"The idea was to bring together a group of remarkable people, see if they could become something more. See if they could work together when we needed them to to fight the battles we never could."
Heroes and Demi-gods, Assassins and Scientists. Guardians and Sorcerers. An army that had never known defeat armed with the finest of Earth's weapons. The threat of almost unimaginable genocide was fought with every ounce of courage and bitterly spent sacrifice. None of it was enough to stop what came at the hands of the Mad Titan.
Across the Universe, men, women, children turn to ash. Birds in the sky, the deep rooted tree's of the ground. Half of all life died as though at the whim of an all powerful monster snapping its fingers.
Yet in the chaotic aftermath, many still lived. Surviving to pick up the pieces and fill the void. To rebuild, to take advantage of the absence of many of the Universes once great powers and some, to perhaps seek revenge on the one who had taken their loved ones from them. The Infinity War might have been lost, but the Endgame had only just begun.
You are (Pick One):
S.W.O.R.D. (Sentient World Observation and Response Department): Originally intended as a Sub-division of S.H.I.E.L.D. the revealed infiltration of a Nazi Deathcult, followed by its utter collapse left a gap in the worlds defenses that needed filling. After the Sokovia Accords this was remedied by the creation of a new organisation. One intended to covertly defend Mankind and promote its interests across the Stars. Where your sister organisation failed, you will not. Though Humanity mourns its losses, you will strike down those who threaten what remains.
Benefits:
First Line of Defense: Your task is nothing less than the covert defense of the human species from extraterrestrial attack. It makes sense then that you get the best equipment, recruits and funding even with the chaos going on planet-side. (Bonus to actions that develop Earth's defenses. Results are expected however.)
That's a nice planet you have there...: Earth is a good planet, despite the complaints about climate-change. Resources, a varied climate, breathable atmosphere and a whole solar system practically left undeveloped. Plenty of room to go around and plenty of things to attract the occasional visitor. (Ever seen Men in Black? Congratulations, you are both Customs and Immigration for the occasional visitor to Earth with all the goodies that entails.)
Earth's Mightiest Heroes: Stark might be missing, but it isn't as difficult as it might seem to get into contact with the remaining Avengers. Having a Iconic Super Soldier, a handful of spies, a green rage monster and a Demi-god on speed-dial is one hell of a trump card. (Can access Avengers through Diplomacy actions)
Detriments:
Government Sponsored Program: Ultimately though, you are not a nation unto yourselves. You answer to proper authority, especially if you want your funding to continue. This means keeping quiet when they want you to and following your superiors decisions. Even when they are stupid ones.
Shame if something were to happen to it...: Earth is nice real-estate. It's also practically undefended by a galactic standpoint, lacking a single government, any major space fleet and every so often NASA sends a probe into space to get our neighbors attention as a huge "Look at ME!". The last time we received any attention from the Stars, half the planet died. Next time we might not be so lucky. (When the attention counter goes too high, expect company.)
Earth's Mightiest Fugitives: Somehow, some idiot decided to drive Captain America of all people into becoming a wanted terrorist. The failure of the Avengers in Wakanda and their losses have not only left them lacking a good portion of their numbers, but the vast majority of them are still wanted by the US Government. Until Secretary Ross pulls his head out of his ass, this is unlikely to change anytime soon. (Getting caught working with criminals is unlikely to go down well with your bosses.)
The Nova Empire: Less an empire than a federation of several species, banding together for mutual protection in a hostile galaxy. With the Nova Core still rebuilding from assault of Ronan the Accuser, it was insultingly simple for Thanos to pluck the Power Stone from Xandar, leaving half the planet executed in his wake. With the capital decapitated, Commander in Chief Irani Rael assassinated in the chaos and half the population missing, for now the only reason the Nova Empire has yet been swallowed by its neighbors in the Shi'ar and the Kree is due to their own internal issues and their preference to avoid a single hegemony to gain prominence over the other.
Benefits:
Sleeping Giant: Out of any of the three powers, you are the one with the most untapped potential. Your people enjoy a level of liberty and peace unknown to many, with access to some of the latest technological marvels in the galaxy. (Bonus to Stewardship and Learning Actions.)
