God Concept: I, King of Hell
In design, this grew out of giving hell effect's power to players and giving an explanation for a lot of flavour things, including hell knights; but I think it fills the unique niche of being a mummy-friendly somewhat defensive god.
Conducts:
- You may not use Holy Wrath Weapons and gain holy vulnerability upon joining. (If you didn't already have it.)
Piety Gain:
- Killing non-demons [low piety]
- Killing worshipers of other gods and good creatures [high piety].
- Visiting Hell (stops piety decrease).
Piety Loss:
- Loss over time.
- Attacking friendly demons. (penance)
- Helping Others (Heal Wounds or Haste on anything except yourself). (penance)
Special:
I blocks the wrath of other Evil gods. [Beogh, Lugonu, Kikubaaqudgha, Yredelemnul, Makhleb]; non-evil gods will not be blocked.
Invocations:
- [0] Destroy Holy Weapons (8-12 Piety) - destroys all holy weapons in LoS, including those currently wielded by enemies.
- [0] Rot Protection - Piety dependent protection from Rot (living) and Mutation (dead). Auto-switches on use of Necromutation; Vampires are special cased to block rot effects from mutation, but not mutations themselves. At 200 Piety you cannot rot.
- [0] rReligion - You are protected from the effects of lesser gods. There's a piety dependent chance of any other god's Invocations be reflected back to the user. This is most notable in Smiters Smiting themselves; but also manifests in an anti-magic-like effect on stronger priests (Orc High Priest and Elf High Priest being the most common of these). Note that I cannot protect you from any Holy elemental effect. (Daeva's smiting may be blocked, but Cleansing Flame is not).
- [0] Revenge for Harm - On a killing blow, your god takes down the enemy with you. On weaker enemies (versus Invocations and Piety); there's a chance you will receive an amount of HP equivalent to if you'd successfully Vampirically Drained the killer's remaining HP. Works on all non-demons. Chance of killing blow on killer is 100%; chance of being saved is a function of Piety, Invocations and the enemies HD; can technically reach 100% if you are killed by an HD:3 or lower monster at max level/Invo; but effectively never breaks 25% (don't know the equation to use).
- ** Retribution - Gives you a temporary 'Ret' buff; which makes you immune to status conditions. Invocations-based chance to reflects status conditions back to their creator, piercing most resistances. Note that this means ALL other status conditions, you can't use any other charms with this active. Duration of the effect varies with Invocations.(5 MP, 6-8 Piety)
- *** Malign Offering - Smite-targeted Vampiric Draining; which heals both you and all allies. Ignores all resistances; working on all non-demons (including non-living and undead). Power scales with Invocations (7 MP, 4 Piety) [2d(Invocations) damage, single target; all allies are healed for half of damage done.]
- ***** Unholy Infusion - You take the form of a demon; granting you permaflight, rTorm, rHellfire, slaying and enhancer bonuses that scale with Invocations. Even undead may transmute into a demon. [(+Invo/3, +Invo/3) Slaying; 100+Invocations/2% Spellpower boost (all schools)] (10-15 Piety)
- ****** Reforge Armour - You may Reforge a body armour to make it into the demonic equivalent. Only works on metal armours. As a general rule it greatly decreases the encumbrance, while increasing the base AC by 1. Full list:
- Demonic Ring Mail - 6 AC, -5 EVP
- Demonic Scale Mail - 7 AC, -7 EVP
- Demonic Chain Mail - 8 AC, -9 EVP
- Demonic Plate Armour - 11 AC, -13 EVP
- Demonic Crystal Plate Armour - 15 AC, -17 EVP
Overall; though having as much defensive use as Zin; the god's abilities are intended to be about vindictiveness and hatred towards those that caused afflictions. Instead of just curing my poison, I give my poison to the creature that poisoned me (Retribution may make letting yourself get red level poison as a DS strategically sound, which would be interesting to see).