maya-the-skaven
Skaven IRL
22 posts
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maya-the-skaven · 8 months ago
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The storm son
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maya-the-skaven · 8 months ago
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The shaman king
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maya-the-skaven · 8 months ago
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The shaman, again, and without his mask.
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maya-the-skaven · 8 months ago
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An elf king and some flower fairies! 👸🍃🌷🌼 #sketch #characterart #characterdesign #fantasy #elf #flowers https://www.instagram.com/p/BxSo6ifFPNP/?utm_source=ig_tumblr_share&igshid=17j6mtscosko2
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maya-the-skaven · 8 months ago
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Happy Mother’s Day! 💜 #characterart #characterdesign #elf #fantasy #mothersday https://www.instagram.com/p/BxXD63sFdR7/?utm_source=ig_tumblr_share&igshid=10ujfo4tcdpf4
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maya-the-skaven · 8 months ago
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A tribal Elf warrior + the process! ☠️ #fantasy #characterart #characterdesign #art #artwork #tribal #process https://www.instagram.com/p/B3CDqDKi6N6/?igshid=174po48vyk5ka
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maya-the-skaven · 8 months ago
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A redhead elf! 🍁 #fantasy #characterdesign #character #characterillustration #art #artwork #redhead #ginger https://www.instagram.com/p/B5uz9PwgdPG/?igshid=1cn71sicmz9d7
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maya-the-skaven · 8 months ago
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Research… ⛰
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maya-the-skaven · 8 months ago
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🌻
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maya-the-skaven · 9 months ago
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Lizards and Lairs! A piece made for a customer who wanted it to feel like the cover of a movie or novel about their D&D party. A dragonborn, a kobold, and a lizardfolk--they came to me because dragons are my specialty and I had so much fun painting all of them with their different personalities and shapes!⁠
Commission info | Patreon
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maya-the-skaven · 11 months ago
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Many people seem to like Ayta, my “Shaman King” character! So, I decided to draw a fullbody of him.
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maya-the-skaven · 11 months ago
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Concept art Shaman/Druid
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maya-the-skaven · 1 year ago
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Imperium Maledictum: A Module for Aeldari and Abhumans, Part III (Abhumans Guide!)
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Part II: https://www.tumblr.com/maya-the-skaven/735704419999612928/imperium-maledictum-a-module-for-aeldari-and?source=share Part I: https://www.tumblr.com/maya-the-skaven/735704386685304832/imperium-maledictum-a-module-for-aeldari-and?source=share
Abhumans are the humans who have changed and developed an independent sustained population either through naturally occurring mutations in highly diverse environments, are results of various Imperial attempts at genetic enhancement projects or are the descendants of ancient humans who still possessed technology to change their genetics to their wanted specifications without additionally losing fertility and also in numbers that would’ve allowed them to start their own branch of humanity. These peoples are quite different from the mutants that are products or Chaos corruption or some runaway or unsanctioned biomutagenic force in that they in effect constitute fully viable human subspecies and thus are viewed differently by the Imperium. While both the former type of mutants and these mutants are often nearly equally feared and despised by the majority of “normal” Imperials and are very often victims to those fanatically obsessing over the purity of human race, the Abhumans often have a legal standing to exist within the framework of Imperium and, as such, are not relentlessly hunted by the Inquisition, and also are often considered Imperial citizens and manage to find a place of service in several departments of Imperium that are unwilling to disregard a viable source of manpower, especially if it can be specialized towards certain roles. Some Abhumans, such as Navigators are, conversely, very highly valued and respected within the Imperial society. Most Abhumans, however, are usually simply disregarded by Imperium at large, neither systematically or legally persecuted, but also not at all protected against the often extreme levels of oppression largely xenophobic regular human citizens of Imperium do upon them. 
In this section some rules will be described for creating your own unique species of Abhuman, as the Galaxy is wide and there’s plenty of space they could exist, as long as they would be generally recognized as a naturally sustained or otherwise sanctioned branch of Homo Sapiens by the higher authorities of the Inquisition. Some of the most recognizable Abhumans would be the Ogryns, the Ratlings and the Beastmen, all of whom have some changes from baseline humans described in the base rulebook. Navigators are covered within the book under Inheritor Talent and are otherwise not different from other humans. Squats are technically Abhumans, however they are members of an entire separate Votann faction with its own politics, culture, items, loyalties and while it’s not extremely rare to see a Squat in Imperial setting, they would still necessitate creation of its own module and are, thus, omitted. Also, while Beastmen are now declared outlawed by Imperial bureaucracy, for the sake of gameplay, it is assumed that the many local authorities in the Macharian Sector choose to ignore this proscription (just as they usually ignore many laws and the powers that be turn an eye on this as long as nothing explicitly heretical or seditious is happening). Otherwise, creating your own Abhuman species with some of the guidelines below is encouraged, as long as you provide appropriate lore that would make it not impossible for them to fit into the Imperial life in the Macharian Sector.
General Abhuman rules
Imperium is still an overwhelmingly xenophobic place for even other human subspecies, to represent this the standing with every Faction other than the one you belonged to and except Rogue Traders and Infractionists is decreased by 1. Additionally the GM may include Adeptus Arbites or Inquisition agents that will try at the very least annoying you and at most actively pursuing with the intent to kill, however this shouldn’t make the Abhuman character an immediate outlaw, as self-defense justification might be covered by your Patron and more pragmatic local bureaucrats and leaders might close eyes on the disappearance of their more fanatical colleagues (no one likes them). You can create your own Abhuman provided you indicate their Size, Speed, Mutations and Description. It is up to you and the GM to agree what is a balanced Mutant gameplay-wise. For example GM may increase Influence penalties or indicate certain skill/characteristic check penalties or sic certain enemies onto you based on how your mutations might be perceived by others. For example GM may arbitrarily increase Difficulty for a Fellowship test with a certain racially puritan human.
Ogryns
Size: Large
Speed: Slow
Mutations: Brutish, Tough Skin, Noisy, Primal Instincts, Enduring
Additional Notes: Recognized and variably respected members of the Abhuman family, especially in the military contexts. +1 faction influence with Astra Militarum, Imperial Navy and Inquisition.
Ratlings
Size: Small
Speed: Normal
Mutations: Sensitive (Sight), Subtle Physiology, Warp-resistant, Fragile
Additional Notes:  Recognized and variably respected members of the Abhuman family, especially in the military contexts. +1 faction influence with Astra Militarum, Imperial Navy and Inquisition.
Beastmen
Size: Medium
Speed: Normal
Mutations: Digitigrade Legs, Fur-clad, Irregular shape (lower face), Horned, Claws (small), Sharp teeth, Smelly, Primal Instincts, Inhuman
Additional Notes: Recently gained Proscribed Citizen status. While local leadership, especially that of Astra Militarum and Imperial Navy chose to ignore this change in law, you are technically illegal and this might land you into trouble with high level authorities, especially that of Adeptus Arbites, Inquisition and Adeptus Administratum. Starting Influence with Adeptus Administratum, Adeptus Ministorum and Inquisition is -2 (unless a member of a faction, then penalties are halved).
Example: Homo Sapiens Rattus
Size: Small or Medium
Speed: Normal Mutations: Agoraphobic, Claws (Small), Fur-clad, Dark Vision, Irregular Speech, Irregular Shape (lower face), Irregular Shape (feet), Smelly, Sensitive (Smell), Tail (prehensile), Regrowth (Teeth), Sharp teeth, Warp-resistant, Whiskers, Fragile, Inhuman
Additional Notes: Adeptus Mechanicus and Inquisition have starting influence of -4 with characters of this subspecies since, while Adeptus Administratum are yet to see a reasonable argument to proscribing these Abhumans, enough of individuals from this subspecies wronged higher ups in Adeptus Mechanicus and subsequently the Inquisition with their constant unsanctioned tinkering that members of the entire subspecies are universally despised by members of those factions (unless they somehow gained membership, then penalties are halved).
Mutations:
Most of these mutations are made for use with the new Abhuman design, some are directly borrowed from Corruption mutations in the original rulebook, but otherwise assumed to be a result of non-Corruption related genetic modifications/mutations. Some of these mutations, however, can be used when determining Corruption mutations, upon the GM’s discretion.
Aquatic - the physiology of this character has been adapted to life underwater and as such the character has gills, somewhat extended limbs and webbed feet and hands. On the surface, unless rigged with some moisture delivery system around the gills, suffer a 1 SL penalty to all Strength and Toughness checks. This mutation is incompatible with Digitigrade Legs, Feathered and Wings, unless a result of Corruption-induced mutation. Can be gained through Corruption.
Agoraphobic - this species have an instinctual predisposition to avoid large and open spaces, preferring labyrinthine forests, underground tunnels or streets of a city. You receive 1 SL penalty to all Willpower checks unrelated to psychic abilities, while you are in a large and open area, such as a meadow or a large plaza.
Brutish - receive -10 Agility, +10 Strength and Toughness.
Claws (Small/Large) - enhance your Unarmed attacks. With small claws you can remove Ineffective from unarmed attacks. With large claws you both lose Ineffective and gain Rend (1), however you need to trim your claws if you want to wear full-body suits (such as space suit) and otherwise not suffer 0.5 lost Armor per 1 Armor (rounded up, so 1 Armour loses 0, while 2 loses 1) for any Body armor piece.
Cartilaginous - receive -5 Strength and -10 Toughness but +10 Agility and you are able to do bending and dislocating of your joints that would otherwise break them.
Colorblind - you cannot see certain color spectrums, thus reducing your Awareness (Sight) SL by 1 on objects that have similar color to their background.
Clumsy - you have a naturally poor ability to control your motorics with your movements being more susceptible to reflexive changes in direction. To others you might appear twitchy, rapid or walking as if there is no obstacle in your path. Add 1 SL penalty to Reflexes tests
Digitigrade Legs - you have animalistic and muscular legs that are fit for sprinting and hopping. You gain 1 SL to all Athletics tests involving legs.
Dark Vision - you see in Dark as if it was Poorly Lit and gain no vision penalties in Poorly Lit.
Enduring - gain +5 Toughness and +1 SL to all Fortitude (Endurance) tests.
Fur-clad/Feathered - you gain +2 SL to Fortitude (Endurance) tests to resist Cold and -1 SL to Fortitude (Endurance) to resist Heat.
Fragile - you gain -10 Toughness and -5 Strength.
Hideous - elements of your physiology make you repulsive to most humans (although some still may ignore this element partially or completely, depending on how unaccustomed they are to your appearance or similar hideousness). You gain -2 SL to all Rapport (Charm) tests and -1 SL to Rapport (Haggle) and Rapport (Inquiry) tests, if the element that causes your hideousness is seen.
Horned - you can make an Unarmed attack with your horns without the Ineffective trait. You cannot wear helmets and suits without modifications
Irregular Speech - you have certain peculiarities with your speech, perhaps you are chittery, repeat your words, have a strong lisp or it is slurred. Your Rapport (Charm) and Presence (Intimidation) tests suffer 1 SL penalty.
Irregular Shape (body part) - you have a body that is shaped significantly different from any other human in your size category, necessitating you to commission a special set of armor and clothing to be able to wear it without incurring penalties. Usually full-body protective suits like space suits are inherently incompatible (if you still want their protection bonus). The table for body parts and respective penalties can be seen below.
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Inhuman - your physiology is so different from regular humans, you are sometimes not even immediately recognized as a human subspecies by the less educated and, as such, you are more susceptible to xenophobic attack by rank-and-file humans. This results in certain situations where your tests might be penalised unless you persuade the other human you’re an Abhuman, or even authorities may be called to determine if you are indeed human or not.
Primal Instincts - you always consult your instincts and deep inner feelings before you make a decision or assessment of anything, not willing to let go of your instincts even if logic dictates it. Get +1 SL to Intuition checks and -1 SL to Logic checks.
Psychically Sensitive - gain 1 in Awareness (Psyniscience), however you have a Disadvantage in any test to resist psychic powers, unless you have a Psyker talent.
Lanky - receive -5 Toughness, but +1 SL to all Reflexes checks.
Multiple Eyes - you have an additional eye or a set of eyes, most often located on your face. You gain +1 SL to all Awareness (Sight) tests.
Noisy - you are loud, either some of your body parts creak and shuffle or your weight gives you a bit of a stomp. All Stealth (Move Silently) tests have 1 SL penalty.
Oxygenated - you are adapted to high oxygen environments, you need a rebreather even in an otherwise breathable atmosphere. When using rebreathers or are in high oxygen places, you gain 1 SL to all Fortitude tests, otherwise gain 1 SL penalty.
Overactive Immunity - you have an overactive immunity that rejects implants and augmetics. Any wraithbone implants or biological implants that have your DNA are exempt. Otherwise, once per mission you have to perform a Hard (-20) Tech (Augmetics) check to do maintenance on your limb Augmetics and  for them to properly function, and a Challenging (+0) Medicae test to  suppress immunity for other implants (provided you have Chirurgeon's kit or appropriate medicine).
Regrowth (body part) - you can regrow one or more of your body parts, without ever needing an augmetic or an implant. In fact, augmetics and implants will be slowly rejected over time as the limb newly grown again will push those out or cause malfunctions. The speed of regrowth however needs to be slow for balance for most relevant body parts. For example you might regrow your teeth, claws, tail, etc pretty quickly, but it would take months if not years for an entire limb to regrow. For augmetics and implants, perform a Challenging (+0) Medicae test once a month to perform necessary medical action to stunt the regrowth of the body part that interferes with augmetic.
Restricted Speech - you really really struggle to speak in a way that humans can comprehend due to the way your vocal cords or speech patterns work. You require a voice box instrument or augmetic to be understood. Without such an instrument or an implant you must roll a Hard (-20) test of Fellowship to make yourself understood with your voice in general.
Sensitive (sense) - you can gain +1 SL in any test involving a sense of your choice: Hearing, Sight, Smell, Taste, Touch.
Sharp teeth - you can make an equivalent of an Unarmed Attack without the Ineffective trait.
Subtle Physiology - receive 1 SL bonus to all Stealth (Hide) tests.
Smelly - you have a distinct odor, not necessarily unpleasant, but somewhat unsubtle. Anyone doing Awareness (Smell) tests in the same Zone as you or in the Zone you’ve just been to receives 1 SL towards detecting your presence. Those with snobbish sense of smell will not like you and you receive 1 SL penalty to Charm, Inquiry and Haggle against them.
Special Diet (Carnivore/Herbivore/Specific mineral or vitamin) - you either can’t eat certain things compared to a human diet or require some special nutrition. While not really poisoned, roll Challenging (+0) Fortitude test if you eat a significant amount of food that goes against your diet. Additionally, not eating items from your diet for more than two days gives you 1 SL penalty to all Athletics and Fortitude tests. Additionally the diet allows you to eat raw fresh meat, starchy plants and required minerals in otherwise toxic quantities without negative effects.
