Hybrid of the Old Ones (WHF Quest)

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if we are gonna make Chimeric Species, then we need to make sure they wont become a evil race

Think it would be best if we make Chimeras eilte bodyguard
 
@Eranore: if we made make Slann Gobbos... could we give them intuitive awareness of the great plan?

Also, is there a difference between Chimeras and Chimerical Species (other than not being able to reproduce?)
I expect Chimerical Species are harder to make.
The Slann Gobbos will be born with knowledge of the Plan due to being Slann, chimerical species are harder to make meaning there is going to be less in a batch compared to chimeras where you can make a entire unit of Chimeras (100/100) but you'll only make 10 Pops when making a Chimeric Species, which is why you would want Greenskin DNA for that Spore reproduction so you won't have to worry about their pop growth, and at a high enough level you unlock the ability to create Chimera Lords and Heroes.
 
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[X] Skills
-[X] Combat Skill: magic +2
-[X] Knowledge: World +2
-[X] Knowledge: Arcana +2
-[X] Knowledge: Religion +2
-[X] Magic: Control +1
-[X] Magic: Gathering +1
-[X] Magic: Lores +1
-[X] Create: Innovative +2


@Eranore: Should the Magic caps be 10, or 100? Because with our magic learning modifier we're going to max out very quickly (1D100 + 10) X 64 has a minimum result of 704.
Basically with minimum investment, i've overflowed the max skill level 70 times

[X] Plan Many hands make light work
-[X] Meditate on the Stars
-[X] Make Chimeric Species (Slann gobbos)
-[X] Train ya boys
-[X] Hunt some gobbos x2
 
[X] Skills
-[X] Combat Skill: magic +2
-[X] Knowledge: World +2
-[X] Knowledge: Arcana +2
-[X] Knowledge: Religion +2
-[X] Magic: Control +1
-[X] Magic: Gathering +1
-[X] Magic: Lores +1
-[X] Create: Innovative +2


@Eranore: Should the Magic caps be 10, or 100? Because with our magic learning modifier we're going to max out very quickly (1D100 + 10) X 64 has a minimum result of 704.
Basically with minimum investment, i've overflowed the max skill level 70 times

[X] Plan Many hands make light work
-[X] Meditate on the Stars
-[X] Make Chimeric Species (Slann gobbos)
-[X] Train ya boys
-[X] Hunt some gobbos x2
One thing, your math is wrong that 10 goes to multiplying your intelligence and learning by 10, and second Magic 10 on anything is over 1 million progress, but that's because Magic has a higher cost, and has definitive Levels of it so I lowered the levels on the skill to 10 and it can only be 10, you need to use Actions to make new spells at that point, but you'll have nearly 100 spells at minimum from what I remember.
 
One thing, your math is wrong that 10 goes to multiplying your intelligence and learning by 10, and second Magic 10 on anything is over 1 million progress, but that's because Magic has a higher cost, and has definitive Levels of it so I lowered the levels on the skill to 10 and it can only be 10, you need to use Actions to make new spells at that point, but you'll have nearly 100 spells at minimum from what I remember.
This is all very opaque, and I don't understand how it works.

Going by what's written in the update and the character sheet:
d100+10(Intelligence+ Learning)x Learning Modifiers per training point.
We have a learning of 37, and an intelligence of 33 (+11 modifier), and a multiplier of 64 for magic and 16 for everything else
So where does the +10 come from?
Because if we are adding Learning + Intelligence, we should be adding +70 to the D100.

Can we have a chart of how much progress is needed per skill, and what the various skill levels mean?
Is there a limit to how many skill points we can put in a single skill?
 
So how many actions do we get in a turn? I don't think I saw any mention of action points.
Edit: Nevermind I'm just blind.
 
This is all very opaque, and I don't understand how it works.

Going by what's written in the update and the character sheet:
d100+10(Intelligence+ Learning)x Learning Modifiers per training point.
We have a learning of 37, and an intelligence of 33 (+11 modifier), and a multiplier of 64 for magic and 16 for everything else
So where does the +10 come from?
Because if we are adding Learning + Intelligence, we should be adding +70 to the D100.

Can we have a chart of how much progress is needed per skill, and what the various skill levels mean?
Is there a limit to how many skill points we can put in a single skill?
I am wondering if you have learned or just forgotten algebra but when a number is next to a parentheses it multiplies what's in the parentheses by that number.
 
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I am wondering if you have learned or just forgotten algebra but when a number is next to a parentheses it multiplies what's in the parentheses by that number.
No need to be rude, i'm just asking for clarification because you used two different notations for multiplication (x, and brackets).

So each skill point we put in Magic is effectively (10 x (Intellligence + Learning) x Learning modifier) + 1D100, or with substitution (10 x 70 x 64) + 1D100, or 44,800 +1D100
And for Non magic skills we'd have a lower learning modifier (10 x 70 x 16) + 1D100, or 11,200 + 1D100.
 
No need to be rude, i'm just asking for clarification because you used two different notations for multiplication (x, and brackets).

