Deng Xian Zhi Dao RPG Reference

Player Reference Sheet

Goals: To simulate the drama and experience of going through training to cultivate one’s immortality over the course of many years.

Instead of the usual focus on the Dungeon Crawl in old school RPGs, the Immortal Cultivation RPG is focused more on the drama between fellow immortal cultivators – how they deceive, accuse others of shamelessness, enrage others with words, get drunk, uphold righteousness or promulgate evil.

While there are also dungeon crawling elements such as when cultivators need to collect important materials for Pill Refinement, or cultivation of one’s Dantian (solar plexus), it is not the main focus.

As such, unlike old school RPG characters, characters tend to be much stronger and “heroic” in terms of power. And jumps in stages of cultivation will therefore also be more significant. i.e. the gap between one of Body Tempering stage and Qi Tempering stage is much more significant compared with someone between Level 1 and 2 in other systems.

Still, there are still a multiplicity of means to take down those of higher cultivation level than you – either by ganging up, traps, rare artifacts, poison, enraging them to the point that they burst an artery, threatening them with their loved ones, or asking your mentor or seniors of the same or higher cultivation level than them to help you teach them a lesson. Of course, the player should also expect the same to be done by them – as schemes are a vital part of a the Xianxia genre.

In this game, the person who runs the game is called the Dao Master (DM) who is responsible for the world and adjudicating on rules. The DM’s rulings are final, but he should also at the very least discuss with the players before making his judgement for rules unspecified by this rulebook.

Inspiration: Tales of Demons and Gods, Keyboard Immortal, Guigu Bahuang, Cultivation Chat Room, Fanren Xiuxian Zhuan

Ability Scores

Strength : Determines aptitude for martial arts.

Willpower : Determines aptitude for spirit arts.

Ability : Determines aptitude for movement arts.

Beauty : Determines aptitude for mind arts.

Luck : Sometimes determines aptitude for anything.

Roll 3d6 for each.

The number indicated by the ability score will help you to easier make progress in learning various martial or spirit arts, and other techniques such as Pill refinement etc. E.g. A person with higher Ability may find it easier to learn swift Movement Arts.

Compound Abilities

Health, 3d6 + Strength : Determines your limit of ability to take hits before falling unconscious.

Qi, 3d6 + Willpower : Determines the limit of Qi that can be stored in your Dantian.

Speed, 3d6 + Ability : Determines how fast you act in combat or execute stealthy maneuvers

Charisma, 3d6 + Beauty : Determines how well you can rally others to your cause or persuade them.

Social Abilities

Drunkeness (1d100) : Your alcohol limit. At maximum, you will have to roll a self check to determine if you get drunk.

Lechery (1d100) : Your lust limit. At max, you will have to roll a self check against this value to determine if you unleash your bottled up Yin or Yang

Rage (1d100) : Your wrath limit. At max, you will have to roll a self check against this value to determine if you unleash your bottled up Fury w

Sorrow (1d100) : Your depression limit. At max, you will have to roll a self check against this value to determine if you fall into crippling depression

The above social abilities will inform some of the decisions you make for your character. Making unintuitive choices that do not seem logical depending on these social abilities will have effects on your Justice or Demonic disposition, and might sometimes hurt your cultivation. Social abilities can be alleviated by using certain special arts, engaging and leisure misc activities, or consuming certain medicinal herbs or pills.

Innate Characteristics

Race

Human – A race of mundane but ambitious peoples. Generally of neutral alignment.

Beastman – They are a race of peoples with the features of mundane animals (e.g. Monkey, Cow, Cat, Dog, Capybara), generally of neutral alignment tending towards evil.

Asura – They are a terrifying race of peoples with features of terrifying beasts (e.g. Dragons, Water Ape, Scorpion, Spider etc), generally of evil, bellicose alignment.

Deva – They are a heavenly race of peoples with features of auspicious creatures (e.g. Qilin, Spirit Turtle, Winged Dragon, Phoenix, Guardian Lion etc), generally of good alignment but easily corruptible by bad influences.

Elemental Affinity

1d2 for affinity points (More obtainable through talents). Use them to buy more elements of a higher grade or one or two you have affnity with. I.e. a person who rolls 2 will be able to pick Fire and Wood. A person who rolls 1 will only be able to pick Fire. You will be able to learn 2x more effectively the element you have affinity with, and half as less of its opposing element, unless special conditions or talents are possessed.

Those who possess compatible elements will have a higher chance and easier time in gaining affinity for their corresponding "Yin" or "Yang" elements. E.g. Water and Wood gives rise to Wind, Wood and Fire gives rise to Lightning etc

Those who possess conflicting elements due to talents will have a higher chance and easier time in gaining affinity for "Overcoming Elements", which arise from the overcoming influence between conflicting elements. E.g. Water and Fire gives rise to Fog, Wood and Earth gives rise to Death and so on.

