Professional Documents
Culture Documents
RNG to Victory (Xianxia
RogueLite Quest)
manigacian
Known Information
Known Fixed Events
Beginning:
Age 5: Potential >= 4 > direct entry to outer sect, unlock training rolls earlier, +10%
exp feat. Potential >= 16 > elder's disciple +4 training(until Core), directly enter the
inner sect. +20%exp feat. Potential >= 36 > sect leader's disciple, +15 training(until
Nascent), directly enter the core sect. +40% Exp Feat Potential >= 100, Sect
Ancestors disciple, student until 18, +10% training. +60% exp
Peak Nascent Soul, Ancestor's disciple > +5 Dao
Age <= 18 Qi Condensation 9 > Tournament to enter inner sect: (Tournament
standings > 13 > First round, 45 > second round, 67 > quarter finals, 89 >
semi finals, 10 > runner up, 11+ > winner). Known Rewards: Quarter Finals =
Pass, SemiFinals = +10 Breakthrough, Runnerup = +10>+20 Breakthrough and
+5% exp feat, Winner = +20>+30 Breakthough and +10% exp feat.
Age = 25, Inner Sect > Branching Path: Sect Path or Rogue Cultivator Path
Age = 50, failed out of sect before Qi 9 > Peak Foundation Establishment Enemy,
you die
Sect Path:
Experienced Outer Sect Elder, Cultivation >= Late Foundation Establishment,
Age=50 > Fight a Peak Foundation Establishment Elder: (12 > death, 34>
heavily injured, 56> mild injury, 78 > even, you save the disciple, 910, you injure
them and save the disciple, 11+ you save them and defeat the opposing elder with
ease) Rewards: 910 = +10 Breakthrough
Age: 100, Cultivation < Core Formation > Attend the funeral of one of your peers >
Gain +3 to next 3 training rolls. Crit range increases, Crit fail range increases (until
you breakthrough to Core Formation). If you break through to core formation after
triggering this event, +20% exp feat.
Been a Inner Sect Elder >= 100 years to trigger > Cultivation >= Late Core
Formation to pass, rewards unknown
Age 30, Core Disciple inter sect meet, fight others of your cultivation. checks vary
slightly based on Core Formation stage (At Early: (13 last, 46 4th, 79 3rd, 1012
2nd, 13+ win) At Peak: (14 last, 57 4th, 810 3rd, 1113 2nd, 14+ win)) Rewards:
3rd +20*core stage(ie early = 1, mid = 2, late = 3, peak = 4) breakthrough +5% exp
feat, 2nd +40*core stage breakthrough +10% exp feat, 1st +60*core stage
breakthrough, +1 combat, +20%exp feat
Age 50, Core Elder, Cultivation >= Mid Nascent Soul watch intersect tournament,
+500 training +5% exp.
Age 100, Core Elder opposed social roll, opponent is Peak Nascent Soul 1d10+6,
each one win by gives +150 on sect combat roll at age 500, winning gives +10%
exp.
Age 250, Core Elder sect leader death, First Check == Social Check, DC 15
250+ years as core elder. If >= Late Nascent Soul, experienced Core Elder.
Age 450, Core Elder. Heavenly Demon Awakens.
Cataclysmic Event , Age 500 Strongest in each sect clash for BoX dice. By
default, Sect Ancestor > Mid Soul Transformation vs Peak Soul Transformation.
Sect rolls by default 1d2000 + mods. Demonic Sect rolls 1d4000 + 1000. Loss is
death.
Sect Leader Path
Age 50, Vice Sect Leader meet with nascent soul level elders from other sects,
and watch over the inter sect tournament. Social check, crit fail is death. other
details unknown.
Branch Sect Path
10+ years on Branch Sect Path, Branch Strength 200+ Sect Elder comes to retrieve
some disciples Opposed social roll with cultivation sync, opponent has above
average social. Each 1 lost by, lose 20 branch strength up to 100
25+ years on Branch Sect Path, Branch Strength 400+ Sect Elder/Sect Master(if
cultivation is >= Late Nascent Soul) come to retrieve some disciples. Opposed
social roll with opponent one level above you, maxing out with sect leader at Peak
Nascent Soul. For Social, Sect Master rolls 1d10+8. Each 1 lost by, lose 40 branch
strength up to 200
Age = 50, Branch Strength >= 250, meet with nascent soul level elders from other
sects, and watch over the inter sect tournament. You are rolling a scaled opposed
roll, as to how well you do socialising with other nascent soul elders, your sect is
rolling for how well it does against a fixed table. Each degree of success allows you
to fail the social roll by 1 more and still pass. [1150 last, 151250 1 success, low
placing, 251300 middle placing 2 successes, 301350 upper placing 3 successes,
351400 runner up 4 successes, 401+ winner, 5 successes]. +1 Social if you pass
social check without help from sect. Low: +20 strength, +5 growth +5%exp feat.
