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House Rule - ELDAR OUTCAST PATH RULES

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House Rule - ELDAR OUTCAST PATH RULES Empty House Rule - ELDAR OUTCAST PATH RULES

Post by The Hive Mind Mon Dec 23, 2013 5:16 pm

ELDAR OUTCAST PATH RULES

House Rule - ELDAR OUTCAST PATH RULES Z

Yes!  I know, but if you can be an Orc or even a Kroot, i thought why not an Eldar. This is based on the Dark heresy makeup so obviously you would level up to an experience near the rest of the party.

The purpose of this document is to outline rules for creating the only viable path available to an Eldar that would take part in a campaign based in the Rogue Trader setting; the Path of the Outcast. Eldar follow normal rules except where stated.

STAGE ONE: HOMEWORLD

Three options are presented here for an Eldar Character for choice of homeworld.

TABLE 1-1: RANDOM HOME WORLD
Roll Result
(D100)
01-15 Exodite World: Exodites are tougher and more perceptive than those with easier lifestyles, like Eldar from Craftworlds.
16–75 Craftworld: Craftworld Eldar can come from any of the Eldar Craftworlds, but they are typically well-rounded and disciplined; before leaving, that is.
76-100 Pirate Born: Eldar born in the void typically have pirate origins. They rely more on luck to make it far than most Eldar.

Regardless of homeworld, all Eldar have common traits.

ELDAR SKILLS
Acrobatics (Ag), Awareness(Per), Common Lore (Eldar) (Int), Dodge(Ag), Silent Move(Ag), Speak Language (Eldar) (Int),

ELDAR TALENTS
Hard Target, Pistol Training (Universal), Melee Weapon Training (Universal)

STARTING TRAITS
Keen senses, Non Imperial, Matchless Grace, Speak not unto the Alien.

Naturally Psychic
All Eldar, in some manner, have the ability to manipulate mental energies. Some, as in humans, have this more than others, but all have
at least some connection to their own psychic energies.
Benefit: Eldar treat Psyniscience as a Basic Skill and gain a +10 bonus to any Psyniscience Skill checks.

Spirit Stone
All Eldar are granted a stone at birth that is attuned to them and will stop their soul from crossing into the warp when it leaves the body. Eldar know that if they ever lose this stone their fate is sealed.
Penalty: You carry a Spirit Stone. You will guard this Waystone with your life and will pursue any measure necessary to retrieve it
should it ever be lost, for you know this alone keeps you from the predations of the Great Enemy.

EXODITE WORLD
Eldar Exodites live on the fringes of the galaxy, meting out a tougher day-to-day existence of living off the land than most Eldar do, similarly to a Feral Worlder from the Imperium of Man. Unlike the Imperium of Man, Exodites do not live this way out of necessity, but out of choice, choosing to keep their inherent chaotic nature at bay through hard work and self-sacrifice. Characters from Exodite worlds could have found their way off-world through a variety of means. They could have been visited by a group of famed Eldar Corsairs or perhaps even Eldar from a Craftworld and were too intrigued by tales of what lied beyond not to go. Perhaps they simply tired of the ‘simple life’, as it were, and wished to seek out something more. Either way, the skills learned early in life will carry on.

EXODITE WORLD SKILLS
Exodites are raised to be in harmony with the animals that assist in their living. Exodites gain the Wrangling (Int) skill.
EXODITE WORLD TRAITS
Exodites gain the following Traits. Record all of these on your character sheet.

Primitive
Exodites live under a voluntary regime of self denial and basic living. Whilst they have not completely shunned technology, they know less than would an Eldar from a Craftworld.
Penalty: You take a -10 penalty on Tech-Use (Int) tests and a -10 penalty to Fellowship tests made when dealing with non-Exodites.

Strong-Willed
Your early life of self-denial has left its mark on you. Benefit: You gain +3 Willpower.

Wary
Exodites are constantly on the lookout for danger, be it natural or otherwise.
Benefit: Exodites gain a +1 bonus to Initiative rolls.

Wilderness Savvy
Exodites are accustomed to hunting and gathering their food.
Benefit: Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for Eldar Exodites.


