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

Voted best in category in the Users' Choice awards.
Hundred starts with a 1, so getting 2 at the beginning is, if anything, a bargain.
Actually there is nothing that says that Stolid Guardian Pipers can only be used once. Maybe we can build up to a hundred demons so long as we have a steady supply of Qi. Became the unstoppable murder ball.
 
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I don't think that music is going to be trained the next turn either way? EPC still needs to be finished so that Ling Qi will get the virtual GSS (plus moon mission); so if the optimal choice to use the music pill it's best to delay training music arts to turn 4 anyhow?
In month 3, we're probably not going to be training spiritual at all, and spend only 2 or 3 AP on physical, in order to use the Unwavering Discipline pill to full effect and get Appraisal Bronze in month 3. If so, we probably want 4 AP on physical and spiritual cultivation month 4, otherwise we're letting our base cultivation get too far behind. So month 3, with 4 EPC and 2-3 physical, we're at 6-7 AP, while month 4, we're at 8 AP spent. So already we see more AP free month 3 than month 4.

Moreover, all other AP month 3 will be spent on art cultivation (maybe 1 ap on challange), to again, take full effect of the Unwavering Discipline pill; month 4 doesn't have that restriction, so we'll probably want to spend AP on sect jobs, to build up our sect points again. We could not do Unwavering Discipline pill month 3, but that delays physical appraisal a month, which is obviously non-optimal.

For my opinion on the arts, I think we need one of MNO and SES. They are clearly the two most "dispel resist" arts on offer here, which is a capability we REALLY need. SES has the resilience keyword, while MNO does not, which is pretty big; but IMH does also have the resilience, and the thematics make me think we will probably get IMH. Honestly, SES fits so well with a music month that I think we should probably go for it.
 
Actually there is nothing that says that Stolid Guardian Pipers can only be used once. Maybe we can build up to a hundred demons so long as we have a steady supply of Qi. Became the unstoppable murder ball.
Sure, but a parade of 100 demons with only 2 types of demons is gonna be pretty boring.
Maybe we can learn a song that will lure any random spirits around to join the parade?
 
The other thing to think about is whether or not we still want to get ENM.

It's still a strong art, but if, say, we get MNO here then that would also be giving us stealth.

It would be a more defensive path, but we have also just picked up offensive buffs from FSS and PLR, so the need for ENM's offensive boosts are reduced now.
 
No? We should raise our standards and identify further areas we need to cover.

There is such a thing as too much choices. We got 8 new arts to chose from, we don't need more arts from the first floor for now; unless we want to face a mix of choices paralysis and gigantic amounts of salt.

Now, the arts! I don't know much about build optimization and migraine inducing schedules, so this is just my uneducated opinion

Mysterious Night's Obscurity looks pretty useful with the resistance to dispels. It seems to synergies well with FVM and PLR with the stealth aspect too.

IMH: easy to learn, close thematically to our domain and defends us from being debuffed which nothing in our build do?

Evanescent Anthem of the Nights Parade

Disposable minions, boost our main means of attack, less easily killed than the earth worms, aesthetic is on point.
 
In month 3, we're probably not going to be training spiritual at all, and spend only 2 or 3 AP on physical, in order to use the Unwavering Discipline pill to full effect and get Appraisal Bronze in month 3. If so, we probably want 4 AP on physical and spiritual cultivation month 4, otherwise we're letting our base cultivation get too far behind. So month 3, with 4 EPC and 2-3 physical, we're at 6-7 AP, while month 4, we're at 8 AP spent. So already we see more AP free month 3 than month 4.

Moreover, all other AP month 3 will be spent on art cultivation (maybe 1 ap on challange), to again, take full effect of the Unwavering Discipline pill; month 4 doesn't have that restriction, so we'll probably want to spend AP on sect jobs, to build up our sect points again. We could not do Unwavering Discipline pill month 3, but that delays physical appraisal a month, which is obviously non-optimal.

For my opinion on the arts, I think we need one of MNO and SES. They are clearly the two most "dispel resist" arts on offer here, which is a capability we REALLY need. SES has the resilience keyword, while MNO does not, which is pretty big; but IMH does also have the resilience, and the thematics make me think we will probably get IMH. Honestly, SES fits so well with a music month that I think we should probably go for it.

Why though? Ling Qi could train 9 art actions with the solider pill and get appraisal bronze with 97~ percent certainty (as long as she does 4 physical cultivation actions). Doing 8 base cultivation action plus 9 arts leaves room for 3 extra actions and reaches all the goals.

EDIT: Fixed a math error.
 
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It would be a more defensive path, but we have also just picked up offensive buffs from FSS and PLR, so the need for ENM's offensive boosts are reduced now.
Point of order: ENM will be getting an attack. Not saying it'll be a good attack for us, but it will.

EDIT: Also PLR requires expensive, lengthy and showy setup and FSS so far is going for "expensive and hideously overpowered scene-long buffs", none of which cover "instant attack buff" well.
 
