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

Voted best in category in the Users' Choice awards.
So, with the changes to SES in place, I'm going to discuss my thoughts about it.

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.
SES seems to be an art designed to make the user as unattractive a target as possible for spiritual attacks. Here's why, the first tech makes it so that trying to dispel the user's buffs and constructs is more difficult and unless the attacker is quite a bit better the buff/construct stays around for a bit, the second tech gives damage reduction to spiritual arts and greatly reduces the effect of any spiritual debuff meaning that spiritual attacks and spiritual debuffs just don't do as much against the user, and finally simply targeting the user with a spiritual attack or dispel damage the attacker.

This art just seems to scream "Not worth targeting this individual." In a fight, it is likely that there will be multiple people to attack with spiritual arts and debuffs (given the prevalence of spirit companions), and this art creates some psychological pressure to target those combatants rather than the user of this art. It does this by making it more difficult for the attacker's spiritual arts to do anything and punishing the attacker for even trying.

All in all, while I don't think this is a cornerstone of a person's spiritual defense suite, it makes a wonderful addition by increasing resist and making spiritual attacks/debuffs/dispells more difficult and costly to use against the user of the art.
 
Iirc we need to be green 4 to even just start tweaking arts, custom making an art is still far into the future.

We can always pay people to create arts for us. Given that the song we made for the challenge was almost an art the process cannot be prohibitively difficult (and consequently expensive), we were mainly lacking spiritual potency to push it over the edge.

Hey, is letting us custom create/commision arts even something you're willing to do at this time? I'd rather not clutter the thread if it's just not going to happen. :)
 
[X] It's cry grew ever more eerie

I've read a lot of talk about Qi draining and debuffing to win battles being boring or less appealing as we move to a more narrative system and honestly that's really frustrating. That this quest has been that it's taken the unusual direction in terms of build is something I like. It's refreshing to see a debuff build and the approach that goes with it. I also think we've yet to see that it's less effective in the current system, and I'm a little tired of seeing people declare as if it's self-evident that the system change means that the playstyle and approach Ling Qi has taken need to change with it.
 
[X] It's cry grew ever more eerie

I've read a lot of talk about Qi draining and debuffing to win battles being boring or less appealing as we move to a more narrative system and honestly that's really frustrating. That this quest has been that it's taken the unusual direction in terms of build is something I like. It's refreshing to see a debuff build and the approach that goes with it. I also think we've yet to see that it's less effective in the current system, and I'm a little tired of seeing people declare as if it's self-evident that the system change means that the playstyle and approach Ling Qi has taken need to change with it.
Do you want to read stuff about "and then they got even weaker" or about the sword actually doing things?

We have enough debuffs, we have so many debuffs that we can't use them all, we don't need even more when we already struggle to decisively put down enemies as shown in the fight against the Gnawing Ones.

More debuffs aren't going to help much in our fights especially not in duels against relative peers (because we will be challenged)
 
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Do you want to read stuff about "and then they got even weaker" or about the sword actually doing things?

We have enough debuffs, we have so many debuffs that we can't use them all, we don't need even more when we already struggle to decisively put down enemies as shown in the fight against the Gnawing Ones.

More debuffs aren't going to help much in our fights especially not in duels against relative peers (because we will be challenged)
Really? "and then they got even weaker"? That's what you're going with. Can you be any more disingenuous? You think Yrsillar can't make Spiritual Armor and Qi draining sound interesting? The shredding or fraying of the spirit and it's lifeblood being pulled out of someone? As for the sword actually doing things, I think you've got that backwards. The Sword debuffing and draining things it hits is it doing something. Something that got hit being more damaged by something done later is no more the sword "actually doing things" than it's already been doing.
 
No you got two

you had three blanks and got two insights, so when you gained two blanks it stayed steady at three
Mmmh...
(Base)Allies in a scene with whom Ling Qi has at least four ranks of positive relation receive a 10 point bonus to spiritual avoid and armor, and a 5 point bonus resolve and composure
-Ling Qi receives a 10 point bonus to Social Perception when attempting to discern lies or see through illusions.
-Empty
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We had Four blanks and two insight (including the base one, so one). as @naths says it also fits with what the tutorial says we should have.

EDIT: Dammit, it's already fixed. Sorry.
 
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So, is there impetus for picking up Audacious Fairy's Lark?
Can we not?

I've been shouting from the rooftops for literally months about Archive 1 arts being suboptimal picks. With the latest rework the new arts have gone from being terrible to being okay, but they are very clearly not top-quality, especially compared to our core arts. This is absolutely unsurprising - we shouldn't expect Archive 1 arts to be better than "okay". But this means that if we want to fill our build with good arts, we shouldn't be aiming at Archive 1; we should be reserving the space for higher-quality sources. Unless we have a hole that URGENTLY needs filling, we should put of grabbing arts where we can; that way we will have room to dedicate to arts from higher Archive levels or Cai's library or whatnot.
 
I was talking about how either Domain Weapon option shapes the paradigm of Ling Qi's actions. The offensive sword provides support to Ling Qi, yes, but it does so in a way that requires her to take non support actions to capitalize on it. I don't care what the sword is doing turn to turn. I do care about what Ling Qi does with her time in combat. The offensive benefit of the two options dictates Ling Qi's actions, or else is negated through disuse. The debuff option doesn't dictate her options to as large a degree, leaving her freer to do more other things with her time than attacking.

