Warhammer 40K Ynnari Jumpchain
Warhammer 40K Ynnari Jumpchain
Warhammer 40K Ynnari Jumpchain
The first thing one must learn about the Aeldari is that they are a race of fragments,
broken and scattered across the galaxy. In culture, geography and technology, the
disparate elements of the Aeldari vary wildly. Even within a single sub-race (the
so-called kindreds of the Asuryani, Exodites, Drukhari and the mysterious
Harlequins) there is great diversity of tradition and attitude.
—Inquisitor Czevak Teachings of the Unholy
Perfidious Eldar! These aliens had the stars in their grasp and now are left to sift the
dust of their once fabulous realm. For all their intellect and mysticism they could not
contain the beast within them, nor tame the wild monsters of the Shadow. Why
should we pay them any heed?
-Inquisitor Grünwald, Ordo Xenos
"The Reborn are the only hope left to our people. They seek to unite the Aeldari
entire – to bring together not only the Craftworlds, but every scattered shard of our
race, be they Outcast, Exodite, or soul-hungry Drukhari. With the Whispering God's
net gathering us together away from the sight of evil, we shall be reforged. We shall
be a people that look forwards in hope, not backwards in despair. Follow them, cast
aside your waystone and the crippling fear it represents, and we shall soar on the
winds of fate once more."
— Lathriel, High Farseer of Biel-Tan
Once, when humans were first experimenting with slings and
spears, the Aeldari ruled the galaxy. It is no exaggeration to say that
stars were born and died at their command. Yet, all was not well.
Having long since freed themselves of the need for any form of
labor, the space-elves turned to endless hedonism. Though some
saw the peril, they were heeded not and as some fell away or fled
the coming cataclysm, the sadistic debauchery of the Aeldari
brought forth new life, a hermaphrodite god of pleasure and pain,
Slaanesh, the Prince of Pleasure, She Who Thirsts.
Yet hope, that precious bird that nests in the soul, endured. In
prophecies whispered after the Fall, it was foretold that the Eldar
would die and each soul saved from She Who Thirsts would fuse
into a new god, Ynnead, god of the dead who would strike down the
false god Slaanesh and avenge them all in the Rhana Dandra, the
end of days.
Eldrad Ulthan, the foremost Farseer of the Asuryani Eldar, had for
some centuries sensed souls in the Infinity Circuits of the
Craftworlds starting to blend together and felt the slow heartbeat of
a nascent god. In hope of birthing Ynnead without the total
destruction of their race, Eldrad attempted a ritual on the moon
Coheris to awaken the Whispering God early. While the ritual failed
to wake the Whispering God, as the ritual ended a gladiator in the
dark city of Commoragh, Yvraine, rose from the dead and the
visions she experienced led her to name herself the chosen of
Ynnead. In a path marked with blood and ruin she left the city,
broke the craftworld of Biel-Tan and brought to life Yncarne, the
Avatar of Ynnead. Now Yvraine seeks to unite the scattered
remnants of the Aeldari and recover the lost artifacts needed to
raise Ynnead. Those who follow her and form the cult of Ynnead call
themselve the Ynnari or the Reborn and include individuals from all
major Aeldari groups.
Are the Ynnari the start of the Eldar’s rebirth or are they a fool’s
hope dragging the last of their race down with glittering promises?
Opinions differ, but you will have the chance to find out. For ten
years you shall join their number and gain 1,000 choice points (cp)
to carve out a place for yourself.
ORIGINS
All are Reborn. Yet the past still clings in subtle ways.
Eadar - Exodites. The first group to nope out, and become Space
Amish. Only with dinosaur-riders and high-tech weaponry they
trade with their kin for. Actually hunt or farm for their dinner, and
tend to be pragmatic and forward-thinking compared to their kin.
PERKS
Eldar Physiology (free all) The Aeldari may appear human, or as
they’d prefer, the mon-keigh look Aeldari, but they are not the
same. Their senses are far sharper, their brains more capable,
complex and so very much quicker to process information and
make decisions, their emotions more vivid and powerful. Only the
most heavily augmented of humans, the Primarchs and some
Assassins, can hope to match the inhuman speed, reflexes, grace
and precision of the Eldar. Finally, with the exception of the
Drukhari who shunned and stunted their gifts deliberately over a
vast period of time, each and every Eldar is a strong psyker by
human standards. If you wish to be a Drukhari psyker, you can, but
beware they have long been hunted by their own.
