A Shaper of Ice and Fire (Geneforge/GoT crossover)

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Worth noting: Wongbolt control points is 4 - same as an artila or clawbug, twice a roamer or Thahd, four times a fyora

I'm not sure where we have Artila/Fyora BS and ballistic strength listed.
The increased cost of the Wingbolt comes from an ability to control it from further away then most other creations - though you lack the spells/abilities to truly utilize this function as it is.
 
we should possibly look into setting up that armour manufacturing or the advanced armour for the mercs, it's good, cheap, light and distinct armour that would set them apart from other mercanary groups as a uniform.
 
we should possibly look into setting up that armour manufacturing or the advanced armour for the mercs, it's good, cheap, light and distinct armour that would set them apart from other mercanary groups as a uniform.
Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
 
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Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
i thought that the only negative parts were that they didn't take to permanent enchantments well and weren't "Heavy" armour ie lower ASV? durability would be a problem though.

Honestly though, the advanced armour would help us out too, for us, our aprentices, the minions etc.
 
Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
Potentially, oversupplying chitin armour would deal with the maintenance issues. Just replace damaged stuff with new stuff.
 
Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
Ah, that's right. The servile tree goes deep. I'd forgotten that. There's a fair amount of it that's worthwhile, too, given the ways it can improve servile dice (and servile-based defenses).

Thinking about it... there would be some real benefits to having serviles who could pass for human by some means other than Obviously Suspicious Face-Concealing Cloaks. It probably wouldn't be something we'd want to set up immediately (or even soon) but it should be not entirely impossible, right?
 
Ah, that's right. The servile tree goes deep. I'd forgotten that. There's a fair amount of it that's worthwhile, too, given the ways it can improve servile dice (and servile-based defenses).

Thinking about it... there would be some real benefits to having serviles who could pass for human by some means other than Obviously Suspicious Face-Concealing Cloaks. It probably wouldn't be something we'd want to set up immediately (or even soon) but it should be not entirely impossible, right?
If we make combat serviles, full helms may suffice for that.

Noncombat serviles are harder to conceal that something's up, but "Why is this dude in full armour wearing a full helm" is not, typically a question one asks.

It would still be good to limit their contact with outsiders, but that should limit risks.
 
If we make combat serviles, full helms may suffice for that.

Noncombat serviles are harder to conceal that something's up, but "Why is this dude in full armour wearing a full helm" is not, typically a question one asks.

It would still be good to limit their contact with outsiders, but that should limit risks.
They can't wear normal full helms; their noses are too big. Yes, really. They also walk with a permanent stoop. They're specifically designed to be hard to mistake for a human.
 
They can't wear normal full helms; their noses are too big. Yes, really. They also walk with a permanent stoop. They're specifically designed to be hard to mistake for a human.
They could likely wear helms in the beaked style.

It would depend on how stupidly big their noses are, which range from beaks as long as a forearm to unusually large noses just out of the humanly possible range.
 
Definitely think that after Serviles, we should start on for the Linked Crystals and Refined Crystal Tech. They're jumping off points for so much it's just a given. Plus the previously mentioned vat upgrades. And the Ironwood research. I also think we should tack on the Salt Resistance II as an overflow, partially because I think true sea-faring creatures would be a huge boon, as well as the fact we have a project so close to completion just sitting there twigs me something fierce.

The only thing that I'm worried about is that I can't recall if we had any outstanding deals/orders with the Givanni or others that we need to keep up on.

There's a lot of minor research that I'd like to start, but priorities first. This truly is suffering. :p
Like, for instance, Energetic Organ research combined with Clawbugs and you've basically got Banelings.
 
They can't wear normal full helms; their noses are too big. Yes, really. They also walk with a permanent stoop. They're specifically designed to be hard to mistake for a human.
Not as big of a problem as you may think.
Brindled Men exist, there are supposedly people with scales, just claim that Serviles are foreigners and nobody will be suspicious that they might be something else.
Also, have you seen some of the helmets out there?
It would depend on how stupidly big their noses are, which range from beaks as long as a forearm to unusually large noses just out of the humanly possible range.
They don't protrude outwards, they droop down.
 
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Not as big of a problem as you may think.
Brindled Men exist, there are supposedly people with scales, just claim that Serviles are foreigners and nobody will be suspicious that they might be something else.
Also, have you seen some of the helmets out there?

They don't protrude outwards, they droop down.
They also protrude outwards. They've got a bit of a Gonzo thing going on.

I guess we could pass them off as strange people from a distant land, but I'm not sure it's really worthwhile. They aren't really good at fighting out of the box, and although we could fix that with enough upgrades, they'd still just be a drop-in replacement for human soldiers, without most of the logistical and no-self-preservation advantages of our other creations. In the short term, we're better off using normal creations. What servile soldiers would do that normal creations don't is allow us to project force in places where no shaper is present, but by the time we're doing that we'll probably be able to use normal soldiers anyway.

