You Are The Guardian Spirit of an Adventurer Party

Hmm. Query: Can we turn all of humanity into that theoretical party?
Theoretically? Yes.

Practically? No. You'd need deity levels of energy for that, and Carnicero won't just let that happen. Unless you really want to double, triple, and quadruple down and turn his own scheme against him by not only destroying Denrilith but also him, then taking over both of their positions.

Can we get a Rogue option, please?

"Appear and encourage him to steal what he needs from the unworthy he sees along the way. Starting with ?" Locks class as Rogue or whatever.

Something along those lines would be neat, because you almost never see a rogue/assassin type as the leader of an adventuring party, unless it's a specific type like with swashbucklers always being pirates 'n such. I'm all for the Hero being like an inspiration for 007, basically.
Erald lacks the guts to steal aside from very opportune burglary. For example, were he to be left alone in a noble's mansion and stumble upon a jewelry box and just find that nice diamond ring that no one really remembers exists sitting there, he'd help himself.

Pushing him in the direction of becoming a rogue/thief is possible, but it won't be as instantaneous as the other options. For example, you can encourage him to become a cleric and paladin because that way, he gets the equipment, power, and excuse for adventuring easily. You can encourage him to form a contract with you, giving him the power to safely venture out and giving you a benefit as well.

If he were to decide to become a rogue right now, he wouldn't have the access to training or equipment necessary to "be that class" unlike with the above options. All he has to do to become a cleric or paladin is go to the nearest church and say he'd like to devote his life to such pursuits then pass through some training while becoming a warlock connected to you is even simpler than that, only requiring a formal contract.

If you want him to be a rogue, I have nothing against - I encourage that kind of creativity. But the only way I can see it happening if you pick one of the first two options and let him essentially be a "classless" adventurer for some time until he gains access to rogue essentials.
Adhoc vote count started by Birdsie on Jul 30, 2018 at 9:07 PM, finished with 37 posts and 12 votes.

  • [x] Don't interfere.
    [X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)
    [x] Don't interfere.
    [x] Take on the form of an avatar and reveal your nature as a spiritual entity to him, then ask him to form a contract with you, specifically. (approx -145 to 195 energy. Locks Erald's class asDivine Warlock. More opportunities to gain energy.)
    [X] Use this occasion and implant him with dreams of grandeur to speed up the timespan in which he will venture out. (-10 Energy.)
    [X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)
    [X] Use this occasion and implant him with dreams of grandeur to speed up the timespan in which he will venture out. (-10 Energy.)
    [X] Create equipment from raw energy and drop it into his room. It will raise some eyebrows, but he'll probably shrug it off and take it. (-220 energy.)
    [x] Don't interfere.
    [X] Write-In:
    -[X] Appear and ask if he's considered becoming a bard?
    [x] Don't interfere.
    [x] write-in: Take on an avatar and introduce yourself to him as a spirit sent by the god Carnicero. Tell him Carnicero sees great potential in him and you can grant him one of three boons. First, you could direct him to a church of Carnicero where he could be trained to become a great Paladin. Second, you could grant him magical power directly and make him a Divine Warlock. Or lastly, you could grant him great wealth to fund his desire for adventure. The choice is his.
 
If you want him to be a rogue, I have nothing against - I encourage that kind of creativity. But the only way I can see it happening if you pick one of the first two options and let him essentially be a "classless" adventurer for some time until he gains access to rogue essentials.

Hmm. What about... a bard? He gets to leave earlier, travel sooner, learn about trouble spots while playing inns and streets, getting an outfit and/or instrument is way cheaper than adventuring gear, and keeps a semi steady trickle of money that allows him to get some practical experience traveling and being abroad before he just leaps into things.

He'll get his adventuring gear after some character growth (and some sick beats), what a twist!

Is this an okay substitute, for now?

Unless you really want to double, triple, and quadruple down and turn his own scheme against him by not only destroying Denrilith but also him, then taking over both of their positions.

Hmm. I mean, it'd fit a Chaotic Good Champion. To protect his followers, his followers converted the world and waged war on both of them so that they wouldn't threaten them again. 10/10 edge
 
[X] Don't Interfere

[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)

This is all to be his decision, we're just helping it along.
 
