Hybrid of the Old Ones (WHF Quest)

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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.
 
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I think we should go as far as possible into the past.
I like the chimera class,as is.
With our magic focus trait, we should probably focus on magic stats... Will make a plan when I'm not on my phone.

But i have to say, i did not expect it to be a "gamer" style quest.
 
I think we should go as far as possible into the past.
I like the chimera class,as is.
With our magic focus trait, we should probably focus on magic stats... Will make a plan when I'm not on my phone.

But i have to say, i did not expect it to be a "gamer" style quest.
Maybe like when the old ones disappear right because that would be granted like helping the Dawi gods before they became gods
 
I should mention that your 'birth' does things to the world since literally everything is more connected to you then ANY BEING since everyone, God, Mortal, Skaven, Dawi and even Chaos has an aspect that you conceptually represent, you won't be able to use it till you have a Level 20 Prestige Class (which means Level 40 if you just focus one class tree) but you will still cause an upheaval at some point, this will be known has the Age of Evolution, and if you Crit the roll, the Age of Bloody Evolution. During these times evolution is going to be quicker, and in Bloody Evolution, Stronger and even more quick, affecting the current Generation instead of the next, legitimately a fuckton of Skaven will start worshiping you has the God of Evolution or Mutation when the Age starts, if Skaven are even alive.
 
So... Before the golden age?

Dunno, my headcanon for that period comes from soulcake's quest.

I'd prefer before the war of the beard /time of woes to try and butterfly those events. (no skaven!)
My head cannon for Skaven is that they have been around WAY before the invasion of Skavenblight, but they were very tribalistic for a few millennia but they found Warpstone and after the Horned Rat which increased their intelligence to the point where they became the High Mad Scientist Rat-men we know. So their still going to be around, but you may get to them before the Horned Rat, and replace him, giving them another choice, but that will happen during the Age of Evolution/Bloody Evolution.
 
My head cannon for Skaven is that they have been around WAY before the invasion of Skavenblight, but they were very tribalistic for a few millennia but they found Warpstone and after the Horned Rat which increased their intelligence to the point where they became the High Mad Scientist Rat-men we know. So their still going to be around, but you may get to them before the Horned Rat, and replace him, giving them another choice, but that will happen during the Age of Evolution/Bloody Evolution.
Hmm... Divided Loyalties thread madness once made skaven gentlerats....

Hmmm....
 
Hmm... Divided Loyalties thread madness once made skaven gentlerats....

Hmmm....
You can go down that path, it just has to be before -2400 to -2100 since that's when they will find Warpstone and the Horned Rat in this timeline.

With our magic focus trait, we should probably focus on magic stats
Lore of Monsters I should say has a single buff, which is your starting spell, and the rest is just Summon Monstrous units spells.
 
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You can go down that path, it just has to be before -2400 to -2100 since that's when they will find Warpstone and the Horned Rat in this timeline.


Lore of Monsters I should say has a single buff, which is your starting spell, and the rest is just Summon Monstrous units spells.
Which means we probably can dump personal strength and fight with proxies.
 
[X] Plan Lizard Wizard
-[X]: Strength: 5
-[X]: Endurance: 11
-[X]: Dexterity: 6
-[X]: Wisdom: 18
-[X]: Intelligence: 22
-[X]: Charisma: 15
-[X]: Martial: 16
-[X]: Diplomacy: 11
-[X]: Stewardship: 5
-[X]: Intrigue: 5
-[X]: Learning: 17
-[X]: Chimera
-[X]: Gift of Intelligence, Gene Splicing
-[X]: Araby
-[X]: -3584
Does this work?
Edit: Fixed things up and pushed the date way back
 
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[X] Plan Lizard Wizard
-[X]: Strength: 5
-[X]: Endurance: 11
-[X]: Dexterity: 6
-[X]: Wisdom: 18
-[X]: Intelligence: 22
-[X]: Charisma: 15
-[X]: Martial: 16
-[X]: Diplomacy: 11
-[X]: Stewardship: 5
-[X]: Intrigue: 5
-[X]: Learning: 17
-[X]: Chimera
-[X]: Chimera Creator, Gift of Intelligence
-[X]: Araby
-[X]: -538
Does this work?
All except for Chimera Creator, that's one of the four Feats you start with, choose a Feat under Gene Feats to replace it please.
 
