Songseeker's Ceremony
(requires mastered Eight Phase Ceremony)
A cultivation art unique to Ling Qi, developed with the aid of three phases of the moon. Dreaming, Grinning, and Hidden combine to form the nascent steps of Ling Qi's own path. The cultivation art rewards feats of daring, self expression, and dealings with the spirits of the world. It is the art of one who seeks the powers hidden in the world, and the beauty of songs old and new.
Potency: Green 3
Potency Growth: Green 4(3), Green 5 (6), Green 6 (8)
Keyword:
- Cultivation, Night, Moon, Stellar, Yin.
- Art, Dexterity, Manipulation, Music, Perceptiveness, Qi, Stealth, Wits
Max Level 8
Passives:
+40 dice to Spiritual Cultivation until Green 4
+40 dice to Physical Cultivation until Green 4
+40 dice to the cultivation of Yin Arts
+30 dice to the cultivation of Moon Arts
Grants the user 1 virtual Green Stone per week(4 per turn)
Allows the User to Bind Spirits up to Grade Three
Reduces Upkeep of Spirits by 2
6 Qi cultivation dice per turn up to S Rank
Coldstar Blade Foundations Art
A Martial Art originating from the Heavenly Peaks province, the Coldstar Blade Foundations are a simplified version of the core martial techniques of the Frozen Sun Sect, who dwell upon the higher peaks of the province and meditate on the dichotomy of being closer to the sun--and yet colder than those who dwell in less rarefied heights. As a Minor Sect who failed to gain Imperial Patronage, they have found themselves outcompeted by the Great Sects who now monopolize the young and talented of the Celestial Empire, and have distributed these teachings in an attempt to keep their methods alive. Experts in the Coldstar Blade Arts are known for their graceful movements and precision--sequestering the life and vitality of their foes before detonating it in all-powerful finishing strikes.
Potency: Green 2
Potency Growth: Green 3 (3), Green 4(6)
Max Level 6
Keywords:
Contrasts, Cold, Fire, Yin
Blades, Dexterity, Presence
Needed Meridians: Arm x3, Heart x2(1), Arm (3), Heart (5)
Experience: 200, 300, 400, 600, 800, 1000
Passives
+10 to Physical Hit
+10 to Physical Penetration
+5 to Hit and Penetration of allies in Close range
+10 to Initiative of user and allies in Close range
Morning Light's Frost: C
Duration: Immediate(Persistent)
Channeling the icy cold of the mountain peaks into their edge of their blade, the user delivers a pair of graceful slashes that leaves a spreading frost in its wake, weakening an enemy for future blows. Increases Hit and Penetration for two standard attacks and on hit brands the target with each slash. Brands reduce target armor by a small amount and stack up to six times.
Noon Sun's Fang: C
Duration: Immediate
The powerful follow up strike to the previous movements graceful feints and strikes, the user reverses the polarity of their qi, drawing on the intense heat of the noonday sun into the point of their blade. Increases Penetration significantly on a single attack, and increases damage by a small amount. If this attack strikes a branded target the brands are dispelled and inflict D rank damage (per brand dispelled)
Dawn Gleaming on the Peak: C
Duration: Long
Light gleams from the users blade, like the radiance of the sun on sparkling frost. The users qi washes over allies within Close range, and the contrasting qi lines their weapons and bolsters their spirits. Increases the Hit and Penetration of the user and affected allies. In addition allies are able to leave a single brand(as Morning Light's Frost) on targets when they hit with a damaging technique or attack
Starless Night's Reflection
In the Thousand Lakes, the infinite depth of the night sky is reflected from one thousand mirrors, displaying infinite emptiness extending beyond the heavens and into the depths of the earth. In meditating upon this conceptual void, the user seeks to become such a mirror, combining the formlessness and absorption of darkness with the rippling serenity and infinite depth of the lakes. Enemies striking the user and their allies find their weapons and techniques sinking into the shadows, to vanish, doing no more harm than they would if they slashed the waters of mighty Lake Hei, or aimed their malice at the starless sky.
Potency: Green 2
Potency Growth: Green 3(3), Green 4(6)
Max Level: 6
Keywords
Darkness, Lake, Reflections, Stillness, Silence, Void, Yin
Composure, Dark, Fortitude, Lake, Resilience, Resolve, Stamina
Needed Meridians: Spine x3, Heart x1(1), Heart (3), Spine (5)
Experience: 300, 400, 500, 700, 900, 1100
Passives
+10 to Physical Armor
+10 to Spiritual Armor
+10 to Physical and Spiritual Armor of allies in Near Range
+10 to Physical and Spiritual armor vs. repeating effects(poisons, marks, etc.)
G Rank damage reduction vs Darkness
Unruffled Stygian Reflection: C
Becoming as the surface of the water, the user absorbs the effects of a damaging technique or attack that is C rank or lower(this includes techniques that hit multiple times). If the technique is an area of effect, the user absorbs the technique's effects within Near range, protecting allies nearby.
