Skills, Class, Feats, Where and when, OH MY.
[X] Plan Magic
-[X] Slann
-[X] Eldar
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.
-[X] Slann
-[X] Eldar
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.
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