This is a "Part 1" for a Cultivation magic system heavily inspired/entirely stolen from Will Wight's Cradle series. This post will contain spoilers not for the plot of that series, but for the power system and how the characters improve, but as it is progression fantasy, that is half the fun. Also, if you are player who has never read the series, I highly recommend not reading this, as this will make it much more interesting when your Referee dumps this insanity on you.
by |
Some Terms to Know:
Vital Aura- This is the energy produced by certain substances. Vital Aura flows through all things, though it may be more or less dense in areas. It is the primary means through which a creature or Sacred Artist attains power.
Madra- Madra is what Aura becomes after it is absorbed and processed by a living creature.
Core- All living creatures with the ability to process Madra have a Core, which is the spiritual nexus located in the "center" of their body. This is the "organ" used to absorb Vital Aura and transform it into Madra, as well as to send Madra to other parts of the body to be used.
Remnant- When a Sacred Artist or another powerful creature dies, from their corpse rises a Remnant. A Remnant is most comparable to a Ghost, though this is not exact. Remnants are as strong as the creature that manifested them and share any Techniques that the creature that produced them did. However, Remnants do not necessarily share the personality, goals or feelings of the creature that they arose from. Generally, a Remnant will gain any overriding ambition or strong drive from it's source, but otherwise will be independent.
Remnants also seek to become more powerful and as they gain more power, become more intelligent and developed. Extremely powerful Remnants are almost indistinguishable from ordinary people, though not necessarily. A Remnant from a powerful Sacred Artist could basically be like his ghost, or it could be a monster driven to acts of feral destruction.
Advancement:
All humans (and other creatures*) start weak and soft as newborns, but by Advancing, they can grow stronger. This allows them to gain numerous physical and spiritual benefits. The Ranks are as follows: Foundation, Copper, Iron, Jade, Gold, Underlord, Overlord, Archlord, Sage/Herald and Monarch. It should also be noted that this system is slightly less clean than it looks on the surface, as there are a few wrinkles. The Rank of Gold is split into three phases, Lowgold, Highgold and Truegold. Meanwhile, Sage and Herald share a space, as Sages and Heralds are considered co-equal in terms of raw Advancement, with both being capable of reaching Monarch or ascending to Heaven.
Generally, advancing becomes exponentially harder as you go up in Rank. All children can achieve Foundation and unless they live in a truly backwards and deprived place will likely make it to Copper by the time they are ten to 12, assuming they start training at 7. But it will take intense training to make it to Iron and few can manage it before they reach adulthood or after- though a true genius might be able to reach Iron by sixteen. Jade is even harder and Gold even harder still.
The average Rank of an area depends on numerous things, such as the density of vital aura, the availability of Natural Treasures, the likelihood of warfare and conflict and numerous other reasons. In some areas, you might be considered an adult if you can reach Iron, while in others anyone below Jade is considered an infant or a cripple.
<Sidebar>
Sacred Beasts and Trees:
Sacred Beasts are what happens when an animal gradually absorbs enough Vital Aura to begin advancing. Once it has reached this threshold, the Sacred Beast begins to grow in power and then in intelligence. Sacred Beasts can practice the Sacred Arts, though they do it slightly differently than humans, especially when it comes to Advancement. However, it takes much longer for a Beast to become Sacred than a human to begin practicing the Sacred Arts, as they must passively accumulate Vital Aura in their bodies for many years, if not decades.
Sacred Trees and Plants also exist, but are even less common, as they require much longer to accumulate the necessary Vital Aura to become Sacred.
Sacred Beasts and Plants, as they advance, gain the ability to shapeshift gradually and many choose to change their form to ease their Advancement, as madra flows better through a human body. Sacred Beasts and Plants can also learn to control their size if they choose to once they reach Underlord, growing massive or shrinking as they choose.
</End Sidebar>
A Brief Introduction to the Ranks:
Foundation- Children, or anyone who just started learning the sacred arts.
Copper- More advanced children or extremely poor students.
Iron- Either the warrior class or the beginning of adulthood, depending on the culture and strength of the region.
Jade- Either the venerable Elder or the first step towards true power.
Lowgold- In places where it is possible to advance beyond Jade, this is the first step someone takes to become truly great.
Highgold- A Highgold, unless surrounded by truly titanic forces, is almost always a threat.
Truegold- This is the highest most people could conceivably reach. Venturing beyond this Rank requires incredible talent, massive amounts of resources, insane grit or some combination of those former factors.
Underlord- The first step into the Lord Realm, Underlords are respected by all and feared by many. In areas of high vital aura, they are viewed as leaders, warriors and high-ranking politicians. In areas with low aura, they are demigods.
Overlord- If Underlords can command, Overlords always rule. If there is an Overlord in the area, unless he is dwarfed by even more powerful individuals, he is in charge. Overlords are almost always Kings, Queens or Emperors, or command sufficient authority that their actual title is little more than fluff.
Archlord- Archlords brush up against the supreme power of the highest Ranks, though they are still technically mortal. They possess monstrous power, incredibly long lifespans and thrice-reforged bodies that make them horrors to fight. Archlords are extremely rare and almost always found in the most powerful of sects or clans, either acting as servants for the Gods or attempting to ascend themselves.
