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

Introduction
First Quest, Forge of Destiny, here

Ling Qi stood at the edge of the grass grown cliff and looked out over her new home. Mountains and hills stretched in every direction, filled with the mist of an early fall morning. In the distance, she could see the mighty slopes of the Outer Sect, White Cloud Mountain as she now knew it to be called. The vast peak pierced the clouds, almost a third of its span rising high into the heavens.

She wondered how her spirit mentor, Zeqing, who lived at the frozen peak was doing. They had not had a chance to speak since before the qualifying tournament. She would find out soon enough she supposed, as soon as the application to continue visiting her home cleared the Sect’s bureaucracy. Pulling her eyes away from that mountain she scanned the rest of the horizon, compared to White Cloud Mountain, the rest of the peaks were mere hills, barely rising to the level of the clouds.

The mountain she now stood upon was no exception, she knew. It’s peak rose high but not nearly to the same height. The mountain know as Storm’s Repose was the least of the Inner Sect Mountains, and the others were deeper in the range, where every mountain rose as high as White Cloud, or even higher still. Some rose so high that their peaks were deadly even to cultivators of the third realm like her.

“The view is pretty great,” Sixiang murmured in her thoughts, the insubstantial moon spirit’s essence tingled in her thoughts as they peered out through Ling Qi’s eyes. “The house is a bit small though isn’t it?”

It was, Ling Qi thought turning away from the cliff with a swish of silk. Her dark gown swayed around her ankles, and the winglike half cloak which hung from her back flared out, fluttering in the wind for a moment too long for it to be natural. She couldn’t stand here all morning, she had to settle in to her new abode.

The grassy cliff she stood upon was a narrow thing, only a few meters across, the vibrant green grass standing out from the grey stone all around despite the chill of encroaching winter. Her disciples home was built directly into the side of the mountain, visible only by the perfectly set and framed door of darkly lacquered wood which formed its entrance.

“I mean, you’re gonna have a hard time fitting the little big guy in here, aren’t you?” Sixiang mused.

Pausing at the door, Ling Qi grimaced. That was true, but...

“Zhengui isn’t little anymore!... but I miss the garden,” her other spirit, Zhengui muttered sleepily, the tortoise snake had been slipping into lengthy naps more and more over the past few days.

‘I put in the paperwork for a space in the large spirit environment, weren’t you paying attention?’ Ling Qi thought back grumpily to Sixiang.

“Not really!” The spirit replied cheerfully.

‘Of course you weren’t’ Ling Qi thought, giving a mental sigh. Sixiang’s attention wandered at the best of times.

“Zhengui, hang on. I’ll have a space for you soon,” She murmured aloud. She was thankful that Lady Cai had helped her expedite things.

“Zhengui trusts Big Sister,” Zhengui yawned in her thoughts, sinking back into slumber.

The last few days had been exhausting with all the set up for entering the Inner Sect. She had to file paperwork for a living and cultivating space for Zhengui, then there was another stack of forms to give her permission to visit Zeqing, and another allowing her to spar with Meizhen, Lady Cai, and Gu Xiulan.

Stepping inside. Ling Qi found herself in a warm room of polished gray stone. A softly glowing paper lantern hung from the ceiling overhead, casting a soft and welcoming glow over the simple furniture set around the chamber.

...It hung a bit low, Ling Qi noted with mild annoyance, ducking under it as she swept toward the hall leading to the other rooms, the door closing with a soft click behind her. Continuing her exploration, Ling Qi found a small kitchen and a pantry well stocked for simple meals and tea. She lingered a moment, studying the formations on the shelves and walls, meant to preserve the ingredients, clean the space and repel pests, it was a bit complex for her though, that sort of utility had never been her focus.

Next she found an empty room full of workbenches and cupboards. A space meant for craftwork she presumed. It wasn’t much use to her, but poking through the cupboards turned up numerous high quality but mundane tools, from carving knives to needles to tongs and a hammer laid by a small forge in the far corner.

Leaving the craft room behind, she next came upon a heavy wooden door, banded with formation reinforced iron. Swinging the heavy door open, Ling QI sucked in a surprised breath as potent qi washed over her.

“Now that’s a good feel,” Sixiang sighed happily as Ling Qi stepped past the threshold. The room beyond was rough, unlike the other rooms, it seemed like a natural cavern, including a glittering reverse forest of limestone stalactites hanging from it’s high ceiling. The floor was smooth and flat, sloping gently downward until it reached a softly bubbling pool of liquid silver. In the center of the pool rise an outcropping of glittering yellow crystal, shot through with streaks of pale green.

Argent Vent(Lesser): Grants 15 resource dice to spiritual and physical cultivation. Increases successes when cultivating Argent Arts by a factor of 1.7. Grants one virtual Yellow Stone per week(4 per turn) to cultivation.

The qi in the room was potent, very much so. Ling Qi spent a few minutes luxuriating in the mist which rose steadily from the cracks in the crystal outcropping, but soon moved on.

At the very back, she found a bedroom. Appointed with a simple, if comfortable bed a polished writing desk and mirror, as well as a wardrobe it wasn’t exactly a step down from her previous accommodations.

It was hard to imagine that barely more than a year ago, Ling Qi had been sleeping in whatever warm alleyways or corners she could find. Having a real blanket would have been a luxury, she thought musingly, patting the comforter of her new bed.

She shouldn’t get too attached though, Ling Qi thought as she began to put away her few possessions, materializing them one by one from her storage ring. The dress Xiulan had gifted her went into her wardrobe, she hadn’t worn it in months, thanks to the masterpiece of talisman-craft she had earned in defending her liege, Cai Renxiang’s order, but she couldn’t help but feel a little attached to it, the first nice outfit she had owned in years.

“You should change things up more often,” Sixiang pointed out idly as she closed the wardrobe.

“Where am I going to find a dress as powerful as this one?” Ling Qi scoffed.

...You can wear things for other reasons you know,” the spirit replied dully.

Now that was just silly, Ling Qi thought. What if she was attacked while wearing something less potent?

Sixiang had no response to that, and Ling Qi moved on.

The ornamented comb of bone her Mother had gifted her when they had reconnected was laid on her desk, the curious qi within it stirring under her fingers as she traced the eagle pattern carved into it’s surface. The Sect village was more distant now, but she would have to make sure to keep making regular visits. She was determined not to abandon her Mother again.

One of her newest possessions came next. A deep green jade badge the size of her palm. It’s flat surface held two numbers picked out in silver. First was her rank in the Sect, eight hundred and Thirty and second were her contribution points, in much smaller characters. The numbers changed on their own, thanks to the formations embedded in the jade.

Inner Sect Rank 830
Contribution Points: 20


She only needed to wear it for official functions though, so for now it was tucked into the topmost drawer of her desk.

“You really have to tell me about the adventure that got you those extra points sometime,” Sixiang whispered.

“I’m surprised you haven’t already picked it out,” Ling Qi said aloud. She had dreamed of that basement and that chilling altar, more than once. She was glad that she and Su Ling had stopped that crazed barbarian from unleashing a plague. Unlike her peers, whose badges had started with a tiny ‘ten’ below thow their rank. Ling Qi had found a ‘twenty’.

“Stingy,” Sixiang murmured, unable to hear thoughts not directed at them.

Ling Qi laughed under her breath as she put down the last of her new possessions. A slip of jade containing the secrets of the Argent Genesis Art.

The cultivation art of the Argent Sect. Created by the ancestors of Sect Head Yuan He and polished to perfection under his eye. This art offers many insights into building a strong foundation for a young cultivators future growth. The neutral balanced qi cultivated by this art mingles easily with almost every form of Imperial cultivation, making for a fine secondary art for any young scion.

Potency: Yellow 3
Max Level: 6
Keywords: Argent, Balanced, Composure, Neutral, Qi, Resolve,
Potency Growth: Green 1(2), Green 2(4), Green 3(6)

First Day Benefits
+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)

0/100 First Day

Although her own cultivation art was probably higher quality, Ling Qi knew well the benefits that mastering the arts predecessor had given her. Besides, there was sure to be another Sect art that picked up where this one left off. The first few levels of the technique seemed fairly easy to master as well, given her current experience.

Today was her first true day as an Inner Sect disciple. She would have to make sure that it and all the others that would follow counted. She couldn’t afford to fall behind.

AN: So here’s the intro to the new quest. If you are a new reader I strongly suggest that you read the first quest, else most of this will seem like nonsense. Don’t worry about grokking the old mechanics though. They are thoroughly dumped.

As we go into the first vote of the new quest, allow me to explain the structure this quest will follow. Each month of in game time, voters will decide on a cultivation plan for Ling Qi, which will decide how she advances her abilities in that time. Once the plan has been finalized, I will use it as a background and framework for actual narrative events of the story arcs which take place over that period. Sometimes there may only be a single arc in a month, sometimes there might be several. Either way results of the turn will be doled out at appropriate points over the course of the narrative.

Cultivation rules can be found in the spoiler box below



Vote!
You have 20 AP to spend this month
Ling Qi’s Income
40 Yellow Stones(Sect)
1 Green Stone(Cai Renxiang)

Ling Qi’s finances are as follows
103 Red Stones
43 Yellow Stones
1 Green Stone
3 Sect Points

How many stones will you use?
12 Free Yellow stones automatically used due to cultivation arts and sites
[] Additional Stones

How much will you invest in pills and medicine this month?
Low-5 dice for 5 red stones per action
[] Medium- 10 dice for 15 red stones per action Provided freely from Cai Renxiang
[] High- 20 dice for 25 (40-15) red stones per action
[] Very High- 30 dice for 60(75-15) red stones per action

What would you like to cultivate this month? (Select 1 subvote per category)
[] Physical Cultivation
-[] Strength, Dexterity, Stamina, Resolve, Wits
[] Spiritual Cultivation
-[] Intelligence, Wits, Resolve, Presence, Manipulation, Composure
[] Meridian
-[] Head, Heart, Spine, Arm, Lung, Leg
[] Eight Phase Ceremony
-[] Perceptiveness, Qi, Stealth
[] Argent Genesis
-[] Composure, Qi, Resolve
[]Sable Crescent Step
-[] Dance, Dodge, Dexterity, Stealth, Wits
[] Argent Current
-[] Presence, Unarmed, War
[] Argent Storm
-[] Dodge, Dexterity, Wits
[] Take Sect Jobs(Earns Sect Points 11-20 per AP)
-[] Any
[] Perform Sect Duties (Earns Contribution Points 1-4 per AP)
-[] Any
[] Research Arts in Sect archive (Max 2 AP)
-[] Int, Academics

Now I know this looks big and complicated, but to those of you eyeing it warily, keep in mind that the big turn votes will be a minority of the votes. There will be plenty of simpler and easier votes for people to participate in.

Alright, now please hold off on posting until I get a hefty reserve of page one posts
 
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Tutorials
Tutorials

Voting Rules:

1. Voting begins two hours after an update is posted
2. Voters may vote for as many options as they would like


Cultivation is determined by a series of dice rolls using d10s.

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

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

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

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

Spirit Stone Values are determined as below

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

1-4 Green Stones- 40 dice each

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

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

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

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

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

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

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

Summation:

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

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

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

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

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

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

Additional mechanics regarding domains will be introduced as the story proceeds

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

Meridians do not advance skills or attributes

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

Cultivation plans then would be formatted as follows

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Maxed and specialized skills

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

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




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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

Healing effects similarly operate off the damage tables numbers.

