Research and Development Quest [Warhammer Fantasy]

"Remember these words my gluttonous student! The mark of mastery is to beat what I've taught you into a ready young mind, till they become like the mountain, like you are now!"

-Some Monk, [probably]
 
@Kaboomatic will there be ways to add more acceptable failures to the Doomclock other than taking Terrormake?
 
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So, how hard will it be to pick up summoning or necromancy? and how hard would it be to pick up martial arts if we go with one of the other two?
Pretty hard, you don't get new specialties out of the blue and frankly I'm not even sure if you'll ever get another one.


@Kaboomatic will there be ways to add more acceptable failures to the Doomclock other than taking Terrormake?
Yeah, eventually, but thats relatively late game.
 
Damn really? So we'd essentially be locked out of doing anything with daemon crafting if we don't pick it?
What about our hero units? Would they be able to research the other options in our place?
 
Damn really? So we'd essentially be locked out of doing anything with daemon crafting if we don't pick it?
I mean, yeah.

Unless you can leverage one of your other trees to help you summon daemons, if you don't have the tree that lets you summon daemons you won't be able to summon daemons.

That ain't your question though. I'm not saying there won't be ways to get new trees, but i doubt anyone is gonna take em, mainly because of action bloat. There's gonna be a 'research new trees' option but I highly doubt its gonna be used more than one or twice in the game because of how much there is for yall to do


What about our hero units? Would they be able to research the other options in our place?
Kind of. Unless they have full loyalty, you don't control a hero unit's personal actions, just their research and experiment actions. You'll know the results of their personals, but you won't control em.

Actually, here.
I'll do a mechanics post a bit later.
 
So we'd essentially be locked out of doing anything with daemon crafting if we don't pick it?
I say its not worth it. Sure we can tell ourselves that we're just going to summon lesser daemons and only sic them on our enemies in an emergency, but that's what everyone says, and nine tenths of the time before you know it you've ripped out your own spleen and offered it to the Dark Gods before going on a rampage tearing out the spleens of passersby.
 
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I say its not worth it. Sure we can tell ourselves that we're just going to summon lesser daemons and only sic them on our enemies in an emergency, but that's what everyone says, and nine tenths of the time before you know it you've ripped out your own spleen and offered it to the Dark Gods, before going on a rampage tearing out the spleens of passersby.
I will say, just to be clear.

This isn't a combat quest. This is a research and development quest. If you ever find yourself fighting against something that I can't just offscreen and go 'yeah you win, now see what your newly tested prototype did to the thing/loot this corpse for research materials', something has gone horribly wrong.
 
Wel,l this feels like a unique idea for a quest, thank y'all. While we may not be a Skaven we shouldn't say no to grabbing stuff from them if we have a chance, more carefully than them of course.

Anyway, I figure if we are going to be a manipulative power-hungry mad science lad then we ought to go full-on manipulation, manipulate the spirits, manipulate the beasts, get the ogres dancing to your tune *as a start* very quickly. We also won't need to be capturing or bribing people to get a lot of metal this way, at least.


[x]Plan: Bringer Of A Thousand Maws

-[x]First Name: Grolar

-[x] General Specialty; Beastpunching: In the middle of your fight, Krark saw that he was gonna die. Laughing, he decided to pass on the greatest secret of Beastpunching, his ultimate technique. While the two of you tried to eat each other, Krark taught you how to punch beasts in their minds, giving them rewards and punishments for doing the stuff you wanted them to. Right as he was done, you caved his chest in with a punch. Gain Mourne Beasts at TL 3. Weaponry and Gut Magic start at TL 2.

-[x] Personal Specialty; Summoning: There's a lot of times that you're in the Mountains alone, without any food, and you get really hungry. So, eventually, you tried to fix that like most ogres do, yelling really hard for something to come over here. Unlike with most ogres though, it actually worked. You summoned up a big old nasty thing, some sort of being made up of rock and anger. When it attacked you, you kicked its ass, but when you tried to eat it, it disappeared. Being smart like you are, you realized you'd managed to summon an elemental, and after a few more tries, you realized you could summon elementals, and a few minor daemons, just through yelling. Eventually, you even managed to figure out how to trap em in ritual circles and the like, so they don't try to kill you immediately. They still try, but now they can't succeed. Gain Summoning at TL 2.

