The Old Ones, God-like, and in most cases, Literal Gods. The creators of the Cold-blood, Entropy Engine, Supernaturally Attuned, and Quick learners. And they have created galaxies, and where you are is one of the last working labs of them, on the Quarantined world of Mallus, sectored off from the great beyond, and weakening Chaos so it doesn't conquer it and get the knowledge deep in the depths of the world.
You are the last queued experiment, an hybrid of many of their creations, dead and not, known or unknown. First things first you have the Quick learner's gene, in order to grow quicker, despite your agelessness, and a little Cold-blood to be immune to Chaos, lest Mallus Burn. Now you are allowed to choose the last bits of your gene code, 2 slots are left, and due to their being no Old Ones near, they seem to have given you a choice in such a situation, truly they are kind, to an extent, here are your choices, with some new ones due to new genetic information and magical being found over the years, after the Old Ones left, or now you realized, mostly died, since all connections that should have been, are gone, no matter you have to push on.
Starting Gene Traits:
Quick Learner: 2x to learning or Training Skills. 4x to learning and training Magic.
Immunity to Chaos: Chaos can't corrupt you, forever Pure. Gene Choices (2 available): Some Genes have multiple traits, but ones with Singular are more powerful or versatile.
Lizardmen Sub-Species:
Slann: one of the Sub-Species of the Cold Blood, highly attuned to the World, gifting them Powerful Magics and with enough of them, potentially use the Geomantic web to Wipe out Chaos from Mallus. You will get a High Attunement with Magic and power of Geomancy.
Gene Traits:
5th Generation: this is the highest Generation that the Lab can inject into you, without killing you. Gives 4x to learning and training Magic, for a total of 8x, Start with 1 level 1 spell for each of your Lores and 5 Petty Magics and 1 Battle Magic for free, at Trained. Add +10 to your Learning and Intelligence.
Geomancy: the most powerful aspect of the Slann arguably, power to manipulate the Web of the World, giving you potentially vast power with training. Allows Geomantic Web actions. Saurus: one of the Sub-Species of the Cold Blood, The Fighters of the Lizardmen, Powerful Warriors born to fight. Gives you a natural talent for combat and increased Physicality.
Gene Traits:
Natural Born Fighter: 4x to learning and training Combat Skills, for a total of 8x. Have a Plus +8 to Martial, Endurance and Strength. Skinks: one of the Sub-Species of the Cold Blood, The Tamers and Oracles of the Old Ones, They can be anything, but they are best at Taming and Communing with the Old Ones. Gives you a Natural Talent for Taming and allows you to read and understand the Tablets of the Old Ones, allowing you to prophesize Events with them.
Gene Traits:
Natural Tamers: 3x to learning and training Taming Skills, for a total of 6x.
Oracle: Allows you to Prophesize events that are to happen and gives you a purview into the Great Plans of the Old Ones. Eldar: the Supernaturally Attuned, due to their Gene Sequence, they have the ability to manipulate the winds freely. Gives you access to all Color Magics and others based on other choices with this Gene.
Supernaturally Attuned: Access to all Color Magics and some others based on your other Gene Seeds. Ork: the Entropy Engine, an entire race of Warriors, made to Fight, and maybe a bit to well, due to the power of their Psychic Field, the WAAAGH!!! Field. Gain access to a personally Tailored WAAAGH!!! Field.
WAAAGH!!! Field (Hybridized): allows you to link up the WAAAGH!!! Fields of other races, has long has you have their Gene Code, and it will grow faster in battle. You can use the WAAAGH!!! Fields, the thing that makes the Orks the most dangerous race, even Chaos is but a child to the Orks threat level, and you know that, you are terrified of them (you are terrified of them no matter what Genes you pick). Non-Standard Genes: Genes that you wouldn't be able to have access to, but you do now since there isn't any Old Ones restricting it.
Coatl: Powerful Beasts of Lustria, they have Flight and the Power of Thunder. This will make you look less humanoid, more Bestial, but gives you some of the powers of a Coatl and their Physique.
Gene Traits:
Monstrous Looks (Lizard): -5 diplomacy with most races, and -3 Charisma with most characters, with others +2… their Monster F***ers, yeah, some Elves and Humans are weird.
Coatl Kin: You can Fly by using the Winds of Magic and hide people around you. +5 Learning, Strength and Endurance, +8 Intelligence, +10 Martial and 2x to Magic, for a total of 4x. Dragon: Beings made from Magic, Wielders unparalleled in it, except for when it comes to the First Slann Lord Kroak. Gain the Physique and Unparalleled talent in a single magic.