Hmm. What about... a bard? He gets to leave earlier, travel sooner, learn about trouble spots while playing inns and streets, getting an outfit and/or instrument is way cheaper than adventuring gear, and keeps a semi steady trickle of money that allows him to get some practical experience traveling and being abroad before he just leaps into things.

He'll get his adventuring gear after some character growth (and some sick beats), what a twist!

Is this an okay substitute, for now?
I will be willing to give a green light to anything of this sort, especially since it seems ostensibly easier than becoming a cleric or paladin.

AN: I've decided not to go full D&D with this and use a simplified system for the sake of my poor overworked brain. This isn't necessarily bad, as it will cut down on the time I have to spend writing simulations for combat and other things and let me spend more time actually writing the updates. In other words if you see anything that doesn't numerically or logically match any edition of D&D, it's because of this. I'm going fun and chaos > logic and numbers. The "system" is just a way for me to more fairly randomize events through rolls. It exists not as a rule, but a guideline.

QUICK NINJA EDIT: Also, I'm not using the D&D spell slot system and will instead try out a homebrew MP system. If it sucks, I'll change it. If it does the trick, I'll leave it.
 
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[X] Don't Interfere

[X] Write-In:
-[X] Appear and ask if he's considered becoming a bard?
Reasoning: He gets to leave earlier, travel sooner, learn about trouble spots while playing inns and streets, getting an outfit and/or instrument is way cheaper than adventuring gear, and keeps a semi steady trickle of money that allows him to get some practical experience traveling and being abroad before he just leaps into things.

Bard-tagonist is a go!
 
Hmmmmmm normally when making a planes walker I want to emphasize green early and then transition into red-blue-artifact nonsense.

However Izuku's situation is a bit different he's going to be limited by geography until he assembles some mobility boosts.
 
[x] Don't interfere.
[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)

How do we force a man to adventure? When the consequences of his spending wealth gets to him
 
[X] Use this occasion and implant him with dreams of grandeur to speed up the timespan in which he will venture out. (-10 Energy.)
[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)
 
[X] Don't Interfere

[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)

- would like our PC to become "class-less" like in Elder Scrolls...
 
[X] Don't Interfere
[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)

Changed vote. This does have to be his choice.
 
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[X] Don't Interfere
[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)

This has to be his choice, indeed.
 
[X] Don't Interfere
[x] write-in: Take on an avatar and introduce yourself to him as a spirit sent by the god Carnicero. Tell him Carnicero sees great potential in him and you can grant him one of three boons. First, you could direct him to a church of Carnicero where he could be trained to become a great Paladin. Second, you could grant him magical power directly and make him a Divine Warlock. Or lastly, you could grant him great wealth to fund his desire for adventure. The choice is his.


Just tossing in a write-in. I think the Paladin, Warlock, and Gold options are the best and if our goal is to make this guy an adventurer, we might as well be straight with him. Also, just plopping the gold into his room is going to cause some questions, if we're going to give money we should be at least as direct as if we're granting powers or whatever.


Though objectively, for him, becoming a warlock would probably be best since he could potentially bargain or pester us for gold later and making the deal skips alot of time that would be spent on training.
 
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Okay, next update should come out in several hours. I still have a few things to take care of, but I'm getting to it.
Adhoc vote count started by Birdsie on Jul 30, 2018 at 9:08 PM, finished with 38 posts and 12 votes.

  • [x] Don't interfere.
    [X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)
    [x] Don't interfere.
    [x] Take on the form of an avatar and reveal your nature as a spiritual entity to him, then ask him to form a contract with you, specifically. (approx -145 to 195 energy. Locks Erald's class asDivine Warlock. More opportunities to gain energy.)
    [X] Use this occasion and implant him with dreams of grandeur to speed up the timespan in which he will venture out. (-10 Energy.)
    [X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)
    [X] Use this occasion and implant him with dreams of grandeur to speed up the timespan in which he will venture out. (-10 Energy.)
    [X] Create equipment from raw energy and drop it into his room. It will raise some eyebrows, but he'll probably shrug it off and take it. (-220 energy.)
    [x] Don't interfere.
    [X] Write-In:
    -[X] Appear and ask if he's considered becoming a bard?
    [x] Don't interfere.
    [x] write-in: Take on an avatar and introduce yourself to him as a spirit sent by the god Carnicero. Tell him Carnicero sees great potential in him and you can grant him one of three boons. First, you could direct him to a church of Carnicero where he could be trained to become a great Paladin. Second, you could grant him magical power directly and make him a Divine Warlock. Or lastly, you could grant him great wealth to fund his desire for adventure. The choice is his.
 
