Dungeon Master
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Joined: Friday, 15th July 2011, 22:43
Phlegotethis: Food Conduct God
With that said, here's what I had before. Any new ideas would be welcome!
Phlegotethis, the Host
Abstract: This is the god of parasites and those followers who would willingly house them. The holiness of a worshiper is evident in the number or size of parasites housed within his or her body; these parasites make passive attacks that improve as the player gains piety. Phlegotethis also rewards the largesse of a worshiper who nurtures many parasites with divine health.
Altar: has a cornucopia of spoiled food, rife with squirming worms. Alternately, a large glass altar full of worms. The first one is more food-related, the second is a nice abstract that works thematically.
Backstories: There are a couple I've thought of.
---- Elyvilon takes pity on a poor starving creature, embraces it and nurtures it back to health. After some time, Ely discovers the creature has absorbed some of his/her own godhood, and administers to creatures who exploit other life. Elyvilon tears the parasitic god out, throws it away, it eventually grows to become Phlegotethis.
---- Phlegotethis begins as the guardian spirit of a pack of hunter animals, but they become infected with parasites that cause them to suffer and diminish. The parasites begin to worship Phlegotethis, who gradualy transforms to become a god of parasites.
Conduct: Upon joining this god, there is a description of the player swallowing something like a tapeworm. This bestows a permanent "Nausea" status, though in light gray (like perma-flight) rather than brown. This nausea never prevents the player from eating permafood, and does not reduce the nutrition gained from doing so. However, the player can never eat raw chunks in this state.
The only way to increase piety is to feed internal parasites. This is done through an (a)bility that consumes nutrition, rather than through sacrificing permafood directly. This way, carnivores and herbivores won't be able to get around the spirit of this conduct, which is sharing your own food supply. Higher invocations skill would award more piety for nutrition consumption, but it shouldn't improve dramatically.
Piety decays at a rate somewhat slower than player hunger, but faster than other gods. It should decay faster when the player is at a higher piety level, and slower when low. I would like to see players hovering around 3 or 4 piety stars normally, and even be able to explore some floors and branches at 5 or 6, but the latter case should be harder to sustain.
Powers by piety level:
(......) "playername the Verminous Vassal"
Perma-nausea, rSick, protection from fainting while Starving, (a)bility for increasing piety.
rSick is included at this level because it would – flavor-wise – explain why the player can eat food in a state of nausea and never become sick. It also feels like an appropriate god bonus. Protection from fainting is to encourage players to spend nutrition, and to spend more time in a starving state.
(*.....) "playername the Worm-Wearer"
Parasite attacks, returning parasite.
Beginning at this first piety star, there would be a chance that the parasite within the player would strike out at nearby enemies. As piety increases, these attacks would happen more frequently (explained as the presence of more parasites within the player's body). These parasites wouldn't take up tiles like summoned creatures, but rather would "leap" sort of like projectiles and inflict a status effect ("parasite" or "infested" or something along those lines). As a status effect, the parasite would make weak attacks on whatever enemy it is on. It would also be able to jump to new targets (leaving one body and entering another, not multiplying), and would disappear after a little while.
The player will be able to reap certain gains by killing enemies who are infected with the "parasite" status effect. This would be described as the parasite returning to the player's body and bringing strength from the defeated enemy. There would initially be just a small percentage chance of a bonus, and with a small magnitude of effect, but at higher levels of piety (or with greater invocation skill?) the player should experience this effect more frequently.
In this manner, players can gain temporary HP above their maximum, though it should be limited (asymptotically, not a hard cap). I don't know what would be appropriate -- 15% to 30% above max is what I'm thinking. This HP, as well as extra STR/INT/DEX, would decay over no more than a few hundred rounds. This is also what mechanically relates to rRot above.
This is potentially the "signature" ability of this god proposal. I think it could work well mechanically and thematically -- restoring HP slowly after the fact consumes nutrition, so gaining it ahead of time should involve a significant nutrition cost as well. As the player can't control which enemies suffer from the status effect, it would add an interesting dimension of "should I attack this more threatening enemy, or should I attack the one that I could gain some HP from?" The other choice with this god is, "shall I spend more food to get more passive attacks?" and I don't know how much or how little to emphasize it. Perhaps that aspect isn't even needed, and instead this ability just passively inflicts parasitism on enemies in view?
dpeg pointed out that it could be fairly similar to Makhleb's HP on kills, and I think he's got a good point with that. Thoughts? Any other ideas that anyone thinks could be good?
Optional afterthought: Each time a parasite leaves the player's body, piety decreases a little bit. If the player kills the monster before the parasite runs out, the spent piety could be restored. This could be tedious to deal with and might not contribute much, but it would open things up for a later high-piety-level mechanic.
(**....) "playername the Symbiote"
sustAb
sustAb, (and rRot below) are mostly thematic choices. I think they sit well alongside the "returning parasite" power above.
(***...) "Patron of Parasites"
rRot
rRot I thought of because of some time I spent doing volunteer medical work, as maggots have a tendency to consume necrotic tissue and you'll often find that people with maggots have cleaner/less rotted wounds. (Of course, it would be folly to think that maggotsprevent necrosis, but Phlegotethis has divine maggots).
(****..) "Inquilinist"
(*****.) "Colony of Creatures"
(******) "Divine Host"
Overall, the "parasite attack" and "returning parasite" abilities would scale through all piety levels, forming the brunt of this god's offering.
At full piety, I'd love to have something dramatic that really puts the cherry on top -- probably an actual (a)bility rather than a passive effect. A malign gateway-type effect centered on the player, except the long squirming things coming out are parasitic tapeworms rather than tentacles. Instantly pulling all parasites on screen back to the player, having them burst violently from their hosts. An ability which makes every parasite on screen split into two and attack additional enemies. An ability that makes all parasites on screen jump to a single enemy, harming it significantly and harming all the individual hosts a bit.
Wrath: I have no idea. I liked what you said before about the choice to abandon this god and save yourself from starvation -- thus I think I'd like to keep "lose nutrition" out of the wraths list. Probably random nausea, sickness, rotting, and statrotting? Or parasites that show up on enemies and jump to you? More of those malign-gateway-styled tapeworms that I can't stop thinking of now?
ADDITIONAL SUGGESTIONS:
* Germ shield
Looks like a recoloured Flame Ring; affects susceptible enemies at range 2 (i.e. when they touch the ring); provides damage when they enter the ring.
* Throw Pus
Theme: you grab into your infested bowels and throw them at the enemy. Costs some HP, but is effective at spreading the disease. Miasma cloud?