We Are the Gods of a New World Order [Warhammer 50K ~ Warp God Simulator]

Can't say but you know that 'mortal limits' thing that keeps popping up in the rolls? From what I understand having Sorcery removes that issue.
That's what I assume it does as well. My point was that if sorcery is a deliberate act that allows you to remove that debuff then in cases where the risk isn't worth the reward it could be set aside. That would have to be a minority of circumstances to still be useful, but being able to control when we want to take the risk would make sense and have some utility.

I was also under the impression that we'd be able to directly use magic like any other domain, and that it'd basically open magi-tech to us as a development route. Working warp tech into our regular kit would be incredibly useful, and is well worth the risk on our other actions.

I'd like to point out that crit fails don't kill quests, and that in many cases we were saved by spikes where average would have been very costly, or even stopped us long enough to cause strategic failure. Not having crit fails doesn't make us immune to bad luck, and if the challenges we face stay the same we'll hit another wall before we come close to tripping over a pit.
edit:fixed autocorrupt error.
 
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[X] Plan Earth, Sun, and Elysium

I'm happy to switch my vote. Sun is a really synergistic domain.
 
That's what I assume it does as well. Might point was that if sorcery is a deliberate act that allows you to remove that debuff then in cases where the risk isn't worth the reward it could be set aside. That would have to be a minority of circumstances to still be useful, but being able to control when we want to take the risk would make sense and have some utility.

We don't control how our Cultists, not even our Heroic Cultists, accomplish an objective without spending Favor tokens. Spending Favor tokens determines everything about any given action - using Connection enhances their ability to connect to each other (Heartlink) and other people (empathy memes), Death makes stuff killier, Harvest is great for gathering resources more generally and looting more specifically (I win, I get to 'harvest' your stuff!), Weaving is very 'right tool, right time' effect.

Without spending Favor Tokens our Cultists rely on their own merely mortal skill and ability, as determined by our Doctrines or the Hero's personal inclination.

[ ] Sorcery: An oldie but a goodie! Sorcery is a mechanism to delegate your own attention down to suitable mortal agents! It allows them to call forth your Daemons, invoke lesser echoes of your own Spheres, and generally is just a really flexible form of power! Of course, Sorcery isn't one hundred percent Reliable, and it doesn't really do anything to expand your abilities as a god in and of itself. Maybe take it now and see about whipping up some kind of neat witchy coven thingie? Or maybe it'd be best to leave it for later once you have more to offer with it. Decisions decision.
Sorcery: Let your followers invoke your Domains on your behalf, lets them contribute to crits, but also lets them critfail which causes Fun

As such, we have no reason to suspect that we can control when our Cultists use Sorcery. They would probably only invoke it along the lines of the Domains available for the action... if the action succeeds. If it fails, or worse if it crit-fails, then I would expect the wrong Domain to be invoked. For example, if we're trying for better crops and there's a crit-fail the Coven may have unwittingly invoked our Death Domain, resulting in super-weeds, or blood-drinking vines, or any number of other things. Possibly useful! But it'll take another action to accomplish the original objective, and another action to accomplish taming the new plants - or killing them.

And that's just one example. Sorcery is certainly useful; hell, it allows our Cultists to summon up our Lesser Daemons without our intervention - but this can also cause problems, depending upon the action the daemons were summoned to assist with, playing into the inherently unstable nature of Sorcery (It's far better than it used to be).
 