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

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

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

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

techniques do have several other common features

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

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

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

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


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

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

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

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

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

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

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

Art alteration

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

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

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

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

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

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

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

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

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

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

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

Physical has the same stages but the realm names are as follows
Mortal, gold, silver, bronze, iron, steel, adamant, orichalcum, divine
 
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Character Sheet
  • Physical
    Strength: E (16/30)
    Dexterity: A (9/80)
    Stamina: C (14/50)

    Mental
    Intelligence: D (25/40)
    Wits: C (39/50)
    Resolve: B (20/60)

    Social
    Presence: D (35/40)
    Manipulation: B (37/60)
    Composure: D (5/40)

    Special
    Base Qi: A10 (26/80)
    -Bonuses: Way 20, Equipment 17
    -Penalties: Zhengui -20, Sixiang -15, Hanyi -15
    Available Qi: B37

    Domain: F (800/900)
    -effects listed in Cultivation

    Attribute bonuses
    Dexterity 10 [vs. grapple]
    Stamina 10 (aura)
    Resolve 10 (aura)
    Presence 5

    Resolve/Composure +1 Rank when defending/supporting SL4 ally or similar value objective
  • Mental
    Academics: D (5/20)
    -Qualified: +10 when researching new information (CDE)
    Government: D (10/20)
    Craft: F (4/10)
    Formations: C (2/25)
    -Qualified: +10 when deciphering arrays (CDE)

    Physical
    Athletics: C (6/25)
    Dance: C (25/25) [C15] Maxed, 8 overflow
    -Bonuses: Sixiang 5, PLR 10
    Perceptiveness: C (5/25)
    Stealth: C (8/25)
    -Specialty: Infiltration, Sleight of Hand
    Survival: D (14/20)

    Social
    Art: F (4/10) [E5]
    -Bonuses: Sixiang 5, PLR 10
    Beast Handling: E (5/15)
    Empathy: C (12/25)
    Music: C (25/25) [C20]
    -Specialties: Vocals
    -Bonuses: Sixiang 5, PLR 10, FVM 5
    Speech: C (6/25) [C10]
    -Bonuses: Robe 5, FSS 5
    Spirit Ken: C (18/25)
    -Specialty: Moon, Darkness
    War: E (0/15)

    Martial
    Archery: C (4/25)
    -Specialty: Wind
    Blades: D (11/20)
    Polearms: F (2/10)
    Projection: E (6/15)
    Unarmed: E (3/15)

    Dodge: C (0/25)
    Fortitude: C (25/25) Maxed, 5 overflow
    Fade: C (10/25)
    Resilience: C (25/25)Maxed 3 Overflow

    Specialized
    Woodwind: A (36/40) [A25]
    -Bonuses: Sixiang 5, PLR 10, FVM 5, Flute 5
    Sable Grace: A (18/40)
    Intensive Focus B (6/35)
    Vanishing B (30/35)
  • General:

    Health B34

    - Damage Reductions: H vs Poison & Disease, G vs Fire, F vs Cold

    Available Qi B37

    - G rank regen (flower)


    Speed A30-A40 (low light 10)

    Initiative B35


    Utility:

    Stealth A17-A35 (Darkness 10, Night 3, Stealth gear 5); +30 twice per turn; -5 to emy.perception (shawl); -10~40 to tracking; Stellar Shadow Tools; -10 emy.scrying (band)


    Combat Perception B20; +30 to perception once per turn

    Social Perception B10-B30 (+½ rank in “our” space); +30 to perception once per turn

    Poise: C10


    Defense

    Physical:

    -- Avoid A28-A38 (Stealth env 10)

    -- Armor B5-B30(Low light 5, Sound 10, Poison/Disease 10)

    Spiritual:

    -- Avoid B23-B35 (stealth env. 10, band 2)

    -- Armor B30-A5 (Low light 5, Sound 10)


    -- +0.5 rank vs immobility/helplessness as long as an SL4 ally is present

    -- Immune to speed/initiative/p.avoid reductions from effects at rank F or below (Domain)


    Offense (physical)

    Archery: Hit B20; Penetration C3 (Wind speciality)

    Music doots: Hit B30; Penetration B20 (Cold)

    Dance (PLR>LW): Hit B30; Penetration C

    FVM (dissonance): Hit A13; Penetration B13


    Offense (spiritual)

    FVM (TE, Elegy, Mist): Hit A23; Penetration B13

    FSS (HR, remote CtE): Hit A23; Penetration B38

    FSS (touch CtE): Hit B18; Penetration NA


    Counters

    SES (BWR, vs Spiritual/Dispels only): Hit A15 (auto); Pen B10


    All Offense Bonus: +15 to hit/pen on first strike, +10 to hit vs unaware targets


    Technique

    Dispel
    - (Intelligence D + tech Rank)

    - Deepwood D10

    - Domain (???)


    Resist - (Resolve B + tech rank)

    - Unqualified Bonuses: SES 15, Equip (anchor) 5

    - Qualified Bonuses: +5 on darkness arts (Way), +15 on Water and Darkness (FVM), +5 on Music Arts (flute)

    - FVM [--|B30|A5]

    - PLR [--|B5|B20]

    - FSS [B15|B30|A5]

    - HDW [C25|B10|--]

    - SES [C20|B5|--]

    - TRF [C20|B5|B20]

    - SCS [--|B25|A]

    - CDE [B5|B20|--]


    Domain Weapon

    Hit: A5; Penetration: A20

    Avoid: B22; Armor: B22


    Health: (Stamina C, Qi A10) = B4 + Unqualified Bonuses: Way 10, Zhengui 10, SES 10 = B34

    Damage Reductions: H vs Poison & Disease, H vs Fire, F vs Cold

    Derived Qi: Base Qi A10 + Way 20 + Equip 17 (Flute 5, Gown 5, Anchor 2, Hairpiece 5) - Zhengui 20 - Sixiang 15 - Hanyi 15 = B37


    Speed: (Athletics C, Dexterity A) = B + Unqualified Bonuses: Domain 20, SCS 25, ENM 10, PLR 15 = A30

    Qualified Bonuses: +10 in low light/darkness (SCS)


    Initiative: (Dexterity A, Wits C) = B + Unqualified Bonuses: Way 5, Domain 20, SCS 10 = B35


    Stealth: (Dexterity A, Vanishing B) = B20 + Unqualified Bonuses: Equip 5 (Robes 5), SCS 10, ENM 20, Way 2 = A17

    Qualified Bonuses:

    • +10 Darkness (SCS), +5 Stealth gear (Band of Occlusion 2, Slippers 3), +3 Night
    • -5 to enemy perception (Shawl), -10 to scrying (Band of Occlusion)
    • -10 penalty applied to all attempts to track the user, penalty increases -40 if attempt is made without an activated technique. (Way)
    • +30 twice per turn (Way)

    Combat Perception: (Wits C, Intensive Focus B) = C15 + Unqualified Bonuses: EPC 10, HDW 10, CDE 15 = B20

    Qualified Bonuses: +30 to perception once per turn (EPC)


    Social Perception: (Manipulation B, Empathy C) = C15 + Unqualified Bonuses: EPC 10, HDW 10, CDE 5 = B10

    Qualified Bonuses:

    • +½ rank when in a space considered “ours” (Domain)
    • +30 to perception once per turn (EPC)

    Poise: (Composure D, Speech C) = D10 + Unqualified Bonuses: SES 10, PLR 10 = C10

    Physical Defense

    Avoid
    : (Dexterity A, Sable Grace A) = A + Unqualified Bonuses: Way 3, Domain 10, PLR 5, ENM 10 = A28

    Qualified Bonuses: +10 in stealth env. (SCS)


    Armor: (Stamina C, Fortitude C) = C+ Unqualified Bonuses: TRF 10, Equip 25 (Robe 20, Anchor 5) = B5

    Qualified Bonuses: +10 vs Sound & Music (FVM), +5 in low light/darkness (Robe), +10 vs poison and disease effects (TRF)


    Spiritual Defense

    Avoid
    : (Manip B, Fade C) = C15 + Unqualified Bonuses Way 3, PLR 5, HDW 10, ENM 10, CDE 10 = B23

    Qualified Bonuses: +10 in stealth env. (SCS), +2 Band of Occlusion


    Armor: (Resolve B, Resilience C) = C15 + Unqualified Bonuses: FSS 10, SES 10, Equip 25 (Robe 20, Anchor 5) = B30

    Qualified Bonuses: +10 vs Sound & Music, +5 in low light or darkness (robe)

    All offense has the following qualified bonus:

    • +10 Hit vs Unaware (SCS)
    • +15 Hit and Pen on opening first strike (SCS)

    Physical

    Hit: (Dexterity A, Archery C) = B + Unqualified Bonuses: FSA 5, Sixiang 10, ENM 5 = B20

    Penetration: (Strength E, Archery C) = D + Unqualified Bonuses: Way 10, FSA 10, Equip (Bow) 3 = C3


    Music Doots: (Damage E)

    • Hit: (Manipulation B, Woodwind A) = B20 + Unqualified Bonus: Equip (flute) 5, ENM 5 = B30
    • Penetration: (Presence D, Woodwind A) = C15 + Unqualified Bonus: Way 10, Equip (flute) 10, Cold 15 = B20 (Cold)

    Dance: (PLR grapple with LW)

    • Hit: (Dexterity A, Dance C) = B + Unqualified Bonuses: Sixiang 10, Equip (Shawl) 5, PLR 10 (grapple), ENM 5 = B30
    • Penetration: (Presence D, Dance C) = D10 + Unqualified Bonuses: Way 10 = C

    FVM: (Dissonance)

    • Hit: (Manipulation B, Woodwind A) = B20 + Unqualified Bonus: Way 3, Equip 10 (flute 5, shawl 5), Sixiang 10, Hanyi 5, ENM 5 = A13
    • Penetration: (Presence D, Woodwind A) = C15 + Unqualified Bonus: Way 13, Equip (flute) 10, FSS 5 =B13

    Spiritual

    FVM
    : (mist, Elegy, TE)

    • Hit: (Manipulation B, Woodwind A) = B20 + Unqualified Bonus: Way 3, Equip 10 (flute 5, shawl 5), Sixiang 10, HDW 10, Hanyi 5, ENM 5 = A23
    • Penetration: (Presence D, Woodwind A) = C15 + Unqualified Bonus: Way 13, Equip (flute) 10, FSS 5 =B13


    FSS: (HR, CtE non-touch)

    • Hit: (Manipulation B, Woodwind A) = B20 + Unqualified Bonus: Way 3, Equip 10 (flute 5, shawl 5), Sixiang 10, HDW 10, Hanyi 5, ENM 5 = A23
    • Penetration: (Presence D, Woodwind A) = C15 + Unqualified Bonus: Way 13, Equip (flute) 10, FSS 20, Hanyi 10 = B38

    FSS: (CtE touch)

    • Hit: (Dexterity B, Dance C) = C15 + Unqualified Bonus: Way 3, Equip 10 (flute 5, shawl 5), Sixiang 10, Hanyi 5, ENM 5 = B18
    • ignores armor

    SES: (BWR counter)

    • Hit: (Manipulation B, Woodwind A) = B20 + Unqualified Bonus: Equip 5 (flute 5), Sixiang 10, HDW 10, Hanyi 5, ENM 5 = A15 (auto-hits)
    • Penetration: (Presence D, Woodwind A) = C15 + Unqualified Bonus: Way 10, Equip (flute) 10, FSS 5 = B10


    Domain Weapon:

    • Hit: (Dex A, Woodwind A) A + Rank Down = B + 45 meridians = A5
    • Penetration: (Dex A, Woodwind A) A + Rank Down = B + 15 (innate) + 45 meridians = A20
    • Avoid: (Dex A, Woodwind A) A + Rank Down = B + 22 meridians = B22
    • Armor: (Dex A, Woodwind A) A + Rank Down = B + 22 meridians = B22


  • Talent: 6

    Spiritual Cultivation
    :
    Foundation Green Soul (9) - 1491/4800

    Physical Cultivation:
    Appraisal Bronze Physique (8) - 1904/2400
    • +20 bonus to Available Qi
      +10 bonus to Health
      +5 bonus to Initiative
      +5 bonus to Resist of darkness arts
      +3 bonus to Hit and Penetration of darkness arts
      +3 bonus to Avoid
      +10 to Spiritual and Physical Penetration
      +10 to Combat and Social Perception
      +5 bonus Stealth at night/+2 otherwise
      Uncapped Dexterity
      Uncapped Expression

      • Roll again on ones during cultivation, successes on rerolled dice are doubled.
      • Reduce successes needed for opening Meridians by one.
      • Breakthrough Value increases by 5.
      • +1 on Qi cultivation dice.
      • +7(=Stealth ranks) resource dice.
      • Multiplier of natural sites multiplied by 1.5 (bonus included in known sites)
      • + .2 multiplier to Wind Arts
        + .2 Multiplier to Spiritual, Physical, and Meridian Cultivation
        + .1 Multiplier to Arts of the Eight Imperial Elements
        + .2 Multiplier to Moon and Music Arts
        + .1 Multiplier to Heart and Lung Arts
        + .3 Multiplier to Darkness Arts
        • When passing stealth challenges receive bonus successes equal to 5x the letter rank of the challenges passed to spiritual or physical cultivation, or Moon or Yin aligned arts, as selected at turn start. Bonus successes cap at 240.
        • User receives between 10 and 100 successes toward spiritual, physical, Moon, or Yin aligned arts when discovering unknown information or hidden treasure, depending on value.
        • User gains up to 100 successes to physical or spiritual cultivation(whichever is lower) when composing, teaching or performing musical or artistic activities.
        [*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*][*]

      • Damage Reductions:
        • F vs Cold.
        • H vs Poison or Disease.
      • +1 on experience dice for Archery.
      • Negate all environmental penalties of low light and darkness.
      • Receive a 30 point bonus to a stealth check twice per turn.
      • Music is used in determining Hit and Penetration while using arts with the Music keyword.
      • Instruments wielded by the user may be used to make sound based melee attacks at immediate range. These attacks may be used in conjunction with appropriate arts without interrupting the melody.
      • E rank Qi expenditure may prevent interruption of the melody.
      • Allows the user to sense qi. The user may tell the cultivation realm of living things of their own stage or lower, and the realm of those higher.
      • 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.
  • Domain Rank: F

    Domain Effect:
    • Allies in a scene with whom Ling Qi has at least four ranks of positive relation receive a one rank bonus to Spiritual Avoid, Armor and Combat Perception(Boosted Rank cannot exceed Ling Qi’s)
    • So long as at least one such ally is in the scene with Ling Qi she receives a half rank bonus to resisting or avoiding effects which would induce immobility or helplessness.
    • At all times, Ling Qi receives +20 to Speed and Initiative, and +10 to Physical Avoid.
    • Ling Qi is immune to effects which would reduce speed, Initiative or physical avoid if the effects rank is less than or equal to her domain rank(modified by potency).
    • When defending or supporting a person with which she has rank 4 or higher support or pursuing a similarly vital objective in a conflict, Ling Qi is treated as having resolve and composure one rank higher than her normal rank.
    • When within a space Ling Qi considers to be ‘hers’ she receives a half rank bonus to Social Perception.
    • Ling Qi and allies within close range receive a free dispel attempt against effects which would force them to act directly against someone with whom they have at least 2 ranks of positive relation.