Tough Skin - your outer shell is really tough, whether because it’s dense and leathery or you have scales or chitin covering you. Gain 1 Armour to all body parts.
Toxic Blood (Corrosive/Poisonous) - either same to Searing Blood or applies Poisoned status instead of damage.
Tail (regular/prehensile) - you have either a tail that reflexively balances you out or a tail that you can control as an extra appendage. In the former case add 1 SL bonus to all Reflexes tests, in the latter you can use your tail to grasp and hold any Encumbrance 0 objects and with Hard (-20) Athletics test you can use it to catch onto something and hold your body weight for a little time.
Warp-resistant - you are naturally resistant to the effects of warp and Chaos on your mind and body. You gain 1 SL to all tests related to resisting psychic powers, however the Psyker talent and Psychic Mastery skill experience costs are doubled.
Wallcrawler - your body is specifically adapted for crawling on the vertical surfaces and even ceilings. You can do a Routine (+20) Athletics (Climbing) test to crawl on surfaces in normal gravity, as long as they’re not very hard and smooth, with Slow Speed. In zero gravity you can just crawl around the same surfaces with Normal Speed. However your frame had to drop some weight to be able to pull such stunts, as such you suffer from -10 Toughness.
Wings - gives you the Fly ability. However your frame must be lighter for you to be able to lift you up, so you start with -15 Toughness.
Whiskers/Antennae - you have whiskers or antennae that can feel the tiniest vibrations in the air, additionally serving as locators in the darkness. You get 1 SL bonus to Awareness tests that either try to detect the flow of air and its changes that can be introduced for example by a large unit of enemies moving into the same area, and you don’t have the Disadvantage effect for Reflexes test in Dark areas.
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maya-the-skaven · 1 year ago
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Imperium Maledictum: A Module for Aeldari and Abhumans, Part II (Items and some other related info)
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Source: https://twitter.com/musketanna or https://bsky.app/profile/did:plc:vuijroklprtei2lpkuxc44pk
Part III: https://www.tumblr.com/maya-the-skaven/735704454119260160/imperium-maledictum-a-module-for-aeldari-and?source=share Part I: https://www.tumblr.com/maya-the-skaven/735704386685304832/imperium-maledictum-a-module-for-aeldari-and?source=share
Aeldari armory and equipment are typically unavailable for procurement except for some rare accident, asking your Patron to help get one or visiting an Aeldari outpost if you manage to find one (and not get immediately killed if you’re human). The availability provided is purely for gameplay reasons such as Commission and Craft endeavors. Getting something out of Aeldari outpost depends on availability and goodwill, since Aeldari don’t use money, alternatively you can commission them instead of your patron, skipping all extra requirements such as consulting the savant, provided you can persuade them and have cordial relationships. Additionally solar prices are provided if the player wants to sell any of their equipment on the Imperial Black Market (although they should try to haggle, it’s very sought-after tech after all).
Additionally, using any Xenotech, Aeldari or otherwise, will immediately raise suspicion of the Imperials, except Infractionists and Rogue Traders (unless you are fully clad in Xenotech armor and weaponry and can’t actually prove you’re not Xenos, although they still might be willing to deal with you). When using Xenotech before those that can recognize it as such, you might be reported, your Xenotech might be confiscated and you might incur penalties, especially if the Inquisition is involved. Xeno Hide Vest and Xeno Mesh Armour are assumed to be re-engineered variants that wouldn’t be recognized by the majority of people as Xenotech.
Items
Weapons
Mundane Weapons
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Power Weapons
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Force Weapons
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Chain Weapons
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Solid Projectile Weapons
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Specialized Projectile Weapons
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Las Weapons
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Plasma Weapons
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Melta Weapons
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Flame Weapons
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Launcher Weapons
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Armour
Basic Armour
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Mesh Armour
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Wraithbone Armour
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Equipment
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Warp Skein The Warp Skein is a net-like psychoactive object of complex Aeldari technology made of Warp essence. When used it surrounds the user with strands of the Warp, allowing the user to temporarily shift in and out of the battlefield and the Warp, teleporting them instantly around their Zone and adjacent Zones, ignoring attacks of opportunity and obstacles. The player using it must either have the Psyker talent or Awareness (Psyniscience) skill. The player using the Warp Skein must roll Challenging (0) test for Discipline (Psychic) however, lest they get exposed to the horrors of the Warp in that single blink and gain Frightened (minor) against any potential enemies that you’re engaging for 1d10 rounds. Warp Skein may be used 5 times, before needing a recharge. It can be recharged by any Aeldari Psyker with Difficult (-10) Psychic Mastery test, granting them Fatigued status, human Psykers must study the object before being able to recharge it.
Healing Runes These psychoactive runes allow anyone with the Psyker talent or Awareness (Psyniscience) skill to be able to channel their psychic powers onto accelerating the healing of any non-critical wounds they or the other player have sustained. For each use of a Healing Rune, restore Wounds equal to Toughness Bonus. Additionally the runes stop Bleeding.
Wraithbone Amulet This Aeldari artifact is used to calm down the mind of a Seer wearing it, enabling them to dispel the lingering influence of the Warp much easier. While using it, add 2 SL to all Discipline (Psychic) tests.
Aeldari Icon This Aeldari artifact bears the runes and the likeness of one of the Gods of the Aeldari Pantheon. Using this icon provides with 1 SL to Discipline (Fear) tests and 1 SL to a choice between Psychic Mastery, Medicae, Intuition, Rapport (Charm), Fortitude (Pain), Discipline (Psychic), Presence (Intimidation) and Melee
Faolchú This is a species of a prey bird native to Aeldari Craftworlds and Maiden Worlds, often bred and used by the Kurnite Hunters as their pets and also to assist them in their scouting missions and battles. To control Faolchú one is required to have Animal Connection talent. These are flying creatures that can be either used passively to scout ahead, revealing all life signs, movement and psychic influences in the Medium range, including potentially revealing those with Hidden trait. It gains experience along the player and you can spend it on attributes and skills an animal such as this could realistically gain by training. Additionally they can be released to be used in battle, granting them the following stats:
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Gyrinx A feline-like creature highly valued within Aeldari society, often employed as a pet or a familiar and especially regarded for its ability to develop a psychic link with its owner that helps them to focus and direct their psychic abilities with better level of control. While not relatively as sentient as Aeldari, Humans or other Xeno species, they are still highly intelligent and empathetic compared to many animal species found in the galaxy. It gains experience along the player and you can spend it on attributes and skills an animal such as this could realistically gain by training. Additionally they can be released to be used in battle, granting them the following stats:
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Memory crystal A piece of psychoactive Aeldari crystalline technology that is able to read into its users mind and store an echo of the users memories and emotions. Often used by the Aeldari in the moment to preserve full clarity, however, it can be also used to preserve older memories, however those might be degraded. Those using the crystal can then experience that memory with unlikely clarity, as if it was a recent memory of their own. For proper use the player must either have the Psyker talent or Awareness (Psyniscience) skill. Non-psykers will have a random memory recorded or will read a highly muddled and randomly chosen memory. The crystal can hold many different moments in memory, adding up to roughly three days worth of time in memories.
Aeldari multi-tool An advanced Aeldari tool for repairing or modifying Aeldari technology in situations where they can't be easily mended by psychic powers or using them is difficult or dangerous. This tool is superior to the pocket tools often employed by the Imperials and includes a whole variety of adjustable and reliable mechanical and electrical tools made for all sorts of technological improvisation. Non-Aeldari users must Study this technology before use, within Aeldari Utilities category.
Attunement runestone A piece of psychoactive Aeldari runecraft that allows to see those on Path of the Healer that didn't yet begin to advance their psychic powers as well as others who may need it to attune themselves to the body and soul of their patient, sensing their health status, diseases and afflictions, mental or otherwise. The user must understand what they're trying to sense and as such are still required to perform Medicae or Perception tests, but has an easier time detecting some of the more subtle ailments. The player using it must either have the Psyker talent or Awareness (Psyniscience) skill.
Aeldari data pad A complex Aeldari interfacing technology that was made specifically to be able to interface with both mundane and psychoactive technology, run diagnostics and store and visualize all kinds of data, including ones that are stored in psychoactive technology, although displayed in a much more primitive way for an Aeldari, which is why it is much more commonly used by their Drukhari cousins. It can be used to interact with Aeldari automated and psychic technology and gain data using Routine (+20) Tech check as well as to improvise an interface with Imperial Tech using Difficult (-10) test. It can be locked via either a passcode or psychic signature if the player has the Psyker talent or Awareness (Psyniscience) skill, requiring a Hard (-20) check in Tech or Psychic Mastery respectively. Requires Study by the non-Aeldari prior to use, within the Aeldari Utilities category.
Aeldari surgery kit (5 uses) A set of high-quality surgical tools made of Wraithbone on one of the Craftworlds. It can be used to remove non-Critical Bleeding status with Easy (+40) Medicae test, as well as a multitude of critical wounds and injuries. Additionally, if the player has the Psyker talent or Awareness (Psyniscience) skill, the Wraithbone tools allow you to intuit the necessary movements and locations during the surgery, adding a SL to all relevant difficulty checks.
Signal Interceptor A special Aeldari technology created to capture and decrypt signals transmitted through more conventional means, usually to spy on the younger races, but it is also often fashioned to receive signals by both the psychic and mundane Aeldari transmitters during difficult Warp conditions. You can use this technology to intercept standard data under calm conditions within 8 kilometers with a Challenging (0) Tech test. Every SL gives you 10 minutes of being able to tap into the transmission. A failure alerts the target to the attempt at interception, while critical failure gives them a reason to suspect the signal is not being intercepted with standard Imperial tech. Requires Study by the non-Aeldari to use, within Aeldari Utilities category.
Rune of Time A psychoactive Aeldari rune that allows any user with the Psyker talent or Awareness (Psyniscience) to use it to intuit the passage of time in the locale you’re in and/or any locale you’re attuned to (Patron’s planet, your Craftworld, your hideout etc).
Rune of Space A psychoactive Aeldari rune A psychoactive Aeldari rune that allows any user with the Psyker talent or Awareness (Psyniscience) to use it to intuit their current location on the local and global level, as well as find their way across difficult and unknown terrain, while using Navigation (Surface) and other tests, adding success levels or reducing difficulty of their endeavors.
Sensory runestone A device of psychoactive Aeldari complex runecraft that bears several specially attuned runes that allow their user to see or hear hidden objects, sense the smallest of motions, feel the presence of otherwise undetectable waves, smell the faintest of odours, feel the tiniest bumps on a surface and also detect psychic presence. This device will reveal presence of life (including Hidden), motion, energy and psychic presence, radiation, signals and make its user hyperfocused and able to detect even the most obscure of sensory details hidden within Medium range. GM may ask the player to roll either Tech or Psychic Mastery depending on how arcane is the requested sensory investigation. If the player doesn't have the Psyker talent or Awareness (Psyniscience) skill, this device will only reveal the most basic details such as simple presence or absence of some energy signature. The non-Aeldari also must Study this device before use, within Aeldari Psyker’s Aids category.
Aeldari lens A psychoactive Aeldari device resembling a small telescope that allows regular used to see closer and a psyker to see beyond the horizon and obstructions. This device allows the user to perform Awareness (Sight) tests at Extreme range as well as at Long and closer ranges intuit what might be located beyond obstacles and obstructions, for example it can reveal ambushers hidden behind a bush, even if they're practically not visible. The player must have the Psyker talent or Awareness (Psyniscience) skill for the device to be more than just a telescope.
Nightseers A version of an Aeldari light sensor, usually attached inside of their helmets, but also can be worn separately either as contacts or a visor, that allows the user to adjust light to comfortable levels.  This visor allows you to see things in Dark and Poorly Lit conditions and prevents Blinded conditions coming from non-psychic sources.
Aeldari space glove A special Aeldari suit designed for use in the void allowing effective survival in vacuum, radioactive and biohazardous environments. Unlike heavy and bulky Imperial body suits, these are lightweight and well-adapted to the user that knows how to interface with it. It doesn't provide armour but are sleek enough to be worn under armour. The glove includes an internal Rebreather system that allows the user to breathe for 10 hours, with air automatically recharging in 3 hours in a pressurised environment, or by replacing an air canister weighing 1 Encumbrance when not attached. The suit additionally contains micro-thrusters and Grav Boots. Additionally it protects you from Ablaze condition, completely against (minor) and reducing Ablaze (major) to (minor).
Grav Boots A complex piece of Aeldari technology that generates a miniature gravity field under the user’s feet in the desired direction. In very low or no gravity environments you can use those boots to walk on any surface as if it was normal gravity with Slow speed. In normal gravity you can either do an Routine (+10) Athletics (Climbing) or Reflexes (Acrobatics) check to slowly walk on the walls and ceilings, or you can make a Hard (-10) check in same skill to run on the walls and ceilings as fast as you can. Requires a non-Aeldari user to do Study before use, within Aeldari Utilities category.
Corsair Jet Pack An Aeldari specialized device, often utilized by Corsairs on their boarding operations, which allows the user to fly temporarily. Upon its use, it grants the user Fly ability with Slow speed indoors and Fast outdoors. It can be turned on and off, while tne canister of jet fuel (similar fuel sold in Imperial space ports costs 500 per canister and has 1 Encumbrance unattached) allows for cumulative 15 rounds of flying. Requires a non-Aeldari user to do Study before use, within Aeldari Utilities category.
Telepath Amulet A psychoactive Aeldari artifact that allows even those with lack of psychic prowess to transmit messages and even images via telepathic means. This is one of the standard means of communication for Craftworlders, allowing them to efficiently communicate with each other over great distances without being interfered with by material radiation or listening devices. Allows the user to talk and transmit images from one's mind over 200 mile radius distance to other amulets that had been collectively attuned or to someone holding an amulet that you personally know. With Hard (-20) Psychic Mastery check you may also feel the presence of and connect to any amulet within the distance. Additionally, any psyker who might suspect such communication taking place within 5 miles of the amulet may attempt to listen in, partially hearing the message, with a Hard (-20) Psychic Mastery check, this action however alerts amulet users after a short amount of time. The player must have the Psyker talent or Awareness (Psyniscience) skill to use the device.
Aeldari Vox Some of the situations require uninterrupted communication and the powers of Warp can be such an interruption, prompting the need for Aeldari technology such as Aeldari Vox. It doesn’t rely on psychic powers and allows local communications even during local Warp instability, which would otherwise block psychic communications that Aeldari often rely on. This Vox allows communication with any other Vox in the 200 mile radius. Requires a non-Aeldari user to do Study before use, within Aeldari Utilities category.
