You woke up one morning able to feel the static of a stranger's deck case on the Tube. That was your awakening. Everything since has been cultivation: breathing forms before breakfast, the bar on your licence app creeping towards 100 over months, and the knowledge that one roll will decide whether you rise or spend a fortnight in the medical wing. This chapter is about you, the human holding the cards.
Your five attributes
You have five attributes rated 1 to 10. Each one is also its own modifier: Mind 4 means +4. Most rolls in the world are d20 + an attribute against a Difficulty Class (DC), or against someone else's roll. Ties go to the defender.
| Attribute | What it covers | Where you will roll it |
|---|
| Body | Physique, martial skill, taking hits | Dodging in a Lethal fight, chases, grappling, your human DC (10 + Body) |
| Mind | Strategy, perception, reading matchups | Initiative (d20 + Mind), coordinating several creatures, Matchup Reading, transcribing Technique cards |
| Spirit | Qi control | Capture rolls, casting Technique cards, the obedience roll when you Reach for a card above your realm, Qi Sense reads, breakthroughs |
| Resolve | Willpower | Fear, surrender pressure, qi-deviation, the obedience roll when Reaching, breakthroughs, the Marrow-Washing Pill |
| Charm | Crowds, sponsors, negotiation | Sponsorship, bargaining at Camden, talking your way past a steward |
Every attribute starts at 2, you placed seven more the day you awakened, and every breakthrough since added one, so your five attributes total 17 plus one per breakthrough: a Qi Condensation Late starter has 23 points across the five, a Peak starter 24, a Foundation Establishment Early starter 25. You place them in the wizard: every attribute starts at 2 and you spend the rest, nothing above 10. Your vitality (human HP) is 10 + Body x 5.
DCs come in bands: Easy 8, Routine 11, Hard 14, Severe 17, Heroic 20, Mythic 25. A natural 20 is a critical (double damage dice, or a decisive success); a natural 1 is a fumble (you lose your next action, or something goes wrong).
Realm, stage and Qi
Your realm is the most important thing about you that you can change: it sets your Qi and its regeneration, which cards come naturally to you, and how high your cards can grow. The realms come from @Missing file; your realm number is also your character level.
| Realm | Grade | Qi max | Regen per second | Natural realm for |
|---|
| Qi Awakening | F | 42 - 192 | 0.35 - 1.8 | Mundane, Common |
| Qi Condensation | E | 105 - 480 | 1.05 - 5.4 | Uncommon |
| Foundation Establishment | D | 280 - 1,280 | 2.8 - 14.4 | Rare |
| Core Formation | C | 700 - 3,200 | 7 - 36 | Epic |
| Nascent Soul | B | 1,750 - 8,000 | 17.5 - 90 | Legendary |
| Spirit Severing | A | 4,200 - 19,200 | 42 - 216 | Mythic |
| Dao Ascendant | S | 10,500 - 48,000 | 105 - 540 | Heaven |
| Heaven's Gate | SS | 28,000 - 128,000 | 280 - 1,440 | Fewer than ten alive |
| True Immortal | SSS | 70,000 - 320,000 | 700 - 3,600 | Rumoured; none confirmed |
Each range runs from a Muddy root at the Early stage to a Heaven root at the Peak stage. Below Qi Awakening is Mortal: no Qi, able to hold cards but not summon them. Most adults who cultivate plateau at Qi Condensation; Foundation Establishment is professional entry; Core Formation is licensed hunters and sect inner disciples; Nascent Soul is national champions and academy deans; Spirit Severing is sect elders; Dao Ascendant is a handful per country. At the pace cultivation moves, you will not join the top rows for years.
Each realm has four stages (Early, Middle, Late, Peak) multiplying your Qi maximum and regeneration by x1.0, x1.2, x1.4 and x1.6. Qi maximum = realm base x stage x root capacity, and regen = realm base regen x stage x root regen; the bases are 60 / 0.5 (Qi Awakening), 150 / 1.5 (Qi Condensation), 400 / 4 (Foundation Establishment), 1,000 / 10 (Core Formation), 2,500 / 25 (Nascent Soul), 6,000 / 60 (Spirit Severing), 15,000 / 150 (Dao Ascendant), 40,000 / 400 (Heaven's Gate) and 100,000 / 1,000 (True Immortal). A round gives six seconds of regen: a Foundation Establishment Early cultivator with a Common root holds 400 Qi and regains 24 a round; with a Rare root, like @Missing file, 520 and 31.
