Imbued Throwing Knives

From: Nimble Evasion Rune

Lore: The Rune-Imbued Throwing Knives are a testament to the ingenuity and skill of the secretive guild of Shadow Blades. These elusive assassins and agile warriors sought a way to augment their ranged combat abilities with the mystical powers of the Rune of Nimble Evasion. Through years of experimentation and refinement, they discovered the art of etching the rune onto the blades of throwing knives, imbuing them with enhanced accuracy and precision. The guild’s mastery over acrobatics and swift strikes combined with these enchanted weapons has made them feared and respected throughout the land.

Use: The Rune-Imbued Throwing Knives are lethal projectiles designed for precise and deadly ranged combat. When thrown, the knives harness the power of the Rune of Nimble Evasion to improve accuracy and increase the chances of hitting the intended target. The runes on the blades guide their flight path, compensating for any external factors that may otherwise affect the trajectory. These throwing knives are particularly effective for acrobatic characters who excel in agility and favor hit-and-run tactics in combat.

Tier One Stats:

  • Bonus to Ranged Accuracy: +2 (providing a +2 bonus to ranged attack rolls)
  • Bonus to Acrobatics: +1 (providing a +1 bonus to acrobatics-related skill rolls)

Skills gained: The Rune-Imbued Throwing Knives enhance the following skills for the wielder:

  • Ranged Accuracy: The knives’ enchanted blades improve the character’s precision and accuracy when using ranged attacks, increasing their chances of hitting targets from a distance.
  • Acrobatics: The character’s proficiency in acrobatics is enhanced, allowing them to perform agile movements and maneuvers with finesse.

Preparation: Crafting Rune-Imbued Throwing Knives requires a skilled weapon crafter or enchanter. The process begins with selecting a set of finely crafted throwing knives, typically made of durable and lightweight materials such as steel or an alloy. The blades are then etched with the intricate Rune of Nimble Evasion, carefully inscribing the enchantment onto the surface. The etching process involves channeling magical energy into the rune, imbuing the blades with the desired effects of enhanced accuracy. Once completed, the knives are ready to be wielded in combat.

Cost: The Rune-Imbued Throwing Knives are highly sought-after by assassins, rangers, and other adventurers who rely on precision strikes from a distance. Due to their rarity and the craftsmanship required to create them, the knives can be relatively expensive. At level one, a set of Rune-Imbued Throwing Knives may cost around 150-200 gold pieces, depending on the availability of materials and the demand for such enchanted weaponry. The price reflects both the skill of the weapon crafter and the significant advantage they provide in ranged combat.

Process Tags: Weapon crafting, Enchanting, Ranged accuracy enhancement, Acrobatics improvement, Shadow Blades, Precision strikes, Agile projectiles, Finely Crafted, Lightweight Materials, Durable Materials, Blade Etching, Magical Energy Channeling, Lethal Projectiles, Hit-and-Run Tactics, Secret Guild, Covert Operations, Knives

The environment in which Rune-Imbued Throwing Knives are used depends on the adventurer’s pursuits. They prove most effective in situations where ranged combat is necessary and precise strikes are essential. These knives find their greatest utility in stealthy operations, covert assassinations, or skirmishes where quick, accurate, and deadly ranged attacks are valued. The Rune-Imbued Throwing Knives allow acrobatic characters to make use of their agility and exploit their opponents’ weaknesses from a distance. They are particularly effective in urban environments, forests, or any setting that provides ample opportunities for surprise attacks and swift retreats.

The recipe for Rune-Imbued Throwing Knives is often sought after by individuals who specialize in ranged combat or those who appreciate the art of precision strikes. Here are details on where and how this recipe is sold, as well as the environment and usage of the end results:

  • Black Markets and Underground Traders: Due to the clandestine nature of the Rune-Imbued Throwing Knives and their association with assassins and shadowy figures, the recipe can often be found in the underground markets and secretive black market networks. These illegal and unregulated trading hubs cater to those seeking forbidden or rare items. Contacts within the criminal underworld or informants connected to assassin guilds may possess or trade the recipe. Adventurers with connections to these networks or a willingness to delve into the darker side of society may have the opportunity to acquire the recipe.
  • Master Weapon Crafters and Enchanters: Skilled artisans who specialize in weapon crafting and enchantment may offer the Rune-Imbued Throwing Knives and the recipe for sale. These masters of their craft are known for their expertise in creating exquisite weapons with magical enhancements. They can be found in renowned weapon shops, hidden workshops, or even traveling as wandering craftsmen. Acquiring the recipe may require proving one’s worth, such as completing a challenging quest or demonstrating exceptional skill in combat.
  • Ancient Temples or Sacred Grounds: In rare instances, the recipe for Rune-Imbued Throwing Knives may be guarded within ancient temples or sacred grounds dedicated to martial prowess and precision. These mystical places hold ancient secrets and teachings passed down through generations. Adventurers seeking to obtain the recipe must prove their dedication, skill, or loyalty to gain the trust of the temple’s guardians. The recipe may be granted as a reward for completing a sacred trial or bestowed upon those deemed worthy by the temple’s overseers.

