the Forgotten, God of Preservation
This proposal has several purposes; serving as a good god accessible to the undead and a gateway for the undead to gain the ability to worship the original good gods. Additionally it's an attempt to be an undead-accessible god that's better in extended and a source of lichform that doesn't require necromancy investment to reach. There is synchronicity between following this god and training Necromancy, but it is in no way required and the god will still be quite helpful to meleeists.
Initial: (4)
Theme:
“Through me nothing has to die.”
“The forgotten is an older good god, related to, but shunned by the other good gods for accepting the worship and helping the undead. He does his best to preserve all life and unlife and directly fights against the rot. To follow the forgotten is to believe that unlife is as important as original life and that through it natural creatures may exist forever; to express appropriate disdain at the destruction of flesh that could have been preserved and to fight the influences of demons, which only wish to sew seeds of destruction among the natural and use the undead as slaves.”
Being with this god, you are a 'good necromancer' trying to bring back the dead, not as slaves, but to live their lives anew and you uniquely offer healing to the damage done to zombies.
Altar: "A golden embalming table lined with lines of indecipherable writing and stores of various potions and vials of essence."
Piety Gained:
- Creating zombies.
- Pacifying undead.
- Killing Demons.
- Killing most other necromancers. (Thematically, you are trying to help the undead, but they merely press them into service.)
- Killing worshipers of 'evil' gods.
Piety Lost/Penance:
- Butchering/eating humanoids
- Attacking any non-hostile creature.
- Allowing allied zombies to be destroyed.
- Attacking 'harmless' undead. [You must walk away from or pacify mindless zombies; but are free to attack intelligent undeads.]
- 'Evil' Spells:
- Dispel Undead
- Bolt of Draining
- Any Demon Summon
- All Poison accept Cure Poison
- Any spell that would destroy a corpse, when affecting an intelligent being's corpse. (Corpse Rot, Cigotuvi's Embrace, Ignite Poison, Inner Flame, LRD on the Petrified)
- 'Evil' Items:
- Venom, Draining and Disruption brands.
- Demon Weapons
- Black Knight's Horse Barding
Powers:
- 0: Preservation (passive): Slows the rot of corpses and chunks, coagulation of blood, the natural rot on a ghoul and the hunger rate of the living. [How much it is slowed depends on piety being very closed to stopped at 200.]
- 0: Rot resistance: Passive resistance to rotting and miasma; comes in the form of mutation resistance for the undead [since mutations rot them.] Strength of the resistance varies with piety; up to 100% at 200.
- *: Zombify (active, 2 MP, 2-3 Piety): Turns target natural enemy directly into a zombie without it going through the 'corpse' stage. Subject to an MR check.
- **: Greater Preservation (passive): More things are now preserved. All zombies you create and now classed as 'Greater Zombies'. This allows them to retain their intelligence, allowing them to continue to use magic and ranged weapons and follow you up and down stairs. They also get a (Piety/2) HP boost compared to normal zombies (as a percentage of their normal HP). Also, beings such as Orc Warlords maintain the Warlord stats, rather than becoming a simple Orc Zombie. However, after 5d(Piety/4) turns; greater zombies become neutral. Simulacra also follow this pattern (increased intelligence; permanent; but become neutral and leave the dungeon). All zombies and simulacra show health bars (to indicate how close to destroyed they are; but do not heal naturally). All corporeal undead do not expire via any timeouts.
- ***: Reconstruction (active, 5 MP, 0 or 2-3 Piety): “Attempts to physical rebuild the target, restoring intelligence of the undead and mindless as well as physical healing.” Works like lesser healing on living targets and greater healing on undead and most mindless targets (Bugs and slimes, but not plants). Small chance of making undead/mindless targets allied; larger chance of making them neutral (pacifying them); cannot pacify the living. If neutralized or pacified, 'mindless' intelligence will be boosted to normal or animal. Chance varies with invocations. When used on self; cures 2d4 rot. Costs no piety when used on hostile target; 2-3 when used on self or a friendly.
- ****: Life Saving (Passive, Living Worshipers): Guaranteed life saving, once. Player dies and returns in permanent Lichform. 0-20% of HP is permanently lost; 1-2 XLs are lost; Some skill XP is lost (Piety and Invo Dependent). Felids take this only when out of lives.
- ****: Soul Flare (Active, 12 MP, 8-12 Piety): Blast of Soul Fire centered on the player radiates out; leaving clouds of soul flame. This is irresistible (by AC); resisted by rN on the living, rF on demons and not resisted by undead as the flames heal them. Chance of pacifying hostile undeads. Living worshipers are immune to this and normal Ghostly Flames. May summon spectral things or allied lost souls. Lost souls offer life saving to all undeads (except the player); hostile undeads saved by a lost soul become allied temporarily. Radius of 1-4 depending on Invocations. Increases MP regen depending on piety.
- *****: Reaping Brand (Altar Prayer): Pray at an altar to brand your current weapon as “Reaping”.
- ******: Mummification (Living races): Player is willingly mummified alive. This prevents the HP loss and experience loss of being mummified after death; but removes the chance of life saving. It does; however, boost the player's HP and MP, permanently by an amount dependent on the player's Invocations. [All bonuses, and maluses of lichform are conveyed, rTorm, no potions, Necro boost, etc.]
- ******: Restoration (Dead races): Brings a player undead closer to their natural state before death. All rot is removed. HP is boosted by an amount dependent on Invocations. Player chooses a stat STR/INT/DEX, the chosen stat is boosted +6, the other two are boosted +2. The undead character becomes permanently half dead; this is a give and take. This means:
- rTorm is lost; but rN+++ is maintained.
