Nope! You won't be limited at all. You'll get the same list of options as servant creation. Just without the servant package.
I'll add something like "Servile" to the general list of traits in case people want to give your human, dwarf, or elf equivalents their own slave species. Which would be fucked of course. Maybe something like "Animal" or "Domesticated" for monster equivalents.
That's great news! In that case, since the 3 Temple species-castes are more focused on
defending our lunar & tropical temples, I argue that Adaptable isn't as mandatory as it would need to be for non-Temple, offensive-oriented species we will eventually design. Lightning Absorption is another ability which would be better served in more offense-oriented species, so I want dragon ogres for that.
Not really a relevant warrior caste traits, but I'm thinking capability to shape winds of magic indirectly without being spellcasters could perhaps be a trait
@Fission Battery , with the "Extreme Modifications" allowing a magic resistant & free-will species to discover runesmithing (a mix of lack of spellcasting encouraging efforts to innovate there).
Warrior Caste: What we're voting on right now. I intend for them not to be our forces' core but to be the
best guardians. I want these to be Reptilian, more so for flavor since they have the mandatory Scales trait.
1. Large: Smaller numbers I envision for this case means that the hit to temple resources will be low, worth it to gain the physical benefits.
2. Hardy: Resistance to poison & diseases are great boon in and out of combat.
3. Gifted Spellcasters: They need to able to counter-spell & create massive damage to attackers. Bonus for some level of magic resistance
4. Keen Senses: For detecting all spies and assassins.
5. Scales: Further upping its inherent self-defense capabilities.
Worker Caste: The bulk of our labor
and our forces. I want this to be the Mantis, more so for flavor since they have the mandatory Dexterous trait.
1. Muscular: Useful for labor & for war.
2. Dexterous: See Muscular.
3. Hardy
4. Magic Resistant: We don't need them for counter-spell magical attacks, our Warriors takes care of that, but we do need the bulk of our defenses to be highly magic resistant IMO
5. Cold Blooded: That
consumes less resources part of this trait is key for the bulk of our labor & defenders. edit: I've been advised to change this to Natural Witchsight.
Clerks Caste traits tbd, still thinking about the traits. Adaptable is necessary for adjusting to new conditions, as they're the administrators. The new QM-approved version of Amicable is also suited to this role.
With all that said:
[] Plan: Saurus
-[] Reptilian (Theropod)
-[] Light Modifications
-[]
Parthenogenetic: This species may reproduce asexually in addition to other forms of reproduction. It will give a small boost to population growth.
-[]
Scales: This species is covered with hard but lightweight and flexible scales that are almost as hard as metal. They act as natural armour.
-[]
Cold Blooded: Less able to regulate their internal body temperature, leaving them more dependent on the ambient temperature or tools to do it for them. The upside is they consume less resources on account of the slower metabolism. They are well suited to warmer environments, but also lack a means to readily shed excess heat.
-[]
Gifted Spellcasters: Nearly every individual is capable of spellcasting to some degree with little to no training and can easily sense the flow of magic, while being able to safely use multiple winds of magic at once. It also makes them very resistant to mutations and other harmful effects of magic. Extends lifespan.
-[]
Hardy: A robust metabolism and immune system that makes them resistant to poison and diseases. Their diet will be widened, capable of eating a variety of foods others might consider inedible, and improve their body's rate of healing to recover from injuries easily. Extends lifespan.
-[]
Keen Senses: Excellent eyesight, can see in dim lighting without issue, and overall strong hearing without being too sensitive. They can see further, hear more details, and process all of it without being easily overwhelmed.
Parthenogenetic is, as previously explained, a free-slot trait for the "Light Mod" servant design. Scales is a mandatory trait for the edit:Reptilian species and vibes with the design choices I'm advocating for.
Edit: changed the format so voters can just copy the plan name (which is the species name)