    Insights:
    1. Sincerity is the measure by which the worthiness of the self and ones guests should be measured.
    2. There are endings and Endings, only the very last one is final. Just as winter ends in spring, small endings are new beginnings.
    3. Though a path might be hard and lonely, it has worth if you can present something of beauty to those you care for at the end.
    4. There is no peace in emptiness, no content in stillness. Stagnation is death; act, change, move, think, and grow until the very end.
    5. Branches and trunks bend and sway, but the roots must remain unyielding. Retreat only so far and then no more.
    6. Empty
    7. Empty

    Advanced Inslights:
    • One person’s desires cannot, alone make a home nor a family.
  • Next: 42 successes

    Unlocked (41):
    Head: 4
    Wind(HDW x2), Water(CDE), blank

    Lungs: 9
    Dark(FVM), Music(FVM), Dark(FSS), Cold(FSS x2), Moon(PLR x2, CDE), blank

    Spine: 7
    Dark (SCS), Wood(TRF x2, SES x2), Music (SES x2)

    Heart: 8
    Water(FVM), Dark(FVM x2), Wood(TRF x2) ,Music(HDW x2), blank

    Arm: 7
    Dark(FSS x2), Wind(x2)blank x3

    Leg: 6
    Moon(PLR x2, SCS), Dark (X2) blank

    • Zhengui
      + .2 Multiplier to Fire Arts
      + .2 Multiplier to Wood arts
      G Damage Reduction vs Fire damage
      +10 health
    • Sixiang
      + .2 Multiplier to Music, Moon Art cultivation
      + .2 Multiplier to Wind Art Cultivation
      +5 Bonus to Music, Dance, and Art
      +10 To Hit of Music & Dance and Wind Arts
      +5 to Presence
    • Hanyi
      .2 Multiplier to Cold and Music Arts
      .1 Multiplier to darkness arts
      +10 to Penetration of Cold Arts
      +5 to Hit of music Arts

    • Argent Vent(Standard):
      - Grants 35 resource dice to spiritual and Physical Cultivation.
      - Grants a 2.2 multiplier to cultivation of Argent Arts.
      - Grants 4 virtual Yellow stones per week to cultivation(16 total).
    • Brook’s Convergence:
      - Multiply the successes of water art cultivation by 1.2
    • Grove of Thirty Three:
      - Multiplies the successes of Wood Art cultivation by 1.2.
      - Add 1/10 of the successes of arts containing physical attribute keywords to physical cultivation.
    • Silent Stones:
      - Multiply successes of Moon, Sun and Earth arts by 1.3.
      - Provide +1 to the XP dice of skills trained using those arts.
    • Whistling Cliffs:
      - Multiply the Success of Wind and Music Art cultivation by 1.2.
    • Mirror Basin:
      - Multiply the success of Lake and Water arts by 1.2.
      - Provide +1 XP per die to the training of social attributes and skills when used in a month.


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

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

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

      +2 to Hit of Wind Arts. +1 to qi. Damage F. Max Range: Immediate
    • Domain Weapon:
      A twisting obsidian blade that releases a mist between its coils. It pulses frequently, releasing bursts of boundless Hunger, coveting all before it's glorious sight. The holes that line it's white bone hilt release a terrifying inhuman whistling screech as it soars through the air.

      Dexterity+Woodwind. Darkness. Spiritual. +15 to Penetration. Damage D. Health D.
      - When a target struck by the singing mist blade is assailed by a damaging technique from its user, the swords song echoes, enhancing the damage and penetration of the technique.
    • Armor:
      A many layered gown of water smooth black silk with prominent white hems and a dark blue mantle split down the center like a pair of wings and embroidered with patterns of white lotus flowers. It’s train trails behind the wearer, never touching the base earth. A finely painted silk panel is affixed to the front, displaying curling vines and white petaled azalea flowers, spotted with red like drops of blood. Made by an apprentice of the Duchess Cai, and infused with a thread from the spirit Liming, it’s craftsmanship is near unparalleled, though its potential still sleeps.

      +20 to Physical and Spiritual Armor, +5 to Qi. +5 to Armor in low light and darkness, +5 to speech and stealth tests.
      Provides flight at the user’s speed, or negates any damage from a fall
      The user reduces light levels to low within Very Close range.
    • Talismans:
      • A surprisingly heavy silver choker engraved with each of the eight elements.

        +2 to Qi, +5 to Armor. +5 Resist.
      • It's hard to tell the color of this thin gossamer fabric. From some angles it seems like a pale white and from others a shiny black.

        +5 bonus to Hit with Dark and Moon Arts. Perception checks against the wearer have a penalty of 5 in low light or darkness.
      • A beautiful floral hair decoration based off a certain notorious flower in the depths of the Emerald Sea. Like a plant, it drinks in the ambient qi, but when under threat, the rustling of its petals fortells the spread of hallucinatory pollen.

        +5 to Qi, G rank qi regen.
        the hairpiece releases pollen around its user, disorienting nearby enemies. An Enemies within near range suffer a penalty to Hit and Avoid and Perception in the immediate term, with severity based on Wits.
    • A plain and unadorned grey ring, it holds an extradimensional space for the storage of objects. Eighteen slots.
  • Cultivation Drugs:
    • Adds ten dice to the cultivation of Argent Arts. Adds one eighth of the resulting successes to spiritual and physical cultivation
    • Add sixty resource dice to the cultivation of Darkness Arts.
    • Grants five bonus dice toward opening meridians and learning Yin aspect arts. For each roll, the user receives a 5 dice toward increasing qi.
    Combat/Utility:
    • Attempts to remotely view or use divination upon the user suffer a penalty of 5 for the length of a scene.
    • A woven bracelet with the shape of a bird picked out among its threads in jade. Upon being broken, transports the user up to half a kilometer in any direction. Landing accuracy improved by knowledge of destination, injury may occur if user is unfamiliar with target location.

      • A pair of martial arts slippers woven from the silk of sable silkworm.

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

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

        +3 to Hit on wind or water arts. +1 to qi.
      • A masterfully crafted silk gown fitted to Ling Qi at the request of Gu Xiulan.

        (Armor) +5 to Physical Armor. +2 to Avoid. +2 to socialize. +1 to qi.
      • A thin fragile ring of white gold, studded with three tiny amethysts.

        +2 to Spiritual Avoid and stealth. -10 penalty to all remotely made perception checks against the user.
      • A set of fine scouts instruments, including lockpicks, wires, etching tools and brushes.

        +10 to Stealth in appropriate situations, and a +30 bonus once per turn.

      • High Quality second grade cores of each of the eight imperial elements
      • A hard, leathery pod, snatched from something growing beneath the darkness, shaking it reveals the sound of sound of seeds within. It smells faintly of rot though.

      • Increases the number of meridians that can be trained per AP to 2 (up to the first softcap).
      • A thin tome detailing tips for songwriting and composing, interspersed with minor qi exercises and other handwritten notes.

        +6 dice to cultivation of musical arts of second realm and below.
      • Jade Slips
        Allows the user to learn the arts Sable Crescent Step, Eight Phase Ceremony, and Forgotten Vale Melody.

      • An old comb carved from a piece of bone in the shape of outstretched wings. A gift from your mother, it offers a feeling of comfort when used.
      • a crudely bound tome with a pale white cover and crumbling pages. Written in the old Language of the Hill folk, it contains many formations of unpleasant implication.
      • New Moon Sect Map.
  • 227 Red Stones
    404 Yellow Stones
    29 Green Stones

    142 Sect Points

    35 Contribution Points

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

By carefully inscribing the bones of a small animal such as a mouse or frog or bird. You may imbue it with animating qi.
<2 levels below creator's cultivation>
Health: F, Qi -
Speed E, Initiative F, C. Perception -(equal users base rank)
Stealth - (equals users base rank)
Base Attributes: Dex E, Others G

While the scout does not share senses with the user, upon touching the scout and speaking a set activation word, they will receive a vision of what the scout saw and heard in the eight hours. For the purposes of opposed rolls, scouts count as two levels below their creators cultivation.
Ossuary Horror: D (0/9)
Combat
Cost: Requires multiple ossuary scouts, see below. 10 Qi

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

Statistics increase as follows:
Hit increases by 5 for every cultivation level above 4
P. Avoid and S. Avoid increase by 5 for every cultivation level above 4
P. Armor increases by 10 at cultivation 7
Health increases by 5 for every cultivation level above 4

No more than one horror may be commanded at a time, on creation, the horror may be assigned one arm based and one spine or leg based technique from the users roster, Techniques must be C rank or below.
Li Silk Guard: D (7/9)
Utility
Cost: 40 Red Stones, Plus 20 for each guard. Upkeep 1 yellow stone per month
Currently requires assistance from Li Suyin to create.

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

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

Receive additional damage from fire-based attacks.

Warriors count as Mid yellow/silver combatants. They may be equipped with weapons and armor to modify base statistics.
 
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Arts Encyclopedia
Arts Encyclopedia:

  • (equipped) Eight Phase Ceremony, level Max

    A mystic Art based upon consumption of celestial qi to improve and refine body and mind. Granted to those smiled upon by some aspect of the moon, in order to bring them closer to their patron. The Phase the Grinning Crescent Moon emphasizes the mystery and hidden nature of acts performed in the night. The Phase of the Hidden Moon emphasized the search for secrets, hidden by the darkness of ignorance.

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

    Passive Effects:
    +50 dice to Spiritual Cultivation until Green 4
    +40 dice to Physical cultivation up until Bronze 4
    +45 dice to the cultivation of all Yin Arts
    +40 dice to the cultivation of Moon Arts
    -Grants the user a 1 ‘virtual’ stone of to Green grade per week(4 per turn)
    -Allows the user to bind spirits of up to Grade three
    +4 free qi cultivation dice per turn up to S rank
    -Gain a +30 bonus on a single Combat or Social Perception test per turn
    -Gain a 10 point bonus on Combat and Social perception -Permanent
    User gains up to 100 successes to physical or spiritual cultivation(whichever is lower) when composing, teaching or performing musical or artistic activities. -Permanent


    Final Phase 0/800

    Argent Soul, Level 5 (max)

    This technique for the cultivation of qi is among the easiest to understand. Rather than sheer power, versatility, or any other more practical use it is primarily focused on fortifying one’s Qi and building a strong foundation for later cultivation.
    Potency: Red 3
    Keywords:
    - Argent, Balanced, Neutral.
    - Qi.
    Max Level: 5

    Passive Effects:
    +7 dice on physical, spiritual, and Meridian cultivation up until Late Yellow Soul Stage.
    1 free dice on Qi experience up to D Rank.
    -Receive a +20 bonus to one challenge per scene
    -User may bind Grade 1 spirits
    -Reduce upkeep of each spirit by 3
    Argent Genesis, level 5

    The cultivation art of the Argent Sect. Created by the ancestors of Sect Head Yuan He and polished to perfection under his eye. This art offers many insights into building a strong foundation for a young cultivators future growth. The neutral balanced qi cultivated by this art mingles easily with almost every form of Imperial cultivation, making for a fine secondary art for any young scion.

    Potency: Green 2
    Potency Growth: Green 3(6)
    Keywords:
    - Argent, Balanced, Neutral.
    - Composure, Qi, Resolve.
    XP Requirements: 650
    Max Level: 6

    +70 dice to Spiritual and Physical cultivation up to Green/Bronze 4
    +20 dice to Meridian cultivation
    +40 dice to Argent art cultivation
    5 free dice of qi experience per turn up to S rank
    User may bind up to grade 3 spirits
    Spirit Upkeep reduced by 5 each for up to three spirits
    Double successes gained from rerolls during cultivation-permanent
    Grants the user 1 virtual Green Stone per week(4 per turn)
    1.3 multiplier to domain XP earned in a turn(Applied to turn total)
    1.3 modifier to Art creation/modification XP

    73/150

    +80 dice to Spiritual and Physical cultivation up to Green/Bronze 4
    +30 dice to Meridian cultivation
    +50 dice to Argent art cultivation
    6 free dice of qi experience per turn up to S rank
    User may bind up to grade 4 spirits
    Spirit Upkeep reduced by 5 each for up to three spirits-permanent
    Grants the user 1 virtual Green Stone per week(4 per turn)
    1.3 multiplier to domain XP earned in a turn(Applied to turn total)-permanent
    1.3 modifier to Art creation/modification XP
    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)
    Keywords:
    - Cultivation, Night, Moon, Stellar, Yin.
    - Art, Beast Handling, Dexterity, Manipulation, Music, Perceptiveness, Qi, Spirit Ken, Stealth, Wits.
    Experience: 500, 600, 700, 900, 1100, 1300, 1600, 1900
    Max Level 8

    Passive Effects:
    +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
    1/10 of XP gained through permanent cultivation bonuses added to Domain XP
    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 per spirit
    6 Qi cultivation dice per turn up to S Rank
    -Increases growth rate of bound spirits(effects increasing with Bond Level)


  • Sable Crescent Step, Level 8 (max)

    Darkness has no form nor presence, and so those who master it learn to cast these things aside, and embrace the absence and silence of the empty night. This movement art focuses on understanding of this rare element allowing the user to move from place to place with little regard for what lies between there present position and their goal.