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[X] Don't interfere.
[X] Create gold from raw energy and drop it into his room. It will raise way more eyebrows than the above and carries more risks of him spending it on luxuries rather than equipment, but it should be fine. (-90 energy.)

You, still without physical form, travel back to Erald's house.

You off-handedly notice his parents arguing with each other. Erald's brother is tending to the family business, it seems. You stop for a moment, just to listen in out of your own curiosity. The center of the argument appears to be his father wanting to kick Erald out, as he thinks of his son as 'prodigal,' a trouble-maker, a freeloader and without any aspirations.

His mother counters the argument with a very compassionate statement; it doesn't matter if he is any or even all of those things, he is still their son. You can sense how much she loves Erald. She may not be aware of it or even think about it, but she'd love him even if he killed someone. Of course, in that situation, she'd distance herself and show all the proper distress of a sane person and frustration of a parent, but still love him nonetheless.

The father, on another hand, is the opposite. He's that 'grounded, traditional pessimist' type of person, that believes in 'God and country' above everything else. His family is a tertiary matter.

And from his next statement, which he makes with the vehement scoff of someone utterly convinced in their righteousness, you discover that Erald already told them of his dream line of work. The father makes a point that Erald isn't made for that kind of life, and will get torn apart by the first greenhorn slayer that he stumbles upon. Being an adventurer is FOOLISH!

At the word 'adventurer,' the mother lowers her brows and makes a blank face. While the father used the word freely, her brain associates the word with several emotions. You sense... wonder, worry, passion, pity, and several flavorful colors of feeling that are mixtures and variants of the aforementioned impressions.

Was she an adventurer? As a spirit, you use spiritual sensations rather than the physical senses mortals have. You don't see, hear, smell, feel, or taste. You just sense.

If someone has strong emotions, you sense it. If someone is vividly colored blue, you sense, not see it. This is a much more versatile method, as it allows you to convert nearly any universal force into a sensation instantly. You can sense kinetic energy and its vector, you can sense magic and its purity, or you can sense concepts and their significance. This has a trade-off, in that you can't pick up the more subtle of impressions, as they are blotted out by the rest. You can only make out the general image of smaller elements and how they come into play together.

Because of this, you can't tell whether she's the kind of person that would be an adventurer. She gives you the impression of a stern but compassionate person. Humane, tender, empathetic. She doesn't have that 'roughness around the edges' that most adventurers would have from what information about the world your creator gave you.

Weird.

But you digress. The two continue to argue and the mother faithfully protects her son's dreams, saying it's not right to just call them foolishness.

You let the parents argue this way, then go into Erald's room.

It takes a fraction of your energy, but you create a neatly wrapped-up sack of platinum coins behind his pillow.

This world has a simple currency system of coins, colloquially referred to as pieces. Ten copper is one silver. Ten silver is one gold. Ten gold is one platinum. There are other trade goods, such as animals, gems, or magic items, but their costs are slightly more debatable and economy-dependable than these, rigid, unchanging prices.

Generally, the consensus is that anyone who makes about ten platinum coins monthly and upwards is considered to be above the middle class and wealthy.

And since the sack contains eighteen platinum coins, a fancy amber gemstone that's worth at least another ten, and a carved ivory statuette worth about fifteen of them, the kid can buy pretty much any starting equipment that's not magical, masterwork or overly exotic that his heart desires.

Being done with your job as the inexplicable tooth fairy, you make a stop in the house's living room to see what the family is up to. The father left for work and the mother is alone and crying.