Adjacent elements are compatible, while non-adjacent elements are incompatible (see example in table below). Five Yang elements cost 1 affinity points per element. Five Yang Overcoming elements cost 3 affinity points per element. Five Yin elements cost 2 affinity points per element, Five Yin Overcoming elements cost 4 affinity points per element.

Warning: Having an affinity to overcoming elements is considered the rarest among rarities, as such the are very few if not none of spirit arts created that make use of such elemental affinities. You must be prepared to spend a large chunk of time creating your own spirit arts, unless you are so fortunate that you stumble upon a manual that makes use of them.


Element

Conflicting Elements

Compatible Elements

Water

Fire, Earth

Metal, Wood

Fire

Metal, Water

Wood, Earth

Metal

Wood, Fire

Water, Earth

Wood

Earth, Metal

Water, Fire

Earth

Water, Wood

Fire, Metal


This affinity roll only dictates your initial affinity. It is possible to gain other affinities in the future through rigorous training, eating some fruits, demon assimilation etc.


Explanation of Five Yin Elements

Wind: Created from Water and Wood

Lightning: Created from Wood and Fire

Dark: Created from Fire and Earth

Light: Created from Earth and Metal

Ice: Create from Metal and Water



Explanation of Yang Overcoming Elements

Fog: Created from overcoming Fire and Water

Death: Created from overcoming Earth and Wood

Lode: Created from overcoming Fire and Metal

Acid: Created from overcoming Earth and Water

Life: Create from overcoming Metal and Wood


Explanation of Yin Overcoming Elements

Destruction: Created from overcoming Lightning and Ice

Spirit: Created from overcoming Wind and Dark

Void: Created from overcoming Lightning and Light

Phantasm: Created from overcoming Light and Wind

Time: Create from overcoming Light and Dark


Physical Affinity

1d4 Any weapon (sword, axe etc) or body part within reason (finger, fist, palm, voice, eye etc). You will learn abilities and skills relating to these affinities 2x faster than other weapons or body parts. e.g. if 3 is rolled, pick 3 weapons or body parts. This only determines your initial affinity. It is possible to gain other affinities in the future through training new martial arts.

Miscellaneous Affinity

1d4 any instrument or activity (Gambling, Tea ceremony, Cu Ju, Chuiwan, Erhu, Pipa, Zither, Pottery, Jade Appreciation etc). You will recover Lechery, Rage, or Sorrow 2x faster by engaging with activities relating to your miscellaneous affinity. e.g. if 3 is rolled, pick 3 instruments or activities - Gambling, Tea Ceremony, Pipa

Zodiac Aspect

Any non-humanoid creature (primates are OK, humans, elves etc are NOT). You will find it easier to interact with other compatible zodiacs or find more detestable people with incompatible zodiacs. The arts compatible with you will also depend on this e.g. A person trying to learn or use Toad Style with the Zodiac of Rabbit or Rooster might have much more difficulty than one who has a Toad, Snake or Dragon zodiac.

Constellation

Pick Any Constellation below. It bestows special abilities or bonuses upon the character.

Constellation

Mansion

Perks

 

 

 

Azure Dragon

Horn

Double one of any skill or ability

Neck

+1 Strength annually

Root

+1 Charisma annually

Room

Able to pick any lock once a year

Heart

Double cultivation points gained

Tail

Able to re-roll Luck every week

Basket

Able to find more rare Herbs

 

 

 

Black Tortoise

Dipper

Easier for Persuasion to succeed

Ox

Doubled Qi regeneration

Girl

Profound aptitude for one school of Inscriptions

Emptiness

Extra Life or Reincarnation on Death

Rooftop

Profound aptitude for one school of Spirit Arts

Encampment

Profound aptitude for one school of Formations

Wall

Reflect damage (1h) once every day

 

 

 

White Tiger

Legs

Profound Knowledge on any subject

Bond

Those who steal from you will have retribution

Stomach

Able to eat most things + major poison resistance

Hairy Head

Easy to make friends with animals

Net

Can hear whisperings about oneself once a week

Beak

Easy to tame non mudane creatures

Three Stars

Can cast Minor illusion once everyday

 

 

 

Vermillion Bird

Well

Gain random pocket Money everyday

Ghost

Speak to the dead once a week

Willow

High alcohol resistance and minor poison resistance

Star

Others often treat you favorably

Extended Net

Easier and faster to learn things

Wings

Small interspatial inventory

Chariot

+5 speed

Talents

Each character starts with 1 talent point which can be used to buy talents. More talent points can be gained during character creation by adopting flaws.

After character creation, it is impossible to gain more talents using talent points, and can only be bestowed by breaking through in cultivation or by divine or demonic blessings or curses.

Below are a table of talents. Of course, these are mere suggestions, and the DM should try to accommodate any talent that the players suggest as long as it does not bestow to them excessive power or breaks the worldview of the Xianxia genre.

