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Dark Eldar for Dark Heresy/Rogue Trader

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Hey, I've written up a bunch of rules for playing Dark Eldar in Dark Heresy system with emphasis on Rogue Trader, as such a character is more likely to appear there. It's not for everyone, but Dark Eldar characters can offer a decent amount to a party and visa versa.

I've finally revised them to the point where they are readable, and haven't completed some of the tables. I'm still playtesting them.

docs.google.com/document/d/1GxR4YRAcAasdI6ns2_LLboLy_UvLUnD57NnHLKg1GGI

 

 

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Dark Eldar? I can see Corsairs or Craftworld Eldar working half decently within the setting, but working with the Dark Eldar is so heretical is not even funny, warrant or not. You're at the same time working with the Arch Enemy and a Xenos Terribilus. And of course, there's the whole "dedicated to the horrors of Slanesh" problem, which might prove problematic in his working with everyone else. It might be possible, if everyone is willing to keep him really, really freaking secret, and avoid psykers like the there was no tomorrow.

This could probably work better in a purely chaos campaign. I don't have black crusade, at least not yet, but I feel it should be much easier be put it there than in a Rogue Trader game.

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 Looks pretty well thought out, and yes as written they would add quite a bit. Almost like adding a Space Marine to the mix.

I have a Dark Eldar joining my game, but he is altered to look human via painful, torturous surgery with an enslaved psychic brain to help cover him and communicate with his master, Vect. His cover is that he is a Field Surgeon from Cadia, and he has an assistant (read slave) that he can "play" with and that can help him. The save is human-ish (and in truth is a whole 'nother story as he has his own odd powers).

I had found rules for Dark Eldar warriors...I'd tell you where, but I forget. Here maybe? My player is a Kaballite Warrior with a xenos-biology specialty so he can play the part of the medic. I had him use all the skills and talents of the Kaballite Warrior, adding in a bunch of skills to represent training to fit in human society, and had him use the Arch Militant charts for Advances. There was something about how the Dark Eldar gained abilities through killing that went up to 3 kills in a battle. The player asked about if he got more kills, so I expanded the table. Added something about using torture. And then added what I had thought that represented their soul drain for many rules I had seen were directly physical at first instead of a slow slip into death.

Now this Kill Table goes past 10 into some unholy abilities being added, but I did warn the player that actually killing twenty or thirty enemies in a single combat will probably not be happening in fights that didn't feature his death by numbers. He didn't care, the rules were in place. I did hear him mumble something about bringing cannon fodder to a fight with him to sacrifice to himself...let's see his cover survive such a feat ;)

Dark Eldar General Rules
All Dark Eldar possess Hatred: Craftworld Eldar.
Special Rules: Power From Pain
When the Dark Eldar incapacitate or kill an opponent, they gain access to a number of talents and traits during the combat in which the kills/incapacitations were made:
1 Kill: gain Furious Assault (free attack after successful melee attack; uses a reaction)
2 Kills: gain Fearless (immune to fear and pinning – like most Astartes are already!)
3 Kills: gain Feel no Pain (take half damage from all attacks except power weapons)
4 Kills: gain Blademaster (re-roll one missed melee attack per Round)
5 Kills: gain Counter Attack (gain one melee attack after successful Parry)
6 Kills: gain Swift Attack (Attack twice with melee weapon as Full Action)
7 Kills: gain Sure Strike (choose attack location with successful strike)
8 Kills: gain Unarmed Master (unarmed combat does 1d10+SB damage and loses Primitive quality)
9 Kills: gain Lightning Attack (3 attacks with a melee weapon as Full Action)
10 Kills: gain Unnatural Strength and Toughness (x2) and Agility (x3)
For every 10 Kills beyond this, gain another level of Unnatural Strength, Toughness, and Agility

For every month, you will gain 1d10 Corruption points.
When you do torture, use the Medicae skill. For the first time in a month, each Degree of Success will remove a Corruption point. Simple killing with NOT help in this fashion. There must be glorious, delicious pain.
Each time after this, it becomes harder as it takes more and more pain in order to gain benefits. The 2nd time will take 2 Degrees of Success in order to remove a Corruption point. The 3rd time will take 3 and so on.
For every 10 points of Corruption, do a Malignancy test (Willpower) to see if you gain a Malignancy. If you fail the test and gain such? Once you lose enough Corruption points to drop below this Threshold then it will vanish.
For every 30 points of Corruption, you will test against two Characteristics. Failure imposes a -10 penalty to the failed Characteristic plus a further -10 per Degree of Failure. Note that certain Characteristics dropping to or below zero will cause death. Note the two Characteristics tested for you cannot use those again until all the others have been tested (Infamy does not count in this). Once you have dropped below the Threshold, these traits will return to normal.
If you should reach 100 Corruption points, Slannish will devour the last vestiges of your soul and you will be dead.