Rippling Starless Shroud: C
Cloaking themselves in rippling energy that is neither water nor darkness, the user greatly enhances their defenses, and may even extend this shroud to allies nearby. Increases the users Physical and Spiritual Armor significantly. The user may extend this effect to up to five allies increasing the cost by 5 each time
Bewitching Silver Maiden
An art of the Emerald Seas developed by the old ducal courts. Though their time has passed lessons can still be taken from their ways. This art teaches the user the ways of the fairy maidens who serve as handmaidens to the primeval spirits of the old forests. In crafting an alluring and mysterious mask, the user may mask their true self and intentions from unwelcome eyes.
(Not domain compatible)
Potency: Green 3
Potency Growth: Green 3(3), Green 4(6)
Max Level 6
Keywords
Deception, Memory, Social
Composure, Empathy, Manipulation, Moon, Poise, Speech, Stealth, Yin
Needed Meridians: Head x3, Heart x1(1), Heart (3), Head (6)
Experience: 200, 300, 400, 600, 800, 1000
Passives:
+10 to Poise
+10 to Social Perception
+10 to Speech
+10 to Stealth
Fleeting Midnight Impression: C
Duration: Long
While active, those not directly socially engaged with the user find their memories of the users words and actions indistinct, leaving only a faint impression of pleasant friendliness. Increases Poise for the purposes of opposing social arts, extending to an area adjacent to the user, in combat this art may also provide bonus to stealth against unready targets.
Bewitching Countenance: C
Duration: Long
The users expressions and words are enhanced by the beguiling qi of the moon, providing them with additional impact and effect in friendly social interactions, inclining those the user speaks to to think more positively of the user even after the interaction ends. In combat, this art penalizes the physical and spiritual hit of enemies targeting the user as they find their malice toward the user wavering.
Beast Kings' Savage Dirge
It is said in legend that as the power of the Horned Lord and the Diviner waxed, the the eight Beast Kings who remained came together in council of war and united to bring down the conqueror once and for all. Their footfalls shook the earth and their savagery shook the skies, and though they were defeated in the end, echoes of that terrible march remained etched in the folklore of the Emerald Seas forever more. This art is part of a ballad said to have been composed for the last Weilu dukes, and though its origin is suspect, its power is not.
Potency: Green 3
Potency growth: Green 4(3) Green 5(6)
Max level: 8
Keywords
Beasts, Conquest, Illusion
Dark, Music, Presence, War, Wood, Yang
Needed Meridians: Lung x2, Heartx2
Experience: 300, 400, 500, 700, 900, 1100, 1300, 1500
Passives
+10 to Spiritual hit
+10 to Spiritual Penetration
+10 to Resist
+10 to War
Primal War Calling: C
Duration: Long
A heavy suspense and pressure building melody, this piece calls to mind the muster of beasts from across the province of emerald seas, called together for the final march. In an area out to far range from the user, the shades of long dead beasts coalesce from the shadows, red of eye and fang. The beasts howl and roar, filling the air with a savage cacophony. While this technique is active enemies within range are attacked viciously by the shades, who use the musicians hit and penetration in combat. The shades attacks deal a base C rank in damage, and the technique as a whole counts as two combatants for the purpose of multi attacker bonuses and penalties. In addition enemies which attempt to dispel this technique or another of the users music techniques while within it suffer an additional two attacks from the beasts.
Eagle God's Defiance: C
Duration: Immediate
The fastest of the beast kings, the Eagle God, lord of those who flew and preyed on the world below was an impetuous beast, and dove into battle before all the others. If this technique is activated without Primal War Calling, that technique activates freely the next time the user takes an action. On activation, the user plays an ear splitting high note and the Eagle God flies again, if only for a moment. The initial cry is a spiritual attack against all enemies within Close Range, dealing C rank damage and reducing enemy physical avoid significantly on hit for a short time. The newly formed phantom then dives at a single target, dealing B ranked damage and carries them in a straight line in any direction, depositing them within a close distance from their previous position.
Unstoppable Glaciers March
The rivers which wind through and water the Emerald Seas have their origin in the high mountain ice of the Wall. This melody seeks to capture the crushing inevitably of the eons long migrations of these great entities of ice, which in turn birth the great rivers and their unstoppable flow.
Potency: Green 3
Potency growth: Green 4(3) Green 5(6)
Max level: 6
Keywords
Ice, Inevitability, Pressure
Cold, Music, Presence, Water, Yin
Needed Meridians: Armx2, Spinex2
Experience: 400, 500, 600, 800, 1000, 1200
Passives
+10 to Presence
+10 to Spiritual Penetration
+5 to Spiritual Armor
+5 to Physical Armor
Implacable Advance: C
Duration: Long -or- Upkeep 5
The first technique of the march lies in laying down it's beat. A sound so deep that it is felt more than heard, this technique replicates the rumbling, eons long song of the high ice caps as they carve the land into new shapes. While active the user receives a bonus to spiritual penetration and damage from spiritual arts. In addition, when the users attacks would be negated by a technique or effect of C rank or lower, the user receives a free dispel attempt against the effect, which resolves before the triggering attack.