Ability Talents

Name

Cost

Effect

Combat Skill Bonus (+10/-10)

1/-1

You start off more or less capable at a combat skill

Self Learned Art

1

You have had some experience with martial or spirit arts, and begin with your own self formulated techniques.

Scale of the Elements

2

Able to re-roll elemental affinities and choose multiple elements which conflict with one another with no penalty

Chimeric Aspect

2

Able to pick one more creature for as your zodiac aspect

Pill Refining Genius

2

Able to re-roll on a failure or re-roll a success to add bonuses to the refined pill. Also able to re-roll on a failure during a growth check for the skill.

Inscription Genius

2

Able to re-roll on a failure or re-roll a success to add bonuses to the inscription. Also able to re-roll on a failure during a growth check for the skill.

Formation Genius

2

Able to re-roll on a failure or re-roll a success to add bonuses to the formation. Also able to re-roll on a failure during a growth check for the skill.

Sober after a Thousand Cups

1

Able to reroll a drunkedness check at Drunk limit

Mind of Tranquility

1

Able to reroll a Rage check at Rage limit

Carefree Heart

1

Able to reroll a Depression check at Sorrow

Aspect of Tripitaka

1

Able to reroll a Lechery check at Lechery limit

Martial Genius

3

Reduces time required to create, modify martial arts, and increases chances for martial inspiration during and out of combat.

Social Talents

Name

Cost

Effect

Social Skill Bonus (+10/-10)

1/-1

You start off more or less capable at a social skill

Early Cultivator

2

You begin at Early Qi Gathering Stage or any equivalent stage thanks to your precocious upbringing.

Family / Sect Heir

3

You are heir to the head of a large sect/ family. You have access to most of the family/ sect’s resources. Most people look up to you and dare not provoke your anger. But similarly, many other members of the family/sect may be after your position

Family / Sect Member

1

You are a low ranked member of a sect or family, which affords you some resources available to them

Married

1

You have been bethrothed or a marriage was arranged for you. Depending on your luck you might have an indespensible soulmate, or a completely incompatible good for nothing as your spouse

Wealthy

2

You have quite a significant amount of wealth. You may start with 1d4 properties, and a considerable amount of starting wealth (+20d10 GT).

Harem Lord

3

You have many mistresses, or boy toys that may either be thoroughly infatuated with you or may be trying to mooch off you to gain benefits in the long run. Naturally, it comes with potential benefits where members of your harem will try to help you, but the opposite will also be true alongside potential for those jealous of your popularity to scheme to your disadvantage

Seductive Aura

2

Somehow there is something about you that makes strangers want to get to know you on a personal level. Those who are already friends with you of course, want to know you even more. However, to some this talent might be considered a curse…

Flaws

Name

Bonus

Effect

In Debt

2

Roll for funds and buy equipment as usual, but the initially rolled funds are now considered debt which people will chase you for

Bankrupt

3

Do not roll any funds. You will start with nothing to your name.

Criminal

2

You are wanted by many bounty hunters and the authorities after committing a grave sin.

Impotent

2

You are unable to bear children or impress the opposite sex during times of great importance due to your inner Yin or Yang oceans being sealed by a curse or non-existent.

Castrated

2

You are unable to bear children or impress the opposite sex during times of great importance as you were somehow castrated in some point of your life.

Missing Body Part

~

You are missing a limb, eye, etc. Bonus depends on limb lost

Terrible Mug

3

You look absolutely revolting. You Beauty score is always fixed at 1 and cannot be improved, even with the help of cultivation and special pills. Cannot take seductive or harem lord talent

Old Age

2

You are at the point where your body is beginning to fail you. Deduct 1d2 (roll seperately) of every stat, with a minimum of 1 for each stat reached after deduction

Young Age

1

You are at the point where your body is just starting to grow. Deduct 1d2 (roll separately) of Strength and Ability.

Bad Temper

1

Gain double Rage whenever Rage is gained

Sentimental

1

Gain double Sorrow whenever Sorrow is gained

Pathetic Drinker

1

Gain double Drunkedness whenever Drunkedness is gained

 

Perverted

1

Gain double Lechery whenever Lechery is gained

Damaged Meridians

3

You cannot increase your Maximum Qi capacity whenever you make a breakthrough, unless you somehow find a way to repair your Meridians.

 

Skills

Roll 6d2 – the number will be the number of skills you start with.

Write down any skill you are interested in and roll 12d6 for each of them. The more specific they are the more effective they will be. For instance, a very general “Weapons” skill will work half as well as a specific “Spear”. Similarly, a specific “Guandao” skill will be more effective than a “Halberd” skill, when doing opposed rolls.