Dark Eldar Weapons
Melee
Agonizer (Melee; 2d10+8 E; Pen 6; Felling, Unwieldy)
Electrocorrosive Whip (Melee; 2d10+6 E; Pen 6; Concussive, Unwieldy)
Klaive (Melee; 2D10+6 R; Pen 6; Balanced, Power Field, Razor Sharp, Tearing)
Mindphase Gauntlet (2D10 E; Pen 9; Unwieldy) Special: those struck by the Mindphase gauntlet must take a WP test, suffering -10 per degrees of success on the attack roll. Those who fail are stunned.
Scissorhand (1D10+6 R; Pen 8; Razor Sharp, Tearing, Toxic, Unwieldy)
Ranged
Liquifier Gun (20m; S/-/-; 2D10+2 Acid; Pen 1D10+2; Clip 6; Rld 2full) Special – the Liquefier gun sprays acid, which eats through armour at a random pace. It fires in a Burst like a flame weapon.
Shredder (10m; S/-/-; 2D10+8 R; Pen 0; Clip 4; Rld full; Snare – roll not to be immobilized)
Orb of Despair (5m; One Shot; 4D10+8; Pen 15; Blast 5)
Darklight Weapons
Blast Pistol (10m; S/-/-; 2D10+8 E; Pen 13; Clip 4; Rld Full)
Blaster (30m; S/2/4; 2D10+8 E; Pen 13; Clip 20; Rld Full)
Dark Lance (60m; S/-/-; 4D10+6 E; Pen 13; Clip 12; Rld 2 Full)
Splinter Weapons
Splinter Pistol (20m; S/-/-; 2D10+2 R; Pen 4; Clip 40; Rld 1full; Reliable, Toxic)
Splinter Rifle (80m; S/3/10; 2D10+2 R; Pen 4; Clip 200; Rld 2full; Hail of Splinters, Toxic)
Shardcarbine (60m; S/3/10; 2D10+5 R; Pen 4; Clip 200; Rld 2full; Hail of Splinters, Toxic)
Splinter Cannon (150m; -/-/10; 2D10+2 R; Pen 4; Clip 400; Rld 2full; Hail of Splinters, Storm, Toxic)
Wych Weapons
Shardnet and Impaler Combo: confer an additional attack on the wielder.
Shardnet (Melee; ; Special: Shocking, Snare: attacks made with the shardnet seek to ensnare opponents with the Snare quality. If the target fails his agility test and becomes ensnared, he must test against the Shocking quality. Note: against an Astartes, this weapon is virtually useless!)
Impaler (Melee; 2D10+2 R; Pen 2; Balanced, Razor Sharp, Tearing)
Hydra Gauntlets (Melee; 2D10 R; Pen 4, Tearing, Unwieldy)
Special: Hydra Gauntlets provide the wielder with two extra attacks.
Razorflails (Melee; 1D10+6 R; Pen 6, Tearing, Unwieldy)
Special: wielder gains an extra attack, failed rolls to hit are re-rolled.
Armour
Clone Field: Creates three false images. Roll randomly (or choose if using a battle map) to select a target. 
Ghostplate Armour: provides all-over protection of 8 and an energy field which has a 20% chance of nullifying attacks.
Shadow Field: The shadow field has a 80% chance to negate any attack. However, once an attack passes through, the field is permanently disabled.
Vexator Mask: shows an image of the attacker’s most beloved friend, relative, etc. A WP test must be passed in order to attack the wearer of the mask. Once passed, it does not need to be rolled again.
Dark Eldar Troops
Kabalite Warriors
WS 46 BS 46 S 31 T 32 Ag (8) 45 Int 33 Per 37 WP 31 Fel 27
Wounds: 15
Movement: 4/8/12/24
Skills: Concealment (Ag), Silent Move (Ag), Common Lore (Dark Eldar) (Int) +10, Speak Language (Dark Eldar)(Int). 
Talents: All weapons trained, Unnatural Agility X2. Night Vision.
Armour: Dark Eldar armour, 6 all over. 
Weapons: Splinter Rifle (80m; S/3/10; 2D10+2 R; Pen 4; Clip 200; Rld 2full; Hail of Splinters).
Hail of Splinters: Splinter Weapons used on full auto have the Tearing Quality.
Wyches
WS 55 BS 40 S 30 (+10 from Combat drugs) T 30 Ag 50 (10) Int 33 WP 31 Fel 30
Wounds: 15
Skills: Dodge, Concealment, Silent Move, Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int).
Talents: Unnatural Agility X2.
Armour: Wyches armour roughly half of their bodies. These sections have an armour rating of 6. 
Wyches may make an additional dodge per round.
Weapons: Close combat weapon, combat drugs, plasma grenades, splinter pistol, wychsuit.