-[x] Terrormake: One day, walking around in the Mountains, you found a thing. Obviously, after not recognizing it, you picked it up, rushed back to your tribe, and looked it up in your big book of Gut Magic. You still have no idea what that thing's made of, or where it came from, but you do know what it's used for. The thing is the component needed to cast the most horrific spell in the history of ogrekind. It's what you need to cast a spell of famine, one that reaches across half the mountains. And somehow, everyone else found out, which is actually a good thing. Your new boss lets you get away with more than you should, to make sure you don't cast the spell as a last fuck you. The lads have even started calling you Terrormake, for what you can unleash. Gain an extended doom clock. You're able to fail two extra times without the quest ending.
 
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Vote is closed, Crouching Ogre Hidden Badass wins.

Update's gonna be out sometime tomorrow.
Scheduled vote count started by Kaboomatic on Aug 26, 2021 at 1:10 PM, finished with 82 posts and 44 votes.

  • [X] Plan Crouching Ogre, Hidden Badass
    -[X] Write-in: Grabthar
    -[X] The Teacher: A while back, you looked around at your life, and went 'you know what could make this better? An apprentice.' So, you grabbed one of the young uns that were hanging around the tribe, and decided to teach them some stuff, wait for their inevitable betrayal, and then eat them. Weirdly enough, that inevitable betrayal never came. Instead, you taught your apprentice everything that you could and sent them off on their own journey to learn stuff that you couldn't teach them, all without them even trying to eat you. A short while back, they returned from their journey and made a beeline straight for you, saying that they wanted to work for you as a research assistant. Obviously, you accepted. It's still kind of weird though, normally ogres don't really stay 'loyal' to their teachers. You sure didn't. It's something strange enough to warrant a Name, since the lads are now calling you The Teacher for pulling it off. Gain an extra hero unit, one completely loyal to you.
    -[X] Weaponmaking: After you ate Mulg, you looted his hut and found a small journal, one where he wrote down stuff that he didn't even teach you. You spent a few weeks looking through the book, finding ways to make stronger weapons and armor, notes on bigger catapults, and even a formula for better blasting powder. You knew Mulg was holding out on you, but this much? You were actually kinda hurt. Gain Weaponry at TL 3. Mourne Beasts and Gut Magic start at TL 2.
    -[X] Martial Arts: You met a Cathayan Monk once. Obviously, when faced with a human with nobody else with him, you decided to try and eat him. That spindly little human kicked your ass using a single hand. Then, instead of killing you, he offered to teach you some of his tricks. Obviously, you agreed, and over the next few years you learned all about martial arts, forms, katas, different styles and more importantly, how to create your own through looking at the world around you. One day, you woke up and your teacher was just gone. You haven't seen him since. Gain Martial Arts at TL 2.
    [X] Plan Beasts and Bones
    -[X] Write-in: Grunszar
    -[X] Beastpunching: In the middle of your fight, Krark saw that he was gonna die. Laughing, he decided to pass on the greatest secret of Beastpunching, his ultimate technique. While the two of you tried to eat each other, Krark taught you how to punch beasts in their minds, giving them rewards and punishments for doing the stuff you wanted them to. Right as he was done, you caved his chest in with a punch. Gain Mourne Beasts at TL 3. Weaponry and Gut Magic start at TL 2.
    -[X] Necromancy: Sometimes the dead speak to you. It's kind of weird, hearing their voices, and you always have a bit of a headache, but after punching a ghost right in the head and stealing their ghost journal, you figured out some stuff about your little power. Apparently you're a necromancer, one of those fuckers who raises undead and makes vampires and stuff, though you're nowhere near the level of the masters. But that doesn't mean you're a complete novice, you can raise a few undead, you can do some death bolt shit, it's pretty cool. It's early days yet, but you got a good feeling about this. Gain Necromancy at TL 2.