Your belief that the 'Eerie' option is 'freer' with LQ's time ignores the fact that FVM and FSS both have techs that do damage without needing any attention paid to them - FVM's Dissonance and FSS's Echoes of Absolute Winter. The Eerie option doesn't enhance Dissonance at all, for that matter, and Echoes is very much a tech we don't want to use in a teamfight unless it's an army combat simulator and we're told 'hold this ground'.

As such, this makes the action incentive near identical between the two options - 'Coherent' doesn't need to pay any special attention to anything in particular so long as Dissonance is up, and 'Eerie' doesn't need to pay any special attention to anything in particular so long as we've got allies in the vicinity paying attention.

Here's a deeper look into why:

Against Peers (Imperial-style cultivators), our Domain Weapon will be grinding against theirs. Therefore, it doesn't matter which option is taken unless our Domain Weapon wins that battle and starts helping us out directly. Until that time it's occupied with no chance to cause damage to enemies to trigger its special effect. Ergo, it only matters if it wins - until that time, we act as we do already.

If it is free to hit things, and is actually hitting critical things, we use FSS. Period, dot. Because in that situation, FSS is the right move to end a fight. It doesn't matter which variant we pick for this purpose - it helps us win. TRF, HDW, etc? All those help us not lose. They keep us in the game, allow us to keep fighting.

Against non-peers, like spirit beasts, spirits, gnawing ones, barbarians, or what have you? Coherent doesn't encourage FSS or FVM more than Eerie:

We want FVM up unless we know we have no chance of getting it up and keeping it up. FVM generates a field AoE that hinders enemies and helps allies, complete with an IFF option to exclude multiple friendlies from the effects.
  • FVM's Dissonance is directly improved should the 'coherent' option hit.
  • The Finale of Traveler's End is directly improved should the 'eerie' option hit.
  • We want FVM up anyway for the perception filter, constant damage, and Qi drain effects.
  • FVM is not in competition with itself - it's largely a 'spool up, do other things' tool until the time comes for the Finale.
FSS is rather more situational, in particular the AoE hindering effect of Echoes. We basically don't want to be near allies when we're using Echoes, and not using Echoes reduces the functionality of all other aspects of FSS... however, SEA is still a solid AoE debuff and self-buff effect that grants us Qi. SEA also doesn't do damage without Echoes and doesn't harm allies. In fact, SEA does the same thing as the 'eerie' option, except better, because it siphons the Qi of 'failed attacks' into our own dantian instead of simply removing it.
  • FSS's Spring's End Aria is a field effect much like the one generated by FVM. In this case, it debuffs enemies and siphons Qi. SEA is always good to activate, and SEA works very well with both variations.
  • Echoes of Absolute Winter is much more variable. In a team-fight situation, where we are in close proximity to allies, we do not want to activate it, as it works against all AoE attacks used by others within or overlapping its area of effect (as far as I can tell). In a more solo situation, the Damage of Echoes is improved by both Coherent and Eerie.
  • Hoarfrost Refrain doesn't care which option is taken, it hits harder in both cases - Coherent by improving Damage and Penetration, and Eerie by reducing the target's Spiritual Armor.
  • Call to Ending does prefer Coherent for the extra damage. However, if we're in a situation where we can either use CtE or a team-buff... use CtE, no matter which option is taken. CtE is a finishing move and should be used as such, not willy-nilly.
To put it simply, the Singing Mist Blade encourages the use of FSS techs whenever it hits critical targets, whether we're alone or in a group, provided it's in a situation to hit.

If it's not in a situation to hit, we act the way we would without it - whatever that means.
 
Art History
Arts History Archive. If @yrsillar threadmark it, I will keep it up to date. Here the two previous art history tabs from the previous thread.

Cultivation Arts
Eight Phase Ceremony
Keyword:
  • Cultivation, Night, Moon, Stellar, Yin.
  • Perceptiveness, Qi, Stealth
Max Level: 8
Potency: Green 1
Potency Growth: Green 2(7), Green 3(8)
Experience Required: 500, 650, 800

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.

+20 +25 dice to Spiritual Cultivation until Green 3
+15 +20 dice to Physical cultivation up until Bronze 3
+15 +25 dice to the cultivation of all Yin Arts
+10 +20 dice to the cultivation of Moon Arts
-Grants the user a 2 4 'virtual' stones of up to Yellow grade per week(8 16 per turn)
-Allows the user to bind spirits of up to Grade three
+3 +4 free qi cultivation dice per turn up to S rank
-When passing stealth challenges during adventure mode the user receives 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 90 120. -permanent
-Gain a +30 bonus on a single Combat or Social Perception test per turn
-Gain a 6 10 point bonus on Combat and Social perception
-User receives between 1 and 30 successes toward spiritual, physical, Moon, or Yin aligned arts when discovering unknown information or hidden treasure, depending on value.
+25 +40 dice to Spiritual Cultivation until Green 4
+20 +30 dice to Physical cultivation up until Bronze 4
+25 +35 dice to the cultivation of all Yin Arts
+20 +30 dice to the cultivation of Moon Arts
-Grants the user 4 'virtual' stones of up to Yellow grade per week(16 per turn) 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 Stealth or stealth derived skill challenge per turn
-Gain a +30 bonus on a single Combat or Social Perception test per turn
-Gain a 10 point bonus on Combat and Social perception
-User receives between 1 and 30 5 and 50 successes toward spiritual, physical, Moon, or Yin aligned arts when discovering unknown information or hidden treasure, depending on value. -permanent
-- Capstone Moon Ability. Quest dependant
+40 dice to Spiritual Cultivation until Green 4
+30 dice to Physical cultivation up until Bronze 4
+35 dice to the cultivation of all Yin Arts
+30 dice to the cultivation of Moon Arts
-Grants the user 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 Stealth or stealth derived skill challenge per turn
-Gain a +30 bonus on a single Combat or Social Perception test per turn
-Gain a 10 point bonus on Combat and Social perception
-Doubles success caps of previous moon abilities
-User gains up to 100 successes to physical or spiritual cultivation(whichever is lower) when composing, teaching or performing musical or artistic activities.
Keywords:
  • Argent, Balanced, Neutral
  • Qi

