and Physical avoid, thanks to their coordination.

    Hidden Wind's Breath: C
    Duration: Long
    The wind connects all beneath the sky, mastery of wind and music allows the singer to weave a connection between two souls into the tapestry that may go unnoticed by all save their target. Upon use, the user establishes a connection with an ally within Very Far range across which senses and thoughts may be shared, familiarity with the target increases the clarity of communication. Once the connection is established, it may be maintained over greater distances dependent on how close the two are - up to 500m + 500m*SL. While a connection is active, either side may use the other's combat perception if it is higher than their own.

    The connection requires perception rank equal to the user's stealth to identify it's presence, and a rank above to identify the user and target's locations. Duration may be refreshed instantly at D cost upon the effect's end.

    South Wind Blows Unerring: C
    Duration: Long
    Just as crisp southern winds bring clarity and clear skies, this technique allows the user and any number of willing participants to communicate clearly through concepts, impressions and intent, bypassing the need for words and language. Any participants attempting to lie or deceive whilst communicating in this manner suffer a full rank penalty to their Speech, as the winds of intent and concept blow crossways.
    Roaming Moon's Eye, Level 2
    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. With the first lessons mastered, the student is able to choose a branch of divination to develop their paths along. This art is the path of the scholar and the seeker of secrets, who casts their eyes wide and far in search of knowledge.

    Potency: Green 2
    Potency Growth: Green 3(3), Green 4(5)
    Keywords:
    - Clairvoyance, Moon, Secrets, Water, Yin.
    - Academics, Perceptiveness, Intelligence, Projection, Formations.
    Meridians: Head x3[-2], Lung x2[-1]; 3 water 2 moon
    - Growth: Head(1,5), Lung(1,3)
    Experience Needed: 600, 900, 1200
    Max level: 5

    Passive Effects:
    +10 to Combat Perception
    +10 to Social Perception
    +10 to both Perceptions when using remote viewing techniques
    +10 to Spiritual Avoid
    +15 to Formations when deciphering arrays
    +15 to Academics


    Inquisitive Study: D
    Duration: Persistent or Upkeep 2
    The user's eyes gleam briefly with a silver sheen as they study the object of their curiosity. The users perception increases greatly for up to two tests in a single scene, allowing them to discern many details that they might otherwise miss.

    Seeking Moon's Eyes: C
    Duration: Persistent
    Conjures five reflective silver wisps the size of a coin. Expressions of the Diviner's curiosity, these wisps seek their parents interest eagerly. The wisps ignore wholly physical obstacles but cannot travel further than Very Far distance from their creator. The creator may see from the wisp's 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: G
    Speed: B, Initiative: C
    Avoid: B, Armor H

    Watchful Moon Analysis: C
    Duration: Immediate
    Used in tandem with an damaging art, allows the users thoughts to far outspeed their limbs, greatly slowing their perception of the world, and allowing the user to pick out minute details that might otherwise be missed in the flows of an enemy or obstacles qi, and adjust the course of their blow. Through this the user ignores the effects of a single defensive technique of C rank or lower, or if none are active, penalizes the targets armor or avoid at the users discretion.

    Initiate's Viewing Pool: B
    [Non-Combat]
    Requiring a surface of calm water or a mirror at least two handspans wide, the user concentrates on a familiar person or place within twelve kilometers of their current position. The user is able to view the person or location in clear detail with both sight and hearing with perception equivalent to their own base Perception. This viewing may be opposed by arts or talismans of various types, in which case the users combat perception is used to determine success. With sufficient surfaces, the use may view up to three targets with a single use of this technique. The user may attempt to look upon an unfamiliar location or person(such as one merely described or seen in passing to the user), however the user receives two ranks down on their Perception when doing this, and only receives visual information even on success. Targets are not considered familiar until seen in person.

    Third Eye 99/600
    Passive Effects:
    +15 to Combat Perception
    +10 to Social Perception
    +15 to both Perceptions when using remote viewing techniques
    +10 to Spiritual Avoid
    +15 to Formations when deciphering arrays
    +15 to Academics


    Inquisitive Study: D
    Duration: Persistent or Upkeep 2
    The user's eyes gleam briefly with a silver sheen as they study the object of their curiosity. The users perception increases greatly for up to two tests in a single scene, allowing them to discern many details that they might otherwise miss.

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

    Statblock
    Health: C
    Speed: A, Initiative: C
    Avoid: B, Armor F

    Watchful Moon Analysis: C
    Duration: Immediate
    Used in tandem with an damaging art, allows the users thoughts to far outspeed their limbs, greatly slowing their perception of the world, and allowing the user to pick out minute details that might otherwise be missed in the flows of an enemy or obstacles qi, and adjust the course of their blow. Through this the user ignores the effects of a single defensive technique of C rank or lower, or if none are active, penalizes the targets armor or avoid at the users discretion.

    Initiate's Viewing Pool: B
    [Non-Combat]
    Requiring a surface of calm water or a mirror at least two handspans wide, the user concentrates on a familiar person or place within fifteen kilometers of their current position. The user is able to view the person or location in clear detail with both sight and hearing with perception equivalent to their own base Perception. This viewing may be opposed by arts or talismans of various types, in which case the user's combat perception is used to determine success. With sufficient surfaces, the use may view up to three targets with a single use of this technique. The user may attempt to look upon an unfamiliar location or person(such as one merely described or seen in passing to the user), however the user receives two ranks down on their Perception when doing this, and only receives visual information even on success. Targets are not considered familiar until seen in person.

    Alternatively the user may generate a surface of their own to use on the fly, but using the technique this way causes all perception checks to be made at one rank down.

    Predecessor Art: Curious Diviner's Eye
    Ephemeral Nights Memory, Level 5 (max)
    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.

    Potency: Green 3
    Keywords:
    - Connections, Darkness, Memory, Wind, Yin.
    - Dexterity, Fade, Stealth.
    Meridians: Arm x2, Leg x3; 3 dark 2 wind
    Experience Needed: 300, 400
    Max level: 5

    Passive Effects:
    +30 to Stealth
    +20 to Speed
    +10 Spiritual Avoid
    +5 Spiritual Hit


    Passing Phantom, Fading Dream: C
    Duration: Long
    The user's presence fades from the mind, forgotten the moment that one's eyes stray from them. Grants a bonus to Stealth and speed, a Large bonus to Spiritual Avoid. Attacks made from stealth while this technique is active reduce the target's Spiritual Armor by half a rank when applying damage. Allows the user to reset unsure targets to unaware if their stealth is sufficient.


    Evening Breeze Flourish: C
    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, unable to activate arts in response to the users next art.

    Wavering Mind Strike: B
    Duration: Immediate-Short
    May be activated in tandem with another offensive art against an Enemy within Close range. The user briefly touches on the enemies spirit, plucking the memory of one of their techniques from the enemies thoughts. If successful, the enemy is unable to activate the targeted technique for a Short time. The user must have witnessed the technique in order to steal it, and stolen techniques cannot be of a higher rank than Wavering Mind Strike as modified for potency. If the user steals a second technique from the same enemy, the first is returned.
    Beast King's Savage Dirge, Level 3
    It is said in legend that as the power of the Horned Lord and the Diviner waxed, the the eight Beast Kings who remained came together in council of war and united to bring down the conqueror once and for all. Their footfalls shook the earth and their savagery shook the skies, and though they were defeated in the end, echoes of that terrible march remained etched in the folklore of the Emerald Seas forever more. This art is part of a ballad said to have been composed for the last Weilu dukes, and though its origin is suspect, its power is not.

    Potency: Green 4
    Potency Growth: Green 5(6)
    Keywords:
    - Beasts, Conquest, Illusion, Wood, Yang.
    - Dark, Music, Presence, War.
    Meridians: Lung x3, Heart x2; 2 dark 1 wood 2 music
    - Growth: Lung(1,1,3,7), Heart(1,1,5)
    Experience Needed: 700, 900, 1100, 1300, 1500
    Max level: 8

    Passive Effects:
    +15 to Spiritual hit
    +15 to Spiritual Penetration
    +15 to Resist
    +15 to War


    Primal War Calling: C
    Duration: Long
    A heavy suspense and pressure building melody, this piece calls to mind the muster of beasts from across the province of emerald seas, called together for the final march. In an area out to Close range from the user, the shades of long dead beasts coalesce from the shadows, red of eye and fang. The beasts howl and roar, filling the air with a savage cacophony, causing enemies embroiled in the chaos to suffer penalties to speed and Physical dodge as the press of bodies bears down on them. While this technique is active enemies within range are attacked viciously by the shades, who use the musicians hit and penetration in combat. The shades attacks deal a base D rank in damage, and the technique as a whole counts as two combatants for the purpose of multi attacker bonuses and penalties. In addition enemies which attempt to dispel this technique or another of the users music techniques while within it suffer an additional two attacks from the beasts.
    -General's Attendant: While active the user may use the phantoms of Primal War Calling to defend themselves and their allies. As a free reaction when an ally or the singer would be struck, the phantoms can take the blow instead. This nullifies techniques of C rank or lower and reduces the damage of higher techniques by one rank, applied before armor. Each instance of nullified or reduced damage uses one Charge of primal War Calling. The technique begins with three charges.

    Eagle God's Defiance: C
    Duration: Immediate
    The fastest of the beast kings, the Eagle God, lord of those who flew and preyed on the world below was an impetuous beast, and dove into battle before all the others. If this technique is activated without Primal War Calling, that technique activates freely the next time the user takes an action. On activation, the user plays an ear splitting high note and the Eagle God flies again, if only for a moment. The initial cry is a spiritual attack against all enemies within Close Range, dealing C rank damage and reducing enemy physical avoid significantly on hit for a short time. The newly formed phantom then dives at a single target, dealing C ranked damage and carries them in a straight line in any direction, depositing them within a Far distance from their previous position.

    Wolf God's Cunning: B
    Duration: Short
    The cunning Wolf God, lord of those beasts which hunt in number, he of the numberless wild hunt, was the second of the beast gods to engage the Diviner, and a less wise commander would have broken before the maneuvers of his pack. May only be used while Primal War Calling is active. On use summons a construct in the shape of an immense grey wolf within Close range. The wolf attacks with the users Spiritual and Physical Hit, reduced by one rank. It deals B rank damage on hit, and when damaging a target reduces their speed by one full rank.

    The construct has C Rank health, and A rank Dodge of both types, as well as C rank armor of both types. It cannot be dispelled or suppressed. While active the phantoms summoned by primal war calling act with much greater intelligence, encircling, harrying and trapping foes. This causes the multiattacker attack bonuses of the user and any allies to be increased by 2 per combatant within range of the War Calling.

    Fourth Conquest 215/700
    Passive Effects:
    +20 to Spiritual hit
    +20 to Spiritual Penetration
    +15 to Resist
    +15 to War


    Primal War Calling: C
    Duration: Long
    A heavy suspense and pressure building melody, this piece calls to mind the muster of beasts from across the province of emerald seas, called together for the final march. In an area out to Close range from the user, the shades of long dead beasts coalesce from the shadows, red of eye and fang. The beasts howl and roar, filling the air with a savage cacophony, causing enemies embroiled in the chaos to suffer penalties to speed and Physical dodge as the press of bodies bears down on them. While this technique is active enemies within range are attacked viciously by the shades, who use the musicians hit and penetration in combat. The shades attacks deal a base D rank in damage, and the technique as a whole counts as two combatants for the purpose of multi attacker bonuses and penalties. In addition enemies which attempt to dispel this technique or another of the users music techniques while within it suffer an additional two attacks from the beasts.
    -General's Attendant: While active the user may use the phantoms of Primal War Calling to defend themselves and their allies. As a free reaction when an ally or the singer would be struck, the phantoms can take the blow instead. This nullifies techniques of C rank or lower and reduces the damage of higher techniques by one rank, applied before armor. Each instance of nullified or reduced damage uses one Charge of primal War Calling. The technique begins with three charges.

    Eagle God's Defiance: C
    Duration: Immediate
    The fastest of the beast kings, the Eagle God, lord of those who flew and preyed on the world below was an impetuous beast, and dove into battle before all the others. If this technique is activated without Primal War Calling, that technique activates freely the next time the user takes an action. On activation, the user plays an ear splitting high note and the Eagle God flies again, if only for a moment. The initial cry is a spiritual attack against all enemies within Close Range, dealing C rank damage and reducing enemy physical avoid significantly on hit for a short time. The newly formed phantom then dives at a single target, dealing C ranked damage and carries them in a straight line in any direction, depositing them within a Far distance from their previous position.

    Wolf God's Cunning: B
    Duration: Short
    The cunning Wolf God, lord of those beasts which hunt in number, he of the numberless wild hunt, was the second of the beast gods to engage the Diviner, and a less wise commander would have broken before the maneuvers of his pack. May only be used while Primal War Calling is active. On use summons a construct in the shape of an immense grey wolf within Close range. The wolf attacks with the users Spiritual and Physical Hit, reduced by one rank. It deals B rank damage on hit, and when damaging a target reduces their speed by one full rank.

    The construct has C Rank health, and A rank Dodge of both types, as well as B rank armor of both types. It cannot be dispelled or suppressed. While active the phantoms summoned by primal war calling act with much greater intelligence, encircling, harrying and trapping foes. This causes the multiattacker attack bonuses of the user and any allies to be increased by 2 per combatant within range of the War Calling.

    Bear God's Wrath: B
    Duration: Short
    The wrathful Bear God, lord of the mighty ones, the scavenging all consuming ones, lord of sloth, was the third to come when the great packs scattered. May only be used when Primal War Calling is active. Summon's for an immense paw to smash down upon a single target and pin them in place. This technique deals A rank damage, and on hit immobilizes the target for the duration or until dispelled or escaped. Immobilized targets have their Dodge reduced by two ranks and cannot move.
    (alternate) Playful Muse's Rapport, Level 3
    The children of the Dreaming Moon, are endless in number, variation and curiosity. Playful and carefree, unafraid and unconcerned with consequence, many dismiss these creatures of dream as an ephemeral annoyance, the companions of feckless hedonists and unserious artisans. However, there are many lessons to learn from the children of dream, the playful nature of these muses belies their utmost honesty of intent, for no muse has any reason to lie or trick, and few beings are more capable of conveying their thoughts more clearly than a creature whose whole being is such.

