Implanting two distinct impressions will require separate energy spendings. I updated the action list to include this detail.
Also, seriously - you're a spirit - an angel of the Lord, whose only goal is to create a party of adventurers so magnificent that their very existence will shake the land. And you spend precious energy on making a dragonborn latrine-cleaner forgive them running into him? Okay, I'm not going to question your sympathetic reasoning. But if you spend more energy daily than you make, you'll end up deprived of it sooner rather than later.
Also, keep in mind that the latter implant is unlikely to bear any fruit - you're giving them short-term (if compelling,) impressions and feelings, or directing their thoughts into lapsing into a certain pattern for a short period. A brief, fleeting thought: "hey, it might be nice to venture into the wild," won't convince a dragonborn commoner to leave behind his life to which he already has massive attachments. It could be accomplished through either direct commands or possession, but even then, he'd eventually realize he did something batshit insane and he'd try to return to his former life, loving wife and children as soon as your sway over his mind was gone. Yes, he is a hard worker, but he's too afraid and inexperienced to try out something dangerous like adventuring. Just because you're poor doesn't mean you'll sign yourself into what is basically a PMC.
On an off-note: I didn't intend for him to be a villain at all, but in hindsight, I think the idea is really great.
Monica found tracks. They're fresh, but whoever left them travels single-file to conceal their numbers. She quickly deduces this to be an atypical strategy for goblins, but the two of them decide to pursue the tracks anyway and see where they lead.
The forest leaves above them thicken as they pass, creating an unsettling umbra of darkness. Like any other forest, this one is full of trees, but Monica and Erald notice the bushes that should have berries on them were picked clean. These types of berries shouldn't be edible to humans.
Ergo, the goblins have a dwelling nearby. They decide to search together and walk off the track, then through the trees, in the direction where there are more bushes.
Suddenly, Erald gets a hunch. Something feels off in the air. He turns but sees no one past the trees behind them. He turns back forward, hears the sounds of the forest, and instantly understands.
"Watch out!" he yells just in time to warn Monica.
A large creature covered in thick fur steps out from behind one of the wider trees, snarls and swings his morningstar at her. Monica raises her shield and blocks the attack.
Erald screams, something akin to what an orcish warrior would do when rushing into battle, but more human and less terrifying. At the same time, he charges the creature and swings his sword. He leaves a gash on the bugbear's face, from which blood begins to spur rapidly.
Monica takes advantage of this, steps to the creature's right flank and swings her mace from above, smashing it into the bugbear's chest. It growls and retaliates wildly by attacking Erald, but the rookie adventurer raises his shield and walks back away from the attack, absorbing most of the force.
He counters it with another blow, planting the tip of the sword in the bugbear's heart. Although he was aiming for the chest and probably would've finished it off anyway, the accuracy of the attack can be attributed mostly to your blessing.
Erald feels an immense satisfaction wash over him, but a trepidation at the same time. He just took away a being's life, but he did it with immense grace. As these emotions swooped over him, Monica kicked the bugbear to the ground, disconnecting it from Erald's sword.
The creature lives. For a scant few seconds, it breathes and internally makes peace with its fate. From its surface thoughts, you gathered it was a guardian of the goblins' lair and knew this would happen to it. It was evil but died peacefully. The bugbear closed its eyes and drew its last breath, to never do it again.
After the skirmish, Erald and Monica proceed in the direction they supposed the bugbear came from.
From the jet of black smoke streaking toward the sky, Monica judges their distance away from the goblin camp to be around two-hundred meters. The adventurers are now in a clearing in the midst of the forest, near a few hills, hiding behind bushes and observing the enemy camp. The goblins built a small palisade around their camp, so it is hard to see if the stolen cattle is in there.
Monica steps back and looks at her son. "How do we do this?"
"Let's try to ambush them," Erald offers.
"That'll be difficult. They have the clearing covered, and they have archers."
"You're my shield, right, mom?" Erald asks. Once again, Monica disbelieved she agreed to this. Erald steps out of the bushes, raises his shield and runs forward. "Let's do this!"
"Erald, wait––damn it!" She runs out after him.
The goblins take notice quickly. A few, stubby archers mount a small wooden turret and start firing arrows.
Erald crouches down and stops, but it is too late. He felt the small, forearm-length arrow dig through his shoulder. He whimpers, then takes it out with his free hand.
At the same time, he feels excited. This is the real danger. Another goblin fires an arrow and hit his foot, which wasn't covered by the shield. His boot protected it, but the blunt force alone would result in a small bruise. Erald hisses, moves his foot to be better protected, then grins.
"Erald! That was absolutely reckless! We have to retreat!" Monica settles down next to him, using her shield as cover.
