Project V17/Powers/Shardless/Ascension Upgrades/Beastmen (Warhammer Fantasy)

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Beastmen (Warhammer Fantasy)

Cost: 4 SP

Required: Overmind

You now wield the power to shape and mold the intelligent Beastmen and their formidable warbeasts according to your will. While the option to become a Beastman remains open to you, these entities regard you as their own, regardless of your chosen form.

You can mutate through physical contact any carbon-based lifeforms, crafting Beastmen to your liking. This ranges from the ordinary to the extraordinary, encompassing a spectrum of Beastmen forms, from the many types of Gors, to Brays, Bray Shamans, Gaves, Harpies, to the Centigors and the many types of the Minotaurs, as well as their extensive warbeasts (Chaos Warhounds, Chaos Spawn, Jabberslythes, Chaos Giants, etc). You can also create other variant from feline beastmen, to ape beastmen,etc. All dependent upon the species you want to mutate, and the extent of your imagination. The creation of more potent creatures demands a greater time of physical contact for the mutations to manifest, although you have an innate understanding of how much time is required for each one to be created.

You have the ability to selectively impart, either in part or entirely, the wisdom and knowledge of the Beastmen Empire to your Beastmen from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.

To the Beastmen and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This allegiance is unwavering, transcending distinctions of intelligence, awareness, and inherent nature. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.


The Beastmen, while can be considered intelligent, possessing independence of thought and even exhibit the emergence of distinct personalities, its in their very nature to loathe order and the very concept of civilization in all its forms, usually preferring to live deep within the twisted woodlands and forests. Their lack of civilization is substituted by their unmatched ferociousness and prowess in combat. Few can match the strength and savagery displayed by the Beastmen, and even fewer their variety in the amount of battle hungry soldiers they can field. While you can command them as their supreme ruler to build and maintain a functioning civilization, they wont excel at it like they would in fighting and destroying everything in their way.

The Beastmen would follow a violent and ruthless hierarchy, if left to their devices, without your intervention, based upon the overall prowess of a Beastmen as well as what kind of breed the particular Beastmen is. Those that possess exceptional strength and bear the greatest blessings of their bestial heritage, such as magnificent curling horns, occupy the higher tiers of their tribes. Those Beastmen that possess small horns or none at all, such as the lowly breeds of Ungors and Brays, are always below those that do such as the Gors and Minotaurs. Hence, each warherd is led by the strongest and most bestial amongst their numbers. A cycle of death and brutal duels for a beastmen to further his position and status is ever-present within the herd.

Highly prolific, the Beastmen would multiply vigorously if you so allow it, their ranks swelling from dozens to thousands within a matter of years.

A powerful race, seizing whatever they desire through sheer might, leaving destruction in their wake for all that opposes them, they are also especially resistant to negative and harmful magical and psychic influences, and can whistand and even shrug off most diseases and illnesses. The average lifespan of the beastmen depends on the variant and type, but the Gors usually live to around 200 years.

Fel beastmen

The infusion of Mannoroth the Destructor's blood into the veins of all of your creations, along with those subsequently birthed from your creations, has birthed the world's mightest warriors. This augmentation extends to all facets of their physical and mental attributes, including their natural lifespan, but the most remarkable transformation your creations have undergone is in terms of their durability and natural regeneration. Their skins and or scales have become so impenetrable that they appear impervious to every mortal weapon, shrugging off even the deadliest of attacks without so much as a scratch. This astounding durability ensures that they can withstand the most formidable assaults with ease. In addition to their unparalleled toughness, they possess a natural regeneration ability that allows them to heal wounds within a matter of minutes. Even injuries that miraculously manage to pierce their astounding defenses are swiftly and completely mended. It's important to note that this impervious defense seems to have no effect on your creations or those birthed by your creations, who can still engage in combat and inflict harm on each other as they normally would before this transformation.

In this evolution, even the humblest of your creations have undergone a radical enhancement. Their strength is of such magnitude that even the weakest and most pathetic among them wields the physical power to effortlessly snap a fully grown oak tree in twain with their bare hands, while their swiftness eclipses the fleetest of cavalry charges, they also possess the endurance and stamina to engage in continuous combat for weeks on end without succumbing to fatigue, and this is just the weakest of your creations. This elevation in capabilities follows an exponential trajectory, progressively more profound based on the type and overall strength of the individual entity, constituting a monumental advancement across the board. A Ghorgon, for instance, would transform into an unstoppable unkillable juggernaut capable of annihilating entire cities overnight.

They are now totally immune against harmful magical influences. Adversarial spells are rendered impotent, including an immunity to all illnesses, disorders, diseases, and toxins. They are also now impossible to affect through negative psychic means, though they can still use magic or psychic abilities with great efficiency. In fact, their control and talent with it is even further augmented.

Their need for sustenance has significantly lessened. A simple bite of food is now enough to fully invigorate them and sustain them for extended periods, ranging from months to even years. This evolution comes without any adverse side effects, ensuring that they remain in a state of perpetual vigor and peak condition until their next meal, which can be spaced out over remarkable intervals.

The overall transformations they have undergone, will have no impact on the operational aspects of the Beastmen or the fundamental structure of their society, including their caste system and culture. If you so desire, these elements will remain largely unchanged, preserving the continuity of their ruthless and savage traditional way of life.

Your role as their supreme sovereign remains steadfast and unassailable. They continue to perceive you as their undisputed and unquestioned ruler. Their loyalty knows no bounds, and they stand ready to heed your commands with unwavering dedication, extending their service to the very limits of their existence.