i am going to be running a RT group and the eldar are going to be a prominent feature. I am looking for ideas for their psychic powers beyond just what is in the codex and would like suggestions along with any fiction to help with them.
eldar powers
Idk what they do in the codex but i know from what ive read and heard that they are powerful and divining every possible future and picking and tuning which one is more likely to happen, they are good with dream interpretation or even apearing in dreams, you'd have to have wraithbone be prominent in it thats what they use for nearly everything if you have played Dawn of War those psycic powers would be good for attacks other than that i mean their eldar they can do a lot.
Eldar are practically all telepaths. In fact, in most of the fiction, the eldar language is part verbal, part gestural, part contextual, and in large part psychic. This 'Mindspeach' should figure prominently into the eldar's behaivior, especially around humans. There is great drama to be had during tense negotioations as the Eldar consult with eachother in complete silence from across a table.
Eldar are incredibly disciplined, as a species, and should not be particularly vulnerable to perils of the warp. Consequently, their powers are probably more narrow, accurate, controllable and less spectacular than a human-psyker (who can accidentally cause some pretty amazing stuff to happen), but their powers almost always 'work'.
A far-seer or some other dedicated psyker, however, would be signifigantly more powerful, with huge area-effect attacks and an ability to peer into both the future and deep into men's minds.
I would kinda agree about the perils thing, however this makes them nasty as all heck. the way id probably do it is that if they roll perils possibly a WP test to see if it actually happens, and if it does well then they where obviously distraced with smoothing their dresses or something.
Malkavianmadman said:
I would kinda agree about the perils thing, however this makes them nasty as all heck. the way id probably do it is that if they roll perils possibly a WP test to see if it actually happens, and if it does well then they where obviously distraced with smoothing their dresses or something.
Or possibly distracted by the bolts wizzing past their head/exploding at their feet...
I would use a variation of the Nascent Psyker rules presented in The Inquisitor's Handbook on pages 89-90. How exactly to modify such is another matter, but I think it is an excellent reference point to start from/with.
-=Brother Praetus=-
Nullius said:
Eldar are incredibly disciplined, as a species, and should not be particularly vulnerable to perils of the warp. Consequently, their powers are probably more narrow, accurate, controllable and less spectacular than a human-psyker (who can accidentally cause some pretty amazing stuff to happen), but their powers almost always 'work'.
The rule I've used for the Eldar psyker NPCs (and Eldar PC rules) I'm working on (currently on hold until I get Rogue Trader - I want to make both Dark Heresy and Rogue Trader career paths for Eldar Outcasts, plus assorted starships, etc, so they can be easily placed in either game) is that (per the Dark Heresy rules - I'd need to look at the RT psyker system to come up with something comparable) if they spend the time Invoking (using Seer Runes or similar as their Psy Focus), then they may discard any die on their power roll that comes up as a 9... the die does not count towards the power roll, but nor does it result in Psychic Phenomena as the runes shield the Eldar from the effects of the Warp.
When it comes to Farseers... Psy Rating 6, WP 68, Power Well (x2), Discipline Focus and Psychic Supremacy in Telepathy, Telekinesis and Divination, Discipline Mastery in Divination, Invocation +20 and Unnatural Willpower (x2) all combine to create terrifyingly potent psykers. A single Invocation test brings the seer's static bonus to +26, and using 2 dice (to allow Psychic Supremacy to kick in), can manifest the most powerful powers in the Dark Heresy books with little difficulty with virtually no chance of Psychic Phenomena.
A simple and effective way of using (if maybe not showing off) their precognitive abilities is to allow them ongoing effects that allows the psyker (and maybe his allies) to reroll misses, or just give a flat bonus to some tests where precognition might be useful, say during a firefight. Also if they are NPCs, let them be in the right spot at the right time, and have them see very longterm consequences of actions... very very longterm. Add some more outgoing telepathic abilites, sometimes involving listening to thoughts and giving "suggestions". Try to make the suggestions more subtle and suggesting rather than ordering. Feel free to give them a hint of slaneesh philosophy "have you considered this angle, it is very pleasant, might be rewarding for you and easy to set in effect) they created her/him after all :-)
As for view of life. Let them see things in very longterm perspectives. Make deals that will turn out to the eldars profit in 600 years time. This can be very tempting for a human character that can get a boon now, and will most certainly be long gone when the backlash comes. Try to handle humans with a fair bit of disdain and possibly paternity... Is that a proper word? Compare with a father talking to an unruly child: "there there *pats head* you will understand the reasoning behind this when you are a grown up". Imagine the farseer to the human "there there *pats head* I'm sorry you are part of such an underdeveloped species, but I can't really explain this in a way that you will understand, at least not within the narrow limits of your lifetime". It is allright to feel a twinge of sympathy with the poor mon'keighs.
In the area they meet the Seer maby place some wairth bone they could take controle and use, maby also give them a special made Bio lighting
Bio lighting ( Extended )
You will be able to hit a number of enemy up to you willpower bonus, the tagets will take 1d5+WP each round, damage willl pass any amour points ( not Naturale) and each taget need to take a willpower, if failed the taget will only be able to make a half action each round, this power will need to be sustain evrey round and will take a full round to sustain.
Overbleed: each overbleed will able to to attack one more taget.
Thresshold: 21 Range: WPx5 Focustime: Full Overbleed:5
A Force Sword/ Witch blade would also be nice