"No way! I didn't come here to wuss out," Erald says, having five hit points left. "This is a real adventure!" You facepalm. If he came here alone, you'd need to spend even more energy to keep him from dying.
Erald dashes across the clearing and took cover behind the palisade, effectively invisible to the archers. The gate opened up and revealed, much to Erald's chagrin, a pair of hobgoblin troops and what looked like their leader.
Fuck. There was nothing about hobgoblins in the job description.
Monica catches one of them off-guard by running into him with her mace. She scores the biggest possible hit, her mace clanging against the goblinoid bandit's head and cracked his skull open with all the momentum of her run. He dies instantly.
The other hobgoblins regroup and stand shoulder-to-shoulder. The sergeant steps out and swings his longsword at her, holding it in two hands. Monica receives a blow to the side of her chest, but her armor mitigates what would have been a fatal cut to large bruising.
Erald, meanwhile, feels a newfound vigor fill him up. He steps up to the other hobgoblin trooper and attacks him.
To your pleasant surprise, he manages to kill it with one strike, partly thanks to the last remnants of your blessing. He vectors the strike perfectly and manages to put in all of his strength into a vertical attack, connecting and cleaving through its leather pauldron, breaking the hobgoblin's clavicle and leaving behind a large, painful hole.
Even if it survived, it would be a cripple afterward. The creature drops down to the ground, hyperventilates in pain for ten seconds, then closes its eyes and stops forever.
Erald steps in to help his mom.
Monica bashes the sergeant with her mace to no effect. The seasoned combat veteran simply makes a large step back and avoids the strike. He then sets his other foot firmly forward and replies with a thrust and secures a critical attack.
He impales Erald's mother, the sword sinking through her armor and leaving a deep red hole in her side.
Erald steps in and slices, but the sergeant evades deftly and replies with a swing, which Erald blocks with his shield.
The sergeant is then struck in his back by Monica's mace and disengages, growling at the two adventurers. He speaks for the first time, in a language they understand. "Curse you. Why don't you just die?!"
Erald advances with his blade. He carries it downward diagonally in a large arc. The sergeant tries to step back, but too little too late. He steps back into the palisade and Erald's blow gores through him, leaving him on the brink of death and opening a giant, red line in his chest. Blood sprays from it, freckling Erald and Monica in blood.
The sergeant drops down to the ground, covering his wound, and speaks a foul curse in his language. He then says, "Fine! I yield! I yield! Let me live and I won't bother you."
Erald steps back and lowers his blade. "Then get out of here."
The sergeant stumbles onto his feet, picks up his sword by the middle of the blade and lurches away in shame.
Erald and Monica access the goblin camp and even though both of them are injured, they make quick work of the lesser goblins. They find the cattle locked behind a small fence. After collecting any worthwhile items to sell them, they herd the cattle onward and return it to the agreed point and go to collect the reward.
Thirty-five gold pieces altogether. After selling all of their loot, an additional ninety-eight. They split the reward evenly, sixty-six gold and five silver per head, even though they're family. Monica explains that's how adventurers do things.
There may be hope yet for this boy.
=-=-=-=-= Two Days Later =-=-=-=-=
Erald sits at the tavern, long after his friends had left. His mom went home to sleep, but Erald had no such intentions. He was here waiting.
He lets out a muffled breath, setting his empty tankard down, and pays the bartender a small tip of three coppers.
Finally, his recruitee arrived.
Story Choice:
[] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[] An orcish barbarian was looking for a band of companions to adventure with. Erald got in touch with him.
[] Write-in.
In other news, Erald got some training as a fighter. He discovered a natural talent for the sword and decided it'd be good to develop his skills in the area. The Adventurer's Guild had plenty of training offers. Erald has been considering several of them.
Story Action:
Erald will pick the 'Battle Master' martial archetype by default. You can influence his choice.
Your deity has noticed your efforts and rewarded you with additional energy!
Miscellaneous Actions:
[] Act using an Avatar. [LOCKED: No Avatars available.]
[] Create Avatar. (-750 energy for a standard, humanoid mortal of average power. Avatar's body is stored in your core for later usage or deployment.)
-[] Describe Avatar's capabilities, body, appearance, etc. Give it a name, number or another identifier.
[] Conjure Avatar. (-2 energy for every hour, if Avatar is a standard, humanoid mortal of average power. Avatar's body disappears permanently after you're done.)
-[] Describe Avatar's capabilities, body, appearance, etc. Give it a name, number or another identifier.
[] Possess body. (-100 energy for someone with average willpower. -1 energy for every hour controlling someone. Control may be wrestled with a Wisdom check.)
-[] Possess whom?
