And don't forget the knowledge of advanced genetics we just gained.
Bene Gesserit better take notes.

[X] Plan Engineer and Administrator
 
@Yzarc Biocontrol is somewhat underwhelming in comparison to broad biology superpowers of W40k biomancy. I know that perfect conversion is difficult, but this one prolly got hit the hardest. Are there any tweaks or expansions to be expected?
 
That aside, I think we prolly should consider giving some mega-attributes to Lorgar via Scoured Perfection. Maybe, if he could accept them. His stats are somewhat unusual, mechanically.

I think we mostly run out of useful skills we could grant him, but as primarch, nobody really gonna care if his muscles bulge a little more or whatever. There are also options that aren't mega-attributes, but I haven't really looked at them yet.
 
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I think that if we are going to give Lorgar any mutations it should be things that enhance and work with his other skills and abilities, are magical in some way so that he has the excuse of them being more weird magic and importantly, things he can turn on and off at will. Here are some examples I can think of:

Gaseous Form
6 Points
The fomor is able to reduce her body into a gaseous state, taking only one turn to make the transformation. She can then glide through the air at her walking speed. While in gaseous form, she cannot be harmed by kinetic attacks (fist, swords, etc), but electricity, fire, and radiation will still affect her. Also most mental and mystical attacks will still affect her (except those involving eye contact; Storyteller's discretion). The gaseous form holds together well even in a strong wind, although the Gift: Cutting Wind will still harm her. There is usually a horrible stench in this form.
System: The fomor must spend a point of Willpower to become gaseous, and another to become solid again.

The smell is not ideal but being able to become gas means hr would be able to squeeze through tight spaces, hide as a thin mist etc... Basically all that vampire stuff every D&D party is scared of only now it's a nine foot tall Demigod with magical martial arts. Also given that Lorgar can just naturally exist in space without harm he could ever use this to creep over the hulls of enemy space ships and sneak in the moment there is a breach.

Phoenix Fire
5 Points
The fomor can self-immolate, becoming a walking bonfire. The flames do no damage to the fomor, but will ignite any flammable item they touch (exploding ammo, anyone?), and may also set fire to any building the fomor is inside.
System: The fomor spends one Willpower point and rolls Stamina + Occult (difficulty 7). The flames are considered a raging chemical fire (three Health Levels of damage; difficulty 9 to soak). The effect lasts one turn per success

If he is going to fight with his fists anyway being able to set himself on fire would be quite nice, good for his legend too seeing as many cultures have 'fire purifies' as part of their beliefs. This looks like pretty basic pyromancy, but isn't, he is not touching the warp and it does not cost him a willpower to use it

Shadowplay
4 Points
The fomor can manipulate the shadows about him, and pull them together into a globe. Most people will be unable to see through this dense shadow. Minor use of this Power can add to the fomori's Stealth rolls, as well as Intimidation. The fomor is always able to see in his own shadows.
System: The fomor rolls Wits + Stealth (difficulty 6). The effect lasts for one turn per success, unless a Willpower point is spent; in which case, the effect lasts for one scene. The total radius that can be manipulated is 15 yards.

This does not fit as well with his mythos, but there's some space in there via TDC, the fact that he can always see through his own shadows is also useful obviously

Shapechange
Varies
The fomor is able to transform his body into the shape of a something else, such as an animal, or even another person.
System: The fomor spends one Willpower point and rolls Stamina + Athletics (difficulty 6). Transformation usually takes one turn, although the nature of the change may dictate a slower or quicker shift. The fomor can shift back into his "natural" form at will. Any clothing, equipment or weapons should be discarded first unless the new form could carry them as well.This Power only grants the ability to change shape. Any non-human characteristics of the new form must be purchased with the appropriate Advantages. If the fomor were to shift from human form into a white falcon, he would also have to purchase Wings, Claws, and reduced Size, regardless of which form was his real one.

This is I think the most interesting power since it would synergize with Clark Kenting on everything from stealth to going incognito among his subjects.
 