Your Spiritual Root
You were born with a Spiritual Root: the width of the channel Qi flows through. It was tested when you awakened and is printed on your licence. It multiplies your Qi maximum and regeneration, and sets how many cards can attune to you (cards that answer you whatever your realm; see the next chapter).
| Root | Qi capacity | Qi regen | Attunement slots | How common |
|---|
| Muddy | x0.7 | x0.7 | 1 | About 3 in 5 cultivators |
| Common | x1.0 | x1.0 | 1 | Nearly 2 in 5 |
| Uncommon | x1.15 | x1.15 | 2 | 1 in 1,000 |
| Rare | x1.3 | x1.3 | 2 | 1 in 20,000 |
| Earth | x1.5 | x1.5 | 3 | 1 in 500,000 |
| Spirit | x1.75 | x1.8 | 4 | 1 in 10 million |
| Heaven | x2.0 | x2.25 | 5 | 1 in 100 million or rarer; three confirmed alive |
Almost everyone is Muddy or Common. An Uncommon root is one cultivator in a thousand; Rare and above are counted, watched and recruited.
Your root is agreed with the GM at creation (most player characters are Common to Earth), and breakthroughs never change it. Only a rare event the GM awards (a Rift baptism, a Heaven card's blessing, a survived tribulation), the @Missing file (once in a lifetime, d20 + Resolve against DC 17, about two million credits) or crimes such as root grafting in @Missing file can; a crippling injury can drop it a step. See @Missing file.
Qi comes back every second, in and out of battle; a night's sleep or two hours of meditation refills it, and a @Missing file restores a quarter at once. At 0 you are qi-exhausted: you cannot summon, every card you have out returns to its slip, and you are -2 to all rolls until you recover past a quarter of your pool.
Breaking through
Cultivation is slow. Your cultivation bar (0-100) measures progress through your current stage, and the GM assesses it once a month of game time, never by the day or the battle. Each month of regular practice adds:
realm base x Spiritual Root speed x cultivation method
Realm bases: Qi Awakening 50, Qi Condensation 25, Foundation Establishment 12, Core Formation 6, Nascent Soul 3, Spirit Severing 1.5, Dao Ascendant 0.75 and Heaven's Gate 0.4. Root speeds: Muddy 0.5, Common 1, Uncommon 1.25, Rare 1.5, Earth 2, Spirit 3 and Heaven 4. Method depends on who teaches you:
| Cultivation method | Multiplier | Usual path |
|---|
| Self-Taught | x0.5 | Independent cultivators |
| Corporate Programme | x0.8 | Corporate operatives |
| Academy Curriculum | x1 | Academy students |
| Sect Lineage | x1.25 | Sect disciples |
| Personal Master | x1.5 | The rare few a master takes on |
A month without practice earns nothing. On top of the monthly gain, every battle you win pays on the spot, from the Qi you absorb in it: 5 against someone below your realm, 10 against a peer, 15 against someone above you, Lethal or not; one insight per stage, awarded by the GM, adds +10; and one cultivation pill per stage adds a month's gain.
So a Common-root academy student at Foundation Establishment gains 12 a month and needs about eight months per stage; an Earth-root sect disciple gains 30 and needs a little over three. With four stages to a realm, that is why sects and academies exist.
When the bar reaches 100, you may attempt a breakthrough (@Missing file):
- Find somewhere safe and spend at least an hour in meditation.
- Roll d20 + Spirit + Resolve against DC = (your realm number + 1) x 3 + 8: 14 from Qi Awakening, 17 from Qi Condensation, 20 from Foundation Establishment, 23 from Core Formation, 26 from Nascent Soul, 29 from Spirit Severing, 32 from Dao Ascendant, 35 from Heaven's Gate. Above Core Formation a new realm also needs a story condition: an insight for Nascent Soul, severing a mortal attachment for Spirit Severing, a comprehended Dao for Dao Ascendant.
- Add any bonuses: a @Missing file (+3), spirit herbs (+2 to +5), a sect breakthrough chamber (+2). Pills and herbs together never add more than +5.