Mid: +40 strength, +10 growth +10%exp feat.
Age = 100, Demonic Sect attacks! Opponent is scaled to one cultivation level above
you, up to Peak Nascent, and has an above average combat mod. At Peak Nascent
opponent rolls 1d10+7. Demon army rolls 1d500 (this is constant)
Rogue Path
Rogue Cultivator, Age 50 Peak Foundation warlord ruling over your home town.
Rolls +1 combat. Rewards = +10 training next 5, +10%exp feat
Rogue Cultivator, Age 100 Auction, fight unlimited enemies, going up in strength
each time, starting at early your current realm(up to Nascent Soul). (Defeat 2
enemies +5%exp, Defeat 3 enemies +10%exp)
Demonic Sect
Choose Demonic Sect at Age 5 > Outer Demonic Sect, Sect Resources +1 training
+5%exp feat
Foundation Establishment, Demonic Sect, Defeat/Kill an Inner sect disciple for the
chance to enter the Inner Sect. Gain +2 training for kill. Sect resources 1>2 Inner
Demonic sect +10% exp feat
Core Formation, Demonic Sect, Defeat/Kill a Core disciple for the chance to enter
the Core Sect. Gain +20 training and +1 combat for kill. Sect Resources 2>10 Core
Demonic Sect. +20% exp feat
Demonic Techniques
Demon Tech 1: Once Age decay starts, you can extend your life by 1 turn, costing 1
potential at first, and increasing by 1 each time. Decay has half effect.
Demon Tech 2: Combat Reroll: Sacrifice 10%(rounded down) of your potential to re
roll your combat roll. Sacrifice 20%(rounded down) of your potential to reroll both
yours and your opponents combat rolls. Can only be used once per combat. Costs
increase by 50% additive each successive use in a life
Demon Tech 3: Lifespan for mods. Sacrifice 2 turns of your life for a +10% modifier
on all training rolls this life. Cost goes up by 1 turn each time used, +10%s are
additive. Note, if you do not live to the end of your natural lifespan you cannot gain
the *1.5 old age boost.)
Other Known Feats
nat100 on an event roll, unlimited stacking. +10%exp
Had Sex (max 1) +10%exp
Had a child (max 1) +5%exp
Had a grandchild (max 1) +10%exp
Rogue Path Only defeat someone with a 1 cultivation mod, unlimited stacking.
+5%exp
Rogue Path Only defeat someone with a 2 cultivation mod, unlimited stacking.
+10%exp
Ended a life after two or more breakthroughs, with less potential than you started
with. +10%exp
Learnt of Dao +10%xp
Known Sect Ranks and Requirements
Junior Positions
Servant Quarters entry reqs unknown rewards unknown max age unknown
Outer Sect Qi Cultivation 4, in servant quarters or pass fixed event Age 5 +1
combat rolls and +2 to training while in sect Max Age = 18
Inner Sect Qi Cultivation 9, Quarter Finals+ or Elder's disciple or Foundation
Establishment, +2 training > +4 Max Age = 25
Core Sect Core Formation or ??, +4 training > +20, Max Age = 40
Senior Positions
Sect Protector Qi Condensation 9, Outer Sect, Age 18 +2 training
Outer Sect Elder Inner Sect, 25+ or Sect Protector, Foundation Establishment
one critsave
>>(Sub Rank) Experienced 25+ years Outer Sect Elder +4 training > +5
>>(Sub Rank) Senior 75+ years Outer Sect Elder +5 training > +6
Inner Sect Elder Core Formation, Outer Sect Elder or ?? +6 training > +10
training
>>(Sub Rank) Experienced 100+ years Inner Elder, Late Core Formation +10
training > +13 (note, if you defeat someone of Late Core Formation or stronger
while not meeting one of the other requirements, you can receive the rewards, but
you will not be considered an Experienced Inner Sect Elder, and will not be eligible
for Senior)
>>(Sub Rank) Senior 250+ years Inner Elder, Peak Core Formation +13> +15
training
Core Elder Nascent Soul while Inner Elder or Core disciple. +20 training sect
resources
>>(Sub Rank) Experienced 250+ years Core Elder, Late Nascent Soul +20 > +40
sect resources
>>(Sub Rank) Senior unknown
Vice Sect Leader Nascent Soul while Core disciple +20>+50 training. +1 Social
Sect Leader unknown
Cultivation Requirements:
Qi Condensation 19 > 19xp. ie mortal > Qi 1, 1xp. Qi 7 > Qi 8, 8xp.