The end results and usage of the Rune-Imbued Throwing Knives are as follows:

  • Precision Ranged Combat: The Rune-Imbued Throwing Knives are employed in ranged combat situations where accuracy and precision are paramount. They offer enhanced accuracy and allow the wielder to strike targets with remarkable precision, even at significant distances. Acrobatic characters, such as rogues or rangers, benefit greatly from these knives, as they align with their agile fighting style and hit-and-run tactics.
  • Stealth and Covert Operations: The knives are particularly useful in stealthy operations and covert missions where maintaining distance and secrecy is crucial. Assassins and spies can employ the Rune-Imbued Throwing Knives to eliminate targets swiftly and silently from afar, minimizing the risk of detection. The knives’ enhanced accuracy ensures that the strikes are precise, minimizing the chance of alerting nearby enemies.
  • Urban and Confined Spaces: The Rune-Imbued Throwing Knives find great utility in urban environments, narrow corridors, or other confined spaces where maneuverability is limited. Their ability to strike with precision allows adventurers to neutralize threats without engaging in close-quarters combat. They are especially effective in situations where quick, accurate, and deadly ranged attacks are valued, providing an advantage to those who can exploit their opponents’ weaknesses.
  • Surprise Attacks and Ambushes: The Rune-Imbued Throwing Knives excel in surprise attacks and ambushes, where the element of surprise is crucial. Adventurers can use the knives to strike unsuspecting foes swiftly and accurately, eliminating threats before they have a chance to react. Their enhanced accuracy increases the likelihood of hitting vital areas or exploiting vulnerabilities, making them a favored weapon for characters who rely on precision strikes.

The environment in which the Rune-Imbued Throwing Knives are used depends on the adventurer’s objectives. They shine in settings that allow for stealth, precision, and swift strikes. Whether it’s infiltrating enemy lairs, navigating treacherous landscapes, or engaging in urban skirmishes, these knives provide an advantage to those who can capitalize on their enhanced accuracy and acrobatic capabilities.

Ballad of Shadowhand’s Silent Flight

The fragmented whispers, gleaned from charcoal rubbings on crumbling cave walls and the barely legible etchings on ancient daggers, speak of a time shrouded in shadow, an age when the line between myth and reality blurred. They tell of the Umbral Kin, known to us, through the clumsy filter of time and translation, as the Shadow Blades.

These were not soldiers, nor mercenaries, in the conventional sense. They were phantoms, whispers in the dark, agents of a forgotten power. They moved unseen, struck without warning, and vanished without a trace. Their targets were not armies, nor fortresses, but individuals – corrupt officials, tyrannical warlords, those who abused their power and preyed upon the weak. They were a force of balance, a check on the excesses of ambition, a whisper of justice in a world deafened by the clamor of conflict.

Their leader, known only as Shadowhand, was a figure of both terror and reverence. Some say he was a master assassin, trained in the deadliest arts. Others claim he was a spirit of vengeance, given form by the collective suffering of the oppressed. Still others whispered that he was a sorcerer, able to bend shadows to his will and command the very night itself.

Whatever his true nature, Shadowhand possessed a skill that was legendary even amongst his own elusive order. He could throw a knife with such speed and accuracy that it seemed to defy the laws of physics. His blades could pierce the thickest armor, find the smallest gap in a target’s defenses, and strike with a force that belied their delicate appearance.

But even Shadowhand, master of the silent strike, recognized the limitations of mortal skill. He sought a way to transcend these limitations, to imbue his weapons with a power that would make them extensions of his own will, guided by an unerring precision.

He retreated into the heart of the Whispering Labyrinth, a network of underground tunnels said to be haunted by the spirits of forgotten assassins. There, in the absolute darkness, he meditated, seeking guidance from the shadows themselves. He fasted, he prayed, he pushed his body and mind to the very edge of endurance.