Dark Eldar Elites
Incubi
WS 60 BS 46 S 41 (+10 from wielding the Klaive) T 40 Ag (10) 55 Int 38 Per 42 WP 40 Fel 40
Wounds: 40
Skills: Dodge, Concealment, Silent Move, Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int).
Talents: Swift Attack, Unnatural Agility X2.
Armour: Incubus Warsuit (all 10)
Weapons: Klaive (Melee; 2D10+6 R; Pen 6; Balanced, Power Field, Razor Sharp, Tearing)
The Klaivex
As above, except the Klaivex has Lightning Attack, Preternatural Speed, 48 wounds and a WS of 66.
He also benefits from on of the following special rules (choose before each combat)
Onslaught: the Klaivex and his Incubi gain Furious Assault.
Murderous Assault: at any one time, the Klaivex can mark an enemy: the Klaivex and his incubi benefit from Hatred (+10 on melee rolls) against that enemy. If that enemy is incapacitated or killed, the Klaivex can nominate a new enemy as a free action.
Mandrake
WS 55 BS 55 S 40 T 40 Ag (10) 50 Int 38 Per 42 WP 40 Fel 40
Wounds: 30
Skills: Dodge, Concealment +20, Silent Move +20, Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int).
Talents: Unnatural Agility X2. All have Swift Attack, Nightfiends have Lightning Attack.
Armour: Mandrakes do not wear armour, but are dimensionally unstable, and therefore all attacks have a 35% miss chance. 
Weapons: Wicked Blades (2D10+2 R; Pen 4; Balanced, Razor Sharp, Tearing)
Special: Mandrakes can teleport through shadow (Agi X metres) as a reaction.
Wrack Acothysts 
WS 46 BS 46 S 31 T (80) 40 Ag (8) 45 Int 33 Per 37 WP 31 Fel 27
Wounds: 25
Movement: 4/8/12/24
Skills: Concealment (Ag), Silent Move (Ag), Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int). 
Talents: All weapons trained, Unnatural Agility X2. Night Vision. 
Armour: Gnarlskin, 4 all over. 
Weapons: All of the following are in the Wrack Acothysts’ arsenal:
Liquifier Gun (20m; S/-/-; 2D10+2 Acid; Pen 1D10; Clip 6; Rld 2full)
Scissorhand (1D10+6 R; Pen 8; Razor Sharp, Tearing, Toxic, Unwieldy) 
Mindphase Gauntlet (2D10 E; Pen 9; Unwieldy)
Special: those struck by the Mindphase gauntlet must take a WP test, suffering -10 per degrees of success on the attack roll. Those who fail are stunned.
Electrocorrosive Whip (Melee; 2d10+6 E; Pen 6; Concussive, Unwieldy)
Archon (Master) and Retinue (Elites)
MEDUSAE
WS 46 BS 46 S 31 T 32 Ag (8) 45 Int 33 Per 37 WP 31 Fel 27
Wounds: 22
Movement: 4/8/12/24
Skills: Concealment (Ag), Silent Move (Ag), Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int). 
Talents: All weapons trained, Unnatural Agility X2. Night Vision. 
Armour: Dark Eldar armour, 6 all over. 
Weapons: Eyeburst - the Medusae host opens its visor, and all in range experience horrific visions and surges of overwhelming anguish (30m; S/-/-; roll 1D5: the result is how many D10’s of damage are rolled for the weapon that turn; Pen 1D10; Clip -; Rld -)
Description (from the Dark Eldar Codex): The visored slave-beings that Archons use to record the roiling emotions of the battlefield are hosts to strange creatures of the webway, known as Medusae. These highly empathic parasites look like a collection of brains and spinal cords one atop another, and they float through the ether like jellyfish, feeding on daydreams and nightmares. Medusae can latch onto a host that intrudes into their realm, absorbing their emotions directly and providing a means of motive power in realspace. Though meeting the gaze of a Medusae's host can cause instant emotional haemorrhaging, these hybrid creatures are highly valuable in Commorragh, for they absorb and store extreme sensations. Consuming one of the Medusae's brain-fruit brings back all the vivid and anarchic emotions of a raid as if they were happening then and there.
 