    -[X] Pageeater: You ate a bunch of skinny humans once. Well, you ate a bunch of skinny humans a lot more than just once, bunches of skinny humans are one of your bigger food sources after all. But this particular bunch of skinny humans had a stack of books, some sort of tribute to their Tyrant-equivalent, an 'Emperor' or something like that. Obviously you ate those too. The books must've been magic though, since you got a big headache, passed out, and now every so often you get a bit of knowledge on some random stuff, and after a while it goes away. Lads started calling you Pageeater after that. Gain a randomly rolled Specialty at TL 1 each turn. This Specialty lasts until the end of your turn.
    [X] Plan: Personal army
    -[X] Write-in: Grabthar
    -[X] Gut Magic
    -[X] Summoning
    -[x] The Teacher
    [X] Plan: Gurlic
    -[X] Write-in: Gurlic
    -[X] Gut Magic
    -[X] Summoning
    -[X] Pageeater
    [x] Plan Meteor Fist
    -[x] Name: Trogrok
    -[X] Gut Magic
    -[x] Martial Arts
    -[x] The Teacher
    [X] Name: Grok
    [X] Plan: Walk softly and carry a doomclock
    -[X] Name: Gnob
    -[X] Gut Magic
    -[X] Necromancy
    -[X] Terrormake
    [X] Plan: Legacy of Teaching
    -[X] Grok
    -[X] Beast Punching
    -[x] Martial Arts
    -[x] The Teacher
    [X] Plan Ogres Nightmare
    -[X] Govag Starvemaker
    -[X] Gut Magic
    -[X] Summoner
    -[X] Terrormaker
    [X] Plan: gotta survive this shit
    -[X] Name: Gnob
    -[X] Gut Magic
    -[X] Necromancy
    -[x] The Teacher
    [x]Plan: Bringer Of A Thousand Maws
    -[x]First Name: Grolar
    -[x] General Specialty; Beastpunching: In the middle of your fight, Krark saw that he was gonna die. Laughing, he decided to pass on the greatest secret of Beastpunching, his ultimate technique. While the two of you tried to eat each other, Krark taught you how to punch beasts in their minds, giving them rewards and punishments for doing the stuff you wanted them to. Right as he was done, you caved his chest in with a punch. Gain Mourne Beasts at TL 3. Weaponry and Gut Magic start at TL 2.
    -[x] Personal Specialty; Summoning: There's a lot of times that you're in the Mountains alone, without any food, and you get really hungry. So, eventually, you tried to fix that like most ogres do, yelling really hard for something to come over here. Unlike with most ogres though, it actually worked. You summoned up a big old nasty thing, some sort of being made up of rock and anger. When it attacked you, you kicked its ass, but when you tried to eat it, it disappeared. Being smart like you are, you realized you'd managed to summon an elemental, and after a few more tries, you realized you could summon elementals, and a few minor daemons, just through yelling. Eventually, you even managed to figure out how to trap em in ritual circles and the like, so they don't try to kill you immediately. They still try, but now they can't succeed. Gain Summoning at TL 2.
    -[x] Terrormake: One day, walking around in the Mountains, you found a thing. Obviously, after not recognizing it, you picked it up, rushed back to your tribe, and looked it up in your big book of Gut Magic. You still have no idea what that thing's made of, or where it came from, but you do know what it's used for. The thing is the component needed to cast the most horrific spell in the history of ogrekind. It's what you need to cast a spell of famine, one that reaches across half the mountains. And somehow, everyone else found out, which is actually a good thing. Your new boss lets you get away with more than you should, to make sure you don't cast the spell as a last fuck you. The lads have even started calling you Terrormake, for what you can unleash. Gain an extended doom clock. You're able to fail two extra times without the quest ending.
 
Still not a fan of weapon making but I'll live, who knows, maybe it will be left behind and forgotten like a certain drunk elector count stopped doing blacksmith stuff
 
Curious how many people read that we won be fighting, just researching stuff and went "nah, cant be, the warrior build is leading"

yes, im salty.

still, at least we have gut magic.
 
Just because we won't be in direct combat doesn't mean that the martial arts won't be useful. Otherwise Kaboom wouldn't have given it to us.
 
A martial arts tech tree sounds hilarious. "We have given you millions and funding the most advanced facilities we have available. Show us what you invented." "Gentlemen, may I present to you, karate."
 
You laugh, but imagine an Ironbelly just casually cracking an enemy fortification open with a knifehand chop.
 
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