Btw, did no one suggest ents for daemons? I mean, sure, they represent the nature-vs-mankind conflict, which, given that one of our domains is harvest (at least, i think it is), doesn't really fit, but still. And if it's not awesome enough, then we can steal warhammer fantasy's forest dragons. Our unit roster is starting to resemble wood elves anyways, i think. Just realized that daemons have to be humanoid. Then i guess no Good Boys either :(

Aside from that, i think that VM is probably associated with spring, so a motif behind the daemons can include various trees and plants that are associated with spring/life cycle/rebirth: cherry blossom, apple trees (have you seen those things in may? their flowers look gorgeous!), syringa (lilac), snakes (especially with the whole ouroboros thing), fireflies (which are more of a celebration of life, but given our selected dogmas, i think it kinda fits), phoenixes (though that may be an elven thing; but we did just get some elves) birches (associated with renewal, industriousness, endurance...).
Speaking of endurance, i guess we can have oaks, weeds (as in pests, not marijuana), sparrows/whatever-common-creatures; arguably cockroaches and mosquitos, but let's not go full-nurgle here.
Then, what with the whole healing thing, then you could argue theat VM stands not just for rebirth, but also the renewal life; imagine a festival (triannual or smt like that) where people are healed (imagine a bath, like a pseudo-baptizement), essentially 'renewing and purifying' them, extending their lifespans by a few years; that stuff would be awesome for recruitment as well as morale.
 
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Btw, did no one suggest ents for daemons? I mean, sure, they represent the nature-vs-mankind conflict, which, given that one of our domains is harvest (at least, i think it is), doesn't really fit, but still. And if it's not awesome enough, then we can steal warhammer fantasy's forest dragons. Our unit roster is starting to resemble wood elves anyways, i think.
I think there's an 'entling' or something similar rattling around in a post but don't quote me on that.

And current tally.
Adhoc vote count started by rdc30 on Jun 29, 2020 at 10:02 PM, finished with 394 posts and 99 votes.

  • [X]Plan: Peace, earth, and MAGIC
    -[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    -[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
    --[X] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
    --[X] Sorcery: An oldie but a goodie! Sorcery is a mechanism to delegate your own attention down to suitable mortal agents! It allows them to call forth your Daemons, invoke lesser echoes of your own Spheres, and generally is just a really flexible form of power! Of course, Sorcery isn't one hundred percent Reliable, and it doesn't really do anything to expand your abilities as a god in and of itself. Maybe take it now and see about whipping up some kind of neat witchy coven thingie? Or maybe it'd be best to leave it for later once you have more to offer with it. Decisions decision.
    [X] Plan Earth, Sun, and Elysium
    -[X] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
    -[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
    --[X] Sun: The power of star, light, and purity. Mastery of the Sun Domain allows for manifestations of power tied to the stars. Provides excellent access to energy and plasma based phenomena.
    --[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    [X] Plan Paradise
    -[X] Elysium
    -[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
    --[X] Earth
    --[X] Weather
    [x] Plan Give me gacha or give me death
    -[X] Elysium
    -[x] Transcendence
    [X] Plan Peace
    -[X] Elysium
    -[X] Elevation: Connection
    [X] Plan Rolling for that Samsara
    -[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    -[X] Transcendence: There are deeper secrets, you merely need to reach for them. Roll 1d100, the result is compared to a table and a new formerly Restricted Domain is granted as an Associated Domain. It's basically a Gacha, some can be very good, some can be mediocre, and some are about on par with your standard choices, you just don't know what you'll get!
    [X] Unending Protection.
    [X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    [X] Power of Tomorrow.
    -[X] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
    -[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
    --[X] Sun
    --[X] Weather
    [X] Unending Protection.
    -[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    -[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
    --[X] Guardian
    --[X] Sorcery
    [X] Plan: Peace and MAGIC to PRAISE THE SUN, SO GROSSLY INCANDESCENT!
    -[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    -[X] Expansion: Select two Associated Domains that you have previously passed up, the safe but boring choice.
    --[X] Sun: The power of star, light, and purity. Mastery of the Sun Domain allows for manifestations of power tied to the stars. Provides excellent access to energy and plasma based phenomena.
    --[X] Sorcery: An oldie but a goodie! Sorcery is a mechanism to delegate your own attention down to suitable mortal agents! It allows them to call forth your Daemons, invoke lesser echoes of your own Spheres, and generally is just a really flexible form of power! Of course, Sorcery isn't one hundred percent Reliable, and it doesn't really do anything to expand your abilities as a god in and of itself. Maybe take it now and see about whipping up some kind of neat witchy coven thingie? Or maybe it'd be best to leave it for later once you have more to offer with it. Decisions decision.
    [X] Plan Turtle
    -[X] Elysium: The power of peace, sanctuary, and safety. Mastery of the Elysium Domain grant access to wards and bindings capable of enforcing peace upon limited areas While these cannot be used to protect combattants-such wards are proof even against indiscrimate attacks as long as the peaceful reside within them.
    -[X] Expansion
    --[X] Guardian
    --[X] Earth
    [X] Plan Deep Connection and Earth
    -[X] Earth: The power of soil, stone, and everything in between. Mastery of Earth has great benefits in terraforming and drawing forth natural resources, it also augments your Weaving by allowing you to concentrate sufficient nutrients in one place to produce megaflora scale creatures.
    -[X] Elevation: Elevates an Associated Domain to a Core Domain. That Domain is invoked for free on every action that it applies to. On the other hand, actions that it does not apply to will have the Maiden crowbar it in somehow, which can have hilarious and sometimes tragic consequences.
    --[X] Connection
    [X] Plan Paradise
    -[X] Elysium
    [X] Expansion:
    --[X] Earth
    --[X] Weather
 