So each skill point we put in Magic is effectively (10 x (Intellligence + Learning) x Learning modifier) + 1D100, or with substitution (10 x 70 x 64) + 1D100, or 44,800 +1D100
And for Non magic skills we'd have a lower learning modifier (10 x 70 x 16) + 1D100, or 11,200 + 1D100.
Sorry and I seem to have done something wrong so it's 1D100+(10x70)= Amountx64/16
 
Sorry and I seem to have done something wrong so it's 1D100+(10x70)= Amountx64/16
So for Magic we gain 64 x (1D100 + 700) progress
And for Combat, 16 x (1D100 + 700)

And when we get a certain number of progress points, our skill level increases.

And skill is the number that we add to our dice rolls when we do stuff.
 
So for Magic we gain 64 x (1D100 + 700) progress
And for Combat, 16 x (1D100 + 700)

And when we get a certain number of progress points, our skill level increases.

And skill is the number that we add to our dice rolls when we do stuff.
Yes except for Magic which tells you what level of magic you can use, it's overcast, how much Winds you have and the miscast chance, Level of Spell and overcast for Lore, how much winds you have for Gathering and Miscast chance (lowering it) for Control.
 

Scheduled vote count started by Eranore on Feb 5, 2022 at 9:19 AM, finished with 15 posts and 5 votes.

  • [X] Plan Many hands make light work
    -[X] Meditate on the Stars
    -[X] Make Chimeric Species (Slann gobbos)
    -[X] Train ya boys
    -[X] Hunt some gobbos x2
    [X] Skills
    [X] Skills
    -[X] Combat Skill: magic +2
    -[X] Knowledge: World +2
    -[X] Knowledge: Arcana +2
    -[X] Knowledge: Religion +2
    -[X] Magic: Control +1
    -[X] Magic: Gathering +1
    -[X] Magic: Lores +1
    -[X] Create: Innovative +2
 
Week 1 Results (or OH, DEAR GOD WHAT THE FUCK)
[X] Plan Many Hands Make Light Work and [X] Skills

Meditate on the Stars: 75: Success: has you meditate and listen for the old ones, you hear IT, *one Wingding sentence later* now you know where you must go, West to the Dawi hold.

Train Ya Boyz: 95+16 (Martial)=111: Super Crit Success: has you train your Boyz you notice, they can use the winds of magic, also Grox can instinctually imbue Fire into is weapon, neat. Reward: the 1st​ Clan Verdant Goblin Unit can use Magic, they are also now D Rank and Grox is now a Hero Unit with the Trait Firebrand.

Firebrand:
when ever you attack someone you roll equal to your number of damage die for Fire Damage. (1d4 damage= 1d4 Damage + 1d4 Fire Damage)

Hunt some Gobbos X2: +717.5 Exp. (1455/1000 => 455/2000 for level 3) LEVEL UP. 58, 11: 1 Success: has you are killing this unit of Goblins Mercilessly they eventually give up, Gain a Second Unit of Clan Verdant Goblins, the other ones ran like Cowards, also all Orkoid Units recover to full after a week.

Training: (the Create Actions always go after Training Actions)

Combat: Magic:
749x16 (the x64 only applies to Magic Skills) = 11984= Combat: Magic: 14 (1484/1500) +(740x16= 11840) = Combat: Magic: 21 (724/2200).

Knowledge: World: 760x16= 12160= Knowledge: World: 15 (160/1600) +(734x16= 11744) = Knowledge: World: 21 (1124/2200)

Knowledge: Arcana: 766x16= 12256= Knowledge: Arcana: 15 (256/1600) +(756x16= 12096) = Knowledge: Arcana: 21 (1252/2200)

Knowledge: Religion: 750x16= 12000= Knowledge: Religion: 15 (0/1600) +(762x16= 12192) = Knowledge: Religion: 21 (1092/2200)

Magic: Control: 727x64= 46528= Magic: Control: 4 (19528/64000): -40% to Miscast Chance.

Magic: Gathering: 772x64= 49408= Magic: Gathering: 4 (22408/64000): +40 to base Winds (90 Winds)

Magic: Lore: 796x64 (Critical Roll) = 50944x2= 101888= Magic: Lore: 5 (10888/128000): can Cast level 1 and 2 Spells along with their Overcast and Level 3 Spells.

Create: Innovative: 770x16= 12320= Create: Innovative: 15 (320/1600) +(740x16= 11840) = Create: Innovative: 21 (1060/2200)

Create Actions:

Create Chimeric Species (Slann, Goblin):
Critical Fail = Abomination: 91+21 (Total Create Skill) = 112 (Critical Success, Mad Science Procs). Mad Science Severity (the Lower the more Unnatural the Creation): 1d1000+CS:MS: 116 (Human + ???). Roll 1d6 to see which part of ??? it is: 3: Greater Servitor Race. Roll 1d4 for which one: 4: Hunting Horror: OH, DEAR GOD THE FUCK (See Interlude: The Endless Eyes)

Level Up: Gain 1d10+Endurance Mod of HP: 10+3= 13 (Total of 23 HP). Gain 1 Personal Stat Point and 1 Gene Feat.

[ ]: (insert which Personal Stat you want to Increase by one).

[ ]: (Insert which Gene Feat you want)

Gene Feats Available:

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. Gene Therapy (Endurance) is Unavailable.

Genetic Outer God: !*@($&*#)*@!<?>@!)#*@*!)#@#!@?>#!@!#@$+{#}{)@!:#{:{[]12p1-P{@12-0.
 
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Don't worry the Slann Gobbos have been made, you just got extra, and it was below 120, the lowest Score you can get for Mad Science Severity.
 
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