Aeldari characters do not interact with Unknown in the same way as human characters. Instead, you start the campaign with the Warp Patron Malignancy:
- Warp Patron: You have gained the attention of a daemonic entity that seeks to manipulate your fate to their own unknowable end. You gain an additional Fate point, but whenever you Spend or Burn Fate , you count as experiencing Minor Exposure to Corruption.
This gives you a "resting" Fate threshold of 1, that refills at the beginning of each session as normal.
- You have disadvantage on tests made to resist corruption.
You can acquire more Fate points in one of two ways: by Walking the Path Between Missions or drawing Power from Pain during active play (terminology?).
(Warr's note - these may be re-written as Talents at a later stage)
Power Through Pain
All Aeldari characters "benefit" from this ability. During a session, gain a Fate point the first time a sentient creature within short range dies violently, suffers a Critical Wound, or is afflicted by one of the following Conditions: Ablaze, Bleeding, Frightened, or Poisoned.
- You may gain a maximum of 1 Fate per turn, and 1 Fate from any given source.
- The total amount of Fate you may acquire from this or any other source may not exceed your Perception Bonus.
- You can attempt to resist acquiring Fate this way by making a Discipline (WIL) test with disadvantage, as if resisting a source of corruption.
(Warr's note - seems reasonable that the Path of Asuryan specialisation would apply here)
(Warr's note: what about a Talent that lets you inflict pain to purge corruption, eithr as an action or an endeavour?)
The Road Less Travelled
Walking the Path is an individual Endeavour available to Aeldari characters with at least one advance in the Discipline (Path of Asuryan) specialisation. You make an Extended Discipline (Path of Asuryan) test, with a number of SL equal to the number of Fate points you wish to gain, and with a -5 penalty for each point of corruption you have.
(Warr's Note: Discipline (Composure) might also work, especially if this is turned into a Talent)
- You may gain no more Fate points than your Willpower Bonus.
- You may dedicate multiple endeavours to Walking the Path, but all progress is lost once you begin a mission.
- You may still benefit from Fate points gained from partial completion of a Walking the Path endeavour.
Fate points gained from partially or fully Walking the Path may be spent as usual, but not burned, and cannot be replenished except by Walking the Path again.
You also gain the following benefits from successfully passing any Discipline (Path of Asuryan) Test, though these benefits can only be gained once between each mission:
- For every advance in the Path of Asuryan specialisation, you may remove 1 point of corruption.
- You gain advantage on tests made to resist corruption for the next mission.
(Warr's note: Normally, this cancels out the disadvantage mentioned above, but this could theoretically stack with a bonus from another source.)