[] Comfort her with a sensation of hope. (-25 Energy.)
[] Leave her alone. Cold as that may be, not your concern and divine energy should be used sparingly and saved up for emergencies.

=-=-=-=-=

You proceed to track Erald's particular essence and track him to the tavern. He's having an after-work drink with a few of his friends. He describes to them his arrest from yesterday, coloring it in his favor to make himself look like he isn't a pervert. Nonetheless, they lightly tease him for it.

As you observe, you feel something tugging on your spiritual mass, followed by a light, spiritual broadcast.

"Lo, there, honored celestial!" A fellow spirit floats up to and presents itself to you with respectful intent. It's moderately sapient and slightly weaker than you; were it to possess a body or avatar, it could pass itself as a mortal confidently and live in their society for as long as its mana allowed it. It is not a ghost, but a natural spirit and its slightly neutral resonance gives you the impression it's from the Deep Ethereal Plane. In other words, a native.

"Greetings," you reply, simply and curtly. You're more focused on Erald's interactions with his peers.

The spirit notices the simple answer and gets on with its business, dimly aware you have more pressing concerns. "I apologize for taking up your time, venerable one. I am a local spirit and call myself Auli. I'm very glad I happened to stumble upon you, because you see, this town has... a problem."

"A problem?" You quirk an eyebrow, now slightly interested despite your programming. "What is this 'problem?'"

"About ten years ago, there was a... uhm... a freakish accident with a necromancer, and, and..."

"Say no more." You dial Heaven.

Using the words 'necromancer' and 'problem' in the same string of words means one thing: someone fucked up the natural order beyond all recognition. It might be ghosts or wraiths. It might be zombies or skeletons. It might be something else involving the primal energies of life and death, but it is a freakish abomination of unnaturalness that must be wiped from the surface of the planet before it reaches critical mass and undergoes a dark metamorphosis and reaches an angle of loathsome and impure power that upsets the entire worldly balance.

At least, that's what your creator's programming says. Some other gods probably disagree strongly.

Anyway. In a few seconds, you ask Auli to extrapolate on the issue and speak into the metaphysical 'phone,' reporting to your superior spirits what happened.

Apparently, a necromancer successfully changed himself into a necropolitan ten years ago and got terribly cocky, set up a lair near town and has been spawning undead soldiers for an invasion, as well as using wraiths, specters, shadows, and other incorporeal spirits to spy on the local authorities. His power grew considerably, and from what Auli knows, he has all the local bandits at his beckoning. He will attack anytime soon.

Just as the archangel is about to dispatch a few reapers to fix the natural order, Carnicero metaphysically steps in, grins at everyone with his presence, making Auli transmit the expression of bowing, and says: "Why not send those adventurers after him?"

Because of course. Being polite, you answer, "My lord. I don't think that's—"

"Then it is settled!" he interrupts you as you objected. "The great, prospective heroes will slay the fiend! Glad we all agree."

You frown but transmit the expression of smiling instead. "Yes, my lord. Your luminous erudition knows no bounds..."

The transmission stops. Auli asks if he can help somehow.

[] Ask him for any energy he can spare. It's not divine, so the conversion rate will be steep, but it will not lose any of its usefulness in the process.
[] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
[X] Leave her alone. Cold as that may be, not your concern and divine energy should be used sparingly and saved up for emergencies.
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.

edit: I'm just not feeling dragging the mother into this mess, we give her hope. We have a risk she joins the adventurer party.
 
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[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.

Just imagine...going adventuring with your mom
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.

- sure, adventuring with one parent sounds fun!
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.

We're an angel, we don't seem to be serving an evil god (chaotic confirmed, but I don't think morality has been determined), and someone needs hope. Mom, things will work out.

And as far as the conversion goes... efficiency. We are still operating on a budget, so getting our new friend to spend energy efficiently is just better than being greedy.

I guess this is already the consensus, but I wanted to lay out thoughts.
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
[X] Leave her alone. Cold as that may be, not your concern and divine energy should be used sparingly and saved up for emergencies.
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
[X] Comfort her with a sensation of hope. (-25 Energy.)
[X] Ask him to go and impede the necromancer as much as he can in the time you're getting Erald matured into an adventurer.
 
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