Ur-Ghuls
WS 66 BS – S (8) 40 T 32 Ag (8) 45 Int 20 Per 44 WP 31 Fel 20
Wounds: 30
Movement: 4/8/12/24
Skills: Concealment (Ag) Dodge(Ag), Silent Move (Ag), Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int). 
Talents: All weapons trained, Unnatural Strength X2, Unnatural Agility X2. Night Vision.
Weapons: Claws (1D10+10 R; Pen 3) Needle teeth (1D10+10; Pen 5)
Armour: tough skin (all over) 8.
Attacks: two attacks with claws, if successful, a final attack with the teeth is allowed.
Description: a hideous mass of long, ropy limbs, the Ur-Ghul seems to be all cartilage and no bone. It possesses no eyes and a circular, lamprey-like maw with rows and rows of needle-sharp teeth.
LHAMAEANS
WS 46 BS 55 S 31 T 32 Ag (8) 45 Int 33 Per 37 WP 31 Fel 27
Wounds: 30
Movement: 4/8/12/24
Skills: Concealment (Ag), Dodge +10 (Ag), Silent Move (Ag), Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int). 
Talents: All weapons trained, Unnatural Agility X2. Night Vision. 
Armour: Dark Eldar armour, 6 all over. 
Weapons: Splinter Pistol (20m; S/-/-; 2D10+2 R; Pen 4; Clip 40; Rld 1full; Reliable, Toxic)
Hail of Splinters: Splinter Weapons used on full auto have the Tearing Quality.
Special: all weapons possessed by the Lhamaean and her allies have the toxic quality, and if enemies fail their Toughness roll against the Toxic quality, they take 2D10 instead of the usual 1D10 damage. 
Description: beautiful Dark Eldar females in tight, form-fitting matte black suits of armour.
SSLYTH
WS 50 BS 55 S (12) 66 T (8) 40 Ag 45 Int 30 Per 30 WP 40 Fel 27
Wounds: 30.
Movement: 4/8/12/24
Skills: Concealment (Ag), Dodge, Silent Move (Ag), Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int). 
Talents: All weapons trained, Unnatural Strength and Toughness X2. Night Vision.
Traits: Multiple arms grant 2 attacks in melee.
Armour: Kabalite armour, 6 all over.
Weapons: Shardcarbine (60m; S/3/10; 2D10+5 R; Pen 4; Clip 200; Rld 2full; Hail of Splinters, Toxic)
Hail of Splinters: Splinter Weapons used on full auto have the Tearing Quality.
Vicious swords (Melee; 2d10+6 E; Pen 6; Razor Sharp, Tearing)
Description: tall and powerfully built reptilian aliens with four arms, encased in matte black Kabalite armour. They carry a multitude of vicious blades.
Archon (Melee specialist Archon) Master
WS 78 BS 76 S 41 T 40 Ag (10) 55 Int 55 Per 42 WP 66 Fel 58
Wounds: 49
Skills: Dodge, Concealment, Silent Move, Common Lore (Dark Eldar)(Int) +10, Speak Language (Dark Eldar)(Int). Any other skills she could reasonably possess – Deceive, scrutiny, etc.
Talents: Lightning Attack, Preternatural Speed, Unnatural Agility X2. Special: When attacked in melee, the Archon may always roll to dodge. If successful, she may counterattack. During her turn, if she lands a successful melee attack, she may use her reaction to make another attack (like Furious Assault). Touched by the Fates 2.
Armour: Shadow Field (The shadow field has a 80% chance to negate any attack. However, once an attack passes through, the field is permanently disabled)
Ghostplate Armour (provides all-over protection of 8 and an energy field which has a 20% chance of nullifying attacks)
Vexator Mask: shows an image of the attacker’s most beloved friend, relative, etc. A WP test must be passed in order to attack the wearer of the mask.
Weapons: Agonizer (Melee; 2d10+8 E; Pen 6; Felling – ignores unnatural toughness, Unwieldy)
Blast Pistol (10m; S/-/-; 2D10+8 E; Pen 13; Clip 4; Rld Full)
 