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.
+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

Level Max
Potency: Yellow 3
Max Level: 6
Potency: Yellow 3
Keywords: Argent, Balanced, Composure, Neutral, Qi, Resolve,
Potency Growth: Green 1(2), Green 2(4), Green 3(6)
XP Requirements: 100, 150, 250, 350, 500, 650
+15 dice to Spiritual and Physical cultivation up to Green/Bronze 1
+10 dice to Meridian cultivation
+5 dice to Argent Art cultivation
1 free die of qi experience per turn, up to A rank
User may bind up to grade 3 spirits(Upkeep doubled if beast realm is higher)
Once per turn add 30 to a single attribute or skill during a challenge
Grants the user 1 virtual Yellow Stone per week(4 per turn)
+15 +25 dice to Spiritual and Physical cultivation up to Green/Bronze 2
+10 dice to Meridian cultivation
+5 +10 dice to Argent art cultivation
1 2 free dice of qi experience per turn up to A rank
User may bind up to grade 3 spirits
Spirit Upkeep reduced by 2 per spirit
Once Per turn add up to 30 to a single attribute or skill during a challenge
Grants the user 1 2 virtual Yellow Stones per week(4 8 per turn)
Argent Combat Arts
Potency: Green 1
Keywords:
  • Argent, Balanced, Lake, Mountain, Reflection
  • Composure, Empathy, Perceptiveness, Resolve
Current Meridians: Headx3, Spine

Max Level: 5

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

+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.

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 are 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.
Mastered
Potency: Yellow 3
Potency Growth: Green 1(5)
Keywords:
  • Argent, Balanced, Fire, Unity, Water
  • Presence, Unarmed, War
Current Meridians: Heart, Arm
Next Meridians: Heart(5)
Experience Needed: 240

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.
Passives
+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.
Passives
+2 +5 bonus to Physical Hit of the user and allies within Very Close range
+2 +5 bonus to Damage of user and allies within Very Close range
The multiple attacker bonus for the user and allies increases by +2 3 within Very Close range
+5 +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 five ten allies within Close Far 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 up to twenty allies increasing cost by 2 each time. 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.

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 without sufficient resolve. 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.
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, Balanced, Motion, Thunder, Wind,
  • Athletics, Dodge, Dexterity, Wits
Current Meridians: Spinex2, Leg
Next Meridians: Spine (5)
Experience Needed: 120, 240
Passives

+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.
Passives

+5 bonus to Physical Avoid
+5 bonus to base melee weapon damage
+2 +5 Bonus to Physical Armor
+5 +10 bonus to Speed
+2 +5 bonus to Initiative

Rumbling Squall: D
Duration: Short 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: Short 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 user may take falling damage after the movement. users fall will be cushioned by the techniques qi. Techniques performed in unison with Boom Leap strike faster and pierce through enemy defenses.
Outer Sect Archive Arts
Potency: Yellow 3
Keywords:
  • Projectile, Motion, Wind, Yin
  • Archery, Blades, Dodge, Dexterity
Meridians: Heart x3
Max Level: 5

The evolution of the Emerald Seas wind arts focusing on the fleetness and encompassing nature of wind. Grants the user and their followers fleetness of foot and quickness of action.
Passive Effects:
+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

Techniques

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.
Keywords:
  • Heaven, Piercing, Wind, Yang
  • Archery, Dexterity, Strength,
Meridians: Arm x3
Max Level: 5
An archery Art based upon the meditations of an Imperial General on the nature of shooting stars and meteor showers, and observations on certain spirits. Foundational art for several more advanced archery styles. Wraps the users projectiles in wind and infuses them with the wrathful light of the heavens allowing the user to strike down far away foes with powerful shots, piercing through armor and disrupting movement.

Passives
Potency: Yellow 3
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.
Mastered

Moon Granted/Delivered Arts
Potency: Green 1
Potency Growth: Green 2(8)
Keywords:
  • Darkness, Moon, Motion, Shadows, Yin
  • Athletics, Dance, Dodge, Dexterity, Stealth, Wits
Current Meridians: Legx3, Spine
Next Meridians: Spine(8)
Max level: 8
Experience Needed: 500, 500

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.
+15 bonus to Speed
+10 bonus to initiative
+5 +10 bonus to Stealth
Speed Bonus increases by 5 in Low Light or Darkness
Stealth bonus increases by 5 in darkness
+10 bonus to Hit and Penetration if making the opening attack of a combat
+5 +10 bonus to Hit against Unaware or Unready targets
+5 bonus to Avoid in environments which allow for stealth
-10 penalty applied to all attempts to track the user, penalty increases -40 if attempt is made without an activated technique. Permanent


Grinning Crescent Dancer: B rank
Duration: Long
Calling upon the favor of the Grinning Moon, and using their skill at manipulating dark qi, the user's becomes an indistinct phantom, a flicker of shadow dancing between lights. Greatly enhances the dancers ability to avoid attacks and stay ahead of foes. The deeper the darkness grows the quicker their reactions and movement become. No mundane obstacle may block the movement of the Dancer, so long as they can perceive their destination, and entrapping them through wholly physical means becomes near impossible.