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

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


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

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

    Sable Crescent Step: B rank
    A master of this art may bring its lessons together in a single movement, an impeccable step of matchless grace. The cunning master may find several uses for this movement. A single attack of equal or lower may be avoided, no matter how unerring the aim, as the user simply ceases to exist in the material world for a moment, rematerializing with Far range of their current position. If more offensively inclined, the user may instead make a single physical attack utterly bypassing up to C rank physical armor and damage reduction, and rematerialize within Close range of their target. Targets with higher damage or armor reduction instead have it reduced by two ranks for the purposes of determining damage.
    Forgotten Vale Melody, Level 8 (max)

    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.

    Potency: Green 2
    Keywords:
    - Darkness, Loss, Perseverance, Water, Yin.
    - Composure, Manipulation, Music.
    Meridians: Heartx3, Lung x2
    Max Level: 8

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


    Mist of the Vale: C
    Duration: Short (Persistent while playing)
    Playing the first notes of the melancholy melody, the musician causes a dark mist to roll forth from their instrument. The mist is filled with deceptive shadows and sounds, casting 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. The duration of this mist is short, however, as long as the user continues playing, it is Persistent.

    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: C
    Duration: Special
    Damage: 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 inflicts E rank qi drain, 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. This version of the technique inflicts D ranked Qi drain.

    Travelers End: B
    Duration: Persistent
    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.
    Thousand Ring Fortress, Level 6 (max)

    An old and well polished art developed by a once powerful but defunct family within the Emerald Sea province. The user joins themselves to the qi of the land, becomes as one of the mighty trees which stand in the deepest forests of the province, vital and sturdy. Yet one tree is not a forest, and so the user may extend their vitality to their allies.

    Potency: Green 2
    Keywords:
    - Armor, Vitality, Wood, Yang.
    - Fortitude, Stamina.
    Meridians: Spine x2, Heartx2
    Max Level: 6

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


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

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

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

    Thousand Rings Unbreaking: B
    Duration: Long
    The eldest trees of the Emerald Seas are mighty things, ancient and nigh invulnerable, akin to living mountains. By calling upon the image of their power, the user gains some measure of their primeval resilience,ignoring minor wounds entirely, and lessening the effect of greater ones. Under this affect, the user becomes utterly immovable to enemy action, and cannot be grappled, unless the enemy’s cultivation exceeds theirs by two levels or one realm. This effect may be extended to up to ten allies. So long as this effect is active, the user cannot be incapacitated, any blow that would reduce their health to that point instead reduces it to the lowest rank possible. On activation of this aspect, Thousand Rings Unbreaking is automatically dispelled. This effect may only activate once per scene.
    Frozen Soul Serenade, Level 6 (max)

    Winter’s Muse sings from its heart, the place of true cold, where even fire freezes and light dies. The truth of cold is the absolution of endings, and in this melody lies some small part of that truth. Its notes freeze blood and qi alike, its notes often the last thing its listeners hear in this world.

    Potency: Green 2
    Keywords:
    - Cold, Dark, Endings, Water, Yin.
    - Presence, Resolve, Music.
    Current Meridians: Lungx3(water), Arm 2(dark)
    Max Level: 6

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


    Springs End Aria: D
    Duration: Long
    The first notes of the users song herald the end of warmth, draining the heat from the area and around them and crystalizing the moisture in the air into snow and ice. Enemies Close to the user find their qi growing sluggish, sapping their spiritual defenses and bolstering the singers own. Qi expended in failed assault of the singer drains away, flowing into the singularity of cold created by the singers voice. This restores the users qi by an amount equal to the failed technique's rank reduced twice. Those whose dantians have been fully drained find their flesh frosting over and their blood running cold as they are lulled into the final sleep.

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

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


    Echoes of Absolute Winter: B
    Duration: Special
    Damage: F
    A technique used in tandem with Aria of Springs End, if activated at the same time, the Aria carries an echo of true winter, stilling the very air around the singer with its freezing chill until blood grows sluggish and flesh cracks. Attacks targeting the user, or which have an area of effect overlapping with Aria’s have their penetration reduced by one rank as the cold devours the energy of the technique or attack. Similarly, Cold or Dark techniques used by the singer against those in range of Aria have their Hit or Penetration enhanced by one rank, as chosen by the user. In addition the qi restoration of Spring's End Aria is improved to technique rank reduced once.

    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.
    Phantasmagoria of Lunar Revelry, Level 5

    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 2
    Potency Growth: Green 3(6) Green 4(9)
    Keywords:
    - Moon, Motion, Revelry, Yang.
    - Athletics, Dance, Dexterity, Composure, Presence.
    Meridians: Legx3, Lungx2, Leg(7), Lung(9)
    Experience Needed: 600, 800, 1000, 1200
    Max Level: 9

    Passive Effects:
    +10 bonus to Dance, Music, and Art
    +10 to Poise
    +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(D rank qi drain), siphoned to the user while the sights and sounds of the revel cloud their minds and steal the strength from their limbs. So long as their hands lie in the grasp of the dancers, they will also find the meridians in their arms blocked and unusable. Each usage of Lunatic Whirl may target up to 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.

    Sixth Revel 52/600

    Potency: Green 3
    Potency Growth: Green 4(9)
    Keywords:
    - Moon, Motion, Revelry, Yang.
    - Athletics, Dance, Dexterity, Composure, Presence.
    Meridians: Leg x3, Lung x2, Leg(7), Lung(9)
    Experience Needed: 800, 1000, 1200
    Max Level: 9

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


    Illustrious Phantasmal Festival: B
    Duration: Persistent
    The foundational technique from which all others in the art arise. The user gathers their qi and the memories of their night of revelry and expels them through every available channel in a rush of power and gleaming many colored mist. Within Close range centered on the user, ghostly dancers ever shifting in form coalesce from the midst in a riot of color, laughter, music and movement. 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 its confines the senses of enemies are confused, penalizing perception by half a rank. 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
    Activates automatically at no additional cost when Illustrious Phantasmal Festival is activated. The ghostly dancers gather around an intruder in the festival, laughing, singing and demanding a dance, forcing them to join the revelry. The dancers seize their arms and hands, dragging them through the chaotic revelry. Though the dancers will do no harm to their captive, the frenetic pace of the revelry is highly draining, and victim finds their qi dribbling away(D rank qi drain), siphoned to the user while the sights and sounds of the revel cloud their minds and steal the strength from their limbs. So long as their hands lie in the grasp of the dancers, they will also find the meridians in their arms blocked and unusable. Each usage of Lunatic Whirl may target up to 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 three ‘charges’ which do not stack with additional uses. Each charge provides a small stacking boost to Physical Avoid.
    Harmony of the Dancing Wind, Level 4

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

    Potency: Green 2
    Potency Growth: Green 3(5)
    Meridians: Head (Wind), Heart x2 (Music, Wind), Head(5)
    Keywords:
    - Connections, Music, Wind, Yang.
    - Empathy, Presence, Perceptiveness, Manipulation.
    Experience Needed: 400
    Max Level: 5

    Passive Effects:
    +10 to Social Perception
    +10 to Combat Perception
    +10 to Spiritual Hit
    +10 to Spiritual Avoid


    Spring Breeze Canto: D
    Duration: 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: 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.

    Fifth Verse 0/400

    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.

    Potency: Green 3
    Current Meridians: Head x2 (Windx2), Heart x2 (Music, Wind)
    Keywords:
    - Connections, Music, Wind, Yang.
    - Empathy, Presence, Perceptiveness, Manipulation.
    Max Level: 5

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


    Spring Breeze Canto: D
    Upkeep 3
    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, 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.
    Storm Enduring Seedling, Level 4

    A song written by a musician of the capital, chronicling his observance of a seedling growing from a storm wracked cliff. Its struggling roots clung to weak soil, and though it teetered many times, it never fell, growing tall and strong until its roots could burrow into the very mountain rock itself.

    Potency: Green 2
    Potency Growth: Green 3(5)
    Meridians: Spine x4 (Woodx2, Musicx2), Spine(5)
    Keywords:
    - Resist, Wood, Yang.
    - Composure, Music, Resilience, Resolve.
    Experience: 500
    Max Level: 5

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


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

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

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

    Fifth Line 0/500

    Potency: Green 3
    Current Meridians: Spine x5 (Woodx2, Musicx2, ???)
    Keywords:
    - Resist, Wood, Yang.
    - Composure, Music, Resilience, Resolve.
    Experience: 500
    Max Level: 5

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


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

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

    Obstinate Branches Rising High: C
    Duration: Short
    A single sharp note, like the splintering crack of lightning striking weathered wood is the mark of this techniques activation. This technique blocks completely the effects of a single spiritual attack or dispel of C rank or lower on the user. The rank threshold is decreased against techniques with greater potency.
    Curious Diviners Eye, Level 5 (max)

    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.

    Potency: Green 2
    Current Meridians: Head, Lung
    Base Meridians: Head x3, Lung x2
    Keywords:
    - Moon, Secrets, Water, Yin.
    - Academics, Intelligence, Perceptiveness, Projection.
    Max Level: 5

    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: 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.

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

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

    Initiate’s Viewing Pool: 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.
    Ephemeral Nights Memory level 3

    Ephemeral Nights Memory 3

    Potency: Green 2
    Potency Growth: Green 3(5)
    Keywords:
    - Connections, Darkness, Memory, Wind, Yin.
    - Dexterity, Fade, Stealth.
    Current Meridians: Legx2, Armx2
    Needed Meridians: Leg(5)
    Experience: 300, 400
    Max Level: 5

    Passives
    +20 to Stealth
    +10 to Speed
    +10 Spiritual Avoid
    +5 Spiritual Hit


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

    Fading Dream: D
    Duration: Long
    Channeling Dark qi through their spirit, the user's spirit takes on the ephemeral qualities of a mirage, fading back under assault and vanishing from enemy grasp. Grants a significant increase to spiritual avoid.

    Evening Breeze Flourish: C
    Duration: Immediate
    In an instant the user pulses their qi in a feint, and for one foe a single second of memory vanishes into the mist of time, leaving them disoriented and open for a blow, unable to activate arts in response to the users next art.

    Wavering Mind Strike: C
    Duration: Immediate-Short
    May be activated in tandem with another offensive art against an Enemy within Close range. The user briefly touches on the enemies spirit, plucking the memory of one of their techniques from the enemies thoughts. If successful, the enemy is unable to activate the targeted technique for a Short time. The user must have witnessed the technique in order to steal it, and stolen techniques cannot be of a higher rank than Wavering Mind Strike as modified for potency. If the user steals a second technique from the same enemy, the first is returned.

    Passives
    +25 to Stealth
    +15 to Speed
    +10 Spiritual Avoid
    +5 Spiritual Hit


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

    Fading Dream: C
    Duration: Long
    Channeling Dark qi through their spirit, the user's spirit takes on the ephemeral qualities of a mirage, fading back under assault and vanishing from enemy grasp. Grants a significant increase to spiritual avoid and a smaller bonus to speed.

    Evening Breeze Flourish: C
    Duration: Immediate
    In an instant the user pulses their qi in a feint, and for one foe a single second of memory vanishes into the mist of time, leaving them disoriented and open for a blow, unable to activate arts in response to the users next art.

    Wavering Mind Strike: C
    Duration: Immediate-Short
    May be activated in tandem with another offensive art against an Enemy within Close range. The user briefly touches on the enemies spirit, plucking the memory of one of their techniques from the enemies thoughts. If successful, the enemy is unable to activate the targeted technique for a Short time. The user must have witnessed the technique in order to steal it, and stolen techniques cannot be of a higher rank than Wavering Mind Strike as modified for potency. If the user steals a second technique from the same enemy, the first is returned.



  • Covetous Wraith's Yearning

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

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

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


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

    Welcoming in Shadow: D
    Duration: Short
    The darkness spirit might seem a pitable thing, but it does not due to forget the danger and hunger they represent. Desire is a deadly thing, and has unmade many. Shrouding themselves in the raiment of the dark, the user tugs at the strings of an enemies desires, focusing their attention upon them. An enemy so affected will approach the user at their full speed, and may target no one else while under their this thrall. The approach effect can be resisted with a resolve of C or greater. While this technique is active, the user's armor of both types increases significantly, as they take on a wraiths phantasmal traits.
    Audacious Fairy’s Lark

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

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

    Passive Effects:
    +5 to Stealth
    +10 to Speed
    +5 to Initiative
    +5 on attempts to escape grapples or confinement


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

    Plucking Gust: D
    Duration: Immediate
    Just the playful sprite plucked the hairpin from the child’s head, the user's light touch can free more potent things from an enemy's ownership. The user may make a melee attack, using dance or stealth as its skill against an unaware or unready target to remove an accessory talisman from their person.
    Mysterious Night’s Obscurity

    The hidden moon taught men the value of secrets, of the advantage held by he who controlled knowledge. The piercing light of curiosity can be evaded and misdirected, fed false truths and fooled. Using this technique, the user shrouds their meridians and the flows of their qi in half truths and misdirections, distorted lunar reflections that beguile those who seek to unravel their works.