Blessing of Ynnead (free all) All the Reborn can draw strength from
soulstones, and commune with the spirits within, gaining their
insight and drawing on their skills in battle. Moreover, their souls
are bound to the god of death and so they do not need soulstones to
prevent their souls from being consumed by She Who Thirsts. Yours
may be bound to your Benefactor or even yourself. In any case, any
attempt to steal or alter your soul will fail as it’s already spoken for.
Artist’s Calling (-100 cp) The Eldar have always produced great
works of art, even the twisted works of the Dark Eldar. You
exemplify this trait with the creative instinct to be the greatest
artist in the history of your people, and not in just one field, no. You
can make paintings that capture a person better than holo, write
symphonies to drive Khorne Berserkers to weeping and design
lovely yet practical architecture. Should you perish, or move on
from this place, know you will leave behind a lovelier galaxy and an
artistic legacy unmatched by anyone.
Webway Ambush (-100 cp) With the spirits of the dead guiding
their every step, the Reborn can navigate the Webway with ease.
You have an unfailing sense of direction that functions even in
hyperdimensional mazes, M.C. Escher drawings and dream realms
where emotion and symbolism matter more than distance or
direction. You can navigate even the most confusing of
environments with ease.
Artefacts of Death (-200 cp) The Reborn seek relics of the lost
empire, gathering them together to ensure their victory. You are
very good at finding such lost relics or powerful items, sensing
them at short range and instinctively uncovering clues otherwise.
Back From the Brink (-200 cp) Those infused with the power of
death are truly difficult to slay. Once in a battle, when you would
have died, the God of Death rejects you and heals your wounds. This
ability takes eight days to recharge.
Ancient Aeldari (-500 cp) It is whispered that the Aeldari are not
what they once were in a more literal way than just their fallen
civilization. Hard as it may be to imagine a more perfect being than
an elf, it is said that in the War in Heaven, they were luminous
beings who could recover in moments from wounds that would slay
any Eldar today, that the days of their lives were counted not in
millennia but eons and they could bring themselves back from the
dead through sheer force of will. Their psychic might was beyond
human measuring, eclipsed only by the mon-keighs Emperor and
literal gods, and instead of an Aeldari sacrifice to waken an Avatar,
they could transform in a crisis and then return to themselves.
A Taste For Death (-50 cp, free Soulbound) When one of the Reborn
sees a foe breath their last, they are filled with a renewed sense of
purpose. The deaths of your enemies harden your will, and can
substitute for food, drink or rest.
The Great Enemy (-100 cp, discount Soulbound) All Aeldari reserve
a ferocious loathing for Slaanesh and its followers. Each Jump, you
may designate one “Great Enemy” and find all harm you do to them
is doubled.
United in Death (-200 cp, discount Soulbound) When the Ynnari act
as one, their blows fall like rain, the storm of blades in the name of
the God of Death. You work with incredible teamwork and
coordination, and quickly and easily integrate new individuals and
tactics into your host.
Favored of Ynnead (-300 cp, discount Soulbound) The spirits of the
dead seek you out, swirl about, and with a gale-force wind speed
you to seek the lives of your foes. You can fly short distances, and
run with immense speed, faster than many vehicles, but are visibly
surrounded by ghosts when you do so.
Strength From Death (-50 cp, free Bladehost) To the Ynnari, the
life forces released by the recently dead are invigorating in the
extreme, the souls of the fallen spurring a burst of activity.
Whenever someone dies nearby, you gain a burst of speed and
strength by drawing on the final embers of their life force. This
fades after a few hours.
Warden of Souls (-400 cp, discount Bladehost) You are the keeper
of many souls. Your mastery over deathly energies is almost
unparalleled. You gain roughly double the benefit from any ability
fuelled by death, and double the strength of any powers that might
be called necromancy or soul magic, and your study of them is rapid
and intuitive.
