A spiralling storm of jade cloud and lightning over green peaks.

Chapters V and VI

Cultivation and Heavenly Debt

In Heavenly Debt you rise through the Realms on what happens to you in play, and every Breakthrough adds to what you owe Heaven. When the ledger is full, the sky comes to collect. Below are the Codex rules for cultivation, the Debt track and the Tribulation.

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How cultivation works

From the Codex, Chapter V

You do not grind your way up. You live, and the living teaches you.

  1. Earn Comprehension in play, from the moments that change you (below).
  2. Fill the track. With 5 boxes marked, you may attempt a Breakthrough.
  3. Meet the Requirement. Each Realm asks something of you in the story. The GM (solo: you) puts it in reach, but you have to go and get it.
  4. Make the Breakthrough Check. Success lifts you. A Partial Success lifts you with a Flaw. A Failure costs you.
  5. Face Heaven. From Realm III on, a Tribulation follows the Breakthrough. You hold the new Realm only if you live through it.

Comprehension

From the Codex, Chapter V

Comprehension is your grasp of your own Dao. It has 5 boxes. Each source below gives you 1 box, at most once per Session. A Critical Success has no limit.

Source You gain 1 Comprehension when...
Critical Success you roll a natural 20 and choose Comprehension as your extra. No limit.
Bond or Grudge your Bond or your Grudge costs you something real.
Code (Fist) you keep your Code and it costs you.
A loss that teaches you write a Learned line in your Journal that comes from a Failure, a Wound or a lost Duel. With a GM, say it aloud instead.
A higher Realm, close up you see a Realm Signature or a Tribulation up close, or you live through a Duel with a foe that Outranks you.
A Scene of practice you spend a Scene on your Dao with something new in it: a manual, a master, a ruin, a fight you keep replaying. Make a Hard Insight Check (Fist: Force). Success: 1 Comprehension. Partial Success: 1, and a price. Failure: nothing, and the GM makes a GM Move.

No grinding. The same act twice teaches you nothing new. A Scene of practice needs something you have not studied before. "I meditate for a month" earns nothing unless the month changes something in the story.

Losing Comprehension. A failed Breakthrough clears 3 boxes. Nothing else takes Comprehension away.

How fast. Most Sessions give 1 or 2 boxes. A Breakthrough every 3 to 4 Sessions is the usual pace.

What each Realm gives you

From the Codex, Chapter V

Each Realm you reach changes your sheet. The numbers are on the Realm ladder.

  • Realm Bonus: +1 at Realm I, rising by 1 every Realm, up to +6 at Realm VI. It adds to every Check.
  • Ward and Qi: +1 each per Realm. Fist has no Qi.
  • Techniques known: 1 more per Realm. Learn the new one from a manual, a master or a defeated foe.
  • Realm Signature: a capability you always have from now on, such as Spirit Sense at Realm II or Flight at Realm IV.
  • 1 Attribute +1, on a Success.
  • How the world treats you: the last column of the Realm ladder. Sects, towns and tally-houses act on it.
  • A longer life: see Lifespan and time.

Heavenly Debt: the ledger

From the Codex, Chapter VI

Every Check a cultivator makes draws on qi that belongs to Heaven. Most of that is a small loan, and Heaven lets it ride. Debt is the part Heaven has written down.

  • 10 boxes. Seal and Hunger start with 1 Debt marked. A Fist starts with 0 and always has 0.
  • Only you fill the last box. The GM can never make you mark the 10th. You fill it yourself, by Borrowing or by a Breakthrough.
  • A full track calls a Tribulation at the worst moment the GM can find, within the Session. Only 1 Tribulation can begin per Session.
  • Past the 10th box. If a Breakthrough would take you past 10, tally the extra beside the track. Every extra Debt still sizes the storm.
  • Survive a Tribulation and the ledger is clean. Clear all your Debt.

Where Debt comes from

From the Codex, Chapter VI

Source Debt Notes
Borrow from Heaven: Raise a result 1 2 while Outranked, against a Boss, or in a Tribulation
Short of Qi for a Technique or a Qi Burst 1 per Qi you lack -
Break Suppression (Outranked by 1) 1 1 Hit deals full harm
Borrowed Finisher (Outranked by 2 or more) 2 a Finisher without Momentum
Survive a Hit (Outranked by 2 or more) 2 1 Wound instead of Taken Out
The Collector, on a Partial Success 1 instead of the price; once per Scene; never the last box
A Breakthrough +2 to +6 by the Realm you rise into

Seal: every one of these may be Obligation instead, except Breakthrough Debt.

The Tribulation

From the Codex, Chapter VI

When it comes

  • After a Breakthrough into Realm III or higher, when the Breakthrough's time ends. You hold the new Realm only if you live through it.
  • When you fill the 10th Debt box. The Tribulation begins at the worst moment the GM can find, within the Session. Solo: at the end of the current Scene.

No town allows a Tribulation inside its walls. The tally-houses own the safe ground outside, and the Ashfield is the largest. A plot there costs money, and a warded plot costs more.

Wards. A warded plot gives 1 extra Ward in every wave, like the sect's wards. Wards add up, but never past +2: a Seal on a warded plot has 2 extra Ward, and a 3rd ward does nothing more.

The procedure

  1. Set the clocks. Start from each wave's base clock. Add your Debt 1 segment at a time, in turn: The Reckoning, The Weight, The Strike, and round again. Then add 1 segment to each wave for each Realm above I you hold. The Clocks table has it worked out.
  2. Which Realm? Until you live through it, you hold your old Realm. Use its Realm Bonus, Ward and Qi, and count its segments.
  3. Roll for a variant if your Omen is 3 or more (with a GM: if your Debt is 6 or more). Roll d20 on your Path's Variant table. It changes 1 wave.
  4. Play The Strike, then The Weight, then The Reckoning. Each wave is a Duel against the sky (Fighting the sky, below).
  5. Between waves: your Ward refills (a Seal: +1, the sect's wards) and your Momentum empties. Wounds, Strain and Qi stay as they are.
  6. Break all 3 waves and you live through it (After the storm). Taken Out in any wave, and the Tribulation has beaten you: roll on the Ashes table.

The Fist: owing nothing

From the Codex, Chapter V

The Unsigned never opened their dantian to Heaven. They temper the body instead.

  • No Debt, no Tribulation. Heaven does not strike at someone who owes it nothing. From Realm III, a Fist faces the Trial of the Body instead: the same 3 waves, sized as a heavy Debt, because the body is the limit.
  • Force, not Insight. A Fist's Breakthrough Check rolls Force.
  • The price is flesh. A Fist pays Strain and Wounds instead of Debt. It pays after a Success or Partial Success: rising is what costs it, not trying. The night's rest before the Trial clears the Strain; the Wound stays.
  • A lower ceiling. A Fist stops at Realm V, the Unbroken Body. There is no Fist Realm VI.
  • A shorter life. The body wears out. A Fist lives longer than a mortal, never as long as a cultivator.