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

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


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

    False Truths: D
    Duration: Immediate
    Evading the seeking light of truth, the user throws of false images and forms to distract from their secrets in the spiritual realm. Used only in opposition to a dispel attempt, provides a significant bonus to Resist. If the Dispel is still successful but fails to exceed the users resist by a significant margin, the users lowest rank active technique is dispelled instead at random.
    Imperturbable Manor’s Hearth

    It has long been tradition for certain households in the Emerald Seas to keep shrines to the moon of mothers near the hearth of their households. This art seeks to replicate the Great Spirits protection, warding off malignant influences upon the users spirit, just as the sacred hearth protects the well kept home.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Fire, Hearth, Moon, Wood, Yang.
    - Composure, Resilience, Resolve.
    Meridians: Heart, Spine(1), Spine(3), Heart(4), Spine(5)
    Experience: 100, 150, 250, 350, 500
    Max Level: 5

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


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

    Malignance Cleansing Hearth: C
    Burning their qi in a bright display, the user bolsters both spiritual avoid and armor. In addition, using this technique activates a dispel clash against the lowest ranked debuff affected the user or allies in close range with a significant bonus.
    Evanescent Anthem of the Nights Parade

    On the storm washed shores of savage seas, there are legends among certain hinterlands villages that on nights when the stars are right, spirits gather for a grand parade or on certain terrible nights, to go to war. Created by a traveling scholar in reflection of these legends, this art allows the user to call forth shades of those raucous spirits to bolster the formation of their own allies.

    Potency: Green 1
    Potency Growth: Green 2(3), Green 3(5)
    Keywords:
    - Fear, Darkness, Music, Summons, Yang.
    - Presence, Manipulation, War.
    Meridians: Heart, Lung(1), lung(3), Heart(4), Lung(5)
    Experience: 100, 150, 250, 350, 500
    Max Level: 5

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

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

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

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

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

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

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

    In addition, when suffering damage that would otherwise destroy it, the drummer instead splits into two identical constructs, with H rank health, unless the attack which destroys it is B rank or higher. The resulting constructs do not split again.
    Darting Labyrinth Shadow

    In days far past there was once a bamboo grove sacred to the Grinning Moon, filled with laughing shadows that danced and darted under the pale moonlight. In that labyrinthine grove, an incautious person could be lost for years, grasping for a light that they would never reach. Though the grove is long gone, this art preserves the lessons once taught to those who aspire to the favor of the Grinning Moon.

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

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


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

    Thus Scattered: C
    Duration: Immediate
    In the moment before a spiritual attack would strike home, though user’s spirit and dantian scatters into a thousand wisps of shadow, reforming after the attack has passed through. Enhances spiritual avoid, and reduces damage from a successful attack significantly.
    Coldstar Blade Foundations

    A Martial Art originating from the Heavenly Peaks province, the Coldstar Blade Foundations are a simplified version of the core martial techniques of the Frozen Sun Sect, who dwell upon the higher peaks of the province and meditate on the dichotomy of being closer to the sun--and yet colder than those who dwell in less rarefied heights. As a Minor Sect who failed to gain Imperial Patronage, they have found themselves outcompeted by the Great Sects who now monopolize the young and talented of the Celestial Empire, and have distributed these teachings in an attempt to keep their methods alive. Experts in the Coldstar Blade Arts are known for their graceful movements and precision--sequestering the life and vitality of their foes before detonating it in all-powerful finishing strikes.

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

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


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

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

    Dawn Gleaming on the Peak: C
    Duration: Long
    Light gleams from the users blade, like the radiance of the sun on sparkling frost. The users qi washes over allies within Close range, and the contrasting qi lines their weapons and bolsters their spirits. Increases the Hit and Penetration of the user and affected allies. In addition allies are able to leave a single brand(as Morning Light’s Frost) on targets when they hit with a damaging technique or attack.
    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)
    Keywords
    - Darkness, Dark, Lake, Reflections, Stillness, Silence, Void, Yin.
    Composure, Fortitude, Resilience, Resolve, Stamina.
    Meridians: Spine x3, Heart(1), Heart (3), Spine (5)
    Experience: 300, 400, 500, 700, 900, 1100
    Max Level: 6

    Passive Effects:
    +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)
    Keywords
    - Deception, Memory, Social, Moon, Poise.
    - Composure, Empathy, Manipulation, Speech, Stealth, Yin.
    Meridians: Head x3, Heart(1), Heart(3), Head(6)
    Experience: 200, 300, 400, 600, 800, 1000
    Max Level: 6

    Passive Effects:
    +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 King's 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)
    Keywords
    - Beasts, Conquest, Illusion
    - Dark, Music, Presence, War, Wood, Yang
    Meridians: Lung x2, Heart x2(1), Lung (3), Heart (5), Lung (7)
    Experience: 300, 400, 500, 700, 900, 1100, 1300, 1500
    Max level: 8

    Passive Effects:
    +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, causing enemies embroiled in the chaos to suffer penalties to speed and Physical dodge as the press of bodies bears down on them. While this technique is active enemies within range are attacked viciously by the shades, who use the musicians hit and penetration in combat. The shades attacks deal a base D rank in damage, and the technique as a whole counts as two combatants for the purpose of multi attacker bonuses and penalties. In addition enemies which attempt to dispel this technique or another of the users music techniques while within it suffer an additional two attacks from the beasts.

    Eagle God’s Defiance: C
    Duration: Immediate
    The fastest of the beast kings, the Eagle God, lord of those who flew and preyed on the world below was an impetuous beast, and dove into battle before all the others. If this technique is activated without Primal War Calling, that technique activates freely the next time the user takes an action. On activation, the user plays an ear splitting high note and the Eagle God flies again, if only for a moment. The initial cry is a spiritual attack against all enemies within Close Range, dealing C rank damage and reducing enemy physical avoid significantly on hit for a short time. The newly formed phantom then dives at a single target, dealing C ranked damage and carries them in a straight line in any direction, depositing them within a 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)
    Keywords
    - Ice, Inevitability, Pressure, Cold, Music, Water, Yin.
    - Presence.
    Needed Meridians: Arm x2, Spine x2(1), Spine (3), Arm (5)
    Experience: 400, 500, 600, 800, 1000, 1200
    Max level: 6

    Passive Effects:
    +10 to Presence
    +10 to Spiritual Penetration
    +5 to Spiritual Armor
    +5 to Physical Armor
    -Uses Presence as its attribute for Dispel Techniques


    Implacable Advance: C
    Duration: Long -or- Upkeep 5
    The first technique of the march lies in laying down it’s beat. A sound so deep that it is felt more than heard, this technique replicates the rumbling, eons long song of the high ice caps as they carve the land into new shapes. While active the user receives a bonus to spiritual penetration and damage from spiritual arts. In addition, when the 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 effect is repeated each time the user moves toward the target(minimum half speed) this repetition can stack up to three times, resetting the duration each time.
    Vengeful River King's Grasp

    In the Thousand Lakes, the spirits of the rivers are often savage and mercurial beings, as swift to drag an unwary petitioner beneath the waters as they are to grant boons. Though the rivers have long been pacified by fear of the White Serpent Kings and Queens, there are still those who learn their lessons. This art seeks to master the sudden and savage movements of a river flooding in the spring, and drag under any unwary fools who might approach.

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

    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

    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.

    (Requires Bronze Foundation and mastery of Sable Crescent Step to Cultivate)

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(6), Green 6(8)
    Meridians: Leg x3[-2], Spine x2[-1] (1), Spine(3), Leg(5), Leg(8)
    Keywords:
    - Darkness, Intangibility, Motion, Wind, Yin.
    - Athletics, Dance, Dodge, Stealth.
    Experience Needed: 500, 600, 800, 1000, 1200, 1400, 1700, 2000
    Max Level: 8

    Passive Effects:
    +25 to Speed
    +10 to Initiative
    +10 to Stealth
    Speed and Stealth bonuses increase by 10 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 and initiative. In addition the user gains G rank damage reduction against physical attacks, and cannot be impeded from reaching a destination by wholly physical barriers so long as they may perceive their destination. While active the user cannot be grappled or rooted by techniques of less than B rank, unless the enemy techniques potency exceeds theirs by at least two. This technique can be reactivated at D rank cost if done immediately upon the activation ending.

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

    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. Having advanced beyond the Sable Crescent Step, it's titular technique has begun to change as well focusing less on harm and more on mobility. The cunning master may find several uses for this movement. A single attack of equal rank 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 may strike and rematerialize within Close range of their target, reducing damage or armor reduction by two ranks for the purposes of determining damage. If used defensively, recurring activation of this technique in the same scene have their qi cost reduced to C rank. Using the offensive variation resets the cost for the next activation.
    Moon Sprite's Inquiry:

    The minor spirits of the deep, impenetrable glades within the Emerald Seas are infamously inquisitive; many are the folk tales of the tiny sprites of moonlight flitting out from trees and passing into the homes of the unwary to play their games of idle curiosity. "Tell me a tale" They ask, one and all, for it is said that their greatest prize is a story worth offering to the moons above. And in that pursuit they are relentless, ever prying, ever cajoling, seeking that precious secret memory at a person's core which defines their life forever afterwards.

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

    Passives

    +10 to Poise
    +10 to Social Perception
    +10 to Speech
    +10 to Academics


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

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

    The children of the Dreaming Moon, are endless in number, variation and curiosity. Playful and carefree, unafraid and unconcerned with consequence, many dismiss these creatures of dream as an ephemeral annoyance, the companions of feckless hedonists and unserious artisans. However, there are many lessons to learn from the children of dream, the playful nature of these muses belies their utmost honesty of intent, for no muse has any reason to lie or trick, and few beings are more capable of conveying their thoughts more clearly than a creature whose whole being is such.

    Potency: Green 3
    Potency growth: Green 4(3), Green 5(5)
    Max Level: 5
    Keywords: Composure, Empathy, Manipulation, Presence, Speech, Wits
    -Curiosity, Expression, Mischief, Moon, Sincerity, Wind, Yang
    Needed Meridians: Head x4(1), Head (3), Head (5)
    XP: 200, 400, 700, 1000, 1300

    Passives

    +10 to Initiative
    +10 to Social Perception
    +10 to Speech
    +10 to Empathy


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

    Deceiver’s Foil: C
    Duration: Short
    The muse is a creature of pure expression, and many tales speak of the humorous humiliations which they sometimes heap on the dishonest and insincere. Though this art does not teach such excessive methods, through this technique, one may indeed suss out those who lie to the users face and find the inspiration to trip up and foil those with dishonest intent. The user receives a bonus to Social Perception when attempting to detect lies and a bonus to speech when attempting to counter lies and misinformation
    Moonless Saboteur’s Smile

    Each momentous shift in court, each great change in the status quo arises from ten thousand lesser actions, each innocuous on their own. The spirits of the shadowed, hidden moon know this better than any mortal. Seeking no glory, they arrange matters to the benefit of those mortals which have caught their fancy. Long did the courts of the Weilu prosper with the hidden work of theses spirits, and swift did their order crumble in their absence.

    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(5)
    Max Level: 5
    Needed Meridians: Head x3, Heart x1(1), Heart(3), Head (5)
    Keywords: Composure, Manipulation, Politics, Speech
    Connection, Dark, Mischief, Moon, Mystery, Stealth, Yin
    XP: 200, 400, 700, 1000, 1300

    Passives
    +10 to Poise for user and allies in the same social engagement
    +10 to Speech+Manipulation tests
    +10 to Government
    +10 to Social Perception

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

    Timely Misdirection: C
    Duration: Immediate
    For the user, it is not enough to trick and sabotage their foes, ones allies must be protected from similar efforts. When engaged in a social encounter, the user may activate this art when an ally fails a test. Using a bit of wordplay or wit, the user draws attention from their allies mistake, allowing them to retry the test with a +20 bonus.
    Melodies of the Spirit Seekers

    Long out of fashion among the nobility of the empire, arts such as this nonetheless remain valuable for cultivators who must deal with matters of spirits in a less high handed fashion. Developed in the late days of the Xi from the collected practices and rituals of many clans. Conflict between man and spirit often stems from misunderstanding. To a spirit meaning is constant, but to human folk, the meaning in words is a fluid thing, changing from generation to generation. Thus, in seeking accord with wild spirits words are as often a hindrance as they are a help.



    Potency: Green 3
    Potency Growth: Green 4(3), Green 5(5)
    Max Level: 5
    Needed Meridians: Head x3, Heart x1(1), Heart(3), Head (5)
    Keywords: Beast Handling, Composure, Manipulation, Spirit Ken
    Balanced, Bargaining, Beasts, Music, Spirits, Sincerity, Understanding
    XP: 200, 400, 700, 1000, 1300

    Passives
    +10 to Beast Handling
    +10 to Spirit Ken
    +10 to Poise
    +10 to Social Perception

    Mediators Swift Composition: C
    Duration: Immediate
    This technique allows the user to swiftly comprehend the ways in which a beast or spirit thinks, and how it differs from the ways of humankind, allowing them to compose a short piece which correctly conveys their intentions to a single spirit. This understanding gives the user a bonus to spirit ken and beast handling tests when seeking to improve a targets disposition, based on their skill in music or a derived skill thereof. This bonus extends to all allies engaged with the social encounter.

