Blood and Qi: A Vampire Xianxia LitRPG

Not a chapter. Quick Reference System Guide



This is just a quick and dirty unprofessional system reference guide thrown together per request and is not a chapter.

Level/Tier chart

Skill Mastery

Aspects and concept chart

Stats

LEVEL/TIER

Including already known requirements, titles, and crystal color and value.

Level Tier Requirements Tree/Title crystals, color, value

1 Low Wood Clear low, middle, and upper cores. Mortal Tree, title is tier 1 clear crystal

2 Mid-low Wood 2 clear crystals

3 Mid-high Wood 3 clear crystals

4 High Wood 4 clear crystals

5 Peak Wood 5 clear crystals

6 Copper Clear channels, usually attain sight-Perk Light yellow, 5 clears

11 Bronze Body-Perk required for Silver. Many open first aspect naturally here. Yellow, 15

16 Silver Need an aspect for Gold. If not opened naturally, can use point. 1st aspect point. Dark yellow, 150

21 Gold Strengthen meridians, usually pick an aura perk Light green, 1k

26 Platinum Prepare soul to be refined and refined at peak. This or Diamond are the usual tiers cultivators pick Synergies. Green, 5k

31 Diamond Usually pick a domain perk, soul expands throughout tier. Get 2nd point to increase an aspect or open a new aspect Technically Exalted, but only the pompous use that title within Mortal Tree Dark green, 30k

36 Low Salt/Empty (depends on culture) Soul expands and retracts every rank giving a perk, preparing for ascension off planet. 3rd and 4th aspect points Same as for Diamond Blue-green, 200k

40 Peak Salt/Empty Ascend off planet 5 blue-green

41 Low Transcendent Each tier has 5 ranks still. Must ascend off planet to achieve this rank. Transcended/Exalted 1 Light blue

46 Mid-low Transcendent Exalted

51 Mid Transcendent Need high-concept to ascend Exalted

56 Mid-high Transcendent must have high-concept Exalted

61 High Transcendent Exalted

66 Peak Transcendent, 1st rank Magnus, but looks silly using, 1 bark blue

70 Peak Transcendent, 5th rank Must travel between galaxies to ascend Magnus, but looks silly using, 5 dark blue

71 Low Celestial Celestial/Magnus Light purple

76 Mid-low Celestial Need 2nd high-concept to ascend Magnus

81 Mid Celestial must have 2 high-concepts Magnus

100 Peak Celestial, 5th rank Need peak-concept to ascend, must travel between universes to ascend Sublime, but look silly using. 5 dark purple

101 Low Divine must have peak-concept Divine/Sublime light red

116 Mid-high Divine Need 3rd high-concept to ascend Sublime

121 High Divine must have 3rd high-concept Sublime

130 Peak Divine, 5th rank Must travel between realities to ascend Sublime 5 dark red

131 Low Heavenly Heavenly/Eternal Light orange

146 Mid-high Heavenly Need 4th high-concept and 2nd peak concept to ascend Eternal

151 High Heavenly must have 2nd peak concept, need eternal-concept ascend Eternal

156 Peak Heavenly, 1st rank must have eternal-concept Eternal dark orange

160 Peak Heavenly, 5th rank must have eternal-concept Eternal 5 dark orange

161+ Apex Heavenly No rank limit, can keep ranking up eternally Eternal or Apex. Most people have never seen even a Magnus and rarely see Transcendents, so consider all Eternals just Eternals. bright white, number depends on rank past

SKILL MASTERY

Increasing in skill level increases harmony. Harmony is used to fuel rituals to attain perks. A larger amount of harmony is generated at new Mastery levels (i.e. going from Adept to Master Mastery), and the higher levels between Mastery levels (i.e. less is generated going from 8 to 9 than 81 to 82).

Harmony is generated in and stored around the thalamus part of the brain for humans. There is a natural capacity of harmony that can be stored, and this capacity grows with ascendency up the tiers as well as skill gain. The higher the Mastery and number of skills at higher Mastery will increase harmony capacity.

The NCS cannot measure harmony on its own. The user has to check. The NCS can make estimates by measuring brain activity and can guess at amount of harmony gained, but it’s hard to measure accurately.

For instance, as an easy to visualize example (hopefully), someone has been doing Swedish massages as a fulltime profession for thirty years. The NCS measures this at Master level Mastery, 78. This masseuse knows nothing about Thai, shiatsu, deep tissue, hot stone, aromatherapy, or sports massages.

This person could probably learn another type of massage much faster than someone with no massage training and experience at all. Let’s say they learn deep tissue massage. There’s some overlapping knowledge, so the second skill the NCS tracks as [Deep Tissue Massage] quickly goes from Neophyte up to level 30, the cusp of Apprentice to Journeyman Mastery.

But since there was overlapping knowledge with another skill, less harmony was generated getting [Deep Tissue Massage] from 1 to 30 than when the masseuse first raised [Swedish Massage] from 1 to 30. And less will be generated when [Deep Tissue Massage] rolls over from Apprentice to Journeyman.

