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  #1  
Old June 15th, 2007, 11:54 AM

llamabeast llamabeast is offline
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Default Re: Skaven Nation. Warhammer based.

Ah, sounds like you've got it well under control, that sounds fantastic.
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  #2  
Old June 16th, 2007, 05:18 AM
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Kristoffer O Kristoffer O is offline
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Default Re: Skaven Nation. Warhammer based.

I think earth, fire and death sounds nice. Skaven are pretty much into warpstone, warp-fire and stuff that have similarities with banefire and baneblades of dominions. I would probably go for warp-fire national DF spells with decay effects.

Construction of mechanical stuff feels pretty skaven to me. They have warlock-engineers, so acess to mechanical and clockwork horrors seems fitting. Warpstone powered mechanics are quite skavenesque I'd say. Doomwheel is warpstone powered, right?

Clan moulder (is that the name of the mutator clan?) should have B1N1, so they can perform crossbreeding National 'rat ogre crossbreeding' spell on blood magic seems fitting as well, if you don't want rat ogres as recruitables.

Perhaps Blood to get Vermin Lord as well, unless you make them conjuration or pretenders.

I'm not sure about astral. On the one hand skaven are into Morrsleib (or whatever the warpstone moon is called), and predictions of it's course (That might not have been skaven, but other chaos cults. Can't remember. More than ten years since I played WHFRP). On the other hand they seems more concerned with destroying nature here and now, than looking into the stars.

I think I would go DFEBN. Blood and nature mostly to get crossbreds. Poison is fitting, but can possibly be replaced by more fitting warp poison DF spells that causes decay instead of poison. Similar effect, but not possible to resist with ordinary poison resistance.

BTW nice work, I'm eagerly waiting your final product. I have always liked the WH world. Especially the darker parts of it. Come to think about it, it is a bit dominionesque in being quite close to history. I guess that has unwittingly inspired me in my development of the dominion world.
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  #3  
Old June 16th, 2007, 07:42 AM

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Default Re: Skaven Nation. Warhammer based.

Nice post. I guess actually I'm probably wrong about the earth magic, at least in so far as clockwork horrors and stuff might actually be quite in keeping with skaven crazy engineers.

I think I agree with pretty much everything in the last two posts actually. I hadn't realised how much warhammer i'd forgotten. Warpstone and warp lightning had completely slipped my mind! The only thing I'm unsure about is nature magic. Maybe they could have the odd N1 random for cross breeding as you suggested Sombre, but I think more than that would be a bit unthematic, as they're hardly in tune with nature.

This project definitely gets the current prize for "thing llamabeast is most excited about".
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Old June 16th, 2007, 12:01 PM

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Default Re: Skaven Nation. Warhammer based.

I'll post a bit more tomorrow when I should have more to report - for now I will simply say that the astral is restricted to the Grey Seers and has to do with their famed prognostication and general interest in metamagic.

So far I've taken the nature away from Pestilens - they are majoring in death, minoring in blood. Moulder on the other hand might still get random access to low level nature.

Oh and the master Warlock hero (based on Ikkit) will have completely random other magic to go with his standard FED, because Ikkit could choose any school of magic in the entire game. The Chosen Grey Seer (aka Thanquol) will be more traditional, but will be rocking the astral something fierce.
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Old June 16th, 2007, 12:14 PM

Szumo Szumo is offline
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Default Re: Skaven Nation. Warhammer based.

Thanquol should have built in luck, if it's possible to mod

What about other special heroes? Deathmaster would fit well i think.

I'm a little worried about blood though - making Skaven a blood nation feels somehow unthematic. I'd rather expect them to have air magic instead - to use lightning spells.

What kind of pretenderer chassis do you want to set as available for them?
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Old June 16th, 2007, 05:08 PM

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Default Re: Skaven Nation. Warhammer based.

Skaven wont be a blood nation, they will have minor blood capabilities(is MA vanheim called a blood nation?). Air magic just dosnt feel right for a skaven nation(they live underground, crawling in pollution) so, iirc, sombre is modding in some warp lightning spells they will be able to use.
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Old June 16th, 2007, 09:45 PM

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Default Re: Skaven Nation. Warhammer based.

Yep. Shovah has it.

This is what I'm thinking re: heroes.

Multiheroes:

Warlord Champion (great thug, spawns stormvermin/clanrats)

A Verminlord (very powerful greater daemon of the horned rat - magic and melee, an obvious SC - one of the most powerful things in warhammer, so must be good)


Heroes:

Deathmaster Assassin (3 weeping blades - holds one with his tail, glamour, awesome stats. but costs you high gold upkeep)
Chosen Grey Seer (boosted seer magic and stats, prevents bad events, increases unrest, can summon a rat ogre bodyguard)
Master Warlock (boosted Warlock Engineer, summons warp lightning throwers, some form of availability to every magic in the game - random or maybe 1 level in each)
Plague Lord (powerful thug, h3 priest, great death magic)
Breed Lord (three armed thug, summons/spawns all moulder creations)
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