After countless days, when his senses were heightened to an almost painful degree, he received a vision. He saw a set of throwing knives, crafted not of ordinary steel, but of a metal forged in the heart of a dying star, imbued with the very essence of darkness and precision. Upon the blades of these knives, he saw a rune, not carved, but woven into the metal itself, a symbol of swiftness, accuracy, and silent flight.

The vision showed him the ritual, a complex series of movements that mimicked the flight of a hawk, the strike of a viper, the silence of the falling snow. Each movement was to be performed with absolute focus, each breath synchronized with the etching of the rune, each drop of sweat a sacrifice to the spirits of the blade.

Shadowhand emerged from the labyrinth, his body emaciated, his eyes burning with a newfound intensity. He sought out the materials he had seen in his vision. The star-metal was the most difficult to obtain, requiring a perilous journey to the summit of a volcanic peak, where fragments of a fallen meteor lay scattered amidst the smoking craters.

The etching of the rune was a painstaking process, requiring not only skill but also a deep understanding of the forces he was seeking to harness. Shadowhand worked in complete darkness, guided only by his intuition and the memory of his vision. He used a tool crafted from the sharpened bone of a shadow-panther, an animal known for its stealth and deadly precision.

When the knives were finished, they seemed to absorb the light around them, leaving only the faint, crimson glow of the runes to mark their presence. As Shadowhand held them, he felt a connection, a resonance, as if the knives were an extension of his own nervous system.

He tested the knives, throwing them at targets placed at increasing distances, in varying conditions of light and wind. The results were astonishing. The knives flew with an unnatural speed and accuracy, seeming to correct their own trajectory in mid-flight, guided by an invisible force. They pierced armor, shattered stone, and struck with a force that defied their size.

Shadowhand and his Umbral Kin used the Rune-Imbued Throwing Knives to carry out their missions with even greater effectiveness. They became legends, whispered about in hushed tones in the halls of power, feared by those who dared to abuse their authority. The knives became symbols of their order, representing their commitment to justice, their mastery of stealth, and their unwavering dedication to their cause.

But as with all things, time and entropy took their toll. The Umbral Kin, perhaps fractured by internal conflicts, or perhaps simply fading into the shadows from which they came, eventually disappeared. Their secrets were lost, their skills forgotten, their very existence questioned. The Rune-Imbued Throwing Knives, scattered across the land, became relics of a forgotten age, their true power dormant, awaiting rediscovery. Most stories and texts are lost. The few that remain, do so in part.

Moral of the Story: True power lies not in brute force, but in precision, skill, and the mastery of one’s own inner self. The tools we use are reflections of our own intentions, and can be used for good or for ill. Even the most potent weapons are useless without the wisdom and discipline to wield them effectively. The pursuit of justice, like the flight of a perfectly thrown knife, requires a steady hand, a clear eye, and an unwavering commitment to the path.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Rune-Imbued Throwing Knives

  • (Artifact)
  • Lore: Weapons crafted by a secretive cult dedicated to a minor entity associated with shadows and precision. The runes are unsettling to behold, suggesting geometries that defy Euclidean space.
  • SAN Cost: 0/1 Sanity point upon first wielding the knives. This reflects a brief, disturbing sensation of the knives guiding the user’s hand, a feeling of losing control.
  • Mechanics:
    • Damage: 1D4 + db (damage bonus) + 1. Impale.
    • Range: DEX x 3 yards.
    • Grants a +20% bonus to the wielder’s Throw skill when using these knives.
    • Uncanny Accuracy (Optional): If the wielder spends a Luck point before making a Throw attack with one of these knives, the attack automatically hits, ignoring any penalties for range, cover, or target movement (though the Keeper may still require a roll to determine the specific location of the hit).
    • Shadow Bond (Optional): Each time a knife is used to kill a sentient being, the Keeper may secretly roll 1D100. On a roll of 95-100, the wielder gains a minor obsession with shadows and darkness, or experiences a recurring nightmare related to the entity associated with the knives.
  • Build Points: 5 build points to create a custom magic item.

Blades in the Dark

Rune-Imbued Throwing Knives

  • (Fine Throwing Knives)
  • Description: A set of three perfectly balanced throwing knives, made of dark, non-reflective metal. Intricate runes, glowing faintly red, are etched along the blades.
  • Effect: When you roll Skirmish or Hunt to attack with these knives, you may choose to push yourself:
    • Take 1 stress.
    • Gain +1d to your roll.
    • Gain +1 effect level.
    • On a 1-3 result on any of the dice, suffer a complication related to the knives’ uncanny accuracy (e.g., hitting an unintended target, attracting unwanted attention, the knife becoming lodged in a difficult-to-retrieve location).
    • Quality: Fine (+1d to engagement rolls when used for ranged attacks)
  • When used gain one tick on your downtime.
  • Requires 1 load.