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For shapechange specifically, I have a humble hope that Yz gonna buff biocontrol. Very unimpressive bio-psykers could manage that stuff. But in general, yeah.

IIRC from old fomori optimization olympics, there is also unintentionally mechanically busted damage enchanter, additional actions mutation, dispel aaaand I prolly forgot something.

The real doozy is "Garou Gift" mutation, which is. A lot. It is a lot It is its own long list of superpowers.
 
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Having checked the list of available Charms, Experimental Acceleration Mastery is now available. Of course, Toul-Transcend Constructs needs to be purchased twice more first.

One would also very much like Essence-Dissecting Stare to be purchased as soon as possible.
 
Speaking of Gifts I just found the good shape shifting is anyone's interested: Thousand Forms.

Most trickster archetypes are shapeshifters, and the Ragabash is no different. The Garou with this Gift may change herself into any animal between the sizes of a small bird and a bison. The Garou gains all the special powers (flight, gills, poison, sensory abilities, etc.) of the animal she mimics. She may not take the form of Wyrm-beasts (not that she would wish to!), but she may take the form of mythical beasts with some extra effort.

Black Furies: The Fury that chooses to risk taking the form of a mythical beast typically honors Pegasus by assuming her form.

System: The player spends a Gnosis point and rolls Intelligence + Animal Ken. The difficulty varies, rising higher the farther removed from the Garou's natural form the desired animal is. For example, an ape or panther (mammals of roughly equal mass) might be difficulty 5, while an alligator (a reptile of slightly larger size) would be difficulty 7, and a frog (a much smaller amphibian) would be difficulty 0. Mimicking mythical animals is always difficulty 10.

Level 5 -> 6 points as a Mutation -> 18 points for Fan or one wish for everyone else.

Mythical animals seems like a bit much, especially since as an infernal we can consistently drag down that DC 10 but even just generalized shape changing where you do not have to buy every single part of every animal could be very useful for our shamans.
 
Ebon Dragon charms can't help others, because he's the platonic ideal of a dickhead, so there is no point on any of those for defense (of the tribe), only attack. Attack-as-defense, so to say. He's also a physical void, so the 'attack' has to be mostly social.

I suspect malfeas would have been the better choice to fight.
 
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Ebon Dragon charms can't help others, because he's the platonic ideal of a dickhead, so there is no point on any of those for defense (of the tribe), only attack. Attack-as-defense, so to say. He's also a physical void, so the 'attack' has to be mostly social.

I suspect malfeas would have been the better choice to fight.
Malfeas and Adjoran are the more fighty of the Yozi Charmsets. The Ebon Dragon does have some combat Charms though. It has been a while, but I think they are mostly range-based. Somehow, his perma-kill Charm is more horrible than Malfeas' 1000 years of suffering too.
 
Hmm. I think we're going to regret letting the Archmages leave without laying the foundations for continuing military aupport.

Similarly, we're doing nothing to actually prepare the tribe for war while we're outnumbered more than ten to one by individually superior enemies, save for our hero units.

I really think we should have Shaped a fortress, or allies, or just resources.

And we should have started the project to build a comprehensive genetor augmentation package. That's a year we're permanently going to be behind on the project that we're never getting back.

On the vote for charms. I'm not sure that we're going to need Pattern Reassertion Touch for the deal with the Archmagos. The idea was to use AMI + CCC to generate blueprints for some archeotech.

With Lorgar knowing Onniglot he could even translate the blueprint into STC code.
 
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Hmm. I think we're going to regret letting the Archmages leave without laying the foundations for continuing military aupport.

Similarly, we're doing nothing to actually prepare the tribe for war while we're outnumbered more than ten to one by individually superior enemies, save for our hero units.

I really think we should have Shaped a fortress, or allies, or just resources.

And we should have started the project to build a comprehensive genetor augmentation package. That's a year we're permanently going to be behind on the project that we're never getting back.

I mean they are Chaos, kill their leaders and they will either all start killing each other or run. Heck with Lorgar being as good as he is at social we might even be able to persuade some of them to turn coat.
 