[] Implant direct command. (-80 energy.)
-[] In whom? What command? (Limited to simple, one-sentence or one-phrase commands.)
[] Implant thought or feeling. (-25 energy.)
-[] In whom? What feeling? (Limited to one specific feeling per energy spending.)
[] Visit someone in their dreams. (-10 energy.)
-[] Who? Tell or do what?
[] Impart blessing. On whom?
-[] Divine Blessing. (-1500 energy. On their next five rolls, a person automatically rolls an additional 1d12+5 and all successful rolls result in the equivalent of a Natural 20. Natural 1's cannot affect the person's rolls. In addition, if the numbers rolled are twice above their normal DC, the positive effects of the roll are quadrupled.)
-[] Massive Blessing. (-1000 energy. On their next five rolls, a person gets to roll additional 4d12+5 and add the result to their rolls. All rolls twice above their DC count as Natural 20's.)
-[] Major Blessing. (-500 energy. On their next five rolls, a person gets to roll additional 3d10+4 and add the result to their rolls. All rolls twice above their DC count as Natural 20's.)
-[] Moderate Blessing. (-250 energy. On their next five rolls, a person gets to roll additional 2d8+3 and add the result to their rolls. All rolls twice above their DC count as Natural 20's.)
-[] Minor Blessing. (-100 energy. On their next five rolls, a person gets to roll additional 1d6+2 and add the result to their rolls. All rolls twice above their DC count as Natural 20's.)
-[] Tiny Blessing. (-50 energy. On their next five rolls, a person gets to roll additional 1d3+1 and add the result to their rolls. All rolls twice above their DC count as Natural 20's.)
[] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[] Metamorphosis. (-1000 energy. You will undergo a 1d3–day long hibernation and burst out evolved. The minimal effects are an increase in energy capacity by 2d150, an increase in energy regeneration by 3d10 and a 70% chance to unlock rare or special functions or abilities, as well as a 50% chance for other developments. However, it also increases your daily energy consumption to maintain existing and your God will not provide maintenance energy without asking for permission first, so if you want to do this without them knowing, you may need to secure alternate sources of energy (mortal followers, pacts, etc.) Doing this without permission may anger your God for obvious reasons.)
[] Thaumaturgy. (Perform various magics at the cost of energy. Ask QM for specific costs. Some magic may cost more than others, depending on your specialty. It also greatly inhibited and has larger costs if you do not have an Avatar.)
[] Contact Fellow Spirit. (Attempts to establish a telepathic broadcast with another spiritual entity.)
-[] Message whom? Message them what?
[] Ready Action. (Follow a pattern of: Do [action] if [event], or stop doing [action] if [event], etc.)
-[] Remove Readied Action. (Remove one such pattern from the list.)
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Eldritch Knight (-50 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.
I dont think we have the requisite brains to be an eldritch knight. In fact maybe not enough to be a battle master. A champion though sounds pretty appropriate.
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Champion (-25 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Champion (-25 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Champion (-25 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Champion (-25 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.
What about Monster hunter? Mom is already a decent fighter, and the best way to temper Erald's ... eraldness might be some actual knowledge about his foes.
What about Monster hunter? Mom is already a decent fighter, and the best way to temper Erald's ... eraldness might be some actual knowledge about his foes.
Personally, I'm thinking Champion sounds the closest to a solid 'hero' archtype, myself.
Battle master sounds like Fighty Fighterson who gets rolled by either a solid trap or just a wizard popping in and raining fireballs down from on high.
Eldritch is naturally popular because SV LOVES it's magics buuut I'm not sure if it's actually going to work out or if it's going to basically end up a class we're gonna have to baby super-hard because split-focus on non-synergestic ideas.
(We can cast and we can sword but we can't cast AND sword meaning we have less effective power then say, enemy orc with an axe showing up to ruin our day.)
Aaand last but not least Hunter...Sounds good as long as we're in our specialty, not that great if we're not. I'm thinking there is a good reason for that, namely all the evil goddess has to do is throw a generically powerful threat that doesn't fall under our specialty to flatten us, which our 'avert the world's desctruction' quest demands we charge into and face.
Also if Champion is anything like the 5E version of DnD it's capstone is one of the best healing effects in dnd 5e, and is made to keep going all day long with no need for rests.
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Champion (-25 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.
[X] A rookie wizard, just as green as him, was interested in finding a party. Erald contacted her.
[X] Champion (-25 Energy.)
[X] Expand your core. (-100 energy, +10 energy capacity, +1 energy regeneration per day. Can take multiple times - use the math that was displayed.)
[X] Ready Action: Do Minor Blessing if Erald faces opponents stronger than he is in battle.