Combat

Weapons, Sword, Dao, Spear, Mace, Palm, Fist, Finger, Elbow, Knee, Leg, Head, Fire Spirit Arts, Wood Spirit Arts, Water Spirit Arts, Metal Spirit Arts, Earth Spirit Arts, Bow, Crossbow, Traps, Parry, Dodge, Sneak, Swim, Find Weakness

Social

Drinking, Gambling, Sports, Chuji, Flute, Pipa, Zither, Tea Ceremony, Chuiwan, Singing, Dancing, Persuasion

Skill Explanations

Chuji – Essentially ancient Chinese soccer

Chuiwan – Essentially ancient Chinese minigolf

Tea Ceremony – A set of very elegant moves to prepare and taste tea and tea pastries. Considered the most refined of noble activities. If properly practiced it can impress many noble people.

Production

Mining, Farming, Herbalism, Calligraphy (Talisman Making), Fengshui (Geomancy), Medicine, Pill Refinement, Forging, Inscriptions, Formation, Weaving, Cooking

Skill Explanations

Calligraphy – Allows you to create tasteful paintings, and writings that make people impressed, and also transmit secret messages to others. Talismans made using Calligraphy can be used to bind, seal, and dominate undead like Jiangshi and can also invoke fields of power.

Fengshui – Allows you to detect hidden presences, spells and curses cast on persons and areas, and determine the properties of an area with regard to its luck, positioning of objects and the like.

Medicine – Allows you to effectively apply remedies, use Acupressure, Acupuncture and Moxibustion for healing or damaging purposes.

Pill Refinement – (Lian Dan) Allows you to create higher and more refined tiers of pills used for recovery, poisoning, and even cultivation.

Forging – Allows you to craft various Dao Equipment such as Bells, Swords, Cauldrons etc using more exotic types of metal as opposed to the usual mundane metals

Inscriptions – (Ming Wen) Allows you to inscribe runes and formations on various Dao Equipment to bring out powerful effects when Qi is injected into the item.

Formation – (Zhi Zhen) Allows you to use various objects and Dao Equipment to create wide area formations to produce various large scale effects e.g. Gradually absorb Qi in the area, Enhance the potency of Pills refined the area, Summon stored Demonic Spirits to protect an area etc. Works in conjuction with Fengshui and Inscriptions.

Equipment

Unless in the case of picking particular Talents or Flaws, a character begins with 10d10 Gold Taels or 50 Gold Taels. Currency in the game is as such: 100 Copper Cash = 1 Silver Tael, 100 Silver Taels = 1 Gold Tael, 10 Gold Taels = 1 Spirit Stone.

Using your starting currency, you may buy any of the following items:

Combat Items

Primitive Ranged Weapon (1d2 damage, 10m, 0.2GT) e.g. Sling and Stone

Small Ranged Weapon (1d4 damage, 20m, 15GT) e.g. Shortbow, Hand Crossbow

Medium Ranged Weapon (1d6 damage, 180m, 30GT) e.g. Longbow, Crossbow

Heavy Ranged Weapon (2d4 damage, 240m, 40GT) e.g. Hand Cannon

Arrows/Bolts/Missile [20] (1GT) e.g. Needle, Throwing Knife

Small 1H Melee Weapon (1d2 damage, 4GT) e.g. Dagger, Knife, Cleaver, Gauntlet

Medium 1H Melee Weapon (1d4 damage, 8GT) e.g. Sword, Dao, Hook Sword

Large 2H Melee Weapon (1d6 damage, 10GT) e.g. Zhanmadao, Guandao

Higher quality weapons add 1 extra damage e.g. 1d2+1. These weapons cost triple the regular price.

Low quality weapons deduct 1 damage. These weapons cost half the price.

Small Shield (+10 parry, 4GT)

Medium Shield (+20 parry, 8GT)

Large Shield (+35 parry, 10GT)

Padded Armour (5 armour, 2GT per part)

Chain Armour (10 armour, 4GT per part)

Mountain Pattern Armour (20 armour, 10 GT per part)

Total cost of armour can be calculated in terms of parts covered

e.g. chain shirt – covers torso, left arm, right arm – 2GP x 3 = 6 GP

e.g. Mountain Pattern rerebracers – covers left arm, right arm - 10GP x 2 = 20 GP

Social Items

Tea Set [20] (20 GT)

Drinking Set [20] (15 GT)

Small Instrument (5 GT) e.g. Dizi, Bandi

Medium Instrument (10 GT) e.g. Erhu, Pipa

Large Instrument (15 GT) e.g. Zither, Drums, Bronze Bells

Entertainment Book (5 GT) e.g. Poem Collection, Painting Collection, Pervy Booklet

Production Items

Basic Calligraphy Set [20] (5 GT)

Basic Inscription Set [20] (10 GT)

Basic Geomancy Set [20] (10 GT)

Basic Pill Refinement Cauldron [20] (15 GT)

Cooking Pot [20] (5 GT)

Tinderbox [20] (1 GT)

Cultivation Items

Basic Cultivation Manual (30 GT)

Basic Martial Arts Manual (15 GT)