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Point of order: ENM will be getting an attack. Not saying it'll be a good attack for us, but it will.

I could see a weird memory attack that punches people in the Initiative and stacks debuffs.

"What am I doing, why does she have her sword out, oh I'm fighting"

"What am I doing, why is, OH SHIT SWORD COMING TOWARD MY FACE"

"What am I doing, why am jumping backwards, is there a cut on my cheek? "
 
Point of order: ENM will be getting an attack. Not saying it'll be a good attack for us, but it will.

So just to be clear is Audacious Fairy Lark abandoned and ENM is the one we pick or this is just a personal choice for your plan?
Because I rather like AFL the best from the stealth/speed arts we got :(

Edit: Nevermind.
 
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Ok, so I'm thinking that it might actually be good to go for MNO, and forget ENM.

I suspect people probably like the themes of MNO more anyway.

If we go MNO, then we'd still need resilience/s.def.

We could go:
  • MNO + IMH
    • Big selling point here is that this gives us more support arts and theming. Given that right now we only really have TRF as a solid support art, this is actually a big deal I think.
  • MNO + SES
    • Super efficient short term, gives max Resist. Works great with music pill next month. SES themes maybe less cool than IMH though, and does again push that tank style a bit more.
  • MNO + DLS
    • Maximum shadow-style. Is cool if you want that. Gives a shit-ton of spiritual avoid too.
    • DLS *is* the slowest art of this batch, at ~166xp/AP. That being said, it's still better than ENM (160), TRF (142), and the appallingly slow Lark (130) so it's not actually terrible.

I kinda favor IMH because I really want more support I think. That being said, it isn't the strongest Resist-wise which might be an issue...
 
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I really like MNO + DLS since I'm a big fan of SCS and they flesh out some capabilities that gives us - such as being able to spiritually turn to shadow in addition to physically turning to shadow.
It'd also be nice to keep adding darkness arts to help our domain weapon.
 
(Obv not asleep yet, lol, eating and on phone).

ENM and MNO are both two distinct parts of our stealth suite. ENM messes with memories, allowing us to re-enter stealth more easily, and MNO screws with non-physical means of Perception, parallel to how SCS messes with physical means of perception.

AFL has a place, too. We're uniquely suited to it due to our ability to fly, and the cost technique further enhances Stealth while flying. The speed boost should also work out nicely.

And, as we're going Stealth, we'll ditch PLR in favor of whichever of ENM/AFL we don't keep continuously equipped. PLR is noisy by nature.

SCS further enhances this while in low light or complete darkness, even without activating any techniques, and provides powerful escape mechanisms in the form of the SCS eponymous technique and OWS.

The final piece here is CDE, a Perception Art that should allow us to effectively teleport through walls, and more easily break or bypass Formations.

In total, that's five Arts for our stealth suite, making it a very potent tool in our arsenal - provided we need to use it.

However, of the three new stealth Arts, MNO is the one most likely to slot permanently into our toolkit, due to how well it complements SCS (non-physical senses as compared to physical senses), and the way it's anti-dispel technique works may simply cock-block Dispels aimed at a completed FVM.

The other two are more situational, with ENM favoring combat and AFL favoring running away really fast.
Nothing wrong with that, though; we'll probably end up with one of those two on our 'permanent' list, once we have the extra Leg Meridians.

I don't know which one I'd prefer anymore, but there's no reason not to slot one of them alalongside MNO, as MNO is Spine/Lung, while both ENM and AFL are both Arm/Leg, and we've got spare Arm Meridians.

Also, the names of ENM and ONM paralleling each other is a neat touch.

Anyway, bedtime.
 
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Ok, so. MNO is really really good.

False Truths is, I would argue, the best counter-dispel tech for what we want. The big reason we want anti-dispel is that we have these build-up style field effects that we really can't afford to be dispelled (FVM and PLR), because that costs us multiple actions and destroys our momentum.

False Truths completely counters that by allowing us to redirect even successful dispel attempts onto less important personal buffs.

SES otoh doesn't do that.
 
Covetous Wraith's Yearning

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

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

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

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

Welcoming in Shadow: D
Duration: Short
The darkness spirit might seem a pitable thing, 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.

Ephemeral Nights Memory

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

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

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


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

Evening Breeze Flourish: D
Duration: Immediate
In an instant the user pulses their qi in a feint, and for one foe a single second of memory vanishes into the mist of time, leaving them disoriented and open for a blow.



