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 Mortis Turn # 0

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PostSubject: Mortis Turn # 0   Mon Feb 20, 2012 12:03 pm

Mortis' Turn #0
This sheet records important details about your Deity.

Corruption
Energies like order, chaos, or primal are terribly alien to the gods nature and swallowing them can alter the deities makeup. We call this sort of permanent alteration corruption, and if a player ever has 100 points of corruption, in a single energy type, his deity becomes an entity controlled by the game's staff. Over time deities who drink a lot of these types of energy can also gain tolerance allowing them to handle more and more energy with less and less risk of corruption.


------------
...
Soul
Order
Chaos
Primal
Border
Cosmic
Corruption

0
0
0
0
0
0
Tolerance

50
0
0
0
0
0
Max Drank

100
10
10
10
10
10
Deals
This segment is meant to hold links to any active deals effecting your deity. All deals are subject to review once every five turns and may be altered at some later date, in the meantime they give you benefits and problems outside the purview of the normal game rules.

[none]

Thaumatic Energy Stored & Total Upkeep
This section shows your current amount of stored thaumatic energy

[Hope, Fear, and acceptance will start arriving on turn one]

1 BIRTH ACTION
1 COMMUNICATION ACTION

Dedicated Banks
This entry is meant to hold ritual points that have been dedicated to specific tasks. Points in these banks can only be used for those tasks.

[none]

Links
This contains links to the other posts listed within this turn so that you can easily navigate between them using the forward and back buttons on their browser rather than needing separate tabs open at all times. Player actions should always start below this post.

Turn Zero: Demographics
Turn Zero: Narraratives

Summary
We don't know anything much about Mortis yet. The Game has just begun and we are eager to meet this player.


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PostSubject: Re: Mortis Turn # 0   Wed Feb 22, 2012 2:40 am

~Admin's Proposed birth action Deal from Registration topic~


  • First off your focused on an area of effect. This area starts out 100 square miles and grows a 100 mile ring around itself every turn, basically adding 400 square miles to your area every hundred years. So on turn zero when you appear to the people for the first time you get to place your first 100 square miles. Boom! It appears around you. Then on turn one it expands to 300 miles to a side or 900 square miles, and on turn two it expands to 500 miles on a side or 2500 square miles, etc . . .
  • Cosmetically when an area appears/spreads every living, non sentient, creature in it is altered to appear deathly, sick, decayed, etc . . . a general look of unhealthiness. This unhealthy look is genetic and can spread outside of your area. In the meantime vibrant green growing plants can invade as well. Making a patchwork of health and sickness all over the place.

    Also an illusion makes everything below 1 mile above the surface look dim, gloomy, and overcast. Above this mark people can look down on the swirlling, ominous storm clouds covering the sky below. An important note as you have many mountains in your area. The entire effect goes 100 miles above the ground, and descends 50 feet below the surface. This does NOT include following caves down as that would make mortis need to pay for essentially limitless depths and would get the deep elementals involved.
  • Mortis can see everything within this area of effect, but it is a direct trade off. She can no longer read the minds of her worshipers for free. Instead she can see, hear, feel, etc . . . anything she desires within the area. So she could feel the heat of a fire, hear the screams of the people burning, and watch it all from several different perspectives, all for free, but if she wants to know what a worshiper is thinking that will cost. She still knows who her worshipers are, she just doesn't have free access to all their thoughts and secrets.
  • Mortis has an ongoing effect that tries to grab the souls of any intelligent being in her area that she can the moment he/she/it dies. This will need a power level. Mortis also automatically has an area of her afterlife that grows with her area. This region mimics the geography of the area perfectly, and has an illusion of what is happening there at every moment overlaid on top of it. Spirits can walk through this illusion or pretend it is real as they desire, it's not solid or anything. This illusion also includes a glowing, moonlike face of Mortis sleeping in the "sky". The illusion is there constantly, except for the one year period at the beginning of each turn. During that time this section of the afterlife goes dark as mortis vanishes, and the illusion stops being replaced by the barren reality of rock, gravel, etc. . . that perfectly mimics the real terrain and can't be altered by the dead . . . a desert until the return of mortis to light and fill the afterlife once more. Which leads us to . . .
  • At the beginning of the turn the player, mortis, will walk amongst the living within her area. Her appearance will mark the expansion of the borders, and she will stick around for one year. Her appearance will be the grey and partially see through shade of a beautiful woman wearing only a necklace with a celtic cross hanging from it, and a hooded cape.