Nova Corps: The strong arm of the Nova Empire, the Nova Corps held the line in total war against the Kree Empire for over 1,000 years. This glorious history almost came to an end within a single day, your finest butchered slowing down the Accuser as he attempted to burn Xandar to ash with the Power Stone. Though their numbers are decimated, their standards and legacy remain true in the newest generation of recruits..once you rebuild them of course. (Access to Nova Corps once rebuilt. Bonus to Martial Actions involving Nova Corps)
Galactic Policemen: As it stands, though everyone might not like you, they trust you to keep your word. Your government is mostly competent and free of corruption and when you make a treaty, you are rarely the one who breaks it. Though some might consider this naive, they'll hear you out if you have something worthwhile to say. (Bonus to Diplomacy Actions, might be expected to arbitrate disputes)
Detriments:
Xandar Burns: The capital of Xandar is in ruins, a lesson of the dangers of holding an Infinity Stone. Stone tiles cracked and coated in ash, whilst in some parts of the city fire still rages on as powerplants come to a spluttering explosive halt. Much of rebuilding needs to be done to recover a hint of its glory days, not to mention the sheer toll in life lost. Your high command were wiped out in Thanos's attack, law and order have begun to break down. That is alot of work that needs doing and very little time to do it before your neighbors notice your weakness. (Severe initial penalties to start till damage is repaired. Population is scared and confused, lacking official leadership.)
What Nova Corps?: The Nova Corp exist in name only, only a handful of officers surviving its most recent battles. Your finest are dead, leaving only traumatized remnants to attempt to rebuild your bulwark. (Severe Penalty to Martial Action until Nova Corp are rebuilt.)
A Bigger galaxy than you realize: Though you might consider yourself a big fish in your part of the pond, despite being matched by similarly sized fish, the pond is far larger than you realize. If you aren't careful, something might rise from the depths and swallow you without a thought. (Being Big means you are more on the radar of the galaxy-wide threats. Sometimes ignorance is bliss.)
Asgard: Or at least what is left of it. The once proud kingdom is barely a shadow of what it once was. It's hegemony over the realms shattered through the trials of war and Ragnarok itself. Though Asgard as an idea might survive within its people, even then, this is a tenuous grasp indeed. It's army has been destroyed by Hel, the Goddess of Death, its King has gone missing in battle with Thanos and its people number barely over a quarter of their original numbers through the attentions of the Mad Titan. Reduced to refugee's lacking a permanent home and with old enemies and grudges circling at the sensing of weakness, though the people of Asgard might have survived the ending of their world, their future is insecure at best.
Benefits:
Godlike: The least of you have been mistaken for gods by less advanced civilizations. The greatest of you have been able to take this for granted even when facing the galaxies greatest powers as equals, if not superiors. You are a people who have blended magic with science to create marvels. Given time, you may do this again. (Begin with access to magic.)
A warrior people: Though the vast majority of your warriors lie dead, their souls feasting in Valhalla, what you lack in formal military strength, you make up for in physical prowess and spirit. (Bonus to Martial actions)
Alien Gladiator Slaves: Korg might be odd, even for an alien rock person, but he and his fellow gladiators aided the saving of your people, fighting and dying side by side with your remaining warriors. Though the difference in culture and species will be an issue further down the line, for the immediate future you are allies. (Access to possible alien technology and non-nine realm actions)
Detriments:
Refugees: Lacking a home, an army or even a plan beyond surviving till tomorrow, your once proud and mighty people are a pitiful sight to behold. Be wary. This galaxy has been the death of many in your situation. (Start lacking a permanent base. Malus to Stewardship, Diplomacy and Learning actions. If you lose too much, your species is effectively extinct.)
Nine realms worth of grudges: You were an empire founded on a legacy of blood and battle. Though this history was attempted to be covered through long and just rule, many an ancient being remember the boots of Asgardian conquest marching across their lands. They are unlikely to mourn your weakness. (Lost in Space and far from home, there are those would would seek to destroy you whilst you are weak, if they can find you.)
Alien Gladiator Slaves: You are also the home of several hundred veteran alien gladiator slaves and those they brought with them. Some in the galaxy will probably consider them someone else's property. More specifically Stolen property and for once, blaming Loki will probably not suffice. (Brewing tension between native Asgardians and Gladiators. Malus to diplomacy with Slave-owning civilizations.)
Usual rules. Keep Discussions civil. Omakes may get a nice bonus if I like them.