Last edited by The Hive Mind on Wed Dec 25, 2013 5:24 pm; edited 2 times in total
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House Rule - ELDAR OUTCAST PATH RULES Empty CRAFTWORLD BORN

Post by The Hive Mind Mon Dec 23, 2013 5:27 pm

CRAFTWORLD
Before the Fall, the space-cities that were called the craftworlds fled from the encroaching cataclysm, carrying a tiny proportion of the Eldar race to safety and permanent exile.
Each craftworld originated from one or more of the ancient Eldar planets. Over the centuries, the craftworlds’ occupants sought out other surviving Eldar amongst the far-flung Exodite colonies, and even began to settle new worlds of their own. In this way the paths of Eldar and Mankind met for the first time and Humans became acquainted with the most ancient and enigmatic of the galaxy’s living races. The names of the greatest craftworlds were soon heard upon human lips: Alaitoc, Iyandan, Beil-Tan, Saim Hann and Ulthwe. Yet to this day it is doubtful that more than a few humans have ever set foot upon an Eldar craftworld.
Eldar who originate from craftworlds are likely to have left due to the strict and harsh lifestyle enforced there. Some leave because they have yet to see the wisdom of the paths, but others because they know they must exercise their wanderlust before they can return.

CRAFTWORLD SKILLS
Eldar who were born on Craftworlds are forced into a path at an early age, and may choose a single Trade skill (GM’s approval).

CRAFTWORLD TRAITS
Craftworld-Bound
Your early life exposed you only to the giant cities of the Eldar, and you are hopelessly lost in ‘less natural’ conditions.
Penalty: You take a -10 penalty to all Survival (Int) tests, and while out of the reach of civilization (e.g., places without manufactured goods, solid ceilings, and electrical power) you take a -5 penalty to all Intelligence tests.

Erudite
You possess a vast knowledge of Eldar history and tactics.
Benefit: Craftworld Eldar characters treat Common Lore (War) (Int) and Forbidden Lore (Psykers) (Int) as Basic Skills.

Strong-Willed
Your early life of strict discipline has left its mark on you.
Benefit: You gain +3 Willpower

Techwise
The mysteries of technology are not so mysterious to those who live on craftworlds.
Benefit: Tech-Use (Int) is a Basic Skill for you.
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House Rule - ELDAR OUTCAST PATH RULES Empty PIRATE BORN

Post by The Hive Mind Mon Dec 23, 2013 5:32 pm

PIRATE BORN

The wildest of all the spacefaring Eldar become corsairs and raiders. They often continue to trade and visit their craftworld or the Exodite worlds whilst plundering the ships of Humans, Orks, and even other Eldar. They even sometimes hire out their services to alien races, while many voyages of exploration soon become military ventures. As home and the Eldar path become increasingly remote, the naturally wild and amoral character of the Eldar resurfaces. Eldar pirates are quick tempered and unpredictable, equally inclined to magnanimity and wanton slaughter.
Pirate born characters did not choose this life but were born into it. Regardless of how they move forward they will carry some of their lessons and habits with them.

PIRATE BORN SKILLS
Eldar who were born on ships that traverse the webway do not find the mysteries of the webway to be so mysterious, and gain the Forbidden Lore (Webway) (Int) and Navigation (Webway) (Int) skills.

PIRATE BORN TRAITS
Chaos Unchecked
Your lack of discipline early in life has left you more susceptible to the lures and powers of chaos.
Penalty: You take a -5 on all tests made to resist psychic powers that charm or deceive.

Free Spirited
Though Eldar Pirates adhere to strict ship discipline, personal discipline is a bit more lax.
Benefit: Pirate Born Eldar gain a +5 bonus to Carouse (Toughness), Charm (Fel) and Deceive (Fel) tests.

Shipwise
Birthed in the depths of a spacefaring craft, you have a natural affinity for such vehicles.
Benefit: Navigation (Stellar) (Int) and Pilot (Spacecraft) (Ag) are Basic Skills for you.