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[X] Plan Earth, Sun, and Elysium

A lot of our stuff draw power from the sun too. Especially since we do a lot of stuff with plants. Maybe we'll get bonuses from fighting in daylight? It seems to have a lot of synergy with almost everything else we do. Makes everything else we do even stronger.
 
I have a daemon idea but no good way to articulate it, so I'll post the bare bones and hope someone else gets inspired.

It's basically a beast of burden, four-legged, with thick hide and plodding, round footsteps, roughly the size of a tank. In battle, they serve as line-breakers, walls of muscle and meat and pure Warp-enhanced unyielding determination that barrel through fortifications in much the same way a child might knock over an anthill. Their steps always leave deep footprints, regardless of what they're walking on, making bringing them into an arcology a dangerous prospect at best.

Outside of battle, their footsteps seed the ground beneath them with a mix of crops, flowers, and plenty of nutrients for both. It's not uncommon for battlegrounds where they are deployed to become farmland mere week after the fighting dies down. Interestingly, the nutrients these beasts infuse into the ground beneath them does not, in fact, encourage the growth of Orkoid spores. Speculation puts this firmly in the 'Warp Fuckery' category. Rituals invoking these beasts would typically be spring-time rituals calling to invigorate the earth, right at the start of planting season.

The beasts are largely believed to be mindless, grazing on the local flora whenever they aren't being directed by their Goddess or their Summoner, though what rare instances they do show taking the initiative hint at a slow, contemplative wisdom.
 
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Aw. I really wanted the Gacha, or at least the Ascendance, but there's no way either will win by now. :cry:

@Alectai after the vote is locked, could you post the table of possible domains in the Gacha, or are you looking to offer that again in the future?
 
I would like to remind you all that Sorcery isn't just about playing with game mechanics by removing the mortal limits and introducing crit-fail. Or even the stuff like giving our cultist the ability to do basically sorcery-bioengineering, letting the Weaver Sect make wondorous things on a greater scale and with less limitations than before, or let the Mender Sect to heal and otherwise help those in need even when it would otherwise be impossible for them. Because I'm almost certain that it will also unlock caster-units for us to use on the battlefield, which with things like Life-Death-Sorcery should become really scary against even SM-level threats in the case they are living beings.