    Potency: Green 4
    Potency Growth: Green 5(5)
    Keywords:
    - Curiosity, Expression, Mischief, Moon, Sincerity, Wind, Yang.
    - Composure, Empathy, Manipulation, Presence, Speech, Wits.
    Meridians: Head x5; 3 moon 2 wind
    - Growth: Head(1,1,1,1,3,5)
    Experience Needed: 1000, 1300
    Max level: 5

    Passive Effects:
    +10 to Initiative
    +20 to Social Perception
    +15 to Speech
    +15 to Empathy


    Carefree Mantle: B
    Duration: Long or Upkeep 5
    It is not enough to merely follow the basic exercises of this art, to learn tricks of speaking and the use of humor as a smoothing and contrasting element in their rhetoric. To truly emulate the muse, one must defy certain ingrained social behaviors and learn to wear their emotion, their intent, their very self as a cloak. Though such openness can seem frightening to the neophyte, few methods are superior in conveying the sincerity of your intent. While active, the user receives a large bonus to speech tests when speaking honestly or attempting to convince others of their sincerity, and a similar bonus to poise and empathy tests

    Deceiver's Foil: C
    Duration: Short
    The muse is a creature of pure expression, and many tales speak of the humorous humiliations which they sometimes heap on the dishonest and insincere. Though this art does not teach such excessive methods, through this technique, one may indeed suss out those who lie to the users face and find the inspiration to trip up and foil those with dishonest intent. The user receives a large bonus to Social Perception when attempting to detect lies and a bonus to speech when attempting to counter lies and misinformation. When used in conjunction with Carefree Mantle, this technique functions as if it were B rank for one test.

    Cheerful Muse Accompaniment: B
    Duration: Long
    Some people can be quite rude, seeking to listen in on things that are not for their ears. Activating this technique, the user shrouds themselves and up to five other willing targets in a shroud of cheerful but inane speech, that at first seems important until eavesdroppers notice subjects and sentences alike circling back to their beginning in an endless loop of noise. Offers defense against social techniques, offering a significant bonus to the users poise when attempting to defend against outside listeners.

    Third Fantasy 11/1000
    Passive Effects:
    +10 to Initiative
    +20 to Social Perception
    +20 to Speech
    +20 to Empathy


    Carefree Mantle: B
    Duration: Long or Upkeep 5
    It is not enough to merely follow the basic exercises of this art, to learn tricks of speaking and the use of humor as a smoothing and contrasting element in their rhetoric. To truly emulate the muse, one must defy certain ingrained social behaviors and learn to wear their emotion, their intent, their very self as a cloak. Though such openness can seem frightening to the neophyte, few methods are superior in conveying the sincerity of your intent. While active, the user receives a large bonus to speech tests when speaking honestly or attempting to convince others of their sincerity, and a similar bonus to poise and empathy tests

    Deceiver's Foil: C
    Duration: Long
    The muse is a creature of pure expression, and many tales speak of the humorous humiliations which they sometimes heap on the dishonest and insincere. Though this art does not teach such excessive methods, through this technique, one may indeed suss out those who lie to the user's face and find the inspiration to trip up and foil those with dishonest intent. The user receives a large bonus to Social Perception when attempting to detect lies and a bonus to speech when attempting to counter lies and misinformation. When used in conjunction with Carefree Mantle, this technique functions as if it were B rank for one test.

    Cheerful Muse Accompaniment: B
    Duration: Long or Upkeep 5
    Some people can be quite rude, seeking to listen in on things that are not for their ears. Activating this technique, the user shrouds themselves and up to five other willing targets in a shroud of cheerful but inane speech, that at first seems important until eavesdroppers notice subjects and sentences alike circling back to their beginning in an endless loop of noise. Offers defense against social techniques, offering a significant bonus to the users poise when attempting to defend against outside listeners.
    Melodies of the Spirit Seekers, Level 2
    Long out of fashion among the nobility of the empire, arts such as this nonetheless remain valuable for cultivators who must deal with matters of spirits in a less high handed fashion. Developed in the late days of the Xi from the collected practices and rituals of many clans. Conflict between man and spirit often stems from misunderstanding. To a spirit meaning is constant, but to human folk, the meaning in words is a fluid thing, changing from generation to generation. Thus, in seeking accord with wild spirits words are as often a hindrance as they are a help.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(5)
    Keywords:
    - Music, Balanced, Bargaining, Beasts, Spirits, Sincerity, Understanding.
    - Beast Handling, Composure, Manipulation, Spirit Ken, Music.
    Meridians: Head x3, Heart x1; 4 music
    - Growth: Head(1,1,1,5), Heart(1,3)
    Experience Needed: 700, 1000, 1300
    Max level: 5

    Passive Effects:
    +15 to Beast Handling
    +15 to Spirit Ken
    +10 to Poise
    +10 to Social Perception


    Mediators Swift Composition: C
    Duration: Immediate
    This technique allows the user to swiftly comprehend the ways in which a beast or spirit thinks, and how it differs from the ways of humankind, allowing them to compose a short piece which correctly conveys their intentions to a single spirit. This understanding gives the user a large bonus to spirit ken and beast handling tests when seeking to improve a targets disposition, based on their skill in music or a derived skill thereof. This bonus extends to all allies engaged with the social encounter. If the target spirit(s) are two levels of cultivation or less below the user, they will cease acting with hostility until their next action giving a chance for negotiation to begin. This effect may be resisted by spirits in the thrall of a greater one

    Rhythm of Exchange: C
    Duration: Persistent
    To a practitioner of the musical arts, rhythm, meter and tone are more than simple notation, they are the underpinning of all thought, emotion and expression. In immersing oneself in the melody of a spirits self, one can divine the most effective methods of persuasion and form lasting agreements without giving offense or mistaking a spirits meaning. The user receives a bonus to social perception while bargaining with intelligent spirits or beasts while this technique is active. In addition they receive a bonus based on musical skill to Spirit Ken when seeking to make exchanges or agreements.

    Third Melody 34/700
    Passive Effects:
    +20 to Beast Handling
    +20 to Spirit Ken
    +10 to Poise
    +10 to Social Perception


    Mediators Swift Composition: C
    Duration: Immediate
    This technique allows the user to swiftly comprehend the ways in which a beast or spirit thinks, and how it differs from the ways of humankind, allowing them to compose a short piece which correctly conveys their intentions to a single spirit. This understanding gives the user a large bonus to spirit ken and beast handling tests when seeking to improve a targets disposition, based on their skill in music or a derived skill thereof. This bonus extends to all allies engaged with the social encounter. If the target spirit(s) are two levels of cultivation or less below the user, they will cease acting with hostility until their next action giving a chance for negotiation to begin. This effect may be resisted by spirits in the thrall of a greater one

    Rhythm of Exchange: C
    Duration: Persistent
    To a practitioner of the musical arts, rhythm, meter and tone are more than simple notation, they are the underpinning of all thought, emotion and expression. In immersing oneself in the melody of a spirits self, one can divine the most effective methods of persuasion and form lasting agreements without giving offense or mistaking a spirits meaning. The user receives a bonus to social perception while bargaining with intelligent spirits or beasts while this technique is active. In addition they receive a bonus based on musical skill to Spirit Ken when seeking to make exchanges or agreements.

    Bastion's Melody: B
    Duration: Long
    Many are the spirits of the world whose very being is hostile to human kind, not through any ill intention, but simply as a part of their nature. Using this melody the user may soften this harshness to enable diplomacy. When active this technique prevents damage or qi drain from any passive or environmental effects generated by a spirit of up to one full realm above them in cultivation. This effect may instead be granted to up to three individuals. This technique is broken if the spirit or the user becomes hostile to the other.
    Laughing Flight of the Wind Thief, Level 2
    In this world there are a million tales long forgotten, great and small. In a time before the rule of men, before the arrogance of dragons, there were only beasts that called themselves gods. Yet strength breeds arrogance, and arrogance breeds complacency, and so long ago a cunning young girl plotted and planned and stole the Sovereignty of Wind from the gods. She flew beyond their reach, and mocked them with every league, the wind carrying her laughter across the land. In this art are the seeds of the way she forged, refined for the modern day, to inspire a disciples own flight. In mastering the dual powers of darkness and wind, that they might never be caught unwillingly again.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6), Green 6(8)
    Keywords:
    - Darkness, Intangibility, Motion, Moon, Wind, Yin.
    - Athletics, Dance, Dodge, Stealth.
    Meridians: Spine x2[-1], Leg x3[-2]; 1 dark 4 wind
    - Growth: Leg(1,5,8), Spine(1,3)
    Experience Needed: 800, 1000, 1200, 1400, 1700, 2000, 2500
    Max level: 9

    Passive Effects:
    +25 to Speed
    +10 to Initiative
    +15 to Stealth
    Speed and Stealth bonuses increase by 10 when airborne
    +20 to Physical Avoid
    +20 to Spiritual Avoid
    +10 to Physical and Spiritual Avoid against effects which would restrain or impede movement
    +15 to stealth when avoiding divination arts


    Zephyr's Mocking Escape: B rank
    Duration: Long or upkeep 15
    The user immerses themselves in wind and darkness, becoming nothing more than a flitting shadow in a windy night. Filled with the joy of endless movement, they can only laugh as their foes attempt to grasp at what cannot be touched. Greatly increases Physical and Spiritual Avoid as well as speed and initiative. In addition the user gains G rank damage reduction against physical attacks, and cannot be impeded from reaching a destination by wholly physical barriers so long as they may perceive their destination. While active the user cannot be grappled or rooted by techniques of less than B rank, unless the enemy techniques potency exceeds theirs by at least two. This technique can be reactivated at D rank cost if done immediately upon the activation ending.

    Breeze in the Vault: C rank
    Duration: Short
    Calling upon the mastery shown by the girl in slipping unnoticed through the realms of the gods, the user channels the qi of wind to become silent and trackless, passing through perception as no more than a silent breeze. Greatly increases most stealth derivatives while active. In addition the user may outright ignore the effects of formations and techniques of C rank or less (modified by potency) which would detect, impede or record them, without interacting with any conditional requirements that they might have. Active attempts to track or divine the users location remotely suffer a 1 rank penalty before being compared to the users stealth.

    West Wind Step: B rank
    Duration: Immediate
    From the warm west wind comes spring and summer, heralding spring, and in it's recession is the coming of fall and winter. Predictable in a way that the other winds are not, nonetheless it was the last to be captured. The west wind comes and goes, and naught may halt or capture it again. When used, the user acoids all effects of B rank or lower, regardless of potency. This includes effects which normally cannot be avoided, such as field effects, as the user scatters, rematerializing with Far range of their current position. When the user takes this action, they may attempt a special dispel using derived stealth as their attribute on a single negative effects currently affecting them and if successful apply it to an enemy within Close Range.

    When using this technique allies within close range of the users destination receive a significant bonus to Physical and Spiritual avoid, and reduce the damage of all incoming effects by one rank until the users next turn.

    Third Flight 0/800 (locked until B4)
    Moon keyword

    Passive Effects:
    +25 to Speed
    +10 to Initiative
    +15 to Stealth
    Speed and Stealth bonuses increase by 10 when airborne
    +25 to Physical Avoid
    +25 to Spiritual Avoid
    +15 to Physical and Spiritual Avoid against effects which would restrain or impede movement
    +15 to stealth when avoiding divination arts


    Zephyr's Mocking Escape: B rank
    Duration: Long or upkeep 12
    The user immerses themselves in wind and darkness, becoming nothing more than a flitting shadow in a windy night. Filled with the joy of endless movement, they can only laugh as their foes attempt to grasp at what cannot be touched. Greatly increases Physical and Spiritual Avoid as well as speed and initiative. In addition the user gains G rank damage reduction against physical attacks, and cannot be impeded from reaching a destination by wholly physical barriers so long as they may perceive their destination. While active the user cannot be grappled or rooted by techniques of less than B rank, unless the enemy techniques potency exceeds theirs by at least two. This technique can be reactivated at D rank cost if done immediately upon the activation ending.

    Breeze in the Vault: C rank
    Duration: Short
    Calling upon the mastery shown by the girl in slipping unnoticed through the realms of the gods, the user channels the qi of wind to become silent and trackless, passing through perception as no more than a silent breeze. Greatly increases most stealth derivatives while active. In addition the user may outright ignore the effects of formations and techniques of C rank or less (modified by potency) which would detect, impede or record them, without interacting with any conditional requirements that they might have. Active attempts to track or divine the users location remotely suffer a 1 rank penalty before being compared to the users stealth.

    Vault's Opening: C Rank
    Duration: Short
    Ten thousand locks, and not a one to stop her. When seeking to open a sealed space or container, the users stealth or derived stealth receives a large bonus. In addition, while active the user may interact with dimensional storage techniques as if they were part of the physical world, modified by any security enhancements. The user may expend this technique, ending it instantly to temporarily dispel such storage techniques, causing their contents to be dumped on the spot.

    West Wind Step: B rank
    Duration: Immediate
    From the warm west wind comes spring and summer, heralding spring, and in it's recession is the coming of fall and winter. Predictable in a way that the other winds are not, nonetheless it was the last to be captured. The west wind comes and goes, and naught may halt or capture it again. When used, the user acoids all effects of B rank or lower, regardless of potency. This includes effects which normally cannot be avoided, such as field effects, as the user scatters, rematerializing with Far range of their current position. When the user takes this action, they may attempt a special dispel using derived stealth as their attribute on up to two negative effects currently affecting them and if successful apply it to an enemy within Close Range.

    When using this technique allies within close range of the users destination receive a significant bonus to Physical and Spiritual avoid, and reduce the damage of all incoming effects by one rank until the users next turn.
    Winter Hearth Resounding, Level 2
    An old art developed by the clans of southern emerald seas, during the age of civil strife. A meditation on the nature of home and family created during the long winters which once plagued the hills of the province. This art offers few stand alone techniques, and instead focuses on effects which bolster other arts.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6)
    Keywords:
    - Boundaries, Hearth, Security, Cold, Fire, Resist, Balanced.
    - Composure, Music.
    Meridians: Spine x3, Heart x1; 2 music 1 cold 1 fire
    - Growth: Spine(1,1,1,5), Heart(1,3)
    Experience Needed: 500, 700, 900, 1100
    Max level: 6

    Passive Effects:
    +20 to Resist
    +10 to Spiritual Armor
    +15 to Health
    +5 to Music


    Burning Hearth, Winter Wind: C
    Upkeep 3
    Through the reverberations of this technique, cultivators' Music arts are altered subtly. Manifesting as a faint background support to a song, melody or composition(or enhancing such an effect if already present) the cultivators' art effects are enhanced. Firstly, arts which do not distinguish between ally and enemy gain this feature. Secondly, arts enhanced by this technique are more difficult to dispel. All activated music arts gain one 'shield' charge, when a technique would be dispelled, this shield charge is removed instead. A technique must be reactivated to regain the shield charge. Dispels of A rank or higher adjusted for potency may ignore this effect.

    Allies within the effect of the users Lung or Heart arts also receive a bonus to Resist and Resolve.

