Disciplines are a set of specialized trainings available to Jackrealms characters. Each discipline expands the actions available to your character, grants more opportunities to take advantage of your gambits, makes certain kinds of actions safer for you, and provides you with equipment to fit your specialization. In the Jackrealms game system, disciplines are divided into three groups: Martial, Magic, and Pursuit disciplines. These disciplines are summarized below and expnded upon in the following sections. Most campaign characters gain access to a single discipline during character creation, and they may purchase more with experience.
- Magic Disciplines represent practiced supernatural ability. In most Jackrealms settings, magic is the expression of the human will upon the world and most effects can be classified into one of these basic disciplines. Because each magician's approach to magic is different, players and the dealer may recontextualize them to fit with their campaign or character.
- For example, if you wanted to play a vampire hunter in an early modern setting you could recontextualize necromancy. Instead of summoning the spirits of the dead to carry out your will, you use your magic to interrogate the victims of vampire attacks, drive back the undead with a holy symbol, and are practiced in methods to permanently slay them.
- Each magic discipline offers you a choice of magical foci used to perform their arts. Instead of choosing from this list, you may choose to take a wand designed for use with that discipline. Each magic discipline gives examples of their effects, as well as how one would use various foci to express that magic.
- Standard Jackrealms Magic Disciplines:
- Alchemy: The transmutation of one substance to another, and the affectation of uncatalyzed reactions.
- Attraction: The compulsion of events through the manipulation of coincidence and the manifestation of desire.
- Conjuring: The magical displacement of space, often to transport an object.
- Divination: The prediciton of future events through the reading of seemingly unrelated signs.
- Hypnosis: The manipulation of thought.
- Necromancy: Conversing, summoning, and binding spirits, either of nature or the dead.
- Ventriloquism: The redirection of local forces such as air pressure and gravity
- Martial Disciplines represent advanced combat training. Most grant familiarity with a set of weapons and techniques specialized for particular situations. Because these disciplines are based on a combination of modern and ancient practices, your dealer may recontextualize them for the campaign setting while leaving the ability's effects the same. You may also recontextualize them for your character.
- For example, if you wanted to play a bombastic and acrobatic fighter in a Hellenic setting, you could recontextualize Lucha. Instead of its normal performative context, your character trains to fight in the manner of the invincible Achilles. You rush from your side's formation to fearlessly leap and dodge among the enemy's ranks.
- Each martial discipline offers your choice of one of a number of weapons and armor pieces. Instead of chosing from this list, you may opt for what passes as the standard civilian-carried armament appropriate to your campaign setting. These weapons may be used with your discipline in addition to those listed in its description.
- Standard Jackrealms Martial Disciplines:
- Code Duello: Armed combat practiced as a sport or for the settlement of personal affairs.
- Kunst der Fechten: The full art of fencing for personal defense.
- Lucha: Showmanship wrestling with an emphasis on acrobatics and performance.
- The Military Garden: Rank-and-file infantry tactics.
- Ninjutsu: Infiltration tactics focused on swift and brutal takedowns.
- Pankration: Functional unarmed combat techniques.
- Ranger's Handbook: Solo and small-squad infantry tactics.
- Pursuit Disciplines represent expert-level training in a trade or hobby with practical uses outside that trade. Pursuit disciplines often represent specialized academic studies, physical trainings, or technological familiarity. As with other disciplines, you may recontextualize each discipline to suit your campaign setting.
- The Motorist/Outrider pursuit is already designed to be adjusted per setting: if motor vehicles are available you may take it as Motorist, and if mounted beasts are the standard for transport you may take it as Outrider. If your table were playing a science fiction setting, you could take it as Jetbiker, and have a flight-capable jetbike available.
- Each pursuit discipline has a list of example items used to ply their craft, but these should be considered extremely flexible. Decide with your dealer what would be an appropriate set of tools or specialized gear to compliment your pursuit
- Standard Jackrealms Pursuit Disciplines:
- Advocacy: Speaking on behalf of a cause, which can include debate and legal representation.
- Artisan: Practiced expertise with a craft or trade.
- First Aid: Knowledge of emergency medical practices.
- Locksport: Techniques to bypass security measures, often non-destructively.
- Motorist/Outrider/Outrigger: Mastery behind the wheel of a vehicle or atop a steed.
- Sport: Active participation in competitive athletics.
- Survivalism: Bushcraft and the essential practices of living rough.
If you have certin gambits, their features are expanded to include any disciplines you may also have, as follows:
- Expertise: You may acheive a critical success thanks to expertise if you are performing any of the actions listed in your disciplines' descriptions, regardless of what action rating is called for.
- Adaptation: You gain a one-point bonus to your save rating aginst the complications of any of the actions listed in your discipines' descriptions, regardless of what save rating is called for. This can stack with adaptation's bonus to a particular save rating.
- Pack Rat: You add a second item listed in your disciplines' descriptions to your playbook. If only a single item is listed, you may replace it with a second copy or an appropriate alternate (such as a wand for a magical discipline or a civilian carry weapon for a martial discipline).
- Mastermind:When you gather information, you may ask and/or answer one additional question related to your disciplines.