Dragoon: -5 diplomacy with most races, and -3 Charisma with most characters, with others +2… Weirdos. +10 Learning, Strength, Endurance and Intelligence, 10x to a Single Wind of Magic, for a total of 20x.
Bard Attraction: +5 diplomacy and Charisma with bards, take no penalties in interactions with them. Zoats: Centuroid beings of unknown origin, with instinctive mastery over Life Magic, and a strong body. You become a Centuroid creature, your bottom half being dinosaur like but that may change depending on the other Gene Seed, and access to all Life Magics.
Gene Traits:
Lizard Centaur: -5 diplomacy with most races, and -3 Charisma with most characters, with others +2… Seriously what is wrong with these people. 50Ft of movement or 15.24m.
Instinctive Life Magic: Start with all Life Magics at Trained, they don't deteriorate over time. Hydra: Multi headed creatures with regeneration and the ability to Acidic fluid. You gain Regen and Acidic Fluid.
Gene Traits:
Monstrous Looks (Lizard): -5 diplomacy with most races, and -3 Charisma with most characters, with others +2… BUT SERIOUSLY WHO THE F IS MORATHI.
Hydra Blooded: Gain a Passive Regen of 1HPxLevel+Endurance. Your Bodily Fluids are Acidic, Dealing 1xLevel+Endurance. Jabberslythe: the most disgusting and horrendous race, their mere appearance even kills people. Gain and aura of Damage effect when fighting.
Gene Traits:
Monstrous Looks (Monstrous): -15 diplomacy with all races, -9 charisma with most characters, and +2 Charisma with a few… seriously who is Morathi.
Damage Aura: Deal 1xlevel+Base Charisma every time your opponent fails a DC10+Charisma Modifier Charisma Check. These are the races you bothered to look through, put in a specific Query if you want to see what another Race does (must be living and non-chaos.)
So there are 2 kinds of Stats, Personal and Ruling. Personal Stats is what you use when doing personal Actions and when you are Solo, which you will be at the beginning of the Quest. Ruling Stats are the Stats you use with their Related Section, you also gain half of your Related Advisors Stats in that Section + half of your own for the Stat Bonus, you also had half of your Wife's Ruling Stats added to yours.
Personal Stats:
Level: how overall Experienced you are, and due to your unique being how strong you are has well. with enough level ups you can gain Feats and Stats, while also having Class Levels equal to your actual Level, getting even more bonuses.
HP: 1xLeveld10+Endurance Modifier (10HP=1 Health) what keeps you alive in battle, when you hit 0 HP you will roll Death Saves (1d20+Endurance Modifier) and 10 and above is a success while below is a fail, 3 fails and you die, 3 successes and you get back up at 1HP+Endurance Modifier, you get up if you are healed, and if you have -HP equal to your Max HP you die
AC: what someone needs to meet or beat in order to hit you
Winds: what you use for magic
Spell DC: what someone needs to meet or beat in order to not take the full damage or effect, if applicable.
Movement: the amount of distance you can cover in a round (6 seconds)
Strength: what you use for Hit and Damage die with most melee weapons, unless they have the Trait Finesse or other special Traits.
Endurance: what you use for HP and damage Reduction (Damage Reduction= 1/2 of your modifier rounded down, if negative double it instead and take that amount of extra damage)
Dexterity: what you use for most range weapons, unless they have traits that say otherwise, and your extra AC (AC + Dexterity Modifier= actual AC)
Wisdom: what you use to resist Corruption or notice things
Intelligence: what you usually use for Magic, to Hit, add Damage, and your Spell DC (Spell DC + Intelligence Modifier= Actual Spell DC)
Charisma: Not how good you look but how well you speak and how well you show yourself.
Ruling Stats:
Health: has long has this isn't zero you don't roll for if you survive a turn.
Martial: what you use for Military Actions, and the only Ruling Stat you will actually be using at the beginning since you use it for Plans along with Wisdom and Intelligence.
Diplomacy: what you use for Diplomatic Actions, this is usually also accompanied by Charisma.
Stewardship: what you use for Economic Actions, this is usually accompanied by Wisdom.
Intrigue: what you use for well... Intrigue Actions, this isn't usually accompanied by any Personal Stat.
Learning: what you use for Research Actions, this is usually accompanied by Intelligence.