    This form can lift and move things at will, but can't be effected by normal (non magical) weapons or touched by mortals unless she wishes to be. She has normal human strength, Mortis will pay for anything more using his income. Mortis can only use her power during this time, and will likely have to specialize in effects that trigger and execute programs at will, or intelligent servants. The avatar also has the ability to teleport anywhere in the region at will.

    We will need combat values for her protections. Killing the avatar of Mortis banishes her for that turn and anything she hasn't already done or set up won't be done, but she WILL be back. Offsetting this is the fact that she gets a 5% discount on costs during this year, and an 8% discount if the effect appears to come from her avatar directly in some way. We will also want power level for her teleportation, how hard is it t keep mortis OUT?

    Also the avatar of mortis will appear by taking the place of a woman already living in her area, preferably one who worships her, but it can be anyone. We may need power level for this as someone may want to protect their priestess from being chosen for this honor.
  • If mortis is killed, or at the end of the full year term, Mortis will vanish leaving behind the person she was inhabiting. Only this person will be changed. She will be an eight foott tall, perfectly proportioned, ghostly form, obviously the missing person, and appearing where she was taken from, but also obviously a flawlessly perfected version of the person, absolutely stunningly gorgeous.

    This person is the warlord of mortis, and if she is killed mortis loses one ring of expansion. The warlord has free will, but she also has the memory of touching mortis' vast power, kindness, and intelligence, like an ant really, for just one moment, understanding what a person is thinking, and then going back to being an ant.

    She is also gifted with the ability to see, feel, hear, smell, etc . . . anything in the area from anywhere else in the area at will simply by concentrating on it. She can become solid at will and is effectively immortal unless somehow killed, and can speak telepathically and understand anything "said" to her. She will need combat values. Warlords can never leave the area controlled by Mortis. They also lose all powers if they lose faith in mortis or fail to worship her, thus becoming ineffectual wraiths until they regain their faith, a pitiful warning of what befalls those who betray the goddess unable to touch anything or say anything to anyone without it coming out as a mere soft moaning sigh.
  • Mortis is intimately connected to her area. She can't see outside of it, her magic systems don't work outside of it, and she pays double for supernatural creatures if they are given the ability to leave it. In return however her magic systems and creatures who can not leave get a power boost . We need to set combat numbers seperately, you may want to end up paying for some of them as your free points will be spread quite thin by all this.

Not sure if I covered everything or not here, and the details are still up for debate, we are still hard at work on your area, and there is still time before turn zero is finalized and you play your birth action. Nothing is set in stone, but this is my proposal pending feedback from you or dragonspar. You asked for a lot and I've tried to give you everything you want to the best of my ability in a fair and balanced way. Hopefully I'm at least on the right track with these ideas.

~Mortis' Reply~

Ok just a couple things.. My ( warlords ) I'd like them to hear the prayers of my people I.e the thoughts directed AT me

And the appearance of the warlords will be as stated but not 8 feet tall.. There normel hight will do just fine and I want them to appear to wear whatever clothing they wish.


My afterlife I want to have 3 lvls total.. The first as stated.. I like that the dead can watch over the living.. The second level will be for the dead to retire.. A heaven for the souls that no longer wish to watch over the living.. A bright beautiful kingdom of wonder and ease filled with the finest of all things. The third shall be my chamber hall with my thrown.. This is where I would hold audience with the dead or with the undead that have traviled to speak with me ( as soon as I give them the spell to do so ) this is also where I want all the non worshiper souls to go.. I want to copy all there memory's and burn there souls for the energy.. All non worshipers get oblivion as there reword. But I'd like a list of teck I could teach my people from the memory pool. I'll also be adding the memory's of my dead worshipers to the pool ( copy/paste not strip from ) so the list of new tech would actually be new tech lol

~Dragonsparr's reply~

not had a chance to talk to john today, but have looked over this, and my reaction is that the warlord picking up prayers directed at you is reasonable, BUT, and john would need to give feedback on this, that you only get that information if the warlords relay that information to you. They do have freewill after all, and yes, horrible things happen if they lose faith in you, but, i think this could be interesting....
Also, possibly the hearing of the prayers would be limited in range?...
just some thoughts, and this is all looking rather good.


