Architects of the Great Plan - Warhammer Fantasy Old One Quest

@Fission Battery would the runesmith type one form from like 2 traits like this

resistant to magic

able to use the winds of magic

type deal?

edit: saw they were incomptiable in that case what would get that runesmith type deal?
 
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A real servant of the Ancients must be able to sleep standing like a horse, eat everything that cannot escape from him and suddenly find himself where he should not have been.
If you take any form of reproduction, you must also add one of the forms of resistance to mutations. To avoid.
Can we get shoggoths? It will be: "big", "muscular", "magic resistant", and, of course, "adaptive", "adaptive" and "adaptive".
Big is good, but you don't want to be TOO big, lest you become an easy target for ranged weapons and have tiny mortals hacking at your ankles to drop you to the ground.

Saurus are about at the perfect spot, being just a bit bigger than their average opponent, but not so big they routinely have to fight multiple smaller opponents at once or risk being a target for heavy ranged weapons.
 
How many types of servants can we get? Standard 3? Or 5-7? Different sets for every environment from the desert to the deep ocean? And about the shoggoths, I'm as serious as a stroke. We could get them in different sizes, from the room version to the iceberg...
 
I'm somewhat unclear on if the Servant Traits take a slot.

They don't. That's why they're their own category and packaged together. It makes it much more streamline.

I'd like to ask @Fission Battery , but are the unforseen consequences produced from taking 6 traits inherently negative? Or will it be somewhat random?

Inherently negative. It's taxing on a creature to have too many modifications put into its biology. In this system, ogres are the only canon creation that used six traits. They got off relatively light with a hunger problem from an overstressed metabolism. The Great Maw made it worse.

Thing is, both of those come with things one might NOT want along with it. Like if one wanted a purely spawned group of immortal diplomats. Or ultimately still wanting a race that clings tightly to the plan, but can communicate better with those who do not understand the Old Ones wisdom so inherently.

And even then, with the human baseline, that would make them more understanding than a human. Maybe even to the point of instinctively being able to manipulate both the most stubborn of Dawi and the most arrogant Elf.

Least that's my argument for it.

While I understand the argument for it, I've tried to avoid traits like "Smart" and "Social" because they feel like they'd be necessities and sort of push the limits what you can justify using biology. I'd prefer it if stuff like that was handled by culture, which Light and Extreme Modifications covers.

That said, I could accept it if it was reworded like so: "Amicable: this species has increased sense of empathy for others, stronger kinship ties, and patience to handle difficult social situations." Which might not be ideal for a soldier but great for diplomats. How does that sound to you? I can't approve the original write in. I can approve this.

A real servant of the Ancients must be able to sleep standing like a horse, eat everything that cannot escape from him and suddenly find himself where he should not have been.
If you take any form of reproduction, you must also add one of the forms of resistance to mutations. To avoid.
Can we get shoggoths? It will be: "big", "muscular", "magic resistant", and, of course, "adaptive", "adaptive" and "adaptive".

To avoid making a new category every time someone suggests it, I've added Write In under the Base Species category. It must have 1 innate trait related to its biology and is subject to veto.

@Fission Battery would the runesmith type one form from like 2 traits like this

resistant to magic

able to use the winds of magic

type deal?

edit: saw they were incomptiable in that case what would get that runesmith type deal?

Gifted Spellcaster, Magic Resistance, Witchsight could all help in producing runesmiths, but that's more the domain of culture. Which is more pertinent for non-servant species.

Also, square cubed law, also also the big weakness of heavy tanks which is that you never have enough of them to be everywhere you need them to be.

Gigantic ignores the square cubed law. Large pretends to respect it while ignoring it. This is a planet with mountain sized animals that somehow evolved naturally. Megafauna means mega on the Fated World. :p

How many types of servants can we get? Standard 3? Or 5-7? Different sets for every environment from the desert to the deep ocean? And about the shoggoths, I'm as serious as a stroke. We could get them in different sizes, from the room version to the iceberg...

We're doing the initial 3 castes to test run the system. Afterwards each species creation option can be for another servant or non-servant species, so if you wanted to spend your time making turtlemen to add to the lizardmen or elves.
 
Honestly I just really want the Lightning Absorption, and remember, the Saurus could live for many thousands of years, only ever getting stronger and more skilled, and they didn't even have Keen Senses.
 
