» Mon Dec 14, 2009 3:33 pm
my preferred Lich system would be something like:
You, in the course of your adventures, discover an old and dusty tome, written in the Daedric script. You must translate the book yourself (meaning, player gets out pen and paper and translates), and you can find a translation key at certain rare book dealers or in the hands of the Synod or college of whispers. (Or maybe daedra worshipers?) Translating the book reveals that it is the journal of a lich, who had written down his thoughts on the life and un-life has lead. In the journal he reveals how that phylactery stuff is mostly bunk and fairy tales through the encounters he has had, and also points to several books he had read during the course of preparing for the ritual along with some ingredients he had particular trouble with. With this information in hand, you can begin to pursue the books in question. These books, along with other books that you will have to find via negotiation and research will eventually allow your character to attempt to design a ritual for lichdom. (you would need to be very skilled in restoration, mysticism, alteration, and etc.) Eventually, you can encounter a Necromancer who tried to become a lich. He reveals that he could never successfully complete the ritual, but he does have research he can give you. This lets you vastly accelerate the pace of ritual development, as you only now only need a few supplementary sources and to complete an easier skill check in order to develop your own ritual.
Once the ritual is developed, you must find a safe haven to conduct the ritual. (A hidden "secrecy" stat would exist, based on the way in which you collected your sources. IF its low, your enemies will know what your up to (rep system) and attempt to kill you before you complete the ritual. If its high, you should be safe) With a completed ritual, you would cast a spell to reflect the creation of your temporary soul vessel. Afterwards, you must wait for somewhere between a week to a month for the process to be completed. (based on number of source materials and how high your skills were compared to the bare minimum needed to develop a ritual) Once finished, congrats, your a lich!
Lichdom gameplay:
-Your necromantic spells are now much more efficent in terms of spell costs. You also have access to additional spells.
-A new branching series of spells and abilities you can acquire for yourself via direct modification of your physical form.
- adventurers, some knightly orders, idiots, and certain religious groups consider your existence abhorrent. If your "secrecy" stat is low, due to going on murder sprees or simply telling everyone your a lich, they may attempt to kill you.
-Your phylactery, though no longer holding your soul (If it breaks, you WILL NOT DIE) is believed to be your weakness due to superstition. Placing it somewhere then publicizing its location can divert attention away from your hide out. IF they break it, you can no longer use it to create such distractions, but you don't need it, so not much is lost.
-Your magicka pool is much higher, but you take penalties to strength and endurance. Fatigue is more or less inconsequential.
-As time goes on, Mages will approach you in order to gain a better understanding of the Arcane. The philosophies you instill them with during the education process (if you teach them that is) will eventually creep into the Synod and college of whispers. This can eventually lead to you being the confidant and teacher of high-ranking mages in these guilds, as well as these groups better reflecting your views. The Opposite can also happen, and they can actively reject the philosophies spread by your students. Should your students be repulsed in this manner from the Synod or college of whispers, they may eventually return to you and pledge allegiance, or turn on you for ruining their lives.
-Servants: some of the mages that come to you for teaching may pledge their loyalty to you. Also, you may hire people to support you and create puppet organizations that allow you to influence the affairs of the living. You would be able to create: Necromancer cults that are lead by one of your students and serve to carry out research initiatives and other arcane tasks, criminal groups meant to give you influence in the criminal underworld, and seemingly legitimate guilds or factions for effecting public affairs and politics.
-Criminal, guild, and political leaders may come to you for assistance. Helping them is a good way to influence the world, and you can use the opportunity to manipulate their very minds.
-like any other lich you can be destroyed. Game over if that happens.