(Warning: For random items, there is a chance that it might be corrupted, flawed or not be well understood – which will lead to terrible consequences. There is also a chance that it will be also quite formidable on the other hand. If you roll Taels more than what you have – you will have the balance as debt which people will come after you for)

Random Cultivation Manual (10d5 GT)

Random Martial / Spirit Arts Manual (5d5 GT)

Random Cultivation Pill (10d10 GT)

Random Spirit Herb (5d10 GT)

Cultivation Progression

Each stage of cultivation will have a certain Xiuwei (Cultivation Being) requirement that is necessary for the breakthrough to the next stage. This requirement depends heavily on the Cultivation Technique being used. Some Cultivation techniques may offer faster breakthroughs by having a lower Xiuwei requirement, but the improvement in abilities and special abilities afforded by the breakthrough might be less formidable than those that demand higher Xiuwei. Of course that is just a general case and if one looks hard enough or is lucky enough they might stumble upon those that provide both.

While cultivating, one rolls a 1d100 and is compared to the Spirit Energy richness and other factors such as Elemental affinity, Fengshui conditions, presence of enhancing formations etc. If the roll is lower than the richness, the person gains cultivation points equivalent to the number rolled plus any bonuses afforded by items, formations etc.

During cultivation, the body is extremely vulnerable. Being interrupted during cultivation can permanently damage one’s meridians, effectively crippling them, it is due to this that many cultivators tend to go into seclusion or form sects to protect them until they break through or stop cultivating for the moment.

Cultivation progression also does not occur overnight. The DM will determine the number of days required for cultivation to make progress, depending on the local spirit richness, Fengshui, Formations, Items taken etc.

Some special and more rare Cultivation techniques will require specific herbs, items and spirits for the final breakthrough. In which case, any additional cultivation will be wasted once Xiuwei limit is reached (unless a special talent is had)

Types of Cultivation

There are many paths to immortality. Normally one who has embarked on a path will not choose another – but that is not always the case. Which path one chooses will determine the people they meet, their friends and enemies, and also the type of abilities they have access to. Still, the path you take is determined by the cultivation technique you use – and it is not always easy to determine which path the technique will lead you too as it may be flawed and may lead one who is not careful into the path of Demonic Possession…. Unless one seeks it out to begin with.

This section will introduce the various paths and give an inkling of what abilities each path will afford to you, to aid in your ultimate decision.

Cultivation of True Self

Also known in Chinese as “Xiu Zhen” (Cultivating Truth) – this type of cultivation emphasises the refinement and cultivation of one’s body and soul to attain immortality. It is split into a few stages each with their own sub-stages. Overall the progression of stages is as follows:

Body Tempering > Qi Gathering > Foundation > Unsealing Light > Golden Pill > Primordial Fledgling > Soul Projection > Soul Differentiation > Dao Reintegration > Grotto Fissure > Great Ascension > Transcending Tribulation

Abilities will include the usual fare of Taoist immortals such as powerful command over elements and weapons, riding flying weapons, and most will be influenced by your innate characteristics

Demonic Cultivation

Also known as “Xiu Mo” (Cultivating Demons). A method of cultivation that assimilates inner demons or outer demonic creatures and spirits into one’s soul and spirit to unlock great potential and attain immortality. This method of the cultivation is known to be considerably faster provided one has a wealth of resources, and inspires great power, but comes at an extremely great risk of crippling damage to one’s soul should one make but a single mistake.

Body Tempering > Gathering Origin > Coveting Will > Swallowing Bite > Demonic Fledgling > Spirit Projection > Thought Separation > Dao Reintegration > Fissure Breaking > Great Ascension > Transcending Tribulation

Abilities include being able to assimilate the power of any sealed Demons, either taking their forms or harnessing their powers. Some Masters of Demonic Cultivation can even combine powers of assimilated Demons to create abilities beyond one’s wildest imagination. Affinity with particular demons will be determined by your innate characteristics.

Cultivation of Bewitchment

Also known as “Xiu Yao” (Cultivating Fairies). A method of cultivation that makes full use of the concept of the Body to feed on the powers of others to nourish one’s own Dantian. It is through this method that the infamous Fox Spirits have attained their great power by seducing powerful cultivators and taking their strength through their unique method of cultivation. While most cultivators no longer see the need to temper or refine their body after attaining great power through their soul, Cultivators of Bewitchment continue to refine their body to manifest transcendental bewitchment to the vulnerable uncultivated bodies of other cultivators.

This is considered the second fastest method of cultivation next to Demonic Cultivation, and would be the fastest assuming one begins with no resources since it takes the already refined resources made into cultivation from others. It is because of this cheat-like plundering method of cultivation, many cultivators of bewitchment are actively hunted down, and most cultivators of bewitchment and their sects remain in hiding. Though they frequently prey on Buddhist cultivators who are often almost defenseless against them. Still those who have stayed absolutely true to the path of Buddhism are considered their archenemies.

