ReignWulin:Main Page: Difference between revisions
Jump to navigation
Jump to search
| Line 8: | Line 8: | ||
* '''Inflame Acupoint (1 point):''' Adds +1d to any torture roll (see pg 79). Can be used in combat, but only with an unarmed strike, and this requires a Called Shot to be declared. If successful, the target loses two dice off of one of his sets instead of the normal one. | * '''Inflame Acupoint (1 point):''' Adds +1d to any torture roll (see pg 79). Can be used in combat, but only with an unarmed strike, and this requires a Called Shot to be declared. If successful, the target loses two dice off of one of his sets instead of the normal one. | ||
* '''Seal Acupoint (2 points):''' | * '''Seal Acupoint (2 points):''' Can be used in combat, but only with an unarmed strike and a successful Called Shot. Renders the affected limb unusable for a scene. Using this technique on the Chest paralyzes the target from the neck down and using it on the Head renders the target mute. The effect can be resisted with a successful Body+Vigor roll against a difficulty of your Healing skill ranks. This technique also has a medicinal use: by completely sealing all of the target's acupoints (leaving them completely paralyzed) you can delay the onset of effects of any poison they may be suffering. | ||
* '''Acupoint Manipulation (3 points):''' | * '''Acupoint Manipulation (3 points):''' You can perform all of the functions of the Healing skill using nothing by acupoint manipulation (see, again, pg 79). They still require the same amount of time, but this obviates the need for tools, supplies, and common medicines. In addition, you can cancel the effects of the Seal Acupoint technique with a single combat action. | ||
* '''Jinx Palm (5 points):''' On a successful Called Shot to the torso (using an unarmed strike), you can poison a target's Chi. The condition this inflicts is treated as a poison (see pg 296) with a Potency equal to your Knowledge+Healing, a Major Effect of death in 24 hours, and a Minor Effect of automatically failing all Vigor rolls until the poison is somehow treated. Attempts to treat the poison without using Acupoint Manipulation are at Difficulty 8. | |||
* '''Jinx Palm (5 points):''' | |||
== Nei Gong (Internal Energy) == | == Nei Gong (Internal Energy) == | ||
Revision as of 02:23, 8 November 2007
Common Disciplines
These Esoteric Disciplines are all taught by all of the various sects. Although specific methods and terminology for accomplishing these feats will differ between sects, for purposes of gameplay convenience they can be represented with the same systems, since the end result tends to be about the same. Note that the degree to which a sect's kung fu has developed these disciplines will vary from sect to sect, and a GM may wish to restrict purchasing the higher levels of one of these disciplines to characters whose background would merit it. (For instance, the highest level of Qing Gong as presented here is pretty much specific to one person, Qiu Qianren of the Iron Palm Sect.)
Dian Xue (Acupoint Sealing)
- Inflame Acupoint (1 point): Adds +1d to any torture roll (see pg 79). Can be used in combat, but only with an unarmed strike, and this requires a Called Shot to be declared. If successful, the target loses two dice off of one of his sets instead of the normal one.
- Seal Acupoint (2 points): Can be used in combat, but only with an unarmed strike and a successful Called Shot. Renders the affected limb unusable for a scene. Using this technique on the Chest paralyzes the target from the neck down and using it on the Head renders the target mute. The effect can be resisted with a successful Body+Vigor roll against a difficulty of your Healing skill ranks. This technique also has a medicinal use: by completely sealing all of the target's acupoints (leaving them completely paralyzed) you can delay the onset of effects of any poison they may be suffering.
- Acupoint Manipulation (3 points): You can perform all of the functions of the Healing skill using nothing by acupoint manipulation (see, again, pg 79). They still require the same amount of time, but this obviates the need for tools, supplies, and common medicines. In addition, you can cancel the effects of the Seal Acupoint technique with a single combat action.