    Frozen Walls, Homely Keep: C
    Duration: Long
    Focusing their conception of hearth and home upon a single location or themselves, the cultivator calls forth a potent warmth that enwraps allies and a frozen chill that assaults invaders. Effects radiate from the point of origin out to Far range. Allies receive D rank qi regeneration and significant bonuses to Spiritual Avoid and Armor. Enemies suffer D rank qi drain and penalties to Spiritual Hit and Penetration. If the user is the designated point of origin, they receive D rank qi regeneration and a significant increase to Spiritual Armor and Resist.

    Third Circle 237/500
    Passive Effects:
    +25 to Resist
    +15 to Spiritual Armor
    +15 to Health
    +5 to Music


    Burning Hearth, Winter Wind: C
    Upkeep 3
    Through the reverberations of this technique, cultivators' Music arts are altered subtly. Manifesting as a faint background support to a song, melody or composition(or enhancing such an effect if already present) the cultivators' art effects are enhanced. Firstly, arts which do not distinguish between ally and enemy gain this feature. Secondly, arts enhanced by this technique are more difficult to dispel. All activated music arts gain one 'shield' charge, when a technique would be dispelled, this shield charge is removed instead. A technique must be reactivated to regain the shield charge. In addition once per scene the user may use the effect without expending a shield charge to defend any technique. Dispels of A rank or higher adjusted for potency may ignore this effect.

    Allies within the effect of the users Lung or Heart arts also receive a bonus to Resist and Resolve.

    Frozen Walls, Homely Keep: B
    Duration: Long
    Focusing their conception of hearth and home upon a single location or themselves, the cultivator calls forth a potent warmth that enwraps allies and a frozen chill that assaults invaders. Effects radiate from the point of origin out to Far range. Allies receive C rank qi regeneration and significant bonuses to Spiritual Avoid and Armor. Enemies suffer D rank qi drain and penalties to Spiritual Hit and Penetration. If the user is the designated point of origin, they receive C rank qi regeneration and a significant increase to Spiritual Armor and Resist.
    Unstoppable Glacier's March, Level 2
    The rivers which wind through and water the Emerald Seas have their origin in the high mountain ice of the Wall. This melody seeks to capture the crushing inevitably of the eons long migrations of these great entities of ice, which in turn birth the great rivers and their unstoppable flow.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6)
    Keywords:
    - Ice, Inevitability, Pressure, Cold, Music, Water, Yin.
    - Presence, Music.
    Meridians: Spine x2, Arm x2; 2 cold 1 music 1 water
    - Growth: Arm(1,1,5), Spine(1,1,3)
    Experience Needed: 600, 800, 1000, 1200
    Max level: 6

    Passive Effects:
    +10 to Presence
    +10 to Spiritual Penetration
    +10 to Spiritual Armor
    +10 to Physical Armor
    -Uses Presence as its attribute for Dispel Techniques


    Implacable Advance: C
    Duration: Long -or- Upkeep 5
    The first technique of the march lies in laying down it's beat. A sound so deep that it is felt more than heard, this technique replicates the rumbling, eons long song of the high ice caps as they carve the land into new shapes. While active the user receives a bonus to spiritual penetration and damage from spiritual arts. In addition, when the user's attacks would be negated by a technique or effect of C rank or lower, the user receives a free dispel attempt against the effect, which resolves before the triggering attack. If the effect is D rank or lower, it is ignored entirely(This means that triggered effects, such as counterattacks, do not activate).

    Grinding Glacial Melody: C
    Duration: Short
    Requires Implacable Advance to be active. The user advances toward their foe, playing the slow, steady notes of the march, whipping up a storm of snow and ice in their immediate vicinity and bringing down a crushing cold and pressure on their target, driving them before the user. This technique is a spiritual cold attack and targets an enemy within Close range, with a small bonus to hit and a large bonus to penetration dealing C rank damage, if damage is dealt, the targets are forced to move directly away from the user at one half their speed. In addition to the primary target all enemies in a ninety degree arc in front of the user at Adjacent Range are struck(User must be facing primary target). Targets of the technique are marked. Each time the user moves toward a marked target(minimum half speed) the damage and forced movement repeats and the duration is refreshed. After three repetitions, or the techniques duration running out, the mark disappears. If for some reason a target is unable to retreat from the user they receive additional C rank damage, remaining in melee with them will also trigger the techniques repetition.

    Third Stanza 0/600
    Passive Effects:
    +15 to Presence
    +15 to Spiritual Penetration
    +10 to Spiritual Armor
    +10 to Physical Armor
    -Uses Presence as its attribute for Dispel Techniques


    Implacable Advance: C
    Duration: Long -or- Upkeep 5
    The first technique of the march lies in laying down it's beat. A sound so deep that it is felt more than heard, this technique replicates the rumbling, eons long song of the high ice caps as they carve the land into new shapes. While active the user receives a bonus to spiritual penetration and damage from spiritual arts. In addition, when the user's attacks would be negated by a technique or effect of C rank or lower, the user receives a free dispel attempt against the effect, which resolves before the triggering attack. If the effect is D rank or lower, it is ignored entirely(This means that triggered effects, such as counterattacks, do not activate).

    Grinding Glacial Melody: C
    Duration: Long
    Requires Implacable Advance to be active. The user advances toward their foe, playing the slow, steady notes of the march, whipping up a storm of snow and ice in their immediate vicinity and bringing down a crushing cold and pressure on their target, driving them before the user. This technique is a spiritual cold attack and targets an enemy within Close range, with a small bonus to hit and a large bonus to penetration dealing C rank damage, if damage is dealt, the targets are forced to move directly away from the user at one half their speed. In addition to the primary target all enemies in a ninety degree arc in front of the user at Adjacent Range are struck(User must be facing primary target). Targets of the technique are marked. Each time the user moves toward a marked target(minimum half speed) the damage and forced movement repeats and the duration is refreshed. After five repetitions, or the techniques duration running out, the mark disappears. If for some reason a target is unable to retreat from the user they receive additional C rank damage, remaining in melee with them will also trigger the techniques repetition.

    Dirge for the Fallen Peak: B
    Duration: Until Dispelled
    Requires Implacable Advance to be active. The song of the glacier is the dirge of mountains. This song grinds away enemy defenses, as the ice grinds away the peak. On activation, choose a single target within Far range. The target suffers a spiritual cold attack dealing C rank damage each time that the user targets the victim. In addition, each time the user damages the target in any way, the target receives a penalty to armor, and this technique gains a bonus to Resist.
    (alternate) Moonless Saboteur's Smile, Level 3
    Each momentous shift in court, each great change in the status quo arises from ten thousand lesser actions, each innocuous on their own. The spirits of the shadowed, hidden moon know this better than any mortal. Seeking no glory, they arrange matters to the benefit of those mortals which have caught their fancy. Long did the courts of the Weilu prosper with the hidden work of theses spirits, and swift did their order crumble in their absence.

    Potency: Green 4
    Potency Growth: Green 5(5)
    Keywords:
    - Connection, Dark, Mischief, Moon, Mystery, Stealth, Yin.
    - Composure, Manipulation, Politics, Speech.
    Meridians: Head x3, Heart x2; 3 dark 2 moon
    - Growth: Head(1,1,1,5), Heart(1,3)
    Experience Needed: 1000, 1300
    Max level: 5

    Passive Effects:
    +15 to Poise for user and allies in the same social engagement
    +20 to Speech+Manipulation tests
    +10 to Government
    +15 to Social Perception


    Mirthful Sabotage: C
    Duration: Long or Upkeep 5
    Plots and schemes form a tangled and often fragile web. A practitioner of this art learns to see the threads which connect their foes and inform their plots and see the ways in which they may be brought embarrassing failure or revelation. While active the user receives a large bonus to social perception and tests which use the manipulation attribute as a component.

    Timely Misdirection: C
    Duration: Immediate
    For the user, it is not enough to trick and sabotage their foes, ones allies must be protected from similar efforts. When engaged in a social encounter, the user may activate this art when an ally fails a test. Using a bit of wordplay or wit, the user draws attention from their allies mistake, allowing them to retry the test with a +30 bonus.

    Lighthearted Gossip: B
    Duration: Long
    It is easy to make the eye and the ear slide away in the face of directionless words. To outside observers the users conversations appear as no more than irrelevant musings and circular nonsense. Affects the user and up to five designated targets within Near range. Opponents must exceed the users Manipulation+Speech derived with social perception in order to penetrate the screen.

    Fourth Word 288/1000
    Passive Effects:
    +20 to Poise for user and allies in the same social engagement
    +20 to Speech+Manipulation tests
    +10 to Government
    +20 to Social Perception


    Mirthful Sabotage: B
    Duration: Long or Upkeep 5
    Plots and schemes form a tangled and often fragile web. A practitioner of this art learns to see the threads which connect their foes and inform their plots and see the ways in which they may be brought embarrassing failure or revelation. While active the user receives a large bonus to social perception and tests which use the manipulation attribute as a component.

    Timely Misdirection: C
    Duration: Immediate
    For the user, it is not enough to trick and sabotage their foes, ones allies must be protected from similar efforts. When engaged in a social encounter, the user may activate this art when an ally fails a test. Using a bit of wordplay or wit, the user draws attention from their allies mistake, allowing them to retry the test with a +30 bonus.

    Lighthearted Gossip: B
    Duration: Long-Upkeep 5
    It is easy to make the eye and the ear slide away in the face of directionless words. To outside observers the users conversations appear as no more than irrelevant musings and circular nonsense. Affects the user and up to ten designated targets within Near range. Opponents must exceed the users Manipulation+Speech derived with social perception in order to penetrate the screen.
  • Covetous Wraith's Yearning
    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.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Darkness, Desire, Connection, Yin.
    - Empathy, Perceptiveness, Presence.
    Meridians: Head x2; 3 dark
    - Growth: Head(1,1,3), spine(1,5)
    Experience Needed: 100, 150, 200, 300, 400
    Max level: 5

    Passive Effects:
    +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, but 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 user's armor of both types increases significantly, as they take on a wraiths phantasmal traits.
    Audacious Fairy's Lark
    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.

    Potency: Green 1
    Potency Growth: Green 2(4)
    Keywords:
    - Revelry, Wind, Yin.
    - Athletics, Dance, Dexterity, Dodge, Stealth, Wits.
    Meridians: Arm x1, Leg x2; 3 wind
    - Growth: Leg(1,1,3), Arm(1,5)
    Experience Needed: 80, 120, 160, 200, 300
    Max level: 5

    Passive Effects:
    +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 user's speed and stealth by allowing them to defy gravity for short bursts. With flight, this technique is 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 user's light touch can free more potent things from an enemy's 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.
    Mysterious Night's Obscurity
    The hidden moon taught men the value of secrets, of the advantage held by he who controlled knowledge. The piercing light of curiosity can be evaded and misdirected, fed false truths and fooled. Using this technique, the user shrouds their meridians and the flows of their qi in half truths and misdirections, distorted lunar reflections that beguile those who seek to unravel their works.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Moon, Secrets, Resist, Wind, Yin.
    - Stealth, Wits.
    Meridians: Spine x2; ? moon ? wind
    - Growth: Spine(1,1,4), Lung(3,5)
    Experience Needed: 100, 150, 200, 300, 400
    Max level: 5

    Passive Effects:
    +10 to Resist
    +5 to Spiritual Avoid
    +5 to Stealth


    Shadowed, Secret and Safe: D
    Duration: Long
    The user channels lunar qi throughout their body. This has no visible effect, but to spiritual senses, their form grows indistinct and distorted, like a wisp of mist or a fleeting reflection. Gives the user a bonus against all dispel attempts, and penalizes any perception attempts against the user not relying on the physical senses.

    False Truths: D
    Duration: Immediate
    Evading the seeking light of truth, the user throws of false images and forms to distract from their secrets in the spiritual realm. Used only in opposition to a dispel attempt, provides a significant bonus to Resist. If the Dispel is still successful but fails to exceed the users resist by a significant margin, the users lowest rank active technique is dispelled instead at random.
    Imperturbable Manor's Hearth
    It has long been tradition for certain households in the Emerald Seas to keep shrines to the moon of mothers near the hearth of their households. This art seeks to replicate the Great Spirits protection, warding off malignant influences upon the users spirit, just as the sacred hearth protects the well kept home.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Fire, Hearth, Moon, Wood, Yang.
    - Composure, Resilience, Resolve.
    Meridians: Spine x1, Heart x1; ? fire ? moon ? wood
    - Growth: Spine(1,3,5), Heart(1,4)
    Experience Needed: 100, 150, 250, 350, 500
    Max level: 5

    Passive Effects:
    +10 to Spiritual Armor
    +5 to Spiritual Avoid
    +5 to Spiritual Armor of allies in Close range


    Cold Evening's Comfort: D
    Duration: Long
    The user fills their meridians with vitality and warmth, bolstering their spirit against intrusion. Enhances spiritual armor for the user and all allies at Close range.

    Malignance Cleansing Hearth: C
    Burning their qi in a bright display, the user bolsters both spiritual avoid and armor. In addition, using this technique activates a dispel clash against the lowest ranked debuff affected the user or allies in close range with a significant bonus.
    Evaneescent Anthem of the Nights Parade
    On the storm washed shores of savage seas, there are legends among certain hinterlands villages that on nights when the stars are right, spirits gather for a grand parade or on certain terrible nights, to go to war. Created by a traveling scholar in reflection of these legends, this art allows the user to call forth shades of those raucous spirits to bolster the formation of their own allies.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Fear, Darkness, Music, Summons, Yang.
    - Presence, Manipulation, War, Music.
    Meridians: Lung x1, Heart x1; ? dark ? music
    - Growth: Lung(1,3,5), Heart(1,4)
    Experience Needed: 100, 150, 250, 350, 500
    Max level: 5

    Passive Effects:
    +10 to Spiritual Penetration
    +5 to Resist of Music Arts
    +5 to Spiritual Avoid of Allies within Far range


    Stolid Guardian Pipers: D
    Duration: Long
    From the users own shadows twin squat humanoid figures with bulging eyes and distorted limbs emerge, chirping an eerie piping song from their bird-like mouths. The figures bob and dance in time with the Anthem, or any other song the user plays, enhancing its potency, as well as any musical arts used by the players allies within Close Range.

    Yellow/Silver 3
    Base Attributes: D
    Health: D, Qi: D
    Speed: D, Initiative G, C. Perception: D
    Hit: H, Penetration: H, Damage: -
    P. Armor: C, P. Avoid D
    S. Armor: C, S. Avoid D

    In addition the pipers can be direction to throw themselves in the path of attacks which would strike the user or their allies. Taking damage in their stead. This can fail if the attackers Hit exceeds the original targets avoid by too great a degree


    Cackling Sunset Drummers: C
    Duration: Long
    On the second stanza of the anthem, the user calls forth the the cackling spirits whose drums set the tempo of the Nights parade. A twisted figure shaped like a dogs who walk as a man, dressed in mockery of human finery dance forth from the shadows, beating their wardrums with batons of bone. In an area extending out to Far Range, the sky dims and it is as if a moonless night has fallen. Under the darkness enemies suffer from penalties to avoid and hit as dancing shadows tug at the edges of their senses, distracting and filling them with unease.