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PostSubject: Re: Mortis Turn # 0   Wed Feb 22, 2012 12:54 pm

I have 2000 points in combat values to place

500 power lvl for expansion affect
100 power lvl for soul stealing affect
200 protection for avitar
200 stealth for avitar
200 power lvl for avitar teleporting ability
500 protection for warlords
200 stealth for warlords
100 power lvl for taking a chosin person for my avitar/warlord


Also I don't want my afterlife to go dim when I'm ( on earth ) for the one year. I'd like my warlords to have the grand tour of all 3 lvl's of the afterlife so as they may tell storyes of them to the living.
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PostSubject: Re: Mortis Turn # 0   Wed Feb 22, 2012 11:35 pm

ok, for protection I'm assuming you mean protection against physical, though you could break it up into X points vs physical, X points vs energy, etc . . . Also I want to clarify that your using stealth levels for your security levels VS mystical attacks, at least for the time being.

Afterlife levels, lets make sure I remember what these levels are . . . First level mimics your area with illusions showing what exists there in the real world, second level is the normal misty default afterlife everyone gets, the third level is your throne with the globe of souls. Not sure if we've talked about the soul destruction/memory stealing aspect on here, or just in person, and you wanted to alter that a bit anyway, so if you could do a write up on it that would be awesome.
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PostSubject: Re: Mortis Turn # 0   Mon Mar 05, 2012 1:20 am

You've told me in person a number of changes to this, weather system effects, integrating your army of skeletons into the soul snatching idea, etc . . . but I haven't seen a post yet and until I do there aren't a lot of comments I can make here. I'm tempted to write up a counter deal for you as I think the overall concept is improved by the new ideas but . . . that would look too much like me playing for you. If it isn't posted it didn't happen, even if I know full well outside the game that you wanted it to be different.
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PostSubject: Re: Mortis Turn # 0   Fri Mar 09, 2012 1:43 pm

Also you asked what edible plants your people were eating to supplement their diet. I've done some research and both rhubarb and peas grow on the plateau. Hopefully this information will help with your planning. Looking forward to that super post you were talking about doing soon.
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PostSubject: Re: Mortis Turn # 0   Wed Mar 14, 2012 2:10 am

What I'd like to keep from Previous deal..

1: Expansion & soul steeling affect
a: not keeping the death like alterations or the illusion affects
b: I want to phase the light coming into my aria into the red spectrum ( altering only human visual ) so as to give a look of twilight during the day.. And I believe this would acct like a grow lamp for plants as red light is more useful to them. I do not wish to phase out all other light just enough to cause the
affect. I am not altering U.V., infer red or any other form of light. this will be a dome like affect reaching through water if needed from horizon to horizon so as to cover all my aria.
c. my warlords will be kept, no Mortis avatar, instead I will possess warlords as needed and hop from one to the other just making the illusion of their body LOOK like mortis while I take control of the body. i want the warlords to be able to telepathically talk to any "one" of the skeletons or demons as they like. They have the same telepathy as my demons and skeletons (under the given conditions) but can see everywhere at will so line of sight is . . . everywhere in my area.

2: the sweet afterlife affect that would show my dead the living.
a: the other two lvls not needed
b: flavor text.. Instead of my face in the moon just have it white in the afterlife.. And red for the year I'm
away.. And for that same year im on earth all people would see a white moon instead of a red one.

What I'd like to add..

1: a weather control affect to add or subtract water from my aria in the way of drizzle, fog and mist.. Or its frozen counterparts.. It's job will be to regulate the amount of water to adequately sustain a thriving landscape but not drown it lol

2: with the souls I gather from my soul steeling affect and my worshipers I'd like to make two supernatural races.. A race of skeletons and a race of demons.. I will only allow the worthy of the non worshipers the option to chose to be reborn.. I.E. Leaders of the people,the honorable/ wise/ inventor types, the strong and loyal type.. In other words I'm looking for people that will help build an empire.. I will judge all gifted every time I walk the earth and revoke my gift if they have become too unruly.. start to hurt the growth of the people or start turning people against me in a way that i cant benefit from.. at witch point they are sent to my afterlife. i give all the worthy 3 options.. to stay in my afterlife or to chose witch form to be reborn into on earth.