- Jinx Palm (5 points): On a successful Called Shot to the torso (using an unarmed strike), you can poison a target's Chi. The condition this inflicts is treated as a poison (see pg 296) with a Potency equal to your Knowledge+Healing, a Major Effect of death in 24 hours, and a Minor Effect of automatically failing all Vigor rolls until the poison is somehow treated. Attempts to treat the poison without using Acupoint Manipulation are at Difficulty 8.
Nei Gong (Internal Energy)
- Healthful Practices (1 point): You can substitute your Knowledge stat for your Body stat in any Vigor roll.
- (2 points):
- (3 points):
- (4 points):
- (5 points):
Qing Gong (Lightness Skill)
- All Directions (1 point): You never suffer a multiple action penalty from combining an action to run, jump, tumble, or maintain balance in precarious footing with another action. For example, you could make a Run roll to cover ground, an Athletics roll to execute a triple somersault to clear a pit as part of your movement, an Athletics roll to maintain balance after landing your flip on top of a narrow pole, and then a Sword roll to attack an opponent near that position without suffering a penalty on any of these rolls. You still suffer multiple action penalties for attempting more than one action that does not have to do with movement or acrobatics, however.
- Flawless Step (2 points): You never have to make an Athletics roll to maintain your balance on any surface that can support your weight. You may combine a Dodge attempt with other actions without suffering a multiple action penalty. (Attempting to make more than one Dodge attempt still incurs a multiple action penalty for each additional Dodge past the first one.)
- Cloud Ladder (3 points): Your jumping abilities are greatly increased. You can jump about ten feet vertically or twenty feet horizontally (forty feet horizontally with a running start). You can spring off of surfaces too fragile to support your weight for up to three jumps but after that must land on normal footing.
- Unparalleled Lightness (4 points): You can now jump about twenty feet vertically or forty feet horizontally (eighty feet with a running start). You can stand on surfaces that could not support your weight indefinitely, as long as they are solid (such as slender tree branches, taut silk awnings, etc). In addition, your running speed is doubled.
- Water Skimming (5 points): Your running speed is tripled. Also, you can spring off of liquid surfaces for up to three jumps, but after three jumps must come to land on a surface that you would be able to stand on using Unparalleled Lightness.
List of Sects and Associated Disciplines
- Ancient Tomb
- Fist of Beauties
- Five Venoms Manual
- Gold Needles of Jade Bee
- Jade Maiden Swordplay
- Long Sash of Gold Bells
- Palm of Infinity Web
- Silver Needles of Freezing Soul
- Triple Non-Existent Hands
- Beggar Sect
- Dog Beating Stick
- Dog's Back Slant Beating
- Poke Back Dog Butt
- Stirring Rash Dog
- No Mercy Stick Poke
- No Dogs Under Heaven
- Eighteen Dragon-Subduing Palms
- Fists of the Free
- Dog Beating Stick
- Ming Cult
- Black Ice Palm
- Eagle Claws
- Universal Grand Shift
- Mongolia
- Mongolian Archery
- Mongolian Horsemanship
- Mongolian Wrestling
- Peach Blossom Island
- Divine Finger Flick
- Fallen Hero Palm
- Jade Flute Swordplay
- Quanzhen Sect
- Big Dipper Formation
- Breaking Ice Palms
- Common Demise Swordplay
- Pre-Heaven Skill
- Treading Frost Palm
- Two Hands Technique
- Vacant Fist
- Shaolin Temple
- Diamond Invulnerable Body
- Dragon Claws
- Golden Finger
- Vajra Demon Taming Circle
- White Camel Mountain
- Backwards Nine Yin
- Divine Toad Stance
- Snake Staff Technique
- Wu-Tang Clan
- Long Punch
- Tai Chi Fist
- Tai Chi Sword
- Unique Disciplines
- Divine Melancholy Palms
- Dragon and Elephant Prana
- Heavy Iron Sword
- Jinx Palm
- Nine Yang Internals
- Nine Yin Internals
- Nine Yin White-Bone Claw
- Seven Wounds Fist
- Solitary Finger