Hedonist: Life has to be lived to the fullest, and can use that experience well. (Penalty to willpower checks, +30% Fertility, +4 Diplomacy, +2 Intrigue)
Star Lord: You have spent many a century commanding Asgard's small, but powerful fleet. (+4 Command, increase Command by half when leading a naval battle.)
Traveler: You have ranged from the peaks of Alfheim to the fogs of Nilfheim. Terrifying, but good experience. (Bonus to forest area actions, scouting rolls, +2 Combat Prowess, +1 Intrigue.)
God (Vanir): You are one of a race of beings powerful enough for less developed species to regard as deities. They have good reason to believe this. (Add Magic to Combat Prowess when facing beings of a less than equal level of strength.)
The ship rocks with each impact. Metal groans and breaks as the fighting draws ever closer behind you. Bodies litter the floor, each one a survivor cruelly snatched away from their brief moment of triumph by the ambitions of an insane monster.
A bestial roar echoes as the King's green companion charges forth to meet his foe in battle, to be brought low moments later in a brutal display. The last thing you see of your king is the look of helpless rage in his eye as he is dragged limply along by his skull, the bulkhead sealing shut as your section is jettisoned into space as a crude escape pod, attaching to the side of one of the remaining civilian craft that escaped the hanger before boarding parties began to occupy the ship.
You stare at your hands, unable to remember the last time you washed the ash and blood coating them away. It always seemed to return. Ignoring the cries of horror, you watch as your body dissolves before your eyes, flakes of dust breaking apart in the air as parents and scream in fear as their numbers are halved yet again.
The last thing you see in the corner of your eye as everything goes black is the Stateman, the Ark of salvation promised to your people detonate in tendrils of hungry violet energy.
You awaken in your bed, the hum of the generator and a thousand other sounds echoing the transport, one of a handful that escaped the carnage, you've made your temporary accommodation in. Escape pods line its surface, acting as temporary storage and homes for the decimated children of Asgard. Life and death has become separated by a mere mag-lock and a few inches of heat resistant plating.
Climbing from your bed, the rarest of luxuries, you make your way to a polished metal sheet, your "bathroom mirror" as you splash water in your face before the hiss of the ship's recycling systems sucks it away for purification and reuse. Looking at your reflection, you can't help wondering, how the hell you ended up leading your people?
You are, of course:
Name:
[] Insert Name Here. Narrative bonuses may be granted to the name fitting the character plan's theme. They are gods after all.
[] Male
[] Female
To those not in the know, this is the stat system for characters.
Command: influences military size and morale, chances of victory in led armies
Diplomacy: influences persuasion, how much people like you.
Stewardship: influences economic research, trade and realm size.
Intrigue: influences chances to detect plots and the likelihood of your own schemes succeeding.
Learning: influences research.
Magic: How skilled in magic are you? Boosts spells and usage of magical artifacts.
Combat Prowess: How skilled in combat are you. High being Hulk, low being puny Banner.
Stats are also influenced by traits. The three with the highest vote number will be chosen. Current Base is at 1-20.
Star Lord: You have spent many a century commanding Asgard's small, but powerful fleet. (+4 Command, increase Command by half when leading a naval battle.)
General of Asgard (You have fought alongside Odin himself to rise to a position of authority within the Einherjar. Those days are long behind you, but their lessons remain. (+2 Command and Combat Prowess)
Duelist: a touchy ego and a quick trigger finger make for a lethal combination. +4 combat prowess, -2 diplomacy.
Greedy: You love your riches, because their all yours! +2 stewardship, -1 each diplomacy and intrigue.
Gregarious: you always know just what to say. +2 diplomacy
Blacksmith: I forge the blades to strike my foes down! + 1 combat prowess and learning, Weapon Research bonus
Randy: you have a one track mind, leading straight to bed. +20% fertility, -3 intrigue.
Suave: you are attractive, know how to manipulate others, slay your enemies, and know how to look good doing it. +1 intrigue, +1 Diplomacy, Fertility +10%
Trusting: you like people and on the surface they like you. +2 diplomacy, -2 intrigue.
Attractive: You are beautiful/handsome. (+2 Diplomacy, better spousal relationship)
Architect: Building things comes easy to you (+2 Stewardship, -10% cost, faster build times)
Administrator: As a child you often followed your father around and learned from him the secrets of being a good leader. Skilled underlings. Even the All-father saw your talent. (+3 Stewardship)
Traveler: You have ranged from the peaks of Alfheim to the fogs of Nilfheim. Terrifying, but good experience. (Bonus to survival actions, scouting rolls, +2 Combat Prowess, +1 Intrigue.)