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

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

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

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

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

Audacious Fairy's Lark

Potency: Green 1
Potency Growth: Green 2(4)
Max Level 5
Needed Meridians: Legx2, Arm(1). Leg(3), Arm(5)
Keywords: Athletics, Dance, Dexterity, Dodge, Revelry, Stealth, Wind, Wits, Yin
Experience: 80, 120, 160, 200, 300

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

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

Laughing Breeze: D
Duration: Short
The user's footsteps are light, and they float freely over the earth, bendy nary a single strand of grass in their passing. In flight, the user is merely pushed aside by blows that might have struck home, floating from danger like a cascade of flower petals in the wind. Greatly enhances the 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)
Max Level: 5
Needed Meridians: Spine x2, lung(3), Spine(4), Lung(5)
Keywords: Moon, Secrets, Stealth, Resist, Wind, Wits, Yin
Experience: 100, 150, 200, 300, 400

Passives
+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)
Max Level: 5
Needed Meridians: Heartx1, Spinex1(1), Spine(3), Heart(4), Spine(5)
Keywords: Composure, Fire, Hearth, Moon, Resilience, Resolve, Wood, Yang
Experience: 100, 150, 250, 350, 500

Passive
+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

Evanescent 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)
Max Level: 5
Needed Meridians: Heartx1, Lungx1(1), lung(3), Heart(4), Lung(5)
Keywords: Fear, Darkness, Presence, Manipulation, Music, Summons, War, Yang
Experience: 100, 150, 250, 350, 500

Passives
+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.

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

Statblock
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

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.

Statblock
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.


Storm Enduring Seedling
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 1
Potency Growth: Green 2(3), Green 3(5)
Max Level: 5
Needed Meridians:Spinex2(1), Spine(3), Spine(4), Spine(5)
Keywords: Composure, Music, Perseverence, Resist, Resilience, Resolve, Wood, Yang
Experience: 100, 150, 250, 350, 500

Passives:
+10 to Resist
+10 to Spiritual Armor

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

Heaven Scarred Trunk: C
Duration: Short
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 reduces the effects of any spiritual debuffs targeting them for the duration.

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)
Max Level: 5
Needed Meridians:Spinex2(1), Spine(3), Spine(4), Spine(5)
Keywords: Fade, Darkness, Resilience, Resolve, Wind, Yin
Experience: 100, 150, 250, 350, 500

Passives
+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.

So, a couple of thoughts here. ENM, MNO, AFL, and DLS improve stealth, but DLS is more defensive focused and doesn't have passives or keywords associated with stealth.

The Night Parade art has some pretty cool synergies for us. Each art summons a different summon which does really cool stuff for us. And, they are surprisingly hard to get rid of. For instance, the drummer will split if hit with C ranked damage or lower and the pipers start with two (which can be sacrificed to protect us). There are some interesting synergies with TRF and the ability to take the hit for someone.

I will notice, however, that DLS seems to be the only one with fade? Something to consider. DLS and SES are also pure spine... which means it is theoretically possible to scrunch them both to one spine meridian each. They seem to be fairly potent to be only one meridian each.

I feel that the best stealth combination from the new arts is ENM and MNO. Combining the hidden aspect of MNO and the memory altering capabilities of ENM could provide significant stealth capabilities, especially considering SCS and CDE.

There are a lot of cool things here, and I'm excited to keep pondering and pursuing the synergies that seem to be forming in front of us.
 
Here is one thing that i don't like about all of this Arts, namely they they have only 5 levels. Don't get get me wrong, i love several of them, and even without multipliers they can be learned very fast. The problem is - they would be discarded later almost as fast if not faster for better techs that we: find in some secret cave/learn from 2 floor/receive from Elders and Spirits. All of our best tech we receive in non-standard way.
I think we should wait a little and see what Arts available on 2 library floor.
P.S.: And is it my imagination or are we really find better Arts on second attempt? Is it because of our new art or Green 2 breakthrough?
 
Do you see "instant attack buff" as something important to our build?
Situationally? definitely, especially against strong targets we want to either guarantee a hit on or make the hit count with a +sp.pen buff.

I value ENM a lot more for it's stealth-enabling potential however; combined with SCS's innate dematerialization-based stealth and either MNO or DSL's anti-perception we should have enough of a Stealth-Perception gap to take advantage of ENM's more powerful awareness-resetting effects.

SES otoh doesn't do that.
A few words in defense of SES compared to MNO's style of instant Dispel resist:
  • Starts cheaper: D vs C-rank.
  • More useful fail-state when resisting self-dispels by opponents we've hit by debuffs:
    • An extra turn of duration for our debuffs at level 1 which by itself can let us do nice things like trigger Traveller's End nuke.
  • I'm willing to bet this ability to preserve though debuffs grows with art level, up to point where we'll be able to just keep specific debuffs up indefinitely despite any dispel attempts.
Not that MNO is without it's strong points:
  • As Erebeal said, it's (mostly) more useful against dispels that hit us or our area techs like PLR and FVM.
  • Comes at level 1 with a Long-duartion Stealth+Resist self buff, anti-perception variety which complements nicely with everything else, while SES focuses on spiritual armor (a lot of it though).
That said, SES's likely advancement direction for how to handle a dispel-heavy environment is "fuck you, arts X, Y and Z are here to stay", and I can't help but think it's much stronger as a potential keystone art to run a debuff heavy style with even against offensive dispel-focused opponents.
 
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