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I have to mirror Felius' comments - corsairs, those who follow the path of Exile, those sort of Eldar work.

Dark Eldar, with their culture, associations with Slaanesh, etc... no, not really, unless, like Felius said, it's in a Black Crusade game.

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 No. The Dark Eldar venerate Khaine the Bloody Handed and their Dark Muses (the ones who they worshipped that brought about the birth of Slannish).

The other Eldar Gods, the Dark Eldar feel are weak for being killed/devoured by Slannish. Not to say that they cannot fall to actual Chaos worship, they do not as a general rule directly follow Chaos.

Dark Eldar are generally self-serving warriors who vie for power in the Dark City under the Iron Fist of Vect. They follow the basic principles that brought Slannish into being. They are normally not motivated by gifts of valuables and such. They are motivated by selfish desires and the need to draw a sensual, delicious pain from others as it keeps their soul either intact or refilled.

So...a Dark Eldar warrior would be a selfish, feared murderous cretin that served to torture and kill those around him in pursuit of new levels of sensation and depravity. If prisoners are brought in on a steady basis, he promises to not work on the crew. Sounds like someone Lord Winterscale himself would hire and keep cloaked as a personal bodyguard. Certainly not an asset when dealing with the Inquisition or psykers who will know a Dark Eldar for who they are in a moment, but still if he can be hidden? A valuable, if dangerous asset. If an Inquisitor can count a Daemonhost as part of his retinue, why not a Dark Eldar? Just don't expect him...or many of the officers to survive a contact with a puritan Inquisitor, but accidents can happen in the Expanse. Right?

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I would just like to point out that I do not find it sensible that every Dark Eldar gets Hatred: Craftworld Eldar.

Craftworld Eldar and Dark Eldar do not have the typical High-Elf vs. Dark Elf hostility. In fact, many times they prefer working together with eachother instead of working with other races if there is a choice. Especially when the webway was threatened they fought together, which would not fit if they hated eachother that much.

While there is no love lost between the Craftworlders and Commorites they still see eachother as kin and fight together when it is mutually profitable (or amusing, in the case of the Dark Eldar, like the time they helped saving Iyanden).

Of course, that does not mean it should be impossible for a Dark Eldar to get Hatred: Craftworld Eldar, one can not account for individuals afterall, but it should not be mandatory for all either.

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 This is true, I hadn't thought of that. While it's true there may be a sort of disgust for Craftworld Eldar weakness, it doesn't need to be a Hatred. I think I may change that rule.

I had basically found rules and made up a few of my own so I can hodge podge a character up for my friend who is a Dark Eldar fan. I doubt I will do it again afterwards until official rules come out...maybe.

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Dark Eldar ARE mercenaries, and don't worship any of the chaos gods (no, not even Slaanesh). They are entirely self-serving, and the rules are written to reflect that.

I'm not entirely sure they are on the power level of Space Marines. I've written it so that while Rogue Traders are running about with their warrant, buying star ships and so on, the Dark Eldar character is desperate and poor (like Dark Heresy characters at the beginning of DH). Obviously, there is the challenge of RPing it out, but I do so like options in games.

I made a talent called "Negative Empathic Link" that, for gameplay purposes, replaces Fate Points. It works off levels of fatigue gained by other characters, and gives you an immediate benefit and a short-term cost.

 

I've also written what I think are "more realistic" addiction rules, because currently only the Radical's Handbook has them.

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Turned out fairly well and props for the sheer volume of work put into it. I probably wouldn't have them running around as PC's in RT or DH (BC maybe) but I'll certainly find a use for the NPC's and weapons as my DW game has had the characters annoy a certain dark eldar warlord... quite a lot actually.