- Ancient Aeldari the Eldar have long known of three realms, the
world of light and matter, the shadow of the immaterium, and
the twilight in between. As you have learned to walk between
life and death, you gained a mastery over liminal spaces like
the Webway, able to open gateways without the aid of
technology. Your senses of life and death allow you to feel
large concentrations of either.
Origin Perks
Balanced (-200 cp, discount Asuryani) Day and night, the Shadow
and the universe of Light, the dragon and the phoenix. Much of
Eldar philosophy involves the unity of apparent opposites, even
more so the Asuryani, who seek to preserve the very best of the
Aeldari. You are secure in yourself, poised between creation and
destruction and a master of both, unable to be harmed or corrupted
by any powers you may possess.
Sifting Through The Dust (-300 cp, discount Asuryani) More than
any of their peers, the Asuryani have tried to preserve and scavenge
the technology of their old empire, even raiding Crone Worlds in
search of soulstones and other relics. You are extremely skilled and
fortunate in unearthing ancient secrets, but your best skill by far is
divining the proper function and use of mysterious artefacts. Even a
brief examination gives you a vague idea, an hour, mastery of a
strange technology and its operating principles.
Walker of Many Paths (-400 cp, discount Asuryani) Only when you
have soared through the morning sky on wings of fire can you
understand the Hawk. Only when you have fallen screaming upon
those who know they are already dead can you understand the
Banshee. Only when you have annihilated those who would oppose
you can you truly understand the power of the Dragon. And only
one who has travelled but ultimately turned away from each of
these paths can understand the Autarch. You have walked the Path
of the Leader, spent time with each Aspect to understand Khaine
more fully. You can synergize your different skills well, and know
how to use specialists to their best effect.
Farseer (-600 cp, discount Asuryani) The burden placed upon the
Asuryani’s greatest psykers, to tear knowledge from the skeins of
fate, and steer the Craftworlds from disaster. You have learned to
cast your mind along the branching paths of the future, to calculate
which fates are the most probable or desirable, and how to bring
them about or avert them. Nor are your powers merely those of a
passive observer, you can create an eldritch storm or even freeze a
target in time.
- Ancient Aeldari Your skills as a seer outstrip even Eldrad’s. It is
often said that hope is but ignorance, and knowledge only
allows one to see their doom, the puppet-strings all dance
along. This may be true for others, but never you. There is a
path that leads to joy and victory, a way to win in any
circumstances, and no matter how dark things seem, you can
always find that path.
Everspiral (-100 cp, free Drukhari) Towards the end, the Aeldari
Empire was locked into a race to the bottom of depravity and the
blackest depths of immorality, and for the Dark Eldar, the race
never ended. You can’t survive in Commoragh without a strong
stomach and a willingness to embrace evil, so have the ability to
switch those pesky qualms off.
Sadist (-100 cp, free Drukhari) The pain of others is as food to the
Dark Eldar, and having lived off it all your life has made you a
connoisseur. You know how to inflict pain, physical, spiritual and
mental, how to milk someone for all the pain they could possibly
produce, making a death that lasts years or scars that will pain
them for the rest of their days.
Vampiric Thirst (-100 cp, free Drukhari) The Drukhari have learned
to retain their souls and extend their lives by feasting on the pain of
others. Such a skill serves little purpose to the Reborn who are
beyond Her grasp, but life-extension, that does still work. By
inflicting pain you can hold age at bay, perhaps indefinitely.
Fire And Fade (-200 cp, discount Drukhari) All Eldar use
hit-and-run tactics to maximize their traditional advantages in
mobility and firepower, and minimize their disadvantages in
armor. Doubly so the Drukhari, for each moment they exist outside
the shelter of the Webway the Thirst grows. You cut your teeth in
lightning realspace raids, and have mastered the tactics that work
best for raids.
Kabalite Warrior (-200 cp, discount Drukhari) The Dark Eldar prize
martial prowess far more than their kin. Partially for the ability to
take the captives and slaves that keep Drukhari civilization going,
but martial skill and pride are seen as virtues in their own right.
Your body has been shaped to be far stronger than other Eldar, and
you have learned well how to fight.
Trueborn (-200 cp, discount Drukhari) Those few Dark Eldar who
are born through natural processes are favored over and look down
on the majority grown in an artificial womb. Others sense that you
are special, elite and more capable than others of your kind.