Void Accustomed
Due to your spacefaring childhood, you find yourself unphased by changing gravity.
Benefit: You are immune to space travel sickness. In addition, zero- or low-gravity environs are not considered Difficult Terrain for you.
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House Rule - ELDAR OUTCAST PATH RULES Empty GENERATE CHARACTERISTICS

Post by The Hive Mind Mon Dec 23, 2013 5:38 pm

STAGE TWO: GENERATE CHARACTERISTICS

TABLE 1-2: GENERATING CHARACTERISTICS

Weapon Skill (WS) 2D10+ 25
Ballistic Skill (BS) 2D10+ 25
Strength (S) 2D10+ 25
Toughness (T) 2D10+ 20
Agility (Ag) 2D10+ 30
Intelligence (Int) 2D10+ 25
Perception (Per) 2D10+ 30
Willpower (WP) 2D10+ 25
Fellowship (Fel) 2D10+ 20


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House Rule - ELDAR OUTCAST PATH RULES Empty CAREER PATH

Post by The Hive Mind Mon Dec 23, 2013 5:58 pm

STAGE THREE: CAREER PATH

Eldar who find themselves drawn into consorting with the Imperium of Man and would work with Rogue Traders come almost entirely from the Path of the Outcast. Whilst it is not entirely unreasonable for Eldar from the Path of the Warrior or the Path of the Seer to work with Rogue Traders (such things have happened), that type of occurrence is even rarer. As such, the Path of the Outcast is the only path available to those wishing to travel with a Rogue Trader in the Koronos Expanse.

OUTCAST
“The young do not desire the discipline of the Path, but rather their curiosity drives them to try every fruit from the tree. Thus it is that so many take the Path of Wandering or the Path of Damnation in their first years of adulthood, and so the great tragedy of our kind is played out again and again as the number of our people shrink from generation to generation.”
― Kysaduras the Anchorite

The wanderlust that lurks in the heart of every Eldar can be expressed in many forms. Some Eldar leave for the distant Exodite worlds, living for many years among the Exodites, though they are rarely ever truly accepted by their hosts. Other Outcasts become Rangers, and travel from world to world to experience the glories and perils of the galaxy. These Rangers send news to the craftworlds whilst adventuring for ancient treasures and spiritual enlightenment. Many Eldar simply lose themselves in the webway, occasionally to be
found by the Harlequins or drifting towards the nightmare city of Commorragh. Whatever their exploits when they are away, if an Eldar returns to the craftworld and steps upon the path again, all earlier misdeeds are forgotten as they take up their disciplined life once more.
Eldar Outcasts can be many things, and to each Outcast it is different, but all must learn to survive or they will surely perish, for the galaxy is a harsh place for a single, lonely soul. Because Outcasts so often end up dealing with the Imperium of Man, they often learn Low Gothic (some choose to learn High Gothic) so that they might communicate. Should the lines of communication break down, they are also skilled in the use of Eldar weaponry.

Starting Skills: Speak Language (Low Gothic) (Int) or Speak Language (High Gothic) (Int), Awareness (Per), Common Lore (Imperium) (Int).

Starting Talents: Melee Weapon Training (Primitive), Basic Weapon Training (Las) or Basic Weapon Training (Shuriken), Pistol Weapon Training (Shuriken), Sprint.

Starting Gear: Best craftsmanship Shuriken Pistol, or Good Craftmanship Shuriken Catapult or Common Craftmanship Ranger Long Rifle. Best Craftmanship mono sword or Common Craftmanship Power sword. Xeno Mesh Armour, microbead, Eldar clothing, Charm (Wraithbone).

WOUNDS
Eldar characters begin play with wounds based off of their homeworld choice.

TABLE 1-3: STARTING WOUNDS

Eldar Outcasts characters roll 1d5+1 and add twice their starting toughness to determine their starting wounds.

FATE POINTS
Some Eldar are destined for great things, and the surviving Eldar gods may yet help see them on. Despite this, the Eldar race is dying, and such blessings seem in short supply these days.

TABLE 1-4: FATE POINTS
All Eldar Outcast characters start with 1 Fate point.

GEAR
Normally no Eldar would have to resort to buying his gear for war, with the homeworld industries providing everything those on the Path of the Warrior require. Outcasts, however, must often acquire gear through their own guile and are forced to carry the local currency. For Eldar characters in the Calixis or Koronus Sector, this is the Imperial Throne.
Eldar equipment is difficult to come by in the Imperium, yet not impossible, even though in some circles owning or selling this type of gear is punishable by execution. Fortunately for Outcasts, the monetary incentive is enough to ensure that somewhere on any given planet with enough citizens there are traders who will sell ‘acquired’ Eldar gear. An eldar will always seek out Eldar weaponary over the Mon-Keigh's primitive weaponry and are prone to shunning them in except the direst of circumstances. An Eldar outcast sporting Mon-Keigh technology is usually ridiculed by there own kind and referred to as pets of the Mon-Keigh by said eldar kin.