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

    Potency: Green 2(1) Green 3(3), Green 4(5)
    Max Level: 5
    Required Meridians: Head x3, Lung x2, Lung(3), Head (5)
    Keywords: Academics, Clairvoyance, Intelligence, Perceptiveness, Projection, Moon, Secrets, Water, Yin
    XP: 200, 400, 600, 900, 1200

    The arts of the great diviner have spread far and wide with time, their secrets no longer held in trust. This art has been said to be a descendant of the impeccable arts of the great horned sages. With the first lessons mastered, the student is able to choose a branch of divination to develop their paths along. This art is the path of the scholar and the seeker of secrets, who casts their eyes wide and far in search of knowledge.

    Passives
    +10 to Combat Perception
    +10 to Social Perception
    +5 to both Perceptions when using remote viewing techniques
    +10 to Spiritual Avoid
    +10 to Formations when deciphering arrays
    +15 to Academics

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

    Seeking Moon’s Eyes: C
    Duration: Persistent
    Conjures 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 Far distance from their creator. The creator may see from the wisp's position as if they stood there themselves, though only in one direction at a time. This greatly increases their combat perception in the areas within which this sight overlaps.

    Statblock
    Health: G
    Speed: B, Initiative: C
    Avoid: B, Armor H

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

    Initiate’s Viewing Pool: B
    [Non-Combat]
    Requiring a surface of calm water at least two handspans wide, the user concentrates on a familiar person or place within ten kilometers of their current position. The user is able to view the person or location in clear detail with both sight and hearing with perception equivalent to their own base Perception. This viewing may be opposed by arts or talismans of various types, in which case the users combat perception is used to determine success. With sufficient surfaces, the use may view up to three targets with a single use of this technique.
    Casual Diviner’s Poise

    Potency: Green 2(1), Green 3 (3), Green 4(5)
    Max Level: 5
    Required Meridians:Head x3, Lung x2, Head(3), Head(5)
    Keywords: Academics, Intelligence, Precognition, Perceptiveness, Projection, Moon, Secrets, Water, Yin
    XP: 200, 400, 600, 900, 1200

    The arts of the great diviner have spread far and wide with time, their secrets no longer held in trust. This art has been said to be a descendant of the impeccable arts of the great horned sages. This art focuses upon precognition, the ability to divine the actions of the immediate future in great detail.

    Passives
    +20 to Combat Perception
    +10 to Spiritual Avoid
    +10 to Physical Avoid
    +10 to Formations when deciphering arrays
    +10 to Initiative

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

    Seeking Moon’s Eyes: C
    Duration: Persistent
    Conjures three reflective silver wisps the size of a coin. Expressions of the Diviner's curiosity, these wisps seek their parents interest eagerly. The wisps ignore wholly physical obstacles but cannot travel further than Close distance from their creator. The creator may see from the wisp's position as if they stood there themselves, though only in one direction at a time. This greatly increases their combat perception in the areas within which this sight overlaps. For each line of site beyond the first the user has on an opponent, they receive a small bonus to physical hit and avoid.

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

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

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



  • Argent Storm, Level 3

    The early form of the Sects physical enhancement and movement arts, combining the flexibility of wind with the sudden force of thunder. Fills the user with the strength of the great seasonal squalls which beat down upon the Wall year after year.

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

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


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

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

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

    Fourth Rumble 48/120

    Passive Effects:
    +5 bonus to Physical Avoid
    +5 bonus to base melee weapon damage
    +5 Bonus to Physical Armor
    +10 bonus to Speed
    +5 bonus to Initiative


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

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

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

    An art designed by a wanderer of the deep paths under the earth, where things best not seen gnaw at the foundations of the world. Yet in the darkness, he found truth. That earth and darkness are as one, devouring all things in the end. This art allows its user to surround themselves with that power; consume the energy of their foes, and call upon the things that lie in the dark.

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

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


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

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


    Crawling Horror: C
    Duration: Persistent/Until destroyed
    Effect may only be used in low light or darkness. The user shapes their qi into the mold of the the things which crawl far below the earth. This wormlike creature forms within Near range of the user. Each worm has the base attributes below

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

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

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

    Fifth Pulse 0/300

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


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

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


    Crawling Horror: C
    Duration: Persistent/Until destroyed
    Effect may only be used in low light or darkness. The user shapes their qi into the mold of the the things which crawl far below the earth. This wormlike creature forms within Near range of the user. Each worm has the base attributes below:

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

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

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

    An archery Art based upon the meditations of an Imperial General on the nature of shooting stars and meteor showers, and observations on certain spirits. Foundational art for several more advanced archery styles. Wraps the users projectiles in wind and infuses them with the wrathful light of the heavens allowing the user to strike down far away foes with powerful shots, piercing through armor and disrupting movement.

    Potency: Yellow 3
    Keywords:
    - Heaven, Piercing, Wind, Yang.
    - Archery, Dexterity, Strength.
    Meridians: Arm x3
    Max Level: 5

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

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

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

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

    Falling Star Shot: C
    Infuses an arrow with the force of a heavenly bolt, the arrow flies true ignoring cover or poor conditions of the mundane sort. A full enclosure still prevents targeting.
    Argent Mirror, Level 5 (max)

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

    Potency: Green 1
    Keywords:
    - Argent, Balanced, Lake, Mountain, Reflection
    - Composure, Empathy, Perceptiveness, Resolve
    Meridians: Head x3, Spine
    Max Level: 5

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


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

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

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

    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.

    Potency: Yellow 3
    Keywords:
    - Projectile, Motion, Wind, Yin.
    - Archery, Blades, Dodge, Dexterity.
    Meridians: Heart x3
    Max Level: 5

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


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

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

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

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

    Fleeting Strike: C Rank
    The users command of the wind surges into a mighty gale that strikes as a divine fist centered on their thrown or fired weapon, blowing away onrushing foes and enabling the escape of their allies.
    Argent Current, Level 4

    The First form of the Argent Sects melee combat arts. Combines the devouring nature of fire with the persistence of water to break through enemy defenses and bolster allied assault into an unstoppable flow. Together, no defense may stand against the Argent Sect.

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

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


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

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

    Inescapable Flow: C
    Duration: Immediate/Persistent
    The user catches their foe in their rhythm, shrouding themselves and their foe in painful opaque steam that drags at their limbs, creating ephemeral chains connecting them to the user. When using a melee attack or art, On damage, the target becomes unable to disengage or move out of melee range without sufficient resolve. Targets effected this way suffer an additional attack dealing E rank and bypassing Avoid, during each of the users actions. This effect persists as long as the user continues to land successful melee attacks.

    Fifth Flow 66/240

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

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

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

    Inescapable Flow: C
    Duration: Immediate/Persistent
    The user catches their foe in their rhythm, shrouding themselves and their foe in painful opaque steam that drags at their limbs, creating ephemeral chains connecting them to the user. When using a melee attack or art, On damage, the target becomes unable to disengage or move out of melee range unless their resolve is C or higher. Targets effected this way suffer an additional attack dealing E rank and bypassing Avoid, during each of the users actions. This effect persists as long as the user continues to land successful melee attacks.

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


 
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Bound Spirits
Bound Spirit statblocks and Cultivation Sites

Spirit Statsheets:

    • - Appraisal Green(8)
      - Appraisal Bronze(8)

    • Physical
      Strength: B
      Dexterity: F
      Stamina: A

      Mental
      Intelligence: E
      Wits: D
      Resolve: A

      Social
      Presence: E
      Manipulation: F
      Composure: C

      Special
      Base Qi: B
      Domain: G

      Attribute bonuses
      +15 Stamina
      +15 Resolve

    • Mental
      -N/A-

      Physical
      Athletics: C
      Perceptiveness: C
      Stealth: D
      Survival: C
      - Qualified: +10 in plant-heavy regions

      Social
      Empathy: E
      Speech: D

      Martial
      Natural Weapons: C
      -Bite: B
      Projection: C
      Dodge: F
      Fortitude: C(Max)
      -Rejuvenation: B
      Fade: F
      Resilience: C
    • Weapons
      Gui Chomp: Damage D
      Zhen Bite: Damage C

      General:
      Base Health: B20
      - Damage Reductions: F vs Fire
      Available Qi: B8
      - F regen when not moving

      Speed: E
      Initiative: E

      Utility:
      Stealth: E
      Combat Perception: D10-C20 (+10 in plant-heavy region, +1 rank with LQ)
      Social Perception: F5

      Defense:
      Physical
      - Avoid: E
      - Armor: A25-38 (+3 w/ wood/fire tech active, +10 TRF aura)

      Spiritual
      - Avoid: E-D15 (+15 vs single-target, +1 rank with LQ)
      - Armor: A5-A8 (+3 w. wood/fire tech active, +1 rank with LQ up to LQ's own)

      Offense:
      Counts as two separate combatants for determining multiattacker bonuses.
      [VD] +5 Hit and Pen when both BB and BfA techs are used in the same turn.

      Physical (bite)
      - Hit: B18-23 (+5 VD)
      - Penetration: B-B20 (+15 fire +5 VD)

      Physical (projection)
      - Hit: B3-8 (+5 VD)
      - Penetration: C15-B5 (+15 fire, +5 VD)

      Spiritual
      -N/A-

      Counters:
      Volcanic Stone Shell
      - Fire/Projection based(?), Melee range

      Vengeful Serpent’s Fangs
      - response to attack on allies in Near range
      - fire/Bite based, additional Short E rank poison

      Technique:
      Dispel: D (Intelligence E+Eternal Roots C)
      Resist: [C|C15|B] (Resolve B+[D|C|B] Rank tech)

      Health: (Stamina A, Qi B) = B20
      Qi: Base B + Equip 8 = B8
      Speed: (Dexterity F, Athletics C) E10 + Unqualified BFA -10 = E
      Initiative: (Dexterity F, Wits D) = E

      Utility
      Stealth: (Dexterity F, Stealth D) = E
      Combat Perception: (Wits D, Perceptiveness C) = D10
      - qualified bonuses: +10 in plant-heavy regions, +1 Rank with Ling Qi
      Social Perception: (Manip F, Empathy E) F5

      Physical Defense
      Avoid: (Dexterity F, Dodge F) = F
      Armor: (Stamina A, Rejuvenation B) = B20 + Unqualified Bonuses: Base 20, BfA 25 = A25
      - Qualified Bonus: +3 w/ wood or fire arts active, +10 TRF Aura

      Spiritual Defense
      Avoid: (Wits D, Fade F) = E
      - Qualified Bonuses: +15 vs. Single target, +1 Rank if Ling Qi is there (up to LQ's own)
      Armor: (Resolve A, Resilience C) = B + Unqualified Bonuses: Base 20, BfA 25 = A5
      - Qualified Bonuses: +3 w/ wood or Fire arts active, +1 Rank if Ling Qi is there (up to LQ's own)

      Offense:
      general qualified bonus: +5 Hit and Pen when both BB and BfA techs are used in the same turn.

      Physical (bite)
      Hit (Strength B, Bite B) = B + Unqualified Bonuses: BB 15, Sash 3 = B18
      Penetration (Strength B, Bite B) = B
      - Qualified Bonuses: +15 on Fire

      Physical (projection)
      Hit: (Strength B, Projection C) = C15 + Unqualified Bonuses: BB 15, Sash 3 = B3
      Penetration: (Strength B, Projection C) = C15
      - Qualified Bonuses: +15 on Fire
    • Way

      • Base +20 Physical and Spiritual Armor.
      Blooming From Ash
      Passive Effects:
      +25 to Physical and Spiritual Armor
      +10 to perception and survival rolls in plant life heavy regions
      +15 Stamina and Resolve challenges
      F rank qi regeneration while not moving
      -10 to Speed

      Eternal Roots: C
      Duration: Long
      The endless vitality of the forest fills Zhengui, spreading his senses throughout his surroundings, as well as sealing wounds, restoring qi (E rank qi regen) and repairing broken and chipped shell and scales (E rank Health regen). While active, Zhengui’s speed is reduced by one rank, but damage to his armor recovers at a rapid rate. Once during this duration Zhengui may attempt to dispel a negative effect from himself or an ally.

      Innocuous Hill: D
      A technique granted by Zhengui’s bond with Ling Qi. Zhengui sinks into the earth and draws in soil and stone to cover his shell. Used out of combat or against unready targets, this effect boosts Zhengui’s stealth by a full rank, and gives a significant bonus to hit on his first attack against unready targets. This technique is ineffective on targets who are not Unready.

      Paradise Bedrock: C
      Duration: Short
      Damage: E
      A technique representing Zhengui’s mastery of the generation and manipulation of root systems. Within a close range, Zhengui may choose to either trap or attack any enemy within his range each time he has an action. The roots immobilize their target with strength equal to Zhengui’s own, or deal the above listed damage.