Treachery (-400 cp, discount Drukhari) To say the Dark Eldar are
treacherous is to imply the universe is a little large. Neither comes
close to encapsulating the sheer scale of reality. The children of
Commorragh scheme ceaselessly to usurp their betters and defend
their position from their lessers, so only the strongest and most
cunning can rise to leadership. In this, your skills are worthy of an
Archon. You have learned to craft exquisite plots against those who
seem to hold an iron grip, and keep your minions cowed, even loyal
in their own twisted fashion, that you need not fear being betrayed
in your turn.
Purest of the Eldar (-100 cp, discount Eadar) You are descended
from those who turned away from decadence and depravity, fled
their society to start anew, a purer, simpler life. Chaos and other
forms of corruption can take no root in you, nor twist you from who
you are.
Just Say No (-100 cp, discount Eadar) Poison, especially drugs and
alcohol, have no power over you. Can be toggled off if you want to
defile the temple of your perfect elven body.
Traceless (-200 cp, discount Eadar) The Rangers outcast from the
craftworlds have often sought, and been welcomed by, their Exodite
cousins for their skills. You have learned to move through the
wilderness with admirable stealth, track beasts or beings thousands
of miles. Most impressively, your psychic gifts have turned to
aiding your stealth, muffling unwanted noises, masking your scent
and sweeping away your footprints and spoor.
Baron (-600 cp, discount Eadar) You are the lord of a territory, or
perhaps their immediate family. To rule the famously independent
and free-spirited Exodites you need two things in vast amounts,
raw charisma, and actual competence in both battlefield command
and peacetime administration. You know more than enough tactics
and strategy to get by, make people actually want to serve under
you, and can manage your subordinates, their problems and
grievances, earning their lifelong loyalty. You can play to a crowd,
or comfort a single person in their hour of need with equal skill.
- Ancient Aeldari A good leader can command. A great leader can
train their subordinates so well that everything runs smoothly
in their absence. You train others incredibly quickly, they work
together well. You can even lend out perks to those in your
charge.
Lore Master (-100 cp, free Rillietann) You know all the songs, plays
and stories the Harlequins have preserved of the lost Aeldari
civilization, and all the ones they’ve worked on since.
War Dancer (-100 cp, free Rillietann) The Eldar are incredibly agile
and graceful to begin with, when one seriously studies dance, it
leads to something truly extraordinary. You can run through a hail
of automatic weapons fire in relative safety, almost able to quite
literally dance between the bullets, your steps and strikes alike are a
blur to your foes. Your speed and agility turn battle into dance.
Bit Players (-200 cp, discount Rillietann) Often it is the way that
when Harlequins appear in a story they have conversations in
which they seem to critique the book they’re in, but keep it
ambiguous. In the thousand thousand stories unfolding all around
you each day, you can tell who are the main players in events, and
who is there as literary window-dressing.
Shadowseer (-400 cp, discount Rillietann) Facts are few, but truths
are many when dealing with Harlequins, none more so than their
psykers. You are skilled in the creation of psychic illusions,
misdirecting others, sowing terror and confusion. You may dull and
muffle senses with a Fog of Dreams, edit your allies from the foe’s
memories, hidden by the Veil of Tears. More directly, a Mirror of the
Mind traps a single enemy’s consciousness in a twisted mirrormaze
for subjective hours to months, while singing a Peal of Discord can
shatter bone and melt brains. You can conjure Shards of Light,
illusory blades that do real harm, while a Dance of Shadows
enhances dark and light and send them whirling about until your
enemies stand in abyssal darkness with occasional flashes like
lightning, more disorienting than helpful.
Luck of the Laughing God (-600 cp, discount Rillietann) Those who
are lucky are said to be blessed by the Harlequin’s patron, but your
luck is just unbelievable. Misfortune avoids you, you could gamble
with a Lord of Change and Orikan the Diviner and still come out on
top. If there is the least chance for you to succeed or your enemies
to fail, they will.
- Ancient Aeldari Your fortune reaches beyond yourself, to touch
your allies and your plans. You and your allies are also
immune to all forms of foresight save those that would benefit
you.