Brave: You fear nothing (+3 Combat Prowess, +1 Command)
Ancient: Even by Asgardian standards, you are old. You can remember the reign of Bor, the dawn of Odin and all the ears that followed. Your bones creak, your joints ache. Your body might be old, but your mind remembers it's lessons well. (-3 Combat Prowess, +2 Command or +2 Intrigue, +2 Magic or +2 Learning)
Enchanter: All of Asgard has some measure of power running through their veins. You are more in touch with it than most. (+3 Magic)
Genius: Smart doesn´t even begin to describe you +2 all stats (counts as 2 traits)
Silver Tongue: You always find the right words, be it small talk with nobles or a speech for the troops. (+3 Diplomacy, bonus to persuasion checks)
Hedonist: Life has to be lived to the fullest, and can use that experience well. (Penalty to willpower checks, +30% Fertility, +4 Diplomacy, +2 Intrigue)
Strong: You are blessed with a powerful physique. (+2 Combat Prowess, +10% Fertility)
Scholar: You love learning whatever you can (+4 Learning, +2 Magic, -2 Intrigue, -2 Combat Prowess)
Custom traits can be requested on a case by case basis.
[X] Plan Njord
[X] Plan Njord
[X] Male
[X] Hedonist: Life has to be lived to the fullest, and can use that experience well. (Penalty to willpower checks, +30% Fertility, +4 Diplomacy, +2 Intrigue)
[X] Star Lord: You have spent many a century commanding Asgard's small, but powerful fleet. (+4 Command, increase Command by half when leading a naval battle.)
[X] Traveler: You have ranged from the peaks of Alfheim to the fogs of Nilfheim. Terrifying, but good experience. (Bonus to forest area actions, scouting rolls, +2 Combat Prowess, +1 Intrigue.)
The lights flicker as the power goes out, yet again. One more life-threatening problem to handle before breakfast. Not that you had a chance to feast like you did back on Asgard anymore. With a grace belaying an eon of experience, you glide through the zero gravity, pushing what remains of your trophies and mementos back to their side of the room as you exit into the hallway.
People don't bother panicking about this nearly as much as they did the first time. It's both a convenience for your journey to the engine room and one of the many things you sadly notice have changed since your exodus began. Imminent death loses its fear when held overhead for too long, even if the danger remains just as severe.
"Steallere" At your arrival to the engine room you are granted a single nod of respect, mainly to your rank, by the engineers as they get back saving the lives of your entire species. Being one of the few high ranking Asgardians left seems to have it's perks beyond a room that has actual walls.
Flashes of welding torches burn in the dark as you pick of the chatter of languages not heard since the travels of your youth. A hand grabs you firmly, leading you to a chunk of metal lodged in one of the many turbines of the mechanical structure. Judging by it's burnt and warped ends, it must have been damaged during your escape and dislodged by the rigors of your later journey.
"If you want to be useful old man, then hold this damn thing in place whilst someone actually useful gets to work." A gruff voice sounds from the figure leading you, placing your hands on the metal before joining you in dragging it free as the rest of the engineering bay works at making sure the damage to the only source of power on this vessel was minimal.
"I'm not old." You mutter quietly in response, focused on the situation at hand. The time for disciplining foul mouthed engineers can come later, when you aren't moments away from death. It's not like you haven't had to deal with them before.
A creaking of metal as your muscles burn with the strain of holding the damn thing in place, even as it tries to vibrate its way through your shoulder with a level of force that should be weaponized, it finally snaps, its end coming free as the rotor whirs and the lights flicker back on. You have just enough time to take in a breath of freshly recycled air in relieved victory before you are dislodged from the ground by several tons of metal fan, cratering the wall of the engine bay with a smile on your face as the crew rush over to make sure you are still alive.
All that was damaged was your pride, with a few light bruises. Hardly your worst injury. After all, you're (Choose One):
[] The Rising Star: Contrary to what seems to be a galactic stereotype, not every Asgardian has the opportunity to travel. Most in fact stay at home, learn a trade, raise a family. The boring life for boring people. To this day you are unsure whether Heimdall was just humoring you when you stealthed past him into the Bifrost. You travelled between worlds, met new and exciting people who tried to eat you. You even convinced a few Midgardians you were some kind of god, though you are sure nothing came of it. When you returned home, you had the chance to put your experiences to good use, patrolling the Nine Realms and enforcing the All-father's peace. Though you missed your opportunities for glory beyond crushing the occasional uppity pirate band, perhaps that was for the best looking at what happened to those guarding home...
