So I love making power systems for fun, Vermina Cultivation, my most ambitious one yet and most complicated one ever

MakBow

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Since I'm someone that loves making power systems for fun (that I will use one day), I thought of this power system while reading multiple novels, learning about Gu from China, then learning about Gu Cultivation from Reverend Insanity, so tell me what you think:


[Power System: Vermina Cultivation]
It is the practice of taking the Verminas of the world, to cultivate with them and to become an immortal, break free of your chains to heaven and to become an immortal
Blessed Land
The blessed land is a sphere within the naval area of the human body and within it, resides a world, extremely small, yet infinitely vast, where the Vermina are placed and where primordial essence can be absorbed
Qi Sphere
A mysterious and enigmatic spherical space located inside the body around the stomach's area. Due to it being ethereal it does not occupy physical space such as an internal organ would. The qi sphere is endlessly huge, yet at the same time infinitely small, allowing for the containment of qi
Dual Cultivation
The only way for one to cultivate is for the yin and the yang to be present: only half of the human population possess a Blessed Land while the other half possess a Qi Sphere, and to cultivate, there needs to be a Vermina’s Master & a Vermina Caretaker:
  • The Vermina Master is the one who uses the Vermina and collects them using the Sealment Technique
  • The Vermina Caretaker is the person with the qi that allows for the refinement of materials and sacred treasures to feed the Vermina
[Verminas & Vermina Masters]
Verminas are the essence of creation and the universe while humans are the spirits of Earth, organic machines that hold heaven’s property, the soul and the Blessed Land being a piece of heaven taken away
Vermina Ranking System
  • Rank 1–3 → Common insects
  • Rank 4–6 → Predatory or rare insects
  • Rank 7–8 → Mythic insects
  • Rank 9 — 10 → Extinct or primordial insects
  • Rank 0 (Legendary)
Traits
They live within all parts of the world, sleeping, roaming, killing, and many more things as some can be passive, some can be hostile, some can be indifferent, and various other behaviors
Bound
When one either beats or tames a Vermina, they can offer a ‘Bound’, which is a contract between the Vermina Master and the Vermina, and when that happens, you can use that Vermina’s power for your own while storing them in your Blessed Land, but this comes at the cost of weakening the Vermina to Rank 1
Refinement
In order to strengthen your Vermina back to its peak and even push it beyond that, you must feed it, but what it desires complete depends on the Vermina itself as it chooses what to request as it can be vague or extremely specific, whether that be herbs, pills, artifacts, sacred treasures, however, what they request may not match what you are given, so you may need to pay very little for someone so beneficial, or pay too much, for something not so useful all the time
Vermina Master Risk
There are many risks that come with starting your path of cultivation:
  • Bodily Change: If you do not know how to keep your Blessed Land tended to, your body may change, morphing into something less human as your Vermina change the atmosphere and environment to their own desire without asking
  • Not Feeding: If you do not feed them what they desire, they will take something else as compensation and not of your will as they may eat your lifespan or your body
  • Mentality Change: As one adds more Verminas into their own Blessed land, they will suffer mental changes like acting far more primal and like an insect based on the Vermina they have and how it acts and conflicting ones can destroy you mentally if your will is not superior
Vermina Master Ranks
Rank 0 — All Mortal start at this level
Rank 1 Vermina Master — In order for one to reach, they must open their Blessed Land through the consumption of a Vermina & intense meditation in order to fully consume it into your being, usually taking a year based on the technique and at this level, only one Vermina can be taken and stored, only able to refine rank 1 - 3 Vermina
Rank 2 Vermina Master — The break into this stage, one must fully refine their Vermina, which will serve as their Vital Vermina, which is one connected to your very soul, using a ritual, which allows them to store as many Vermina as they wish, with the same risks and price of a bond, but now they may harm each other, so it is up to the master and the caretaker to make sure they tolerate each other, only able refine rank 1 - 5
Rank 3 Vermina Master — To break into this rank, one must fully cultivate their Blessed Land with the help of their Caretaker as it is required for their caretaker to participate, to have their body refined instead, allowing them to become even stronger physically and spiritually, you can fuse the Verminas with each other, consume other Verminas to strengthen your own, create sub-verminas, and create temporary hybrids, only able to refine rank 1 - 8
Rank 4 Vermina Master — To reach this rank, the master must have their caretaker use a grade 0 artifact, which will instill divine essence into their being, making them a demi-god, with power that surpass everything mortal and only things made by rank 4 and above may harm them as well as your body parts being replaced by the Verminas, only able to refine rank 1 - 10