Wisdom Conveyance > Body Forging > Bone Tempering > Bewitching Pill > Body Transformation > Soul Gathering > Spirit Infusion > Body Annealing > Fissure Refinement > Great Ascension > Transcending Tribulation

Abilities include turning others into your obedient slaves, sucking out Xiuwei from other cultivators by preying on them when they are vulnerable, making unfair contracts with cultivators at your mercy etc. Your manifestation of bewitchment will be influenced by your innate characteristics.

Buddhist Cultivation

Also known as “Xiu Fo” (Cultivating Buddhism). A method of cultivation that seeks to embody the philosophy of Buddhism into reintegrating with Dao and attaining immortality in the Western Heavens. This method of cultivation is gruelling and filled with suffering as much time will be spent in asectic meditation and refinement of the soul to the point of maximum purity. Those who take this path should expect to relinquish all desire, as erring to the realm of want will corrupt their soul and damage their abilities.

Normalcy Eschewment > Primordial Heart > Want Dispersion > Resplendent Heart > Cremated Bones > Soul Movement > Great Void > Spirit Cleansing > Fissure Conveyance > Great Ascension > Transcending Tribulation

Abilities include harnessing Rage, Sorrow, Drunkenness, and Lechery and coverting them into Qi, purifying evil and demonic creatures and making them your servants, manifesting absolute defense, reincarnation, and being able to endure all manner of suffering

Cultivation of Darkness

Also known as “Xiu Ming” (Cultivating Darkness). A method of cultivation that revolves around the concept of death. By making use of and understanding the principles of life and death, the path beyond that breaks out of this realm of death by making full use of it is achieved to attain immortality. There are very few people who walk this path, and many simply vanish while in the attempt to cross the underworld realms of death to break through it. While many others have been executed for exhuming bodies or being ravaged to the point of insanity by disturbed spirits of the dead. But it is said that those who succeed in this path transcend even beyond the immortals who have attained godhood – for even Gods die, save those who have truly conquered Death as the rare Cultivators of Darkness do.

Spirit Movement > Unsealing Spirit > Soul Pill > Tempering Heart > Spirit Biting > Yin Gathering > Yang Tempering > Body Wroughting > Fissure Returning > Great Ascension > Transcending Tribulation

Abilities include being able to raise the dead, being able to return from the dead as an undead creature, harnessing the power of astral projection, possessing bodies, and even harnessing the power of true death that can slay even immortals.

Game Progression

At the start of the game, the DM will roll for the player his network of relationships. E.g. Father, Mother, Sister, Disciples, Masters etc. From these relationships, the world around the player’s character is slowly constructed.

The game will not take place on a day by day basis. Essentially every turn – the player will decide to do something e.g. Collect Medicinal Herbs from Mountain of Flowers, Participate in the Auction, Do closed door cultivation, Find an area for seclusion etc. From this decision, the player will add extra details if needed e.g. Invite cousin, lover, announce to the public etc.

Once prepared, the DM will determine the number of days and any initial reactions to your decision. E.g. Wife opposes you from setting out to search for the ruins etc, and the player will roleplay to resolve them until satisfied.

Next, the DM will determine the various obstacles that will hinder or aids that will help the progression of the particular decision, and it will be roleplayed scene by scene, over the course of the number of days, months or years needed to accomplish the task set out by the player.

E.g.

PC: I wish to focus on breaking through my early Body Tempering stage by concentrating daily on practicing the martial arts forms and physical training stipulated by my sect.

DM: Based on your current abilities and resources, it will take a year to do this.

DM: During your daily training, one of the senior disciples Song Huanze asks you to meet him at the back of the Hall of Reflections at the remote corner of the Sect Grounds. Do you acceede to his request…?

PC: I am a bit suspicious, so I will ask my friend Chu Yanhua to accompany me, promising him supper at the town during the weekend.

DM: Chu Yanhua agrees to your request as he pats you on your back and says, “Of course Brother Zhen, there’s nothing I wouldn’t do for free supper…!” Together, the both of you go to the back of the Hall of Reflections at the appointed time, and you notice senior Song Huanze accompanied by around 4 other intimidating junior disciples waiting for you… (etc)

Of course, during the course of the present, the player may interject and decide to do something else, based on the invitation of others, or on his own whim.

Arts Progression

For each type of Martial, Body, Heart, Spirit, Crafting or any other art, there will be a certain attribute requirement for you to break through to the next stage. The attributes and skills stipulated in each art description will denote the requirements to go to the next level, and the attributes and skills needed can be attained by practicing this art. If the attribute or skill is already met, you will still need to spend the minimum amount of time to learn it plus a random number of days - determined by the DM. This number of days can be shortened by talents or some special medicines. The outcome of the modification will always be determined by the DM, but the player should try to influence him by explaining how the modification is to be made, and what lead the modification to be conceived of in the first place.