KINDRED
Friends of Old (-100 cp) Import up to eight Companions as Eldar,
with 800 cp to provide for their choice of perks and items, and a
background of their choosing. Companions cannot take
companions themselves, nor drawbacks to gain further points.
The Visarch (-100 cp) Born Laarian, a Dire Avenger Exarch who
quit his temple and the craftworld to follow Yvraine, such was his
love for her and admiration for her martial skill, he became an
Incubus to watch over her. When she became the Herald, he became
the Sword of Ynnead and left his name behind. The Visarch is an
especially deadly warrior famed for his ability to switch up his
fighting styles by drawing on the many soulstones incorporated
into his armor.
Lathriel & Melinel (-200 cp) Twin brother and sister from fallen
Biel-Tan. Melinel is a gifted Autarch, having walked all the paths of
the warrior, his sister Lathriel is a capable Farseer. Come as a
package deal.
Isha (-400 cp) The Aeldari mother goddess of healing, fertility and
life, taken captive during the Fall and held a prisoner of Nurgle ever
since. You freed her, but beware because Papa Nurgle and all his
forces desperately want her back. On the plus side she has a mastery
of biomancy that is literally peerless.
Kaela Mensha Khaine (-400 cp) Aeldari god of war and murder,
whose hands eternally drip with the blood of Eldanesh. During the
Fall, Khaine fled and was shattered into a thousand pieces, but you
managed to unite them. Ashamed of his cowardice, the murder god
pledges to assist you for a time. But seriously, powerful as he is,
he’s a violent jerk, why are you taking him?
Some Rando (-50 cp) It’s a very big galaxy, full of fascinating
people. Even, if you can believe it, some who aren’t Eldar. Feel free
to take anyone who consents to come on your adventures.
RELICS
Aeldari Aesthetic (free) No one can deny, the space elves have style.
Their works are sleek, ornate while remaining functional. Whether
the bright colors of the Craftworlds or the spiky black look of the
Dark City, you can make your Warehouse and any Items appear to
fit right in at will.
Relics of Death
Corag-Hai’s Locket (-50 cp) A soulsteel charm that was left behind
when the priestess of Morai-Heg present for Yvraine’s rebirth was
burned to ash. This amulet lets the user commune with soulstones
and draw strength from death like a Ynnari, healing the user, and
slightly enhances those abilities where they are present.
The Lost Shroud (-200 cp) Woven from the ectoplasm that wisped
from the broken and corrupted Infinity Circuit of Biel-tan, possibly
corrupted itself. Still this cloak is strong with the power of Ynnead.
Who wears it shall find that any harm or injury they suffer is halved
in severity, but any medicine or healing effects is likewise half as
effective..
Aspect Warrior Gear (-50 cp, first free Asuryani) You have the
arms, armor and equipment expected of the Aspect Warriors of a
particular shrine. A second purchase can be used to gain the
wargear of a different shrine, or upgrade to an Exarch’s gear. A
third to grant the wargear of a Phoenix Lord. Note that you
automatically gain the appropriate gear with a purchase of the
Aspect Warrior perk, but you may wish to mix-and-match, or even
purchase the gear as a non-Asuryani.
Kurnous’ Bow (-50 cp, free Asuryani) Named for the bow of the
Aeldari hunting god, from which arrows sought targets’ weakest
points. This shuriken pistol does just that, finding chinks in armor
and sensitive openings in tough hide. You may import another
firearm to gain this quality.
Runes (-100 cp, discount and first free Asuryani) Special talismans
worn by Warlocks and Farseers, runes shape psychic energy into
certain forms, effectively granting a specific psychic power that
awaits only a trickle of energy to be used.
- Runes of Channeling slowly heal allies over time.
- Runes of Deception cloak a friendly squad from detection.
- Runes of Evasion make you much harder to hit.
- Runes of Fleetness boost your speed, nerf attacks while active.
- Runes of Fortune protect allies, reducing any damage to them.
- Runes of Reaping drain a foe’s psychic energy when you strike.
- Runes of the Harlequin confuse the enemy.
- Runes of the Spider immobilize whole squads.
- Runes of the Warp teleportation made easy.
- Runes of Vigor draw warp power, revitalizing your energies.
