Oh just rediscovered that Attuned to a Wind can already do Natural Witchsight, so you should switch that out with another trait altogether. My own suggestion for a trait to replace it would be Mutation Resistance, since - unlike Magic Resistance - that trait can be paired with a spellcasting trait like Attuned to a Wind.[] Plan: The Tieflings of Naggaroth
-[][BAS] Hominid
-[][SER] Non-Servant
-[][TRA] Attuned to a Wind (Aqshy)
-[][TRA] Adaptable
-[][TRA] Prolific
-[][TRA] Natural Witchsight
Emphasis bolded parts[ ][TRA] Natural Witchsight: It allows them to readily detect the flow of magic, but doesn't grant spellcasting. Attuned to a Wind and Gifted Spellcasters can already do this. It is compatible with Magic Resistance.
I kind of wonder what is keeping the older turtles alive is it the connection to the sea god
GIGACHAD URSUN.The strangest thing occurred as the Committee convened to discuss their newest creations' education. A bear appeared in attendance, a bear god to be exact. The glowing white furred god had arrived unannounced and uninvited, but had to the gall to take a seat among the Old Ones. It paled in comparison to the Old Ones, yet sat upon a hovering metallic throne without a moment's hesitation or sense of shame.
When a Bear God with a powerful moxie comes in and gives good arguments, you can't say no to him.
Not maybe.
He definitely would have.There's also another reason the Chairman feels drawn to these creatures, he feels as though there is a touch of divine inspiration involved. Something is keenly curious in the wolves. That is all he can say.
No. Ulric does not hate magic, he hates trickery and deceit. He has no problem with Wizards since their magic is part of them.Pretty much the only thing the Fenrir lack that Ulric would like is megic resistance.
Dude hates magic... to the point the Church of Sigmar was notably less hateful of em.
I can imagine it now.[X][URS] Accept
I have no issue with this. If my Fenrir get made, however, Ulric will have to make do with observing and advising. I have plans there, dammit!
Not sure what you mean by challenge, we specifically didn't wipe out the Orcs so that our races could have a challenge. Outright making a race deliberately and specifically to directly start shit seem like it would seriously piss of the other races which could jut make things needlessly harder.As I said before, I believe our next turn of creation should be focused on beasts or creatures that could give our creations some kind of challenge. I believe Beasts would be easier to create than servants and non-servants? What will you say to that @Fission Battery?
I think it would make more sense to give Dwarfs witch sight since it still works with magic resistance. And since they would be working with Runes which use magic and so may synergize well there.It would be great if we made some kind of bugs or scarabs that consume minerals and ores and they make their exoskeleton from it. It would be interesting material for any race that will mostly live underground. Btw, while talking about it, I realized that lightning dwarfs would mainly live on peaks or places where often lightning strikes.
IIRC we already have Slann and they'd been with us since the start of the quest.Clearly our next creation has to be Frog (Slann dni). Based on the Old Ones as much as possible. Gifted Spellcasters and Long Lived for sure. That's it as far as I can tell, along with whatever their inherent trait would be; throw stones, those in glass houses should not. I hope if any Old Ones survive the Coming of Possibly Chaos or Maybe 40k Orks, they have Yoda-style revelations.
Okay, I meant more natural ones like giant spiders, wargs, elemental bears AND Trolls which would make our creations' lives slightly harder.Not sure what you mean by challenge, we specifically didn't wipe out the Orcs so that our races could have a challenge. Outright making a race deliberately and specifically to directly start shit seem like it would seriously piss of the other races which could jut make things needlessly harder.
That reminds me of Soulcake's Runelord quest.I think it would make more sense to give Dwarfs witch sight since it still works with magic resistance. And since they would be working with Runes which use magic and so may synergize well there.
Huh your right... thank goodness for double checking.No. Ulric does not hate magic, he hates trickery and deceit. He has no problem with Wizards since their magic is part of them.
Warhammer Fantasy is already a death world I think that plus any natural conflict will be more than enough.Okay, I meant more natural ones like giant spiders, wargs, elemental bears AND Trolls which would make our creations' lives slightly harder
Not really? There was no world about any dangerous creature, the only exception being dhar spirit that showed before some Fimir shamans.Huh your right... thank goodness for double checking.
Warhammer Fantasy is already a death world I think that plus any natural conflict will be more than enough.
All kinds of dragons, Kharibdyss, a large number of stuff in the jungles which are so bad dragons avoid them, a lot of stuff from the Mountains of Morn in OG was naitive, it might not be as bad as it could get but this planet is in fact already a death world.Not really? There was no world about any dangerous creature, the only exception being dhar spirit that showed before some Fimir shamans.
I guess giant spiders would not be as dangerous...All kinds of dragons, Kharibdyss, a large number of stuff in the jungles which are so bad dragons avoid them, a lot of stuff from the Mountains of Morn in OG was naitive, it might not be as bad as it could get but this planet is in fact already a death world.
7 traits...too much my guy. The flaws will be immediate.[X][URS] Accept
-[X] send a Delegation of Axolotls and Varanus with the bears, if only to have news on their development.
--[X] Have the Delegation tell the warbolg about their "sibling" species that have and will be created. A basic rundown of their culture and language so that they can communicate and don't end up fighting each other at first contact.
We need a Flight Capable Race.
Bees are perfect for that, as well as having Poison & Secretion of Honey, Honeycomb & Wax etc.
If we mix in Attuned to Chamon, we can have an Alchemy Species that Flies and synnergises with Traits like Queens, and Hives etc which operate via logic and ordered systems which is super in tune with Chamon.
[ ] Plan: Golden Honey & Alchemy.
-[ ] Ser: Non Servant
-[ ] Race Template: Bees
-[ ] Tra: Queens
-[ ] Tra: Flight Capable
-[ ] Tra: Chamon Attuned (Free Witchsight)
-[ ] Tra: Chitinous Exoskeleton
-[ ] Tra: Muscular
-[ ] Tra: Dextrous
-[ ] Tra: Keen Senses
-[ ] Name: Aurumaxtlaca
-[ ] Description: Humanoid Bipedal Bees that have two legs, four arms, Wings, Gold & Black Metallic Exoskeletons that shed & regrow. They also have Fur in select areas on their Bodies. Like their Origination Species, these Creations of the Old Ones, retain a sophisticated suite of Senses, such as Ultraviolet Wavelength Vision, Electromagnetic Field perception, Auditory, Olfactory and even a new feature, in the Witchsight they now have.
@Fission Battery
With Bees already having Traits like Secretion & Poison do the Traits still need to be added or will they be Free?
I remember you said you insisted on Queens & Wings, but unsure how innate biology will be treated?