Foundation Establishment early/mid/late/peak > 20/40/60/80 ie Qi 9 > early
Foundation 20xp. Late Foundation > Peak Foundation, 80xp.
Core Formation early/mid/late/peak > 200/400/600/800
Nascent Soul early/mid/late/peak > 2000/4000/6000/8000
Soul Transformation early/mid/late/peak Each requires one additional Dao level. >
20,000/?/?/?
Lifespan:
Mortal: 80 Decay: N/A
Qi Condensation: 100 Decay: Decay: 1 training at 80, increasing by 1 each
turn.
Foundation Establishment: 200 Decay: 3 training at 160, increasing by 3 each
turn
Core Formation: 500 Decay: 5 training at 400, increasing by 5 each turn
Nascent Soul: 1000 Decay: unknown
Soul Transformation: unknown Decay: unknown
Turn Times:
Student: 2.5 years (ie 0,3,5,8,10, an average of 2.5 years)
Not a student, 5 years, with rounding (ie, if you cease being a student at 18, next
turn will be 20, then 25, not 18 then 23)
Age 50+ = 10 years
Age 100+ = 20 years
Age 200+ = 25 years
Age 350+ = 50 years
Age 700+ = 100 years
SUN, MAY 29, 2022, 1:19 AM
Comment on this update, give your thoughts on the story so far, ask questions to the creator,
debate what to do next.
POST COMMENT
*Why comment here instead of in the chat? Comments are seen by more people and gets lost less.
They are more conducive to long term discussion and longer posts.
Next: Back to main story →
manigacian
REQUEST UPDATE
Live Stories
Glowing Hearts and Neon Lights.
Another amnesiac teenager working an unpaid internship to the fae
is tasked with saving the world and meeting a weekly quota to get
her heart recharged. Live life to its fullest, try to burn bright, not
short. Wake the fuck up magical girl, we've got a city to burn.
Is It Wrong to Main Bow in The Dungeon?
You're a former hunter skilled in archery, but can you survive a solo
You're a former hunter skilled in archery, but can you survive a solo
run in the dungeon? (Update: You actually can, you have solo'ed an
Infant Dragon too)
Dungeon Renascence
A nameless being awakens within the forgotten dungeon of Drune,
and their explorations of it, and the world outside, will shape the
future of all three.
Brainwashed Bay Brothel
Does your powerset mean you have to be a villain? No, but you
decide to be one anyways and open an illegal brothel in Brockton
Bay. Well, that is it is only legal for you under your powers.
I'm the MC, aren't I?
Is being the main character... always such a good thing?
Reincarnating? Having another chance? But... what if the MC
wasn't your average high school boy? What would happen then?
Let's find that out together, shall we?
The Prototype
Tentacle monster story. Take control of an ever evolving weapon
designed to kill and hunt magical girls. Your true path however, is
up to you.
Genius of Konoha
The Nara who tried, the caged bird that broke free and the Senju
who should have been, one genius to stand atop the golden
generation to shape Konoha...
Daily life in a battle academy
The gates to the academy have opened. Are you ready to join
Helltaker Quest: Razing Hell
You are Belial, the Rogue Angel. So great is your zeal that you
have struck out on your own to wage war against Hell itself! Can
you succeed? Can you surpass Hell and its countless challenges?
Can you prove your worth..? We shall find out soon.
Can you prove your worth..? We shall find out soon.
Are You Winning Kid?
Cover Hidden As promised a Worm quest. Play as Kid Win and try to fix the
terrible world of Earth Bet.