If this masseuse then picks up [Sports Massage] too, getting that up to Journeyman would generate even less harmony because there would be even more overlapping knowledge.

The biggest skill and harmony gains come from new knowledge and new skills hitting new mastery levels and combining or merging skills (i.e. John’s [Mixed Navigation] skill saw such a large increase after he left the NetherRealm due to having to navigate through a strange new reality working off of different rules and requiring new knowledge, but his knowledge of navigation would help him gain this knowledge faster, and since [Mixed Navigation] was already a mixed skill, no new skill was made).

Skill Level Mastery Level

1 to 6 Neophyte

7 to 15 Novice

16 to 30 Apprentice

31 to 40 Journeyman

41 to 60 Expert

61 to 75 Adept

76 to 90 Master

91 to 95 Grandmaster

96 to 99 Legendary

100 True Master (Impossible to achieve)

ASPECTS

Aspects have an affinity rating and three tiers of minor, average, or major.

8 Aspects of either minor, average, major

2 low-concepts with major aspects merge into high-concept

2 high-concepts merge into peak-concept.

2 peak-concepts merge into eternal-concept.

Affinity, aspect strength, [Min. Power] [Stat], and skill level/mastery determine min and max damage, range, and other factors of manifestation

This chart is just a quick guideline of what concepts fit the most into what aspect. Both eastern and western views of elements were attempted to be included. Most listed concepts are more esoteric than useful as I just use this as a reference myself.

Cardinal aspects are in yellow font

1st order concepts 2nd order concepts

Green Yellow Blue Red Black White Purple Orange

earth air water fire dark light order chaos

solid gas liquid plasma complex simple male female

still move add remove old young law lawlessness

hate liberty repose death quantum pure civilized wild

repulsive change stagnate love evil good silence noise

hard thinking soft desire knowledge inexperience harmony disharmony

possessive profound kind unpredictable bonds detachment authority independence

certainty dreams sex emotional connect separate rules liberties

riches shame passion mercurial lies truth protection peril

instinct fear doubt blindness sharp soft tradition defiance

melancholy attraction slow take status quo change

leadership free will

life death all nothing collectivism individualism

conformity creativity

sanity madness

BEST AT BEST AT BEST AT BEST AT BEST AT BEST AT BEST AT BEST AT

Healing Moving Liquids Damage Knowing Purifying Control Changing

Creating Mind Adding Removing Connecting Peace Protection Damage

GOOD AT GOOD AT GOOD AT GOOD AT GOOD AT GOOD AT GOOD AT GOOD AT

Holding Freeing Slowing Taking Creating Healing Buffing Freeing

Protection Converting Freezing Heating Damage Separating Holding Creating

BAD AT BAD AT BAD AT BAD AT BAD AT BAD AT BAD AT BAD AT

Damage Protection Damage Healing Healing Damage Removing Healing

Moving Connecting Protection Creating Separating Creating Damage Protection

STATS

Copied/pasted and slightly modified from B1 Ch 6

[Strength], which measures the potency of and capacity to apply and resist physical force.

[Swiftness] is an average measurement of general SRAQ (Speed, Reaction, Agility, Quickness), including rate of movement, reaction time, acceleration, deceleration, rapid changing of directions, and rapid changing of body position.

[Conditioning] measures stamina, endurance, fitness, constitution, general health, and a body’s ability to resist, fight off, or adapt to ailments, sickness, and foreign elements in the body.

[Minimum Power] increases the effectiveness of manifestations in all ways. Though not a matter, magical energy takes on aspects of the four states after refinement. Once a person can convert magical energy to magical essence, the magical essence starts off naturally more gaseous in early Mortal tiers. Condensing magical essence into a thicker, more liquid form usually increases potency until early second Tree.

The quality of magical essence is dependent on numerous factors, including, but not limited to, refining techniques, tier increases, affinities, aspects, and sources. Since the dantian can be filled with different qualities of magical energy, and different qualities of refined magical essence, the number listed is only the minimum possible power, and not the current or maximum possible power of magical energy or magical essence in a dantian.

[Capacity] measures the ability of a lower dantian to store magical energy and magical essence, and increases naturally by compression of the dantian, also called ranking up, or leveling up, as well as during tier advancement, and required advancement events, e.g., opening dantians.

[Runes], which measures the number of runes for manifestations a soul can safely hold. A rune is a specially designed pattern used to force magical essence to manifest in specific ways. Runes are not necessary to create manifestations, but they certainly are the most reliable, fastest, and, most definitely the safest way to ensure magical energy and magical essence manifest with the desired result. Runes can be grouped together to change or enhance the effects of manifestations, the most advanced of these rune groupings are called glyphs.

[Physical Fortification], [Elemental Fortification], and [Mental Fortification] represent how fortified a body is against and its capacity to lessen, resist, or nullify the effects of what are generally categorized as physical, elemental, and mental damage or attacks.


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