    Each turn the drummer beats their instrument, attempting to inflict additional penalties to the Hit and Avoid of enemies within Close range.

    Yellow/Silver 3
    Base Attributes: D
    Health: C, Qi: D
    Speed: D, Initiative F, C. Perception: D
    Hit: C, Penetration: D, Damage: -
    P. Armor: E, P. Avoid C
    S. Armor: E, S. Avoid C

    In addition, when suffering damage that would otherwise destroy it, the drummer instead splits into two identical constructs, with H rank health, unless the attack which destroys it is B rank or higher. The resulting constructs do not split again.
    Darting Labyrinth Shadow
    In days far past there was once a bamboo grove sacred to the Grinning Moon, filled with laughing shadows that danced and darted under the pale moonlight. In that labyrinthine grove, an incautious person could be lost for years, grasping for a light that they would never reach. Though the grove is long gone, this art preserves the lessons once taught to those who aspire to the favor of the Grinning Moon.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Darkness, Motion, Wind, Yin.
    - Fade, Resilience, Resolve, Stealth.
    Meridians: Spine x2; ? dark ? wind
    - Growth: Spine(1,1,3,4,5)
    Experience Needed: 100, 150, 250, 350, 500
    Max level: 5

    Passive Effects:
    +10 to Spiritual Avoid
    +5 to Spiritual Armor
    +5 to Resist


    Phantom of Bamboo Forest: D
    Duration: Short
    In the twisting realm of the labyrinth, the first lesson taught to navigate its depths is presence without presence: Emulating this mastery, the user enhances their spiritual avoid and armor, dispersing the whole of the their spirit beyond the strict bounds of the body. When active this technique also penalizes perception that is based on non-physical senses.

    Thus Scattered: C
    Duration: Immediate
    In the moment before a spiritual attack would strike home, though user's spirit and dantian scatters into a thousand wisps of shadow, reforming after the attack has passed through. Enhances spiritual avoid, and reduces damage from a successful attack significantly.
    Coldstar Blade Foundations
    A Martial Art originating from the Heavenly Peaks province, the Coldstar Blade Foundations are a simplified version of the core martial techniques of the Frozen Sun Sect, who dwell upon the higher peaks of the province and meditate on the dichotomy of being closer to the sun--and yet colder than those who dwell in less rarefied heights. As a Minor Sect who failed to gain Imperial Patronage, they have found themselves outcompeted by the Great Sects who now monopolize the young and talented of the Celestial Empire, and have distributed these teachings in an attempt to keep their methods alive. Experts in the Coldstar Blade Arts are known for their graceful movements and precision--sequestering the life and vitality of their foes before detonating it in all-powerful finishing strikes.

    Potency: Green 2
    Potency Growth: Green 3(3), Green 4(6)
    Keywords:
    - Contrasts, Cold, Fire, Yin.
    - Blades, Dexterity, Presence.
    Meridians: Heart x2, Arm x3; ? cold ? fire
    - Growth: Arm(1,1,1,3), Heart(1,1,5)
    Experience Needed: 200, 300, 400, 600, 800, 1000
    Max level: 6

    Passive Effects:
    +10 to Physical Hit
    +10 to Physical Penetration
    +5 to Hit and Penetration of allies in Close range
    +10 to Initiative of user and allies in Close range


    Morning Light's Frost: C
    Duration: Immediate(Persistent)
    Channeling the icy cold of the mountain peaks into their edge of their blade, the user delivers a pair of graceful slashes that leaves a spreading frost in its wake, weakening an enemy for future blows. Increases Hit and Penetration for two standard attacks and on hit brands the target with each slash. Brands reduce target armor by a small amount and stack up to six times.

    Noon Sun's Fang: C
    Duration: Immediate
    The powerful follow up strike to the previous movements graceful feints and strikes, the user reverses the polarity of their qi, drawing on the intense heat of the noonday sun into the point of their blade. Increases Penetration significantly on a single attack, and increases damage by a small amount. If this attack strikes a branded target the brands are dispelled and inflict D rank damage (per brand dispelled)

    Dawn Gleaming on the Peak: C
    Duration: Long
    Light gleams from the users blade, like the radiance of the sun on sparkling frost. The users qi washes over allies within Close range, and the contrasting qi lines their weapons and bolsters their spirits. Increases the Hit and Penetration of the user and affected allies. In addition allies are able to leave a single brand(as Morning Light's Frost) on targets when they hit with a damaging technique or attack.
    Bewitching Silver Maiden
    An art of the Emerald Seas developed by the old ducal courts. Though their time has passed lessons can still be taken from their ways. This art teaches the user the ways of the fairy maidens who serve as handmaidens to the primeval spirits of the old forests. In crafting an alluring and mysterious mask, the user may mask their true self and intentions from unwelcome eyes.

    Potency: Green 2
    Potency Growth: Green 3(3), Green 4(6)
    Keywords:
    - Deception, Memory, Social, Moon, Poise, Yin.
    - Composure, Empathy, Manipulation, Speech, Stealth.
    Meridians: Head x3, Heart x1; 4 moon
    - Growth: Head(1,1,1,6), Heart(1,3)
    Experience Needed: 200, 300, 400, 600, 800, 1000
    Max level: 6

    Passive Effects:
    (Not domain compatible)
    +10 to Poise
    +10 to Social Perception
    +10 to Speech
    +10 to Stealth


    Fleeting Midnight Impression: C
    Duration: Long
    While active, those not directly socially engaged with the user find their memories of the users words and actions indistinct, leaving only a faint impression of pleasant friendliness. Increases Poise for the purposes of opposing social arts, extending to an area adjacent to the user, in combat this art may also provide bonus to stealth against unready targets.

    Bewitching Countenance: C
    Duration: Long
    The users expressions and words are enhanced by the beguiling qi of the moon, providing them with additional impact and effect in friendly social interactions, inclining those the user speaks to to think more positively of the user even after the interaction ends. In combat, this art penalizes the physical and spiritual hit of enemies targeting the user as they find their malice toward the user wavering.
    Vengeful River King's Grasp
    In the Thousand Lakes, the spirits of the rivers are often savage and mercurial beings, as swift to drag an unwary petitioner beneath the waters as they are to grant boons. Though the rivers have long been pacified by fear of the White Serpent Kings and Queens, there are still those who learn their lessons. This art seeks to master the sudden and savage movements of a river flooding in the spring, and drag under any unwary fools who might approach.

    Potency: Green 2
    Potency Growth: Green 3(3), Green 4(6)
    Keywords:
    - Counterattacks, Flooding, Motion, Water, Yin.
    - Dexterity, Dodge, Fade, Wits.
    Meridians: Lung x2, Spine x2; 4 water
    - Growth: Lung(1,1,3), Spine(1,1,5)
    Experience Needed: 300, 400, 500, 700, 900, 1100
    Max level: 6

    Passive Effects:
    +10 to Physical Avoid
    +10 to Spiritual Avoid
    +10 to Speed


    Shimmering Azure Ribbon: C
    Duration: Long
    The user generates a long and wide strip of shimmering water that wraps and coils around their torso, rippling and flowing endlessly so long as the technique is maintained. The strip surges and weaves with sudden motion whenever foes grow near, and the user moves with greater grace and alacrity, improving their physical and spiritual avoid. Those who strike the user in melee are lashed pressurized sprays water. These counter attacks can occur up to three times between the users actions and use (Dex/Wits+[ Primary dodge skill] for Hit and Str/Int+ [Primary dodge skill] for penetration) and deal D rank base damage

    Whitecap Lashing: C
    Duration: Short
    Usable while Shimmering Azure Ribbon is active, this technique extends the range of and improves the effects of counterattacks. The users counters now activate against all enemies within Close range, and recieve a small bonus to hit and penetration. In addition, each counterattack which hits reduces the targets armor and speed for a short time.
    Moon Sprite's Inquiry
    The minor spirits of the deep, impenetrable glades within the Emerald Seas are infamously inquisitive; many are the folk tales of the tiny sprites of moonlight flitting out from trees and passing into the homes of the unwary to play their games of idle curiosity. "Tell me a tale" They ask, one and all, for it is said that their greatest prize is a story worth offering to the moons above. And in that pursuit they are relentless, ever prying, ever cajoling, seeking that precious secret memory at a person's core which defines their life forever afterwards.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(5)
    Keywords:
    - Curiosity, Exchange, Moon, Secrets, Wind, Yin.
    - Composure, Empathy, Manipulation, Speech.
    Meridians: Head x4; ? moon ? wind
    - Growth: Head(1,1,1,1,3,5)
    Experience Needed: 200, 400, 700, 1000, 1300
    Max level: 5

    Passive Effects:
    +10 to Poise
    +10 to Social Perception
    +10 to Speech
    +10 to Academics


    Relentless Fairy's Curiosity: C
    Duration: Short
    Badgering for one's host or a fellow guest for secrets can be considered uncouth, a violation of hospitality that would see an unworthy guest ejected. But the flitting fairies of the Emerald Seas are a flattering sort, ever able to convince their host that there is always something greater hidden behind their next word. For the sharing of stories is a trade, you see. Secrets exchanged for secrets, a grand game between speakers. While active the user receives a bonus to social perception and speech tests to more ably cajole and flatter their conversation partner into sharing seemingly harmless information which the wise listener might make use of to deepen their understanding.

    Moonlit Chattering: C
    Duration: Long
    There is never one single conversation. Never one story. Always in the telling, always in the asking, the inquisitive fairy is always abuzz with the wheeling and dealing of tales to barter and trade. To those who are not the subject of conversation, it is inevitable that the quick pace of the exchange of words leaves them behind. For like any other storm, the only calm is to be found in its center. When this technique is active, the words of the user echo back to this inevitability, the sounds of the conversation looped back and forth so that those not a part of it can only hear the individual words, only understandable as a vaguely unintelligible babbling of echoed conversation, layered hundreds of times over.
    Casual Diviner's Poise
    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. This art focuses upon precognition, the ability to divine the actions of the immediate future in great detail.

    Potency: Green 2
    Potency Growth: Green 3 (3), Green 4(5)
    Keywords:
    - Precognition, Moon, Secrets, Water, Yin.
    - Academics, Intelligence, Perceptiveness, Projection.
    Meridians: Head x3[-2], Lung x2[-1]; 3 water 2 moon
    - Growth: Head(1,3,5), Lung(1)
    Experience Needed: 200, 400, 600, 900, 1200
    Max level: 5

    Passive Effects:
    +20 to Combat Perception
    +10 to Spiritual Avoid
    +10 to Physical Avoid
    +10 to Formations when deciphering arrays
    +10 to Initiative


    Inquisitive Study: D
    Duration: Persistent or Upkeep 2
    The user's eyes gleam briefly with a silver sheen as they study the object of their curiosity. The users perception increases greatly for up to two tests in a single scene, allowing them to discern many details that they might otherwise miss.

    Seeking Moon's Eyes: C
    Duration: Persistent
    Conjures three reflective silver wisps the size of a coin. Expressions of the Diviner's curiosity, these wisps seek their parents interest eagerly. The wisps ignore wholly physical obstacles but cannot travel further than Close distance from their creator. The creator may see from the wisp's 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. For each line of site beyond the first the user has on an opponent, they receive a small bonus to physical hit and avoid.

    Statblock
    Health: E
    Speed: C, Initiative: D
    Avoid: C, Armor D

    Watchful Moon Analysis: B
    Duration: Immediate
    Used in tandem with an damaging art or in response to an attack, allows the users thoughts to far outspeed their limbs, greatly slowing their perception of the world, and allowing the user to pick out minute details that might otherwise be missed in the flows of an enemy or obstacles qi, and adjust the course of their blow. Through this the user ignores the effects of a single defensive technique of C rank or lower, or if none are active, penalizes the targets armor or avoid at the users discretion. Used defensively, it allows the user to ignore the effects of one single target attack of C rank or lower, or significantly increase their own avoid against a higher ranked technique

    Initiate's Viewing Pool: C
    [Non-Combat]
    Requiring a surface of calm water at least two handspans wide, the user concentrates on a familiar person or place within five kilometers of their current position. The user is able to view the person or location in clear detail with both sight and hearing with perception equivalent to their own at a one rank reduction. This viewing may be opposed by arts or talismans of various types, in which case the users combat perception is used to determine success.

    Predecessor Art: Curious Diviner's Eye
    Frozen Lake Gleaming
    An art developed by a cultivator of the western fens, observing the interplay of lunar qi upon the frozen waters and the revelry of fairies of ice and moon alike. This art teaches the cultivator to shroud themselves in reflection and ice to confound and punish foes who seek to wipe away their true arts.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6)
    Keywords:
    - Illusion, Reflection, Retribution, Cold, Moon, Resist.
    - Composure, Music.
    Meridians: Spine x3, Arm x1; ? cold ? moon ? music
    - Growth: Spine(1,1,1,5), Arm(1,3)
    Experience Needed: 300, 400, 500, 700, 900, 1100
    Max level: 6

    Passive Effects:
    +15 to resist
    +10 to Spiritual Armor
    +10 to Spiritual Avoid
    +5 to Spiritual Hit


    Icefield Flowering: C
    Duration: Long
    When activated, this art chills the air around the cultivator, calling forth gentle flurries of snow and adding a faint melancholy melody to other effects. The user appears to shimmer, as if cloaked in clear ice. While active the user receives a significant bonus to Resist and Spiritual Armor. While active enemies attempting to dispel the users techniques and fail suffer a backlash the effects of their technique rebounding on them. The rebounded dispel is in all ways identical to the original in potency and effect. This technique cannot recreate potencies above Green 8

    Shimmering Silver Reflection: C
    Duration: Long
    Damage: C
    While active enemies attempting to dispel the cultivators arts or target them with spiritual effects suffer an immediate spiritual counterattack if within Far range. On Damage, the targeted enemy suffers a penalty to Combat perception, which stacks up to five times.
    Burning Glade Restoration
    Developed in the wake of the Purifying Sun's death, this melody was composed by eastern clans by observation of the adaption of forests on the border of the province. When the burning winds came from the east, the groves and plains burned, and there was much devastation. Yet nature is resilient and over time, the lands of the east adapted to regular burning, springing forth with new growth mere days after the passing of the flame.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6)
    Keywords:
    - Destruction, Endurance, Renewal, Fire, Music, Wood .
    - Fortitude, Resilience, Resolve, Stamina.
    Meridians: Spine x1, Heart x3; ? fire ? wood ? music
    - Growth: Heart(1,1,1,5), Spine(1,3)
    Experience Needed: 300, 400, 500, 700, 900, 1100
    Max level: 6

    Passive Effects:
    +10 to Health
    +10 to Spiritual Armor
    +10 to Physical Armor
    +10 Resolve


    Ruin Flower: C
    Duration: Long
    The cyclic combination of wood and fire qi within the users channels expands outward, soaking into allies and imbuing them with the resolve and fortitude to withstand the trials of battle. Grants the user and allies D rank Qi regeneration and E rank Health Regeneration. This effect extends out to the Far range.

