Good eyes Aleandro01, and thanks again for the scrutiny, these are some more great points!
You're completely right, I meant to clarify that it is meant to represent wandering seers, and I thought I had included that in the guide, looks like I missed that section. Definitely going to have to add that in.
The outcasts are proficient with the Splinter weapons because it is implied they have the proficiency via lore and the weapon options presented in The Koronus Bestiary. Lore wise it was done because Aspect Warriors spend time on a path before becoming lost on it, and Guardians/Corsairs represent the start of that, and they have proficiency with Splinter weapons. They would keep this proficiency as they progressed and became lost on the path, and may not utilize their other weapons as often, but would still retain the proficiency. This is further evidenced by the fact that the majority of Aspect Warriors still carry a Splinter Weapon as evidenced by their profiles in the Koronus Bestiary.
When I wrote that about the Dark Eldar comparison, what I meant was that they become more hedonistic and depraved as they give into the will of Slaanesh. I'm sorry about that, a total lack of clarification on my part. An interesting point though, while fossils of Eldar who have resisted temptation have been found, who is to say that corrupted Eldar do not become daemonettes and other minions of Slaanesh once they obtain enough mutations and corruption? After all, there are fossils of humans that do not have any mutations that are likely found all the time, yet we can gain them. We wouldn't really find any fossils of them then because they would return to the warp when killed. That's why I feel Mutations serve as an excellent way to describe their fall as they indulge their compulsions, eventually being overtaken by the influence of Slaanesh, as the final end of succumbing to this path is very much unclear, just that they do begin to fall prey to the same desires that brought about that dark god's birth in the first place.
In regards to Remembering the Path, I think the cost is justified being high because of what being truly devoted to a path means for an Eldar. Traversing multiple paths at the same time is not something that is often done due to fear of corruption. It's not a bad idea for Craftworld Eldar to include the Insanity, but for Outcasts, their nature is a fickle and rebellious one by definition so I don't see it making much sense. The cost is more but it does not come with any penalties because traversing multiple paths makes sense for an Outcast to do.
I'm not planning to give any Alternate Ranks free stuff for entering them, because the role-playing aspect is supposed to be the motivation, not free talents. I've unfortunately gamed with far too many people who would select alt ranks just for that with no concern for appropriateness to the character. I will either make it a requirement for the alt rank or put it in there as an exotic weapon training though, didn't realize that I hadn't done that.
Good catch on the alt rank requirements, I completely forgot to change those when I changed the talent. And you're right about the Bonesinger too, there should be a 'use' in there.
For the Ymgarl, I represented that by their ability to gain the Fear trait as they advance in Rank, and the fact that one of their first +20 skills is Contortionist. If a GM feels that they should be able to gain a temporary Fear Rating or a bonus to Contortionist based on how they describe themselves using the ability they can allow it, but I'm not including any special rules inherently for those.
Thanks again for the feedback, this really helps get the guides straight, and lets me explain and re-examine some of the choices I made in making them.
I'll be honest, the interest in making other guides is flattering, I wasn't sure how these would be recieved, and I'm ecstatic it's been positive. I had a couple of guides in mind. For Rogue Trader I was thinking a 'Lesser Xenos Races' guide to allow those to be played, and maybe working out Tyrannic and Necron Starship rules and adding those into the existing guides.
I have also been thinking about doing some Dark Heresy guides next, was thinking about a Scum Guide and a Guard Guide since those never got published, but don't really have any real plans other than basic ideas for those at this point.
For the Deathwatch game that I run, I made some Chapter Advances for the nine Traitor Legions, and was going to make Alternate Ranks for the chaos specializations (Noise Marine, Khorne Berserker, Plague Marine, Obliterator, Posessed, and so on) so that people could use Deathwatch to do Chaos Marines, or build them as opponents to oppose Loyalists.
Update: Fixed all the listed changes to the Eldar Character Guide, thanks again!
Update 2: Also added in a bunch of new Necron content, including a new Alternate Rank and new weapons and gear after talking with Crystal Geyser, who was also making a Necron guide.
Edited by LodgeBlackman99, 09 August 2014 - 09:41 PM.