Reign: Esoteric Disciplines in the Ninth Legion

by Paul Mitchener

Why Reign?

Ninth Legion is a setting book for the Reign RPG. So why did I use Reign? The short answer is I really like the system, and when I first read and played it, Reign changed how I saw fantasy RPGs. Finally, I had a system that could handle organisations and squads of soldiers smoothly and quickly, and have the larger scale activities interact smoothly with the player characters on a mechanical level. I like the idea of a player character being able to command a small group of soldiers, to work with them on a mission, and this being a sensible and mechanically meaningful choice, without being overwhelming.

Over time, I found Reign to be immensely fun for me to both run as GM, and work with as a writer. And it perfectly supports many of the features I want from the Ninth Legion setting.

One of these features is Esoteric Disciplines– special techniques that work with a skill, and can be subtly magical in nature- or just present a very high degree of specialist training. They can tie in with groups in the setting. As a taster, here are four esoteric disciplines related to different cultures.

Performance [drums or pipes]: Drone of Terror (Belgae, Iverni)

Iverni bagpipe playerBoth Belgae drummers and Iverni bagpipe players use their instruments to strike fear into the hearts of the enemy in battle. Those who specialise in such methods make use of the techniques from this discipline, which use Command+Performance. The secrets of this discipline are said to be granted by the Morrigan, goddess of war, herself.

Unlike most disciplines, there are only three techniques in Drone of Terror. As usual, they must be learned in order.

An Atmosphere of Fear (1 point)

After making a Performance check to cause fear in battle, all intimidate checks you or your allies make have a +1d bonus.

Unnerving Rhythm (3 points)

When playing the drums or pipes, you can add his or her Performance skill to the Intimidate skill for morale attacks against Unworthy Opponents.

Protection of the War Goddess (5 points)

In any combat where you have made a successful Performance check to bring terror, you gain a +1 bonus to AR in all hit locations.

Medicine: Wisdom of Dian Cecht (Iverni)

Devoted followers of the Iverni god of healing, Dian Cecht, learn certain special medical techniques that improve the effectiveness of their medicine when it comes to healing injuries. Others trained in the healing arts by priests of other healing gods, such as Brigid, Nodens, and the Roman Apollo, may have access to some of the techniques of this discipline, but only devotees of Dian Cecht know the more advanced techniques.

The techniques of this discipline all work with +Medicine

Battlefield Healing (1 point)

You have a +2d bonus to healing checks made to perform first aid after a battle.

The Right Treatment (2 points)

A +1 bonus to Width applies to all of your Medicine checks.

Field Surgery (3 points)

When you know this technique, it is not necessary for one of your patients to rest for a day before you can make a Medicine to cure killing damage. You may still only one such check can be made per day for a patient.

Only a Flesh Wound (4 points)

You can exchange Width for Height when calculating the number of wound boxes you heal in a Medicine check. Further, you eliminate killing damage rather than turning it into shock damage.

Return from beyond the Black River (5 points)

You can actually make a Medicine check to bring somebody back to life that has died of injuries. The body must be essentially intact, and a -1d penalty applies to the check per hour after death. Attempting to bring someone back costs you a Fortune Point and you cannot spend Fortune Points on a reroll. Finally, even if your attempt succeeds, the one brought back to life permanently loses one point of the Body stat, though this can be recovered by spending XP.

Survival: Wilderness Ways (Pict)

The techniques of this discipline were perfected by Pict hunters and trackers, who sometimes must survive far from civilisation, and travel through wild areas where the geography is strange and inconsistent. They work with Sense+Survival.

Trailblazer (1 point)

Reduce by 1 all difficulties to Survival checks you make to navigate.

Like the Back of My Hands (2 points)

You get a +2 bonus to the Height of all Survival checks.

Man/Woman of the Wilds (3 points)

You ignore all difficulties associated to Survival checks to find safe trails and camping places.

The Quickest Route (4 points)

If desired, you may exchange the Height and Width in any Survival check made to navigate. If you use this technique with Like the Back of My Hand, apply the Height bonus after you exchange Height and Width.

Strategic Survey (5 points)

If you get a chance to scout an area, you can make a Survival check to gain an MD to your next Strategy and Tactics check made in the area.

Lore: Philosophical Stoicism (Roman)

The most popular school of philosophy in New Rome is Stoicism. The most dedicated adherents of this philosophy sometimes learn techniques from this discipline. They work mainly with Lore, though the Endurance skill is also relevant.

Natural Law (1 point)

To a Stoic philosopher, all knowledge arose from determinate natural laws. Using this approach, you can make a Lore check to reduce the difficulty of any other Knowledge-based skill check by Width.

Stoic Fortitude (2 points)

Any successful Endurance check you make has a +1 bonus to Width.

All Knowledge is One (3 points)

When you learn this discipline, you can choose any other skill, and use it with the Knowledge Stat instead of its usual Stat.

Philosophical Debate (4 points)

In a formal debate, you can add your Lore skill to the Height of any successful Rhetoric checks.

Withstand the Trials of the Flesh (5 points)

You can do without food, drink, or sleep, or tolerate exposure to temperate extremes, for twice as long as usual. Any relevant checks or damage are only required or inflicted half as often as they would be without this technique.

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