Slime Squisher
Posts: 411
Joined: Saturday, 9th March 2013, 14:22
God idea: Jorgrhiss, demonic serpent
In gameplay terms, the idea is to create a god of poison that could fill several roles: give poison magic a reason to exist after lair while also providing melee characters with a different (and hopefully interesting) support option. Ideally with poison magic being limited in maximum level and the god having some ok-support overall it should favor hybrid characters.
Piety:
You gain piety for kills
You gain piety for converting potions into potions of poison (by praying over them like ash)
- "bad" potions like degen and mutation would give no piety, while the better potions would scale up to 1-2 piety (like haste or cure mut), curing would be special cased to always give 2. Each potion would convert into 1d3 poison. Blood can't be converted (vampires would abuse).
You lose piety for curing yourself of poison, more loss the more you were poisoned (something like: ((current "yellow bar"/10)+1)d2 loss) so 1d2 loss for 0-9 "yellow bar" or for example 3d2 if you had 25 "yellow bar") when using curing or cure poison spell
You lose piety slowly over time
Powers:
......
You lose all your resistance to poison, it will not make you vulnerable to it but you can never get rPois regardless of race/gear/mut... (possibly: poison can't directly kill you)
You can pray over potions to convert them to poison (1d3 per potion) and gain piety*
Quaffing a potion of poison grants you might and magic, duration of might and amount of MP scale with piety (but should scale badly so they start out relevant enough but don't turn into full mp refill and perma might at ******, something like 10 turns of might/10Mp recovered at 0 piety up to 20/20 when maxed)
note: potion of blood would not be possible to convert or vampires could stack up indefinitely, other potions would probably have to turn into 1-3 each.
*.....
While poisoned, you gain one rank of regeneration
You can pray over a weapon to brand it with poison (costs 5 piety) (would need a confirm prompt)
**....
New ability: summon snakes (3 piety)
- this would work somewhat like a sack of spiders but scaling with invocation and summoning snakes
List of venomous snakes would include: adder, water mocassin, black mamba, sea snake, higher invo would get better/more snakes.
***...
jorgrhiss strenghtens your poison: all natural/holy/demonic entity in LOS (enemy or otherwise) is stripped of its rPois just like you are
New ability: numbing poison (5 piety, costs 1 less for every 10 points of poison damage on you, min 2 piety)
- every poisonous or poisoned entity in LOS is slowed (2d3+1d(inv/2) turns?), duration on everything except you is increased with invocations (2d3 turns on you)
****..
While poisoned, you gain two ranks of regeneration
New ability: empower poison (7 piety, costs 1 less for every 10 points of poison damage on you, min 2 piety)
- poisoned entities see their hp decrease twice as fast, poisonous entities are immediately poisoned if they were not (if difficult to code, might just double the amount of poison currently on each enemy)
*****.
jorgrhiss grants you its divine toxin: no enemy (even undead and nonliving) can now resist poison
New ability: madness poison (12 piety, costs 1 less for every 10 points of poison damage on you, min 3 piety)
- poisoned or poisonous entities are frenzied, this can be resisted at low invocation, you are confused instead if you were poisoned (the self confusion is irresistible), effect durations would be approx the same as the slowing version.
******
While poisoned, you gain three ranks of regeneration
Rage (only possible for abandoning him)
you can gain rPois normally but it will fail to protect you 3 times more often than normal
every potion has a 50% chanche to turn into poison upon coming into your LOS the first time
enemy corpses have a chanche to turn into a number of poisonous snakes (durably summoned)
every spell you cast has a 33% chanche to produce a moderate or serious poison miscast (it still completes if it would have)
this is obviously an Evil aligned god.
Early game, the possibility to brand your favored weapon with poison and the regeneration when facing early nasties like killer bees should be really strong possibly with some summons as panic button, later on the MP refill and Might from voluntarily quaffing poison (coupled with a stronger regeneration), the summoned snakes and the various effects against poisoned enemeis should make for some interesting options. It would also make it so Venom Magic scales into endgame if one is willing to use their god slot for it which is something i think several players wanted at some point or another.
(btw: regen should probably not apply to deep dwarves)
Thoughts?
EDIT: upgraded a bit the post with more numbers and some tweaking.