In summation, there should a reason for why there aren't oodles and oodles of beings geting Super Soldier Serum-ed across the planes. Same reason for why I dislike the commonality of Greater Demiplane, there should logically be shittons of private demiplanes around.

So it needs to have some real bottlenecks, such as cost and very, very hard to find compatibility.

For Project Praetorian, I find Dragon Vassal from the Bestiary of Krynn infinitely more thematic than part-plant people, generally more balanced but similarly effective. So I'd prefer to pursue that instead.
There are all sorts of 'super-soldier' programs available out in the Planes, mostly in the form of various types of templates which can be applied to creatures. Some of them might even get used for that purpose.

Generally, however, it's probably cheaper to use the alternatives; Summoned Outsiders, Undead, Constructs, etc.

As for Greater Demiplane, I think there are probably quite a few of them hidden out in the Planes. They're 9th level magic, however, and extremely expensive to render Permanent. And the Planes are infinite, so it makes sense that people don't just randomly stumble across them. Considering that you can't travel to one unless you know its exact location or use a portal to reach it, there are probably far more abandoned or derelict Greater Demiplanes than there are inhabited ones.
 
In summation, there should a reason for why there aren't oodles and oodles of beings geting Super Soldier Serum-ed across the planes. Same reason for why I dislike the commonality of Greater Demiplane, there should logically be shittons of private demiplanes around.
The inhabitants of most planes (particularly the ones with money and magical power to throw around) don't need augmentations to be super soldiers, they're already super. Many also do have natural ways to improve their powers too.
 
The inhabitants of most planes (particularly the ones with money and magical power to throw around) don't need augmentations to be super soldiers, they're already super. Many also do have natural ways to improve their powers too.

You're implying that they would see any reason to stop at that point unless there was a pressing reason to do so. Humans do not have a monopoly on ingenuity.
 
Also holy fucking shit, we can make kobolds?
Kinda.
[] That Which Stands Forbidden: search through Scrolls of Forbidden Lore recovered in Lyceos (Spellscale, Draconian, and Kobold templates)(Progress: 8)
We still need to spend a Research Action on that.
And likely a working fleshforge to make them en-mass, since OGs fundamentally change theirs to be Plants-themed.
 
As for the Praetorians, @TotallyNotEvil, I would like to reduce the number of features built into them, with a corresponding reduction in creation cost, research time, and installation time.

Right now, they have all of this;
Effects:
+7 NA
DR 2/-
at 5 HD, add DR 5/Chaotic
Light Fortification (gain Fast Healing 3 when it fails for Con-Mod rounds)
Darkvision (120 ft.)
Resistance to Fire, Cold, Acid 5, becomes 10 at 5 HD and 15 at 11 HD
can channel fire into his blade, see Searing Hands (Su)
SR 7 + HD
+4 to all attributes
+4 on saves against Mind-Affecting effects
+2 on Reflex saves
+2 on Initiative
+2 to Spot and Listen
1/day Cure Serious Wounds, Remove Disease (CL = HD) as SLAs
1/day Smite Chaos (Su)
Scent (Ex)
Monkey Grip as a Bonus Feat
proficiency with all Simple and Martial Weapons, all Armor and all Shields

Cost:
4,500 IM
40 lb. of Adamantine

I would prefer this;
Effects:
+7 NA
DR 2/-
+4 to all attributes
+2 on Initiative

Cost:
1,500 IM
40 lb. of Adamantine
It's much more basic, but still very good, IMO. Should be much less difficult to implement and easier on the volunteers.

@DragonParadox Is my proposed cost of 1,500 IM an acceptable cost for the truncated version of the Praetorians? How much research time would be involved? I think the full version had a required Progress of 30? Or was it 40?
 
As for the Praetorians, @TotallyNotEvil, I would like to reduce the number of features built into them, with a corresponding reduction in creation cost, research time, and installation time.