3: o.k the con of my afterlife.. with only the one cool setting with the overlapping illusion of the real world affect there is no heaven or hell... or is there lol
all non worshipers that i deem not worthy of the 3 options I'm going to consume to fuel my reserve costs.. this will be shown as a Pit-fiend like demon dragging the souls into a flaming portal.. if a worthy soul is brave enough to look into the portal they would see an ever changing landscape of floating islands of lava rock filled with demons of all shapes and sizes doing unspeakable torturous things to the unworthy souls that have been dragged there. this hole seen will be accompanied by the unending screams of not only the souls being dragged but from the portal itself.

as for the souls that have been worthy of all my blessings and have been good servants.. when the time comes for them to leave my afterlife.. when they no longer wish to watch the living but are ready to ascend to the glory of the heavens.. Mortis will open a golden portal into a realm of absolute majesty.. a kingdom worthy of the gods and those they wish to have among them.. they will say there goodbyes.. they will make there speeches to those they leave behind and the will join there ancestors in the halls of the gods... but in the end both are just an illusion and both good and bad souls fill my belly Wink Good souls who have become unworthy in the afterlife itself don't get heaven or a choice on time, they instantly get the demon image, it's not just "you served you go to heaven". Note a skeleton or demon who becomes unworthy winds up in the afterlife, which gives them another chance, it's the second time they prove themselves worthless that I eat them.

(4) Skeletons & Demons

Skeletons: all will all be the same physically.. 5ft tall and no discernible gender..Don't need food, sleep, rest.. The bones are made up of a black stone like material.. Lift / carry 200lb.. will have a clearer mind/ more organized thoughts and a better recall of memory's.. will love to debate and create new things/ figure out how things work.. they are very mechanically inclined scholarly beings. They enjoy walking amongst humans and learning new things.
Held together by a magic telekinetic force witch will heal them if damaged, they heal at the same rate as a human might but this includes full regeneration of limbs and such.. They can see, hear, smell and feel ( no taste ) as a human would.. Damage will be like a cold hollow feeling.. No pain.. Can not talk but instead will have telepathy ( line of sight or 500ft if contact is maintained ), by telepathy I mean mental communication, not mind control, empathy, or anything like that. They will be 4 times as fast over land or in the water as humans.. Strong and fast but very light describes them.


Demons: will have a semblance of there former selves.. But at a time of there early 20s.. All 6ft tall, small horns on there forehead, black hair, deep red skin and a whip like prehensile tail.. Anatomically correct ( as far as sexual matters are concerned ) but unable to have kids the demons will love physical exertion in all its forms. will need to eat and sleep but only at 1/2 what a human would need. lift/ carry 800lbs and will never look over weight or too thin. will have the same telepathy as skeletons.. line of sight or 500ft if contact is maintained. They don't breath or have internal organs, if you cut one open they would ooze a hot magma like substance for a second before the wound closed. They are the same temperature as normal humans unless cut, and heal in the same manner as my skeletons slowly regenerating over time.
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PostSubject: Re: Mortis Turn # 0   Sat Mar 31, 2012 1:26 am

(communication action)

first ill choose the most skilled craftsmen of the bluttstatta, both the high and low tongue members of that group, but also the most adaptable to learning my ways. There culture is really dishonorable and wicked and I don't want them to remain wicked. From this group I want to summon forth 35 people. For my starting area I'm choosing the mammoth bone house settlement of the most settled and non migratory confederation of the Drukpa. Everyone is moved there. I will appear, bringing with me the bluttstatta during a meeting of prominent and respected leaders of the confederation, who will make up my other 15 people.

My birth action takes effect as I wish to appear, killing one person in the meeting, sending them to my afterlife, they will return as my first warlord to hold down the first expansion. I will possess this warlord as I possess one every hundred years and . . .