I mean they are Chaos, kill their leaders and they will either all start killing each other or run. Heck with Lorgar being as good as he is at social we might even be able to persuade some of them to turn coat.

They're not orks. Chaos Undivided forces can stay unified in the medium term. Just look at how the Covenant has apparently been stable for centuries. And the Covenant leadership is't here. It's quite possibly on another continent entirely

And we know that it's completely impossible to use social skills to get them to defect. We went over that last turn.

I think we underestimate how dangerous they are at our peril. They're quite likely fully capable of killing us if we don't take them seriously enough, and seem very likely to be able to kill everyone not called Fan or Lorgar pretty easily. They could just attack one night and we could do very little to stop them killing them.
 
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They're not orcs. Chaos Undivided forces can stay unified in the medium term. Just look at how the Covenant has apparently been stable for centuries. And the Covenant leadership is't here. It's quite possibly on another continent entirely

And we know that it's completely impossible to use social skills to get them to defect. We went over that last turn.

I do not think the army is Undivided, that is too hard of a balance for large numbers of warp-drunk lunatics to hold. We see those later during the Heresy, but generally held together by undivided aligned Traitor Legions like the Word Bearers or the Iron Warriors. What we are more likely to see here and now is bands of one or more gods held together by the leadership, probably with a Tzeench lean given Kairos or 'Kairos' and those are very liable to start stabbing each other in the back the moment that leadership is not there anymore.
 
Similarly, we're doing nothing to actually prepare the tribe for war while we're outnumbered more than ten to one by individually superior enemies, save for our hero units.
the number disadvantage is fixable as soon as we start going on the offensive, Lorgar can easily stir up and take control of slave uprisings and Fan can leverage the prestige of shattering this covenant army to start courting and brining in the other none chaos worshiping desert nomad tribes

the only reason we don't do this now is that we can't support such a population, food and water access is still not secure enough nor is our access to resources, like once we settle the wound and Fan uses exulted bullshit to reshape it into a resource rich paradise then we are set to grow our numbers
 
Omake Rewards
So I was thinking on what to give as rewards for omakes in a way that don't mess up experience progression of characters. Here are a few ideas for rewards that I have come up with. The Omake Writer can choose which they want subject to GM approval.

1. Cosmetic Items: Unique outfits and accessories for characters that have no impact on their abilities or Attributes. This is based on the Omake.

2. Lore and Background: You can write pieces of lore, character backstory, or world-building details that add depth to the setting and characters but don't affect gameplay mechanics. This is based on the omake.

3. Skip Training time: Skills or abilities that require no stat increase but has to be role played but without spending AP (Such as Lorgar Learning Enuncia or Martial Art charms which is not mechanically tracked as Dots but entered in the Character sheet).

4. Minor Relationship Bonuses: Improved relationships or unique interactions with NPCs that can lead to interesting dialogues or minor side quests, without providing major gameplay advantages. (Such as the character gaining or loosing the equivalent of a Minor Intimacy)

5. Minor Resource Dots: A small amount of in-game currency that can be used for non-essential items or services, ensuring it doesn't unbalance the character's progression. (Say a Dot in Resources but not more than that)

6. Access to Special Locations: Unlocking hidden or special areas that offer unique exploration opportunities but don't provide significant experience or power boosts, or act as the background for a conflict or a Project.

7. Experience: Gaining Essence Rating or less xp if you are short of by that much experience in the final plan to purchase something. This is only at the xp spending turn. Any bonus xp is introduced at the end and any not used is lost and not counted to xp tracking.

8. Essence and Willpower Recovery: You can recover both Essence Rating Willpower and essence dots with a good Omake. This is only once per turn/session. How this works is that it is saved and a vote is held on which or both to use in that situation or not.

9. Unlock Charms: With a good omake, you can unlock charms or other restricted charm like abilities. This cannot unlock Yozi charm lines though. This is only once per Session/Turn. A vote is held on which charm to unlock that turn so you can aim at specific charms.

10. Titles and Achievements: Special titles or achievements that characters can earn, which can be displayed in their profile or recognized by other NPCs.
 
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