Why Orks are terrifying and how this quest shows that
i think we all know that the Orks are Strong, but a lot of people think them dumb, or at least those in WHF, but they aren't, their gods are CUNNING, and that means they are has well, but they let their want of a good fight overrule their Plans most of the time, now let me put into perspective how terrifying they are. If you give them a Decade in the right environment or let them WAAAGH!!! long enough, a single Army will become able to trounce upon any army without backup or powerful attacks like DOOOMROCKETS, and in 40K they nearly wiped out Man, specifically the Beast, who almost became a Krork, the Orks version of a Primarch, but is theoretically immortal, being able to eventually come back if he is remembered by enough people and over time. Now, let's talk about Gork and Mork, the 2 strongest Gods in Warhammer, period, the Emperor is Weaker, Chaos COMBINED is weaker, then this duo of Gods, showing just how terrifying they are, and why no one ever wants to wake the bastards up, and you can speak with their sleeping forms eventually if you gain a WAAAGH!!! Field, for that is directly connected to them, and gives the Orks their WAAAGH!!! Magic.
Just going to tell you a bit about WAAAGH!!! Magic, there's a level 1 spell that raises a target 4yards (12 feet) every round for 1d6+1 rounds (for a potential of 28 yards (84 feet (nearly 5 stories))) and they have to make a strength check against your Spell DC, it's call Mork wants' ya.
Oh god what have I created and Marathi and Neferata’s Charisma just because
I created a Unique Trait that is called mini-unborn and would be Nagash's wet dream if it automatically raised the de- *looks at Tomb King Prestige Class* nvm
Also if any of you guess correctly what Unique Trait a combination gets, even after character Creation, you get a free question or Crit, this is the only way you can get Crits beyond a Perfect Canonical Omake, but you only get 1 chance to guess a Unique Trait, there are other guess this correctly and get this later on. Questions can be about anything that IC you wouldn't know and your Character will get a Revelation of the Old Ones that gives them that knowledge, you can even ask for a Stat Sheet of a character but you have to pick if it Shows Ruler Stats or Personal Stats, you can use 2 Questions to get both, and you'll be able to see all traits the character has, but only pertaining to the stat you chose, and Extra Stats (+10 to infantry and all that jazz).
Unique Trait (Slann + Eldar): All Magics: You have access to every Lore except for Skaven, Chaos, Clerical and WAAAGH!!! Lores/Magic. When you train Magic: Lore, train every lore/magic available at the same time for the price of one. Replaces Supernaturally Attuned. You Chose the Genetoc Code of the Cold-blood's Mages and the Supernaturally Attuned, and have gotten a Genetic mutation that seems to have bolstered the Supernaturally Attuned's natural Gene Trait. Now, onto how well your body and mind is crafted and your knowledge of Ruling, but due to the Old Ones not being around and the Tech Degrading (God, how long have they been dead/gone for.), so the knowledge quality is random. 1 of your Personal rolls was the worst and another was second worst, 1 was below average, 1 was average, 1 was above average, and 1 was Excellent actually. OH COME ON, 2 of your Ruling rolls were the worst it can possibly be, 1 was below average, and 2 was average. Wait, wha- *THWMMMM* and now you feel more powerful and knowledgeable, it seems that the remnants of the Old Ones granted you power for following the Great Plan, but it seems this is the greatest boost they can possibly give you, well anyway it seems your rolls were boosted by 4 ranks.
Distribute Personal Rolls: 22, 18, 15, 11, 6, 5
[ ]: Strength: (Insert Roll)
[ ]: Endurance: (Insert Roll)
[ ]: Dexterity: (Insert Roll)
[ ]: Wisdom: (Insert Roll)
[ ]: Intelligence: (Insert Roll)
[ ]: Charisma: (Insert Roll)
Distribute Ruling Rolls: 17, 16, 11, 5, 5
[ ]: Martial: (Insert Roll)
[ ]: Diplomacy: (Insert Roll)
[ ]: Stewardship: (Insert Roll)
[ ]: Intrigue: (Insert Roll)
[ ]: Learning: (Insert Roll)
Now, onto the next part. Oh, it seems that the Old Ones created these things known has Classes, which gives these things known has Class Abilities and Feats, along with a set of skills that get boosted when choosing a Class. There are also this thing called Levels, which is increased by an energy called Experience, by training your Class you gain Experience, you also get Experience for winning a Fight, by refining a certain energy that is produced in the Warp after a Fight, the Stronger the Losing side the more energy there is… now what's this? For Experiment: Hybrid and Experiment: Magi… who's that, you know there isn't anything going on, well let's look through the files, Type in Experiment: Magi annnnnd done. "Experiment: Magi, along with Experiment: Hybrid, are created to destroy the Parts of Chaos on Mallus and then the Original Part in the Galaxy, but Experiment: Magi is specifically made to work with the Slann and any other Magical Races and help them out and improve their standard of living, is made with the same genetics has Experiment: Hybrid and was going to be what our creations call, Siblings." Old One Log, Experiment: Magi. Well that was… something annnnnd you have their genetic codes… well you have a goal then.