Sound Dampener A complex piece of Aeldari psychoactive technology that alters realspace in the surrounding area to remove sound perception for those not using the technology. Removes all sound coming from the party in a zone for an hour, making it impossible for the enemy to run Awareness (Sound) checks, however they can still roll a Hard (-20) intuition check to recognize that it might be too quiet around. Recharges passively in an hour and can be recharged in 15 minutes with a Routine (+10) Psychic Mastery check. The player must have the Psyker talent or Awareness (Psyniscience) skill and also perform Study to use the device, within Aeldari Utilities category.
Psychic Jammer A special and rare psychoactive device designed by Aeldari to fight enemy psykers and daemons that suppresses psychic powers of everyone in the area except the Aeldari. For 10 Rounds or 20 minutes, increase Difficulty of any Psychic Mastery or Awareness (Psyniscience) by three steps for any non-Aeldari in the Zone the users are in. The player must have the Psyker talent or Awareness (Psyniscience) skill and also perform Study to use the device, within Aeldari Psyker’s Aids category.
Skeleton Key A special psychoactive relic of Aeldari design that uses slight psychic malleability to create a clockwork-like lock picking device, vastly improving its efficiency in the hands of someone with minimal psychic abilities, otherwise acting as regular lockpick. You can use Skeleton Key with Dexterity (Lock Picking) tests of reduced difficulty or roll Psychic Mastery instead, if the player must have the Psyker talent or Awareness (Psyniscience) skill. Works with both Aeldari and Imperial locks.
Aeldari Lascutter A laser-cutting device of standard Aeldari technology, often used by Corsairs during boarding operations. Can cut through any material not tempered against extreme temperature and with thickness up to 20 cm. Generally much more powerful and more reliable than Imperial Lascutters. Can be used as a one-hand improvised weapon with the following traits: Inflict (Ablaze), Loud, Rend (5). Requires Study to use, within Aeldari Utilities category, within Aeldari Utilities category.
Psyelectric crystal A psychically powered Aeldari illumination device, that uses a psychically activated electric crystal the electrochemical reaction of which produces intense light, both directed and surrounding. Removes Dark and Poorly Lit from the zone and can be powered for 12 hours, while recharging in 2 hours of being held by anyone with the Psyker talent or Awareness (Psyniscience) skill, also being able to recharge instantly in an Routine (+10) Psychic Mastery check. The player must have the Psyker talent or Awareness (Psyniscience) skill to use the device.
Anchoring Rune A psychically powerful Aeldari rune that allows safe divination. Analogous in function to Instruments of Divination.
Skeingazer Amulet A powerful psychoactive Aeldari artifact that allows to ever so slightly nudge the weaves of fate without risking losing your soul to the Chaos Gods. Using Skeingazer Amulet to peer behind the veil and alter the weaves of Fate requires a Difficult (-10) Psychic Mastery test and you cannot use Fate to re-roll its results. Upon +2 SL success you can restore a spent Fate point and upon a +4 SL you can restore a burnt Fate point, however if you fail by more than -2 SL you lose a Fate point and upon -4 SL you burn one.
Cloak of Shadows A special psychoactive Aeldari cloak that alters realspace ever so slightly to obscure the presence of its wearer. Adds +2 SL to Stealth tests if the user doesn’t move and +1 SL to Stealth tests if one does. The player must have the Psyker talent or Awareness (Psyniscience) skill to use the device efficiently, otherwise add just +1 SL to Stealth tests if the user doesn’t move.
Guide to Sizes
Some equipment has specifics that complicate its utilization by users smaller or larger than the average size of the users the equipment was intended for. While normally not an issue with most utility equipment, weapons and armor are another story. Not to overcomplicate things, we will leave it up to the GM what equipment is universal and what is restricted by sizes, but we will also make a general guideline for how this equipment could work. Generally Small-sized weapons cannot be used by Large characters and vice versa, Normal-sized players can use both, but both with Disadvantage, additionally Two-Handed weapons for larger characters cannot be used unless set up in a stationary position (like a tripod). In case of One-Handed weapons for larger characters, the smaller character will have to use them as Two-Handed and with a Heavy trait equal to twice its encumbrance. Large equipment costs 20% more and can either hold 20% more ammo or do 10% more damage (rounded up), while Small equipment costs 15% less and holds 10% less ammo (rounded up). Armor and clothes have to be specifically designed to fit the size to be worn, Large worn equipment has 20% more Armor and 30% more Encumbrance, while Small sized armor has 30% less Encumbrance (but cannot reduce it to 0).
Traits
XL People with Small size cannot use this weapon, while Normal size can use it if it’s One-Handed with a Heavy trait of level equal to three times its encumbrance, Two-Handed trait and additional penalty of 1 SL, unless it’s deployed on a stationary position (for both sizes).
Aeldari Technology (Category) Complex technology used by either Asuryani or the Drukhari. While Aeldari have no issue navigating through this technology, humans must actually study the object in question via Study Endeavour, before managing to use ranged weapons or tools, while all melee weapons get halved (and rounded up, but doesn’t stack with psychoactive penalty) damage and armor gives +2 encumbrance when worn. 
Psychoactive  The equipment, armor or weapons react to the psychic presence of its user. Those without ability to psychically attune to the objects they are trying to manipulate, will find little use if any at all with the equipment. To use psychoactive ranged weapons and tools, the user must possess either the Psyker talent or Awareness (Psyniscience), while psychoactive armor can be used but adds +2 additional encumbrance when worn. Any major psychic disturbance (such as major daemonic presence or a blank) may require Psychic Mastery, or Awareness (Psyniscience) tests to avoid penalties, even for the Aeldari.
Boomerang A quality of any thrown weapon, returns to the owner next round upon a successful Easy (+20) Ranged (Thrown) test, provided they moved roughly on the same trajectory as the weapon they threw.
Talents
Commune with the Spirits >Requirements: Seer or Spirit Guardian, 3 in Awareness (Psyniscience) >You have a very special attunement to the souls within Spirit Stones and the Infinity Circuit, allowing you to commune with the dead with no ill effect or restriction and with perfect clarity, as well as passively absorb experience, skills and intuition of those you commune with. At all times and regardless of whether you’re a Psyker (in game terms) you can communicate with souls within any Spirit Stones. Additionally you can substitute any of the advances in your specialized skills for a specialized skill belonging to the spirit stones you acquire, once per day. At the start of the game you hold 2 spirit stones that each have 2 specialized skills of your choice, as long as they are not incredibly improbable.
Animal Connection >Requirement: 3 Rapport (Animals) >You feel kinship with your animal companions on a deep and unexplainable level, most likely stemming out of some very subdued psychic powers present in you. While Rapport (Animal) is still needed to persuade and control the animal, you can intuit what the animals actually feels and wants specifically as if you were reading its mind, while, in turn, the animal seems to understand your commands and intentions nearly perfectly (but remember that animals are still extremely limited in what they can know and do, you can persuade a rat to steal the keys for you but not to operate complex machinery).
Academic >You spent many years studying all the theoretical aspects of a very specific and complex topic of interest and you can easily recollect even the most expert knowledge from that field. You gain an advantage to any action from that field of expertise utilizing its theoretical knowledge (for example you might recognize what steps need to be taken to perform a complex sabotage, though you might not be as good at performing it) or you can give +1 SL to anyone with practical knowledge (for example you with astronomy and someone with Navigation). Example fields, should be not too general but also not too specific as to be useless: applied chemistry, biochemistry, anatomy, molecular physics, applied physics, psychology, architecture, astronomy.
Diplomat >Requirements: only acquired by the story progression. >You are a recognized attaché of your species, whether a member of a Xenos race serving at an ad hoc embassy within some of the central Imperial planets in the Macharian sector, or an Imperial envoy carrying insignia that would be recognized by any non-imperial political unit that has any willingness for negotiation. Hostility against you and your party (provided they stay close, have a plausible explanation for being with you and not causing trouble) by potential enemy forces will be passive and subdued, given you are in a location with tight control by an authority that recognizes your status. Additionally, upon appealing to a figure of authority of any faction, your SL based on Influence can either be reverted to zero or one more can be added, once per session.
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Source: https://twitter.com/musketanna or https://bsky.app/profile/did:plc:vuijroklprtei2lpkuxc44pk
Other
Study (Endeavor)
To use complex technology not created for the use of your species or that is so utterly ancient you seldom have any idea how to use it and how to adjust its interface to your comfort you need to study it. Invariably needed when using any complex technology from other species, civilizations, eras, human archeotech, highly specialized and extremely rare equipment. One can begin study by themselves, however it is often recommended to conduct a Consult Savant endeavor or find a suitable tutor who already knows or at least has good leads on how to use this technology. Upon GMs discretion studying one artifact would immediately reveal how to use another with similar utility or complexity level, such as the example with Aeldari technology, where you learn to use entire categories of items. Some exotic artifacts, however, require separate study. For study, either relevant Lore (Forbidden) test is required, or Tech and Logic tests with 1 additional SL penalty. Successful previous Consult Savant endeavor or finding a willing expert during a mission who already knows how to use the equipment will add 3 SL to your progress (these Savants always must be at a restricted level). Party members that know how to use the equipment, for the sake of balance, do not count as experts but still can add 2 SL to your studies. To simulate the study process, the GM must come up with the Difficulty and the required cumulative Success Levels to finish the study. For example:
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maya-the-skaven · 1 year ago
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Imperium Maledictum: A Module for Aeldari and Abhumans, Part I (factions, "careers", Patrons)
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Source: https://twitter.com/MusketAnna or https://bsky.app/profile/did:plc:vuijroklprtei2lpkuxc44pk
Part II: https://www.tumblr.com/maya-the-skaven/735704419999612928/imperium-maledictum-a-module-for-aeldari-and?source=share Part III: https://www.tumblr.com/maya-the-skaven/735704454119260160/imperium-maledictum-a-module-for-aeldari-and?source=share
Part I sets the premise, factions, "careers" and describes the Patrons; Part II describes new Items, some talents and other rules; Part III includes a small system for Abhumans
This new TTRPG set in the Warhammer 40k setting obviously takes a lot of inspiration, both in terms of adventure vibes it sets for the players and it's mechanics, from Warhammer Fantasy Roleplay. But unlike Warhammer Fantasy Roleplay you can only play as gold standard humans from Imperium, despite Fantasy Roleplay allowing you to play from a whole bunch of races. On one hand it kind of makes sense, 40k setting is much more strict about xenos-human crossovers - while not at all impossible, those would highly depend on the context and will come with repercussions. Aeldari and human party members can't just meet having ended up on the same side of a tavern brawl, Aeldari can't just walk around most civilized Imperium worlds and expect not to have an attempt on their life from the military, Adeptus Arbites, Inquisition and even just regular citizens being xenophobic. On the other hand, it's not implausible at all that Aeldari would subtly inject themselves into local Imperial matters, while also hiring expendable human mercenaries for dirty work that is beneath most of them. Aeldari don't really have to do a lot to disguise themselves as just somewhat taller and lankier humans, in the universe where human physiology can vary from planet to planet most people wouldn't suspect much, especially since the absolute majority never even saw an Aeldar. Finally, Imperium Maledictum ignored Abhumans, despite there being little reason why they wouldn't fit into the setting. Humans are implied to have a plethora of Abhuman species that are integrated into Imperium on some level above being marked for extermination and some of them, like Ogryns or Ratlings, are even in high demand for the military brass to recruit.
Thus, I thought it would make perfect sense to create rules for playing Aeldari characters, both in contexts separated from Imperium, but also integrating them into the Imperium-focused setting of Imperium Maledictum. Similarly, I decided to create the character stats presets for Ogryns, Ratlings and the Beastmen, together with a simple framework to create your own Abhuman species.
Note that I decided to omit a dedicated Drukhari faction, mostly because it would be much harder to justify a crossover for them and human players, especially in the context of crossing Patrons (while it's much more plausible, albeit still very rare, that Aeldari player could work together with a radical Ordo Xenos Inquisitor or a Rogue Trader that owes Aeldari some sort of debt). However, perhaps in the future, I will release a mini-addendum to this module that will give players some options for full-on Drukhari, rather than a reformed/Ynnari-aligned Drukhari.
Origins:
Fractured Craftworld - you were raised on a Craftworld barely holding on for it's life, battered by unending war and civil strife, perhaps surviving an Imperial assault or Drukhari raid by a thread. You were raised in a leadership and specialist vacuum, often relying on personal observations rather than tutoring. Life of strife also led many younglings to bomd with each other, learn to endure hardships better as well as made them generally tougher. +5 Per and +5 Fel, Wil or Tgh
Prospering Craftworld - born on a Craftworld far away and insulated from conflict, strife and politics for millenia, you never knew any hardship, surrounded by loving family and friends, nor real hatred or militancy due to its isolationism. This resulted in a certain naivety when interacting with other people, however your disposition is easier than most other Aeldari. Additionally, lack of conflict allowed you to explore yourself at arts, crafts and sciences pretty early on. +5 Fel and +5 Int, Per or Agi
Militant Craftworld - some of the first memories you can recall are of stories about great warriors, noble seers and great sacrifices your kind made. Your Craftworld has a reputation for its militancy, often seeking to correct the injustices made upon the Aeldari by the younger races by merciless combat, always holding steadfast in the face of the enemy and often helping their struggling brethren. From a young age you were expected to join the militia drills, first as an observer, then as a participant, toughening you up and giving you some essential skills in case your Craftworld would require your service. +5 Tgh and +5 BS, WS or Agi
Close to the Eye - when you were born you felt a psychic scream that you can recall with surprising clarity to this day. For one reason or another your Craftworld spent a good amount of time treading close to the Eye of Terror, where your ancient civilization once lived and where now Slaanesh is at their most dangerous when it comes to the Aeldari souls. Your entire childhood was dedicated to strict discipline, psychic warding and setting you up for a Path, while keeping a very ascetic and monastic setting, not to give the daemonic powers any chance. Also, you were required to participate in exercises about daemon detection and combat from early on, preparing you for the worst. +5 Willpower and +5 BS, Tgh or Per
Exodite - you were born in a band, tribe or kingdom on a Maiden World belonging to those who count as country bumpkins among the Aeldari. Living a nomadic hunter-gatherer life that saw little conflict yet producing some of the best warriors among the Aeldari, you spent your childhood helping the adults hunt, farm and fight, most often in ritualistic or sportslike setting, always gathering around the bonfire after the end of a day and listening to the stories of the elders about how their once great ancestors destroyed themselves with vanity and endless pursuit of hedonism. +5 Strength and +5 WS, T or WP
Raised in Commorragh - details of your birth remain a mystery, however the first memories you can remember is of being raised up as a street urchin tied to one of the Kabals in Commorragh. Survival wasn't easy, luckily you were an observant child, quickly learning to know your place and emulate your betters, be it their deviousness or combat prowess, allowing you to survive to adulthood without major incident. +5 Perception and +5 WS, Agi or Int
Former Aspect Warrior - you are a veteran of many skirmishes and campaigns, serving your craftworld dutifully, before stopping short of losing yourself on the Path in a rather traumatic bout of fate. You spent the last hundred or more years actively unlearning and coping with all the things you went through in your Path of the Warrior, essentially starting your entire life completely over. When you finally found inner peace you were called to duty again. While you have managed to forget a lot of the horrors of the past, you also lost most of your skills during the many years of never picking up a weapon. +5 BS and +5 WS
Outcast - a child born among Corsair fleets and rangers, not an unwelcome surprise, but also likely not the best setting for an Aeldari child to be in. Despite this, the adults in charge managed to muster some responsibility and raise you well according to the ways of Aeldari that would protect your soul from Slaanesh, even if a bit skewed towards the shenanigans of the Outcast kin. Surrounded by many an Aeldar who you considered your uncle or your aunt, it was only a matter of time until someone started secretly showing you how to use their Shuriken old reliable. You were also encouraged from early on to participate in going-ons of the voidship, often helping around with menial labour. +5 BS and +5 Str, Fel or Wil
Factions:
Rather than having large segmented departments that define a given citizen’s entire life and career path while also being their own self-contained kingdoms that compete with each other for resources and standing with the powers that be of the Imperium, Aeldari have much more harmonious and cooperative social structure where any given group does not override the interests of the group at large, every member working together in a symbiotic kind of way, while factional differences lie in another dimension compared to Imperium politics. As such, rather than having a career-as-a-faction system for Imperial citizens, Aeldari have a separation between the general factions and their roles in those factions. Essentially, the thing you get out of one of the factions is influence, while having to choose between different ways of life your character took before the adventures.