Right now, they have all of this;
Effects:
+7 NA
DR 2/-
at 5 HD, add DR 5/Chaotic
Light Fortification (gain Fast Healing 3 when it fails for Con-Mod rounds)
Darkvision (120 ft.)
Resistance to Fire, Cold, Acid 5, becomes 10 at 5 HD and 15 at 11 HD
can channel fire into his blade, see Searing Hands (Su)
SR 7 + HD
+4 to all attributes
+4 on saves against Mind-Affecting effects
+2 on Reflex saves
+2 on Initiative
+2 to Spot and Listen
1/day Cure Serious Wounds, Remove Disease (CL = HD) as SLAs
1/day Smite Chaos (Su)
Scent (Ex)
Monkey Grip as a Bonus Feat
proficiency with all Simple and Martial Weapons, all Armor and all Shields

Cost:
4,500 IM
40 lb. of Adamantine

I would prefer this;
Effects:
+7 NA
DR 2/-
+4 to all attributes
+2 on Initiative

Cost:
1,500 IM
40 lb. of Adamantine
It's much more basic, but still very good, IMO. Should be much less difficult to implement and easier on the volunteers.

@DragonParadox Is my proposed cost of 1,500 IM an acceptable cost for the truncated version of the Praetorians? How much research time would be involved? I think the full version had a required Progress of 30? Or was it 40?

I'll have to think about this in the morning. It's way too late for me to be making mechanics calls now
 
As for the Praetorians, @TotallyNotEvil, I would like to reduce the number of features built into them, with a corresponding reduction in creation cost, research time, and installation time.

Right now, they have all of this;
Effects:
+7 NA
DR 2/-
at 5 HD, add DR 5/Chaotic
Light Fortification (gain Fast Healing 3 when it fails for Con-Mod rounds)
Darkvision (120 ft.)
Resistance to Fire, Cold, Acid 5, becomes 10 at 5 HD and 15 at 11 HD
can channel fire into his blade, see Searing Hands (Su)
SR 7 + HD
+4 to all attributes
+4 on saves against Mind-Affecting effects
+2 on Reflex saves
+2 on Initiative
+2 to Spot and Listen
1/day Cure Serious Wounds, Remove Disease (CL = HD) as SLAs
1/day Smite Chaos (Su)
Scent (Ex)
Monkey Grip as a Bonus Feat
proficiency with all Simple and Martial Weapons, all Armor and all Shields

Cost:
4,500 IM
40 lb. of Adamantine

I would prefer this;
Effects:
+7 NA
DR 2/-
+4 to all attributes
+2 on Initiative

Cost:
1,500 IM
40 lb. of Adamantine
It's much more basic, but still very good, IMO. Should be much less difficult to implement and easier on the volunteers.

@DragonParadox Is my proposed cost of 1,500 IM an acceptable cost for the truncated version of the Praetorians? How much research time would be involved? I think the full version had a required Progress of 30? Or was it 40?
...I'd like you to take this up with Azel, please.
No, really.

It's his project through and through, and he can both give best explanations of emcsnics, and it wouldn't feel like we are doing this behind his back :/

And as for research-times...
I think its reduceable by certain stuff? Like cutting up that one Devil will reduce it by 5?
 
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@Goldfish, Praetorian is 40, reduced by 6 by cutting up a certain Devil (can't remember which one off-handedly) in our "Special Projects"-pile of larder, and by 5 more by us learning fully how to create/install subdermal armor mesh (based on old-ish DP's ruling).
 
You're implying that they would see any reason to stop at that point unless there was a pressing reason to do so. Humans do not have a monopoly on ingenuity.
I'm saying they don't see an urgent reason to start messing around with dangerous self alteration. And that the ones who could invest the necessary resources are the ones who have least reasons to try, because they themselves are super, and if they want an elite force they just promote their subordinates more.

If (for example) a Devil or Angel high up decides he wants elite soldiers, they just promote some dudes into elite-ness, because Outsiders like them have natural mechanisms to do it. No need to reinvent the wheel, just take your low grade dudes, give them power and they'll go up a level.
 
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The whole point of the super soldier program was that it mirrored the complex surgeries involved with creating Astartes, you know.

Just slapping a template on some people... that's not only boring and non-flavorful, but feels cheap.

So no thanks.
 
...I'd like you to take this up with Azel, please.
No, really.

It's his project through and through, and he can both give best explanations of emcsnics, and it wouldn't feel like we are doing this behind his back :/

And as for research-times...
I think its reduceable by certain stuff? Like cutting up that one Devil will reduce it by 5?
I don't really have plans to lobby for my proposed alternative. It was mostly just a follow-up to my initial answer to TNE's question.