Rank 5 Vermina Master — To reach this rank, the master must consume a rank 10 Vermina through alchemy as to consume one wrong will kill them, so everything must be perfect, even the way it is consumed with the help of their caretaker
Rank Immortal Master — To become an immortal, three things are required: the Vermina Master & the Caretaker, the Master must have an Immortal Body and the caretaker must have the Monarch’s Body, the destruction of the Qi Sphere and the Blessed Land, merging them together with reality itself, and the survival of a Divine Tribulation and one becomes an Immortal, connected with the very essence of Dao, never aging, never dying, truly immortal
[Sacred Treasure, Herb, Artifact & Caretakers]
All these assets are the property of Earth, formed by the qi within the atmosphere that allows them to use magical power without the need for a Vermina
World Grade System
  • Rank 1–3 → Common artifacts, herbs, tools
  • Rank 4–6 → found within the dungeons and lost temples
  • Rank 7–8 → Mythic objects, believed to be legends
  • Rank 9 — 10 → Extinct or primordial objects
  • Rank 0 (Legendary)
Traits
These artifacts appear in all parrots of the world, within lost temples, within the dirt, appearing within spirit beasts and demonic beasts and they only work via affinity through spirit roots:
  • Fire Affinity
  • Water Affinity
  • Ice Affinity
  • Air Activity
  • Dark Affinity
  • Light Affinity
Refinement
They can only use said artifacts, herbs, and other things after they are refined through circulating qi through them with the correct spirit root affinity as one without the correct affinity will destroy the artifacts or herb, or anything
Caretaker Risk
There are many risks with starting your path as a caretaker:
  • Devoured: If they do their job incorrectly, they may be devoured by the Verminas as they do something wrong
  • Cracked Qi Sphere: The Qi Sphere may crack if they do something wrong during refinement
  • Bodily Destruction: One’s meridians and body may be destroyed if they do an improper job
Caretaker Ranks
Rank 0 Caretaker — All with a Qi Sphere start as this level
Rank 1 Caretaker — To awaken to this level, one must open their Qi Sphere and to do that, they must meditate and gather qi into their body until the compress the Qi Sphere, continuously doing this until they protective layer is destroyed, allowing the qi from within to fly into the entire body
Rank 2 Caretaker — To reach this realm, the caretaker must create a dantian within their chest, allowing them to double the amount of qi within their body, muscles hardened like steel strands, skin becomes tougher, resistant to blades and poison, strength, speed, and stamina multiply
Rank 3 Caretaker — To reach this realm, they must consume the core of a spirit or demonic beast by reigning it first, and with that, soul manifests outside the body, possession, soul attacks, spirit travel, body destruction ≠ instant death, which will help create spirit roots and have infinite qi without requiring absorption, dantian transforms into a living alchemical furnace, body heat can be controlled internally, can digest poisons safely (converting them into energy or waste)
Rank 4 Caretaker — To reach this rank, they must be refined by the master, through a Vermina, and with that, the soul can perceive surroundings & used for alchemy, formations, combat, soul becomes extremely stable & Can possess bodies, travel long distances & some can cultivate independently, cells crystallize into alchemical gold structures, aging slows dramatically, can survive without food, water, or air for extended periods
Rank 5 Caretaker — To reach this rank, they must fuse with their essence, to become one with their soul and possess the Monarch Body through a ritual, body becomes perfectly balanced, no waste, no impurity, immune to disease, decay, and mundane corruption, can create legendary-grade pills, presence alone improves nearby medicines, blood, breath, and sweat become priceless ingredients, can resurrect the dying if conditions allow
consistently
Rank Sovereign Caretaker — To become an immortal, three things are required: the Vermina Master & the Caretaker, the Master must have an Immortal Body and the caretaker must have the Monarch’s Body, the destruction of the Qi Sphere and the Blessed Land, merging them together with reality itself, and the survival of a Divine Tribulation and one becomes an Immortal, connected with the very essence of Dao, never aging, never dying, truly immortal
[Paths]
Path of Venom Sovereignty — To control toxins, poison, and any harmful substances form the Verminas
  • Core Insects: Scorpions, Assassin Bugs, Cone Snails, Venomous Caterpillars
  • Style: Delayed death, layered poison, battlefield denial
Abilities:
  • Stackable venom types (paralysis, hallucination, necrosis, fear-inducing pheromones)
  • Adaptive toxin refinement mid-battle
  • Immunity evolution through self-poisoning rituals
  • “Venom Contract” — if enemy wounds you, they inherit amplified poison
Mental Drift: You become patient… cruel… fascinated by slow suffering
Late Stage: Your blood becomes a walking plague. Even your shadow carries toxins.