"Careers" common to all three factions:
Exiled Exodite Exodites are the descendants of those Aeldari that chose to isolate themselves on Maiden Worlds to avoid whatever disaster their kin were headed into with their hedonistic and rapacious lifestyles, moving far away from the core worlds of the Aeldari empire that existed before the Fall. This foresight saved them from the catastrophe that followed the birth of Slaanesh and their approach to life, away from the galactic politics and maintaining spiritual health through attunement with their worlds and avoiding most of the technology that allowed Aeldari to enjoy all the benefits of a post-scarcity society, allowed them to sustainably exist for many millennia without the extremely strict limitations of the Paths. While rarely faring outside their worlds and avoiding technology that enabled the same hedonistic excess that led to the Fall, they are by no means primitive or ignorant, often readily maintaining contact with their Craftworld cousins, acknowledging that their ultimate aims align. The player is an Exodite who, for one reason or another, was sent away from their world and joined one of the bigger factions, while continuing to maintain their Exodite culture and way of life. Regardless whether you committed a grievous crime, yearned for a life beyond your world or were sent on a mission by your elders, this essentially amounted to an exile, and if you ever return to your world it will take a long time until you become a familiar face among your kin again. Attributes: +5 Strength, +5 Agility, +5 Willpower or +5 Toughness Skill Advances: 1 Melee, 1 Intuition (Surroundings), 1 Athletics, 1 Fortitude, 1 Navigation (Surface). Talent: Familiar Terrain (Nature) or Well-Prepared. Items: Staff, Exodite Boneplate and Helmet, Backpack, Survival Gear, Rune of Space.
Drukhari Outcast Whether you were born among the Craftworlders and chose to tread the Path of Damnation or simply found your home in Commorragh after being exiled or captured. All in all, you were brought into the Drukhari society with all its vileness and excesses, managing to rise above the slaves and riffraff. However, living in these conditions never sat right with you for some reason, whether you acknowledged the excesses and cruelty of your kin, were afraid for your soul, craved for adventure among a more diverse kind of crowd or were persuaded by Ynnari cults to join their crusade to wake up Ynnead. One way or another you managed to make yourself tolerated if not welcome among one of the other major groups and set to a path of some kind of redemption, at the cost of your status and possessions within the workings Commorragh. Additionally, you being embraced among the other Aeldari and protected from the Slaanesh’s clutches, has afforded you to regain some of the long numbed psychic senses. However, Drukhari do not tolerate desertion lightly, especially if that means cavorting with their Craftworld cousins, meaning that any band of Drukhari recognizing your betrayal will not be very welcoming at all. Attributes: +5 Toughness, +5 Agility or +5 Willpower Skill Advances: 1 Melee (One-Handed), 1 Presence, 1 Reflexes, 1 Lore (Forbidden, Drukhari), Intuition (People) Talent: Gallows Humour or Exploit Vulnerability Items: Venom Blade, Kabalite Chestpiece and Helmet, Excruciator Kit, Wraithbone Amulet
Seer Usually those who take Path of the Seer, also known as the Path of the Witch, which is the longest, most treacherous, most complex, and rarest of all paths. The Spiritseers are specialists in the handling of spirit stones for the raising of the Wraithguards and Wraithlords. The Warlocks previously underwent the Path of the Warrior and now lead the Eldar into battle. The Farseers are lost upon the path of the Seer, and are the most powerful Eldar psykers of all. Bonesingers are Seers who use their psychic talents to manipulate the growth of Wraithbone. The player, on the other hand, should be someone who had only just begun their life on this path, having to disconnect with whatever other path they led in life and focus on learning to control and exploit their nascent psychic powers. Attributes: +5 Willpower, +5 Intelligence Skill Advances: 1 Psychic Mastery, 1 Psychic Mastery (spec choice), 1 Discipline (Psychic), 2 Advances between Rapport (Charm), Presence (Intimidation), Lore and Intuition Talent: Psyker and Diplomat Items: Set of Aeldari Robes (Ornamental), Witch Staff, Anchoring Rune, Rune of Time, Wraithbone Amulet
Ranger Those are those among the Aeldari who either cannot cope with their lives so strictly constrained by the Paths or sometimes take up the mantle of an outcast to better serve their craftworld in time of need. These wanderers travel around the galaxy, often employed as scouts and knowledge gatherers for their respective craftworlds, but also sometimes joining corsair fleets or even Ynnari. They usually survive alone, learning to live on their own and hidden amongst many other species that populate the galaxy, exploring far and wide and never staying at one place too long. The player should be a moderately experienced ranger, satisfying their wanderlust and exploring the secrets of the galaxy or performing a certain duty for their respective faction, not having been able to stay on any other path for a long time. Attributes: +5 Agility and either +5 Perception or +5 Toughness Skill Advances: 1 Fortitude, 1 Dexterity, 1 Ranged (Long Guns), 1 Stealth (Hide), 1 Awareness Talent: Well-Prepared or Secret Identity (Infractionist) Items: Ranger Rifle, Aeldari Jumpsuit or Heavy Jumpsuit, Backpack, Cloak of Shadows
Mariner Those Asuryani who embark upon the Path of the Mariner serve as the crewmen and officers of their home craftworld's fleet of starships. Important to both civilian and military endeavours of Aeldari, they are entrusted with the art of piloting an Aeldari voidship, learning how to interact with its psychoactive interfaces, but also learning the more technical side of controlling voidships and navigating through the void. Those who seek this Path out often wish to see the sights of the galaxy and satisfy their wanderlust, which also often leads to Mariners joining Corsair fleets, that never pass on services of experienced and dedicated voidship crew members. Attributes: +5 Agility, +5 Perception Skills: 1 Navigation, 1 Navigation (Void), 1 Piloting (Minor Voidship), 1 Reflexes, 1 Intuition Talent: Void Legs Items: Aeldari Jumpsuit or Heavy Jumpsuit, Shuriken Pistol, Aeldari Space Glove, Grav Boots, Nightseers
Craftworlds
Path of Awakening It is a path in which Eldar learn how to analyze their surroundings. Those trained on this path can notice things that would seem insignificant or impossible to see, even to a normal Eldar. The Path of Awakening is one of the first Paths many young Aeldari choose to take, as they're overwhelmed with choice of all they can do in the world. This Path involves rigorous training of senses, keen investigation of one's surroundings, spiritual meditation and learning complex patterns. In a way these Aeldari learn to learn all about the crafts that they could then take upon. While not trained for any specific skill, some of the exercises they do might give them an edge in some tasks. Attributes: +5 Perception, +5 Intellect Skill Advances: 1 Intuition (Surroundings), 3 Awareness (any specialization, can be several), 1 in either Dexterity (Lock Picking) or Linguistics (Cipher) Talent: Acute Sense or Ever Vigilant Items: Set of Aeldari Robes, Sensory runestone, Wraithbone Dagger, Aeldari Lens, Nightseers
Path of the Scholar Asuryani Scholars are those Aeldari who find fulfillment only in mastering academic knowledge, often choosing a specific area they want to be expert with and then passing this knowledge along to other Aeldari who are traveling this Path or who wish to benefit from understanding the discipline, but many others are not satisfied with only one area of knowledge or instead choose generalist knowledge, focusing on perfecting the process of study itself. Asuryani on the Path of the Scholar includes all those of their kind who search for, create, unravel or transmit knowledge, including teachers, librarians, philosophers, scientific researchers, archaeologists, loremasters etc. Attributes: +5 Intellect, +5 Perception, Willpower or Fellowship Skill Advances: 1 Linguistics (High Gothic or Forbidden), 3 Lore (any specialization including forbidden as long as plausible, can be several), 1 in either Logic (Investigation) or Rapport (Inquiry) Talent: Eidetic Memory or Academic Items: Set of Aeldari Robes, Wraithbone Dagger, Writing Kit, Wraithbone Amulet, Memory Crystal
Path of Service The Path of Service is a Path in which Asuryani give themselves over to the service of their kin and the good of their craftworld, finding in such activity both spiritual fulfillment and the knowledge that the labour they do is necessary for their society to continue to thrive. Though most of a craftworld's economy is fully automated, there are still some personal services that require physical labour and expert but dull technical knowledge, and it is to these tasks that those who tread the Path of Service seek to apply themselves. Asuryani take up the Path of Service out of the same sense of duty that inspires others of their kind to take up the more militant Paths. Attributes: +5 Agility, +5 Intellect Skill Advances: 1 Tech (Engineering), 1 Tech (Security), 1 Dexterity (Defuse), 1 Logic (Evaluation), 1 in either Rapport (Haggle) or Rapport (Inquiry) Talent: Attentive Assistant or Devoted Servant Items: Set of Aeldari Robes, Backpack, Aeldari Multi-Tool, Aeldari Data Pad, Signal Interceptor, Rune of Time, Psyelectric Crystal
Path of the Healer The Path of the Healer is pursued by those Asuryani who find spiritual satisfaction in bringing living things back to full wellness. Often taken by the more empathetic of their kind, Asuryani Healers learn all about biological functions required for life of an Aeldar, learning all the same things educated Imperial Chirurgeons do about human biology, but without the baggage of fanatical dogma. While they use a range of psychoactive instruments and the more expert Healers use the full spectrum of psychic powers to treat their patients, the novice Healers begin with learning to conduct the most complex surgeries with the simplest of instruments. This Path includes all physicians, surgeons and what Humans might consider biomedical researchers. Attributes: +5 Intellect, +5 Willpower Skill Advances: 2 Medicae (Human), 1 Medicae (Augmentations), 1 Dexterity, 1 Reflexes (Balance) Talent: Chirurgeon or Field Medicae Items: Set of Aeldari Robes, Aeldari Surgeon Kit, Attunement runestone, Healing Runes (5), Aeldari Data Pad
Corsairs
Maverick The Corsair pilots are usually found among those piratical Asuryani and Drukhari who love the thrill of high-speed chases, vehicle duels and overall mayhem, but lack patience, discipline and theoretical know-how needed to control a voidship, preferring up-and-close personal approach to vehicle combat, unlike that of the spacious void. Most often they operate surface support vehicles that allow them to get up much more close and personal than the much more  strategic and slow void combat, such as jetbikes or nightwings. Though much more adept at piloting their favored vehicle, they are also proficient in personal combat as well as carry some general technical knowledge. Attributes: +5 Agility and either +5 Perception or +5 Ballistic Skill Skill Advances: 1 Piloting, 1 Piloting (Military or Aeronautica), 3 Advances in Melee, Ranged, Reflexes, Intuition, Tech Talent: Extended Proprioception Items: Craftworlder or Kabalite Chestpiece, Corsair Sabre, Shuriken Pistol, Aeldari Multi-Tool, Aeldari Lascutter
Kurnite Hunter Followers of the Eldar God of the Hunt Kurnous among their piratical kin, these Aeldari share a special bond with animals on whom they rely for scouting, hunting and companionship during their numerous religious hunts that they accompany the Corsair fleets for. Specifically, they share a special bond with their pet Faolchús and often bring them into their adventures. These smart and perceptive hunting birds are often used to uncover foes and objects that are hidden from the Hunter's sight, detect ambushes and find concealed items and also are able to sense psychic presences. Apart from being proficient in animal bonding, these Hunters are also often utilized as scouts or ambushers for their advanced skill set that aids them in their hunts. Attributes: +5 Perception and either +5 Agility, +5 Fellowship or +5 Willpower Skill Advances: 1 Rapport (Animal), 1 Medicae (Animal), 3 Advances in Ranged, Melee, Navigation (Tracking), Awareness Talent: Animal Connection Items: Faolchú, Aeldari Jumpsuit or Heavy Jumpsuit, Shuriken Pistol or Corsair Sword, Sensory runestone
Swashbuckler Sometimes the rigid constraints of the Eldar Path are intolerable even for an Eldar to bear; such individuals leave their Craftworlds and become known as Outcasts, often either joining Corsair Fleets or treading their own paths in the galaxy. Those who join the Corsairs are often young, inexperienced and impressionable Aeldari, doing it for the thrill of adventure, new emotional experiences and battle experience on a level never seen among the Craftworlders, becoming deadly raiders, flamboyant adventurers and underhanded tacticians, often treading dangerously close to the Path of Damnation or losing their souls to Slaanesh. The Swashbucklers are usually found among the Corsair raiding parties, expert in sudden attacks, hit and run tactics, boarding enemy vehicles and quickly overwhelming enemy defenses. Attributes: +5 Weapon Skill and either +5 Ballistic Skill, +5 Fellowship or +5 Toughness Skill Advances: 1 Melee (One Armed), 1 Ranged, 3 Advances in Presence (Leadership or Intimidation), Rapport (Charm), Fortitude, Dexterity, Reflexes Talent: Hit and Run or Slippery Items: Void Sabre, Shuriken or Splinter Pistol, Craftworlder or Kabalite Chestplate, Corsair jet pack
Ynnari
Wych Cultist Wyches, also known as Hekatarii, are gladiatorial warriors of the Drukhari, many of whom abandoned their life in Commorragh to serve the quest to resurrect the Ynnead, often deserting from their Wych Cults, although entire Wych Cults joining the Ynnari cause is not unheard of. Often chosen from promising candidates among either the Commorragh residents or those captive or visiting Aeldari that proved themselves worthy in the arena, Wyches spend most of their lives fighting in duels with one another and with various captured aliens and beasts, leaving those who survive with invaluable experience and real viciousness, making Wyches highly proficient at close-quarters combat. Abandoning your Cult for the Ynnari, however, did not leave you without consequences, as your vengeful and paranoid kin would hunt you down with fervour if they recognized you. Attributes: +5 Weapon Skill and either +5 Agility, +5 Toughness or +5 Strength Skill Advances: 1 Melee (One Armed), 1 Reflexes (Dodge), 3 Advances in Ranged (Pistols), Athletics, Fortitude, Intuition, Presence (Intimidation or Interrogation) Talent: Duellist or Frenzy Items: Wychblade, Wychsuit, Excruciator Kit, Nightseers, Splinter pistol
Reborn Whether you were a resident of a Craftworld, Maiden World or Commorragh, the past of barely surviving and hiding from the foes that wish to eradicate your people is behind you, as the Aeldari finally have a chance to break through the status-quo by obtaining salvation and freedom in the form of the Seventh Path and resurrecting Ynnead. However, for this monumental task all hands are required to assist the Ynnari on their crusade against Slaanesh, but there are many of those too stubborn, too afraid or too greedy for power to listen. Once induced into the Ynnari you dedicated yourself to spreading the word of Ynnead to the more distant and ignorant of the Craftworlders and Exodites, as well as secretly preaching to the Drukhari, whose powers that be treating the preachings as direct assault on their power. Attributes: +5 Fellowship and either +5 Willpower, +5 Intelligence or +5 Toughness Skill Advances: 1 Rapport (Charm), 1 Presence (Leadership), 3 Advances in Intuition (People), Lore, Rapport (any), Presence Talent: Faithful (Ynnari) or Unflinching Presence Items: Set of Aeldari Robes, Corsair Sabre, Aeldari Icon (Ynnead, any skill), Rune of Space, Telepath Amulet
Spirit Guardian One of the important tasks in the monumental struggle that is to release the Aeldari from Slaanesh’s vile clutches is recovery of the Spirit Stones, lost to thousands years of war across all of the galaxy and bring them back into the saving grace of the Ynnari, as they bring about a chance for salvation. Once joining the Ynnari, your superiors noticed you had a special connection to the dead, being attuned to the voices, thoughts and emotions of the souls of kin long gone, managing to communicate with the souls inside of Spirit Stones more easily that most others, often bringing clarity and focus to the otherwise ethereal beings inside of the stones. As such you were tasked with a special task, often traveling to dead, wild or Imperium occupied worlds and recovering the spirit stones, either lost in the ancient ruins of conflicts long past or stashed away by ignorant humans in their trophy rooms. Attributes: +5 Willpower and either +5 Agility, +5 Toughness or +5 Ballistic Skill Skill Advances: 1 Rapport (Inquiry), 1 Ranged (Pistols), 3 Advances in Navigation, Fortitude, Intuition, Discipline, Stealth Talent: Commune with the Spirits Items: Aeldari Jumpsuit or Heavy Jumpsuit, Shuriken Pistol, Wraithbone Dagger, Wraithbone Amulet, Psychic Jammer
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Patrons:
Universal
Pathfinder
Pathfinders are some of those Rangers who walked Path of the Outcast for centuries if not millenia. While not necessarily lost on this Path and having successfully resisted all temptations and the dangers of Chaos, they still feel the call to travel across the wide galaxy, not being able to re-integrate in Aeldari society. Despite this, they still maintain connections and loyalties with their kin, often assisting young Rangers who have just embarked on their Path, while also aiding the larger factions by being some of the most proficient scouts, spies and assassins. While not harbouring any serious institutional power in factions they hail from, they are individually very influential and have connections all across the galaxy, including some of the non-Aeldari species.
