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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)
- 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 may substitute your Knowledge stat for your Body stat on any Vigor roll.
- Invigoration Stance (2 points): Once per day, you may make a Body+Vigor roll to regain Shock damage. You may do this even if you have not rested, and if you have rested, this grants you a second roll.
- Blossom Exhalation (3 points): You may substitute your Vigor skill for your Endurance skill on any roll.
- Cleansing Respiration (4 points): You ignore all Difficulties when rolling Vigor to resist disease, poison, or harmful chi effects.
- Supple Power (5 points): You may roll Knowledge+Vigor instead of Body+Athletics for any roll involving physical strength. You may also add 1 Shock to the damage of any of your unarmed strikes.
Qing Gong (Lightness Skill)
- Flawless Step (1 point): You never have to make an Athletics roll to maintain your balance or to successfully execute an acrobatic maneuver. This does not allow you to jump further than normally humanly possible or otherwise perform "impossible" feats.
- All Directions (1 point): You never suffer a multiple action penalty from combining any movement action (such as running, jumping, or tumbling) with another action. This explicitly includes Dodge.
- Cloud Ladder (3 points): Your falling damage is always reduced by 2 Shock and 2 Killing per location (to a minimum of nothing). You can make impossible leaps of up to your Body+Athletics in feet vertically or twice that distance horizontally.
- Unparalleled Lightness (4 points): Your falling damage is always reduced to 1 Shock to each leg. Your standard movement rate increases to 20 feet and your jumping distance triples, increasing to Body+Athletics in yards.
- Water Skimming (5 points): You can travel across surfaces that are not physically capable of supporting your weight (such as slender branches, or even water), but you must end each turn standing on stable footing. In addition, when using Run to increase your movement speed, each point of Width counts for 10 feet instead of 5.
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