    Flame-Drinker's Eaves: C
    Duration: Immediate
    Among the eastern glades some trees have developed fire aligned qi themselves, and in the fire season, their leaves burn but do not die. So it is with this art. This art may affect the user or any ally within close range. It provides an immediate boost to physical and spiritual armor as well as Damage Reduction D. If damage is prevented, the attacking techniques qi is transformed into a burst of warmth and vitality in a close range, providing C rank healing and D rank Qi restoration to allies.
    Undying Hearth's Embers
    If fueled, even the tiniest spark may leap back to roaring life. Through careful regulation of the flows of ones qi a practitioner of this art may prevent their techniques from being wholly snuffed out, and recover even when driven into a corner. The users compositions are lent a faint reverberating quality, showing that they will last beyond the fading of the initial notes.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6)
    Keywords:
    - Resist, Hearth, Renewal, Wood.
    - Endurance, Music, Resolve, Stamina.
    Meridians: Spine x4; ? wood ? music
    - Growth: Spine(1,1,1,1,3,5)
    Experience Needed: 300, 400, 500, 700, 900, 1100
    Max level: 6

    Passive Effects:
    +15 to Resist
    +10 to Spiritual Armor
    +15 to Health


    Sparks in Ash: C
    Duration: Long
    While active, users of this art receive a bonus to resist. Upon a technique being successfully dispelled, the user may reactivate it as a free action at one rank reduced cost. Reactivated techniques receives a small bonus to Resist, which stacks up to five times. This effect is countered by Dispels of rank A or higher, adjusted for potency.

    Refusal of Ruin: C
    Duration: Long
    A home once burned can be rebuilt, only death ends the potential for recovery. Upon activation, the user receives a bonus to Resist. When a technique would dispel one of yours, you receive Qi restoration equal to the rank of the technique dispelled or the dispelling technique whichever is higher(Max B).
    Primeval Grove Reverberation
    The forests of Emerald Seas are ancient beyond human measure, and many are the groves which, even now, lie untouched by human hands. City, town and road nip and nibble at the edges of this primeval dominion, but little more, and the roots return in the end. In the deep groves the old songs of root and branch are still sung, beyond the hearing of mortal ears.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6)
    Keywords:
    - Resist, Wood, Endurance, Growth, Renewal.
    - Music, Resolve, Stamina.
    Meridians: Spine x2, Heart x2; ? wood ? music
    - Growth: Spine(1,1,3), Heart(1,1,5)
    Experience Needed: 300, 400, 500, 700, 900, 1100
    Max level: 6

    Passive Effects:
    +10 to Resist to allies within close range
    +10 to Health
    F Rank Qi regeneration


    Deeproot Melody: C
    Duration: Long
    The faint rumble of growing roots lends weight and solidity to the users compositions, anchoring them to the material world. The user as well as any allies within the effects of their compositions receive a bonus to Resist and Spiritual Armor. In addition the Qi Regeneration from this techniques passive effect increases to E rank. If an enemy would successfully Dispel an effect, the user may have this technique dispelled in it's place.

    Undying Eaves Return: C
    Duration: Long
    Cut, chopped, burned or drowned, the forest always returns, and the eaves once again shade the earth. When an enemy attempts to dispels one of the users techniques, the user and any allies within close range receive C rank healing and a bonus to Spiritual and Physical Armor. The buff effect may stack up to five times.
  • Sable Crescent Step, Level 8 (max)
    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.

    Potency: Green 2
    Keywords:
    - Darkness, Moon, Motion, Shadows, Yin.
    - Athletics, Dance, Dodge, Dexterity, Stealth, Wits.
    Meridians: Spine x2[-1], Leg x3[-2]; 4 dark 1 moon
    Max level: 8

    Passive Effects:
    +25 bonus to Speed
    +10 bonus to initiative
    +10 bonus to Stealth
    Speed Bonus increases by 10 in Low Light or Darkness
    Stealth bonus increases by 10 in darkness
    +15 bonus to Hit and Penetration if making the opening attack of a combat
    +10 bonus to Hit against Unaware or Unready targets
    +10 bonus to Avoid in environments which allow for stealth


    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. In darkness the dancers immaterial form may ignore the some of the impact of even those attacks which strike its flitting form. 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.

    One with Shadow: C rank
    Duration: Persistent
    The user merges with the shadows and dark, dematerializing entirely. In this form they may slip from shadow to shadow, without crossing the space between so long as the destination shadow is at least moderately sized. In this form the users presence is muted, even to spiritual senses. If the user slips successfully into the shadow of an opponent, their connection grants their first attack against that enemy a great potency, ignoring the effects of any damage reduction the target may have. However, an attack on the shadow the user inhabits can harm the user, and damage will break this technique.

    Sable Crescent Step: B rank
    A master of this art may bring its lessons together in a single movement, an impeccable step of matchless grace. The cunning master may find several uses for this movement. A single attack of equal or lower may be avoided, no matter how unerring the aim, as the user simply ceases to exist in the material world for a moment, rematerializing with Far range of their current position. If more offensively inclined, the user may instead make a single physical attack utterly bypassing up to C rank physical armor and damage reduction, and rematerialize within Close range of their target. Targets with higher damage or armor reduction instead have it reduced by two ranks for the purposes of determining damage.
    Thousand Ring Fortress, Level 6 (max)
    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.

    Potency: Green 2
    Keywords:
    - Armor, Vitality, Wood, Yang.
    - Fortitude, Stamina.
    Meridians: Spine x2, Heart x2; 4 wood
    Max level: 6

    Passive Effects:
    +10 bonus to Physical Armor of the user and all allies within Close range
    +10 bonus to stamina and resolve of the user and allies within Close range
    +10 bonus to Physical Armor vs poison and disease effects
    H rank damage reduction vs poison or disease -permanent


    Deepwood Vitality: C
    Duration: Immediate
    The user channels their qi into the earth, spreading like a great tangle of roots to link with up to twenty allies. The vital qi armors each fortifies each cultivator affected against a single attack, shattering if it is great enough but leaving the person beneath unharmed. The fortifying qi also attempts to dispel the lowest ranked debuff affecting the targets. Each ally beyond the first increases the cost of the technique by 3.

    Ten Ring Defense: D
    Duration: Persistent
    This user fills themselves with the vital qi of the great forests to protect themselves and their allies from harm. Glowing verdant qi enshrouds their form, bright as the leaves of the Emerald Seas canopy. The shroud drinks in the qi of the battlefield and The shroud drinks in the qi granting G rank qi regen for each enemy(stacks to a maximum of C Rank), just as the leaves of spring and summer are restored from winters clutches. So long as battle is joined, this technique will never fade unless forcibly dispelled

    Hundred Ring Armament: C
    Duration: Long
    Diffusing heavy wood qi through flesh and muscle the user armors themselves and their allies with the iron bark of primeval forests. Granting the user the resilience of a centennial tree, they may shrug off lesser attacks from bladed or piercing weapons, and endure even powerful ones. This effect may be extended to as many as ten allies, increasing the cost by 5 for each one.

    Thousand Rings Unbreaking: B
    Duration: Long
    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 primeval resilience,ignoring minor wounds entirely, and lessening the effect of greater ones. Under this affect, the user becomes utterly immovable to enemy action, and cannot be grappled, unless the enemy's cultivation exceeds theirs by two levels or one realm. This effect may be extended to up to ten allies. So long as this effect is active, the user cannot be incapacitated, any blow that would reduce their health to that point instead reduces it to the lowest rank possible. On activation of this aspect, Thousand Rings Unbreaking is automatically dispelled. This effect may only activate once per scene.
    Storm Enduring Seedling, Level 4
    A song written by a musician of the capital, chronicling his observance of a seedling growing from a storm wracked cliff. Its struggling roots clung to weak soil, and though it teetered many times, it never fell, growing tall and strong until its roots could burrow into the very mountain rock itself.

    Potency: Green 2
    Potency Growth: Green 3(5)
    Keywords:
    - Resist, Wood, Yang.
    - Composure, Music, Resilience, Resolve.
    Meridians: Spine x4; 2 wood 2 music
    - Growth: Spine(1,1,3,4,5)
    Experience Needed: 500
    Max level: 5

    Passive Effects:
    +15 to Resist
    +10 to Spiritual Armor
    +10 to Poise
    +10 Health


    Intractable Roots: D
    Duration: Short
    A short piece full of stubborn obstinance, this technique significantly bolsters the users Resist against dispels. Even if a dispel succeeds, unless it exceeds the users resist by at least a full rank, the technique(s) dispelled persists until the users next action.

    Heaven Scarred Trunk: C
    Duration: Long
    Extending the short piece into a full stanza, the musician refuses to be moved. The user gains G rank Damage Reduction against purely Spiritual Arts, and greatly reduces the effects of any spiritual debuffs targeting them for the duration.

    Bark Worn Rough: C
    Duration: Immediate
    Damage: D
    While Heaven Scarred Trunk is active, the user may activate this technique whenever targeted by a spiritual attack or dispel. Sharpening their own spirit into rough edges, the user damages the spirit of the enemy who targeted her.

    Fifth Line 0/500
    Passive Effects:
    +15 to Resist
    +10 to Spiritual Armor
    +10 to Poise
    +10 Health


    Intractable Roots: C
    Duration: Long
    The completed piece, a song of endurance in the face of hardship, this technique significantly bolsters the users Resist against dispels. Even if a dispel succeeds, unless it exceeds the users resist by at least a full rank, the technique(s) dispelled persists until the users next action.
    -Bark Worn Rough
    Duration: Immediate
    Damage: D
    While Intractable Roots is active, this technique activates whenever the user is targeted by a spiritual attack or dispel. Sharpening their own spirit into rough edges, the user damages the spirit of the enemy who targeted her.

    Heaven Scarred Trunk: C
    Duration: Long
    Now a stand alone verse, this song grants the user an infusion of vitality and toughness. The user gains G rank Damage Reduction against purely Spiritual Arts, and greatly reduces the effects of any spiritual debuffs targeting them for the duration.

    Obstinate Branches Rising High: C
    Duration: Short
    A single sharp note, like the splintering crack of lightning striking weathered wood is the mark of this techniques activation. This technique blocks completely the effects of a single spiritual attack or dispel of C rank or lower on the user. The rank threshold is decreased against techniques with greater potency.
    Abyssal Exhalation, Level 4
    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; consume the energy of their foes, and call upon the things that lie in the dark.

    Potency: Green 1
    Potency Growth: Green 2(5) Green 3(8)
    Keywords:
    - Earth, Dark, Hunger, Worms, Yin.
    - Intelligence, Projection, Stamina.
    Meridians: Lung x3; ? dark ? earth
    - Growth: Lung(1,1,3,7), Arm(5)
    Experience Needed: 300, 400, 600, 800
    Max level: 8

    Passive Effects:
    +10 bonus to Spiritual Armor
    -Grants H rank qi restore each time an enemy is damaged in close range(Max C per turn)
    +5 bonus to Combat Perception against any target touching the ground
    +2 to Penetration each time the user damages an enemy. (Max8) Immediate Duration
    -Constructs created by Abyssal Exhalation are unaffected by the negative aspects of Abyssal Exhalation techniques



    Breath of Stygian Depths: D
    Duration: Short
    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 everything up to a Very Close range, and dimming the light within. The hungry mist clings to all others within, eating away at armor and flesh like acid, and hungrily drinking their qi (G rank qi drain) so long as they remain and the mist persists. The user may exclude a target from the mists effects by increasing the cost by 5.

    Instead of harming them, the mist clings to and congeals on the slimy flesh of Crawling Horror Constructs granting them greater armor and hardiness.


    Crawling Horror: C
    Duration: Persistent/Until destroyed
    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 Near range of the user. Each worm has the base attributes below

    Yellow/Silver 3
    Base Attributes: D
    Health: D, Qi: D
    Speed: E, Initiative F, C. Perception: C
    Hit: D, Penetration: C, Damage: 5
    P. Armor: D, P. Avoid C
    S. Armor: D, S Avoid D

    The worms bite and coil around the limbs of their summoners enemy, hampering their movement and gnawing at their flesh until they break free. The Worms may expend their limited qi three times to turn the slime coating their forms acidic, easing their ability to bite through armor and flesh. Up to three additional worm may be summoned by increasing the cost by 5 each. Worms count as Late Yellow/Silver combatants.

    Black Earth Voraciousness: C
    Damage: C
    The user fills their body and mind with a terrible unending hunger, and lashes out with strands of spiritual power to drain their foes. The users hunger may be focused on a single target, or every enemy within Very Close range. By focusing, the user improves their ability to penetrate their targets defenses and feast. The dark qi corrodes flesh and spirit alike, leaving burns and lesions across the targets body. Against targets under the effects of breath of Stygian Depths the qi eats away at armor and digs its tendrils deeper, drawing out blood and qi. Against targets grappled by Worm constructs, the damage grows still greater as the worms go into a frenzy, attempting to bore into wounds left by this technique. The user's receives a G rank qi restore for each rank of damage applied to enemy health(Max C rank)

    Fifth Pulse 0/300
    Passive Effects:
    +10 bonus to Spiritual Armor
    -Grants H rank qi restore each time an enemy is damaged in close range(Max C per turn)
    +10 bonus to Combat Perception against any target touching the ground
    +2 to Penetration of next attack each time the user damages an enemy. (Max10 stacks)
    -Constructs created by Abyssal Exhalation are unaffected by the negative aspects of Abyssal Exhalation techniques


    Breath of Stygian Depths: D
    Duration: Long
    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 everything up to a Close range, and dimming the light within. The hungry mist clings to all others within, eating away at armor and flesh like acid, and hungrily drinking their qi (E rank Qi drain) so long as they remain and the mist persists. The user may exclude a target from the mists effects by increasing the cost by 5.

    Instead of harming them, the mist clings to and congeals on the slimy flesh of Crawling Horror Constructs granting them greater armor and hardiness.