Dungeons & Dragons (5th Edition)

Rune-Imbued Throwing Knives

  • (Weapon, Uncommon, Requires Attunement)
  • Description: A set of three throwing knives crafted from a dark, almost weightless metal. Glowing red runes are etched along the blades.
  • Properties:
    • These are magical throwing knives. You have a +1 bonus to attack and damage rolls made with these weapons.
    • They have the Finesse and Thrown properties (range 20/60).
    • When you make a ranged attack with one of these knives, you can use your Dexterity modifier for the attack and damage rolls.
    • Immediately after making a ranged attack with one of these knives, it magically reappears in your hand.
    • While attuned to these knives you have +1 bonus to Dexterity (Acrobatics) checks
    • Guided Strike: Once per turn, when you make a ranged attack with one of these knives, you can choose to imbue it with extra magical guidance. You gain advantage on the attack roll. You can use this property a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Knave

Rune-Imbued Throwing Knives

  • Description: Three perfectly balanced throwing knives made of a dark, non-reflective metal. Glowing red runes are etched along the blades. They feel strangely warm to the touch.
  • Effect:
    • Deals 1d6 damage.
    • Advantage on any Dexterity-based saves or tests related to ranged attacks with these knives.
    • Occupies one item slot (for the set of three).
    • Uncanny Flight (Optional Rule): If the wielder rolls a natural 20 on an attack roll with one of these knives, the knife cannot miss, even if the target has total cover or is otherwise seemingly impossible to hit. The GM should describe how the knife curves, ricochets, or otherwise finds its way to the target in an improbable, yet believable, manner.
  • When worn by anyone over tier 1, for each tier above 1 the avatar suffers 1d4 of damage. (See general rules.)
  • The Avatar may use this item up to their tear level. If they use this ability above that level, then damage from overload (above) may be applied.

Fate (Core)

Rune-Imbued Throwing Knives

  • Aspect: Shadowhand’s Legacy
  • Permissions: Allows the use of the Shoot skill even in close combat, as long as the knives are used. Allows the creation of advantages related to precision and trick shots.
  • Skills Affected: +2 to Shoot when using the knives to attack.
  • Stunt: Guided Strike: Once per scene, when you succeed on a Shoot roll using the knives, you may choose to reduce the shifts of success by one to inflict a Mild Consequence on the target in addition to any stress dealt. This represents a precisely aimed strike that hinders the opponent.
  • Stunt: Once per game session the user can choose to use a Fate point (without spending it) on a successful test of Shoot.
  • Cost: 1 Refresh (representing the inherent magical accuracy and power)

Numenera & Cypher System

Rune-Imbued Throwing Knives

  • (Artifact, Level 4)
  • Form: Three throwing knives made of a dark, non-reflective metal. Glowing red runes pulse along the blades.
  • Level: 4 (Affects the difficulty of tasks related to understanding or modifying the artifact)
  • Effect:
    • Deals 4 points of damage.
    • Eases the difficulty of any Speed-based tasks involving ranged attacks with these knives by one step.
    • The knives always return to the wielder’s hand after being thrown.
  • Depletion: 1 in 1d10 each time the difficulty easing effect is used. On depletion, the runes dim, and the artifact ceases to function until repaired (a task with a difficulty of 4).
  • Cypher Option (If used as a Cypher): One-time use. For the next minute, the user gains an asset on all Speed-based tasks related to ranged attacks, and any thrown weapons automatically return to their hand. After the minute, the knives crumble to dust.

Pathfinder (Second Edition)

Rune-Imbued Throwing Knives

  • (Item 4)
  • Usage held in 1 hand; Bulk L (for the set of three)
  • Traits: Invested, Magical, Evocation
  • Description: A set of three perfectly balanced throwing knives made from a dark metal, etched with glowing red runes.
  • Activate envision (free action); Requirements: Must be used before making a Strike with knives; Effect The runes flare, granting you a +1 circumstance bonus to your attack roll with these knives.
  • These knives can be used as a magical +1 weapon.
  • You also gain a +1 item bonus to Acrobatics checks.
  • These are considered returning weapons.
  • Craft Requirements Supply a casting of true strike or a similar spell enhancing accuracy.