On the other hand, servile infantry is on the path to servile mages anyway, and those would be game-changing. But they're also restricted, with good reason, not to mention presumably being very RP-intensive.
 
On the other hand, servile infantry is on the path to servile mages anyway, and those would be game-changing. But they're also restricted, with good reason, not to mention presumably being very RP-intensive.

We'd be getting that RP back in the long run from the lab assistant/overseer models though. At the moment the biggest bottleneck is that Sindri has to do everything on his own.
 
They also protrude outwards. They've got a bit of a Gonzo thing going on.

I guess we could pass them off as strange people from a distant land, but I'm not sure it's really worthwhile. They aren't really good at fighting out of the box, and although we could fix that with enough upgrades, they'd still just be a drop-in replacement for human soldiers, without most of the logistical and no-self-preservation advantages of our other creations. In the short term, we're better off using normal creations. What servile soldiers would do that normal creations don't is allow us to project force in places where no shaper is present, but by the time we're doing that we'll probably be able to use normal soldiers anyway.

On the other hand, servile infantry is on the path to servile mages anyway, and those would be game-changing. But they're also restricted, with good reason, not to mention presumably being very RP-intensive.
It's not the combat side of things. Servile combatants can (eventually) be made to be non-terrible, but from a combat perspective, they're mostly useful as handlers (so that you can field Even More Creations), mages (to do the sorts of things you need mages for) and militia (where you have serviles that are in a base leading useful productive lives anyway, and get mustered up as base defense). Anyway, the word about use being able to call forth creations and have them fight on our behalf is positioned to leak already. Enough people have seen us use thahds and fyoras that it's really only a matter of time. The point of making them able to pass as human would be being able to send them on other tasks as a human - to accompany us in more polite company, to carry things, to go on errands, and so forth. Like, if we can manage human-seeming serviles, then suddenly there's very little reason to train up human handlers (with the potential security risks that entails) and so forth.

But, yeah, "sorta weird people who come from elsewhere" might actually work, if we could explain how they all showed up all of a sudden, and why they were suddenly all working for us personally. Alternately, we could just sit on it until we decide that we're finally willing to go loud, and openly acknowledge what they are. That one also works.

does anyone have a plan that i can vote for
Not yet, no. We're still trying to remember how to write plans, and trying to make sure we haven't forgotten anything super-important.
 
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IIRC a plan would look something like this:
[] Plan RulerOfNothing
[][75D] Research Queue
-[] Ironwood growth improvements
-[] 2 Small power crystals
-[] Servile 1987/6000
-[] High Quality Steel/Bronze 0/800
-[] Medium Vat

[] Personal training.
-[][5D] Creation control.
-[][5D] Essence Training.
[] You have 300D100 creature dice.
-[] Second floor
-[]
[] Obligations
-[] Hassans Bargain
--[] 2 Dice.
[] Socialize
-[][1D] ... With Cathelina De Givanni.
-[][2D] ... With Dana Qam.

The second floor is also only roughly 18k points away from completion so chances are good that it will be completed this turn, meaning that we need to decide what construction we should focus on next.
 
FYI, after you have finished the second floor you will be getting some options for future expansion options - ones not related to the island which is reaching its limits.
 
Is anyone interested in expanding the foundation option for base improvements. I know its expensive but if we plan on sticking around it would be better to get started sooner rather than later.
 
[] Clawcrete foundation(Island) 0/80,000: Replacing the majority of the island's soft soil with gravel and clawcrete, this will allow you to engage in large scale construction projects upon the island without the chance of such projects suffering from an unstable base. Extremely noticeable.

My understanding of this is that it lets us building taller, as in an actual Shapers' tower.
 
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[] Clawcrete foundation(Island) 0/80,000: Replacing the majority of the island's soft soil with gravel and clawcrete, this will allow you to engage in large scale construction projects upon the island without the chance of such projects suffering from an unstable base. Extremely noticeable.

My understanding of this is that it lets us building taller, as in an actual Shapers' tower.
Eventually, yeah, but we'll be done with the second floor in a couple of turns, and honestly we aren't ready for this kind of heat yet.
 
But, yeah, "sorta weird people who come from elsewhere" might actually work, if we could explain how they all showed up all of a sudden, and why they were suddenly all working for us personally. Alternately, we could just sit on it until we decide that we're finally willing to go loud, and openly acknowledge what they are. That one also works.
Easy, they come from the same place Sindri does( sorta true) and work for the organization that Sindri is part of( also sorta true).
Sindri's story is that he was ship-wrecked, right? These are other survivors that finally found him.
Otherwise they were fearful of discrimination due to their appearance and Sindri didn't have a problem with them because he is the weird foreigner, could maybe make this more realistic by having some Serviles attempting to seek actual employment.

Although that second option is longer-term than the first.
 
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