- Runes of War boost your strength and reflexes.
- Runes of Warding sense and interfere with enemy psykers.
- Runes of Witnessing increase psychic sensitivity to threats.
- Runes of Wrath strike enemies twice, a psycho blow following
each physical one.
Witchblade (-100/200 cp, discount Asuryani) No, not the fancy
glove, that’s only in comic books. This psychically attuned sword
serves as a focus of your psychic powers, enhancing your physical
might and letting you cleave tanks in two and split Terminator
armor with ease.
Phoenix Gem (-200 cp, discount Asuryani) When Asuryan was laid
low by the C’Tan, the mother goddess Isha drew the heat of a
hundred suns into a single gemstone to revive the king of the gods.
This gem is but a small fragment of that one, yet it retains the
power to revive the recently slain.
Rune Armor (-300 cp, discount Asuryani) The very best personal
armor the Eldar can craft, wraithbone literally grown around the
wearer as a second skin, covered in runes to provide excellent
protection from physical or psychic attack.
The Parasite’s Kiss (-50 cp, free Drukhari) Said to be the finest
splinter pistol ever built, it wraps each crystal in psycho-vampiric
circuitry, creating a link between target, weapon and shooter. As
the victim gasps out their pain and growing weakness, youth and
vigor are restored to the shooter. You may import another firearm
to gain this quality.
Razorflail (-50 cp, free Drukhari) A sword which turns into a bladed
whip and back again at the flip of a switch. Can import any other
bladed or whiplike weapon to gain this quality.
Webber (-50 cp, free Eadar) A pistol firing balls of compressed silk
wire from the giant spiders common to Maiden Worlds. On impact,
the webbing explodes in all directions, trapping entire squads if
aimed carefully. You may import another firearm to gain this
quality.
Laser Lance (-100 cp, discount Eadar) A powerful, but short ranged
laser inside of a lance, a tool for herding dragons, and the preferred
weapon of dragonknights. You can shoot and stab with ease.
Raptor (-200 cp, discount Eadar) A fierce and wild dragon mount,
swift as a wolf and considerably smarter, but large and strong
enough to bear a rider many leagues. Raptors are often used as
scouts.
Star Bola (-50 cp, free Rillietann) Three plasma charges linked by a
mesh cord and activated by spinning them fast enough. A quick
throw and they wrap around the target, and then explode with the
fury of a star. The downside being they’re only replaced daily, and
can only be used once. Can be purchased multiple times.
The Black Library (-800 cp, discount Rillietann) Hidden within the
Webway, the Harlequins maintain the Black Library, the ultimate
repository on everything the Eldar know, and could steal, regarding
Chaos, the Warp, and their own history and lore. It is very nearly an
infinite library, and now you get a copy that updates with the
historic, scientific and supernatural lore of each setting you visit. If
two copies of a given text exist, there’s excellent odds you own one.
DRAWBACKS
Nothing Is True (+0 cp) Everything is canon, nothing is true. There
are many and conflicting interpretations of this troubled era in
Aeldari and human history. Perhaps you’d like to chill with the
Reasonable Marines, fight the twisted remnants of the Dornian
Heresy or see if love can truly bloom on the battlefield. In plainer
speech, this is the fanfic toggle to let you figure out what elements
to keep or discard.
Tales of the Dark Millenium (+0 cp) Have you been here before?
Many have tried to twist time and save this wretched place from
itself. Perhaps you succeeded, or will succeed? You may keep the
consequences of any and all previous Warhammer 40,000 Jumps.
Who knows, but you may even meet your past self?
Early Start (+0 cp) Strange to find a Ynnari before Ynnead even
stirred, but the galaxy holds many strange sights, time travel
included. You may start at any time after the Fall of the Eldar and
the birth of Slaanesh.
Bound to the Path (+0 cp) Perhaps it was chance that brought you
here, many come from the roll of the die, more likely it was fate
which the ignorant name as luck. Seize control of your destiny and
when you leave this place for good, go either elsewhere in this
galaxy or to the lost world of Warhammer Fantasy.
Hybrid (+100 cp) Yes, it turns out Aeldari and the mon-keigh can
reproduce. Your native Eldar abilities are just a little less, but others
will look down on you for your status as a mistake and stain on the
species.