    Crawling Horror: C
    Duration: Persistent/Until destroyed
    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 Near range of the user. Each worm has the base attributes below:

    Yellow/Silver 3
    Base Attributes: D
    Health: D10, Qi: D
    Speed: D, Initiative F, C. Perception: C
    Hit: D10, Penetration: C, Damage: F
    P. Armor: D, P. Avoid C
    S. Armor: D, S. Avoid C

    The worms bite and coil around the limbs of their summoners enemy, hampering their movement and gnawing at their flesh until they break free. The Worms may expend their limited qi three times to turn the slime coating their forms acidic, easing their ability to bite through armor and flesh. Up to five additional worm may be summoned by increasing the cost by 5 each. Worms count as Late Yellow/Silver combatants.

    Black Earth Voraciousness: C
    Damage: B
    The user fills their body and mind with a terrible unending hunger, and lashes out with strands of spiritual power to drain their foes. The users hunger may be focused on a single target, or every enemy within Close range. By focusing, the user improves their ability to penetrate their targets defenses and feast. The dark qi corrodes flesh and spirit alike, leaving burns and lesions across the targets body. Against targets under the effects of breath of Stygian Depths the qi eats away at armor and digs its tendrils deeper, drawing out blood and qi. Against targets grappled by Worm constructs, the damage grows still greater as the worms go into a frenzy, attempting to bore into wounds left by this technique. The user E rank qi restore for each rank of damage applied to enemy health(Max B rank)
    Falling Star Art, Level 5 (max)
    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.

    Potency: Yellow 3
    Keywords:
    - Heaven, Piercing, Wind, Yang.
    - Archery, Dexterity, Strength.
    Meridians: Arm x3; ? wind ? heaven
    Max level: 5

    Passive Effects:
    -Negates Environmental Penalties to Archery of 15 or less
    -Increase maximum range of bows by one increment
    +10 to Penetration of Archery
    +5 bonus to Hit for Archery


    Luminescent Star: E
    In a flash and crackle of crawling lightning, the archer charges their arrow with the power of a heavenly bolt

    Disruptive Star: D
    Duration: Short
    Refining their use of heavenly qi, the archer primes it to detonate outward on impact, spreading through the targets nerves and meridians to disrupt their reflexes and movement arts.

    Meteoric Shower: C
    Duration: Short
    Honing their ability to fire rapidly by charging their nerves with heavenly qi, the archer unleashes a flurry of three arrows in the time it would normally take to fire one. While some accuracy is lost, each arrow carries a charge of heavenly lightning to punch through flesh and armor alike

    Falling Star Shot: C
    Infuses an arrow with the force of a heavenly bolt, the arrow flies true ignoring cover or poor conditions of the mundane sort. A full enclosure still prevents targeting.
    Argent Storm, Level 3
    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.

    Potency: Yellow 2
    Potency Growth: Yellow 3(4), Green 1(5)
    Keywords:
    - Argent, Motion, Thunder, Wind, Balanced.
    - Athletics, Dodge, Dexterity, Wits.
    Meridians: Spine x2, Leg x1; ? wind ? thunder
    - Growth: Spine(1,1,5), Leg(3)
    Experience Needed: 120, 240
    Max level: 5

    Passive Effects:
    +5 bonus to Physical Avoid
    +5 bonus to base melee weapon damage
    +2 Bonus to Physical Armor
    +5 bonus to Speed
    +2 bonus to Initiative


    Rumbling Squall: D
    Duration: Short
    Cloaks the user's body in powerful winds, deflecting enemy weapons and attacks. The users weapons or fists however, are charged with thunderous qi, and on impact, the boom may deafen the target of their attack.

    Thunderous Retort: C
    Duration: Short
    Greatly enhancing their reaction speed, while under its effects this technique allows the user to strike back the instant a foes attack fails with a powerful blow, charged with the speed of a storm's wind and the power of a thunderclap.

    Boom Leap: C
    Gathering thunder qi into their leg's the user launches themselves forward in a powerful charge and a booming crack of thunder. This technique allows the user to immediately move adjacent to a target within Very Close range, regardless of speed or terrain impediments. Enclosures or barriers may still block this movement. If the target is in midair, the user may take falling damage after the movement. Techniques performed in unison with Boom Leap strike faster and pierce through enemy defenses.

    Fourth Rumble 48/120
    Passive Effects:
    +5 bonus to Physical Avoid
    +5 bonus to base melee weapon damage
    +5 Bonus to Physical Armor
    +10 bonus to Speed
    +5 bonus to Initiative


    Rumbling Squall: D
    Duration: Long
    Cloaks the user's body in powerful winds, deflecting enemy weapons and attacks. The users weapons or fists however, are charged with thunderous qi, and on impact, the boom may deafen the target of their attack.

    Thunderous Retort: C
    Duration: Long
    Greatly enhancing their reaction speed, while under its effects this technique allows the user to strike back the instant a foes attack fails with a powerful blow, charged with the speed of a storm's wind and the power of a thunderclap.

    Boom Leap: C
    Gathering thunder qi into their leg's the user launches themselves forward in a powerful charge and a booming crack of thunder. This technique allows the user to immediately move adjacent to a target within Very Close range, regardless of speed or terrain impediments. Enclosures or barriers may still block this movement. Even if the target is in midair, the users fall will be cushioned by the techniques qi. Techniques performed in unison with Boom Leap strike faster and pierce through enemy defenses.
    Argent Current, Level 4
    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.

    Potency: Yellow 3
    Potency Growth: Green 1(5)
    Keywords:
    - Argent, Fire, Unity, Water, Balanced.
    - Presence, Unarmed, War.
    Meridians: Heart x1, Arm x2; ? water ? fire
    - Growth: Heart(1,5), Arm(1,3)
    Experience Needed: 240
    Max level: 5

    Passive Effects:
    +2 bonus to Physical Hit of the user and allies within Very Close range
    +2 bonus to Damage of user and allies within Very Close range
    The multiple attacker bonus for the user and allies increases by 2 within Very Close range
    +5 bonus to Physical Penetration of the user and allies in very close range


    Scalding Stream: D
    Duration: Short
    Twining together conflicting flows of fire and water qi within their melee attack, the user the user carves away a foe's defenses, to tenderize them for their allies. Under the assault armor cracks and crumbles with repeated blows, and the heat scalds their foe.

    Pressure Crack: C
    Duration: Short
    Uttering a command or encouragement to their allies, the user fills themselves and up to five allies within Close range with vigor and determination to strike down their foes manifesting as rising steam. The number of affected allies may be increased for 3 per target, up to ten allies. Grants a bonus of 5 to Hit of all affected allies for three turns. Allies who attack the same foe as the the user add 5 to damage and gain a 5 point bonus to Penetration. In addition, for each ally who attacks the user's target, the user gains bonus of 2 to Hit against the target on their following action. This effect may only apply to a single target at a time.

    Inescapable Flow: C
    Duration: Immediate/Persistent
    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, On damage, the target becomes unable to disengage or move out of melee range without sufficient resolve. Targets effected this way suffer an additional attack dealing E rank and bypassing Avoid, during each of the users actions. This effect persists as long as the user continues to land successful melee attacks.

    Fifth Flow 66/240
    Passive Effects:
    +5 bonus to Physical Hit of the user and allies within Close range
    +5 bonus to Damage of user and allies within Close range
    The multiple attacker bonus for the user and allies increases by 3 within Close range
    +10 bonus to Physical Penetration of the user and allies in very close range


    Scalding Stream: D
    Duration: Short
    Twining together conflicting flows of fire and water qi within their melee attack, the user the user carves away a foe's defenses to tenderize them for their allies. Under the assault armor cracks and crumbles with repeated blows, and the heat scalds their foe.

    Pressure Crack: C
    Duration: Short
    Uttering a command or encouragement to their allies, the user fills themselves and up to ten allies within Far range with vigor and determination to strike down their foes manifesting as rising steam. The number of affected allies may be increased for up to twenty allies increasing cost by 2 each time. Grants a bonus of 5 to Hit of all affected allies for three turns. The attacks of those so bolstered grow more powerful with every consecutive attack thrown at the same foe. In addition, for each ally who attacks the user's target, the steam shrouding the user grows thicker and hotter, empowering their blows to cut through defenses and flesh alike.

    Inescapable Flow: C
    Duration: Immediate/Persistent
    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, On damage, the target becomes unable to disengage or move out of melee range unless their resolve is C or higher. Targets effected this way suffer an additional attack dealing E rank and bypassing Avoid, during each of the users actions. This effect persists as long as the user continues to land successful melee attacks.

    Floodswell: C
    Usable only with Pressure crack active, the user channels the swirling qi of battle generated by their subordinates into their own body, until the rage of the current beats within their own hearts. When they next strike, the force of their blow explodes outward, like a river breaking through a levee. The users next melee attack hits as a one directional area of effect striking at Very Close Range. This attack retains the bonuses granted by Pressure Crack.
    Argent Mirror, Level 5 (max)
    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.

    Potency: Green 1
    Keywords:
    - Argent, Balanced, Lake, Mountain, Reflection.
    - Composure, Empathy, Perceptiveness, Resolve.
    Meridians: Head x3, Spine x1; ? lake ? mountain
    Max level: 5

    Passive Effects:
    +10 bonus to all Perception vs. Illusions
    +5 bonus to all Perception
    +3 bonus to Composure, Resolve, and Resist
    +5 bonus to Survival, Investigation, and Empathy
    +10 bonus to Spiritual Avoid
    -Allows the user to determine the Derived Attributes of a target, depending on Perception, to determine a living things primary elemental alignments, spirit binding connections and overall level of qi with sufficient Perception -permanent.


    Tranquil Rebuke: C
    Duration: Short
    The user balances and cycles their qi, expelling external influences. Dispelling up to two techniques affecting them. So centered, the user finds serenity, and in doing enables themselves to strike back immediately against a foe who attempts violate their spirit with an attack. An enemy struck by such a counter finds their own spiritual defenses rent, leaving them open to further attack.

    Discerning Gaze: D
    Duration: Scene
    Channeling qi into their senses the user greatly enhances their ability to discern the truth in the world around them, granting a chance to immediately see through illusions currently clouding their senses, as well as sharpening their perception in general.

    Imperturbable Peak: C
    Range: Close
    Duration: Short
    In battle, he who maintains the wider view and a clearer head is victorious. The user spreads their qi outward, as the lake ripples, washing away malignant effects upon their allies, dispelling techniques of E rank or less automatically, unless their casters cultivation equals or exceeds the users, in which case Dispel is attempted normally. The user may then attempt to dispel up to three other malignant techniques at the same time. Each technique dispelled this way improves the perception and hardens the spirit of the user and their allies.
    Fleeting Zephyr, Level 5 (max)
    Potency: Yellow 3
    Keywords:
    - Projectile, Motion, Wind, Yin.
    - Archery, Blades, Dodge, Dexterity.
    Meridians: Heart x3; 3 wind
    Max level: 5

    Passive Effects:
    +2 bonus to Hit on projectile attacks of the user and allies
    +2 bonus to Avoid against projectile attacks against the user and allies
    +2 bonus to initiative of the user and allies in close range
    +2 bonus speed of the user and allies in close range
    Increase maximum range of projectiles used by user and allies to Close if less


    Against the Wind: E Rank
    Effect Range: Close
    Duration: Short
    Wrapping their projectile in a shell of whirling wind, the user strikes at a target. On impact, the the wind explodes out dragging at the limbs of enemies and impeding their sight and movement.

    Encircling Winds: D Rank
    Duration: Short
    Reaching out through the air, using currents of wind, the user guides their allies to strike as one at an encircled foe. Each successive blow raising the speed of the cutting wind behind their blows.

    Shielding Gale: E Rank
    Range: Immediate
    Duration: Short
    Damage: F
    The user releases a sudden pulse of qi in an expanding spiral around themselves, kicking up furious winds. The winds rush outward, forcing their foes away and deflecting attacks.

    On the Wind: C Rank
    Instant
    Duration: Short
    The user bolster her allies movements with rushing currents of air, granting them the fleetness of a spring breeze, and severing shackles, physical or otherwise, which might hinder their movements.

    Fleeting Strike: C Rank
    The users command of the wind surges into a mighty gale that strikes as a divine fist centered on their thrown or fired weapon, blowing away onrushing foes and enabling the escape of their allies.

    Predecessor Art: Zephyr's Breath
 
Okay arts on front page are updated. I haven't converted your unequipped arts yet, so just hold on.

Art Advancement options will appear in a different post hang tight on that.
 
Don't mind me guys, updating front page and archiving old info here

The new stuff is looking great and seems more easy to understand.

I think the Social Traits are out of order, when you compare them to the skills they replaced :
Beast Handling: C7 and Spirit Ken: C32 (capped at 25)-------> Spirit Speaker(G): 6
Sincere Negotiator: A45------------------------------------------------> Dreaming Muse's Rapport(G): 5
Empathy: C32 (capped at 25)-----------------------------------------> Hidden Smile(G): 3


Something is not adding up even if you take into account the attributes I didnt list.
Ling QI has been stuck with both Empathy and Spirit Ken capped for a long time.
 
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Old Rules
Cultivation is determined by a series of dice rolls using d10s.

A cultivation success, is a roll on a dice less than the cultivators talent.

Ex. A talent 6 cultivator must roll a five or less to receive 1 success

Each success generated this way is added to the experience pool for the appropriate type of cultivation or art. When the value reached the listed threshold, the art or cultivation levels up.

The number of dice rolled is based primarily on three factors. The amount of time spent cultivating, the spirit stones used, and the resources spent.

Spirit Stone Values are determined as below

Table 1-1
1-4 Yellow Stones- 5 dice each
4-16 Yellow Stones- 10 dice each

1-4 Green Stones- 40 dice each

A maximum of sixteen spirit stones total can be used per turn, including both types of stones. Ling Qi may use a maximum of four green stones at her current cultivation.

Ex. At maximum Ling Qi uses 12 yellow stones and 4 green stones. Giving a total of (4x5)+(12x10)+(4x40)= 300 dice

This value is then divided by the number of weeks in the turn, typically 4, in the case of fractional values round up.

This value then is modified by the resources purchased during a turn. The resource value is added to the total generated by talent and spirit stones. Special modifiers from rare medicines as well as bonuses from tutors, sites cultivation arts, and other sources is added to the purchased resource dice to determine the resource total.

Cultivation periods will be one month in length, but this may change depending on circumstances, in which case rules will be adjusted.Time is measured in AP or action points. One month of cultivation gives 20 AP to spend(5 per week) on various forms of cultivation. AP acts as a straight multiplier to the cultivation dice generated as above. This is soft capped at 4 for any given category of cultivation. AP spent beyond 4 will only add half their value to the multiplier. Overflow from actions will be assigned by by QM fiat.