Path of Iron Carapace — Absolute defense and unstoppable advance
  • Core Insects: Rhinoceros Beetle, Hercules Beetle, Pillbug
  • Style: Tank, momentum fighter.
Abilities:
  • Layered chitin growth
  • Impact absorption and redirection
  • Molting to purge injuries
  • “Siege Form” — slow but nearly indestructible state
Mental Drift: Blunt. Direct. Emotionally hardened
Late Stage: You resemble a walking fortress. Siege weapons bounce off

Path of the Firefly Veil — Illusion, seduction, deception
  • Core Insects: Fireflies, Orchid Mantises, Lantern Bugs
  • Style: Psychological warfare
Abilities
  • Light-based illusions
  • Emotional pheromone projection
  • Flicker-step movement
  • Memory distortion via bioluminescent pulses
Mental Drift: Detached. The world feels like a stage
Late Stage: Enemies cannot distinguish reality from hallucination in your presence

Path of the Tyrant Queen — Absolute hierarchy and domination
  • Core Insects: Queen Ant, Queen Wasp, Termite Empress
  • Style: Command, leadership, forced obedience
Abilities
  • Pheromone domination
  • Forced loyalty contracts
  • Borrow strength from subordinates
  • Birth temporary battle drones
Mental Drift: Authoritarian. Sees others as expendable tools.
Late Stage: Entire armies act as extensions of your will.

Path of Decay — Death is nourishment
  • Core Insects: Carrion Beetles, Flesh Flies, Maggots
  • Style: Battlefield recycler, corpse manipulation
Abilities
  • Animate corpses through larvae
  • Gain strength from nearby death
  • Rapid regeneration via consuming flesh
  • Spread battlefield rot zones
Mental Drift: Detached from disgust. Sees bodies as resources.
Late Stage: You thrive in warzones; peace weakens you

Path of Resonance — Sound, vibration, disruption
  • Core Insects: Cicadas, Crickets, Katydids
  • Style: Frequency warfare
Abilities
  • Sonic blades
  • Disrupt internal organs through vibration
  • Silence fields
  • Communication across miles
Mental Drift: Sensitive to the smallest tremor. Easily overstimulated.
Late Stage: Your mere presence causes structural collapse

Path of the Endless Legion — Numbers overwhelm all
  • Core Insects: Army Ants, Locusts
  • Style: Scaling power
Abilities
  • Strength increases with allies
  • Devouring swarm release
  • Resource stripping
  • Multiply minor Vermis rapidly
Mental Drift: Individual identity erodes
Late Stage: You are not one person. You are a moving disaster

Path of Fateweaving — Control outcomes through unseen threads
  • Core Insects: Spiders, Trapdoor Spiders
  • Style: Manipulator, strategist
Abilities
  • Lay invisible “event threads.”
  • Mark targets for future misfortune
  • Create binding contracts
  • Trap fate trajectories
Mental Drift: Obsessive planner. Paranoid
Late Stage: Battles are won before they begin

Path of Metamorphic Ascension — Infinite transformation
Core Insects: Caterpillars, Butterflies, Moths
Style: Evolution mid-combat
Abilities
  • Temporary forms (speed form, armor form, toxin form)
  • Emergency cocoon regeneration
  • Steal traits temporarily from others
  • Evolution triggered by near-death
Mental Drift: Identity instability
Late Stage: No one knows your true form

Path of the Parasite Crown — Steal cultivation silently
Core Insects: Parasitoid Wasps, Cordyceps Fungus (if you allow cross-kingdom), Fleas
Style: Long-term infiltration
Abilities
  • Implant spiritual larvae in enemies
  • Drain cultivation over time
  • Mind influence through neural parasites
  • Trigger delayed internal detonation
Mental Drift: Distrustful. Secretive. Cold
Late Stage: Entire sects collapse without knowing why

Path of Omen Shell — Luck manipulation via insect symbolism (ladybugs, scarabs)
Abilities
  • Redirect misfortune
  • Consume bad luck as nourishment
  • Mark enemies with calamity signs
Late Stage: You walk untouched through catastrophe
 
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