Ignorant Child (+100 cp) Normally your Jump memories would fill
you in on the language, manners and all the social niceties involved
in navigating the extremely complex societies of the Aeldari. Well,
now you get the basics of language, but nothing else. Hope you
don’t mortally offend anyone bumbling around like a hapless
mon-keigh.
Long Have Been The Years (+100 cp) By default, your stay in this
galaxy is a decade long, practically a weekend trip as the Aeldari
measure time. Each time you purchase this, your Jump’s duration is
increased by an order of magnitude, and then halved. So first your
stay becomes fifty years, then two-hundred and fifty, then one
thousand two hundred and seventy five, and so on and so forth.
This may be purchased five times, though in extreme cases you
might wish to pursue radical life-extension.
No More Lies (+100 cp) You are a mute, unable to manage a single
spoken word. Writing and sign language, or even just
pantomiming,are fine, but most people do not know handsigns and
lack the time or inclination to learn.
Too Much (+100 cp) You have the enhanced senses of an Aeldari,
but your human mind never quite managed to compensate. Things
are regularly painfully loud, blindingly bright and so on.
Actual Child (+200 cp) You start as an early adolescent, and must
grow into the abilities you purchased in the perks section over time,
as the items find their way to you. The first year or two you will be
virtually helpless, unless you have powers from previous Jumps.
Have fun.
Arrogant (+200 cp) Eldrad or Yvraine might call you arrogant, but
really, you’re just acknowledging the obvious truth. What were all
these points and your awesome build for, if not to make you the
greatest space elf there ever was? Are you not, automatically, the
smartest, best informed, most capable person in any situation you
find yourself in? And what would they know about it anyways?
Clearly you can’t be arrogant, because that would be a flaw.
Jumper Solo (+300 cp) You forgo any ability to purchase a Warhost,
or any of the points used for such. Effectively giving you points for
not having an army at your back.
Start Running (+300 cp) No time to get your bearings now, you
start at the fall of Biel-Tan, the birth of Yncarne, smack in the
middle of the most chaotic, most crucial battle the Ynnari have ever
fought. Best of luck.
Bringers of Death (+400 cp) Where the Ynnari go, chaos and
bloodshed follow. Not least because the forces of Chaos are incited
by their existence to rise against them. You will spend your entire
stay here flitting from one battle to the next crisis with hardly a
chance for rest until all the enemies of the Eldar are slain, or your
time here is up.
Laughter of Gods (+400 cp) Did you really believe you could change
things, Jumper? Better men than you have tried, and their corpses
now generally serve as decorations or psychic lighthouses. You have
the most atrocious luck, but it scales to your deeds. Try and settle
down in some obscure corner, and you will face constant irritation.
Actual grand endeavors are guaranteed to fail, catastrophically, and
make everything worse for everyone, forever. But what are you
going to do, never try anything important?
Dark Muse (+500 cp) Not everyone is thrilled with the emergence of
the Ynnari and their message of hope and unity. Absdrubael Vect, in
particular, started by ordering a massive bounty placed on Yvraine
for damaging his city with her fiery rebirth. Later, he slew many
Drukhari who joined the Ynnari, and declared himself a Dark Muse,
a mythic figure. Vect has identified you as a key player in the
Ynnari’s success and devoted himself to your destruction. Just as
with Yvraine, there is a massive price on your head, dead or alive.
Word to the wise, don’t let them take you alive.
Dinner Bell (+500 cp) It seems your psychic presence feels almost
exactly like the beacons created by a mature Genestealer Cult.
Tyranid Hive Fleets home in on your location expecting a bountiful
feast of biomass. Best you keep moving.
Song of Oblivion (+600 cp) Ancient powers and foes stir, even as
new ones enter the fray. Szarekh, the Silent King has returned and
formed a new Triarch to unite and rule the Necrons. The ancient
enemy sees you as their greatest threat, and will bend their every
eldritch science and considerable power to your end.