Savage Worlds (Adventure Edition)

Rune-Imbued Throwing Knives

  • (Minor Relic)
  • Description: Three throwing knives crafted from a dark, almost weightless metal. Glowing red runes are etched along the blades.
  • Powers:
    • Damage: Str+d4+1, AP 2.
    • Range: 3/6/12
    • RoF: 3
    • +1 to Throwing rolls made with these knives.
    • Returning: The knives magically return to the wielder’s hand at the end of their turn after being thrown.
    • Guided Flight (Optional): As a free action, once per round, the wielder can activate the runes on one knife before throwing it. This grants the knife the Accurate quality (+2 to Throwing rolls) for that throw.
  • Drawback (Optional): The wearer becomes slightly reliant on the knives’ magical guidance. If they ever throw a different type of knife or improvised throwing weapon, they suffer a -2 penalty to their Throwing roll, as they are unaccustomed to the lack of magical assistance.
  • Requires the arcane background edge.

Shadowrun (6th Edition World)

Rune-Imbued Throwing Knives

  • (Focus, Force 4)
  • Description: A set of three throwing knives crafted from a blackened, non-reflective alloy. Intricate runes, glowing with a faint crimson light, are etched along the blades. They feel perfectly balanced and almost eager to be thrown.
  • Type: Weapon Focus (Throwing Knives)
  • Availability: 12F (Forbidden – requires a license to own legally)
  • Cost: 16,000¥ (4 x 4,000¥)
  • Effect:
    • Provides a +2 dice pool modifier to all Throwing Weapons skill tests using these knives.
    • Accuracy Enhancement: The knives have an Accuracy of 7.
    • Damage: (STR+2)P, AP -1
    • They are considered magical weapons.
    • Returning: After being thrown, each knife magically reappears in a designated sheath or harness on the wielder’s person at the start of the next Combat Turn.
  • Requires Karma to activate (bond) the item.
  • While attuned to these knives you have +1 bonus to Acrobatics checks.
  • The character may not bond with another item that has the same effect.

Starfinder (Core Rulebook)

Rune-Imbued Throwing Knives

  • (Hybrid Item, Level 4)
  • Level: 4
  • Price: 2,400 credits
  • Bulk: L (for the set of three)
  • Description: These throwing knives are made from a lightweight, ultra-strong alloy. Runes, formed by microscopic energy conduits, glow red along the blades.
  • Effects:
    • Damage: 1d4+4 piercing damage.
    • Critical: Bleed 1d4.
    • Range: 30 ft.
    • They are considered operative melee weapons.
    • +1 equipment bonus to attack rolls made with these knives.
    • +1 equipment bonus to Acrobatics checks.
    • Returning: The knives have the returning weapon special property.
    • Guided Strike: Once per day, as a full action, the wielder can make a single attack with one of these knives against a target within range. This attack ignores any penalties for cover (except total cover) and concealment.

Traveller (Mongoose 2nd Edition)

Rune-Imbued Throwing Knives

  • (TL-8 Artifact)
  • Description: A set of three throwing knives made from a dark, incredibly sharp material. Glowing, red runes pulse faintly along the blades.
  • Cost: Cr16,000 (extremely rare; likely only available on the black market or from ancient ruins)
  • Weight: 0.1 kg (for the set)
  • Effects:
    • Damage: 2D6+2.
    • Range: Thrown (DEX modifier x 3 meters)
    • +2 DM to all attack rolls made with these knives.
    • Returning: After being thrown, each knife magically reappears in a designated sheath or location on the wielder’s person at the start of the next round.
    • Psionic Resonance (Optional): If the wielder has any psionic talent, the knives grant a +1 DM to any Telekinetic skill checks involving the manipulation of the knives (e.g., guiding them in flight, retrieving them).
  • Requires one week and special training to attune.

Warhammer (Fantasy Roleplay 4th Edition)

Rune-Imbued Throwing Knives

  • (Magic Item)
  • Description: A set of three perfectly balanced throwing knives, crafted from a dark, non-reflective metal. Intricate runes, glowing faintly red, are etched along the length of each blade.
  • Availability: Extremely Rare
  • Cost: 400 gc (for the set)
  • Encumbrance: 1 (for the set)
  • Effects:
    • Can be used as a ranged weapon with the following profile:
    • Range: Your SB / yards
    • Damage: SB-2
    • Qualities: Thrown, Magical
    • +10 bonus to all Tests involving the Throwing skill when using these knives.
    • +5 bonus to all Tests involving the Acrobatics skill.
    • Returning: After being thrown, each knife magically reappears in its sheath (or a designated location on the wielder’s person) at the start of the wielder’s next turn.
  • Accurate (Optional) : The weapons are considered accurate.
  • Requires Identify to learn about, after learning about this item it may be attuned.