      Paradise Rampart: B
      Duration: Persistent
      Zhengui taps into the vital, endless regrowth at the core of his being, and channels it into protecting a person or place of his choosing. On activation a wall of roots and boughs ten meters high and two thick sprouts from the earth between his enemies and the target Zhengui wishes to protect. The walls base length is one hundred meters. Sections of the wall have Armor D and Health B for the purpose of breaking through. Enemies attempting to climb or otherwise pass over the wall have their speed reduced by half a rank, unless their cultivation exceeds Zhengui’s by two stages or one realm. Enemies adjacent to the wall suffer automatic attacks equivalent to Paradise Bedrock usage. Zhengui may extend the rampart 100 meters at the cost of increasing the cost by 10 for each segment.

      Roiling Forest Regrowth: B
      Duration: Short
      A technique arising from Zhengui’s frustration at foes avoiding him to strike at Ling Qi. Zhengui throws a huge quantity of Qi into the earth beneath his feet, until grasping twining roots are erupting from every inch of earth within Close Range. These roots twine together to form walls, grab at limbs and otherwise make themselves impossible to ignore. Enemies striking at targets other than Zhengui have their speed, combat perception, Physical Hit and Penetration penalized. Effects with multiple targets are not penalized if they include at least half of the affected area in their range. While these roots can be destroyed so long as the technique is active they regrow too quickly for this to be effective.
      Blazing Blood
      Passive Effects:
      F Damage reduction vs. Fire
      +15 to Hit on Physical and Fire Attacks
      +15 to Penetration of Fire Attacks
      Use Strength for Hit

      Blood Boiling Venom: D
      Instant
      Damage: D(Bonus, poison)
      Zhengui strikes with venomous fangs injecting a terrible, deadly heat into the target. With the boiling venom flowing in their veins, the victim finds themselves weakened and slowed until the effect burns out.

      Volcanic Stone Shell: C
      Duration: Long
      Response
      Zhengui infuses his shell with withering heat and stony resilience, burning bright with a volcanic blaze. Anywho strike at Zhengui in melee suffer painful burns for their effort.

      Ashfall: C
      Duration: Long
      Zhengui expels ash from both of his mouths, filling the sky with falling gray dust. The ash cloud extends out to Very Close range around him. While Zhengui, allies are immune to the effects, enemies within the ash suffer unavoidable burns. The particulates make it difficult for them to see as well, hanging thickly in the air. Zhengui may use this art multiple times to expand its area. Six stacks may be active at a time.

      Boiling Shot: D
      Damage: C(poison)
      Zhen gathers his venom and spits, launching a ball of corrosive superheated venom at a target within Close range.

      Boiling Spray: C
      Damage: D(poison)
      Zhen gathers his venom, as he does with Boiling Shot, but instead discharges a spray of molten venom in a burning fan damaging up to three targets within Near range.

      Volcanic Shot: B
      Damage: B(Direct Hit) D (Splash)
      Gathering stone and soil in his stomch, Zhengui melts the energies into molten stone and glass before ejecting it as a missile as a distant foe. Zhengui cannot move while using this technique, but may target ay enemy at up to distant range. However for each increment further than close Hit is reduced by 10. Enemies within Near distance suffer from the splash version of the techniques damage.
      Verdant Ash Duality
      Passive Effects:
      +15 to Spiritual Avoid vs single target attacks
      +5 on Hit and Penetration when techniques from Blazing Blood and Blooming from Ashes are used in the same turn.
      User counts as two separate combatants for determining multiattacker bonuses

      Minds Apart: C
      A Xuan Wu is two minds in one body and self, it takes age and long practice to function fully as two separate beings however. With this technique however, a young Xuan Wu may temporarily attain this ability.

      Ashfield Flowering: C
      Usable only while at least one instance of Ashfall is active, this technique consumes the ashfield to revitalize allies. On activation one instance of Ashfall is dispelled automatically, allied targets within the ashfall zone receive E rank health recovery and have their armor fortified.

      Rebirth Inferno:
      Special
      Damage: A
      When reduced to F rank health. Zhengui may instantly discharge all of his remaining qi into a roaring inferno that consumes all save Ling Qi within Very Close range. This massive explosion tears through defenses and moves with incredible speed. In the aftermath Zhengui falls unconscious, and cannot act, but receives a temporary Health Attribute of B Rank.

      Vengeful Serpent’s Fangs: D
      When an enemy strikes at one of Zhengui’s allies within Near range, they open themselves to a counterstrike. Zhengui receives a large bonus to hit for this attack, and deals damage via his Zhen Bite attack, with an additional E rank poison which repeats for a short time thereafter.

    • -N/A-

      1. This small sash is made from a single tropical leaf, and covered with enticing fire artwork that seems to dance as it moves. Physically worn by Zhen.

        +5 to qi. +3 bonus on Hit of Fire and Wood Arts.
      2. This thick necklace is shaped like a tangle of roots and vines, but on inspection is actually composed entirely of fused ash. A trace of it rubs off when you touch it, but it never seems to wear down. Physically worn by Gui.

        +3 to qi. They also gain a +3 bonus on Armor when a Fire or Wood Art is active.
      3. -Empty-

    • - Appraisal Green(8)
      -N/A-

    • Physical
      -N/A-

      Mental
      Intelligence: D
      Wits: B
      Resolve: C

      Social
      Presence: B
      Manipulation: C
      Composure: B

      Special
      Base Qi: B30
      Domain: ???
    • Mental
      Government: F

      Physical
      Dance: C
      Perceptiveness: C

      Social
      Art: C(Max)
      -Poetry: B
      Beast Handling: C
      Empathy: C(Max)
      -Subconscious Cues: B
      Music: C(Max)
      -Vocals: B
      Speech: C(Max)
      -Socialize: B
      - Qualified: +5 with spirits, +3 with humans
      Spirit Ken: C(max)
      -Revelry B

      Martial
      Projection: C
      Fade: C
      - ???: B
      Resilience: C
    • General:
      Base Health: B15
      Available Qi: B30

      Speed: -N/A-
      Initiative: C15

      Utility:
      Stealth: -N/A-
      Combat Perception: C25
      Social Perception: B25-35 (+10 with spirits)

      Defense:
      Physical
      -N/A- cannot be targeted by physical attacks

      Spiritual
      - Avoid: B10
      - Armor: C15

      Offense:
      Physical
      -N/A-

      Spiritual
      - Hit: C10
      - Penetration: C20

      Technique
      Dispel: - (Presence B+Tech Rank) + Unqualified Bonuses: EMP 10
      - Chaos Phase: B10 (defensive, LQ-only, 2 effects)
      - PRR: C25 (offensive, Close range, 1 effect, up to 5 targets)

      Resist: [D10|--|C15|B] (Composure B+[E|D|C|B] Rank)

      Base Health: (Composure B, Qi B30) = B15
      Qi: B30
      Initiative: (Wits B, Manipulation C) = C15

      Combat Perception: (Wits B, Perceptiveness C) = C15 + Unqualified Bonuses: ADB 10 = C25
      Social Perception: (Manipulation C, Subconscious Cues B) = C15 + Unqualified Bonuses: Base 20, EMP 10, AWB 10 = B25
      - Qualified Bonuses: EMP 10 with spirits

      Spiritual Avoid: (Wits B, ??? B) = B + Unqualified Bonuses: EMP 10 = B10
      Spiritual Armor: (Composure B, Resilience C) = C15

      Spiritual Hit: C10 (Manipulation C, Projection C) + C + Unqualified Bonuses: ADB 10 = C10
      Spiritual Penetration: C20 (Presence B, Projection C) = C15 + Unqualified Bonuses: ADB 5 = C20
    • Way

      • Base +20 Social Perception.
      Everchanging Moonlight Promenade
      Passive Effects:
      +5 Persuade and socialize with spirits
      +10 Social Perception with Spirits
      +3 Persuade and socialize tests with humans
      +10 Social Perception
      +10 on spiritual Avoid
      +10 to Dispel

      Chaos Phase: B
      Drawing on the chaotic nature of the dreaming moon to easily slip through the base bonds of ordered qi, Sixiang may dispel up to two negative effects on themselves or their binder.

      Laughing Moonlit Maiden: E
      Instant
      Channeling through their bond with their binder, Sixiang may grant Ling Qi an air of amiable approachability, and make her words seem both more fair and agreeable. Grants Ling Qi Sixiang’s passive bonuses to persuade and socialize challenges for a Short time.

      Phantasmal Revel’s Regrets: C
      Releasing a pulse of chaotic qi into the environment at Close range to Ling Qi, Sixiang disrupts the flows and constructs of their foes. Soaking their meridians in qi designed to emulate the fogging effects of heavy inebriation, she causes their control to of their techniques to slip. Attempts to dispel a single effect on up to five enemies within range.
      Awoken Dreamers Brush
      Passive Effects:
      +10 to Social Perception
      +10 to Combat Perception
      +10 to Spiritual Hit
      +5 to Spiritual Penetration

      Passage of Rustling Breeze: C
      Duration: Long
      Grasping the flows of the wind, Sixiang dulls sounds and the rippling wake of their binders qi, enhancing stealth and spiritual avoid. At increased cost, this effect may extend to cover the area Near Ling Qi.

      Cheerful Muse’s Accompaniment: C
      When Ling Qi activates a non damaging music or wind art, if Sixiang has not already acted that turn, they may activate this technique and enhance one parameter of the art significantly. Valid parameters are Hit, Effect, Duration, or Resist.
    • -N/A-
    • -N/A-

    • - Early Green(7)
      - Early Bronze(7)

    • Physical
      Strength: F
      Dexterity: C
      Stamina: D

      Mental
      Intelligence: D
      Wits: E
      Resolve: C

      Social
      Presence: B
      Manipulation: C
      Composure: C

      Special
      Base Qi: B
      Domain: ???
    • Mental
      Academics: F

      Physical
      Athletics: C
      Dance: E
      Perceptiveness: D
      Stealth: E

      Social
      Art: F
      Spirit Ken: E
      Empathy: E
      Music: C(Max)
      -Vocals: B
      Speech: F
      - Qualified Bonuses: +10 FPS

      Martial
      Unarmed: G
      Dodge: C
      Fortitude: F
      Fade: E
      Resilience: C

    • General
      Base Health: C20
      - Damage Reductions: D vs Cold, E vs Dark
      Available Qi: B

      Speed: C20
      Initiative: D10

      Utility
      Stealth: D
      Combat Perception: E10
      Social Perception: D

      Defense
      Physical

      - Avoid: C15
      - Armor: E10-D (+10 TRF aura)

      Spiritual
      - Avoid: D15
      - Armor: C20

      Offense
      Physical
      (Unarmed)
      - Hit: E
      - Penetration: G5

      Physical (Dance)
      - Hit: D
      - Penetration: D10

      Spiritual (Vocals)
      - Hit: B20
      - Penetration: B20

      Technique
      Dispel: - (Presence B+Tech Rank)
      - no dispel techs
      Resist: [D10|C|C15] (Composure C+[D|C|B] Rank tech)

      Base Health: (Stamina D, Qi B) = C + LWM 10 + FPS 10 = C20

      Speed: (Dex C, Athletics C) = C+ FSC 20 = C20
      Initiative: (Wits E, Dex C) = D + FPS 10 = D10

      Stealth: (Dex C, Athletics E) = D
      Combat Perception: (Wits E, Perceptiveness D) = E10
      Social Perception: (Manip C, Empathy E) = D

      Phys defense:
      Avoid (Dex C, Dodge C) = C + FSC 15 = C15
      Armor (Stamina D, Fortitude: F) = E + Equip 10 = E10
      - Qualified Bonuses: TRF aura 10

      Spirit defense:
      Avoid: (Manip C, Fade E) = D + FSC 15 = D15
      Armor: (Resolve C, Resilience C) = C + Equip 10, LWM 10 = C20

      Offense
      Physical (Unarmed)
      - Hit: (Dex C, Unarmed G) = E
      - Penetration: (Strength F, Unarmed G) = G5

      Physical (Dance)
      - Hit: (Dex C, Dance E) = D
      - Penetration: (Presence B, Dance E) = D10

      Spiritual (Vocals)
      - Hit: (Manipulation C, Vocals B) = C15 + Equip 10, FPS 15, LWM 10 = B20
      - Penetration: (Presence B, Vocals B) = B + FPS 20 = B20
    • Way
      -N/A-
      Lonely Winter Maiden
      Passive Effects:
      +10 to Spiritual Hit
      +10 to Health
      +10 to Spiritual Armor
      +10 to Speech(conditional)

      Enrapturing Silhouette: D
      Using this technique Hanyi draws the attention of a target at Far range to herself. On success the target must move toward Hanyi at full base speed and cannot attack her until after her next action. The target receives a large penalty to their avoid while under this effect, which last for a Short time.

      Mournful Lullaby: D
      Usable only against those caught in the effects of Enrapturing Silhouette, this technique receives a significant bonus to hit against such targets. if successful, it extends the effect for an additional Short period, as well as extending the period in which they cannot attack Hanyi for another action. Targets of this effect receive small penalties to All Hit, Avoid, and Initiative, which stack with each application.