Duty Boon:
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Mysterious Harlequin
The Harlequins are  a truly ancient remnant of the Aeldari Empire, that persist to this day and age with the help of the god Cegorach, who hid their followers in the impossible labyrinth of the Webway. Mystics, artists, musicians, dancers and acrobats, they unsuccessfully tried to stall the hedonism that led to the Fall, having to learn to be proficient at combat as they were persecuted by their kin in response. Arcane and mysterious, little is known what drives these Aeldari, however, after the Fall, they do indeed fulfill many important tasks to aid the course of survival of their species and defeating Slaanesh. Some of the things they do is travel all across the galaxy, performing strange theatrical acts that warn the audience of the tragedies that befall those who answer the call of Chaos, such as the Fall of the Aeldari, but also they often act as spies, assassins and guardians of ancient relics upon a request for aid from any of the Aeldari that their Masque finds fancy. You don’t really know who this Mysterious Harlequin is and why they took an interest in you, one day they just appeared in your life and through coercion, persuasion, blackmail, reward or life saving aid you became indebted to them. Far from understanding the ultimate purpose of your tasks or the mind of their issuer, you at least can find comfort that in doing so you advance the goal of fighting Chaos, preserving ancient history from ne'er-do wells or aiding the Aeldari.
Duty Boon: Cegorach’s Blessing
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Wandering Scholar
Those who tread Path of the Scholar sometimes become akin to those who walk the Path of the Outcast, exchanging their wanderlust for unquenchable thirst for knowledge and understanding in the world that can see you killed or corrupted for it. Not satisfied with being confined to a laboratory or only ever going out on the expeditions when the powers that be allow it, a Wandering Scholar chooses to abandon the comforts of their home and, often employing the aid of Rangers and Corsairs in exchange for their invaluable expertise and precious artifacts, explore the deepest corners of the galaxy, recording new flora, fauna, intelligent species, discovering ancient artifacts, new philosophical forms of thought, technology, while also always keeping their kin in mind, actively sharing the information that could advance the goals of the Aeldari with those who has the best potential to wield it. While not powerful in personal combat or holding major institutional power, they are very expert in nearly every field of knowledge as well as racked up quite a lot of favors in their hundreds of years of travels.
Duty Boon: Archeologist
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Craftworld
Farseer
The Farseer caste is often seen as synonymous with the influence and spiritual strength any given Craftworld holds. Some of the strongest psykers in the entire galaxy, these arcane Aeldari are also the engines of the decision-making processes that rule the remnants of the once great Aeldari Empire, with Autarchs being their grinding gears. Lost on the Path of the Seer, these Aeldari are so far removed from the material world, some of the more ignorant species who had the chance of seeing them up close and not losing their life aren’t sure they are even truly alive anymore. Following multiple threads of fate and seeing many of the horrors that might occur in the future if the right course is not taken, they are dedicated to manipulating the current events to ensure an acceptable outcome, to the point they sometimes lose all empathy and even common sense in the process, almost blinded to the reality by the many visions and plans to act upon them they hold in their mind.
Duty Boon: Prophecy
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Spirit Seer
The Spirit Seers are the guardians of spiritual health of dead Aeldari souls, sometimes also acting as part-time necromancers. Feared and sometimes despised, they are masters to all matters that pertain to the Infinity Circuit, the spirit stones and also are guardians of certain relics that protect the souls of both living and dead Aeldari from the corruption of Chaos. As watchers of one of the most important parts of each given Craftworld and are crucial to the preservation of the species that embark upon Craftworlds, they hold nearly as much influence as Farseers. Actively communicating with the dead, they sometimes forget how to deal with the living, however they also tend to have access to an insurmountable amount of history, experience and knowledge. The reason they’re often despised, however, is that they sometimes use their powers to create Wraith constructs - biomechanical constructs that house the souls of the fallen Aeldari, an atrocity in the eyes of most of their kin. As holders of such an important title, Spirit Seers tend to be quite autonomous and seek the help of others to recover spirit stones, gather lore and technology that would advance their mission of communicating with the dead and calm dead souls by doing tasks that remain unfinished by the original agent.
Duty Boon: Wraithbone Salvation
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Warlock
While most of the Aeldari Seers constrain their powers for the purposes of divination and telepathy, not risking getting them out of control in the midst of battle, some rare Seers start honing their powers to be less peaceful and much more destructive. After rigorous and long training, these rare Seers then become Warlocks, learning how to control their powers to efficiently destroy their foe, deploy battle runes and use force weapons, while leading Guardians into battle. Nearly always, Warlocks are among those Seers who perfected the Path of the Warrior before embarking upon Path of the Seer, thus being able to control their violent impulses and maintain cool, while engaging in a battle using both their weapons and psychic powers, and also commanding large units of troops and utilising powers of divination to predict the moves of the enemy. These Aeldari are widely respected for their powers and while also being much more grounded than their Farseer brethren, making others, especially those on the Path of the Warrior, follow them even more readily. As such these Seers are usually much more involved in the military campaigns, expeditions, directly dealing with threats and maintaining structure of command along with Autarchs, with Farseers acting behind the scenes.
Duty Boon: Combat Psyker
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Corsairs
Corsair Baron
Corsair Barons are the closest advisors, chiefs and allies of a Corsair Prince, delegated different functions in the machinations of a Corsair Fleet and always wying for power, reputation and the graces of the Prince, perfectly matching some of the human warlords in their ambition, avarice and lust for glory. While much more united than most piratical bands of other species, Corsair fleets are still the places where ambitions clash and hot hearts unleash their prowess, sometimes upon each other, with the most cunning and goal-oriented rising above ranks to become Barons, ultimately hoping to become a Prince of their own fleet themselves. To that goal, they usually tend to stop at very little, almost approaching in deviousness to their Drukhari cousins, and readily applying themselves in various forms of intrigue, warfare and backroom-dealing, going as far as employing other species as mercenaries and even dealing with the corrupt Imperial administrators, before usually betraying them or extorting every material thing from them. While not immediately trustworthy, those piratical lords still respect prowess, cunning and ambition quite a lot, making them more amicable than their Craftworld cousins in some ways.
Duty Boon: Voidship
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Felarch
Felarchs are the leaders of the Corsair warbands, forsaking any ambition for the power of the rank and instead focusing on fully satisfying their lust for battle, adventure, exploration and fellowship, ultimately winning the respect and loyalty of their brethren that trust them to lead them in battle, lead their expeditions and create opportunities for an epic adventure. While not nearly as immediately influential as the Prince and his immediate cronies, Felarchs enjoy quite the autonomy in the fleet, often not asking for permission before engaging their band in an adventure that they lead their own way. This usually results in Felarchs setting on many different and dangerous tasks, which they do with a diverse range of methods, very often unorthodox for Aeldari, sometimes even banding with human and Xenos pirates that very rarely manage to win their respect.
Duty Boon: Second Adventure
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Rogue Dracon
Dracons are the Kabal commanders, second only to Archon, serving as his advisors and as field commanders of Kabal’s forces. Not always satisfied with their position and opportunities within the vicious and lethal political web of lies and manipulation that permeates Commorragh, many Drukhari choose to join Corsair fleets, even to the extent that they abandon the Path of Damnation, while still being off-limit to the Craftworlds due to either distrust or their own unwillingness to take up on rigid system of the Paths. Rarily, entire bands within a Kabal have been known to desert to the Corsair fleet, often spurred on by their Dracon by the promises of battles, riches and power, usually incurring wrath of an Archon or because of Archon wanting their second gone in the first place. While usually, somewhat less sadistic and more unorthodox than their Drukhari brethren, often enjoying the benefits of working with the Craftworlders among the Corsairs, these are still very cruel and violent people, stopping at nothing to achieve their own personal ambitions and seeing others as ultimately disposable, respecting those capable of reliably following orders however. 
Duty Boon: Sow Terror
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Ynnari
Succubus
A Wych Cult is a prestigious and autonomous organization among those in Commorragh, that is formed around ritualistic fights and blood sacrifices performed by Wyches, some of the most talented Drukhari in all that concerns personal combat and hit-and-run tactics. These are led by the Succubi that count among the most dangerous fighters and assassins in the entire Commorragh, if not all of the Aeldari. Although Wych Cults and their extreme bloodlust were born out of the sadistic and murderous landscape of the Commorragh, they never rightly fit into the weave of political intrigue that was permeated on all levels of Drukhari society, always preferring direct and in a way honest conflict to manipulation and skullduggery in an almost idealistic kind of way. It was perhaps this incompatibility that led many Wyches to desert to the Ynnari cause, creating major upheaval among the Commorragh elites, as entire Cults have left to fight for Ynnead. The Succubi of such cults, incidentally, often became less sadistic influenced by their more moderate brethren among the Ynnari, more practical as they now had a defined goal and bolstered with resolve more than ever now that their bloodlust, savagery and murder serves a greater purpose of saving their entire species.
Duty Boon: Kiss of the Succubus
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Visarch’s Agent
The Visarch, also known as the Sword of Ynnead, is Yvraine’s personal bodyguard and second-in-command, aiding her in matters of military strategy and tactics. As he followed Yvraine along her various expeditions and campaigns to resurrect Ynnead, he had to delegate the matters of military, security and intelligence across the vast expanses of galaxy to many of his personal agents that were tasked with ensuring that no threat to the Ynnari quest for salvation remains anywhere in the galaxy by the more direct means. Often sent along with Yvraine’s personal envoys as their protectors and equals in the matters of organizing Ynnari missions in any given area, these Aeldari come from a vast variety of backgrounds, with their past long forgotten and they themselves dedicated to one mission. They will organize raids, eliminate dangerous targets, gather data on military installations in any given area, sometimes even resorting to quite unorthodox methods, such as employing Drukhari mercenaries or bribing officials of Astra Militarum. Despite working for the common goal and being equals in a given area, however, these agents are not invulnerable in differences of vision and arguments about how to proceed, often clashing with those, who prefer more diplomatic if not extremely backhanded tactics, while trying to moderate some of the more fanatical brethren.
Duty Boon: Blessing of Khaine
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Envoy of Yvraine
Yvraine is an extremely powerful Aeldar who acts as the emissary to Ynnead and the ultimate leader of the Ynnari faction. As she travels across the galaxy, doing all in her power to save her species from very slow but extinction, she delegates the tasks of fostering relationships with other Aeldari, spying on the potential enemies of the cause, recovering any useful resource or artifact that could aid her and collecting all possible knowledge that could make Seventh Path a reality and bring salvation. Rarely coming from martial combat, these envoys are usually concerned with religious, spiritual, logistical and scientific goals of the Ynnari cause, often being far more religiously observant in ways that underscores the sometimes rather macabre outlook on life and death. They will stop at nothing to help Yvraine on this quest, to the point that they sometimes ally with other Xenos and even the Imperium agents to further their goals and also push back the forces of Chaos wherever they could.