Side Quest Gained: Create your Sibling: you have found out you were supposed to have a sibling, and you have the materials to do so, now you kneed the skills and then use them. Reward: Gain a Sibling, Chaos is assured to be destroyed on Mallus, +5 Stat points.
Now what Class are you going to choose:
[ ]: Chimera: A Class created for Experiment: Hybrid, to stabilize and utilize their genetic malleability and increase it's stability. Class Skills: Knowledge: World, Magic: Control, Creation: Mad Science. Start with Genetic Stabilization, Optimized, Chimera Creator and Natural Armaments. Choose 1 Chimera and Gene Feat. Gain Unique Lore Monsters (a combination of Depths, Beast, Druidic, Elemental, Life, Death, and Vampire Lore).
[ ]: (Write-in D&D Class)
Now what Feat(s) are you going to choose for your Class:
[ ]: (Write-in all applicable Feats (you don't get Race Feats, those are your Gene Traits))
Now you need to decide where you are going
[ ]: (Write-in Region, like the Empire, Badlands, Deserts of the Tomb kings, Lustria, but it can't be near the Chaos Wastes, except for Kislev 'cause Kislev.) Now you the players are going to decide the Year and Date that you are technically born, which is when you get out of your Tube, but it must be a decade before 2591, also known as the end times, at minimum, you can say 1385 and that will be fine, but not 2590 or 2582.
[ ]: (Write-In the Date) Genetic Stabilization: your genetics have stabilized even further and shall stabilize the more you level up, allowing you to get more Gene Slots. At Level 1, 5, 8, 12, 17, 19 and 20, gain a Gene Slot, which can be used to gain a Gene Trait of a selected creature, but you must have a physical sample of the creature in question.
Optimized: add +1 to all personal Stats and gain 1 personal stat point every level.
Chimera Creator: your understanding of genetics is so good that you can create hybrids of multiple creatures safely and efficiently, but if you fail horribly, you'll create an Abomination. Gain action Create Chimeric Species/Create Chimera.
Natural Armaments: you have claws if a beast, and scales and hide like one has well. gain claws that deal damage up to 1d4xLevel+1d4 dice. Add 1xLevel+2 AC to your AC. Chimera Feats: Feats built to create horrid monsters or fascinating new races. Gain one at level 1 and every odd level onwards.
Abomination Maker: you can now willingly choose to create an Abomination, though you need one living being at minimum in order to make one. Gain the Create Abomination Action.
Gift of Intelligence: you can give your Creations a base level of intelligence. Your Chimeras and Abominations roll a 1d10 instead of a 1d5 for intelligence. Requirement for Gift of Sentience.
Magic Capable: your creations can use Magic. Your Creations don't have Magickly Incapable.
Gene Feats: Feats to help better yourself. Gain one at Level 1 and every even level onwards.
Gene Storage: you can Store Genetic information without the need of a physical sample. Can store Genetic Information and not need a physical sample for inserting a Gene Code in a Gene Slot or for Create Chimeric Species/Create Chimera.
Gene Splicing: you have gained the art of editing your existing Gene Codes with a better one. If you gain access to a better Gene Code, you can combine it with a Gene Code you currently have that is of the same Race.
Gene Therapy: you can use Gene Therapy and can improve an aspect of yourself. When you choose Gene Therapy add +5 to one Personal Stat, you can't use Gene Therapy on that stat again. Can be taken 6 times.
Unique Trait (Slann + Eldar): All Magics: You have access to every Lore except for Skaven, Chaos, Clerical and WAAAGH!!! Lores/Magic. When you train Magic, train every lore/magic available at the same time for the price of one. Replace Supernaturally Attuned.
Unique Piety Trait: OUTER GOD: you have ascended to a higher domain of being, +20 to all stats, and increase the trait of all Personal Stats by 1 Tier. your Health is Infinite, meaning you can only die in Battle, and even then, only temporarily.
Quick Learner: 2x to learning or Training Skills. 4x to learning and training Magic.
Immunity to Chaos: Chaos can't corrupt you, forever Pure.