      Snow Maiden’s Embrace: C
      With either full embrace or a clasping of hands, Hanyi draws a beguiled foe to their doom. As long as Hanyi maintains physical contact with the target, dealing D rank damage and E rank qi drain, and restoring a portion of that to Hanyi (E rank health restore, F rank qi restore), who can receive temporary qi or health exceeding her maximum by up to one letter grade.
      Frozen Peak Serenade
      Passive Effects:
      +15 To Spiritual Hit
      +20 to Spiritual Penetration
      +10 to Initiative
      +10 to Health
      D rank damage reduction against Cold
      E Rank damage reduction against Dark

      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 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 (F rank qi drain), 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.

      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.
      Fleeting Spring’s Chill
      Passive Effects:
      +20 to Speed
      +15 to Physical Avoid
      +15 to Spiritual Avoid

      Ephemeral Frost: D
      Duration: Short
      Like the frost of a chilly morning melting away before the sun, the user fades back from violence and attacks flitting away in a swirl of frost and snowflakes. Grants a bonus to physical avoid and a small bonus to physical armor, as well as a significant bonus to speed.

      Mocking Winter Breeze: C
      Duration: Immediate
      Being struck with a decisive blow, the user’s physical form shatters into a thousand crystals of ice and snow, only for them to reform unharmed within a Close distance. This technique negates the damage of a single technique of C rank or lower, and significantly reduces the damage of higher ranked techniques.

    • -N/A-

      1. +10 Physical and Spiritual Armor. Provides an additional +10 to spiritual Hit of Cold Arts.
      2. -Empty-
      3. -Empty-
 
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Organization Reputation and Relationships
Organization Reputations

Ling Qi's organization reputations describe how well known and regarded she is by the organization in question. The scale ranges from -6 to 6, with lower numbers being more negative

The exact nature of the organizations feeling toward you may vary but in general follows this scale.

-6: Hated- The organization will bend a great deal of resources toward destroying you in any capacity in which they are able
-5: Despised- The organization will work against you at every turn and invest significant resources in doing so
-4: Greatly Disliked- The organization will oppose you whenever doing so is both possible and matches with their other goals
-3: Disliked- Members will be poorly disposed toward you and the organization may invest in making your life difficult
-2: Mildly Disliked- Members will be mildly biased against you with some individuals being more so. Mild institutional notice
-1: Negative Notice- One or more individuals within the organization have taken a disliking to you and will likely bend their resources toward damaging you.
0: Unnoticed: The organization has no significant awareness of your existence
1: Notice: One or more individuals within the organization have taken a liking toward you and may seek to aid you in minor situations
2: Mildly liked- Members will be positively biased toward you, with some individuals being moreso. Mild institutional notice
3: Liked- Members will be generally well disposed toward you and the organization may actively support you
4: Greatly Liked- The organization will support you whenever doing so is both possible and does not significantly harm their other goals
5: Revered- The organization will side with you in most situations, and will bend significant resources toward supporting you
6: Loved- The organization will almost always side with you, and will staunchly support you against most any foe, almost without regard for cost.

If you become the leader of an organization, there is a different scale which will be introduced at that time.

Argent Sect: Rank 2
-Inner Sect Disciples: -1

Emerald Seas Nobility: Rank -2

Bai Clan: Rank 1

Cai Clan: Rank 1

Gu Clan: Rank 1

Sun Clan: Rank -1


Personal Relationships
Personal relationships use the same scale, but represent a mutual relationship between two individuals. The scale used is similar but but obviously modified for the individual.

Bai Meizhen: Rank 4
Bian Ya: Rank 1
Cai Renxiang: Rank 3
Gan Guangli: Rank 1
Gu Xiulan: Rank 4
Han Jian: Rank 2
Hanyi: Rank 3
Ji Rong: Rank -1
Li Suyin: Rank 4
Liao Zhu: Rank 1
Ling Qingge: Rank 4
Ruan Shen: Rank 1
Sima Jiao & Xin: Rank 1
Sixiang: Rank 2
Shen Hu: Rank 1
Su Ling: Rank 2
Sun Liling: Rank -2
Xuan Shi: Rank 2
Yan Renshu: Rank -3
Zhengui: Rank 4
 
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Sect Point Trade In

Explanation
Sect points may be traded in for various goods and services. The sect point cost and availability of different services is determined by your sect rank.

Minor Tutoring is a single lesson and typically provides a single flat dice bonus to a cultivation action and its associated attribute training. A Major tutoring action will be a minor narrative arc, with other potential bonuses for the selected action. Cultivation aids purchase a single ‘rare’ pill will individual effects which will be determined in the narrative after purchase. Talisman Crafting is handled similarly. Services presented are those relevant to Ling Qi.

Month Access Archive
-First/Second Floor(Starting Potency: Green 1 or 2): Free
-Third Floor: 20 points
-Fourth Floor: Unavailable at current rank
-Fifth Floor: Unavailable at current rank

Talisman Craft
Junior Craftsman
-Accessory Talisman: 20 points
-Armor Talisman: 40 Points
-Weapon Talisman: 50 Points

Senior Craftsman
-Accessory: 60 points
-Armor Talisman: 100 points
-Weapon Talisman: 120 points

Cultivation Aids
Junior Pillmaker: 30 points
Senior Pillmaker: 60 points

Tutoring
Core Disciple(minor): 30 points
-Bonus of twenty five resource dice to one Art cultivation. Misc Bonuses
Core Disciple(Major): 60 Points
-Bonus of forty resource dice to up to 3 Art cultivations. Misc Bonuses

Elder(minor): Unavailable at Current Rank
Elder(major): Unavailable at Current Rank


Pill Market

Junior

Flesh Strengthening Pill: Add fifty resource dice to the cultivation of Spine Arts and Physical cultivation

Darting Swallow Elixir: Add sixty resource dice to cultivation of Leg Arts

Senior

Ebon Spirit Elixir: For every two AP of Darkness Art cultivated gain one AP of spiritual cultivation

Trench Swimmer's Pill: For each AP of Water art cultivated, gain a .1 multiplier to water arts and physical cultivation..
 
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Sect Rules and Inner Sect Rankings
Inner Sect Challenge Rules

1. All combat between Inner Sect disciples is to occur under official challenge rules, unless under immediate supervision by a Sect Official or Elder
a. Disciples may apply for training passes to engage in private sparring. All involved parties must be present during the application process.
2. Disciples of superior rank may not challenge disciples of inferior rank.
a. In the case of insult or harm requiring a satisfaction, this rule may be waived, if approved by a Sect Official or Elder.
b. Challenges of the above type must be supervised by an Official or Elder, Challenge costs are also waived, and no change in rank occurs.
3. A disciple may not challenge the same target more than once per month.
4. Upon issuing a challenge through official channels, the challenging disciple must place a portion of their total Contribution Points as collateral to the challenge.
5. Upon receiving a official challenge, a disciple may choose to refuse it. If they do so, a number of points equal to the collateral will be deducted from their total, and the collateral will be refunded to the challenger.
a. A disciple may not refuse a challenge if the number of points placed in collateral exceeds their total
6. Upon acceptance of a challenge, the disciple of superior rank will be given a choice of challenge types to pick from by the Official or Elder providing oversight to the challenge.
7. Should the disciple of superior rank win, ranks are unchanged, and the collateral is added to the disciples Contribution point total.
8. Should the disciple of Inferior rank win, their collateral is refunded, and they receive the superior rank at the beginning of the next ranking period. The loser of the challenge will be dropped to the next rank, reducing the rank of all disciples beneath until equilibrium is reached.
-Ex: Disciple 810 is challenged by disciple 825 and loses. Disciple 810 becomes disciple 811, 811 becomes 812 etc. until disciple 824 becomes the new 825
9. All rank changes are held until the end of month processing, and come into effect on the first day of a new month.
a. In the case that a disciple who won a ranking challenge would be pushed down by the above process, their rank will be skipped during that month’s processing.
10. A disciple who has lost a challenge during the course of a month may not be challenged again until the next ranking period.
11. Repeated instances of frivolous challenges or other behavior subverting the rules may result in disciplinary action, upon review by a Sect Official or Elder.


Sect/Contribution Points

1. Contribution Points are separate from Sect Points, though they may be earned simultaneously for some tasks.
2. Sect Points may be spent on various sect services, or offered as reward for others to do such by any disciple of the Inner Sect.
3. Contribution Points may only be given or transferred by Elders or Sect Officials.

Rules of Conduct

1. Disciples of the Inner Sect may not enter the Outer Sect mountain, unless given dispensation.
2. Disciples of the Inner Sect are to minimize direct interference with Outer Sect disciples, regardless of location. Exceptions may be applied for.
3. Disciples of the Inner Sect are obligated to defend Sect grounds in the case of barbarian attack, and cooperate with the Sect military. Failure to do so will be considered military desertion or sabotage, and charged appropriately under Imperial Law.
4. Disciples of the Inner Sect are to maintain the dignity and reputation of the Sect at all times. Failure may cause loss of Contribution Points or reduction in rank.
5. Disciples of the Inner Sect may not cross Imperial borders without specific dispensation and approval.


Inner Sect Ranks

2: Liao Zhu
534: Bao Qingling
592: Wen Cao
623: Luo Zhong
625: Ruan Shen
649: Bian Ya
712: Bai Meizhen
715: Sun Liling
718: Cai Renxiang
746: Xuan Shi
756: Ling Qi
764: Yan Renshu
777: Ji Rong
780: Shen Hu
783: Kang Zihao
786: Gu Xiulan
790: Yu Nuan
795: Li Suyin
805: Du Feng


Inner Sect reward tiers
951-1000: 25 yellow stones
901-950: 1 green stone
851-900: 1 green stone, Least Argent Vent
825-850: 1 green +20 yellow, basic lessons, Lesser Argent Vent
801-824: 1 green +40 yellow. Second floor access reduced to 30 points
775-800: 2 green stone +40 yellow, second floor access reduced to 20 points. Standard Argent vent
725-776: 2 green stones +40 yellow, Second floor access free, third floor available,
701-724: 2 green stones +60 yellow, intermediate lessons. Third floor points reduced
675-700: 3 green stones +60 yellow. Third floor reduced, minor elder tutoring available, Greater Argent Vent
 
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Location
Illinois
“You should change things up more often,” Sixiang pointed out idly as she closed the wardrobe.

“Where am I going to find a dress as powerful as this one?” Ling Qi scoffed.

...You can wear things for other reasons you know,” the spirit replied dully.

Now that was just silly, Ling Qi thought. What if she was attacked while wearing something less potent?

Sixiang had no response to that, and Ling Qi moved on.
Being Sixiang is suffering, I see.

Our friends have a lot of work ahead of them...
 
Location
Panama City
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!

Edit: *Ahem* now that my joy is out of the way, I'm gonna look over the turn options. One thing I insist we do is immediately research a speed booster art to replace Fleeting Zephyr
 
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Location
Fargo, ND
It begins.

A softly glowing paper lantern hung from the ceiling overhead, casting a soft and welcoming glow over the simple furniture set around the chamber.

...It hung a bit low, Ling Qi noted with mild annoyance, ducking under it as she swept toward the hall leading to the other rooms, the door closing with a soft click behind her.
#TallPeopleProblems

“You should change things up more often,” Sixiang pointed out idly as she closed the wardrobe.

“Where am I going to find a dress as powerful as this one?” Ling Qi scoffed.

...You can wear things for other reasons you know,” the spirit replied dully.

Now that was just silly, Ling Qi thought. What if she was attacked while wearing something less potent?

Sixiang had no response to that, and Ling Qi moved on.
Ling Qi will probably never care much for fashion for its own sake. Sorry Sixiang, she's a lost cause.

Spoiler: Argent Genesis
The cultivation art of the Argent Sect. Created by the ancestors of Sect Head Yuan He and polished to perfection under his eye. This art offers many insights into building a strong foundation for a young cultivators future growth. The neutral balanced qi cultivated by this art mingles easily with almost every form of Imperial cultivation, making for a fine secondary art for any young scion.

Potency: Yellow 3
Max Level: 6
Keywords: Argent, Balanced, Composure, Neutral, Qi, Resolve,
Potency Growth: Green 1(2), Green 2(4), Green 3(6)

First Day Benefits
+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)

0/100 First Day
Happy to see this. Cultivation arts are the most important, after all.
 

Alectai

Speaks Words of Wisdom... On occasion
IT BEGINS!

Also, there's that "Absolute Material Superiority" coming in right there. "You get Medium Investment in literally every cultivation action you do for free, every turn"
 
Location
Panama City
@yrsillar having the char sheet immediately availible will help remind people what arts we have that we can actually cultivate, since I don't remember what arts we maxed before the tourney. Othwewise I'll be defaulting to phys and spirit cultivation
 

Alectai

Speaks Words of Wisdom... On occasion
So, the Plan was originally "Physical and Spiritual Cultivation to get to Green 2, work on EPC, and then spend leftovers polishing some stuff off." I think.
 
Well the rules are going to take a bit of time to process, but I'm glad this is starting up.

Also physical, spiritual, and EPC cultivation was the plan iirc.
 
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Location
Panama City
@yrsillar sorry to keep bugging you, but when searching the archive for arts do you still want to key off of meridians/elements, or will a general description of what we want do now?
 
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