Meridians are the exception. Meridians cannot have more than one AP invested in them, and receive no overflow. Overflow from meridian rolls is lost

Ex. Ling Qi needs to finish cultivation of an art immediately. She invests 6 action points into it, the first four bring her multiplier to x4, the 5th brings her to x4.5, the 6th brings her to x5

Summation:

The equation for determining cultivation dice applied during an action is as follows

T=Talent
R=Resources
S=Stone Value
A=Action points

([T+S/4+R)xA=Dice total for action

Attribute and Skill Advancement
Attributes and skills gain experience based on use. Each cultivation type except meridians may advance different skills and attributes. Experience for these is determined by rolling a d6 for each slot assigned to the skill or attribute. With the exception of Qi, skills and attributes may not roll more than two dice per turn for advancement.

Qi advances with XP as other skills do, but has no limit on dice rolled per turn. However, rather than advancing immediately to the next rank upon reaching the next threshold, it instead adds 10 as a modifier

Domain does not receive XP dice at all but instead gains experience equal to 1/10 of the successes cultivated in qualifying arts(All arts of Potency Green 1 or higher currently count)

Additional mechanics regarding domains will be introduced as the story proceeds

Arts detail which skills they may advance in their keyword entry.

Meridians do not advance skills or attributes

Miscellaneous actions will detail which skills or attributes they may advance in their vote entry.

Cultivation plans then would be formatted as follows

[] Plan Example
-[] Invest X Spirit Stones
-[] Purchase X resources
-[] Cultivate Spirit x4 (Attribute)
-[] Cultivate Art Y x4 (Skill)
-[] Cultivate Art Z x4 (Skill)
-[] Cultivate Physical x2 (Attribute)
-[] Cultivate Meridian x1
-[] Cultivate Meridian x1
-[] Perform Sect Work x4 (Attribute)

All attributes, skills, masteries and other factors in this quest are measured using a letter rank system. The rank system is comparative, using the protagonist as a a baseline and comparing others to them. The ranks are as follows.

Ranks
UUU-Insurmountable
UU
U-Overwhelming, low Cyan/Iron ability
SSS
SS
S--Peak of Green/Bronze Ability
A
B
C-Peak of Yellow/Silver Ability
D
E-Peak of Red/Gold Ability
F-Peak of mortal ability
G
H-Negligble

These letter ranks are then modified by numbers applied by passive bonuses and penalties. The number appending a rank may be increased or decreased by modifiers, and have the maximums detailed below.
F, G, H: 10
D, E: 20
C: 30
B: 40
A: 50
SSS, SS, S: 60
UUU, UU, U: 120

This means that a highest number which can be added to a F rank Ability is 9. If an ability would add one to a F9 ability, it would roll over to D. If one were to instead subtract one from a D rank ability, it would be reduced to F9


Arts and other effects which give bonuses to attributes do not modify derived attributes unless the base attribute is pushed up a full letter rank.

The operation to average ranks and determine derived attributes is as follows, if you have an Archery of C and a Dex of A, your Hit with a bow would be determined as follows
A->B B<-C
Hit B

If you instead have A and D…
A->B C<-D
B->C15 (the halfway point) C15<-C
Hit C15

When a attribute is ranked up or down by an effect, the number appended to it is adjusted based on the number range of the adjusted rank. For example
D10 attribute is ranked down to F, maximum for D is 20, maximum for F is 10. The ranked down attribute is therefore F5. If this would result in a fractional value, round down.

Attributes are a measure of a characters basic abilities in the physical, mental, and social ability. The attributes used in this quest are as follows.
Physical Attributes

Strength-The characters raw physical power, in terms of physical force exerted. Used to determine accuracy of some physical attacks as well as how damaging physical attacks are in combat
Dexterity- The characters grace and ability to maneuver quickly. Used to determine the accuracy of some physical attacks in combat, and characters ability to avoid attacks in return.
Stamina- The characters general healthiness and robustness. Used to determine the characters ability to withstand physical attacks

Mental attributes
Intelligence- The characters overall mental acumen and strength of mind. Used to determine the power of some spiritual attacks, and the ability to dispel the techniques of others
Wits- The measure of the characters mental reaction speed and ability to keep up in fast paced situations. Can be used to determine accuracy of spiritual attacks, and their ability to avoid them in turn.
Resolve- The characters ability to stand up to mental and spiritual punishment. Used to withstand spiritual attacks, and bolster ones own techniques against dispels

Social Attributes
Presence- The characters force of personality and personal magnetism. Used to determine the power of some spiritual attacks
Manipulation- The characters ability ability to talk others around and express themselves successfully. Used to determine the accuracy and ability to avoid some spiritual attacks
Composure- The characters ability to withstand social difficulties without embarassing themselves. Used to withstand some spiritual attacks

Cultivation Attributes
Qi: The characters pool of energy, from which the power of their techniques is drawn. It's base value is modified by other factors such as spirit beast upkeep.
Domain: The attribute measuring the potency of a characters Way, gained at the beginning of the third cultivation realm.

Skills form general catch all categories for various areas of ability. These general skill categories are capped at rank C. Upon reaching B and fulfilling narrative qualifications, the xp counter of the original skill is reset and a new specialized skill is generated at rank B.

This set of derived skills then reaches it's cap at rank A. Upon reaching rank S,the previous process repeats, generating a new more specialized skill. Skills are normally capped at S for the green realm, but in the instance of an uncapped skill, this pattern will repeat at SSS rank.

Derived skills have lesser experience requirements up to the cap of their tier than non derived skills.

Some skills may also fuse through narrative action, taking on new roles and effects.


Academics- Governs knowledge of history, mathematics, language, medicine and other scholarly pursuits.
Government- Governs knowledge of how to navigate the intricacies of imperial politics and governance
Craft- Governs ability to craft mundane items. Used in combination with formations for talisman crafting, and with medicine in pill making
Formations- Governs the creation of formation arrays. Used to identify and disable existing arrays as well as craft new ones. Skill rank indicates an ability to create basic arrays of lesser rank.

Physical Skills
Athletics- Governs contests of physical skill, such as running, swimming or climbing. Used primarily in opposed contests with peer cultivators
Dance: Governs the art of expression through physical motion and grace.
Perceptiveness- Governs the characters basic eye for detail and attentiveness
Stealth- Governs physical activities related to subterfuge and sneaking. Includes sneaking, sleight of hand and various other forms of subtle movement.
Survival- Governs the ability to track quarry in the wilderness as well as ability to identify natural dangers and harvest natural materials

Social Skills
Art: Governs the ability to express oneself through the creation of external artistic pieces, such as paintings, sculpture or calligraphy.
Beast Handling- Governs skill at guiding and taming sub-sentient spirit beasts, as well as performing cooperative efforts with sapient ones, such as riding.
Empathy- Governs the ability to determine the intent and emotions of others in social situations
Spirit Ken- Governs the ability to interact with and understand spirits with viewpoints and mindsets diverging from human norms
Speech- Governs the ability to to speak well and perform various social tasks
War- Governs the ability to lead and organize others in martial situations

Martial Skills
Archery
Blades
Blunt
Polearms
Projection- Governs attacks using projected energy(Lightning bolts and fireballs)
Misc.- Governs weapons which do not fall into any other category
Unarmed

The defensive masteries are as follows
Dodge-Ability to evade physical attacks
Fortitude- Ability to endure physical attacks

Fade-Ability to evade spiritual attacks
Resilience- Ability to endure spiritual attacks

Maxed and specialized skills

{Max]Music- Governs the ability to express oneself through music in all of its forms
-[Advanced] Woodwind: Governs the ability to create and express music using woodwind instruments

Known Specialized Skills
Poetry(Art): Governs the ability to create and express feeling through words and metre.
Socialize(Speech) Governs the ability to interact and mingle with groups in social settings
Subconscious Cues(Empathy): Governs the ability to understand others through an understanding of subconscious motivations
Rejuvenation(Fortitude): Governs the ability to take and recover from blows immediately




XP needed to raise skills
-: 5
H-5
G-5
F:10
E: 15
D: 20
C: 25
B: 35
A: 40
S: 80
-Each rank beyond doubles necessary XP

Derived Attributes form the basis of most combat ability and challenges in this quest, barring direct tests of Base attributes. Derived attributes are formed by the averaging of either two attributes or an attribute and a skill. The Derived attributes used in this quest are as follows.

Health: Measured by the average of Stamina and Qi, determines how much injury a cultivator can withstand before being incapacitated. Injury will gradually penalize this attribute.

Speed: Measures the characters ability to quickly cover distances, created through the average of the higher of Strength or Dexterity, and the athletics skill

Initiative: Measures the characters reaction time, and the order in which they react. Determined by Wits and Dexterity

Combat Perception: measures the characters ability to pick up on details and keep track of multiple factors in combat, determined by Wits and Perceptiveness.

Social Perception: measures the characters ability to keep track of important factors in social situations. Determined by Manipulation and Empathy

Hit: The characters accuracy in combat, divided into physical and spiritual. Uses dexterity and an appropriate mastery for physical. Uses manipulation or wits plus mastery for spiritual

Penetration: How hard a characters attacks hit in combat, divided into physical and spiritual. Uses Strength and mastery for physical, and Intelligence or presence plus mastery for spiritual

Avoid: The characters ability to avoid attacks in combat, divided into physical and spiritual. Uses Dex and mastery for physical, and manipulation or wits for spiritual

Armor: The characters ability to withstand attacks in combat, divided into physical and spiritual. In effect, reduces damage and mitigates debuffs of the appropriate type. Uses Stamina and mastery for physical and Resolve or Composure plus mastery for spiritual.

In combat the author will compare the combatants derived attributes, then taking into account the effects of techniques, environmental factors and plans, and determine outcomes in an organic fashion arising from this. Please remember that the system's primary function is to give readers who prefer a a crunchier view a point of comparison between the protagonist and any opponents in a combat, as well as provide a concrete measure of growth for the simulation aspects. It does not exist to determine exact outcomes through pure math.

Having an avoid higher than an enemies armor does not guarantee that they will always miss, but it does make it more likely, and the greater the discrepancy in ranks, the more likely those misses become, but there are no exact percentages or dice rolls involved.

Differing cultivation gives penalties or bonuses to an opponent's statistics in comparison to the protagonist. Each level of cultivation beneath yours inflicts a -10 to all derived attributes in comparison to yours, each one above grants a +10. A difference in cultivation realm increases or decreases their statistics a full rank in comparison to yours in addition to the above penalty. This penalty also applies to base attributes when they are being tested against you.

Example: A cultivator of the Mid Yellow realm with a B10 Hit, has only a E5 rank Hit when up against Ling Qi. (1 rank down and -10 for two stage difference) Similarly a cultivator who has just stepped into the Cyan realm with a A rank Hit has SS20 when contesting Ling Qi.(1 rank up and +70 for a seven stage difference)

In a fight with multiple combatants, each opponent attacking a single target receives stacking bonus of 5 to hit and penetration per individual. To contribute to the multiattacker bonus and individual must be capable of meaningfully targeting the other combatant. This number may be modified by arts, but may never be reduced below 5 per individual. Combatants of two or more realms below do not receive this bonus or contribute to bonus for others, unless modified by arts. In the case of multiple combatants on each side, the numbers are compared, and the bonus divided accordingly
Example: A green 1 cultivator is fighting 6 yellow cultivators. The yellow cultivators receive a bonus of 30 to hit and penetration. If 3 red cultivators are added to the 6 yellows, the bonus does not change.
If 2 yellow cultivators battle 6 reds, the red cultivators receive only a bonus of 15 against each. If there are instead 7 red cultivators, three receive a bonus of 15 and four receive a bonus of 20

In a combat you will be given simplified statblocks displaying the derived attributes of the combatants. When determining outcomes in combat, the order goes as follows. Base Statistics-> Apply appropriate cultivation penalties and bonuses-> Apply misc. factors(Environmental issues, bonuses for plans etc. this is my eyes only)-> Apply Multiattacker bonuses

Please keep in mind that these are a guideline, but when weighing your plans for a combat, keep the following in mind.

1. The difference between two higher ranks is greater than the difference between two lower ranks(AvsB is a greater difference than CvsD)
2. Two attributes with the same rank but different modifiers are competitive, even if the higher modifier has the advantage
3. A difference of one or two ranks is a strong advantage, but not a guarantee. ( A Hit will not strike Avoid B 100% of the time, but it is more likely than not)

The following are a few other specific notes on combat modifiers.

Standard Modifying Conditions
There are many factors environmental and otherwise, which can affect the statistics of combatants. Some of the most common will be described below. Arts may modify negate or enhance these in various ways. It is to be stressed that this is not a comprehensive list, and I will not be making one. This is to give players some insight on the degree to which the environment may effect battles, and my thought processes on the matter.

Blinded: -10 to Hit and Avoid
Deafened: -10 to Hit and Avoid
Blinded and Deafened: -25 to Hit and Avoid
Low Light: -5 to Hit and Avoid
Total Darkness: -10 to Hit and Avoid
Underwater Combat: -10 to Speed, Hit and Avoid
Deep Underwater Combat: -20 to speed, -15 to Hit and Avoid
High Ground: +5 to ranged Hit
High Winds: -10 to projectile Hit
Storm Winds: -20 to projectile Hit, -10 to all other Hit, and Perception
Extreme Winds: -40 to Projectile Hit, -20 to other Hit and Perception, -10 to Speed
Unsure: -5 to Avoid
Unaware: -15 to Avoid
Unready: -30 to Avoid
¼ cover: +10 Avoid
½ cover: +20 Avoid
¾ cover: +30 Avoid
Grappled: Immobilized, -20 to Avoid and Hit

Stealth and Perception in combat:
The goal of entering stealth in combat is to gain advantage in combat over your foes. In order to attempt to enter stealth in battle, you must either have access to terrain or environmental features which can cut off, temporarily an enemies line of sight, or an art which allows you to do so regardless. When entering stealth, you initiate a skill challenge vs. all enemies Combat Perception. Targets with perception one or more ranks below your stealth total are considered Unaware. Targets within one rank of, but not above your stealth total are considered Unsure.

The Unready condition is only applicable if a target is totally unaware of your presence(I.E they have not sensed you at all at any point in the scene) Unready targets are also considered Unaware for the purposes of bonuses. Unready targets cannot use Responses against the first attack made against them by the hidden party.

In a combat with multiple enemies, one enemy losing the unaware or unsure condition does not strip you of it against others, although it may result in penalties to stealth, depending on the situation.

The following Tables detail a rough estimation of how I model damage and qi expenditures. To read the tables, place the appropriate attribute(Health or Qi) of the character making the expenditure or receiving the damage at the 'rank 0' point in the table. Ex. A character with C rank qi using a B rank technique is expending qi as 'rank+1'

It should be noted that these tables are not exact, particularly for damage, damage received is modified by many, many factors and will usually be notably lower than an attacks base damage.