That said, I am curious what DP will say about cost and research time.
 
Side note, this Abishai might just be a great source of Timmie-originating energy to pay with to Yss to make T-Snare.

I mean, I don't think we have to do that, Yss is a most beloved trash-compactor still, but the metaphysical connection won't hurt.

...I mean, It will, but only Timmie :V
 
@Destrark, your map is as always magnificent, thank you for continuously updating it.

As a side note, our Library, ("The Halls of Knowledge" if I'm not wrong*), is near the Shadow Tower's entrance, I think..?
...just settle it somewhere in the university district if you want to, that's not the level of detail were playing at :V

*I might well be, checking from phone is a pain.
 
As for the Praetorians, @TotallyNotEvil, I would like to reduce the number of features built into them, with a corresponding reduction in creation cost, research time, and installation time.

Right now, they have all of this;
Effects:
+7 NA
DR 2/-
at 5 HD, add DR 5/Chaotic
Light Fortification (gain Fast Healing 3 when it fails for Con-Mod rounds)
Darkvision (120 ft.)
Resistance to Fire, Cold, Acid 5, becomes 10 at 5 HD and 15 at 11 HD
can channel fire into his blade, see Searing Hands (Su)
SR 7 + HD
+4 to all attributes
+4 on saves against Mind-Affecting effects
+2 on Reflex saves
+2 on Initiative
+2 to Spot and Listen
1/day Cure Serious Wounds, Remove Disease (CL = HD) as SLAs
1/day Smite Chaos (Su)
Scent (Ex)
Monkey Grip as a Bonus Feat
proficiency with all Simple and Martial Weapons, all Armor and all Shields

Cost:
4,500 IM
40 lb. of Adamantine

I would prefer this;
Effects:
+7 NA
DR 2/-
+4 to all attributes
+2 on Initiative

Cost:
1,500 IM
40 lb. of Adamantine
It's much more basic, but still very good, IMO. Should be much less difficult to implement and easier on the volunteers.

@DragonParadox Is my proposed cost of 1,500 IM an acceptable cost for the truncated version of the Praetorians? How much research time would be involved? I think the full version had a required Progress of 30? Or was it 40?
Just for comparison:
6x +4 enhancement item: 9600 IM to craft.

Or 7700 gets a non-magical version of those, alongside a shitton of other features.

I already find 7700 IM trivially cheap for what they get.
 
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Also @Destrark , now that I think about it, settling R'hlorites and followers of Weeping Goddess near one-another is a bad idea.

R'hlorites have been prosecuting WGs for a while now, and the prejudice isn't gone entirely even in Lys, where followers of WG aren't connected to Death in any way anymore.

Lets not tempt fate, please move them a bit away.
 
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Indeed. The difference between that situation and the situation of mortals (which encourages us specially to go crazy with augments) is that the situation of mortals is best defined as 'When everybody but you is super, you're kinda screwed'.
How are you misssing the point?

The baseline for outsiders is higher. You just moved your function a bit to the right, but otherwise nothing's changed.
 
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[X] Snowfire
Do we know of it, then?

Also holy fucking shit, we can make kobolds?
I know right?!?!?!

*rolls for it*

Unfortunately not, it was really obscure since the Forty did not like the idea.
Aaaaaawwwwwwwwwwww

Just for comparison:
6x +4 enhancement item: 9600 IM to craft.

Or 7700 gets a non-magical version of those, alongside a shitton of other features.

I already find 7700 IM trivially cheap for what they get.
*Shrug*
 
How are you misssing the point?

The baseline for outsiders is higher. You just moved your function a bit to the right, but otherwise nothing's changed.
No, because the whole reason we're doing augments is we're worried about Outsiders. We don't want Praetorians to fight squishy humans, the Legion is enough to dominate all mortal armies we've faced. By the same token, Outsiders don't want Praetorian equivalents to fight other Outsiders.

And even if they did, they have existing methods of self-improvement which are likely more efficient than a new augmentation program since they don't demand a ton of research (we piggybacked off Valyrian flesh crafting, which piggybacked off deals with Aberrations, of all things, and reason we can do what we can so easily is because we have a pre-existing Valyrian Flesh Forge besides), or have chances of failure and side effects.
 
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