One with Shadow: C rank
Duration: Short 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 large enough to hold them. 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. However, an attack on the shadow the user inhabits can harm the user, and damage will break this technique.
Not Yet Unlocked

Passive Effects

+15 +25 bonus to Speed
+10 bonus to initiative
+10 bonus to Stealth
Speed Bonus increases by 5 10 in Low Light or Darkness
Stealth bonus increases by 5 10 in darkness
+10 +15 bonus to Hit and Penetration if making the opening attack of a combat
+5 +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.
Potency: Green 1
Potency Growth: Green 2(8)
Keywords:
  • Darkness, Loss, Perseverance, Water, Yin
  • Composure, Manipulation, Music
Meridians: Heartx3, Lung x2
Max Level: 8
Experience Needed: 650

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

Passive Effects

+5 bonus to all music based expression
+10 bonus Resist on water and darkness techniques
+5 bonus Armor against sound and music based techniques
2 Qi expenditure may prevent interruption of the melody


Mist of the Vale: C
Duration: Persistent/Short
Playing the first notes of the melancholy melody, the musician causes a light mist to roll forth from their instrument. The mist is filled with deceptive shadows and sounds, casting a pall over all within. The mist spreads to cover the range Close to the musician and may be extended out to Very Far, at the cost increasing the cost to the technique by 10 for each increment. The user may extend immunity too and benefits from the mist to up to five allies, increasing cost by 2 for each one.

Within the mist, foes find their senses confused, attacks against the musician or their allies often strike at phantoms, and seeking to escape the mist or advance upon the musician often result in meandering travelers reminiscent of the Travelers own wandering. In their confused state, they become vulnerable to the terrors which can reside in Vales far from civilization.


Dissonance of Night's Terror: D
Duration: Special
Damage: F
May only be used within Mist of the Vale. The melody grows low and eerie, punctuated by high, sharp notes, while the mists darken with indistinct and predatory shapes. Claws and fangs of mist and shadow tear at the musician's foes, rending armor and leaving wounds that bleed freely to feed the hunger of the mist. This technique counts as one combatant on the musicians side for multiattack bonuses


Starlight Elegy: C
Duration: Persistent
The mournful and despairing tune saps the energy of those not insulated from the mist, making their limbs heavy and their thoughts clouded with exhaustion and longing for home. The cloying mist drags at their limbs and drains away their qi, making it difficult to move, let alone attack. --Despair of the Lost
Alternatively, the power of the Elegy may be focused on a single target, drowning them in the endless mist, leaving them to wander as if alone and far from from home. So long as they remain lost, their allies aid cannot reach them, and they will wander alone in their perception, aware only of the haunting notes of the melody and its musician.

Travelers End: B
Duration: Scene
In a distant, misty valley, far from the works of mankind, a traveler completed a melody and offered it to the moon, the final notes echoing long after his last breath. This melody is but a shadow of that… but even shadows hold power. Only usable if all other Forgotten Vale Melody techniques are active.

The mist grows darker and more cloying still, blotting out almost all external light, and draining the warmth from those trapped within. The mist grows potent with dark qi, fogging the senses still further to bring them the lonely despair of the travelers final days. While active all Forgotten Vale techniques are considered one rank higher, and attempts to dispel them must first dispel Travelers End.
Passive Effects

+5 bonus to all music based expression
+10 +15 bonus Resist on water and darkness techniques
+5 +10 bonus Armor against sound and music based techniques
E rank Qi expenditure may prevent interruption of s melody-permanent


Mist of the Vale: C
Duration: Persistent/Short
Playing the first notes of the melancholy melody, the musician causes a light dark mist to roll forth from their instrument. The mist is filled with deceptive shadows and sounds, casting a pall darkness over all within. The mist spreads to cover the range Close to the musician and may be extended out to Very Far, at the cost increasing the cost to the technique by 10 for each increment. The user may extend immunity too and benefits from the mist to up to ten allies, increasing cost by 2 for each one.

Within the mist, foes find their senses confused, attacks against the musician or their allies often strike at phantoms, and seeking to escape the mist or advance upon the musician often result in meandering travelers reminiscent of the composers own wandering. In their confused state, they become vulnerable to the terrors which can reside in Vales far from civilization.


Dissonance of Night's Terror: D C
Duration: Special
Damage: F E
May only be used within Mist of the Vale. The melody grows low and eerie, punctuated by high, sharp notes, while the mists darken with indistinct and predatory shapes. Claws and fangs of mist and shadow tear at the musician's foes, rending armor and leaving wounds that bleed freely to feed the hunger of the mist. This technique counts as one combatant on the musicians side for multiattack bonuses.