5th Generation: this is the highest Generation that the Lab can inject into you, without killing you. Gives 4x to learning and training Magic, for a total of 8x, start with 1 level 1 spell for each of your Lores and 5 Petty Magics and 1 Battle Magic for free, at Trained. Add +10 to your Learning and Intelligence.
Geomancy: the most powerful aspect of the Slann arguably, power to manipulate the Web of the World, giving you potentially vast power with training. Allows Geomantic Web actions.
Mighty (Tier 2 Strength Trait (20+ Strength + Outer God)): your strength is beyond what normal people will ever achieve and you're naturally born with. +3 to Martial and Damage. 100% chance for your children to be at least Strong.
Hardy (Tier 2 Endurance Trait (20+ Endurance + Outer God)): your body is naturally born hard and tough when threatened. +3 to AC and Damage Reduction. 100% chance for your children to be at least Tough.
Nimble (Tier 2 Dexterity Trait (20+ Strength + Outer God)): you're naturally Nimble and Quick. +3 to Intrigue and AC. 100% chance for your children to be at least Fast.
Sagely (Tier 3 Wisdom Trait (20+ Wisdom + Outer God): A trait that encompasses your Sagely Wisdom, that you were born with. +5 to Diplomacy, Intrigue, Stewardship and Piety. 100% Chance for your children to be Wise.
Divine Intellect (Tier 6 Intelligence Trait (20+ Base Intelligence + 50+ Intelligence + Outer God)): your mind has ascended to a place beyond mortals. +75 to Learning and +35 to all other Ruler Stats. +1,000 to making something new, +500 to editing something, x64 to Training and Learning Skills (x128 for all non-magic Skills, x512 for all Magic Skills), you don't have a Skill Cap (Class Skills instead gain a x2 bonus instead). -50 Relation to all Radical Traditionalists, -25 to Traditionalists, +25 for Radicals and +50 for Radical Radicals. 50% chance of your children being a Renaissance (Wo)Man, 100% Chance for your children to at least be a Genius. You Gain the Domain: Intellect.
World Shaking Beauty (Tier 4 Charisma Trait (20+ Charisma + Outer God)): you are naturally born Pretty/Handsome. +20 Diplomacy, +100 Relation with everyone, +100 to all Pregnancy Rolls, +20 Charisma (Non-Factor).
Feats:
Genetic Stabilization: your genetics have stabilized even further and shall stabilize the more you level up, allowing you to get more Gene Slots. At Level 1, 5, 8, 12, 17, 19 and 20, gain a Gene Slot, which can be used to gain a Gene Trait of a selected creature, but you must have a physical sample of the creature in question.
Optimized: add +1 to all personal Stats and gain 1 personal stat point every level.
Chimera Creator: your understanding of genetics is so good that you can create hybrids of multiple creatures safely and efficiently, but if you fail horribly, you'll create an Abomination. Gain action Create Chimeric Species/Create Chimera.
Natural Armaments: you have claws if a beast, and scales and hide like one has well. gain claws that deal damage up to 1d4xLevel+1d4 dice. Add 1xLevel+2 AC to your AC.
Gift of Intelligence: you can give your Creations a base level of intelligence. Your Chimeras and Abominations roll a 1d10 instead of a 1d5 for intelligence. Requirement for Gift of Sentience.
Gene Therapy (Endurance): you can use Gene Therapy and can improve an aspect of yourself. When you choose Gene Therapy add +5 to one Personal Stat, you can't use Gene Therapy on that stat again. Can be taken 6 times.
Weapons:
Claws: 3d4+8 (Strength Mod) +3 (Mighty)
Skills: you can breakthrough Caps by getting a certain amount of progress in the skill
Combat: the ability to fight and kill your Enemies.
Now that you have finished all that you need to decide a name for yourself
[ ]: (Insert Name)
Now due to your unique nature you are gender fluid, with a choice between 4 genders, with 1 having three forms, Male, Female, Null (no gender), Hermaphrodite, Hermaphrodite has a Masculine, Feminine and Androgynous forms.
So there is a free subclass that just has a single requirement, to lead an army or city, called Lord, this has 50 levels though it can only gain Exp from passive experience gains, which some lords or retainer classes, I'll explain retainer later, have, or from winning army battles, each Lord and Retainer subclass is tailored for a certain race or rarely a certain person. The Retainer subclass' requirement is to work directly under someone with a Lord subclass, they also have the same gig has Lord subclass' though with different Feats. Essentially Total War Warhammer Fantasy Lord and Hero Ranks and skill Trees.