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Beggar


The cities of Zakhara include all circles of society, but among the lowest are those who have no home and hearth, no natural family or clan, and no money for food and drink. These are the ragged, tattered Beggars. Some have been forced into poverty by circumstance, some have been born to it, and others have chosen this lifestyle in rebellion against the moneyed classes. Beggars survive on the kindness of others, on the gleaning of the harvested fields, and on the remains of market day.

Among this underclass are those who aim to do better, to improve their lot in life - whether to regain a lost position of power, to aid family and friends, or merely to seek revenge on wealthy merchants. These are the Beggar-disciples. They are heroes among Beggars and the subject of this discipline.

Role: The legends speak regularly of those who have risen from the lowliest of origins to become leaders and potentates. Such tales and the hope they generate are a driving force to Beggars who aspire to greatness. Many are sure that once they attain great wealth and power, they will aid the poor and downtrodden, ruling with wisdom and understanding. On a more immediate circle, however, Beggars must focus on day-to-day survival. Cash-poor, ill bred, and half-starved, they must strive to fill their own basic needs before campaigning for the needs of others. Gnawing hunger and intense desire lead Beggars to take risks that others would not.

Unlike sa'luks, most Beggars are generally respectful of authority - if only until that authority has its back turned. Members of this discipline treat those who have money and power well, even while they strive to share or remove their riches.

A regular feature of Zakharan myth is the king or sultan who masquerades as a tatterdemalion among his own people, to discover what they are truly saying about his rule. Beggars keep such legends alive; at a minimum, it helps make merchants think twice before kicking them out of a market stall. In addition, the hope that some newcomer is royalty in disguise is a common theme in Beggar romances.

The greatest ability of Beggar is what some call their greatest flaw: the cities are full of others who look just like them. A Beggar can disappear in a crowd or trail another person unnoticed. This is possible only in areas with a large number of Beggars; deserted oasis and the sultan's palace are not locations in which these abilities are useful.

Many Beggars, once they have attained some circle of wealth, leave their origins behind, cobbling together a different past in another city. The discipline recognises and allows this. Magic and special abilities such as the wise woman's eye may reveal the truth - that the "king" was once a Beggar, for example.

Equipment: Beggars (even wealthy ones) have relatively little in the way of equipment. A simple bowl and perhaps a musical instrument are about the limits of splendour that a Beggar can afford (or afford to reveal). Even modest clothing reduces the opportunities for begging. Any form of fancy dress negates the chance of begging entirely.

Important Attributes: Charisma

Restrictions: All non-genie races have Beggars. The more fortunate members of a nonhuman race are just as likely to ignore their less fortunate cousins as humans are, at least in the cities and settlements. Zakharan halflings are an exception. They consider all other halflings their brothers. Halflings who are "down on their luck" are to be adopted, cleaned, fed, and trained to do productive work. After that, a job is to be found for them. As a result, there are very few panhandling halflings; those who seek to improve themselves get the opportunity, while those who choose to retain their Beggarly status spend most of their time hiding from wealthier halflings.

Karma Ritual: The Beggar must successfully whine something away from another to use his Karma ritual. This need not involve actual begging, a rich Beggar-king that whines a mayor into increasing taxes has also fulfilled this requirement.

FIRST CIRCLE
Talents
  • Avoid Blow (D)
  • Begging (AQ) (D)
  • Rumour Mill (D)
  • Karma Ritual
  • Poison Resistance (D)
  • Unarmed Combat (D)
SECOND CIRCLE
Talents
  • Durability (7/5)
  • Lip Reading
  • Surprise Strike (D)
THIRD CIRCLE
Talents
  • Conceal Weapon (D)
  • Disguise (D)
FOURTH CIRCLE

Disappear in Crowds: By making a Begging roll against the highest Spell Defence among those looking for him, the Beggar can make himself totally undetectable in a crowd.

Talents
  • Taunt
  • Thread Weaving (D)
FIFTH CIRCLE

Karma: The Beggar may spend Karma on any action involving Charisma only.

Talents
  • Arcane Mutterings
  • Perceive Station (AQ)
SIXTH CIRCLE

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

Talents
  • Detect Weapon
  • Melee Weapons
SEVENTH CIRCLE

Karma: The Beggar may spend a Karma point on any roll involving Perception only.

Talents
  • Mimic Voice (D)
  • Survival (AQ) (D)
TH CIRCLE

Spell Defence: Increase the Beggar's Spell Defence by one.

Talents
  • Resist Taunt (D)
  • Shackle Shrug (AQ)
NINTH CIRCLE

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

Talents
  • Graceful Exit (EDC)
  • Pick Pockets
  • Slough Blame (EDC) (D)
TENTH CIRCLE

Karma: The Beggar may spend karma on any action involving Dexterity or Perception only.

Talents
  • Gain Surprise (EDC)
  • Invoke Fate (AQ)
ELEVENTH CIRCLE

Recover Tests: The Beggar gains one additional Recovery Test per day.

Karma: The Beggar may always spend Karma on any initiative roll, even if it is based on a talent.

Talents
  • Escape Divination (AQ) (D)
  • Evidence Analysis
TWELFTH CIRCLE

Fool's Gift: The Beggar can use Begging to make another part with an item he is holding in his hand. Make a begging roll against the target's Social Defence. An average success is required for everyday items. A tool in use (such as a weapon) requires a good success. A valuable or exceptional item (such as a magic potion or favourite weapon) requires an excellent success, while a heirloom or thread item requires an extraordinary success. It is apparent to all present that the victim gave the item away, but the target will come to his senses at the end of the round, and might seek to recover his item. This might of course be socially incorrect, as well as practically impossible.

Talents
  • Empathic Sense
  • Power Mask (AQ) (D)
THIRTEENTH CIRCLE

Recovery Tests: The Beggar gains one additional Recovery Test per day.

Talents
  • Impossible Hide (AQ) (D)
  • Swimming (AQ)
FOURTEENTH CIRCLE

Karma: The Beggar may spend karma on any action involving only an attribute.

Talents
  • Administration (AQ)
  • Vitality (EDC)
FIFTEENTH CIRCLE

Physical Defence: Increase the Beggar's Physical Defence by two.

Social Defence: Increase the Beggar's Social Defence by one.

Talents
  • Astral Pocket (EDC)
  • Genie Binding

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