That said, I could accept it if it was reworded like so: "Amicable: this species has increased sense of empathy for others, stronger kinship ties, and patience to handle difficult social situations." Which might not be ideal for a soldier but great for diplomats. How does that sound to you? I can't approve the original write in. I can approve this.
That sounds like what I was aiming for to begin with yes. I wanted the ability to create a race that can interface between the normal mortals and the Old Ones servants, and that seems to fit the ticket.
 
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)
 
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Plan: Slayers
-[x] Dragon Ogre
-[x] Large
-[x] Lightning Absorption
-[x] Light Modifications
-[x] Parthenogenetic(Free)
-[x] Magic Resistance
-[x] Hardy
-[x] Muscular
Okay hear me out at six (non-free) traits results become unpredictable, so let's make a useful frontline troop that can be exploited later.
Correct me if I am wrong, but at base level I am starting at minimum capability to add four traits because I am starting with two due to the base. At six total non-free traits the results become unpredictable. All of this together means that on average you can add about four traits before the next makes the creature unstable.
 
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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.
Witchsight feels like a must for our workers, since they'll be building our Geomantic infrastructure. Being able to actually see the energies they're harnessing will be invaluable.
@Fission Battery, what does the Slann build look like? Also, could species with Lightning Absorption live off lightning with caster support or magitech infrastructure to provide a supply?
 
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Witchsight feels like a must for our workers, since they'll be building our Geomantic infrastructure. Being able to actually see the energies they're harnessing will be invaluable.
@Fission Battery, what does the Slann build look like? Also, could species with Lightning Absorption live off lightning with caster support or magitech infrastructure to provide a supply?
Good point, I'll swap out Cold Blooded then.
 
@Fission Battery

trait suggestion underground dwellers

Gotta give me something to approve. You could take Keen Senses and a burrowing animal as the basis for digging claws, like a a badger. :p

Witchsight feels like a must for our workers, since they'll be building our Geomantic infrastructure. Being able to actually see the energies they're harnessing will be invaluable.
@Fission Battery, what does the Slann build look like? Also, could species with Lightning Absorption live off lightning with caster support or magitech infrastructure to provide a supply?

Slann would be something like this:

[ ] Base Species: Toad
-[ ] Servant Package
-[ ] Aquatic
-[ ] Gifted Spellcasters
-[ ] Gifted Spellcasters
-[ ] Large

They strong enough they get it twice. It's only post collapse well into the modern day of Warhammer that slann got a lot weaker, reducing them to a single slot of Gifted Spellcasters. They're an exception though, so they're the only ones that get that bonus. :p

As for Lightning Absorption, you don't know. If you want to find out more you need to need use them as a base species at some point.
 
Plan: Not just Ancients, but Great Old Ones.
Clerk:
light modifications (+parthenogenesis)
amphibian (feature aquatic)
dexterous
adaptive
gifted spellcasters
magical vision
sharp
feelings

Warrior:
servant package
reptilians (theropods)
muscular
scaly
hardy
adaptive
resistant to magic
sharp
feelings

Builder:
light modifications (+parthenogenesis)
benthic mucus (trait semi-liquid)
huge
resistant to magic
adaptive
aquatic
muscular
 
[ ] Plan All Terrain Violence
-[ ] Base Species: Dragon-Ogres
-[ ] Light Modifications
-[ ] Large
-[ ] Lightning Absorption
-[ ] Adaptable
-[ ] Magic Resistant
-[ ] Natural Witchsight
In character logic is as follows:
These are a caste of warriors so size and potential buffs are very valuable, thus Dragon Ogre.
The Great Plan must always straddle the line of sufficient paranoia without significant loss of efficiency, thus Light Modifications and Adaptable to allow for flexibility in unexpected circumstance.
While it's hard to imagine anything magical being a threat to our mastery, it's even harder to imagine anything non magical being a threat at all. Resistance to magic but the senses required to root out magical foes and maintain magical equipment.

I'm somewhat unclear on if the Servant Traits take a slot.
Following up with planning ahead these assume the Lightning Absorption test run goes well:
My idea for a Worker Caste is thus:
Dragon Ogre: Solid start for any physical caste
Light Modification: The reproductive ability is important to maintaining and repairing infrastructure, even if they're less likely to need to make decisions than the Warriors or Clerks.
Dexterous: Vital for craftsmanship, especially to offset any issues from Large.
Large: Basically Muscular and Hardy at the expense of food
Lightning Absorption: Further boosts strength and durability and offsets food costs by just jacking them into power plants or lightning wizards.
Magic Resistant: Lets them maintain magitech infrastructure running live current and act as a second layer of defense.
Natural Witchsight: Lets them actually perceive the energies of the projects they're working on.