Duty Boon: Guidance of the Dead
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Rewards
Aeldari live in a by-large post-scarcity society, however their society doesn’t look past wasteful behavior and would always seek justification for needing some of the less common items. To simulate the Aeldari economics in a simple manner a system that represents the goodwill your party has with the quartermasters of your Patron’s faction that gives you credit equivalent in Imperial solars to get equipment based on the price tables for items below. This credit is party-wide and also should be separate from the actual solars each individual has on their person. Otherwise you have a similar payment grade as you would with Imperial Patrons, with the amount of solars per day in the credit doubled, however if you’d like to convert that into actual solars, your credit point equivalent must be quartered. In this way, your Patron will provide you access to their faction’s supply roughly equivalent to their assessment of your job being well done or not, while getting actual Imperial currency in bulk may be not as trivial for Aeldari without counterfeiting. Additionally, at the start of the game you always start with 4000 credit with the Patron’s faction.
New Boons
Archeologist - your Patron is a renowned artifact hunter who believes that ancient relics belong in a (Craftworld) museum, but doesn’t mind your party possessing them, if they cannot reach those themselves, for whatever reason. The Patron gives you coordinates of a special ancient undiscovered, hidden or well-protected location that might house unique or exotic stuff, with certain dangers involved, naturally, but also very worth it, while also arranging transport to its general area.
Benevolence - your Patron believes your party deserves a little treat or maybe they’re being patronizing and don’t believe you’ll succeed without extra aid. In any case, the Patron will go an extra mile making sure your party is well equipped. You get a 10% (minimum, rounded up) discount for each point of the highest Influence that your Patron has with any of the factions.
Black Library Secrets - your Patron somehow has access to the biggest and the most mysterious of the knowledge repositories in the known universe and is allowed to carry some of that knowledge back with themselves, alive. Between missions, you can meet with your Patron and choose any 4 specialized skills, including forbidden and rare knowledge, that will be available for 20 Experience discount.
Cegorach’s Blessing - your Patron carries special favor with the Aeldari Laughing God and they can petition their God to gaze upon you and your misadventures. Once per mission and per player, any character who does something very stupidly impressive can restore a burned Fate point, regardless of if they succeed or not, as long as they make Cegorach laugh. The action must be determined and provided as a chance by the GM, and should be something irrational, borderline demented and unlikely to end well for the character or their entire party.
Call In Favour - your Patron carries favor with an influential person that is willing to lend you a hand on their behalf, however interpersonal mistrust, jealousy or apathy exposes you to the less pleasant sides of that individual. You can choose a non-duty boon of another Patron once per mission, however you will suffer a randomly chosen Liability of that Patron as well, which the GM might withhold for a later unpleasant surprise or make known and conditional for receiving the Boon.
Corsair Adventurers - your Patron holds sway with a band of Corsairs who owe it to them to aid you in your mission, however they need time to get to you first. GM must roll 1d10 to choose between 1 to 5 days of delay. After that the Corsairs stay in the Area for two weeks and will assist you in any one big battle or invasion of your choice. However, these Aeldari are fickle and do not easily obey orders, and, as such, they are prone to suddenly change priorities and go raid someplace else or execute their own plan of attack.
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Combat Psyker - your Patron is a masterful psyker who has used many different forms of psychic powers in combat and is willing to train you and help you hone your skills as a psyker. Between missions you can approach the Patron for aid and they will offer you training in any form of Psychic Mastery specializations, including any custom and exotic powers (as long as it makes sense for them to know those, share those and them not being to unbalanced for gameplay in case of a custom power, for example an Aeldari would never teach you how to summon daemons or toy with Chaos gods). Additionally, during this training you get 15 experience discounts for increasing your skills in Psychic Mastery, Awareness (Psyniscience) and Discipline (Psychic).
Combat Stimulants - once per mission, the Patron provides the party with an amount of combat stimulants equal to thrice the amount of party members. Each combat stimulant can be customized, lasts 4 Rounds and gives the character an Advantage in the two of Fortitude, Melee, Athletics, Discipline, Awareness or Reflexes tests. If a combat stimulant is giving an Advantage to something that is already Advantaged, it gives +1 SL instead.
Classified Information - your Patron has many contacts to different kinds of information that once per mission may assist you, either in form of maps of restricted areas, critical information about your enemies or even blackmail information that you can leverage against an Imperial ranking agent. It is up for players and the GM to agree on the amount and quality of information obtained, however the information should be generally something with restricted access or a relatively well-preserved secret in case of blackmail, enough to intimidate but not enough to completely dominate someone.
Dancing Rune - your Patron can, once per mission, obtain a weird Aeldari rune that contains the psychic energy that manifested during one of the Harlequins many dancing performances. When used, this rune releases psychic energy that induces the urge and the ability to perform wild and acrobatic dancing, which can greatly help during combat. The rune has 10 charges that can be used for each party member that gives them +1 SL to all dodge attempts and Advantage on Reflex tests, lasts 10 minutes/rounds each.
Daemon Vanquisher - your Patron is a famous hunter of daemons and other various servants of Chaos gods and has developed special psychic aids to wither away the powers of nearby Chaos entities. You gain a rune that can be used during 5 different encounters and gives you an Advantage on all tests against Chaos entities and servants.
Divine Intervention - your Patron is a powerful psyker that can redirect the skeins of your fate via future-altering powers of Warp. Once per mission your Patron can save any player’s life once without the player having to burn their Fate points.
Elf Insurance - your Patron has access to the Aeldari medical equipment and psychic powers that can do what amounts to miracles in the majority of Imperium. Any lost limb, organ or critical wound can be healed and restored between missions or when you reach your Patron. Additionally augmetic surgeries are provided free of charge, however you wouldn’t see too much enthusiasm from your Patron to deal with Imperial equipment.
Friendly Rogue Trader - your Patron has saved or cooperated with a Rogue Trader on one of their adventures or, perhaps, the Rogue Trader dynasty owes your Patron some kind of blood debt. In any case. In any case, Rogue Trader and their clout are willing to lend you a hand in your missions, as long as it doesn’t directly interfere with Imperium politics at large and it doesn’t cause any mass casualties among the Imperial citizens. You gain +1 Influence with a minimal starting Influence of 1 (so that the increase counts for players who already have influence with the Rogue Traders) with that particular dynasty, as well as immediate recognition by that dynasty’s servants who will help you out of immediate scrutiny.
Free Jetbike - your Patron can provide your party with the minimal amount of Aeldari jetbikes (that can be refurbished to be less conspicuous for the Imperial citizens) that can carry your entire party. If you lose those jetbikes you can only get new ones from your Patron after the start of a new mission.
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Ghost Warrior - your Patron provides you with a special device that uses spirit stones to summon the ghosts of the Aeldari interred inside while tying them to the material realm, assuring their soul isn’t taken by Slaanesh, essentially summoning a ghost to aid the party. The device can be used and obtained once per mission, but must be returned to the Patron shortly after retrieval, which may have to occur during the mission, rather than before it, as such it is best used when you expect big fights or dangerous crawls into enemy territory. The ghost is a psychic apparition that cannot be physically targeted or physically hurt others. Psychic powers however can make it retreat into the device if damage equal to its wounds has been dealt or alternatively if the ghost fails tests against Perils of the Warp. The ghost will stay with you for the duration of your immediate activities within the hostile area, up for a few hours. The ghost warrior is able to use the following psychic abilities: Dread Presence, Dull Pain, Ill Omen, Jinx, Luck, Lull, Soul Sight, Seal Wounds, Spectral Hands, Armour Bane, Forewarning, Deflection, Nightshroud, Psychic Fortitude, Psychic Shriek, Terrifying Visions.
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Ghost Current - the players are gifted a unique Ynnari artifact charged through the power of spirit stones that allows its users to lift themselves in the air via psychic means. The artifact can be used without distinct psychic abilities on behalf of the user and comes with 10 charges that can be directed either towards the user or to anyone within the Zone that the user can see. One charge grants one person Flying trait with Normal speed for 10 minutes/rounds each. Can be recharged by the Patron both between and during missions if you happen to rendezvous with them.
Ranger Caches - your Patron is operating a network of rangers and has access to numerous locations to leave equipment for their agents. Once per mission, the player will be directed to item caches with Aeldari equipment in a location a day of distance away from the party’s general area. The cache might be located in an unsafe location with the intent to make it less likely to be reached and found by strangers. Each location contains non-Exotic Aeldari weapons and non-Exotic Aeldari armor amounting to half the party (rounded up) and 4 pieces of non-Exotic Aeldari equipment.
Ranger Mentor - your Patron has been training Rangers the skills they need to survive during their many adventures around the Galaxy for hundreds of years and can offer many tips and tricks that are unknown to many people yet make their lives as Rangers much more manageable. A 20 Experience discount is applied to the following Skills between missions or when you visit your Patron: Athletics (Running, Climbing), Ranged, Ranged (Long Guns), Awareness, Awareness (Sight), Intuition (Surroundings), Navigation (Surface, Tracking), Stealth (All)
Remove Nuisance - your Patron is either a skilled assassin themselves or has access to a network of killers-for-hire, which allows them to assist you in clandestine murder of an enemy inconveniencing your progress. Once per mission, you can choose any reasonable target to be assassinated the next day. Reasonability is determined by that target not being the target of your mission or absolutely crucial to your mission goals, both in terms of aid or interference, and also shouldn’t be too high-ranking or well-protected, on GMs decision. The GM then decides how hard it would be to kill the target and rolls 1d100. A local mid-level bureaucrat should be very easy (10%) to assassinate, a general of the planetary garrison somewhat harder (35%) and an Inquisitor assigned to the planet can pose some issues (65%). Upon success the target is dead and it looks like an accident, if the assassination fails, the target never finds out how close they were to death. Upon failure, you can also spend 1000 of your credit after at least 5 days to attempt the assassination again.
Prophecy - your Patron is a potent psyker with experience in divination and oracular powers, spending a big chunk of their time gazing into the deep corners of the Warp to try and untangle the weaves of fate and observe future events. Once per mission, during or before it begins, you may ask your Patron to use any of the Divination powers with automatic success and additionally use Skeingazer’s Amulet for a player with +2 SL automatically, or, alternatively, only use Skeingazer’s Amulet +4 SL.
Psychic Protection - your Patron has been on the front lines of fighting Chaos for many a decade, where the matter of learning how to resist its insidious Corruption and how to protect their comrades was that of immediate survival. The Patron is familiar with various rituals, psychic therapeutic methods and artifacts that help you resist Corruption. Once per mission all players may use Advantage once on their rolls to resist Corruption and also once on their rolls to resist mutation. Between missions, the Patron may remove 3 points of Corruption from each player.
Psych gas - this special psychically tampered psychedelic gas is a common item within the Harlequin arsenal, to which your Patron has a certain degree of access to that they can provide you with this gas free of charge. Once per mission or before the new one, you may request 4 grenades with psychedelic gas. The grenade fills a part of the Zone with the psychedelic gas that is active for three rounds (can be reduced if there’s strong wind or ventilation). Everyone affected by gas gains the Frenzy condition with Frenzied Momentum addon and additional +1 SL on all Strength checks (+2 in total) and Toughness checks, however since the affected can no longer differentiate between hallucinations and reality, they become hostile to everything in the Zone. Additionally, this gas gives the players Frenzy conditions, but without the SL bonuses and without making other party members your enemies.
Sabotage - your Patron has access to a team of professional saboteurs and has been organizing such missions for a very long time. Once per mission, your Patron can create a large-scale diversion or sabotage, leaving a large area closed off to public and military activities, leaving only Adeptus Arbites and potentially Inquisitorial investigators in that area, but not in any large amount and usually not suspecting a second attack and being very convenient to dispatch of without raising a wider area alarm.
Sow Terror - your Patron has an affinity to cause immeasurable terror among the enemies, military and civilians alike, while not even having to resort to causing mass casualties, preferring surgical actions to instill terror, such as brutally murdering a well-known local bureaucrat or causing various acts of minor but psychologically impactful sabotage. Once per mission the players can choose a general area that will be terrorized. For the duration of the mission, the players get an Advantage on Presence (Intimidation) and Presence (Interrogation) on all tests concerning rank-and-file in that location. Additionally, upon seeing something that reminds them of either the act of terror the Patron inflicted or something equally intimidating the players are doing, the rank-and-file citizens must pass a Challenging (+0) Discipline (Fear) test or become Frightened.
Spy Trainer - your Patron is a master at various espionage activities and is sociable and trusting enough to teach the members of your party the skills they need to fool their enemies, hide from their pursuers and commit various acts of subterfuge around the Galaxy. A 20 Experience discount is applied to the following Skills between missions or when you visit your Patron: Stealth (All), Ranged (Pistols), Melee (Brawl, One-Handed), Rapport (Charm, Deception, Inquiry), Intuition (Group, People), Presence (Interrogation)
Soul Expert - your Patron is an expert on dealing with souls detached from their bodies, both contained in relics such as spirit stones, infinity circuits or other similar artifacts and peering into Warp to contact lost souls that avoided the attention of the Chaos gods. Your Patron provides you an artifact that can capture souls of any non-Aeldari for a week. Additionally the Patron can freely commune with spirits inhabiting spirit stones, will give you great rewards for soul stone recovery determined by the GM, as well as once per mission give you or your weapons bonuses from the spirit stones. The bonuses from spirit stones work in the same vein as the Commune with the Spirits talent, in the case of Spirit Guardian having this Patron they may hold two spirit stone bonuses. The bonuses to the weapons must be determined by the GM in a way that synergises well with the soul in the spirit stone (great melee duellist on a sword), the bonus must make it a pretty strong artifact. However, losing a spirit stone is a catastrophe of a large scale, so the players should be careful.
Join the Raid - your Patron is famous among their people for always seeking combat and conflict with their enemies, often attacking them behind their lines and aiding their allies in the hour of need free of charge. Next raid is particularly important to your Patron and your allies and thus you are invited to join in with the raiding party against Imperium, with your anonymity and transport in and out being guaranteed. Apart from loot in a successful completion you gain +3 Influence with the faction you aided, 8000 in credit, any other reward determined by the GM and -2 Influence (due to mistrust and paranoia towards everyone) with those you raided until the end of the mission.
Masque Cameo - your Patron has an accord with a Harlequin Masque, it’s unknown how they reached it, what they sacrificed or what leverage they managed to obtain, but the servants of the Laughing God are very keen to help your Patron’s endeavors, with full blessing of Cegorach. However, it’s never up to the players to order these mysterious Aeldari around or call them for help, they act on their own accord and often appear in the hardest moments out of nowhere, helping you massacre your enemies and then blowing you a kiss before immediately vanishing out of sight as if they were never there. Once per mission, upon GMs discretion (should be at least somewhat random and reserved for extreme circumstances), a Harlequin appears to aid the party in combat encounters which the party is extremely likely to lose, either because they’re completely outnumbered or get seriously damaged during one. They stay until 1d3 strongest enemies (as determined by the sum of their health, armor and damage of their weapons) are dead while focusing mostly on them (unless defending from another enemy attacking them), then disappear as suddenly as they have arrived.