The corps of the young girl starts to glow with an erie light.. rising slowly.. unnateraly to her feet and then into the air fading from solid to a dark mist. a low moning starts and then fades as the form of a women takes shape.. just as the people stuned watching realize this girl must be unclothed the figure reaches into..
where the darkness? and draws forth a cloak of blackest night just as she is fully formed but still transparint.. and not a girl or even a women but obviously a goddess for nothing could be so beautiful.

in a voice like a echoing moan coming from far distant the goddess speaks.

I am your goddess, Mortis, lady of death and the infernal realms of the abyss. I have come to make you all my people, for death is your destiny, and the empire of death is your future.

At this point the 35 people from the bluttstatta appear to the gathered chiefs, up until now they could hear and see but were not visible.

Chiefs of the noble Drukpa the girls life who I have taken today is the first to gain my gifts. She will return to you when I leave as a daughter of Mortis. She will see all under the red sky as I will see all and will watch you. These people are the most skilled at their specialized tasks in this area of the world and I have brought them here to help you build an empire. Though you do not speak their language my daughter will translate
with ease. For all who worship me and do me honor I open up a gloryous path to immortality in the heavens ans a choice to return to the living wourld as one of my gifted servints. Death is no longer the endof your journey, it is only the beginning.

I'm going to leave two things in the minds of my daughter. Five points in stonework so they can build
buildings of stone and the images of both the abyss and that glorious kingdom. At that point I leave and am replaced by my "daughter". She will also vaguely remember seeing, or thinking she saw, people she knows who have died walking around in the distance in my afterlife area.


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PostSubject: Re: Mortis Turn # 0   Sat Mar 31, 2012 8:17 pm

All right here is the birth action deal I'm willing to give you based on everything we have discussed so far.


