[X] Send Feya to the Last Arch of Avalon (Quest)
Feya inspects the spear, balancing it gently on her hand. She gives it a spin, then stops it, then brings it to bear.
"It is a true weapon," Feya says, bringing it back to her side. "Thank you Great Spirit,"
You do not answer. You nod your smokey head towards a distant, singular arch. Feya sees where you nod, then turns and gazes at the arch as well.
"Why is that one all by itself?"
The words "last arch" slip out of your mouth, though you imagine the words sound hollow.
Feya understands, bends her knees, and propels herself into the air. She shoots out towards the arch. You follow.
You catch up to the hero as she lands on the final arch, sending up a cloud of dust. You land next to her.
Standing in the middle of the top of the arch is a strange creature with armor. It points a gun at you.
"Spirit not of this world," It croaks. "What do you want,"
You do not answer. You rarely engage with things in this world that are not part of the pantheon. You gesture at Feya, and she begins to spin the spear.
The Magician's Apprenctice is about to engage in combat, represented by 3d10. The hero will be rolling against her foes, who will also roll 3d10. For heros, 5 and above is successful combat. Heros must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.
With your singular orb, you are able to boost one of the Assistant's rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. The order then is 1d10, then 3d10.
[X] Send the Pale Ones to the world Loka
Beam them down Scotty!
If this is also allowed.
[X] Send Nahna to the Valley of Cities (Loka)
Is it close by? Walking distance? (Attempts to find charts)
You watch as Nahna busies themself by cleaning their weapon. You raise your hand, and your sphere shoots into the atmosphere. You are summoning more soldiers.
It doesn't take long for the Pale Ones to arrive. They fan out from the Sphere, bringing up their rifles and sending out drones. No sooner do they begin their maneuvers, but several dust clouds pop up in the distance. Nahna stands, coming over to you.
"I extend my apologies," Nahna says, slinging their sword over their shoulder. "I thought I killed them all,"
You indicate it is not a matter of clearing the lands of enemies, but of collecting Soul Auras. Nahna seems to understand as best they can.
"And Soul Auras will aid Lord Shiva's wrath?"
You nod. They will indeed.
The Pale Ones are about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For heros, 7 and above is successful combat. Soldiers must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.
With your singular orb, you are able to boost one of the Heroes rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. So to clarify, first pick a number 1-3, then roll 1d10, then roll 3d10.
[x] Send Serpent Prince to the world Incata
The prince gazes out at the view the temple peak gives him. He turns back to you, eying the black sphere that now hovers around your head.
"You are close to the Gods, are you not?" The Prince says. You nod. "Can we win what Lalicoti has begun?"
You smile, despite your inky form. Lalicoti broke through the veil protecting the mortal realm. You indicate the prince should take comfort in that, as well as her clever and strong brother-Gods.
"Of course," The prince says. "Then, what would you have me do next,"
Your Sphere envelopes him, then whisks him away. You take one last look at the jungle, then follow after.
The planet Loka rises up before you. You plummet through the clouds, coming to a step in a large crevice running through the surface. The Prince is already there, as are a group of soldiers. The soldiers are slowly fanning out and circling the prince.
The Prince is about to engage in combat, represented by 3d10. The hero will be rolling against his foes, who will also roll 3d10. For heros, 5 and above is successful combat. Heros must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.
With your singular orb, you are able to boost one of the Prince's rolls, or lower that of your opponents. With your black orb, you can choose to roll your modifier dice before or after your 3d10 dice. Or save it for a reroll.
[X] Send the Eternals to the City of Troy (Pisces)
Current Goal is to get 5 more SA, so I'll go with the (hopefully) balanced, middle option.
You throw out your sphere and it sweeps up the Eternals. You then glide across the fields, faster and faster, your sphere singing behind you as it struggles to keep up. The land rushes past underneath you, until the Mega City of Troy appears in the horizon.
Appears is the wrong word. The city IS the horizon. Buildings as tall and wide as mountains. Spire that poke through the heavens. And thousands of tiny pricks representing ships.
You're impressed, you certainly don't have such super-cities in your old world. At least not yet. The sphere deposits the immortals behind you. The captain walks up, viewing the city alongside you.
The sounds of sirens fills the air, as well as war cries. You see several air-barges full of warriors coming towards you.
Raiders, by the looks of it.
The Eternals are about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For soldiers, 7 and above is successful combat. Soldiers must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.
With your singular orb, you are able to boost one of the soldiers' rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. So to clarify, first pick a number 1-3, then roll 1d10, then roll 3d10.
@BanTheFairyKing Well hello there fellow olympian! I wish you well in your endeavors!
@Lop Can we coordinate with other players from the same faction or send support?
[X] Send the Twins to the Mouth of Tartus (Quest)
You watch as a Great Spirit serving the Brother-God of your own God arrives on the planet with a company of soldiers. This makes sense. It was only a matter of time before all the Gods roused their servants. You watch as the Spirit directs its forces straight for the city of Troy. If that is the case, you have matters you can attend to elsewhere.
You transport yourself back to Olympus, your sphere in tow. You appear in a tower, one that is at the edge of the capital city. It pokes lonesomely into the sky. You pass through the walls into the top chamber, where to small figures rest on recliners.
"Oh! Sister! It's the spirit!" One of the figures says, popping up.
"I see that sister, what do you think they want?" The other figure says, also popping up.
In answer you point your sphere at them, sweeping them up. You then take yourself and the sphere to Tartus, the mouth of Hades.
The twins appear forth from the sphere, rubbing their heads.
"Oh, sister," The first says, gazing at the giant cave. "I think the spirit wants us to fight,"
A roar emits from the mouth of the cave.
"Yes sister," The other says. "I think so too,"
The Twins are about to engage in combat, represented by 3d10. The soldiers will be rolling against their foes, who will also roll 3d10. For heros, 5 and above is successful combat. Heroes must outroll their opponents at least once, but there plenty of exceptions to the rule. This will be gone over as they come up.
With your singular orb, you are able to boost one of the Heroes rolls, or lower that of your opponents. You do this by indicating the 1st, 2nd, or 3rd roll of your Hero or opponents' dice, then rolling 1d10. So to clarify, first pick a number 1-3, then roll 1d10, then roll 3d10.