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House Rule - ELDAR OUTCAST PATH RULES Empty BRINGING YOUR CHARACTER TO LIFE

Post by The Hive Mind Mon Dec 23, 2013 6:20 pm

At first glance the Eldar are physically similar to Humans, although on closer examination there are several differences. They have longer, cleaner limbs and elegant features with penetrating, slanted eyes. Their ears are pointed, and their fine, alabaster skin is without blemish. The most fundamental difference can be seen when the Eldar move, for they radiate an inhuman elegance.
Eldar are an inherently genetically stable species, having been relatively unchanged for countless millennia. As such, there are likely to be fewer differences between any given Eldar than any given Human, with only the most obvious features such as eye color, hair color, height and slight variation in build differentiating one Eldar from another, at least insofar as a Human is concerned.

NATURAL PSYCHIC TALENTS

As far as is possible to tell, the Eldar have always been a psychic race. This manifests itself in a variety of unusual talents. One natural
ability which is common to many Eldar is called psychomorphism by the human Xenobiologists of the Imperium. In crude terms this gives them the ability to shape matter and create simple artefacts from raw materials. More complex things can be made by several individuals
working together or with the aid of forging machines to enhance the creative process. Eldar can also move small objects by a form of
psychokinesis and it is by this means that they build their most sophisticated devices.
Some Eldar can influence the structure of growing matter by a form of empathic telepathy. This empathic ability may have been articularly important during the early development of the Eldar race enabling them to promote the fruitfulness of edible crops and reshape the growth of trees to make simple shelters. During their primitive evolutionary stage the Eldar undoubtedly benefited greatly from these skills.
The first Eldar villages and towns are supposed to have been living structures grown from trees, often covering many square miles and reaching high into the air. Structures like this can still be found on worlds colonised by the Eldar in later times.
The exact game effect of any of these powers is left entirely up to the GM, but every Eldar player should roll once on the following
table to determine what level of these innate traits is possessed. Using any of them does not require rolling dice to manifest the power.

TABLE 1-5: INNATE PSYCHIC POWERS
Roll Result
(D100)
01-60 Psychokinesis: You have the ability to move tiny objects with great dexterity using only mental force.
61-95 Psychokinesis: As above.
Psychomorphism: You have the ability to shape small amounts of raw materials (raw elements) to create simple artifacts.
96-100 Psychokinesis: As above
Psychomorphism: As above
Empathic Telepathy: You can influence the structure of growing matter.
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House Rule - ELDAR OUTCAST PATH RULES Empty PATH OF THE OUTCAST

Post by The Hive Mind Mon Dec 23, 2013 6:25 pm

PATH OF THE OUTCAST

Sometimes the rigid constraints of the Eldar path are intolerable even for an Eldar to bear; such individuals leave their craftworlds and
become Outcasts. Many Eldar spend years or decades as Outcasts before they return to the Eldar path. Outcasts must bear the terrible burden of their heightened Eldar consciousness without the protection of the Eldar path. Set free within the universe they are dangerously vulnerable. Their psychically sensitive minds are a beacon to the predatory daemons and in particular to the Great Enemy Slaanesh. Only Eldar of especially strong character can survive for long as Outcasts. After years of adventure and wandering, or sailing the seas of space aboard the pirate fleets, most Eldar eventually return to the sanctuary of the Eldar path.
Eldar Outcasts of particular daring may often find themselves working with Humans – sometimes even an Rogue Trader. This is a dangerous proposition, as Humans are as likely to embrace the chance to meet an Eldar outside the battlefield as they are to turn the meeting into one. Sometimes, however, Outcasts will find that an Rogue Trader's agenda lines up with his or her own and offer their services.
Eldar Outcasts can be very different, yet not a single Outcast would survive their first day without having learned the martial arts. Fighting styles can vary, as some may choose stealth where others prefer more brazen action. Some Outcasts will attempt to enhance their natural psychic abilities, a dangerous proposition when free of the mental barriers and constraints of the Eldar path.
However they choose to fight, the Outcast wanders to seek enlightenment and sate their desires, whether that be for freedom, knowledge, adventure, or things more sinister. Only when these desires are quenched will the Outcast be able to return to the discipline of the Eldar path.
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House Rule - ELDAR OUTCAST PATH RULES Empty Re: House Rule - ELDAR OUTCAST PATH RULES