[X] Plan Fall Prevention
-[x] Strength: 5
-[x] Endurance: 11+5 = 16
-[X] Dexterity: 6
-[X] Wisdom: 15
-[X] Intelligence: 22
-[X] Charisma: 18
-[X] Martial: 5
-[X] Diplomacy: 16
-[X] Stewardship: 5
-[X] Intrigue: 11
-[X] Learning: 17
-[X] Region: The Dark Lands
-[X] Date: -4000 IC
-[X] Chimera
-[X] Chimera Feat: Gift of Intelligence
-[X] Gene Feat: Gene Therapy (Endurance)

Rationale:
-4000 IC in the Dark Lands puts us in a decent position to help the Chaos Dwarfs, the first "order faction" to fall to chaos.
it also gives us enough time to help the sky titans, -3000 IC
And the skaven -2700 IC.

I picked an Intelligence/Charisma build to be good at magic, and talking to people.

@SegaCD: Chimera creator is a class feature of the Chimera Class, you don't need to take it as a feat.
 
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Plan Fall Prevention
-[x] Strength: 5
-[x] Endurance: 11
-[X] Dexterity: 6
-[X] Wisdom: 15
-[X] Intelligence: 22
-[X] Charisma: 18
-[X] Martial: 16
-[X] Diplomacy: 11
-[X] Stewardship: 5
-[X] Intrigue: 5
-[X] Learning: 17
-[X] Region: The Dark Lands
-[X] Date: -4000 IC
-[X] Chimera
-[X] Chimera Feat: Gift of Intellicence
-[X] Gene Feat: Gene Stabilization

Rationale:
-4000 IC in the Dark Lands puts us in a decent position to help the Chaos Dwarfs, the first "order faction" to fall to chaos.
it also gives us enough time to help the sky titans, -3000 IC
And the skaven -2700 IC.

I picked an Intelligence/Charisma build to be good at magic, and talking to people.

@SegaCD: Chimera creator is a class feature of the Chimera Class, you don't need to take it as a feat.
Good plan, *looks at endurance, Inner D&D player Screams* anyway, everything is going to suffer or be supported when you're born, by virtue of the Age of Evolution, which the Skaven will get their intelligence and will be helped by being a cult/race worshipping what is essentially your birth/baby shower (Age of Evolution) WAY BEFORE they canonically needed to be. The Dwarfs should be in a Warp storm by that point or soon (the one's becoming a chaos Dwarf), so that will put you in the lands of a minor God, the Changeling, and other weird AF creatures that will be appearing because of your birth/Baby shower.
 
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Good plan, *looks at endurance, Inner D&D player Screams* anyway, everything be is going to suffer or be supported when you're born, by virtue of the Age of Evolution, which the Skaven will get their intelligence and will be helped by being a cult/race worshipping what is essentially your birth/baby shower (Age of Evolution) WAY BEFORE they canonically needed to be. The Dwarfs should be in a Warp storm by that point or soon (the one's becoming a chaos Dwarf), so that will put you in the lands of a minor God, the Changeling, and other weird AF creatures that will be appearing because of your birth/Baby shower.
Regarding the Endurance: i know!
But with the Charisma and Summoning magic, I'm hoping to be able to avoid direct combat. Or even being close to the actual enemy.
The original build had Wisdom and Endurance switched around.
Edit: also made some swaps in the plan.
 
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Regarding the Endurance: i know!
But with the Charisma and Summoning magic, I'm hoping to be able to avoid direct combat. Or even being close to the actual enemy.
The original build had Wisdom and Endurance switched around.
Yeah understood but most DMS (me included) have creatures built around that, but in this case it's fine.
Edit: I'm going to roll if AoE or AoBE price on birth, tch, plus 10 on the next year in game, have to meet a 50 for AoE and a 90 for AoBE
Eranore threw 1 100-faced dice. Reason: Age of Evo Proc Total: 6
6 6
 
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