Grinding Glacial Melody: C
Duration: Short
Requires Implacable Advance to be active. The user advances toward their foe, playing the slow, steady notes of the march, whipping up a storm of snow and ice in their immediate vicinity and bringing down a crushing cold and pressure on their target, driving them before the user. This technique is a spiritual cold attack, with a small bonus to hit and a large bonus to penetration dealing C rank damage, if damage is dealt, the target is forced to move directly away from the user at one half their speed. Once activated this technique repeats each time the user moves toward the target(minimum half speed) for the duration of the technique.
Vengeful River King's Grasp
In the Thousand Lakes, the spirits of the rivers are often savage and mercurial beings, as swift to drag an unwary petitioner beneath the waters as they are to grant boons. Though the rivers have long been pacified by fear of the White Serpent Kings and Queens, there are still those who learn their lessons. This art seeks to master the sudden and savage movements of a river flooding in the spring, and drag under any unwary fools who might approach.
Potency: Green 2
Potency growth: Green 3(3) Green 4(6)
Max level: 6
Keywords
Counterattacks, Flooding, Motion
Dexterity, Dodge, Fade, Water, Wits, Yin
Needed Meridians: Lungx2, Spinex2
Experience: 300, 400, 500, 700, 900, 1100
Passives
+10 to Physical Avoid
+10 to Spiritual Avoid
+10 to Speed
Shimmering Azure Ribbon: C
Duration: Long
The user generates a long and wide strip of shimmering water that wraps and coils around their torso, rippling and flowing endlessly so long as the technique is maintained. The strip surges and weaves with sudden motion whenever foes grow near, and the user moves with greater grace and alacrity, improving their physical and spiritual avoid. Those who strike the user in melee are lashed pressurized sprays water. These counter attacks can occur up to three times between the users actions and use (Dex/Wits+[ Primary dodge skill] for Hit and Str/Int+ [Primary dodge skill] for penetration) and deal D rank base damage
Whitecap Lashing: C
Duration: Short
Usable while Shimmering Azure Ribbon is active, this technique extends the range of and improves the effects of counterattacks. The users counters now activate against all enemies within Close range, and recieve a small bonus to hit and penetration. In addition, each counterattack which hits reduces the targets armor and speed for a short time.
Laughing Flight of the Wind Thief
(Requires Bronze Foundation to Cultivate)
In this world there are a million tales long forgotten, great and small. In a time before the rule of men, before the arrogance of dragons, there were only beasts that called themselves gods. Yet strength breeds arrogance, and arrogance breeds complacency, and so long ago a cunning young girl plotted and planned and stole the Sovereignty of Wind from the gods. She flew beyond their reach, and mocked them with every league, the wind carrying her laughter across the land. In this art are the seeds of the way she forged, refined for the modern day, to inspire a disciples own flight. In mastering the dual powers of darkness and wind, that they might never be caught unwillingly again.
Potency: Green 3
Potency Growth: Green 4(3), Green 5 (6), Green 6 (8)
Max Level: 8
Needed Meridiains: Legx3, Spine x2(1), Spine(3), Leg (5), Leg (8)
Keywords: Athletics, Darkness, Dance, Dodge, Intangibility, Motion, Stealth, Wind, Yin
Experience Needed: 500, 600, 800, 1000, 1200, 1400, 1700, 2000
Passive Effects
+20 to Speed
+10 to Initiative
+10 to Stealth
Speed and Stealth bonuses increase by 5 when airborne
+10 to Physical Avoid
+10 to Spiritual Avoid
+10 to Physical and Spiritual Avoid against effects which would restrain or impede movement
+10 to stealth when avoiding divination arts
Zephyr's Mocking Escape: B rank
Duration: Long
The user immerses themselves in wind and darkness, becoming nothing more than a flitting shadow in a windy night. Filled with the joy of endless movement, they can only laugh as their foes attempt to grasp at what cannot be touched. Greatly increases Physical and Spiritual Avoid as well as speed. In addition the user gains H rank damage reduction against physical attacks, and cannot be impeded from reaching a destination by wholly physical barriers so long as they may perceive their destination. While active the user cannot be grappled or rooted by techniques of less than B rank, unless the enemy techniques potency exceeds theirs by at least two.
Breeze in the Vault: C rank
Duration: Short
Calling upon the mastery shown by the girl in slipping unnoticed through the realms of the gods, the user channels the qi of wind to become silent and trackless, passing through perception as no more than a silent breeze. Greatly increases most stealth derivatives while active. In addition the user may outright ignore the effects of formations and techniques of C rank or less (modified by potency) which would detect, impede or record them, without interacting with any conditional requirements that they might have.
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.