  • The core of the birth action is the area of effect. This starts out with a 100 square mile area and grows in a 100 mile wide square around that center every hundred years when the goddess Mortis makes her appearance in the world. Thus the ring grows by 400 square miles every turn. This ring rises up 2 miles above the ground and descends into the earth 1 mile down following the contour of the planets surface. Thus we define a layer of strata over the surface of the earth and down into it's depths that is subject to the particulars of this deal. Above 2 miles, or below 1 mile the goddess has NO power. Where the area touchs a body of water it can extend up to 2 miles down below the surface of the water. But the vertical can NEVER go below 4 miles total so she might have no power underground at the bottom of an ocean trench. Expansion and maintenance of control for this territory has a power level of 500 [growth altered to reflect fixing mistake in area calculations to match intent of the player].
  • Mortis loses a direct connection to her worshipers and can't read their minds or see what they see. Instead she has the ability to gather information from everywhere within the area as if she had human senses everywhere, sight, touch, smell, hearing, etc . . . She can spy on anyone or anything within the area at will for free, though she would need to spend points to read minds, to sense things a human could not sense like radiation levels, or something shrouded in complete darkness, or locked within the earth. No secret spoken is safe from the goddess, if a trunk is ever opened she has access to it's inventory as of that time, though she might not know that mold has destroyed the books within the chest until it is opened again unless she spends points. She also can see things no worshiper would see or know, such as the location of game animals, or the "secret" fortress built by a foreign civilization. This sight effect also has a power level of 250.
  • A cube of energy alteration & weather control will cover the entire area of effect rising from the ground at the edges and roofing over the area in a dome that matches the contours of the earth below. Light below the dome will be shifted into the red and blue spectrum giving an overall red-yellow twilight effect below with the moon appearing blood red at night and the sun an angry yellow red during the day, the stars will be little points of red in the sky. This is set up to perfectly enhance plant growth and flowering without burning them out and to increase the energy they get from photosynthesis, under the light plant leaves appear darker (almost black) as there is much less green light for them to reflect. Also under the dome water will be dynamically created and destroyed so as to provide enough water for the plants below to thrive without drowning them, flooding the area, or other stupid stuff. This effect has a power level of 250.
  • Every time the area expands a woman or girl must be chosen by mortis, or picked at random to die. This woman will instantly turn into a corpse, rot, be eaten by worms and bugs, become a skeleton, get covered in mold and dry rot, crumble to dust, and then from the ashes a new "daughter of mortis will rise". So long as this daughter is "alive" mortis retains the ring of area claimed that turn, if the daughter is destroyed mortis loses on ring of expansion INSTANTLY.
  • This daughter of Mortis is a supernatural creature with the girls soul and memories. It can not leave the area of effect, but can see anything that mortis herself could see, and can mentally communicate with any sentient creature at will within the area. The daughter will appear as an insubstantial wraith that looks like a "perfected" version of the woman who died, has her memories, personality, and free will. She also has touch range telekinesis which allows her to lift and carry up to a full ton at will as if she was a super strong human, she must lift such a weight with her hands, and manipulate it with her hands, the telekinesis only simulates hands, not anything more. Her legs fade before reaching the ground and she has no feet, but instead floats over the surface of the earth, or down below the ground, moving at will through walls, trees, people, and animals. She retains the communication ability, the god-sight, and the telekinesis only so long as she remains loyal to Mortis. If she rebels against Mortis she loses these abilities and gains a voice like a moan to communicate with others as she helplessly floats through the area, cursed by the goddess until she sees the error of her ways. The power level of the daughters powers is 100. She also has 100 points of stealth VS gods gathering information, 100 points of stealth vs spells/psionics targetting her.
  • 200 points of security will prevent other gods from hacking this entire birth action, the supernatural creatures nature, the area of effect, etc . . .
  • Mortis is going to try to draw the soul of any sentient person into her afterlife, worshiper or not. The afterlife area spirits enter is a dynamic space that exactly matches the mortal world covered by the goddesses area of effect with illusions exactly showing everything and everyone mortis can see within the area. Each soul drawn here will be judged according to the tenets laid down by Mortis and relayed to the population of the area (as current for that turn), those who are acceptable may remain in the afterlife as long as they like. Those who are found unworthy will have there souls destroyed by Mortis. This happens by a portal opening up and a giant demon reaching out and dragging the soul through to an abyss of floating islands where endless screams can be heard of souls endlessly being tormented. Souls who are later found unworthy within the afterlife also suffer this fate. Souls who grow tired of the afterlife and want to ascend into heaven are also destroyed, but they are given the chance to say goodbye, give a speach, and pass through a "doorway" into the viewers image of a perfect paradise from which none ever return. The energy from these souls being destroyed is dedicated to supporting the armies of supernatural creatures mortis plans to create from souls deemed "worthy" and the mortal souls she maintains in the afterlife. The soul stealing effect has 250 points of power, and the soul destruction effect also has 250 points of power. The moon of the afterlife is regular white while mortis is there, and becomes red during the one year a turn when she acts in the mortal world, at which time the red moon under the dome becomes it's normal white as the light is allowed in from IT alone.
  • Those who are worthy may choose to become a "skeleton" or "demon" and return to the mortal world under the dome. These, and all other supernatural creatures created by mortis, may never leave her area of effect. Skeletons and demons will be detailed separately at the end of this post. Skeletons and demons are won't naturally "die" except by the judgement by Mortis. They have free will and are guaranteed to survive 100 years, mortis can't simply destroy them. At the end of that time they are judged again and if found unworthy they are banished back to being souls shaped like a skeleton or demon within the goddess' afterlife. At which point they have another 100 years to become worthy or they will be judged again and face the fate of unworthy souls in the afterlife.
  • Spell systems created by Mortis do not work outside of her area of effect, and as stated her supernatural creatures can not leave that area of effect. Mortis gets a 25% discount on costs for anything she does within the area of effect so long as it has NO ability to leave or survive outside of her area, it costs her twice as much to do anything outside of her own borders.
  • Mortis does not get any interupts, ever. Instead the goddess only acts during one year at the start of every turn, the time she is "in the realm of the living" During this time she possesses the "body" of one of her "daughters" and gains use of all their powers except communication, which costs her a further 10% less than it would any other deity so long as she is operating within her area of effect. If her "host body" is destroyed she simply skips to the next daughter available, until eventually she may be driven out of the world entirely with the death of her final daughter and need to spend points next turn viewing the world to find a new victim to become her "first" daughter and start the cycle all over again with a new 100 mile starting area.
Skeletons
All skeletons look roughly the same. They have all their ribs like a woman, and are six foot tall with broad shoulders and narrow hips like a muscular man. Only the features of their skull tells one skeleton from the next as they retain their own skull. Skeletons are not made of bone though, but of a supernatural substance that looks like a shiny black stone. They are held together and move by the power of the god which manifests as a sheen of green light that dances over the surface of the bone, and sparks like (perfectly harmless) green lightning between the joints where the bones touch or where pieces of bone have been damaged or destroyed. Over time this energy will regenerate the material at about the same rate it would take a human to heal from a cut o the same severity, complete regeneration is possible here though as each small bit of "damage" is healed in turn over months or years of time. Damage to the skeleton does not hurt but instead gives them a feeling of cold that grows more or less intense depending on the damage. They have no sense of taste or smell but see, hear, and feel much as a human would. Skeletons do not need to eat, sleep, nor breath, and indeed aren't physically equipped for any of that.