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Martial Tutor - your Patron has been training warriors many skills necessary to survive in combat against many types of enemies that can be found around the Galaxy, expertly and quickly turning fresh recruits into deadly killing machines. A 20 Experience discount is applied to the following Skills between missions or when you visit your Patron:
Mercenaries - your Patron is acquainted with a dubious Adeptus Administratum bureaucrat that had been manipulating two noble houses in the Macharian Sector to wage war against each other over some gravel quarry mining worlds. This shady character has immediate access to some of the best mercenaries one can find in the sector and your Patron can arrange a visit from them to aid you in your mission. Once per mission you can call upon the mercenaries to grant you a squad equal to the party size that will stay with you for a day or more if this is a protracted battle/encounter/crawl. You can choose which mercenaries will arrive, from the following selection:
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Nightwing Raid - your Patron has access to a small fleet of Nightwings and their pilots with the ability to quickly navigate them to your vicinity. Once per mission, you can call a single Nightwing strike that, in absence of a larger and more dangerous enemy it can focus fire upon, will target up to 3 enemies with a Ranged 60 skill Lancer weapon. 
Hideout Network - your Patron is well-traveled and has a plenty of experience having to hide from trouble, angry locals or enemies obsessively going after them. The Patron has a vast network of hideout locations, scattered all around important locations and planets and they will share those to help you succeed on your mission. Every large general area that is important to your current mission has a conveniently located hideout that no one knows of except you and your Patron. Additionally, you can run a Scarce Availability test for any general area to determine if there’s a hideout there, however, unlike the mandatory hideouts, these may be located in really inconvenient or outright dangerous places.
Holo-suit - this suit is a special psychically activated piece of Aeldari equipment equivalent in stats to Aeldari Heavy Jumpsuit, mostly used by the Harlequins, that uses holographic projections to obscure your visage, makes you look like a storm of fractal pieces or prismatic colors, appearing in sizes that are larger or smaller than your actual body, making it appear moving chaotically and in every possible direction at once. You may get one per mission and additional ones with 15% Availability test per each player. The suits are rigged to be able to be used by non-Aeldari and have psychoactive runes that allow non-psykers to activate them. These suits grant you +2 SL to any tests involving dodging or parrying as long as you moved your position during that round.
Kiss of the Succubus - your Patron is a Succubus, fortunately for you they are completely devoted to the Ynnari cause and have moderated their methods and requirements if only a little. However, there is still many a foul tradition and ritual that Wyches do routinely to enhance their body and mind during combat, those rituals being as sacred and individual to each Cult as they are borderline alien to even other Drukhari. Despite this, your Patron is willing to conduct one such ritual with the players between missions, which involves them getting together with the Patron in a private chamber, only to return after bouts of painful screaming and other weird noises covered in blood, looking moderately traumatized and holding no memory whatsoever what happened just moments before. This allows players to use Frenzy talent with Frenzied Momentum addon and additional Advantage on all Melee tests upon a successful 1d10 roll on evens (or if GM deems the situation critical) once every 3 days during a mission. You must submit to the ritual again to be able to use it next mission. Additionally you must pass a Challenging (+0) Discipline (Pain) test or you will start the mission with half your Wounds.
Telepathic Secrets - your Patron has been using the powers of Warp to communicate over extreme distances with their allies and enemies alike, having all the necessary knowledge to protect themselves from the powers of Chaos and anyone who would be listening. This knowledge the Patron will readily share with the party’s psykers, allowing them a much more effective communication. Telepathic Link is immediately known to all psykers, while Difficulty becomes Routine (+10), Warp Rating 2 and the Range Extreme. Additionally, once per mission you may roll with Advantage on any of your Telepathy powers and also your Patron has low-key psychic link established with all party members, including non-psykers, and can receive short and abrupt communications as well as generally feel the vibe of what’s going on with the party right that moment.
Trove of Knowledge - the Patron has access to large archives containing diverse and vast specialized knowledge, collected by them for a very long time and they offer you access to it between your missions or when you visit them. A 20 Experience discount is applied to the following Skills between missions or when you visit your Patron: Medicae (All), Lore (All), Linguistics (All), Tech (All), Logic (Evaluation), Navigation (Warp).
Webway Access - your Patron knows their way around a long lost Webway network in the Macharian sector and trusts your party enough to share their knowledge, at least as long as it helps your current mission. You will have access to Webway gates and paths on any planets and large general areas that are important to your mission. Additionally, for any planet you can roll a 20% Availability test and upon a successful Challenging (+0) Rapport (Charm) test the Patron will grant you the information about Webway access to that planet. However, in any case, the Webway gate should be located somewhere rather inconvenient and undiscovered for and by the Imperial forces, which might somewhat complicate your getting there.
Wraithbone Salvation - your Patron is someone who creates, shapes and commands wraithbone constructs powered by spirit stones. As such they can create a specialized and more subtle wraith-construct to assist you on your missions. Once per mission you can summon a Wraithbone construct to assist you in your mission, all Wraith-constructs have the same base stats, but skills and characteristics, as well as weaponry and equipment, can be further changed on the GM’s determination based on what kind of assistance you need. Alternatively, any Aeldar player (and maybe even human depending on how liberal GM with the lore, technically it's not impossible but most likely would be completely unheard of, also would require something akin to a soul stone to temporarily anchor their soul to the material realm, which would be a rather rare artefact) may be resurrected as a wraith-construct, provided you retain their soul stone. As you begin to inhabit the new body, your entire being is fundamentally changed, impacting even your thought and memory. The talents are then migrated as the player’s new stats, attributes revert to baseline if the player had them higher before death or are kept if they were lower than the baseline, the WS, BS, Wil attributes and acquired skills are kept regardless, except 2 Advances reduction for all Reflexes, Dexterity, Piloting and Stealth (but you don’t need special training again to be able to train in those up to the advancements you had before). The equipment for a summonable Wraithbone Construct is not included and Critical Wounds are recalculated.
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Wraithbone Craft - you can Commission a special wraithbone artifact or weapon up to your specifications, including custom designs as long as GM deems it balanced, without Availability tests or having to Consult Savant, however the Aeldari equipment that requires any complex interfacing require Awareness(Psyniscience) or Psyker Talent. Any commissioned piece of equipment, even if it follows Aeldari design, will be rigged by the Patron to be able to be used by the non-Aeldari without having to Study them.
Wyches Sabbathical - your Patron commands the respect of a Wych warband and is able to summon them to your aid upon your request, without them additionally killing you and your party, no matter the urge. Once per mission you can summon a band of Wyches equal to half the number of players (rounded up) to stay a week in your general location and which you can summon to any one large engagement or invasion. However you must exercise care, as these Wyches will proceed to kill all of your enemies in efficient and brutal ways and must be convinced to stand down when needed. Additionally, they are a bit fickle and if not given anything to kill they may wander off somewhere close and engage in combat with random enemies (as long as they are evenly matched of course).
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Woe to the Conquered - your Patron’s skill in combat exceeds mere motoric skills necessary to wield a gun or a sword and is rooted in the deep psychological attitude they take with them to their fights, nearly indoctrinating themselves to fight like there’s no day after. The Patron is able to teach you a very special battle trance technique coupled with a special chant that will send fear into the hearts of your enemies while making you seem like a rabid force of nature. However, using this technique must be done in tandem by the party and is exhausting in a way that a repeat attempt without some meditative rest will fail to produce a similar effect, given that you are a beginner in such techniques. You can use this technique once every day, in any given encounter all enemies must roll a Hard (-20) Discipline (Fear) test not to become Frightened of you.
New Liabilities
Archon's Vendetta - your Patron has enacted some long-needed justice on a particularly mean and vengeful Archon. The Archon will not let this slide and will take on every opportunity to hurt your Patron, which includes hurting their allies and sabotaging their missions, regardless of even if these missions would provide Archon with opportunities. Per GMs discretion, every mission you will encounter acts of sabotage, roadblocks, assassination attempts, attacks by mercenaries or even kabalites, organized for you by the Archon. They should detract the party from their path, however shouldn’t become a secondary mission on their own and should be avoidable.
Arrogant - your Patron is particularly arrogant and likes to very vocally voice their low opinion of everyone, excruciate their allies over minor mistakes and laugh in the face of their enemy over the most inconsequential of their failures. They pretty much managed to personally annoy everyone they met, giving you a disadvantage on Fellowship rolls during any attempt to use their Influence, as well as -1 Influence with every Aeldari faction, except the Patron’s, plus Infractionists, Rogue Traders and Inquisition.
Artifact Collector - your Patron is an avid collector of different artifacts, relics and archeotech and takes interest in whatever valuable and ancient curios their subordinates have collected on their adventures. Between missions your Patron will demand you surrender any Exotic item or any rare and interesting archeological relic that the players have collected during their adventures. If this item is something that the players have bought, Patron will compensate you with the price. If the players refuse to surrender the item, Patron will withdraw the amount of credit equal to the item’s price (with some discounting upon GMs discretion not to make players permanently bankrupt). The Patron will be targeting items that have significant potential for use for the party, however they might be persuaded to take another and potentially useless (but still valuable) relic that the party comes up with.
Banished - your Patron has not been following their Path too diligently or, perhaps, they were pursuing forbidden knowledge, believing in ideas or acting with methods considered unacceptable by Craftworld standards. In any case, your Patron barely values tradition and being careful, often acting like a loose cannon. This has earned your Patron a banishment from some Craftworlds, although this doesn’t at all mean outright hostility or that Patron can’t still help the Craftworlders with their issues, just that there is a substantial amount of distrust between you and your Patron. Your Patron has -2 Influence with the Craftworld faction and the Craftworlders occasionally can harass you but in non-lethal ways.
Bloodlust - your Patron values the thrill of battle and the letting of the blood way too much, and demands their subordinates to prove themselves as worthy warriors before being treated with any respect by the Patron. Once per mission, your Patron expects you to defeat an opponent without excessive subterfuge and with roughly equal numbers or being outnumbered. Ideally the opponent must also die, however as long as the blood is spilt and the battle is glorious there shouldn’t be much issue. If such combat is not performed, the Patron may withhold their Boon next mission or deduct credit.
Busy Assassin - your Patron has a long list of targets they wish were dead, whether they have a lot of personal enemies or they’ve been overburdened by their faction’s superiors to take care of every little threat present in the sector. In any case, your Patron can’t do everything at once and often delegates their chores to their underlings. Once per mission, at the start your Patron will mark a secondary assassination task that often requires you to go off the path on your larger mission goals. You are expected to do it as a part of your regular duties with no extra reward, not assassinating the target will result in deduced/docked credit or withheld boon next mission. If you attempt but fail to kill the target, however, your Patron still might be convinced to give you another chance next mission, although the target will also be wiser to threats to their life next time around.
Conservative - your Patron has lived a long life sticking to the Path system and the life on Craftworlds, developed a healthy distaste for their Drukhari and Corsair brethren and tends to be quite the stickler when it comes for their subordinates not committing to radical and untested means. This philosophy has put your Patron at odds with the Ynnari, who believe that all means are justified to achieve victory over Slaanesh, and these frequent disagreements over both tactics and strategy has made your Patron be seen as too old-fashioned for the entirety of Aeldari species by the Ynnari. Your Patron has -2 Influence with the Ynnari faction and you could encounter interference from Ynnari trying to achieve similar ends but through different means that don’t include you (and often impede your mission non-lethally).
Chaos Hunter - your Patron is a famous hater of all things daemonic and Chaos, to a quite unhealthy extent where their zeal and suspicion matches that of the most fanatical of Imperial Inquisitors. Whether your mission is of utmost importance or not, your Patron expects you to drop everything and investigate any potential Chaos activity, even if that means putting the mission on hold. Once per mission, your Patron may request you to further investigate suspicious activity of a person, group or faction you have encountered during your adventures. Additionally, you are expected to pursue any legitimate and strong lead about Chaos you may encounter. Failure to do any of this will result in deduced/docked credit or withheld boon next mission.
Depressed - your Patron has seen too much death, too much destruction, too much tragedy and it has been overwhelming them to the point they often lock themselves up to meditate, calm down, destress or just do nothing at all. Every session and between missions period the GM rolls 1d10, on even results and on 7+ respectively you will be unable to contact your Patron (except to be given mission details and procure equipment for credit) or use their boon.
Daemon’s Wrath - your Patron has personally wronged a powerful daemon who currently is fomenting dissent and strife in the Macharian Sector. Whether they previously foiled their evil plans or there is a whole ancient rivalry going on, the daemon doesn’t forgive or forget and it knows of your Patrons presence in the Sector and will do anything to sabotage your missions, whatever they may be. Upon GMs discretion a Chaos interference may happen during any of your missions, whether a Chaos cult will try to either subtly sabotage your efforts or directly attack you, or the local corrupt bureaucrats and leaders might get some whispers that are easily confused with internal dialogue telling them to obstruct you. Chaos will be a recurring theme on your missions, however it shouldn’t obstruct players too much and any chaotic interference must be possible for the players to be investigated and deduced as such (for example a psyker might feel daemonic influence over a bureaucrat refusing to surrender critical documents). 
Destructive - while your Patron might be a renowned warrior or tactician, they are not a brilliant strategist, constantly misleading their own efforts in the sector by acting too rashly, too aggressively and changing plans on the fly. Your Patron is prone to provoke or manipulate any two factions into open conflict, send a raid, destroy important infrastructure or do something that would raise authorities’ suspicions in the middle of your mission. Once per mission something that, albeit not directly targeting the players, will produce a lot of “wrong time wrong place” situations will happen with severity upon GMs consideration.
Demands Discretion - same as original rules, however this also concerns Aeldari factions.
Expects Proficiency - your Patron has very high standards for their underlings and always finds them lacking in expertise and proficiency with different skills and knowledge. Once per mission the Patron chooses a small set of skills (number and skills are up for GM for consideration, might be chosen randomly) for the players, the players then must choose one of them to put an advancement in during the mission. The skills the Patron chooses are often inconvenient to the players’ intended build or are among the restricted set and not readily available. Not satisfying this demand can result in increasing credit penalties and even withholding a boon on the next mission.
Hates Subterfuge - your Patron is either too honorable for their own good or just plain hates liars and backstabbers and prefers taking their conflict straight to their enemy’s face. Often brutally honest, your Patron expects honesty from their underlings, even when dealing with the enemy, thinking that taking direct approach and avoiding skullduggery is both more honorable and avoids many complications that might go horribly wrong. While not expecting the players to seriously endanger themselves by always taking the direct approach to the problem and can be persuaded to accept your less-than-direct actions and backstabbery. However, they still expect you to take a direct and honest route to resolving conflicts and completing mission goals if it’s not near impossible to do it this way. Too much chicanery on your part might earn you docked/reduced credit or even withheld boon next mission.
