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

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*snip*
About how fast can it be performed?

Also, we should probably try to identify what enemy this is, if it's the main necromancer or an apprentice or some kind of repeater necromantic construct coordinating things on a local level for it's master's will.
Digging deep into what I remember of Necromancy in Geneforge 1... these might just be better-quality undead. A major early stepping stone in necromantic research (from what you learn as someone who's been programmed to hate the entire discipline and has very little knowledge of it) is learning how to maintain an imprint of the original subject's consciousness within the undead you create.

(In fact, the Sucia Island Culture seem to have specialized in 'shades', undead which are all imprint and no corpse; there's even strong evidence that the deliberately-created shades were given a neutered, predefined, automaton-like consciousness as a hedge against the typical tendency of undead toward mental instability and fixation, which speaks to their finesse and the complexity of their understanding on how to create these imprints. They even had structures and cultural rituals which served to channel and direct naturally-occurring undead along paths of behavior which wouldn't pose a threat to the still-living islanders.)

Given that we're dealing with an undead potentate of a bygone age, struggling to narrow their expectations and planning to fit a much reduced resource base... these might make sense as the necromancer taking what would have been the standard grunt template back in the day, cutting some corners and then relegating the output to heavy infantry status for the sake of saving time and resources. The better-kept-but-still-dingy armor lines up with that - they're less expendable than the shambling puppets we've seen up until now, they merit a slightly higher investment in terms of their gear because they're better able to make use of it, but they're still expendable.

For the vote, I have two concerns with retreating. First, undead thahds would make for pretty fearsome shock troops, maybe even light siege equipment given how long they could stand in place battering at a barricade, tanking whatever we throw at them, compared to most things. Second, I'm not sure how we are on mana; if we can whistle up a similar host of creations after losing this one, then fine, but if we're nearing our limit it might be worth it to bet on the fyoras, cryoas, and clawbugs being able to mulch these things and clear a corridor for some or all to escape with us before reinforcements arrive (especially given that we've yet to see any fast-response undead here, so we'd have a decent amount of time to work with while another battalion of shamblers limped their way to us.)

@Leoric, can we get DM clarification on any of this, as well as the plan raised by one person to essentially sacrifice the thahds so we can evac at least a portion of the fyoras/cryoas?
 
Digging deep into what I remember of Necromancy in Geneforge 1... these might just be better-quality undead. A major early stepping stone in necromantic research (from what you learn as someone who's been programmed to hate the entire discipline and has very little knowledge of it) is learning how to maintain an imprint of the original subject's consciousness within the undead you create.

(In fact, the Sucia Island Culture seem to have specialized in 'shades', undead which are all imprint and no corpse; there's even strong evidence that the deliberately-created shades were given a neutered, predefined, automaton-like consciousness as a hedge against the typical tendency of undead toward mental instability and fixation, which speaks to their finesse and the complexity of their understanding on how to create these imprints. They even had structures and cultural rituals which served to channel and direct naturally-occurring undead along paths of behavior which wouldn't pose a threat to the still-living islanders.)

Given that we're dealing with an undead potentate of a bygone age, struggling to narrow their expectations and planning to fit a much reduced resource base... these might make sense as the necromancer taking what would have been the standard grunt template back in the day, cutting some corners and then relegating the output to heavy infantry status for the sake of saving time and resources. The better-kept-but-still-dingy armor lines up with that - they're less expendable than the shambling puppets we've seen up until now, they merit a slightly higher investment in terms of their gear because they're better able to make use of it, but they're still expendable.

For the vote, I have two concerns with retreating. First, undead thahds would make for pretty fearsome shock troops, maybe even light siege equipment given how long they could stand in place battering at a barricade, tanking whatever we throw at them, compared to most things. Second, I'm not sure how we are on mana; if we can whistle up a similar host of creations after losing this one, then fine, but if we're nearing our limit it might be worth it to bet on the fyoras, cryoas, and clawbugs being able to mulch these things and clear a corridor for some or all to escape with us before reinforcements arrive (especially given that we've yet to see any fast-response undead here, so we'd have a decent amount of time to work with while another battalion of shamblers limped their way to us.)

@Leoric, can we get DM clarification on any of this, as well as the plan raised by one person to essentially sacrifice the thahds so we can evac at least a portion of the fyoras/cryoas?
Final Rest is not something you can pop down in a battle.

As for the rest...

Sindri: Undead, especially ones capable of thought range too widely in variety and capability to make any concrete claims. Some variations are little more then necromanticly fueled machines without thought beyond what is set beforehand. Others are echoes of what they were in life, capable of true initiative and thought, but prone to falling into old memories - some undead have been seen to fight the same battles they did in life, over and over again, rising anew after periods of dormancy to repeat the spectacle endlessly. Others are truly the dead brought back into cursed unlife, often filled with hatred for all living things they encounter, and especially the ones to have brought them back, and are often greater in death then they were in life.

As for trying to screen with the thahds - you can attempt it, but you have no guarantees it will work.
 
Can thahtd's be raised by non-shapers as undead?

Or is that something they would need to research to do?

Or do shapers have default built in defences against certain actions. Such as self destructs if trying to modify or raise without specific keys.
 
Can thahtd's be raised by non-shapers as undead?

Or is that something they would need to research to do?

Or do shapers have default built in defences against certain actions. Such as self destructs if trying to modify or raise without specific keys.
In this quest your creatures dissolve upon death as long as they are ones that you actually summoned and did not breed.
 
About a year since the last post, but I wanted to come back and say this quest was awesome. I searched for a long time for a TTRPG to play something like Geneforge in and never quite found one, so the fact he build up even a moderately coherent system is to be applauded.

Anyways, back to learning GURPs.
 
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