Post by The Hive Mind Tue Dec 24, 2013 1:52 pm

TABLE 2-1: ELDAR OUTCAST CHARACTERISTIC ADVANCES
Characteristic Simple Intermediate Trained Expert
Weapon Skill   250   -  500     -       750   -   1,000
Ballistic Skill    100  -   250     -       500   -   750
Strength        500  -   750     -       1,000 -   2,500
Toughness     500  -   750     -       1,000 -   2,500
Agility           100  -   250     -       500   -    750
Intelligence    250  -   500     -       750   -    1,000
Perception     250  -   500     -       750   -    1,000
Willpower       100  -   250    -       500    -    750
Fellowship      500  -   750    -       1,000    -   2,500


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House Rule - ELDAR OUTCAST PATH RULES Empty OUTCAST WANDERER ADVANCES - LEVEL 1

Post by The Hive Mind Tue Dec 24, 2013 2:07 pm

WANDERER ADVANCES
“I leave because I must. You, of all people, should understand why.”

Wanderers are just beginning their voyage from their homeworld, and where it will lead they have not forseen. They had better learn their way around the galaxy quickly.

Level 1

Advance ..................................Cost.......... Type ...............Prerequisite
Charm    ....................................100    ........S         ...............―
Climb ........................................100 ............S ......................―
Deceive .....................................200 ............S ......................―
Navigation (Surface) ....................200 .............S ......................―
Silent Move +10...........................200 .............S ......................―
Survival .....................................100 .............S ......................―
Basic Weapon Training (Las) ..........100 .............T ......................―
Exotic Weapon training (Any Eldar)...300 .............T ......................―
Catfall .......................................100 .............T ......................Ag 30
Sound Constitution† .....................200 ..............T ......................―
Thrown Weapon Training (Universal) 100 .............T .......................―
Ambidextrous ..............................200 .............T .......................―
Psyniscience ...............................200 .............S .......................―
Speak Language (Low Gothic) ........200 .............S .......................―
Speak Language (High Gothic) ........200 .............S .......................-


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House Rule - ELDAR OUTCAST PATH RULES Empty LOST SOUL ADVANCES - LEVEL 2

Post by The Hive Mind Wed Dec 25, 2013 1:21 pm

LOST SOUL ADVANCES
“Fate has seen that I survive this long - surely it will keep me around a little longer.”

Lost Souls are wanderers who have survived their first few harsh encounters. They could turn back and rejoin the Path, but surviving this long only whets their adventurous spirit…

Level 2

Advances ..................................Cost.......... Type ...............Prerequisite
Common Lore (Underworld)............200    ........S         ...............―
Concealment...............................200 ............S ......................―
Drive (Skimmer)...........................200 ............S ......................―
Security ....................................200 .............S ......................―
Shadowing..................................200 .............S ......................―
Silent Move +10..........................200 .............S ...................... Silent Move
Swim.........................................200 .............S ......................
Light Sleeper..............................200 .............T ...................... Per 30
Minor Psychic Power....................200 .............T ......................
Quick Draw................. ..............200 .............T ......................―
Rapid Reload .............................200 ..............T ......................―
Inquiry .....................................200 .............S .......................―
Medicae ...................................300 .............S .......................―


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House Rule - ELDAR OUTCAST PATH RULES Empty ADVENTURER ADVANCES - LEVEL 3

Post by The Hive Mind Wed Dec 25, 2013 2:10 pm

ADVENTURER ADVANCES
“The galaxy is an interesting place, full of many sights worth seeing and people worth shooting.”

Adventurers are coming into their own away from their former life and are beginning to realize more and more that they are on their own. They begin to learn more skills necessary to stay alive in hostile and alien environs.