And the Sun Domain? Honestly, it sounds amazing and I want it later on, but only after getting Sorcery. Because if we get the whole spread of Earth, Weather and Sun together with Sorcery, well. I'm pretty sure our druids, or whatever we end up calling them, will tear through whole battlefields when needed. Even with "just" the Earth Domain for a macro-scale Domain to go together with Sorcery, our battlefield control will rise exponentially. And as warp-fuckery is one of the major advantages we will have against the Necrons and the C'tan, which will likely be our next great foe, well there is that too.
Aw. I really wanted the Gacha, or at least the Ascendance, but there's no way either will win by now. :cry:

@Alectai after the vote is locked, could you post the table of possible domains in the Gacha, or are you looking to offer that again in the future?
I believe the gacha and ascendance gets offered every other level. 3/5/7/9 and such. However I could be wrong since I think i read that in the discord.
We will have three chances of getting to choose the whole Elevation/Transcendence/Expansion. Those will happen at Scale 3, 5 and 7. With our basics patched up (which includes Sorcery for me), I will be more than willing to roll on the gacha table later to see if we get anything truly game-breaking like the Death Domain again.
 
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Jorōgumo
Domain's- Death, Weaving, Connection, Harvest

Taking the form of beautiful women the Jorōgumo is unlike their other daemonic kin, they weave together thread's that are as fine as gossamer strand's lining everywhere they dwell growing further entangled the deeper one goes. Too those inexperienced or unsuspecting it is often fatal for when attempting to remove them the web's will pass right through flesh as easy as a hot knife through butter.
Deceiver's by nature they will lure unsuspecting prey with a haunting song and their very own brethren like a puppet mimicking their motions with only the sharp eyed able too see through the deception. Despite their reputation they are often quite friendly too those under the protection of the Verdant Maiden particularly woodcutter's though few know quite the reason why...

@Alectai
 
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Because I'm almost certain that it will also unlock caster-units for us to use on the battlefield, which with things like Life-Death-Sorcery should become really scary against even SM-level threats in the case they are living beings.
We have our Eldar Wood Elves for that.

Btw, did no one suggest ents for daemons?
I think there's an 'entling' or something similar rattling around in a post but don't quote me on that.
I wrote "Entlings" as basically Groot. I figure a full Ent would be either a Greater Daemon or the mentioned result of a bunch of Entlings gattai-ing or of an Entling being summoned into a living tree.
Entling
Domains: Connection, Endurance, Earth[, other protective domains]

Entlings are roughly humanoid figures composed of braided plant material covered in bark. They are strong, durable, though not terribly fast or nimble. They cannot speak, but can be understood by the faithful by the grace of the Maiden's domain of Connection.

The interesting thing about Entlings is that they offer a trade-off: ease of summoning in return for time to become useful. They can be summoned almost trivially at the size of seedlings, and then grown to full size (three to four meters in height) over time as they remain in the Materium and incorporate matter from it into their forms. Entlings can also be summoned at full size, with the same less-trivial effort required for the Maiden's more notable servants, but the result is more easily vanquished by an attacker than an Entling summoned and grown over months and years by a diligent follower of the Maiden.

Entlings have been observed linking together to form barriers, temporary structures, and on at least one occasion a titanic composite Entling. Followers of the maiden have also been observed summoning an Entling to possess a living tree, resulting in a sort of arboreal daemonhost.

Figure 1: A comparison of Entlings at different ages past summoning.



Realised i forgot to vote, i REALLY don't want to unlock crit fails for our actions when we need every possible success we can get. Especially when those crit fails can potentially make us look even more like a stereotypical chaos god.
If you want to not unlock crit fails, the only plan with the slightest prayer of catching up to the leading Peace+Earth+Magic plan at this point appears to be [X] Plan Earth, Sun, and Elysium
 
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[X] Plan Earth, Sun, and Elysium

No major reasons other then wondering if we can make a Kaiju with Plasma breath.
 
We totally could...

Godzilla, but with trees on his back instead of those weird spiky plate things.

Or better yet, Gamera, Friend to all Children and the Guardian of the Universe!
 
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