Example:

Feiming Huijiejian - Flying Resplendence Realm Destroying Sword
[STR: 600/777, ABL: 656/777, QI: 868/777, Lightning Spirit Arts 555/777]

Cultivation Layer: 1

In order to modify the art, the character who is learning Feiming Huijiejian must reach the ONE of the requirements, which is achieved by his Qi stat. To move to the next layer of understanding, he much reach the requirements stipulated for STR, ABL, and Lightning Spirit Arts


Example of Modification:

Original: Consuming 100 Qi per round, the technique releases ONE divine flying sword which flies about at blinding speed wherever its user wills up to a distance of 100m dealing 20d20 damage on strike, and can sometimes release void lightning energies dealing 10d10 lightning damage to all creatures in its line of travel for 5 seconds by virtue of its dimension cutting sharpness.

Modification: Consuming 250 Qi per round, the technique releases TWO divine flying swords which flies about at blinding speed wherever its user wills up to a distance of 50m dealing 20d20 damage each on strike, and can sometimes release some void lightning energies dealing 10d20 lightning damage by virtue of its dimension cutting sharpness.


During roleplay, the PC should explain the thoughts behind his modification, and is encouraged to think out of the box beyond just numerical changes in the effects of the art. Incorporating his innate characterstics, books he read, imitating other cultivators etc. The intention of how the modification is made should be made clear so the DM can help in furnishing the outcome after the modification is complete. Naturally, modifications made will carry over to the next layer of understanding of the art with only a few exceptions most of which are the most complicated and esoteric of arts.


Combat System

1. Initiative

At the start of Combat, all groups of combatants of the same side first begin by rolling 1d100 and adding their speed this is called Initiative.

The DM may also instead arbitrarily decide the order of initiative and bestow additional turns to characters or groups in the case of special circumstances afforded by some tactics such as Ambushes, secretly attacking etc.

The turn order of each group of combatants follows the descending order of all rolled initiatives. For example, 3 characters roll initiatives of 42, 50, and 10. The characters who rolled 50, 42 and 10 begin in such order respectively.

2. Movement, Action, and Prepared Action

During each character’s turn, they are able to make any of the following sets of actions (any order of action is possible):

  1. ONE movement action and ONE action

  2. ONE movement action and ONE prepared action

The difference between an action and prepared action is that a prepared action involves making a character wait for a particular condition to be met at which he will execute the specified action (e.g. parrying stance, waiting for Qi to regenerate)

A character may able to make more sets of actions than the previously listed with some special talents, techniques, or conditions.

Movement

A movement action involves moving up to your current maximum speed attribute. i.e. A person with 8+17 speed can move up any distance less than 25 meters. The player may choose not to move if he wishes.

Actions

Actions are the main bulk of major undertakings a character can make during combat. Prepared actions are exactly the same, but instead are executed after a condition specified by the plaer is met. Actions include (non-exhaustive):

  1. Attacking

  2. Assuming a Stance (Dodge, Parry or Martial Art)

  3. Preparing or Using a Martial or Spirit Art

  4. Picking up an Item

  5. Preparing or Using an Item

  6. Sprinting

  7. Grappling / Breaking from a Grapple

  8. Analyzing or Searching in detail

  9. Rescuing a creature

  10. Hiding

  11. Using a Machine

Should an action not be in the list, it is considered a minor undertaking unless the DM says otherwise. Each of these actions listed above will be explained further below.

Attacking, Offensive Martial Arts

To make a basic attack, a character rolls 1d100 and adds the rolled number to the relevant skill. i.e. If a person is using a sword, he will roll 1d100 and add his sword skill.

The player then also rolls the relevant damage dice specified by his weapon in advance. Should it be an offensive martial art that is used, the player may follow the damage specified by the art instead.

The receiver of this attack may decide to dodge or parry or take the blow. In which case he must make an opposing 1d100 + dodge or parry or block or skill. Should the attack roll be more than or equals the opposing roll, the attack succeeds.

Surprise attacks will automatically do double the damage, unless in the case of special abilities or talents based on the DM’s discretion.

Assuming a Stance

A character can enter a defensive stance to block or parry the incoming attack. Such stances will allow the character to make an advantaged roll instead of a regular roll should the character be under attack in the following turns.

An advantaged roll invovles rolling 1d100 twice and keeping the highest roll.

Preparing or Using a Martial Art or Spirit Art

Other than offensive martial arts that are explained before, the player may use defensive martial arts, movement arts, and many other arts that have a wide array of effects. The player will in that case follow the description stipulated by the art.

Picking up an Item

Picking up items on the ground or on tables, stuff being thrown towards you etc Will consume an action, unless otherwise specified by the DM.

Preparing or using an Item

Basically what the name of the action says…

Sprinting

The player may consume an action to make an additional movment up to his speed in meters.

Grappling / Breaking from a Grapple

The player may make a 1d100 + Grappling skill move to bind a target. Should the roll not fail under an opponent’s opposed Grappling roll, the target will be binded and will be unable to make a movement.

