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Sa'luk


Sa'luk (sah-LUKE) are free adventurers, owing ties to no one and nothing. They pass freely from the wild cultures of the desert and the steppe to those of the city and the sea and back again with ease. They tend no herds, raise no crops, and produce no craft. They are freebooters, con artists, and swindlers. They survive by tricking, robbing, or simply outsmarting those who have greater riches.

Sa'lukes learn early to be self-reliant and how to steal. They draw power from their self-confidence and the knowledge that they must depend only on themselves. The abundance of rumours governing Sa'luk guilds means such groups do, in fact, exist, but the proof or disproof of their reality remains a secret.

Role: Sa'luks are traditionally without property or possession. Their lack of material ties gives them a mobility that many other classes and disciplines lack. In a sense, all rogues become Sa'luks when they follow the free-wheeling path of adventure, living fully and for the moment. Hence, this discipline represents the least specialised rogue of all - the common thief who is quite happy to survive by theft and finesse.

Sa'luks tend to think little of the moneyed classes. When they have a bit of gold themselves, they often spend it on baubles. Should they find great wealth, they may buy estates, throw great parties, and shower others with gifts. Once their funds are exhausted, the scoundrels disappear into the night (leaving unhappy creditors behind). Starting fresh in a different location, they begin to amass yet another fortune. If in the process the Sa'luks can embarrass a few merchants, and perhaps topple a despotic regime, so much the better.

Equipment: Most Sa'luks travel light, carrying only their thieving tools and a few forged documents (if they are capable of reading). Male or female, the successful Sa'luk may also wear a sash with gems sewn into the lining for "emergencies." Sa'luks often masquerade as beggars or warriors if it furthers their goals. Such deceptions have given members of this discipline a bad reputation. Imitating a fighter is much easier in Zakhara than in parts north, because very few warriors wear heavy armour in this warm clime.

Important Attributes: Dexterity and Perception

Restrictions: Members of any race may be Sa'luks. Humans are well represented, as are dwarves, elves, and half-genies. Halflings who choose to be Sa'luks are often very proud of their position, and direct their own thieving activities against the larger, slower races. Ogres might seem hilarious as thives, but can be very effective as the strong arm in a team. Members of this discipline may be of either gender. The unisex title is Sa'luk. The optional feminine title is Sa'luka (sah-LOO-kah). The plural, Sa'luks, has been anglicised.

Karma Ritual: To perform his Karma ritual, a Sa'luk must sit by himself in a darkened area and concentrate on the knowledge that he is alone in the world and must rely first and foremost only on himself. With this firmly established in his heart and mind, the Sa'luk uses one of the following talents: Silent Walk, Lock Pick, Picking Pockets, or Lock Sense. The ritual ends as soon as the Sa'luk successfully uses the talent.

Artisan Skills: Acting, Poetry, Calligraphy, Sculpture, Storytelling.

FIRST CIRCLE
Talents
  • Climbing (D)
  • Karma Ritual
  • Melee Weapons
  • Picking Pockets (D)
  • Silent Walk (D)
  • Surprise Strike (D)
SECOND CIRCLE
Talents
  • Avoid Blow (D)
  • Durability (6/4)
  • Lock Sense (D)
THIRD CIRCLE
Talents
  • Fence (D)
  • Lock Pick (D)
FOURTH CIRCLE

Karma: The Sa'luk may spend a Karma Point on any action using Perception only.

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

Spell Defence: Increase the Sa'luk's Spell Defence by l.

Talents
  • Disarm Mechanical Trap (D)
  • Detect Trap (D)
SIXTH CIRCLE

Social Defence: Increase the Sa'luk's Social Defence by 1.

Talents
  • Evaluate (D)
  • Throwing Weapons (D)
SEVENTH CIRCLE

Evaluate Metal: At the cost of 1 Strain Point, the Sa'luk may make a Perception Test against the Spell Defence of a metal. A successful test reveals to the Sa'luk the type of metal, wheter it is magical, and its approximate value.

Talents
  • Conceal Weapon (D)
  • Disguise
EIGHTH CIRCLE

Physical Defence: Increase the Sa'luk's Physical Defence by 1.

Talents
  • Disarm Magical Trap (D)
  • Winning Smile (D)
NINTH CIRCLE

Karma: The Sa'luk may spend a Karma Point on a Recovery Test.

Spell Defence: Increase the Sa'luk's Spell Defence by 1.

Talents
  • Detect Weapon
  • Lip Reading (D)
  • Wound Balance
TENTH CIRCLE

Shadowcloak: To create a shadowcloak, the Sa'luk needs a shadow and his Thread Weaving talent. A result of 10 or better on a Thread Weaving Test means the Sa'luk creates the cloak. Creating a shadowcloak takes 1 minute. Attempts to spot or otherwise sense a shadowcloaked Sa'luk have their difficulty increased by two.

Talents
  • Cobra Strike
  • Slough Blame
ELEVENTH CIRCLE

Physical Defence: Increase the Sa'luk's Physical Defence by 2.

Talents
  • Speak Language
  • Sprint
TWELFTH CIRCLE

Recovery Test: The Sa'luk gains 1 additional Recovery Test per day.

Social Defence: Increase the Sa'luk's Social Defence by 1.

Talents
  • Bank Shot (D)
  • Sense Poison
THIRTEENTH CIRCLE

Spell Defence: Increase the Sa'luk's Spell Defence by 2.

Thieves Tongue: For 1 point of Strain, a Sa'luk may speak for one minute in Thieves Tongue. While Thieves Tongue makes perfect sense to the people spoken to (no more people than the Sa'luk's Speak Language step), it sounds like lilting gibberish to anyone else. An eavesdropper may try to decode the speech by making either a Perception or Spellcasting Test against the Spell Defence of the Sa'luk using Thieves Tongue. An Excellent success or better means the eavesdropper understands what is being said in Thieves Tongue.

Talents
  • Called Shot
  • Chameleon
FOURTEENTH CIRCLE

Karma: Increase the Sa'luk's Maximum Karma Points by 25. The Sa'luk may spend a Karma Point on any action using Dexterity or Willpower only.

Talents
  • Defence
  • Quickblade
FIFTEENTH CIRCLE

Social Defence: Increase the Sa'luk's Social Defence by 1.

Shadow Heal: By spending 2 Karma Points, the Sa'luk can use the Shadow Heal ability. The Sa'luk must be wrapped in a shadowcloak when using this ability. The player rolls the Sa'luk's Karma dice for the two points expended. The result of the dice roll is the amount of damage healed through Shadow Heal. Each use of this ability also heals 2 Wounds. The shadowcloak tatters and melts away as Shadow Heal is used.

Talents
  • Gain Surprise
  • True Sight

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