Level 3

Advances ..................................Cost.......... Type ...............Prerequisite
Awareness +10............................100    ........S         ...............Awareness
Barter........................................200 ............S ......................―
Charm +10..................................300 ............S ......................Charm
Ciphers (Eldar Outcast).................100 .............S ......................―
Climb +10 ..................................100 .............S ......................Climb
Common Lore (Underworld) +10......200 .............S ...................... Common Lore (Underworld)
Decieve +10...............................200 .............S ...................... Decieve
Dodge +10.................................200 .............S ...................... Dodge
Drive (Skimmer) +10....................200 .............S ...................... Drive (Skimmmer)
Forbidden Lore (Archeotech).........200 .............S......................―
Navigation (Surface) +10..............200 ..............S ...................... Navigation
Shadowing +10...........................200 .............S ....................... Shadowing
Silent Move +20.........................200 .............S ....................... Silent Move +10
Crack Shot................................500 .............T ....................... BS 40
Disarm......................................200 .............T ....................... AG 30
Minor Psychic Power....................200 .............S .......................-
Disguise.....................................200.............S.........................
Evaluate....................................200..............S........................
Forbidden Lore (Webway)..............200..............S........................
Navigation (Webway)....................200.............S.........................
Survival +10 ...............................200.............S......................... Survival
Tech Use....................................200.............S.........................
Psy Rating 1................................200.............T.........................
Sure Strike.................................500..............T......................... WS 30


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House Rule - ELDAR OUTCAST PATH RULES Empty TRAVELLER ADVANCES - LEVEL 4

Post by The Hive Mind Wed Dec 25, 2013 3:56 pm

TRAVELLER ADVANCES
“There is something strange about that tall fellow over there. He seems honest enough, but he seems too... cultured. That’s strange around here.”

Travellers have come a long way from when they started. Still unsure of their direction, they wander as far and wide as possible in a mad attempt to sate their wanderlust.

Level 4

Advances ..................................Cost.......... Type ...............Prerequisite
Ciphers (Eldar) +10.......................200    ........S         ...............Ciphers (Eldar)
Climb +20...................................200 ............S ...................... Climb +10
Common Lore (underworld) +20.......200 ............S ...................... Common Lore (Underworld) +10
Concealment +10.........................200 .............S ...................... Concealment
Drive (Skimmer) +20.....................200.............S........................ Drive (Skimmer) +10
Evaluate +10...............................200.............S....................... Evaluate
Pilot (Flyer).................................200.............S.......................
Search.......................................200.............S.......................
Security +10...............................200.............S....................... Security
Swim +10...................................200.............S....................... Swim
Tracking +10..............................200..............S....................... Tracking
Furious Assault...........................500..............T....................... WS 35
Heightened Sense (Smell).............200..............T.......................
Heightened Sense (Touch)...........200..............T.......................
Heightened Sense (Taste)............200..............T.......................
Leap Up....................................200..............T....................... AG 30
Lightening reflexes......................500..............T.......................
Minor Psychic Power....................200..............T.......................
Nerves of Steel...........................200..............T......................
Resistance (Heat).......................200..............T.......................
Resistance (Cold).......................200...............T......................
Sound Constitution.....................300..............T.......................
Charm +20................................100..............S....................... Charm +10
Deceive +20..............................200..............S...................... Deceive +10
Disguise +10..............................200..............S...................... Disguise
Inquiry +10................................200..............S...................... Inquiry
Psyniscience +10........................200..............S...................... Psyniscience
Rapid Reaction............................200..............T...................... AG 40
Swift Attack...............................500.............T...................... WS 35
Two Weapon Wielder (Ballistic)......200..............T...................... BS 35 AG 35
Two Weapon Wielder (Melee)........200..............T...................... WS 35 AG 35


Last edited by The Hive Mind on Wed Dec 25, 2013 6:03 pm; edited 1 time in total
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House Rule - ELDAR OUTCAST PATH RULES Empty OUTCAST ADVANCES - LEVEL 5

Post by The Hive Mind Wed Dec 25, 2013 3:58 pm

OUTCAST ADVANCES
”I have wandered for what feels to be an eternity, yet I know it not to be long. I feel as though should I fail to adhere to something soon I will fade away.”

Outcasts have typically wandered for years and are capable of surviving almost any hostile environment, and yet are very close to losing their way. This is the last chance an Outcast has for soul searching.