(Young Asgardian, Combat Prowess/Diplomacy Primary, Command/Stewardship Secondary, Learning/Intrigue Tertiary), You still know people out in the galactic community. Some less friendly than others...
[] The Dependable Shield: You were there almost from the start. A young man marching to war for his King. Where Tyr lead the armies upon the ground, you commanded the skies! You fought for the All-father across all Nine Realms, uniting them into one. You were there when the Valkyries fell, defending your lord as he sealed away his rebellious daughter, Hela. It's quite possible the reason you survived her initial purge was as much the chance to draw out your end as much as it was fondness for your past service. You were even there against the Jotun, where the a new father brought back a second son who caused far too much trouble. Though set in your ways, you have ever served Asgard with distinction. You only hope this continues to be the case.
(Mature Asgardian, Command/Stewardship Primary, Diplomacy/Combat Prowess Secondary, Magic/Intrigue Tertiary), You are a known factor within Asgard. This gives you some measure of trust and loyalty from the people, even if you are not quite the leader they were hoping for.
[] The Old Outsider: Bah, Odin. You were sailing between the stars before that one-eyed brat was whelped. You waged war with your brother Bor, driving those Dark Elves back into the shadows to die where they belong. You carved out your own kingdom on Vanaheim and when your nephew demanded your submission, you gave him such a thrashing he was practically begging you to stop beating him like a dwarf caught stealing from your coffers. You even considered it, once your children joined their voices to his, telling you to end the bloodshed, to unite in strength. Perhaps you may have sulked when young Frigga somehow saw something of value in the wretch, though you eventually graced them with your agreement. Stepping down as King, you handed your title to your heir and followed your kin to Asgard where you might keep a better eye on things. One thing eventually led to another as the years went by and you somehow ended up watching everything your Brother built go up in flames, your granddaughter murdered, your people far from home. Though you might be an old enemy by those with long memories, you are still an honored elder, one with a few dwindling years left to ensure your people have a future once you rejoin your family.
(Elderly Vanir, Magic/Intrigue Primary, Learning/Command Secondary, Stewardship/Diplomacy Tertiary). You might now be a crotchety old man, but you were once a King to be feared dammit! Though Asgard might not view you entirely as one of them, your name is still respected across the Nine Realms!
Rolling for Stats.. (Choose One):
[] 3D6, Classical Style
[] 1d20, Go Big or go home.
You eventually limp into the "conference" room set aside for the leadership of your dwindling flotilla. Looking at it, you can at least say the crew tried to make it look dignified.
The table has a holographic display that flickers in and out of focus, blurred shapes and numbers giving what little data readings the various captains of the fleet bother to send you between their constant balancing act of keeping their ships running and their passengers from rioting out of sheer panic. There are even a few stools set aside, some sort of leathery substance covering their spindly metal frames. Taking care not to crush it, you settle yourself onto the most comfortable looking one, taking a moment to enjoy the sensation of no longer being on your feet, before the metal bars underneath the cover poke your ass. The other seats are empty, for now. The majority of the old King's councilors having either been slain these past few months or too injured to attend this meeting. They will either have to be healed or replaced, but for now at least, the quiet gives you the chance to prepare your thoughts to set the short term agenda, the plan that will drag your people from the edge kicking and screaming if needs be.
You haven't felt this much responsibility since you left home to go travelling the stars once more. It is highly unwelcome, but needs must. You are Njord after all! First King of Vanaheim and great wanderer of the realms!
"You alright there old man?" The rock person asks you in concern, quietly seated further along the table as he fiddles with the settings to the table. "Wait a mo." He says before striking the console with his fist, the panel cracking as the projection flickers for a heartbeat before stabilizing.
"There, that does it. Just a little love and care. With an extra helping of fist." He continues, gently patting the now sparking device.
You might have your work cut out for you.
Notice Level: 0.1% (Looks like Thanos killed all the Asgardians)
Resources Level: ERROR DATA NOT FOUND
Command: You are a warrior race with barely a handful of warriors. Tyr is in the medical bay for the foreseeable future, Heimdall is dead and the closest thing to a executive officer is a bug with knives for hands. You would say a stiff breeze could knock your fleet apart, but at this rate you wouldn't even risk Midgard!
