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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)
These techniques can be used in combat as an unarmed strike, but this is extremely difficult. This requires a Called Shot to be declared to the necessary hit location, with an additional -2d penalty (on top of the standard penalty for a Called Shot), and the strike cannot be part of a multiple action - even if the character possesses techniques that allow him to perform multiple actions without a penalty. Also, none of these techniques will work through armor, and none of them will work on a non-human target. (At the GM's discretion, characters with the Expert Veterinarian skill may be able to modify these techniques to work on non-supernatural creatures.)
Because of these restrictions, these techniques are rarely used in the middle of an actual fight, and tend to be used most often either to incapacitate a surrendering opponent, or to turn a surprise attack into an immediate takedown.
- Inflict Pain (1 point): Causes a flare of intense pain that imposes a -1d penalty on all of the target's actions for a number of combat rounds equal to the success Width.
- Muscle Seizure (2 points): The muscles in the affected hit location seize up, causing paralysis for a number of minutes equal to the Width of the resulting success times the character's ranks in Healing. When applied to the head, this technique does not cause unconsciousness but instead renders the target mute. When applied to the torso, this renders the target completely immobile from the neck down.
- Blackout (3 points): Must be delivered to either the head or torso. This technique deals Shock damage to the affected location equal to the Width of the success times the Healing skill rank of the user. (For purpose of this technique an Expert die counts as two ranks and a Master die as three.)
- Joint Break (4 points) Must be delivered to a limb. Destroys the knee or elbow joint, rendering the limb barely usable (-2d penalty to all relevant actions) permanently. (Or until treated by a medicinal Esoteric Discipline that can reverse the effects of a shattered joint.)
- Death Touch (5 points): Must be delivered to either the head or torso. This technique deals Killing damage to the affected location equal to the Width of the success times the Healing skill rank of the user. (For purpose of this technique an Expert die counts as two ranks and a Master die as three.)
Nei Gong (Internal Energy)
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