Analyzing or Searching in Detail

The player character may carefully analyze or search on specific area or creature for possible weak spots (Find Weakness roll VS Stealth roll needed), and other things of note.

Rescuing a creature

The player character may try to catch a fallen creature, pick them up from the ground etc, catch their arm or leg in an attempt to rescue them. No roll is required unless the creature is currently being held by an oppened or ensnared in a trap.

Hiding

The player character may find an area of darkness or execute arts that will obscure their presence.

Using a Machine

The player character may activate a machine such as a Pill Refinement Cauldron, Forge, special mechanism, trigger a trap etc.

3. Reactions

When an action is being made on a target, the player may choose to react to it to try to dodge, block or parry the attack or relevant action or martial art.

Every round, each character is given ONE reaction.

More reactions may be gained through the cultivation of special martial arts or having special talents, or being under the influence of some medicines or formations.

4. Armor

Armor serves as a passive defense that does not consume reaction. The armored person can make an armor roll 1d100 + Armor. Should the armor roll be higher than the attack roll, no damage is taken. However, the condition of armor will be reduced, and over repeated use, it will eventually break unless repaired or maintained.

Stroke of Luck

When making any roll, should a roll fail or reach some unsatisfactory outcome, the player may choose to push it and make a reroll.

After the reroll is made, the character’s luck attribute will fall by 1 until 0 is reached.

Luck attribute may be gained randomly depending on karmic actions, gained through the consumption very rare medicines or gained through special rituals or may be re-rolled should one have a special constellation.

Step By Step Character Creation

  1. Roll your ability scores. Roll 3d6 for Strength, Beauty, Willpower, Ability and Luck.

  2. Roll your compound abilities. Health – 3d6 + Strength, Qi – 3d6 + Willpower, Speed – 3d6 + Ability, Charisma – 3d6 + Beauty

  3. Roll your social abilities. Drunkenness – 1d100, Lechery – 1d100, Rage – 1d100, Sorrow – 1d100

  4. Determine your innate characteristics

    1. Choose a race, Human, Beastman, Asura or Deva. E.g. Asura

    2. Roll 1d2 and Choose an Elemental Affinity. E.g. Fire

    3. Roll 1d4 and choose a Physical Affinity. E.g. Sword

    4. Pick a Zodiac Aspect. E.g. Rabbit

    5. Roll 1d4 and choose a Misc Affinity. E.g. Zither

    6. Pick any constellation you like. E.g. Azure Dragon, Horn - Double base Health.

    7. Pick your talents and flaws. E.g. Sober after a Thousand Cups

    8. Roll 1d100 each for your Alignment Tendency. E.g. 50 Justice, 60 Demonic

  5. Roll number of skills to take 6d2. E.g. 12

    1. Write down the skills you are interested in. E.g. Sword, Fire Spirit Arts, Drinking, Gambling, Tea Ceremony, Zither, Forging, Pill Refinement, Inscriptions, Formation, Fengshui, Herbalism

    2. Roll 12d6 for each of the skills in order. E.g. Sword 49, Fire Spirit Arts 47, Drinking 41, Gambling 36, Tea Ceremony 39, Zither 42, Forging 37, Pill Refinement 35, Inscriptions 46, Formation 44, Fengshui 48, Herbalism 51

  6. Write or roll a background. Containing the following information: Name, Social Status (i.e. Noble, Peasant, Soldier, Merchant), Personality (e.g. Extroverted, Introverted, Cheerful, Brooding), Goals and Dreams (e.g. Groom an heir, Bring Justice to the Masses etc)

  7. Roll 10d10 for starting number of Gold Taels.

Character Sheet Example

Name: Xu Zhuzhen, Sex: Male, Age: 18

STR: 12, BEA: 9, WIL: 10, ABL: 13, LUK: 13

HP: 24 + 12, QI: 6 + 10, SPD: 12 + 13, CHA: 14 + 9

DRK: 0/51, LEC: 0/76, RAG: 0/59, SOR: 0/25

Justice: 50, Demonic: 62

Cultivation Technique: Cthonic Entry of the Infernal Rabbit

Xiuwei: Body Tempering - 0/1000

Race: Asura, Element: Fire, Physical: Sword, Misc: Zither
Constellation: Azure Dragon, Horn (Double Base Health)

Talent: Sober after a Thousand Cups

Sword 49, Fire Spirit Arts 47, Drinking 41, Gambling 36, Tea Ceremony 39, Zither
42, Forging 37, Pill Refinement 35, Inscriptions 46, Formation 44, Fengshui 48,
Herbalism 51

Background: A member of a family of soldiers. He has a hot headed, extroverted
personality. He dreams of conquering a city.

Equipment: 10 GT, Sword, Basic Xieshan Slanted Mountain Sword Manual (15 GT),
Basic Yantu Rudi Fa Cthonic Entry of the Infernal Rabbit Cultivation Manual (30
GT)

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