- rPois+ drops to rPois.
- You may use Holy Wrath weapons and join a good god.
- Dispel Undead is partially resisted. (Approx. half damage).
- The undead stealth boost is dropped. [Base stealth of 15, instead of 18.]
- You mutate normally; though have a chance to rot instead from hostile Malmutation spell.
- You may use all transmutations, except necromut.
- Mummies may drink potions and have slow metabolism 2 (eat normally).
- Ghoul rot rate drops.
- Vampires always have Regen I and Batform.
Gaining/Losing the Forgotten:
In addition to Demigods; the Forgotten does not accept worship from Demonspawn.
As the Forgotten is in a tenuous position with the other good gods; no penance is given for leaving him unless you take on worship of a god he doesn't like. This list is slightly different than other good gods:
- Lugonu
- Beogh
- Yredelemnul
- Makhleb
- Fedas Madash
Some piety may be maintained when transferring from the Forgotten to another good god and vice versa; but transferring from a good god to the Forgotten DOES result in some penance. [The Forgotten recognizes your dedication to helping others and/or fighting against demons, but the god you came from doesn't like you working with a god supportive of the undead.]
Forgotten is a temple god (guaranteed altar by D:7); but is not a (T)emple god (altar is never in the Ecumenical Temple; but always in D:2-7 overflow). Additional altars may spawn anywhere in the dungeon, with increased likelihood in Crypt and guaranteed altar in Tomb.
Penance:
(Passive) :
- Everything rots at an increased rate and your hunger rate doubles. [Rot rate doubles on Ghouls].
- Chance of any undead you create to spawn “Greater” and hostile.
- All enemy undead normally spawned are “Greater”.
- Anything you kill may spawn a hostile zombie.
- 50% chance: Summon 2d5 branch/level appropriate hostile greater zombies.
- 25% chance: Immediately rot 2d4 HP. Red level rot-status on living.
- 25% chance: Greater god-specific penance:
- Fedhas Madash: Chance of turning all your plants hostile. If this works on a walking mushroom; it is upgraded to a death cap.
- Yredelemnul: Chance of turning your slaves to hostile or neutral.
- Beogh: Chance of turning your Orc Brethren into hostile greater zombies.
- Lugonu/Makhleb: Necromancy miscast.
- Code:
REMOVED STUFF:
[*]***: Entombment (Active, 6-8 Piety): Similar to the retired spell “Tomb of Doroklohe”; but also petrifies you (living) or puts you in a sarcophagus (undead) during the length of the spell. [Surrounds you in diggable rock in order to hide you from enemies for a period of time; the length of time you are paralyzed and hidden from enemies varies with piety].
[*]******: Mummification (Living Worshipers) (Altar Prayer): You are turned into a mummy of your race. All apts. except Necro are permanently lowered '-2', you gain a Necro spell booster and you are undead for all game purposes. Non-physical mutations are removed. Unlike spawned-in mummies you now have multiple lives. Every time you die:
[list][*]You receive the message [i]“It took decades, but I think I've got most your body back together.”[/i]
[*]You lose 2d6 HP (permanently).
[*]You are advanced 250k aut into the future. (This give you a hard limit of 8 lives because of 'the Apocalypse' at the 2 million aut; and give players that use this significantly lower scores than those that don't.)
[*]You lose two XP levels.
[*]You experience Skill XP loss (permanent) equivalent to red level draining.
[*]You lose 75 piety.[/list]
[*]******: Purification (Undead Worshipers) (Active, 50 Piety): You are cured of being undead as well as the god can manage; leaving you in a half undead state.[list][*]Mummies: [i]“I've done what I can to restore you to who you were before you died. Go forth and live your life anew.”[/i][list][*]Dispel undead does half damage.[*]Torment and pain do half damage.[*]Mutation causes both a mutation and some rot.[*]You may use Holy Wrath weapons.[*]All current rot is removed.[*]You may drink potions.[*]You have a normal hunger clock (Slow Metabolism 2).[*]As you have tried to reform from your unnatural ways you may now transfer to any good god with some piety retained.[*]You are now branded as a [i]'holy mummy'[/i]. [Race change when checking stats.][/list][*]Ghouls:[i]“Your rotting form is too damaged to cure completely; but I've done what I can."[/i] [list][*]Dispel undead does half damage.[*]Torment and pain do half damage.[*]Mutation causes both a mutation and some rot.[*]You may use Holy Wrath weapons.[*]All current rot is removed.[*]Your rot rate is halved permanently.[*]Eating no longer cures rot; but remaining Satiated or better stops it.[*]Normal hunger clock shows.[*]Saprovore mutation dropped to level 1.[*]As you have tried to reform from your unnatural ways you may now transfer to any good god with some piety retained.[*]You are now branded as a [i]'Partially Deceased'[/i]. [Race change when checking stats.][/list][*]Vampires [i]“You are completely returned to life; though some of your vampiric ancestry remains.”[/i][list][*]You are considered living for all in game purposes.[*]You may both drink blood and eat food at your discretion.[*]Your vampiric ability set is permanently locked to 'Full' level.[*]Except 'Bat Form' which is permanently unlocked.[*]As you have tried to reform from your unnatural ways you may now transfer to any good god with some piety retained.[*]You are now branded [i]“Former Vampire”[/i]. [Race change when checking stats.][/list][/list]
Characters who have been mummified (but not racial mummies) cannot leave the Forgotten. Situations that would result in excommunication cause instant permanent death.
- For this message the author bcadren has received thanks: 6
- Berder, comebackshane, Deimos, hannobal, rockygargoyle, Shard1697