Sage- Some cultures do not recognize Sage as a separate Rank, while others do. Regardless, Sages are considered the most powerful of the Archlords. They command incredible insight and great power. All Sages are famous and just being referred to as a Sage is enough to intimidate lesser foes. To be taught by a Sage, even for a few minutes, would be treasure beyond compare for most. Sages are often thought of as being different, but co-equal to the Heralds, though they have different powers and specializations.
Herald- While they lack the advanced knowledge and insight of the Sages, the Heralds make it up it with overwhelming power. Heralds are said to never fight, for if they did, they would destroy everyone and everything around themselves. There are few Heralds, but the ones that do exist are famous and well-known across the world.
Monarch- You can count the number of Monarchs in the world on both hands. They are legendary figures, ageless and all but invincible, only able to be killed by the mightiest of foes or another Monarch. Many are revered as Gods, either being worshiped directly by their people or given such respect that it makes little difference. To even speak a Monarch's name is considered a grave risk, for it is said that a Monarch can hear his or her name spoken anywhere in the world and may appear suddenly to see who dares to speak of them.
by |
How to grow stronger:
The easiest way to get stronger is to absorb vital aura into your Core to make it larger, so it can fit more madra. There are multiple ways to do this. You can Cycle and absorb Vital Aura from the environment; you can consume Natural Treasures, pills or elixirs; or you can borrow it from someone else.
Cycling is the easiest way to do this. Depending on the density of aura, Cycling will grant more or less benefit.
Cycling grants +1 MP per X, depending on the Aura Density.
Aura Density Result
Low +1 for month of cycling.
Moderate +1 for week of cycling
High +1 for 3 days of cycling
The population of the world is roughly based on the density of vital aura. High-aura areas are considered highly prized and monopolized by powerful Sects and Clans which dominate them and only permit their own members and a few prized allies to access them.
Most people live in areas with Moderate Aura and these tend to be ruled by more powerful Clans than places that live in Low density areas. People who live in Low density areas tend to be much more primitive in terms of their knowledge of the Sacred Arts, as it is so much harder for them to Advance.
Natural Treasures are natural items that form in areas where aura concentrates. They can be consumed by Sacred Artists or other creatures and can boost the strength of one's core. They are the easiest way to advance. Unfortunately, most Natural Treasures are in the hands of powerful Clans or Sects, so you must either steal them, serve those who possess them or purchase them for increasingly exorbitant prices.
Pills and Elixirs are creations made by Refiners and Alchemists, who combine and concentrate Natural Treasures to produce more potent effects. They function the same as Natural Treasures, except they cannot be found in the wilderness, but must be stolen, bartered for or purchased.
Natural Treasure Rules:
When you acquire a Natural Treasure, roll on the table below appropriate to the Rank. It has that many MP. The amount of MP you gain from consuming it depends on your Rank. If you are of the same or a lower Rank, then you gain as many as the Natural Treasure has. If you are one Rank higher, you only gain half the MP the Treasure contains. If you are two Ranks higher, you only gain one quarter the MP the Treasure contains. If you are any number of Ranks higher, the Treasure is too weak to provide you any benefit.
Natural Treasure Table
Rank. Madra Points
Copper 1d3
Iron 1d4
Jade 1d4+1
Gold
-Low 1d6
- High 1d6+1
- True 1d6+2
Underlord 1d8
Overlord 1d8+1
Archlord 1d8+2
Herald 1d10+1
You can also borrow Madra through forging a Contract with a more powerful Sacred Beast or Spirit. Humans cannot forge contracts with other humans. This allows the two Contracted Partner's to exchange Mana as a free action on their turn, as long as they are close enough to touch.
by |
How to Advance:
First, get stronger. Once you have gotten strong enough by amassing sufficient Madra, you will hit the "peak" of that Rank. Once you have done that, you will need to take steps to push yourself past your limits and transcend your current limitations. This will allow you to Advance and reach the next Rank. There are various methods for reaching every Rank, growing stranger with each one you climb. Here are the most common ones.
To Copper: You need to consume a Natural Treasure.
To Iron: This depends on the type of Iron Body you want, but it will likely require some danger, physical exertion and probably pain. Lots of pain.
To Jade: You need to consume a potent toxin and survive.
To Lowgold: You need to absorb a Remnant and trap it within your Core or you need to make a Contract with a Sacred Beast that is more powerful than yourself.
To Highgold: You need to digest the Remnant and start to incorporate it into your own soul or you need to take in more and more power from your Contracted Partner to gradually increase the size of your Core.
To Truegold: You need to fully incorporate the Remnant into yourself or you need to continue taking in more and more power until your Core reaches the right size.
To Underlord: You must open up your Soulspace, a place within your soul. Then you must consume a number of Natural Treasures and burn them to create Soulfire. Once you have filled your Soulspace with Soulfire, you must learn your Underlord Revelation. This is the reason that motivates you to study the Sacred Arts. Once you discover this, the Soulfire within your Soulspace will blaze outward and burn away your body, reforging you into a stronger, more perfect state.