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 The future supplement "hostile acquisitions" may offer interesting possibilities to include dark eldars in a RT crew.
After all, if you turn to piracy, why not include a xenos whose race is expert in this subject?

If you are ready to include kroots or orks in your crew, a dark eldar could fit. Xeno-prejudice may not be so strong when you operate outside Imperial premisces.

 

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Updated the rules so that Webway Portals are less able to be used as a quick solution to smuggling problems, the Commorragh mishap table isn't as nasty, and allow Dark Eldar to hang around humans for longer within in Gellar Field. A couple of other balance changes here and there.

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Not sure if this is a double post, given the previous post was about a month ago.

 

Currently, I'm at 23,000 words, and have just started on writing having a Dark Eldar Organisation (initially, the player has to micromanage all that stuff, but that gets tedious at some stage). So far, they work relatively well during playtesting, and offer a different set of solutions to a lot of problems (while introducing some other complications).

 

Currently playing a female Haemonculus who fancies herself as a bit of an 'artiste', but ultimately wants to get high all the time. She has thus far managed to turn one other player character into a thrall, and utterly dependent on her, and has been useful in a couple of scraps. She's pretty much always disguised in one way, shape or form, and usually as a civilian. We use Dark Eldar tongue as a secret tongue, and she usually hangs on to the side of the (flamboyant) Rogue Trader in the guise of an escort.

 

She IS the only character in the party not to wear armour, and she's also relatively new to Imperial culture. She hasn't been caught yet, either.

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I seem to have lost the ability to edit my posts. Here are updated links:

Here's the new chapter separated links:
Chpt1 Foreword: https://docs.google.com/document/d/1kx-YH-Utbb9w4Pd3rPP8-b9H4LufZXli5P8M-ZTsjHA/edit
Chpt2 Character Creation: https://docs.google.com/document/d/1ly4TSKRO1vXi-d5xynkd-XVYvzD19y0dDeEpKYwVPeg/edit
Chpt3 Careers: https://docs.google.com/document/d/1YumasP-udZ-4DLfQmQL8kqYDkAZj6KDozDkfRxMglZA/edit
Chpt4 Skills: https://docs.google.com/document/d/1MkNo-22UzRLl7_c2k7ICAfcVZRNOCqf-2LUI-gCYYyw/edit
Chpt5 Talents: https://docs.google.com/document/d/1L957vIFDgmU7sOWBX0PkeRCvWodm4QottLBKp5kc4r4/edit
Chpt6 Equipment: https://docs.google.com/document/d/1BRoKIV3Ksoc3-brTy0dzYYaUtn05yt7_2P77lV3qs0Q/edit

The document got too long for my craptop to handle :(

EDIT: And somehow I can edit this post. Also, the links don't seem to be, uh, linking.

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On 4/29/2012 at 6:46 PM, comradeda said:

I seem to have lost the ability to edit my posts. Here are updated links:

Here's the new chapter separated links:
Chpt1 Foreword: https://docs.google.com/document/d/1kx-YH-Utbb9w4Pd3rPP8-b9H4LufZXli5P8M-ZTsjHA/edit
Chpt2 Character Creation: https://docs.google.com/document/d/1ly4TSKRO1vXi-d5xynkd-XVYvzD19y0dDeEpKYwVPeg/edit
Chpt3 Careers: https://docs.google.com/document/d/1YumasP-udZ-4DLfQmQL8kqYDkAZj6KDozDkfRxMglZA/edit
Chpt4 Skills: https://docs.google.com/document/d/1MkNo-22UzRLl7_c2k7ICAfcVZRNOCqf-2LUI-gCYYyw/edit
Chpt5 Talents: https://docs.google.com/document/d/1L957vIFDgmU7sOWBX0PkeRCvWodm4QottLBKp5kc4r4/edit
Chpt6 Equipment: https://docs.google.com/document/d/1BRoKIV3Ksoc3-brTy0dzYYaUtn05yt7_2P77lV3qs0Q/edit

The document got too long for my craptop to handle :(

EDIT: And somehow I can edit this post. Also, the links don't seem to be, uh, linking.

I enjoy what's here, but where is the mandrake path?

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