Basic Mechanics
This is a Cultivation Quest, set in the (somewhat altered) world of Warhammer 40k. It will be running on a loose adaptation of my old skill ranks ruleset, where the protagonist's advancement is measured according to what ranks they possess in a number of different skills.
Depending on the path you pick, there may be specific additional rules to consider. However, at its core this quest is concerned with the protagonist's
Realm, their
Arts, and their
Techniques.
Realm
Your
Realm is the level of your cultivation, how far you have progressed along the Adept's Path. If you are familiar with other works in the Xianxia genre, this is where you would find something like "Nascent Realm" or "Heavenly Realm" - cultivators refine themselves and their power in order to ascend through the Realms rather like climbing a ladder (or a mountain). The strength of one who stands even one Realm above his opponent is often greater by an order of magnitude at least.
The Imperium recognises myriad paths and routes to power, and consequently lacks any one unified grading structure for measuring how far one has advanced along the Path. Just about everyone publicly agrees that the highest stage is the Divine Realm, occupied by the Golden Emperor and his Chosen, but the names, nature and even number of intermediary realms until one reaches that point vary significantly depending on one's path. The Adeptus Astartes, for example, refer to beginners as "Aspirants" and those who stand at the summit as "Primarchs".
There is no guaranteed way to ascend from one Tier to the next - it is not a simple matter of spending xp. Enlightenment is not so easily quantified, though the Mechanicus come closer than most. Exact methods of ascending will be specified according to your chosen Path.
Arts
Your
Arts are what previous iterations of this system would have termed 'skills', though the Adepts of the Imperium have many names for them - styles, schools, disciplines and ways, to name but a few. By investing xp into a given Art, you seek to master it and incorporate it smoothly into your overall Path. For example, an Astartes of the Blazing Salamander Sect might invest xp into the Volcanic Soul Style, learning how to channel the raw energies of flame through their body until their skin blackens and their veins shine like lava.
Arts are measured according to five levels of mastery:
- Novice (100xp) - You have just begun studying this Art. Purchasing this level requires learning from a master, studying an appropriate text, or else a risky and prolonged period of personal experimentation.
- Trained (250xp) - You have mastered the core competencies of your Art, and can now focus on refining and polishing it.
- Skilled (500xp) - You are sufficiently confident in your use of this Art to move beyond rote lessons and begin adapting it to your own style and practice. This is when you unlock your first Technique.
- Veteran (750xp) - You know your Art well enough to teach it to others. You gain another Technique at this rank, and are able to develop your own for 200xp each.
- Master (1000xp) - You have completed your training in this Art, and there is nothing further to learn. You gain one final 'Mastery' Technique, an expression of your personal philosophy and skill.
Each Art is associated with a given Realm, which serves as a loose guide to its relative power. The Golden Emperor's Incomparable Thunder Warrior Arts are far beyond the mere strength of a Cardinal's Burning Soul Style, for example. Spending xp to purchase Arts of a lower Realm grants you a discount - every xp spent counts as 2xp for one Realm below you, 3xp for two Realms and so on. Similar discounts may be offered for learning Arts strongly associated with your Path and Sect - a Salamander would likely find all kinds of Fire-based Arts easier to learn than something drawing on the howling wind, for example.
Arts can also cost more xp if they are particularly at odds with your Path or Sect, if it is possible at all. A Salamander might be able to learn the Burning Soul Art of a Ministorum Adept with some creative adaptations, but the Threefold Lightning Heart of a Mechanicus adept would be far more challenging.
Techniques
Your
Techniques are just that - specific moves, tricks and abilities associated with an Art that are easily classified as their own thing. If you can call someone a fool for thinking he could ever hope to evade your signature move, that is a technique. If you feel the need to regretfully apologise to your master's spirit before you use it, that is probably a Mastery Technique.
You learn a minimum of three Techniques in the process of mastering an art, but most Adepts design and employ their own individual expansions beyond this baseline as a matter of utility, practice or prestige. These will often be chosen by vote in a given update.
As an example, the aforementioned Salamander might, upon advancing Volcanic Soul Style to the "Skilled" rank, learn the Pure Breath of Flame Technique, allowing him to superheat his exhalations until they resemble the fury of a dragon's breath. Or he might instead choose to learn the Perfect Immolating Fever Technique, allowing him to purify his body of toxins and curses by overwhelming the intrusive energy with raw concentrated fire.