When looking at the available Disciplines and the roles and options they provide, a Discipline that uses Throwing Weapons as their primary combat talent is missing. This is hardly unique to Earthdawn and is a problem across many (I would hazard most) fantasy adventure games. There's a number of reasons for this despite such characters appearing in fantasy stories. Throwing away your weapon is probably the biggest and it dovetails into some related problems.
Fantasy adventure games are frequently about your equipment and this is even more true for Earthdawn. It's more than just stuff with bonuses, but part of your character and your story. Between the Legend Points, time, and forging, this investment is significant and throwing your weapon means it's over there and you can't use it anymore. This leads to having a primary weapon with all the investment into it. Multiple such weapons just isn't feasible.
There's a Throwing Weapons knack for returning and an effect can be put on a thread item, but these aren't perfect fixes. Returning is a solid knack, but expensive for a character reliant on Throwing Weapons as their primary combat talent. Thread items require coordination with the GM - either finding one or making it. While I am a fan of that communication between players and GM, some find that level of customization to the players artificial.
Everything leads to the idea of a Discipline purpose built for Throwing Weapons. With that in mind, I also wanted to explore a character who uses small weapons - daggers - which crosses over nicely with throwing weapons. A little versatile and able to do some melee combat if desired.
This is a pretty specific concept and doesn't allow for iconic ranged weapons like hawk hatchets and spears, I'm perfectly fine with that for now. I favor something specific for spears, a Lancer or sorts, and hawk hatchets are in a similar place. However, I want to get this particular idea down first and see how it works on its own. It may need expansion to allow larger weapons, but that changes a lot of the purpose and structure.
Shadow
Shadows are an unusual Discipline who seem to be halfway between multiple sources, but still exist on their own. These liminal adepts are in contrast with Archers - where Archers are direct, Shadows go sideways. They use small throwing weapons, fighting neither at range, nor in the thick of it. Shadows live on the edge, between reality and a memory.
Important Attributes: Charisma, Dexterity, Perception
Karma Ritual: The adept finds a shadowed place, preferably at sunrise or sunset, and pace out two concentric circles. They crouch and summon a brace of shadow blades, then move quickly between the circled areas, throwing the blades as they cross over the area between the circles. As the ritual continues, the blades create an image, symbol, or emblematic of something weighing on the adept’s mind. After 30 minutes, it is complete vanishes before the adept can see the final creation.
Artisan Skills: Acting, Dancing
Half-Magic: These adepts use Half-Magic when caring for small weapons and recognizing distinctions when things don’t quite fit in one category or another, when they exist between. This doesn’t necessarily provide additional insight into that state unless the adept has another appropriate ability, but can help pick things out or lead others to insights.
Novice
Novice Talent Options: Anticipate Blow, Call Missile, Danger Sense, First Impression, Great Leap, Impressive Display, Long Shot, Melee Weapons, Taunt, Winning Smile
First Circle
- Free Talent: Shadow Blades*
- Durability 5
- Karma: The adept may spend a Karma Point on a Charisma-based test when not being entirely truthful, but not telling a complete lie either (Gamemaster’s discretion).
- Discipline Talents: Avoid Blow, Awareness, Stealthy Stride, Thread Weaving (Shadow Weaving), Throwing Weapons
Second Circle
- Defense: The adept adds +1 to their Physical Defense.
- Discipline Talent: Surprise Strike
Third Circle
Journeyman Talent Options: Blade Juggle, Disguise Self, Distract, False Sight, Lion Heart, Mimic Voice, Power Mask, Slough Blame, Sprint, Tiger Spring
Fifth Circle
Warden Talent Options: Chameleon, Critical Hit, Defensive Posture, Echolocation, Lifesight, Relentless Recovery, Resist Taunt, Second Weapon, Swift Kick, Undermine
Ninth Circle
Master Talent Options: Alley Cat Approach, Astral Pocket, Matrix Sight, Netherwalk, Second Chance, Soul Aegis, Vital Strike, Witty Repartee
Thirteenth Circle
Talents
No-Shadow Throw
Step: Rank+DEX
Action: Simple
Strain: See text
Skill Use: No
The adept throws small weapons so quickly they don’t have time to cast a shadow, making multiple attacks with Second Shot using throwing weapons. The adept chooses the possible targets for their attacks and makes a No-Shadow Throw test against the highest Physical Defense among them. For each success, they can make an additional Second Shot test. Each additional Second Shot test costs 2 more Strain (i.e., 4 Strain), or 1 more Strain if the weapon was formed with Shadow Blade (i.e., 3 Strain). The throwing weapons must be the adept’s minimum one-handed size.
Shadow Blades
Step: Rank+PER
Action: Simple
Strain: 1
Skill Use: No
Illusion. The adept holds a small throwing weapon and grasps the cast shadows, making them temporarily real by making a Shadow Blade (5) test. If successful, the adept creates two shadow copies of the original weapon for each success. The shadows have the same statistics and effects of the original (though cannot stack with each other) and appear the same, with differences unique to each adept; for example as shadows given form or black replicas. They last up to Shadow Blade rank rounds or until the end of the round they leave possession of the adept. They are not affected by Sensing tests and the original throwing weapon must be the adept’s minimum one-handed size.