- Success: you advance one stage, or from Peak into the next realm. Your Qi maximum and regeneration rise at once.
- Failure: your bar drops to 50 and you suffer qi-deviation: -4 to Spirit rolls and no cultivation until a healer treats you or you rest for two weeks.
- Points: every successful breakthrough, stage or realm, gives you 1 attribute point to spend as you like, at once or banked, with no attribute above 10. Four per realm. Your sheet shows the unspent total. A Core Formation Late cultivator has 31 points across the five, a Nascent Soul Late one 35, a Dao Ascendant 41 or more.
Breakthroughs are always scenes: decide where, and who is watching. Plenty of cultivators livestream theirs; a failed one is a meme within the hour.
Your licence
Your licence grade (F to SSS, matching the realm table) is printed on your @Missing file above your Spiritual Root, and you must display it to summon in public in all four countries. It changes only when the state re-certifies you after a breakthrough, so for a few days you are stronger than your badge says. Qi readers notice.
Where you start
The creation wizard asks where your story begins before it asks anything else, and your country of origin is a separate question: a student from Lagos, Seoul or Warsaw can take any of the three starts.
| Start | Where you stand on the first morning | Play it as |
|---|
| @Missing file | The Grand Square at @Missing file, Greenwich, with a place already won | A first-year at Britain's top academy |
| @Missing file | The queue at the @Missing file in Birmingham, holding a sealed result card | An applicant who chooses their school from the offers they earn (next chapter but one) |
| @Missing file | A practice floor in Austin, Texas, or any state you name, before dawn on Labor Day | A walk-on with no scholarship and a Draft four years away (see The American Game) |
Three ready-made characters wait on each path if you would rather not build your own: @Missing file at Albion, @Missing file at the Exchange Hall and @Missing file in Austin.
Your name, your pronouns. The wizard's last step asks how the world should refer to you: boy, girl, non-binary, or your own words and pronouns. The GM uses what you chose and never guesses from a name.
Your six are forged for you. The wizard picks a deck style and the GM writes your six cards as individuals the first time you play: their own names, their own art, their own stats within their build, and a line of history each. Everyone else's cards are shared species; yours are yours (@Missing file). If a card's picture has not arrived by the second scene, ask for it from the card's page.
The calendar keeps turning. Your sheet records your intake year and your birth year, and the app works out your year group and your age from the World Clock, so you grow up as the seasons pass. Every date in this book is written for the 2031-32 season; every one of them repeats on a formula each year (first Monday of September, third Saturday of October), and a campaign that runs into 2033 or starts a new character in 2035 uses the same rules with the year changed (@Missing file).
Paths
Every cultivator takes the @Missing file first: Qi Sense, Summon Command, Card Recall, the Basic Summoning Form, a @Missing file, blank slips and your licence badge. Then you choose one path:
- @Missing file (+1 Mind). You study at @Missing file or a rival: timetables, dorms, house points and exams graded by duel. You learn Elemental Resonance, Matchup Reading and Tournament Form, and the academy backs you in tournaments.
- @Missing file (+1 Spirit). You have sworn an oath to a mountain sect. You learn Qi Reinforcement, Soul Oath and Upkeep Economy, and your cards of the sect's element cost less to keep. You also inherit their grudges.
- @Missing file (+1 Body). You work, or worked, for a containment corporation. You learn Spirit Slip Binding, Hunter's Subdual and Lethal Resolve, and you start with a Silver slip and Qi Dampening Cuffs. The NDA follows you even if you quit.
- @Missing file (+1 Resolve). Nobody trained you; you learned from leaked videos and car-park duels. You get Qi Burst, Twin Summon and Upkeep Economy, you know what every card is worth, and nobody has your back.
Each path has its own standing track (house points, sect standing, corporate clearance or street cred). Look after it; it opens doors the rules cannot.
Conditions to know
- injured: you are hurt and slowed until treated.
- qi-exhausted: Qi at 0; no summoning, -2 to everything.
- qi-deviation: after a failed breakthrough or overdraw; -4 Spirit rolls, no cultivating.
- exhausted: pushed too far; rest before you push again.
- soul-shaken: after a Lethal battle; -2 Resolve rolls until a week's rest.
- marked: a government or the Hollow Market wants you.
- oath-bound: your sworn oath limits what you can do.