Thirsty (+600 cp) It’s all well and good to have confidence in
yourself, but be cautious, for the Whispering God is not yet born
and you, perhaps alone among your sect, are not protected from
Slaanesh’s curse. In fact, you seem unusually susceptible to Chaos
and its corruption in general. Beware, for one wrong move could set
you up for an irrevocable fall…
Outsider (+700 cp) You can use no powers, bring in no items, which
are not native to this troubled galaxy. Your only resources shall be
your purchases here, and your own wits and abilities. Well, those
and a Body Mod, naturally. And if you visited this troubled galaxy
before, but what are the odds of that?
Rhana Dandra (+700 cp) Truly, these are the end of days. The light
of the Aeldari is guttering out, and the Reborn provide the only
hope for your people. You will remain in this galaxy until matters
are resolved, one way or another, no matter how long it takes. If the
Aeldari all perish, you will chain-fail. If they rise to glory, you move
on. Your fate is now tied to the children of the stars, I pray they live
up to your faith in them.
WARBAND
Have 100 Army Points (AP) to build a warband with. You may convert
unused cp to AP at a 4:1 ration. I.e. get 25 AP for every 100 cp invested.
Ranger Squad (-2 AP) Five Asuryani who chose the Path of the
Exile, banishment from the craftworlds and their strict society,
they have become excellent scouts and snipers armed with long-las
weapons.
Raptor Squad (-2 AP) Four Eadar mounted on raptors, used for
scouting and ambush tactics, armed with lasers and blast carbines.
Scourge Squad (-2 AP) Five Drukhari who had the Haemonculi
hollow their bones, implant adrenaline dispensers and graft
functional wings to turn them into airborne fighters armed with a
variety of splinter and heavy weapons.
Flying Trio (-4 AP) Three aerial troopers. Kabal Hellions ride
skyboards while sowing terror and death. Craftworld Windrunners
ride jetbikes with lances. Pterosaur Dragonknights ride the rare
flying dragons into battle.
Scout Walker Squadron (-5 AP) Three scout walkers, as used by the
Exodites and Asuryani. Rapid scouts with a heavy weapon or two
apiece. Slower than the fliers, but with far more firepower.
Wave Serpent (-5 AP) A hovercraft that may well be the best
armored personnel carrier in the galaxy. Not only is it much faster
than their equivalents among other races, it projects a forcefield
bow ahead that makes it impervious to small arms and a very
effective ram. Nearby Wave Serpents can link up and reinforce each
others’ shields. Armed with a turret with twin-linked weapons,
plus two chin-mounted shuriken catapults, Wave Serpents can
carry a dozen warriors or half that in Wraithguard.
Dragoons (-6 AP) Six of the most elite Dragonknights, used as
heavy cavalry to smash the enemy lines with their shocklances.
Even at range, they are deadly with their armor-penetrating plasma
carbines.
Warlock Circle (-6 AP) Six psykers who learned first the way of the
warrior, Warlocks are skilled in direct, destructive uses of their
powers and armed with witchblades.
For an extra 2 AP, your Seer comes with a jetbike or flying mount,
becoming a Skyrunner Seer.
For an extra 2 AP, your Leader comes with a jetbike or flying mount,
giving them battlefield mobility.
Engine of Vaul (-16 AP) Named for the Eldar smith god, these super
heavy tanks are powerful engines of destruction. The Scorpion has
twin pulsars that can menace Titans and cleave lesser tanks in two.
The Cobra uses forbidden D-Cannon to open massive Warp rifts.
The doubly-forbidden Void Spinner rains a huge amount of
mono-wire and microscopic wraithbone parasites to unmake life
over a wide area, breaking everything down to the molecular level.
The Deathstalker has a most powerful Prism cannon and can
combine it’s fire with others of its class. Meanwhile the Storm
Serpent carries a Webway Gate to spill forth seemingly endless
numbers of troops.
Titan (-20 AP) Massive warstriders, for some reason called mecha
by some mon-keigh. Piloted by twins and triplets, with the
assistance of spirits of dead Aeldari within the wraithbone core,
these are far more graceful than the lumbering Titans of other
races, with a great deal of firepower. Revenants are scouts,
Phantoms are the standard battle Titans armed with pulsars or
starcannon, and Warlocks contain the spirits of seers, guiding the
steersmen with their insight into the future and defending against
daemons and psychic assault.
ENDING
A final choice awaits you, as all drawbacks fall away.