CRAFTWORLD ELDAR Most Eldar, with the exception of the Exodites, do not live on planets but on huge gigantic spaceships called Craftworlds. They never come into human contact, unless by chance or when fighting them in battle. Only the Outcasts have frequent dealings with other races. Craftworld Eldar encompass all of contemporary Eldar society: actors, artists, bonesingers, dancers, healers, poets, and the fearsome Aspect Warriors, to name but a few. These people are the true Eldar and epitomise everything one would expect of them. Many are hedonistic, others are arrogant or just plain ignorant of other races.
Every Eldar is trained and ready to fight, forming Guardian Squads in battle. The Guardian career has the most possibilities, and it is only that career, for example, that allows an Eldar to become a Harlequin (because troupes of Harlequins tend to perform only on craftworlds). Indeed most careers, with the exception of the Outcast, will require that an Eldar go back to his Craftworld to train. This could mean that an Eldar player is absent from at least one game session as he travels through the webway to his craftworld. Of course, any non-Eldar cannot accompany the Eldar PC. It is also feasible for a player to always remain a Craftworld Eldar, though he will find himself constantly hopping from craftworld to the adventuring environment to receive the necessary training. CRAFTWORLD ELDAR INITIAL CAREER CHART Although there may seem to be few basic careers for Eldar characters their life is based upon the 'paths'. Their cycle of life is not linear like a Human's, for the Eldar follow paths that allow them to experience different facets of life. Each Eldar career points to a different path and it is possible for an Eldar to move from path to path to widen their knowledge, skills and understanding. Each path has its own set of careers (see below, The Eldar Paths).
Note that the Guardian career, as explained below, encompasses a wide variety of aspects and individual careers too numerous to add to this section. ADVANCE SCHEME An Eldar player character takes one free advance from his associated advance scheme, as normal, for a starting PC. Skills Any skills which states '% chance of' can be bought using EPs if a player failed to achieve the 'right' D100 result. BONESINGER The basis of Eldar technology is unique to the Eldar. No other race has succeeded in replicating their technology. The materials they use are based upon psycho-technic engineering and the manipulation of mental energy. The materials are mutile psycho-plastics which can be formed into solid shapes under psychometric pressure. The individuals that are skilled in achieving all of this are the Bonesingers. Advance Scheme
Skills: Engineering; Evaluate; Machine Code; Psychic Sense; Rune Lore. Trappings: Robes; Laspistol. Career Exits: Guardian; Outcast; Bone Seer level 1. GUARDIAN Every Eldar is trained and ready to fight if need be and the Guardians are the Craftworld's most numerous body of fighting troops. They are primarily a defensive force, ready to defend their Craftworld against direct attack. They support the formidable Aspect Warriors in battle. Guardians comprise all aspects of Eldar society. They are actors, artists, dancers, musicians, poets, singers, teachers, and traders, to name but a few. Some Guardians will be good enough to walk the Path of the Warrior to become one of the elite Aspect Warriors, whilst others might even leave their Craftworld altogether. Advance Scheme
Skills: Astronomy; 75% chance of Musicianship; 50% chance of Dance; 50% chance of Sing; 35% chance of Acting; 35% chance of Art; 25% chance of Mimic; 25% chance of Specialist Weapon - Heavy Weapons; 25% chance of Specialist Weapon - Shuriken Weapons; 15% chance of Drive; 15% chance of Pilot; 15% chance of Public Speaking; 10% chance of Acrobatics; 10% chance of Haggle; 10% chance of Identify Plants; 10% chance of Medic. Trappings: Mesh armour; Lasgun or Shuriken Catapult (if specialist weapon skill is obtained or GM's discretion); Hand weapon; 25% chance of Laspistol. Career Exits: Aspect Warrior; Bonesinger; Harlequin; Healer; Outcast; Exodite Tribesman. HEALER Healers fill the roll of surgeons or physicians in Eldar society be it Craftworld or Exodite world. They use a combination of psycho-technic and psycho-conductive techniques. Where surgeons could drill holes to release the pressure of a blood clot, healers will instead use psycho-technics in order to heal an individual perfectly without leaving a single scar. Psycho-technic surgery also reacts very well with the Eldar body, so much so that even potentially fatal wounds can be healed relatively quickly and at little cost to the patient. Advance Scheme
Skills: Cure Disease; Heal Wounds; Herb Lore; Identify Plants; Medic; Psychic Sense. Trappings: Robes; Laspistol. Career Exits: Bonesinger; Guardian; Outcast; Spirit Seer level 1. THE ELDAR PATHS Eldar society is very formalised and restrictive, and all Eldar pursue what is called the Eldar path. The Eldar path is a system of learning and experience which hones the Eldar mind and temperament in a carefully controlled way. There is no single path, but actually many individual and different paths offering a variety of experiences. Whatever path fate directs them onto, an Eldar is guided by accomplished masters and their progress is carefully watched as their skills develop. Such rigour and constriction is unimaginable to a human, for it involves self control and mental discipline that they would find impossible. The paths that Eldar players will deal with are briefly explained below. The Path of the Laughing God is chosen by few Eldar as the Harlequins, even to other Eldar, are known as strange people. They journey from Craftworld to Craftworld to perform dances that correspond to aspects of Eldar history. Any Eldar can tread this path, however the only restriction is that an Eldar must have either Dance, Juggle, Musicianship, or Sing before he does so. The Path of the Outcast is sometimes called the Way of Danger. It is a path that is trod once an Eldar becomes wiser or more experienced. The urge to explore will come suddenly to an Eldar and he will feel it time to leave his Craftworld, or Exodite world. The Outcast careers include the following: Avenger, Corsair, and Ranger. Briefly, these careers are explained below. Avengers are Outcasts that specialise in assassination, or are mercenaries, agents, or bounty hunters. Corsairs are basically pirates and buccaneers. They are usually flamboyantly dressed and sail the seas of space looking for ships to plunder. Occasionally they will hire themselves out as bodyguards to anyone that can afford them. Rangers are Outcasts whose main speciality is subterfuge. They can often be found in Eldar hosts playing the role of scouts and saboteurs. They prefer to shoot their enemy from long range, which they are especially good at. The Path of Righteousness does not call many Eldar. It is a strange path that pulls the individual to one of the Exodite worlds. Once there the Eldar becomes part of an Exodite tribe and will spend the next few years in a life of toil and hard work. The Path of the Seer is also known as the Witch Path. It is a dangerous path, for psychic phenomena are intimately connected with warp space with all its attendant perils. An Eldar Seer acquires his skills slowly and carefully, for to proceed too quickly would be to invite the most heinous damnation. Daemons lurk on the other side of the warp ready to pounce upon the mind of an over ambitious Seer and devour his spirit. An Eldar player will proceed onto the Path of the Seer once he reaches Bone Seer, Healer, or Warlock level 1. Once a Seer reaches level 2 he may never leave the path and the only way forward is to reach level 4. The Path of the Warrior calls to most Eldar at some time in their long lives. Both male and female Eldar may take this path. Unlike some of the other Eldar paths, that of the Warrior is divided into many separate ways. Each of these is called a Warrior Aspect, and represents a different facet of the Eldar War God Kaela Mensha Khaine. Every Aspect differs in its methods of warfare, and many offer specialist skills designed for specific battlefield roles. Exactly what draws and Eldar onto the Path of the Warrior is uncertain. Perhaps it is the recognition of an innate destructive impulse which is only ritual training and combat can purge. An Eldar player will proceed onto the Path of the Warrior once he becomes an Aspect Warrior.
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