Each skeleton can lift and carry up to 200 pounds of weight, and run/swim at twice the speed of a mere human. The minds of a skeleton have perfect recall, and they don't have the real capacity to get frustrated or develop a headache from intense thought. Instead they get pleasure from running or swimming, and from thinking about a problem. They are mechanically inclined and get physical pleasure from thinking about how the world works, which is increased during debate, or when they are teaching others what they know. They are scholarly beings and also get pleasure from learning new things and enjoy being around humans.

Skeletons lack the ability to speak, lacking a tongue or voice box, but communicate with one another, with humans, and with other supernatural creatures using a sight ranged mental communication power which can extend up to 500 feet if contact is maintained after line of sight is lost, within this range they also understand anything said to them. All the powers of a skeleton are maintained by a single 250 power level. This gives them higher protection against any one thing being overwhelmed but makes them more vulnerable to multiple attacks on their powers at the same time.

Demons

Demons are the physical branch of Mortis' general supernatural population. They have a semblance of their mortal selves if they were a human (if they weren't human to begin with), but with the age adjusted up or down so they all look to be in their early twenties. The bodies are physically perfected versions of the persons own body, but the face remains the same, they are never overweight or too thin but if you had a horse face in life you become a horse faced demon. Also all demons are anatomically correct, they have all the required body parts and can enjoy good food, sex, whatever just as a human could, but they are immune to STD's and they never get fat or zits, or anything like that. They also have red skin, prehensile tails, and two jet black little horns poking out of their foreheads.

A demon doesn't HAVE to breath, and only needs to eat or sleep half as much as a human being would. They have no internal organs and if they are cut they ooze hot red magma. Otherwise they are the same temperature as a human being. Cut them open and look inside and it's just mystical magma though and you could get burnt. Like the skeletons they heal and even regrow limbs slowly over time with the end of a limb oozing magma that slowly forms into new flesh regenerating over weeks or even years. They can keep going even with a deep gash in the chest covered over with a hot magma scar that is slowly filling in with "flesh".

Demons can lift up and carry up to 800 pounds and communicate with the same sort of mental communication that the skeletons use letting them talk to any sentient being. As with the skeletons they have 250 points devoted to all their special powers such as the healing, lifting, communication, and hot magma effect. Demons like physical exertion, exercise, fighting, wrestling, sports, it all feels good to them, they also enjoy food, drink, sex, all the pleasures of life with each other or with humans.


Last edited by Admin on Thu Apr 12, 2012 11:44 pm; edited 5 times in total
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PostSubject: Re: Mortis Turn # 0   Sun Apr 01, 2012 11:07 am

Love it.. But can I get my warlords to have the two way telepathy with the humans.. I.e. No language barriers

And I wouldn't mind redefining my borders to a 2 mile arie up or a sealing of 10,000+ ft and one mile of strata even though I wouldn't see anything unless I payed extra.. The oceans and other body's of water/ or liquids I would like to be in addition to the 2 miles up and the 1 mile down so at most I would have a 4 mile or so range for my vertical

Please and thank you Wink
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PostSubject: Re: Mortis Turn # 0   Sun Apr 01, 2012 12:01 pm

Sounds good though I'll want to make sure to clarify it. Changing the text above to have the following dimensions: 2 miles up, and 1 mile down below the surface of the earth or 2 miles below the water. That way your skeletons can mine and your demons can swim down into the ocean a bit.
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