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Askar


Askars (AH-skarz) are the most common warriors of the Land of Fate, native to permanent settlements of any size. Intelligent and social, they are the backbone of defence, protecting their families, homes, and eventually even their countries.

Role: Askars are citizens with fighting skills. Most warriors start this way‹from rank-and-file soldiers to caravan guards to palace officials. Usually of common beginnings, Askars can rise to well-respected positions through ability and prowess. Some even become rulers.

Members of this discipline are more urbane and socially acceptable than other breeds of warriors. Even Askars of rival villages, cities, or states share the bond of a similar background, which facilitates trade and communication. Askars tend to be more literate than warriors who are less settled. Merchants in particular hold Askars in high regard, as they are dependable, predictable, and straightforward. In general, Askars can be entrusted with missions of great import.

These warriors have but one flaw worth noting: a tendency toward chauvinism and provincial attitudes. Most Askars believe that their respective homelands and cities are the finest in the world, to the exclusion of all others. At times the result can be serious, particularly in drinking establishments where patriotism runs as thick as the koumiss (a fermented drink) runs thin. This is normally a minor fault, however, easily forgiven by the wise.

Equipment: Askars are not formally limited in their selection of weapons or armour, but common sense should dictate which equipment is appropriate to a warm clime. They prefer the scimitar and spear as armaments. Unlike regular Swordmasters, Askars can use any weapon, only specialising in the sword at higher circles.

Important Attributes: Dexterity and Charisma

Restrictions: Members of every race are represented among the Askars. They work side by side; there are no special units or quarters for any given race. Askars tend to judge others by where they come from instead of their height or facial characteristics. To them, an educated, urbane background matters much more than one's race.

Karma Ritual: To perform his Karma ritual, the Askar fences against imaginary opponents. He fights the first few duels as silent, simple exercises. In the final duel of the ritual, the Askar provides sound effects, acrobatic moves, and even swashbuckling dialogue. The ritual is completed when the last foe falls.

Artisan Skills: Acting, Sculpture, Weapon Carving, Poetry.

FIRST CIRCLE
Talents
  • Avoid Blow (D)
  • Karma Ritual
  • Maneuver (D)
  • Melee Weapons (D)
  • Taunt
  • Wound Balance
SECOND CIRCLE
Talents
  • Durability (7/6)
  • Riposte (D)
  • Throwing Weapons
THIRD CIRCLE
Talents
  • Heartening Laugh
  • Missile Weapons
FOURTH CIRCLE

Karma: The Askar may spend a Karma Point on any action using Dexterity only.

Talents
  • Thread Weaving (D)
  • Trap Initiative
FIFTH CIRCLE

Karma: The Askar may spend a Karma Point to increase the damage of any attack made with a sword.

Talents
  • Second Weapon (D)
  • Winning Smile
SIXTH CIRCLE

Social Defence: Increase the Askar's Social Defence by 1.

Talents
  • Disarm (D)
  • Speak Language
SEVENTH CIRCLE

Physical Defence: Increase the Askar's Physical Defence by 1.

Talents
  • Resist Taunt
  • Second Attack (D)
EIGHTH CIRCLE

Karma: The Askar may spend a Karma Point on any action using Willpower only.

Talents
  • Anticipate Blow (D)
  • Engaging Banter
NINTH CIRCLE

Initiative: Increase the Askar's Initiative dice by 1 step.

Spell Defence: Increase the Askar's Spell Defence by 1.

Talents
  • Administration (AQ)
  • Called Shot (D)
  • Pin (D)
TENTH CIRCLE

Karma: The Askar may spend a Karma Point on a Recovery Test.

Recovery Test: The Askar gains 1 additional Recovery Test per day.

Talents
  • Critical Hit
  • Whirlwind (D)
ELEVENTH CIRCLE

Karma: Increase the Askar's Maximum Karma Points by 25.

Recovery Test: The Askar gains 1 additional Recovery Test per day.

Talents
  • Quickblade
  • Shield Beater (D)
FTH CIRCLE

Social Defence: Increase the Askar's Social Defence by 1.

Spell Defence: Increase the Askar's Spell Defence by 1.

Talents
  • Defence
  • Life Check
THIRTEENTH CIRCLE

Keen Blade: For a permanent cost of 2 points of damage, the Askar may use blood magic to increase the damage step of one weapon by 3 steps. In the event that this weapon is lost or destroyed, the Askar regains the 2 permanent Damage Points a year and a day after the weapon leaves his or her possession.

Talents
  • Champion Challenge
  • Spirit Strike
FOURTEENTH CIRCLE

Recovery Test: The Askar gains 2 additional Recovery Tests per day.

Spell Defence: Increase the Askar's Spell Defence by 1.

Talents
  • Matrix Strike (D)
  • Multi-Strike
FIFTEENTH CIRCLE

Social Defence: Increase the Askar's Social Defence by 2.

Spell Defence: Increase the Askar's Spell Defence by 1.

Talents
  • Ethereal Weapon (D)
  • Vital Strike

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Copyright © 1998 and onwards, Carl Cramér. Page downloaded times. Last update Thu, Dec 21, 2000.