Incomprehensible Mind - your Patron’s mind is truly alien, even to their own species, the way they experience the material world is so different, warped by arcane and forbidden knowledge, visions of the future, inner dialogues and telepathic links that evolved beyond language. They often speak in riddles, give obscure hints rather than actual information, even struggle in adequately describing the goal of the main mission, often also giving a lot of otherwise incomprehensible advice that might never come up unless you try really hard in pursuing it and giving random predictions of the different futures that might or might not come true, but it will definitely confuse their subordinates, who will probably consider their Patron somewhat insane.
Insulted the Prince - the Corsairs are often not like the Craftworld Aeldari, behaving in fickle and capricious ways that are often hard to follow even for the other Aeldari. Your Patron has misinterpreted a Corsair Prince’s wish, disagreed with them on a course of action or attracted a lot of unwanted jealousy, which made Corsair Prince swear to not forget this insult before it can be settled, preferably in a duel. Corsair Prince might send some inconvenience down on your party (however it never should be anything immediately lethal as they aim to bother you, not kill you) and your Patron has -2 influence with the Corsairs.
Lost on a Path - when treading a Path, the Aeldari are supposed to perfect it and then move onto the next Path, otherwise they become lost on their path, unable to let go and losing a part of their humanity (as much as the world can be applied to the Aeldari). This fate is terrible for many, however it doesn’t mean they become dysfunctional, your Patron is still able to assist your faction in many ways and will require your help on your missions. However the mission goals your Patron will outline for you will be tied to their Path and as such using boons for situations that do not align towards the Patron’s Path would require some hard bargaining. For example your Patron lost on the Path of the Scholar wouldn’t grant you a boon to dispense with a gang preventing you from reaching a location necessary for your mission, however if the gang is in possession of a relic that would be of academic interest for the Patron, they will. The interpretation is up to the GM.
Obsessive Strategist - your Patron has a talent for strategizing, tactics, planning and personally taking command of important missions, however they are also known for being rather arrogant and set in their mind, rarely ever being convinced in changing their tactics or listening to their subordinates suggestions. After all, they have been doing this for so long and with a high degree, that means they must know better. Your Patron will create a rather detailed plan with primary and secondary objectives and strict conditions, they have to be convinced before taking any deviation to the plan, or you might see your credit reduced or docker, or even your boon withheld depending on how much you deviate from the Patron’s laid out strategy. The Patron’s plan must not be suicidal or impossible to achieve without deviating, however it should also not be the ideal approach to the situation, as your Patron still doesn’t have all the information and their approach might be situationally ineffective.
Public Enemy - your Patron did or was blamed for something particularly horrible, terrifying and particularly despicable to the Imperials in the past that placed them on a list of enemies of the Imperium wanted dead, a list that isn’t just privy to the Inquisition, but their name is actively placed on active bounty lists among rank-and-file Imperials or maybe the local population still lucidly remembers whatever made your Patron so infamous. Even the more pragmatic of Imperials will almost never work with you if they recognize you as servants of your Patron. Your Patron gets -2 Influence with all the Imperial factions and invoking their name can produce really bad results, with rare exceptions.
Psychic Discipline - your Patron does not accept their subordinates to be corrupted by Chaos, even by accident, as they cannot allow the Ruinous Powers to learn of or affect their plans in any way, something even a slightly and unintentionally corrupted party member can bring upon your Patron. Your Patron expects your party not to get corrupted or at the very least to cleanse yourself before coming into contact with them, as well as not to conduct any extended dealings with anyone who can be confidently deduced as corrupted by Ruinous Powers. Depending on the amount of Corruption in your party your credit might be docked/reduced, you may be denied from meeting your Patron face-to-face and too much Corruption might get your boons withheld or your Patron tasking you to cleanse yourself directly before doing anything further.
Mission Urgency - your Patron does not mess around and has a lot of other things going on, fitting into a rather tight schedule. Everything must fall into place by a certain date to yield perfect results and the Patron is pretty strict about that. As such, you have a rigid timeline to complete the mission, even if the mission by itself will not fail if you do not follow the schedule it will still make delays in your Patron’s many plans and they won’t appreciate that. Being late with completing your mission will result in docked pay after failing to meet the deadline, potentially reduced credit and in severe delays even withheld boons next mission.
Reckless Adventurer - your Patron loves the thrill of a good adventure that involves lots of action, dramatic events and nearly impossible goals. They see their subordinates more as fellow adventurers and doesn't like when this illusion is broken. Often they end up going on their own adventures and missions that do not always go well for them. In any case, once per mission the Patron expects you to participate in an adventure secondary to your mission that is usually adjacent to their own adventuring at that moment, sometimes even involving bailing your Patron out in one way or another. You get no rewards for this adventure and not participating in it or neglecting it will personally hurt your Patron’s ego and will result in docked/reduced credit and withheld boon next mission.  
Respects Warriors - the Patron will expect you to spare anyone who has shown themselves to be a very skilled and (to an extent by the Corsair standards) honorable warrior after they’ve been defeated, unless their death is directly mandated by the mission or is practically unavoidable by the mission’s conclusion. The exception holds for Daemons, Genestealer and identified Chaos cultists. Safe to say not all such defeated warriors will respect you in turn or even just avoid you and never show up again, some in fact may choose to pursue a vendetta against you, becoming a recurring enemy. Such survivors also gain one chance to avoid death and become significantly stronger next time you encounter them. The performance, honor and bravery of any given opponent is evaluated by the GM, not sparing a worthy opponent will end up in penalties to credit and boons.
Sadistic - your Patron enjoys suffering of your enemies, enjoys the feeling of revenge against those who have wronged them or the Aeldari at large, prides themselves for being a menace towards all who wish harm, imagined or otherwise, towards their faction. Once per mission, the Patron demands you to thoroughly ruin a life of someone who could be vaguely interpreted as a particularly guilty enemy to the Aeldari or the Patron or the overall cause. Ruining a life might be just ending it in a very painful and torturous way or could be a much more revenge best served cold style where you expose someone to the misery of losing status, prestige and respect of their peers, utterly humiliated, dispossessed and driven towards the darker edges of their respective society. The Patron might suggest such an enemy, but players can find one of their own, as long as it’s not someone random from the streets and someone actually having something to lose, while impending you or having history with the Aeldari in some way. Not doing this will result in docked/reduced credit or even withheld boons next mission.
Sacrificial - your Patron does not believe that the price in lives outweigh the importance of the greater goal to bring about the defeat of Chaos. In fact your Patron believes you and your party owe your lives to the mission, especially if dying doesn’t necessarily mean you will end, notably such is the cause with the Aeldari. The way the Patron arranges your missions actively endangers you and presents the approach to achieve your goal to effectively be suicidal, although they still will direct you to achieve you to your goal, it’s just not important to them if you die or not. They expect you to take on this fanatical attitude as well and, as such, if your approach to the mission deviates too much from their timeline or doesn’t achieve the goals as effectively, the Patron might dock/reduce your credit or even withhold boon for the next mission, if you are too cowardly, slow and do not take risks more readily.
Superiority Complex - even if they’re pretty tolerant by the standards of the average Imperial, your Patron is still very xenophobic, often calling humans mon-keigh and believing the galaxy would be better off if there were (at the very least) less humans around. This attitude might stem from both regular belief that Aeldari are the pinnacle of creation while humans are its mockery or might be a result of deep resentment and trauma that might come from previous dealings with Imperials. In any case, this attitude still doesn’t preclude your Patron from working with some humans, although these are rare cases and these humans must be seen as worth the time, while still being rather expendable. However, the regular rank-and-file Imperial humans outside your party deserve nothing but disgust and antipathy and, as such, your Patron will take issue if you ally yourself with Imperial-aligned humans if you do not plan to betray or dispose of them later. The only exception might be if these Imperials were absolutely critical to the mission, however you will need to persuade your Patron. The restriction on fraternizing doesn’t include basic interactions and transactions, however your Patron will always approve if you just take rather than give anything back. Too much fraternizing will result in docked/reduced credit on GMs judgment.
Unapologetically Manipulative - your Patron never tells the truth to anyone who’s not their peer and unfortunately no one in your party is their peer. As such, the Patron while giving you the same immediate goal for the mission, will unapologetically lie about the reasons and context behind the mission, will omit critical details such as potential dangers in the mission and will outright lie about important aspects of the mission, such as making look a potential ally an enemy. While not lying 100% of the time, you can never fully trust anything the Patron tells you, except the mission’s primary and direct goal. Everything else is up to the GM to lie about.
Wanton Cruelty - your Patron likes to be cruel with their subordinates although they rarely see it that way, often thinking they’re helping their underlings to be better prepared for sudden conflict, change of plans or harder missions. During missions your Patron will actively direct you into at least an unpleasant and tedious situation and at most a dangerous situation that might see your party get hurt, as long as this distraction doesn’t immediately threaten your overall mission. For example they might pay a bunch of gangers that they know you are likely to defeat to ambush you on your relative down time during the mission.
Wastrel - your Patron became kind of infamous for losing equipment left and right, using too much firepower on really insignificant targets and for equipping the least trained and fit for duty with the most exotic equipment available. As such, even when dealing with a post-scarcity society, your Patron has lost the trust of your faction’s quartermasters. All equipment procuring through your Patron or your Patron’s faction/contacts requires a Routine (+10) Rapport test for every piece of equipment and also with 10% markup.
Xenohysteria - your Patron is a filthy (even if they’re quite hygienic) xenos and the Imperium of Man abhors the xenos. It’s not that your Patron has necessarily done anything really wrong or damaged Imperial forces in any significant way, rather they have captured the attention of one or more really paranoid and xenophobic high-ranking Imperials, who are now wise to their presence in the Sector and are on their toes when it comes to potential xenos infiltration. During your missions on any relatively developed area of an Imperial world any unsubtle action that might occur to other Imperials as something more than random crime or gang conflicts will immediately attract higher and more strict security presence in that area.
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Source: https://twitter.com/MusketAnna or https://bsky.app/profile/did:plc:vuijroklprtei2lpkuxc44pk
Additional Rules and Notes:
Speed: Fast, Size: Medium
Skills: 1 Awareness (Psyniscience) regardless of having Psyker trait. They are however afflicted with Psychic Sensitivity which provides them with Disadvantage to resist Psychic Powers, unless they have a Psyker talent.
Know the Aeldari language and basic lore automatically.
Can read and write in Aeldari, for Imperial texts and effective feigning being a human requires Linguistics (Low Gothic), without which while understanding conversations, the language comes off as broken and heavily accented. Similarly, Humans require Linguistics (Forbidden, Aeldari) before attempting to speak, read or write Aeldari language.
All Aeldari are provided with Secret Identity (Infractionists) without the influence bonus, otherwise they have 0 Influence with Infractionists and Rogue Traders, -3 with Inquisition, -4 with all the others, additionally immediately provoking hostility in most situations (exceptions might be for example a rogue trader, corrupt official or gang leader explicitly seeking out contact with Xenos) when recognized. Aeldari may also purchase Secret Identity (Rogue Traders) and Secret Identity (Adeptus Astra Telepathica) and also the following additional conditions apply:
All Humans have starting -3 Influence with all the Aeldari factions, however they should generally have much more leeway to avoid conflict with them if those Aeldari in question aren’t Drukhari and the humans politely stay away from their business. Having an Aeldari Patron of a certain faction brings the influence with that faction for humans to -1. >All Aeldari characters are provided with a set of Basic Imperial clothes that can disguise them from being recognized by regular citizens when seen, however they should still avoid pict scanners, identification mechanisms, powerful psykers, diagnostic tools and people a bit too zealous about preventing Xenos and Chaos infiltration (usually found among the guards). >Suspicious Imperials may demand a Linguistics roll or Lore roll from disguised Aeldari (shouldn’t be a hard one). Psykers may cast a contested Awareness (Psyniscience) against Aeldar’s Discipline (Psychic) or Psychic Mastery roll. Pict scanners and other ID instruments may alert the analysts using them to mismatch in biometrics, however it won’t cause immediate alarm as it might be due to mutation, disease or glitch, however more than basic diagnostic tools will reveal your Xenos biology very quickly. >Height difference is not that drastic for people not to assume the players are just from a lower-gravity planet.
Can only gain Malignancies, however upon earning a Malignancy add a second Malignancy: Appetites of Slaanesh - You feel your soul being slowly siphoned away into the Dark Prince’s hungry maw as you get exposed to more and more Chaos corruption and the Chaos God Slaanesh has put their sights on you. Roll 1d10 on all Fortitude (Pain) and Discipline (Psychic) tests, if the number is even you get -1 SL. This Malignancy can be cured through either intervention of >Aeldari spirit healers or humans with real expertise of exorcizing chaos without killing the victim.
For simplicity Medicae requirements are the same as Medicae (Human), biology is considered to be similar enough that Eldar and Humans can be treated for general injuries and illnesses with similar methods and cures (if the GM is generous with their game's premise even interbreed with some additional extremely advanced medical technology (either Aeldari biomedical technology or Imperial archeotech)). Xenology book from 2005 is a poorly written mess that conflicts with other lore and that tries really hard to overcompensate for Aeldari and humans looking similar by writing illiterate bullshit. I could make an entire tirade on the issues of it, however I will just say that in this module the book is considered to be completely outdated. Liber Xenologis which is supposed to be its update actually foregoes trying to overexplain biological aspects and that's how it should be in a setting chock full of space magic and suspension of disbelief. Aeldari and humans are very different when examining the intricacies of each, however both are humanoid and that means that surface and general things would also work not entirely dissimilarly. Just like a veterinary surgeon can treat a human during an emergency, or an ape being a hominid yet removed from us biologically.
May purchase Awareness (Psyniscience) at twice the XP cost, without the Psyker talent.
Crossovers
While it’s generally very unlikely for Aeldari and humans to cooperate, it is not implausible and there are many examples for such alliances, while historically other TTRPGs in the 40k setting allowed such things to occur or allowed players to have mixed-species parties. As such it is advised to the GMs to allow aeldari-human crossovers, be it a full party of human expendable mercs answering to Aeldari Patron in a system where they are yet to achieve a foothold, a mixed party solving a crisis that concerns both sides equally, or a bunch of Aeldari tasked with babysitting a certain Imperial Patron who was deemed important to the future successes of the Aeldari cause. There shouldn’t be any problems as long as players and GM reach collective decisions to harmonize their character and Patron creation in a way that harmonizes the story with a fact that there’s an unlikely crossover of species that don’t necessarily hold each other in high regard.
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maya-the-skaven · 1 year ago
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lil evening drawing… sleepy Sweet Pea
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maya-the-skaven · 1 year ago
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27 // Kobold Circle of the Stars Druid / Unclaimed
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