This is the fourty-first 4E Anatomy of a Discipline, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.
Everything contained here is the work of a fan and not associated with FASA Games.
Discipline variants. These aren't specialist Disciplines, though the distinction may seem superficial. The difference is one of adaptation, rather than intention. These are Disciplines which naturally fit into other areas, but still require some level of specialization to fulfill their role. Whereas specialist Disciplines do something different because practitioners moved it deliberately in that direction.
This isn't an area that's going to see significant exploration because Disciplines are designed to not need this. They represent flexible archetypes. This is also why there aren't currently plans to bring back specialist Disciplines — with modifications to Discipline design, Karma rules, Using All Talents to Advance optional rule, and talent knacks, there isn't the same place for them. They may see a return in a modified form, however it's unlikely to be as in previous editions.
Air Sailor already has two Discipline variants found in Mystic Paths: Boatmen and Sailors. These are both clear adaptations to a different medium: water. The different elemental affinity of the variants shaped what talents they gain access to — Air Dance isn't appropriate for Boatmen with no connection to the air, relying on fire engines and the river currents instead of wind — in addition to potentially different outlooks based on the cultures the variants arise from.
Venturer
Any group set to travel off the beaten path should jump at the chance to include a Venturer in their number. These adepts don't have a particular specialty as most understand it, but can fill in and develop their role to best suit their group and make everyone more effective. They're masters at planning the journey ahead, keeping focused on the goal, and supporting their allies when in need.
Half-Magic: Venturers use half-magic for tasks related to the upkeep of survival gear, knowledge of of common overland trading routes, areas typically threatened by bandits, scorchers, aggressive creatures, etc. They also use half-magic for recognizing travel hazards, knowing what hazards are likely to show up in various areas, and knowing what equipment is appropriate to help surmount those challenges.
Typically there's just a list of changes, but since there's only one entry and there are enough alterations, I'm going to list the Venturer talent options and progression, and any changes to their abilities.
Novice
Novice Talent Options: Acrobatic Defense, Climbing, Distract, Etiquette, Great Leap, Haggle, Maneuver, Speak Language, Air Sailing, Throwing Weapons
First Circle
- Free Talent: Navigation
- Karma: The adept may spend Karma on actions taken to directly support or lead the group. This cannot be used in combat and must be for the direct benefit of the group, not indirect in the sense what helps the adept or any single member helps the group.
- Discipline Talents: Avoid Blow, First Impression, Melee Weapons, Venture Weaving, Wilderness Survival
- Discipline Talent: Awareness
- Discipline Talent: Empathic Sense
- Discipline Talent: Wound Balance
Journeyman Talent Options: Air Speaking, Battle Bellow, Conceal Object, Engaging Banter, Graceful Exit, Leadership, Resist Taunt, Second Weapon, Surprise Strike, Taunt
Fifth Circle
- Discipline Talent: Heartening Laugh
- Discipline Talent: Cobra Strike
- Discipline Talent: Inspire Others
- Discipline Talent: Lion Heart
Warden Talent Options: Astral Sight, Blood Share, Cold Purify, Critical Hit, Defensive Posture, Eagle Eye, Gliding Stride, Impressive Display, Relentless Recovery, Spot Armor Flaw
Ninth Circle
- Discipline Talent: Lasting Impression
- Discipline Talent: Thought Link
- Discipline Talent: Lion Spirit
- Discipline Talent: Rally
Thirteenth Circle
- Discipline Talent: Second Attack
- Discipline Talent: Song of Battle
- Discipline Talent: Concentrated Assault