Clerks are as follows:
Fimir: I'm assuming we can upgrade Capable of Magic to Gifted Spellcasters without it counting as removing a mandatory trait and their Second Eye thing seems neat.
Extreme Modifications: Require the most flexibility of thought and the Warriors and Workers can keep them in line on the off chance they go rogue.
Adaptive: Need the mental flexibility and broad skill set this promotes.
Gifted Spellcasters: Extends Lifespan, acts as auxiliary magic support for Slann and Lightning Callers for the Servant Castes.
Keen Senses: Generally a good thing for administrators to have, plus the better reflexes and sensory parsing might translate over to magic to some degree.
Large: Longer lifespan and basic for Fimir
Lightning Absorption: Further boosts lifespan, potentially to indefinite degrees when combined with Magic Synergy generally a good all around buff.
 
Also fantasy megafauna can be used as the basis for species. Sabretusks and Mournfangs are valid options for Mammalian. Something like Stonehorns could also work as Mammalian, though they're a bit unique so they'd need to have extra innate traits thrown in. Definitely have Gigantic as a trait and maybe Scales reflavoured as 'Stone Hide.' While Reptilian (Theropod) combined with Gigantic can easily represent intelligent carnosaurs if people wanted 20 ft tall five ton temple guards, on the off chance saurus weren't big enough.

I've played a fair bit of Ogre Kingdoms if it's not obvious. They're a great monster faction like the Lizardmen. :lol:
 
Here's my thoughts: We want these next 3 guys to be our reliable bread and butter, so 6 traits isn't the best idea since it inherently introduces Complications (that said, invisible bug blades is something I'm definitely willing to vote for.
I like the way the Mantises look, and if we focus on them being fast as well as hard-hitting we won't need as many to protect the same area. Light Modification seems like a good idea for the Warriors specifically, as they are most likely to be in a situation where they are cut off from orders and infrastructure. That adds Parthenogenetic for free, so we can still add 4 more traits without complications.

Something like this

[ ]Plan: Outrider Bugs
-[ ] Mantises
-[ ] Light Modifications
-[ ] Dexterous
-[ ] Parthenogenetic
-[ ] Adaptable
-[ ] Large
-[ ] Muscular
-[ ] Scales

Adaptable can be swapped out for Hardy, maybe, but I think Adaptable makes more sense for the theming I'm going for here.
 
[ ] Plan: Troubleshooterseaters
-[ ] Base Species: Fimir

In canon the Fimir were a declining race of chaos worshipers confined to the swamps and myths of the Old World, but at their peak they were a terrifying force of destruction, taking on elven cities and winning. Even in their fallen state, they were still comparable if not superior to ogres, and we all not know how dangerous they are. Here, I'd like to turn them to the side of the Old Ones. (And maybe get some epic drama between them and their distant kin)

-[ ] Light Modifications
-[ ] Parthenogenetic:

Parthenogenetic is free with light modifications, I just put it there for bookkeeping.

-[ ] Large
-[ ] Capable of Magic

Part of the fimir package. Normally I wouldn't like either of these traits-Gifted Spellcasters alone blows their second trait out of the water-but here I think they can be turned into good generalist traits. Not every problem needs slaan-scale magic to solve for all that it can require magic. Likewise, being large grants some hefty benefits to either warriors or workers, which happens to be at least two of the things we happen to be building here.

-[ ] Adaptable
-[ ] Scales
-[ ] Hardy

These other traits are where I intend to differentiate. As our primary ground troops, being able to function well in any environment is an absolute must so adaptable makes the cut, and because we want as few problems as possible cropping up, I'm sticking to 5 total traits.

I've choosen Scales and Hardy instead of Scales and Dexterous largely out of a desire to maximize the staying power of our troops. The Old Ones control the orbit and the Slaan can commit to scry and die. If problems pop up, I figure that they're the sort of problems that can persist even beyond that. Therefore we'll want a workhorse soldier that can do jack-of-all-trades stuff and do so for long enough to root out any problems. Dexterous, Scales, and Large is a brutal combination, and if I wanted to build some fantasy ODSTs I'd probably go for it, but scry and die makes a lot of those problems a little redundant in my eyes.
 
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I think we should have a mix of how slavishly loyal species are. If we have one cast capable of thinking independently and another that follows orders more unquestioningly, they might conpliment each other's strengths and cover for each other's weaknesses.
 
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