Starlight Elegy: C
Duration: Persistent
The mournful and despairing tune saps the energy of those not insulated from the mist, making their limbs heavy and their thoughts clouded with exhaustion and longing for home. The cloying mist drags at their limbs like the weight of a life spent alone and drains away their qi rapidly, making it difficult to move, let alone attack. --Despair of the Lost
Alternatively, the power of the Elegy may be focused on a single target, drowning them in the endless mist, leaving them to wander as if alone and far from from home. So long as they remain lost, their allies aid cannot reach them, and they will wander alone in their perception, aware only of the haunting notes of the melody and its musician.

Travelers End: B
Duration: Scene
Damage: B
In a distant, misty valley, far from the works of mankind, a traveler completed a melody and offered it to the moon, the final notes echoing long after his last breath. This melody is but a shadow of that… but even shadows hold power. Only usable if all other Forgotten Vale Melody techniques are active.

The mist grows darker and more cloying still, blotting out almost all external light, and draining the warmth from those trapped within. The mist grows potent with dark qi, fogging the senses still further to bring them the lonely despair of the travelers final days. While active all other Forgotten Vale techniques are considered one rank higher, and attempts to dispel them must first dispel Travelers End.

The user may choose to end the melody at any time after Travelers End has been used. If they do so, the song reaches its finale, and all other techniques of the Forgotten Vale are ended as well. All who were still lost within the mist suffer an immediate spiritual attack of great magnitude, an echo of the travelers death in that far away vale. Those damaged by this attack may be paralyzed utterly by the assault, if their composure is too weak.
Potency: Green 1
Potency Growth: Green 2(5) Green 3(8)
Keywords:
  • Earth, Dark, Hunger, Worms, Yin
  • Intelligence, Projection, Stamina
Current Meridians: Lungx3
Next Meridians: Arm(5), Lung(7)
Max Level: 8
Experience Needed: 300, 400, 600, 800

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.
Passives
+10 bonus to Spiritual Armor
Available Qi increases by 2(to max) every time an enemy is damaged in close range
+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 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: Scene/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

Statblock
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 available Qi increases by 2(to max) for every 5 damage applied to enemy health.
Passives
+10 bonus to Spiritual Armor
Available Qi increases by 2(to max) every time an enemy is damaged in close range
+5 +10 bonus to Combat Perception against any target touching the ground
+2 to Penetration of next attack each time the user damages an enemy. (Max 8 10 stacks)
-Constructs created by Abyssal Exhalation are unaffected by the negative aspects of Abyssal Exhalation techniques



Breath of Stygian Depths: D
Duration: Short 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 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: Scene/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

Statblock
Base Attributes: D
Health: D D10, Qi: D
Speed: E D, Initiative F, C. Perception: C
Hit: D D10, Penetration: C, Damage: 5 F
P. Armor: D, P. Avoid C
S. Armor: D, S. Avoid D 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 three 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: C 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 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 available Qi increases by 2 5(to max) for every 5 rank of damage applied to enemy health.
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 1
Potency Growth: Green 2(3) Green 3(6) Green 4(9)
Keywords:
  • Moon, Motion, Revelry, Yang
  • Athletics, Dance, Dexterity, Composure, Presence
Current Meridians: Legx2, Lungx2
Next Meridians: Lung(3), Leg(5), Leg(7), Lung(9)
Max Level: 9
Experience Needed: 150, 300, 450, 600, 800, 1000, 1200
Passive Effects

+2 bonus to all expression and socialize
+5 to Speed
+5 bonus to Physical Avoid
+3 bonus to Spiritual Avoid
+5 bonus to Dexterity when escaping grapple or confinement
+2 bonus to begin or maintain a grapple
-This Art uses Dance as mastery for all techniques

Illustrious Phantasmal Festival: B
Duration: Long
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. Amidst the revel the user is but one figure among many, and in its ever shifting tides, only those of sharp eye can even attempt to reach or strike the user directly. This technique may be renewed as if it were D rank at instant speed at the end of its duration. This technique allows for stealth and is an illusion effect, affecting all senses.

Lunatic Whirl: C
Duration: Persistent
Usable only while Illustrious Phantasmal Festival is active. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The 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, 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.
Passive Effects

+2 +5 bonus to Dance, Music, art and speech
+5 +10 to Speed
+5 bonus to Physical Avoid
+3 +5 bonus to Spiritual Avoid
+5 +10 bonus to Dexterity when escaping grapple or confinement
+2 +5 bonus to begin or maintain a grapple
-This Art uses Dance as mastery for all techniques

Illustrious Phantasmal Festival: B
Duration: Long
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. Amidst the revel the user is but one figure among many, and in its ever shifting tides, only those of sharp eye can even attempt to reach or strike the user directly. This technique may be renewed as if it were D rank at instant speed at the end of its duration. This technique allows for stealth and is an illusion effect, affecting all senses. The festival counts as an additional combatant for the purposes of determining multiattacker bonuses

Lunatic Whirl: C
Duration: Persistent
Usable only while Illustrious Phantasmal Festival is active. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The 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, 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.

