Tiers of Cultivation
Black (24) (Immortal)
Red (21)
Brown (18)
Blue (15)
Purple (12)
Green (9)
Yellow (6)
Orange (3) <- next tier (+3 successes vs. White-tier Cultivators)
+7 Attribute Cap
+14 Skill Cap
30 Qi Cap
White (0) <- you are here
+5 Attribute Cap
+10 Skill Cap
20 Qi Cap
Cultivation Mechanic
Cultivation is a relatively simple beast at its heart. It is your ability to channel spirit energy combined with your opportunities to do so. When an opportunity arises (such as executing a goblin and drinking in his Qi), you roll to Channel that Qi into your dantian to cultivate some aspect of yourself. This is your main path forward as a bullshit Xianxia protagonist although it has its limits. The greater the disparity between your Tier and your victim's Tier, the greater the penalty you will have on this roll and at some point it will not be worth killing mooks to acquire spirit energy. (i.e. A Gold killing a mook is going to roll the test with -6 successes, twice the normal penalty.)
But let us say you did not have the Special Trait "Reaper" and had to do things the old fashion way. In that case, it is a full Action of Meditation and Seclusion where you spend your time drinking in the natural spirit energy of a location and channeling it into your dantian to purify it into usable Qi.
An Example Cultivation Check (without an Affinity, Aids, or Location modifiers):
+8 Channel, +5 Endurance = 13 Dice for the Channel Test
13D6E4 (rolz.org dice code) => 7 successes
You are a Tin level cultivator so you have no penalties to Cultivation. If you had been a Gold Tier cultivator, you would be penalized 3 successes due to the difficulty adjustment.
Seven successes converts into 7 XP towards one of the following options:
- Breakthrough: A Cultivator must prepare to breakthrough to the next tier of cultivation once their body reaches the limits of their current tier. Breakthrough attempts occur once you have filled the XP bar for a Breakthrough and will require a full action to complete. Since you are a bullshit Xianxia protagonist, these automatically succeed. If you were a lesser talent, you would need to roll for these and potentially be forced to start over from square 1 if you failed. For anyone wondering, NPCs have a Talent stat that represents their odds. Each point of Talent represents a 10% chance to breakthrough, further penalized by tier. The minimum for a NPC to become an Immortal is Talent: 9.
- For each Breakthrough, you gain a Foundation trait which is basically a new trait related to Cultivation and/or specific Elements and/or specific Techniques that boost your capabilities in that area. The broader the Foundation, the weaker the bonus.
- Spirit Cultivation: Increasing the spirit energy that can be contained within your dantian. This increases your Qi and allows you to perform supernatural feats of ability beyond the reach of mere mortals. You are capped at 20 Qi as a White level.
- Cultivate Attribute: You can cultivate a specific attribute, such as your Endurance or Intellect. This costs 5x as much as improving an individual skill rank but you get a +1 to multiple skills and possibly a wound or will box as well. You are capped at 5 (peak human performance) as a White level.
- Cultivate Skill: You can cultivate your ability to cultivate if you so desire. Or any skill for that matter. This converts the XP into ranks that move you forward in a given skill. However, the number of ranks you can have are capped at 10 as a White level cultivator.
- Cultivate Technique: You can cultivate specific supernatural techniques to improve your aptitude for them. For people used to Western Fantasy, it is probably easier to think of them as spells that you level. So like, you can have 10 ranks in Fireball and if they fail to Evade, well, you do damage accordingly. This is the narrowest application of cultivation as it applies strictly to the use of a single technique. The ranks you can hold in a specific technique are equal to your Skill Cap. So for a White Cultivator, that is 10 ranks.
Now you might be thinking, 7 XP sounds kind of lame for a full action...
Well I have good news for you, young cultivator! There are ways to pump up these rookie numbers!
Affinity (+8)
With the right genetics, you might end up with an elemental affinity (or even luckier! 2!). You are one suck lucky fellow with your Volcano (Fire/Earth) affinity. This grants you a bonus to any cultivation action involving these specific elements. This is mainly useful for cultivating and using Techniques. In other words, it helps you increase your ranks in a specific spell.
Spiritual Locus (+3 to +30, only one location may be used per action)
Loci are a category of rare magical sites sought after by powerful cultivators to enhance their cultivation. An example of this is a lava vents where natural Fire Magic wells up from the depths of the Earth. They provide a bonus to all forms of cultivation due to the ambient spirit energy available at the site. In addition to that bonus, they usually have an Elemental Affinity associated with them. In the case of our lava vent, it would provide an extra 50% of its bonus towards Fire-based Techniques like your elemental affinity.
Spirit Stones (+3 to +30 per stone)
Spiritual stones are tools, frequently found as loot or traded for, that enable you to accelerate your own cultivation by consuming the spiritual energy contained within such a device. Technically, any magical object can be consumed in this manner although normally it is limited to spirit stones. These stones share the same color as the various tiers of cultivation they can be used at. It is from these stones that the tiers found their names. These stones are called the "currency of the Immortals" for the simple reason when one is buying (or selling) to a cultivator, it is these stones that are used as currency.