- Karma: The adept may spend a Karma Point on Initiative tests.
- Discipline Talent: Conceal Object
- Defense: The adept adds +1 to their Social Defense.
- Discipline Talent: Mystic Aim
Journeyman Talent Options: Blade Juggle, Disguise Self, Distract, False Sight, Lion Heart, Mimic Voice, Power Mask, Slough Blame, Sprint, Tiger Spring
Fifth Circle
- Shadow Throw: The adept throws two weapons at a target during the same attack, adding +2 Damage. Projectiles must be throwing weapons at the adept’s minimum weapon size.
- Karma: The adept may spend a Karma Point on Damage tests made with weapons at their minimum one-handed size. It must be a throwing weapon.
- Discipline Talent: Spot Armor Flaw
- Defense: The adept adds +2 to their Physical Defense.
- Discipline Talent: Bank Shot
- Bonus: The adept adds +1 Step to their Initiative.
- Discipline Talent: Blind Fire
- Defense: The adept adds +3 to their Physical Defense.
- Discipline Talent: Second Shot
Warden Talent Options: Chameleon, Critical Hit, Defensive Posture, Echolocation, Lifesight, Relentless Recovery, Resist Taunt, Second Weapon, Swift Kick, Undermine
Ninth Circle
- Shadow Bound: The adept finds the edge of their physical being and spirit, between themselves and their shadow, binding this liminal state to their pattern with an eight-hour ritual, taking 1 Blood Magic Damage. Each adept’s ritual is unique, usually based on their training and personal philosophy. It is commonly performed as the last step in becoming a Warden, but may be done at any time. After the ritual, the adept’s shadow blades take on a more distinctive and personalized appearance, and when the adept hits a target with an attack using a shadow blade, the target suffers a -1 penalty to Physical and Mystic Defense until the end of the round. These penalties stack and the attack does not have to cause damage, only connect.
- Karma: The adept may spend a Karma Point on Recovery tests.
- Discipline Talent: Ethereal Weapon
- Defense: The adept adds +2 to their Social Defense.
- Bonus: The adept gains +1 Recovery Test per day.
- Discipline Talent: Spirit Strike
- Defense: The adept adds +1 to their Mystic Defense.
- Karma: The adept may spend a Karma Point on Attack tests made with weapons at their minimum one-handed size. It must be a throwing weapon.
- Discipline Talent: Beguiling Blade
- Defense: The adept adds +4 to their Physical Defense.
- Bonus: The adept adds +2 Steps to their Initiative.
- Discipline Talent: No-Shadow Throw
Master Talent Options: Alley Cat Approach, Astral Pocket, Matrix Sight, Netherwalk, Second Chance, Soul Aegis, Vital Strike, Witty Repartee
Thirteenth Circle
- Shadow Step: The adept can use shadows as openings to other shadows they can see, launching attacks and moving through them. The adept must be able to see the entrance and exit from their position, but do not pass through the intervening space when traveling through. It costs 1 Strain to attack or reach through a shadow and 3 Strain to move through. This tends to result in Blindsided opponents until they become wary of this trick.
- Defense: The adept adds +3 to their Social Defense.
- Karma: The adept increases their Karma +1 Step to a d8.
- Bonus: The adept adds +1 to their Mystic Armor.
- Discipline Talent: Impossible Hide
- Defense: The adept adds +5 to their Physical Defense.
- Bonus: The adept gains +2 Recovery Tests per day.
- Discipline Talent: Snapshot
- Defense: The adept adds +2 to their Mystic Defense.
- Bonus: The adept adds +3 Steps to their Initiative.
- Discipline Talent: Vicious Wound
Talents
No-Shadow Throw
Step: Rank+DEX
Action: Simple
Strain: See text
Skill Use: No
The adept throws small weapons so quickly they don’t have time to cast a shadow, making multiple attacks with Second Shot using throwing weapons. The adept chooses the possible targets for their attacks and makes a No-Shadow Throw test against the highest Physical Defense among them. For each success, they can make an additional Second Shot test. Each additional Second Shot test costs 2 more Strain (i.e., 4 Strain), or 1 more Strain if the weapon was formed with Shadow Blade (i.e., 3 Strain). The throwing weapons must be the adept’s minimum one-handed size.
Shadow Blades
Step: Rank+PER
Action: Simple
Strain: 1
Skill Use: No
Illusion. The adept holds a small throwing weapon and grasps the cast shadows, making them temporarily real by making a Shadow Blade (5) test. If successful, the adept creates two shadow copies of the original weapon for each success. The shadows have the same statistics and effects of the original (though cannot stack with each other) and appear the same, with differences unique to each adept; for example as shadows given form or black replicas. They last up to Shadow Blade rank rounds or until the end of the round they leave possession of the adept. They are not affected by Sensing tests and the original throwing weapon must be the adept’s minimum one-handed size.