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.
Passive Effects

+5 +10 bonus to Dance, Music, Art and speech
+10 to Poise
+10 to Speed
+5 bonus to Physical Avoid
+5 bonus to Spiritual Avoid
+10 bonus to Dexterity when escaping grapple or confinement
+5 +10 bonus to begin or maintain a grapple
-This Art uses Dance as mastery for all techniques

Illustrious Phantasmal Festival: B
Duration: Long
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. Amidst the revel the user is but one figure among many, and in its ever shifting tides, only those of sharp eye can even attempt to reach or strike the user directly. Within it's confines the senses of enemies are confused, penalizing perception. This technique may be renewed as if it were D rank at instant speed at the end of its duration. This technique allows for stealth and is an illusion effect, affecting all senses. The festival counts as an additional combatant opponent for the purposes of determining multiattacker bonuses.

Lunatic Whirl: C
Duration: Persistent
Usable only while Illustrious Phantasmal Festival is active. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The 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, 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 three enemies, no more than six enemies may be under the effect of Lunatic Whirl at a time.

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.
Passive Effects

+10 bonus to Dance, Music, and Art
+10 to Poise
+10 +15 to Speed
+5 bonus to Physical Avoid
+5 bonus to Spiritual Avoid
+10 bonus to Dexterity when escaping grapple or confinement
+10 bonus to begin or maintain a grapple
-This Art uses Dance as mastery for all techniques

Illustrious Phantasmal Festival: B
Duration: Long
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. Amidst the revel the user is but one figure among many, and in its ever shifting tides, only those of sharp eye can even attempt to reach or strike the user directly. Within it's confines the senses of enemies are confused, penalizing perception. This technique may be renewed as if it were D rank at instant speed at the end of its duration. This technique allows for stealth and is an illusion effect, affecting all senses. The festival counts as an opponent for the purposes of determining multiattacker bonuses.

Lunatic Whirl: C
Duration: Persistent
Usable only while Illustrious Phantasmal Festival is active. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The 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, 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 three enemies, no more than six enemies may be under the effect of Lunatic Whirl at a time.

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.

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 chance(decreasing based on the attackers perception) to simply fail, shattering instead some of the dreamlike phantom images the user is shrouded in. Each use of this technique generates two 'charges' which do not stack with additional uses.

Elder/Mentor granted Arts
Potency: Green 1
Potency Growth: Green 2(6)
Keywords:
  • Armor, Vitality, Wood, Yang
  • Fortitude, Stamina
Current Meridians: Spine(x2), Heart
Next Meridians: Heart(6)
Max Level: 6
Experience Needed: 650

An old and well polished art developed by a once powerful but defunct family within the Emerald Sea province. The user joins themselves to the qi of the land, becomes as one of the mighty trees which stand in the deepest forests of the province, vital and sturdy. Yet one tree is not a forest, and so the user may extend their vitality to their allies.
Passives
+10 bonus to Physical Armor of the user and all allies within Close range
+5 bonus to stamina and resolve of the user and allies within Close range
+5 bonus to Physical Armor vs poison and disease effects
Reduce the damage from all poison or disease effects by 5


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 ten 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: Long
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 restoring it's users reserves, just as the leaves of spring and summer are restored from winters clutches.

Hundred Ring Armament: C
Duration: Short
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 five 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 five allies.
Passives
+10 bonus to Physical Armor of the user and all allies within Close range
+5 +10 bonus to stamina and resolve of the user and allies within Close range
+5 +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 ten 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: long 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 restoring it's users reserves, 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: Short 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 five 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 five 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.
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, Dark, Endings, Water, Yin
Presence, Resolve, Music
Next Meridians: Lung(6)
Current Meridians: Lungx3 (2 water cold, 1 dark), Arm 2(dark)
Experience Needed: 200, 400, 600
Max Level 6
Passive Effects

+10 to Penetration of Cold effects
+10 damage reduction vs. cold
Base damage of any weapon may be changed to Cold
+5 bonus to Penetration of Music arts
+5 to Intimidate

Springs End Aria: D
Duration: Short
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 Very 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. 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.

Hoarfrost Caress: 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. 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.

Winter Eternal Cadenza: C
Duration: Immediate
Damage: D
The completing half of the Spring's End Aria, a song with it's roots in the bleak, frozen lands that lie beyond the Wall. Usable only while Spring's End Aria is active, this technique unleashes if only for a moment, the absolute cold of a winter without end. The singer's voice lashes all enemies within Close range, hungrily draining away their qi into the freezing emptiness within the singer. The flesh is not spared this assault, burning burning black and cracking under the frigid serenade. Those affected find their every action and reaction slowed and disrupted by trembling frozen limbs.
Passive Effects

+10 to Penetration of Cold effects
+10 F damage reduction vs. cold
Base damage of any weapon may be changed to Cold
+5 bonus to Penetration of Music arts
+5 to Intimidate
+5 to Spiritual Armor

Springs End Aria: D
Duration: Short 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 Very 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. 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.

Hoarfrost Caress: 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. 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. The chill clings long after the technique ends, sapping the targets vitality and will

Winter Eternal Cadenza: C
Duration: Immediate
Damage: D
The completing half of the Spring's End Aria, a song with it's roots in the bleak, frozen lands that lie beyond the Wall. Usable only while Spring's End Aria is active, this technique unleashes if only for a moment, the absolute cold of a winter without end. The singer's voice lashes all enemies within Close range, hungrily draining away their qi into the freezing emptiness within the singer. The flesh is not spared this assault, burning burning black and cracking under the frigid serenade. Those affected find their every action and reaction slowed and disrupted by trembling frozen limbs.