Level 5

Advances ..................................Cost.......... Type ...............Prerequisite
Awareness +20............................200.............S.................... Awareness +10
Barter +10..................................200.............S.................... Barter
Ciphers (Eldar) +20.......................200.............S.................... Ciphers (Eldar) +10
Ciphers (Underworld).....................100.............S....................
Dodge +20..................................200..............S................... Dodge +10
Evaluate +20................................200..............S................... Evaluate +10
Forbidden Lore (Acheotech) +10......200.............S.................... Forbidden Lore (Archeotech)
Pilot (Flyer) +10...........................200..............S................... Pilot (Flyer)
Search +10.................................200..............S................... Search
Jaded.........................................200..............T...................
Meditation...................................200..............T...................
Minor psychic Power......................200..............T................... ???
Peer (Underworld).........................200..............T...................
Disguise +20................................200..............S................... Disguise +10
Forbidden Lore (Webway) +10.........200..............S................... Forbidden Lore (Webway)
Navigation (Webway) +10...............200..............S.................. Navigation (Webway)
Speak language (Low Gothic) +10....200..............S.................. Speak language (Low Gothic)
Speak language (High Gothic) +10....200..............S.................. Speak language (High Gothic)
Tech Use +10...............................300..............S..................
Blind Fighting...............................200...............T.................. PER 30
Dark soul.....................................200...............T.................
Hip Shooting.................................500..............T.................. BS 40, AG 40
Mighty Shot.................................500...............T................. BS 40
Psy Rating 2.................................200..............T................. Psy Rating 1
Sound Constitution........................300..............T.................
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House Rule - ELDAR OUTCAST PATH RULES Empty CHOOSING A PATH

Post by The Hive Mind Wed Dec 25, 2013 6:15 pm

Unlike most other classes within Rogue Trader, the Eldar outcast cannot take an alternative class or cross class. Insread the Eldar outcast must stay on the Path until 5th level at which point they may choose 1 of 3 paths.

Path 1: The Reaver - The swashbuckling life of an Eldar Corsair
Path 2: The PathFinder - The ultimate Snipers.
Path 3: The Seer - An Eldar focussing upon Psychic mastery as much an outcast can.
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House Rule - ELDAR OUTCAST PATH RULES Empty PATH 1 - CORSAIR (REAVER PATH)

Post by The Hive Mind Wed Dec 25, 2013 6:32 pm

CORSAIR ADVANCES
“I have made my choice. I must say, this is more enjoyable than I originally imagined.”

Eldar Corsairs are rogues and pirates, who favor fast and furious close range combat. What they favor most of all, however, is never being in a fair fight.

Level 6 - REAVER PATH

Advances ..................................Cost.......... Type ...............Prerequisite
Acrobatics +20............................200.............S.................... Acrobatics +10
Charm +20..................................100.............S.................... Charm +10
Chem-Use...................................200.............S....................
Command....................................200.............S....................
Intimidate...................................200.............S....................
Silent Move +20...........................200.............S.................... Silent Move +10
Berserk Charge.............................500.............T....................
Blademaster.................................300.............T.................... WS 30, Melee Weapon Training
Decadence..................................200.............T.................... T 30
Heavy Weapon Training (Shuriken)...500.............T...................
Heavy Weapon Training (Las)..........300.............T...................
Gamble........................................200............S....................
Scrutiny +10................................200.............S................... Scrutiny
Pilot (Spacecraft)..........................200............S....................
Sleight of Hand +10.......................200............S.................... Sleight of Hand
Combat master..............................500............T................... WS 30
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House Rule - ELDAR OUTCAST PATH RULES Empty Re: House Rule - ELDAR OUTCAST PATH RULES

Post by Xero Thu Dec 26, 2013 2:36 pm

Awesome, any requirements to play as an eldar character, might make one should Xero die. Razz
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House Rule - ELDAR OUTCAST PATH RULES Empty Re: House Rule - ELDAR OUTCAST PATH RULES

Post by The Hive Mind Thu Dec 26, 2013 4:45 pm

*screams in horror as you jump the thread before its finished...*
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House Rule - ELDAR OUTCAST PATH RULES Empty Re: House Rule - ELDAR OUTCAST PATH RULES

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