Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Phireis, God of Decay
As the patron of disease and decay, Phireis seeks to spread plague throughout the world. Upon worship, Phireis will fortify your metabolism and body against hunger, toxins, and disease, in order to make you a more effective carrier for powerful infection. The vile pathogens that Phireis bestows will make one all the more fearsome in combat, but at the expense of your health. All corpses will generate rotten, beginning upon worship.
Phireis does not accept worship from Demigods, nor from Undead or Gargoyles. ("Your flesh is useless to me.")
Phireis is considered an evil god in the eyes of TSO and company.
Appreciates:
+ Creating corpses (which generate rotten).
+ Infecting the normally incorruptible (such as demons, angels, and other non-natural enemies) with disease.
As your piety increases, Phireis's infection grows stronger within you. The higher your piety, the greater the chance for you to suffer one rot damage each turn, up to a certain % of your max HP. This chance to rot will only be "rolled" on turns during which a meaningful action was made, however that may be defined—e.g., new area explored, experience gained, etc.
The strength of Phireis’s passive and active abilities depends on your rot, rather than your piety; the abilities Phireis provides involve spreading infection. Enemies have a % chance each turn to be exposed, getting larger as they are closer to you. When exposed, said enemy rolls its HD against infection; likelihood and strength of infection scales up with amount of rot. If enemy resists, it is immune to further infection (though some later abilities get around this). If not, it is infected. Every time infection spreads there is a chance that 1 rot damage will be restored, as toxins and concentrated germ-ridden matter jumps from you to them. The chance will be inversely proportional to the strength of the enemy compared to you. Comparatively weak stuff will be crippled by your infection, without using up your valuable rot.
Infected enemies suffer damage and random status effects (poison, slow, confusion, blindness, or paralysis) that scale up with strength of infection. An infected enemy will be forever marked as infected and will be immune to further infections (again, some activated abilities can get around this).
- Code:
Upon Joining:
------ "Petri Dish of Phireis"
+ Immunity to poison, miasma, sickness, and flaying ("Your flesh is too precious to waste, mortal")
+ Immunity to rot from sources other than Phireis's divine infection.
+ Your metabolism is fortified and requires less food.
+ All corpses generate rotten.
* “Infectee”
+ Up to 5% of your max HP may rot from your infection.
+ Infectious. Passive. Natural enemies directly adjacent to you have a chance each turn to be exposed. Upon exposure, enemies are subject to roll against infection, with higher HD enemies being more resistant. The strength of this passive ability scales up based on how much rot you have. Upon infecting enemies in this manner, there is a chance that 1 point of rot will be restored as your malignant toxins and pathogens spread to them; that chance depends on the difference in power between infected enemy and you. Comparatively weak enemies will die without using up your rot.
** “Pathogenitor”
+ Up to 7% of your max HP may rot.
+ Necrotic Touch. Activated ability. Small piety cost. Touch attack. Restores up to 5 HP of rot, and hits target with an intensified infection. Strength of infection scales up based on amount of rot restored. This intensified infection can ignore immunity once (i.e., can reroll against an enemy that resisted, or reinfect an enemy that was already infected.)
*** “Carrier”
+ Up to 9% of your max HP may rot.
+ Epidemic. Passive. Your infectious aura extends to enemies within three tiles of you, but is weaker the further away an enemy is.
+ Festering Incubation. Activated ability. Moderate piety cost. Restores up to 7 HP of rot. Strength depends on amount of rot restored. All enemies within your infectious aura that are already infected polymorph into plague incubators which, for 2d3 turns, do nothing except emit their own putrescence, amplifying the infection in that area. You are rooted to spot (can't move, but can take other normal actions) for the same number of turns. After the time elapses, any plague incubators degrade into a miasmatic cloud.
**** “Patient Zero”
+ Up to 11% of your max HP may rot.
+ Foul Emission. Activated ability. Moderate piety cost. Restores up to 10 HP of rot. Activates breath cooldown. Emits a stream of miasma, akin to death drake breath. Power dependent upon amount of rot restored.
***** “Plague-Bearer”
+ Up to 13% of your max HP may rot.
+ Overwhelming foulness. Your infectious aura extends to 5 squares and can overcome resistances of non-undead enemies. (Can now infect non-natural enemies such as demons, angels, golems, etc.) Again, the further away an enemy, the lower the chance it will be infected.
****** “Pale Horseman”
+ Up to 15% of your max HP may rot.
+ Pestilence. Activated ability. High piety cost. Unloads your full infection, restoring all rot. Greatly magnifies your infectious aura for a period of time, extending infection to full LOS and setting infection to maximum power. The length of the pestilence scales up based on the amount of rot restored upon use. Unlike normal infection, pestilence allows re-infections that “stack” on the same enemy multiple times. During pestilence, any corpses immediately explode with miasma.
EDIT: Made some changes based on feedback from folks.