Echoes of Absolute Winter: B
Duration: Special
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. 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, Fire, Light, and similar arts are reduced in effectiveness within range, regardless of source.
Passive Effects

+10 +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)
+5 +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 Very 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. 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.

Hoarfrost Caress 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. The chill clings long after the technique ends, sapping the targets vitality and will 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 is reduced by one rank, draining away qi and slowing flesh and spirit alike, though the echoes lack the persistent damage of the which the main target suffers.
Winter Eternal Cadenza: C

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, Fire, Light, and similar arts are reduced in effectiveness within range, regardless of source.

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.

Inner Sect Archive Arts
Potency: Green 1
Potency Growth: Green 2(4)
Max Level: 5
Needed Meridians: Head x2 (water), Lung x1 (moon), Lung(3)(moon), Head (5)
Keywords: Academics, Intelligence, Perceptiveness, Projection, Moon, Secrets, Water, Yin
Experience: 120, 160, 200, 280

The arts of the great diviner have spread far and wide with time, their secrets no longer held in trust. This art has been said to be a descendant of the impeccable arts of the great horned sages. Perhaps as a starting point for more inquisitive youths. The curiosity and seeking nature of the new moon is clear in its influence here.
Passives
+10 to Combat Perception
+5 to Spiritual Avoid
+5 to Formations when deciphering arrays
+5 to Academics when researching new information

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

Seeking Moon's Eyes: C
Duration: Short
Conjures three reflective silver wisps the size of a coin. Expressions of the Diviner's curiosity, these wisps seek their parents interest eagerly. The wisps ignore wholly physical obstacles but cannot travel further than Near distance from their creator. The creator may see from the 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: H
Speed: E, Initiative: F
Avoid: D, Armor H
Passives
+5 +10 to Combat Perception
+5 to Spiritual Avoid
+10 to Formations when deciphering arrays
+5 to Academics when researching new information

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

Seeking Moon's Eyes: C
Duration: Short
Conjures three reflective silver wisps the size of a coin. Expressions of the Diviner's curiosity, these wisps seek their parents interest eagerly. The wisps ignore wholly physical obstacles but cannot travel further than Near Very 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.

Statblock
Health: H
Speed: E D, Initiative: F
Avoid: D D10, Armor H
Passives
+10 +15 to Combat Perception
+5 to Social Perception
+5 +10 to Spiritual Avoid
+10 to Formations when deciphering arrays
+5 +10 to Academics when researching new information

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

Seeking Moon's Eyes: C
Duration: Long
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 Very 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.

Statblock
Health: H G
Speed: D, Initiative: F E
Avoid: D10 C, Armor H

Watchful Moon Analyisis: D
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 D rank or lower, or if none are active, penalizes the targets armor or avoid at the users discretion.
Passives
+15 to Combat Perception
+5 to Social Perception
+10 to Spiritual Avoid
+10 to Formations when deciphering arrays
+10 to Academics when researching new information

Inquisitive Study: D
Duration: Persistent
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 too two tests in a single scene, allowing them to discern many details that they might otherwise miss.

Seeking Moon's Eyes: C
Duration: Long 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.

Statblock
Health: G
Speed: D C20, Initiative: E D
Avoid: C C10, Armor H

Watchful Moon Analysis: D 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 D C rank or lower, or if none are active, penalizes the targets armor or avoid at the users discretion.

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.
Potency: Green 2
Potency Growth: Green 3(5)
Max Level 5
Needed Meridians: Head x2, Heart x1(1), Heart(3), Head(5)
Current Meridians: Head(Windx2), Heart (Music, Wind)
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.
Passives
+10 to Social Perception
+5 +10 to Combat Perception
+5 +10 to Spiritual Hit
+5 +10 to Spiritual Avoid

Spring Breeze Canto: D
Duration: Long Persistent
This ephemeral melody rings out with the vital curiosity of youth, The melody carries the musician's perception among her listeners out to Far Range, allowing her to clearly hear and see any one of them, regardless of distractions, so long as the songs echoes last. While the song lasts the users Social Perception is increased for the purpose of opposing Social Defense Arts. In combat Perception and Hit are increased instead. Once played, the canto lingers as an echo for several minutes with its full effect.

Summer's Day Rising: D
Duration: Short Long
This piece, embodying 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 significantly against spiritual attacks and deceptions. Those of stronger bond are bolstered still further, buoyed by their connection with the musician. For each ally affected the user receives a small boost to Combat Perception and Spiritual Avoid

Industrious Labors of Fall: C
Duration: Short
The third piece, which speaks of the labors made in preparation for the long winter, steadies the musicians audience and fills them with determination for the trials ahead. Bolsters the armor, health and Resist of listeners, with greater effects on targets of higher bond.
Passives
+10 to Social Perception
+10 to Combat Perception
+10 to Spiritual Hit
+10 to Spiritual Avoid

Spring Breeze Canto: D
Duration: Persistent Permanent (-5 Upkeep)
This ephemeral melody rings out with the vital curiosity of youth, The melody Mastery of the melody has woven it into the background flow of the users Qi. While using any Music Art carries the musician's perception among her listeners out to Far Range, allowing her to clearly hear and see any one of them, regardless of distractions, so long as the songs echoes last. While the song lasts the users Social Perception is increased for the purpose of opposing Social Defense Arts. In combat Perception and Hit are increased instead. Once played, the canto lingers as an echo for several minutes with its full effect.