Qi Expense Table
Rank+1: ~1 uses
Rank 0: ~5 uses
Rank -1: ~20 uses
Rank -2: ~40 uses
Rank -3: ~80 uses
Rank -4: ~160 uses
Rank -5+: Negligible


On the damage table the numbers indicate a rough estimate of how many hits of this type a character can receive before being defeated/killed

Damage Table
Rank+3 or more: Instant Lethality/Disabling
Rank+2: Crippling Wound ~1
Rank +1: Major Wound ~2
Rank 0: Significant Wound ~3-4
Rank -1: Lesser Wound ~6-8
Rank -2: Minor Wound ~10-12
Rank -3: Flesh Wound ~16-20
Rank -4: Graze ~25-50
Rank -5 or less: Negligible


In addition to qi costs the above tables is related to other concepts. Namely Qi regen, drain and recovery/restoration, and loss. A qi drain or regen effect causes the affected target to lose or gain qi equivalent to the effects rank. I.E F rank qi drain causes the target to lose qi as if they had activated an F rank technique every time they complete an action set.

Recovery and loss operate in the same fashion except that they only occur once.

Healing effects similarly operate off the damage tables numbers.

Arts provide a character with passive bonuses to various derived statistics or even attributes, as well as techniques, which grant the character specific capabilities. Techniques do not use numbers within their descriptions, but instead describe a specific action that the character can take in combat which effects themselves, the environment, enemies or allies. Sometimes they affect several or all of those things.

There are two factors which measure the strength of a technique. The first is the Potency of the Art it belongs to. An arts potency is the level of cultivation an art requires for mastery of its current level and general power of the art. The second factor in a techniques power is its rank. Techniques are ranked on the same scale as attributes and skills. A technqiues rank represents both how costly it is, and how difficult it is to dispel, as well as the general potency of its effects.

Qi costs are compared to the characters Available Qi to determine how tiring they are to use. The closer the techniques rank is to the users available qi, the more draining it is. Talismans may reduce specific qi costs, which does not reduce the other factors connected to the techniques rank.

Dispelling uses the dispelling technique together with the casters intelligence or presence, plus any additional bonuses.
Resisting a dispel similarly uses the technique being targeted together with your resolve or composure, plus bonuses.

techniques do have several other common features

Durations
Immediate- Effect lasts only for a single action
Short- Effect lasts through a few actions
Long- Effect lingers for a significant fraction of the scene
Scene- Effect lasts for the length of a combat/scenario
Persistent- Effect lasts as long as actively maintained
Upkeep-Techniques which will remain active at all times as long as a small reserve of qi is allocated to them. These techniques may be turned on or off at the beginning of arcs.

Ranges
Adjacent: ~5 meters
Near: ~10 meters
Very Close: ~40 meters
Close: ~100 meters
Far: ~200 meters
Very Far: ~400 meters
Distant: <400 meters

Checking against an Attribute: Some arts check against an opponents attributes during a fight to determine their effects. Effects such as these have modified results based on how high or low the targetted attribute is. The described effect assumes relative parity with the caster, and may be more or less intense if this assumption is off.

Buff and Debuff effectiveness: It can be assumed that a debuff is more potent than a buff of equal rank and potency. SIngle target buffs and debuffs are similarly greater in effect on individuals than group effects of the same rank and potency.


Domains are the core of higher level cultivation, representing the path walked by their owners. Each domain is wholly unique, it is impossible for two individuals to have the exact same domain, though it is possible to come close. At the upper reaches of cultivation, domain affects everything a cultivator does, but in the green realm, its effects are much more limited.

Domain gains experience when the cultivator cultivates arts of green 1 or higher potency compatible with their domain. At the beginning all arts are compatible, but as the domain develops this will narrow down.

Domains have a number of open 'slots' which can hold effects, known as 'insights'. Insights are gained through mastery of qualifying arts, and new slots are gained via increasing the rank of your domain. Cultivators begin with 3 slots and gain 2 slots at each rank.

At Green/bronze 2 and above, domain begins to intermingle with regular cultivation. It is not possible to advance to green/bronze 3 without at least 4 insights slotted into your domain.

Green 4 requires 5 insights, one of which must be advanced.

Advanced Insights are unlocked at Green 2, and will be explained when that stage is reached. Higher requirements will be similarly noted.

Insights are permanent, so be careful in choosing what you choose to slot in.

Art alteration

Art alteration is unlocked at green/bronze 3. However, the alterations one can make at this level are limited to keyword substitution. A cultivator may spend actions further cultivating a mastered art, and alterations require 25 successes per level of potency. EG. Red 1 art requires 25 successes, yellow one art requires 100.

On completing this the cultivator will be given a list of possible changes available to the keyword they chose, based on their domain and abilities. An altered keyword cannot be altered again until green/bronze 5

Altering keywords will have varied and uncertain effects on arts, more fine control over changes can be attained at higher cultivation.

Domain weapons are special weapons used to train and express a cultivators domain. Each cultivation Weapon has unqiue abilities, and Ling Qi's is found below in the equipment tab. However, there is a standard formula for determining the Hit and Penetration of Offensive Domain Weapons.

The weapons Hit is determined by averaging together two attributes, which are unique to the weapon and can be found in its description. The Weapons Penetration is calculated based on the lower of those two attributes. These are then modified based on the Characters domain rank

Rank H = 4 ranks down
Rank G= 2 ranks down
Rank F = 1 rank down
Rank E &up= No ranks down

These special derived attributes are then modified further, receiving a bonus equal to 5x the number of meridians the cultivator has aligned to the weapons element and any special properties of the weapon itself or related arts.

Offensive Domain weapons have Avoid and Armor equal to their users ranked down as on the table above. Domain weapons do not have separate physical and spiritual defensive attributes, and use the higher of the users two scores to determine theirs. Offensive domain weapons receive half of the meridian bonus to their defensive attributes. All incoming damage from non domain sources to a domain weapon are halved.
Defensive Domain Weapons work in the reverse, with their defensive attributes using the first formula and their offensive statistics using the second.

Domain weapons do not count as additional combatants for determining multiattacker bonuses until domain rank 3.

Domain weapons also receive bonus of 20 to health at rank G and an additional 20 at rank F

Mortal
Red
-early
-mid
-late
Yellow
-early
-mid
-late
Green
-early
-appraisal
-foundation
-threshold
-framing
-formation
-fortification
-completion
Cyan
-Unknown
Indigo
-Unknown
Violet
-Unknown
Prism
-Unknown
White
-Unknown

Physical has the same stages but the realm names are as follows
Mortal, gold, silver, bronze, iron, steel, adamant, orichalcum, divine


Requirements listed are for progressing to the next stage I.e Requirements listed under apparaisal are the requirements for rising to foundation.
Green
-Early(1) 1200 XP
-Appraisal(2) 2400 XP
--4 domain Insights
-Foundation(3) 4800
--5 Domain Insights, at least one advanced
-Threshold(4) 6000
--Domain Rank C, 7 Insights
-Framing(5) 7200
--10 Insights, at least three of which must be advanced. Successfully created and mastered a Successor art of at least Green 3 potency and a Max level of 5, Domain B
-Formation(6) 8400
--Complete Domain Name Quest
-Fortification(7) 9600
--Domain A, Successfully create unique personal Art
-Completion(8) 10000
--Domain S

Domain Rank Requirements

F-900 XP
E-1100 XP, Integrate an art with Domain Weapon
D-1400 XP 1 Advanced Insight
C-1700 XP, Green 5
B-2000 XP, Green 6, Master and Integrate Domain Weapon
A- 2000 XP, Green 7


Successor Art Creation
Creating a Successor Art requires the cultivator to be at least one rank of potency higher than the potency of the completed art to be modified. The creation of a successor art requires a great deal of time and effort, and as such requires an investment of AP equal to two plus the number of levels intended for the successor art plus the potency of the art divided by three.

Eg. 2+L+(P/3)
L=Max Level of Intended Successor Art
P=Potency of Base Art

Upon choosing to create an art a mini arc will be triggered in the story, determining the exact composition and functions of the art via narrative requirements. Reduction of the required AP is possible with certain resources or narrative based bonuses. Upon completion of the arc, you will receive your art, with the first level mastered.
 
Heh. Looking at the newly revealed front-page character sheet, Ling Qi gets two Nopes per scene on "that thing is about to kill my friend". That's nice, that is. I imagine that Shenhua approves.
 
In the new version of Wind Thief:
You soar with the natural agility of one born to flight, and the wind lies always at your back encouraging you to greater speed like an old friend. No chains can hold you, no vault can resist you. You are an apprentice of the thief of winds, and all who hoard should fear you.

Absolutely outstanding. I love this.
 
So if social arts don't need to be assigned to a slot anymore, can we finally learn Moon Sprite's Inquiry? 👀
 
The future changes with every step, never be certain you know what is coming (Causality, Mystery, Chaos)
Mystery... yes.

So, time to bounce a couple of ideas around about SNR. Is this a non-sequitur? No, no it is not.

Here it is in its current iteration.

In the Thousand Lakes, the infinite depth of the night sky is reflected from one thousand mirrors, displaying infinite emptiness extending beyond the heavens and into the depths of the earth. In meditating upon this conceptual void, the user seeks to become such a mirror, combining the formlessness and absorption of darkness with the rippling serenity and infinite depth of the lakes. Enemies striking the user and their allies find their weapons and techniques sinking into the shadows, to vanish, doing no more harm than they would if they slashed the waters of mighty Lake Hei, or aimed their malice at the starless sky.

Potency Increase 0/3
Yin, Lake, Darkness
Keywords:
Reflections, Stillness, Void
Antithesis: Motion, Energy, Clarity
Art Type: Armor

Now, as Ling Qi has noted here:
Stubborn, she could at least call herself that. Was that not something she shared with her little brother? Although she no longer used the Thousand Rings Art, she could still weather many blows. The art she had replaced it with, the Starless Night's Reflection, didn't feel quite right either. She understood the value of silence, without it any music would just be a meaningless stream of unbroken noise, but she wasn't sure she cared to make it core to herself.
Starlight Night's Reflection doesn't feel quite right to her. That's fine, perfectly acceptable for a new clan to struggle in getting their arts set up and working right. Some never do it. I think we can though. It'll just take... a bit of tweaking.

The first issue I see is the keyword "Stillness" which seems to create the Antithesis keyword "Motion." This has some problems with it, given that Ling Qi likes motion, it is one of our possible conceptual projects after all, and we don't particularly like stillness. Certainly not an insurmountable problem, in fact, I want to overcome it, but a problem nonetheless. But how do we go about doing that? Well, that depends on if this system has ways to modify and expand arts after completing them, which given Yrs previous comments on the thread (which I can't find, unfortunately) about Ling Qi working on expanding existing arts instead of getting more arts, seems likely.

Now, changing SNR has been bounced around by a lot of people. I think that the current iteration I am advocating for was first proposed by Abeo, but I'm not sure. Either way, here it is.

Work on making SNR more about the endless, mysterious forests of the Emerald Sea rather than the bottomless lakes of the Thousand Lakes. To do this, I would replace the "Stillness" keyword with the "Mystery" keyword, the "Reflections" keyword with "Growth" (or something else, haven't really worked on what to replace Reflections with) and replace the Lake element with the Wood element.

The goal with these changes would be to reflect a contemplation of the Emerald Sea's endless forests, that when you strike into the darkness you never know if you hit anything or if your actions had any impact on the forest itself. The changes seek to provide the answer to the quandary "if a tree fell in a forest and no one was there to hear, did it make a sound" by answering "No." It would seek to tell the attacker that if they are not sure their attack had an impact on Ling Qi, then it did not. This type of change would move away from the serenity and tranquility of SNR's contemplation and more towards the sheer vastness of the forest and how no single action can make a meaningful impact on it.

These changes, I feel, would remove many of the problematic and troublesome aspects of SNR that don't quite fit into where Ling Qi is going and refurbish it with interesting new means of providing armor that feel more in line with Ling Qi herself. This is why I am extremely excited that "Mystery" has been added to our domain as a possible concept to explore. A very cool addition to SNR in my opinion!
 
Mystery... yes.

So, time to bounce a couple of ideas around about SNR. Is this a non-sequitur? No, no it is not.

Here it is in its current iteration.



Now, as Ling Qi has noted here:

Starlight Night's Reflection doesn't feel quite right to her. That's fine, perfectly acceptable for a new clan to struggle in getting their arts set up and working right. Some never do it. I think we can though. It'll just take... a bit of tweaking.

The first issue I see is the keyword "Stillness" which seems to create the Antithesis keyword "Motion." This has some problems with it, given that Ling Qi likes motion, it is one of our possible conceptual projects after all, and we don't particularly like stillness. Certainly not an insurmountable problem, in fact, I want to overcome it, but a problem nonetheless. But how do we go about doing that? Well, that depends on if this system has ways to modify and expand arts after completing them, which given Yrs previous comments on the thread (which I can't find, unfortunately) about Ling Qi working on expanding existing arts instead of getting more arts, seems likely.

Now, changing SNR has been bounced around by a lot of people. I think that the current iteration I am advocating for was first proposed by Abeo, but I'm not sure. Either way, here it is.

Work on making SNR more about the endless, mysterious forests of the Emerald Sea rather than the bottomless lakes of the Thousand Lakes. To do this, I would replace the "Stillness" keyword with the "Mystery" keyword, the "Reflections" keyword with "Growth" (or something else, haven't really worked on what to replace Reflections with) and replace the Lake element with the Wood element.

The goal with these changes would be to reflect a contemplation of the Emerald Sea's endless forests, that when you strike into the darkness you never know if you hit anything or if your actions had any impact on the forest itself. The changes seek to provide the answer to the quandary "if a tree fell in a forest and no one was there to hear, did it make a sound" by answering "No." It would seek to tell the attacker that if they are not sure their attack had an impact on Ling Qi, then it did not. This type of change would move away from the serenity and tranquility of SNR's contemplation and more towards the sheer vastness of the forest and how no single action can make a meaningful impact on it.

These changes, I feel, would remove many of the problematic and troublesome aspects of SNR that don't quite fit into where Ling Qi is going and refurbish it with interesting new means of providing armor that feel more in line with Ling Qi herself. This is why I am extremely excited that "Mystery" has been added to our domain as a possible concept to explore. A very cool addition to SNR in my opinion!
While I disagree with the idea that stillness is an issue for Ling Qi, given how often moves without motion, I do like the idea of creating an ES version of Starless Nights Reflection. Using Mystery as the keyword to do it might be the trick!
 
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