To Overlord: As per Underlord, but the Overlord Revelation concerns your place in the world and how you relate to others.
To Archlord: As per Underlord, but the Archlord Revelation concerns your destiny, your plans for the future and what you have been knowingly or unknowingly working towards your entire life.
Note that Sage and Herald are Ranks that are considered co-equal, both being one step below Monarch. When you reach the Peak of Archlord, you must select one method, you can only become one.
To Sage: To advance to Sage, you must manifest an Icon. An Icon is a platonic form, a universal symbol, an embodiment of a concept. You may only attempt to manifest Icons that you are aligned with. For example, if you have never wielded a sword, you cannot manifest the Sword Icon. To manifest an Icon, you must align yourself with the concept of the Icon as much as possible and work to become an embodiment of the concept as much as possible.
For example: If you wish to manifest the Sword Icon, you must train in the sword, follow a Sword Path and learn everything there is about swords. You must eat, breathe and drink swords, as well as being recognized as a symbol of swordsmanship in the world.
To Herald: If you wish to become a Herald, you must manifest your Remnant and attempt to merge it into your physical form. This requires a fierce duel of wills and should you fail, you will likely die, be horribly disfigured or suffer some equally cruel fate.
To Monarch: Advancing to Monarch depends on the way you took before. If you were a Sage, you must undergo the process that Heralds went through to reach their Rank. If you do so, you will become a Monarch. If you were a Herald, then you must manifest an Icon (as per a Sage).
Walking a Path:
All Paths harvest a type of Vital Aura and utilize Techniques powered by Madra. Each type of Madra has different properties and is useful for different things.
Types of Madra and their specialties:
- Fire: Good for burning things and protecting yourself from fire
- Water: Good at extinguishing fire, lets you walk on water and swim really well
- Light: Good for creating illusions
- Dream: Good for manipulating emotions
- Life: Good for healing
- Blood: Does more damage to living things, less to non-living things
- Destruction: Good for destroying and breaking stuff, basically useless for anything else
- Ice: Slows down those who don't use ice Paths
- Force: Good for amplifying the strength of attacks
- Sword: Good for cutting through things, also sometimes called Spear or Axe Madra, but it's all the same stuff
- Wood Madra: Good for manipulating wood and plants
- Venom/Poison: Does damage to anyone not following a Venom or Poison Path on contact
- Earth: Good for protecting yourself and defensive Techniques
- Wind: Good for moving stuff, many Wind Paths can grant a Sacred Artist the power of flight
This is not all the different types of Vital Aura/Madra, but these are among the most common.
Each path is composed of 3 to 8 Techniques.
These Techniques can fit one of four categories:
- Enforcer: Techniques which strengthen the body and soul.
- Striker: Techniques that project madra outside the body.
- Forger: Techniques that use madra to make solid objects.
- Ruler: Techniques that use madra to control the vital aura in an area.
Inventing or Adapting Techniques: If you have the intelligence and your Path has room for it, you can adapt a Technique another Sacred Artist has developed and create a version you can use yourself.
Example Paths:
Path of Black Flame
Harvests: Fire and Destruction Aura
Techniques:
Burning Cloak: Enforcer
‐------------------------------------------
You wrap yourself in a layer of madra. This gives you a +2 FS per MP. It also gives you +2 to Atk and Def rolls and causes you to do +1 damage per MP on a hit.
Dragon's Breath: Striker
‐------------------------------------------
You fire a focused beam of blackflame madra. This strikes one target and anything behind it if it punches through. It does +3 damage per MP.
Void Dragon's Dance: Ruler
--------------------------------------------
You gather all the fire and destruction aura into a cloud over your head, then bring it down on your foes. This does +2 damage per MP and +4 damage for each round it is allowed to charge up.
Path of the Endless Sword
Harvests: Sword Aura
Techniques:
Rippling Sword: Striker
------------------------------------------------------
You fire a crescent shaped blade of madra. This madra strikes anything in a line equal to 5*MP. On a hit, creatures take +2 damage per MP.
Hidden Sword: Forger
-------------------------------------------------------
You create a razor blade made of sword madra that floats in the air. Should any creature touch this, they take +1 damage for every 2 MP spent.
Flowing Sword: Enforcer
--------------------------------------------------------
You enforce your sword, gathering sword madra around it. This causes your sword to do +1 damage per MP and +1 damage for each round it has been left to charge.
Endless Sword: Ruler
--------------------------------------------------------
All swords are one. You control all the sword aura gathered around all bladed items within a range of 10*MP'. These blades send forth waves of sword madra, doing +3 damage per MP and +X damage depending on the quality of the blade. Ordinary blades do +1, Sacred Instruments do +X based on rank (Copper +1, Iron +2, Jade +3, etc).
The Final Sword: Forger/Striker
Requirement: Underlord or Above
-------------------------------------------
You forge together a massive sword of madra, aura and soulfire. You can either hit a creature with it or launch it as a projectile. Any creature hit by it takes +4 damage per MP.
No comments:
Post a Comment