Summer's Day Rising: D
Duration: Long
This piece, embodying 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 significantly against spiritual attacks and deceptions. Those of stronger bond are bolstered still further, buoyed by their connection with the musician. For each ally affected the user receives a small boost to Combat Perception and Spiritual Avoid

Industrious Labors of Fall: C
Duration: Short
The third piece, which speaks of the labors made in preparation for the long winter, steadies the musicians audience and fills them with determination for the trials ahead. Bolsters the armor, health and Resist of listeners, with greater effects on targets of higher bond. up to a full rank at Bond 6.

Winds of Winter Yearning: C
Duration: Long
This piece is not played aloud for mortal ears, carried on the flows of the users qi, this soft and ephemeral melody is the music of winter winds rattling windows and tugging at roof tiles. No more than pleasant background to the listeners closest, but a song of exclusion to those outside. While active, the user and up to three allies in Immediate range are shielded from outside scrutiny, increasing their effective social defense against viewing arts.
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)
Max Level: 5
Needed Meridians:Spinex2(1), Spine(3), Spine(4), Spine(5)
Current Meridians: Spine(Woodx2, Musicx2)
Keywords: Composure, Music, 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
Passives:
+10 +15 to Resist
+10 to Spiritual Armor
+10 to Composure
+10 Health


Intractable Roots: D
Duration: Short
A short piece full of stubborn obstinance, this technique significantly bolsters the users Resist against a single dispel attempt 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: Short 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.
Passives:
+15 to Resist
+10 to Spiritual Armor
+10 to Poise
+10 Health

Intractable Roots: D
Duration: Short Long
A short piece full of stubborn obstinance 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
Extending the short piece into a full stanza, the musician refuses to be moved. 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.

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.


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.
Strike-through means it changed, underlined means it's a new addition.
 
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Against Peers (Imperial-style cultivators), our Domain Weapon will be grinding against theirs. Therefore, it doesn't matter which option is taken unless our Domain Weapon wins that battle and starts helping us out directly. Until that time it's occupied with no chance to cause damage to enemies to trigger its special effect. Ergo, it only matters if it wins - until that time, we act as we do already.
Can't we just take the hit from theirs to hit them with ours?
Can we yes?

The Art was explicitly made by an Elder and the only drawback to them merely experimenting with it instead of seriously optimising the Art is "needs the ability to fly to fully master it and you don't get flight in Green normally"
That's why I want it, it sounds like its one of the better ones, and if it's extraordinary condition for use is any indication, it should have far more 'output' than the average mainstrem archive art.

Like pointed out, its language is similar to SBS.
 
Hmm... Mom Cai makes dresses that can fly.

Daughter Cai gave us one of those dresses.

Daughter Cai prepares some arts from her family archive that she thinks might be useful for us.

What are the odds that she doesn't include an art for flying in that list? The one that is tailored by a ducal house?
 
What are the odds that she doesn't include an art for flying in that list? The one that is tailored by a ducal house?
High.

It was my understanding that unassisted flight is incredibly rare before the Cyan realm; typically it is done through expensive and unweildly talismans for individuals in the green realm which is why our dress is so powerful and interesting.
 
Essentially, yeah.

And we did get it confirmed that Lark is generally overpowered for its level (For us at least) due to the conditional being really onerous (For everyone who isn't us). It's a good way to train up a Flight based focus in Athletics at least, which should give us a leg-up and potentially be something syncretic with Sable Grace down the line.
 
Can't we just take the hit from theirs to hit them with ours?

That's a bad idea.

Now, in some cases it won't matter at all, but in other cases, we're hitting them to eek out every bit of advantage for our doom-hug... and a Domain Weapon like Liling's is breaking TRU for the one-shot, no saving throw.

And we can't actually know which way the coin will fall until it happens. Now either we've seen the weapon in action previously (Ji Rong, Shen Hu, Sun Liling, etc), or we attempt to make a well-informed guess, but a guess doesn't mean certainty.

So, there is impetus to get it.

When are the schedule wizards planning to do it?

After turn 6. At the earliest.
 
It was my understanding that unassisted flight is incredibly rare before the Cyan realm; typically it is done through expensive and unweildly talismans for individuals in the green realm which is why our dress is so powerful and interesting.

Cai Shenhua is famous for her flying dresses. Ducal house who has access to such talismans for green cultivators surely has developed/found an art for flying. No matter how rare such arts usually are.

I do not see why general rarity of an ability to fly before Cyan should prevent a ducal house that's famous for green level flying talismans from having a green flying art.
 
I remain interested in AFL for reasons stated—the part of it that makes it suboptimal is its focus on flight in Green. It's a different kind of suboptimal than SES or HDW, which are much less restricted and so have less power budget available.

I also still want a stealth art, but am hoping LQ'll either get a find or Cai's gift will be one. Other sneaky characters we've seen have had the ability to hide their cultivation levels from casual scrutiny—it should be as much of a basic trait for LQ like AM/HDW's cultivation-reading. The fact that she can't do it highlights how much she's let that half of herself slip away
 
When are the schedule wizards planning to do it?
Turn 6+, we've got a bit too much on our plate for turns 4-5 between SCS/TRF/PLR and if we want to make Foundation by the end of it.

Current talk is to finish CDE and train ENM a bit to finish our perception suite and get a functional stealth art, which is higher priority than flight-based mobility.
 
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