Choose 1.
[-]Stand to Attention!: Asgard's army has been put through the wringer. Successive invasions and slaughters have left them a shadow of their former strength. It's best to see whats left before you can begin to make plans to use them. Chance of Success 80%, Learn what's left of Asgards Military Strength.
[-] A Well Organised Militia: Asgard is a warrior people. The average civilian is among the hardiest, strongest creatures in the galaxy. You have weapons to spare and civilians with little to do but wait for salvation. Perhaps getting them organised might help your defense. At the very least they can police themselves. Chance of Success 65%, Civilian Militia formed.
[-] I need a Hero: You can't lead the warriors of Asgard in all their battles. You are too old to be fighting on the frontlines. That kind of thing is best left to a younger warrior. Chance of Success ?? Commander found for Ground Forces
Diplomacy: You can be personable when the need calls you. Which is for the best as right now there is no-one else capable of convincing everyone to stop being idiots and to work together to save your civilization, or whats left of it.
Choose 1.
[-] Poetry in Motion: There is a man you think could handle a role in dealing with the crowds, reassuring their concerns with smooth, calming words. You just need to drag Bragi from his hiding place. Chance of Success 70%, Gain Bragi, god of Poetry as head of PR
[-] Reassuring the People: In all honesty, no-one within the flotilla can really recall who you are. Sure, they know you are old and a venerable warrior, so they'll listen to you, but beyond a few greybeards who can remember their youth's spent fleeing from your raiding packs, the latest generation has sadly forgotten their history. It would be best to let them know the man in charge knows what he's doing. Chance of Success 40%, Civilian Population of Asgard no longer fear for their lives.
[-]Help?: You are in command of a ship that is literally falling apart as you speak. You are going to need somewhere to settle down for at least maintenance. There are a few planets in this region. Perhaps someone out there might be friendly? Chance of Success ?, Contact made with locals.
Stewardship: You broke your calculator throwing it against the wall in a fit of rage after reviewing yet another contradictory report on the state of your supplies. The engineers refuse to accept your calls to repair it anymore.
Choose 1.
[-] The Key to leadership: If there is one thing you recall from your tenure as a ruler, its to learn to delegate. You would need to find someone to unload your unending schedule to, someone both capable enough not to get you all killed, but foolish enough to agree. Chance of Success ??, Quality of adviser based on roll.
[-]What do the numbers mean?: You really need to get the supply situation under control. No-one knows what you have in your cargo holds. Whether it be weapons, food or even blankets, supplies could mean life or death. Chance of Success 60%, Unravel supply situation. Learn your resource level.
[-]Tech Support: Another power outage and you might be breathing vacuum. It would be better to get the engineers organised and the ship functional, even if it means treading on a few egotistical toes. Chance of Success 70%
Intrigue: Nobody notices another old warrior in threadbare clothing wandering the halls. Travelling in disguise, listening to the conversations of others for hints of information. The nostalgia brings a tear to your eye. Yet there is much to be done and you can only do so much alone.
Choose 1.
[-] What remains (Survivors): You left the Statesman in a hurry and practically abandoned everything brought with you from Asgard. It would be best to check it over before the scavengers pick over the ashes of your people. Who knows what might be found now the Titan has moved on to other conquests... Chance of Success ?? Time Sensitive
[-] What remains (Salvage):You left the Statesman in a hurry and practically abandoned everything brought with you from Asgard. It would be best to check it over before the scavengers pick over the ashes of your people. Who knows what might be found now the Titan has moved on to other conquests... Chance of Success ?? Time Sensitive
[-] What remains (Relics):You left the Statesman in a hurry and practically abandoned everything brought with you from Asgard. It would be best to check it over before the scavengers pick over the ashes of your people. Who knows what might be found now the Titan has moved on to other conquests... Chance of Success ?? Time Sensitive
[-]Scouting the Neighbors: Hope for friends, prepare for enemies. You have no idea where you are and if there is something unfriendly lurking out there, it would be better to find out before it tries to eat you. Chance of Success 75%, Scout surrounding area for threats, avoid notice.
Learning: The Library of Asgard contained the wisdom of over 10,000 years. Much of it dated back even further and the vaults contained such relics of power that it was no wonder the Mad Titan waited till after the Kingdom had fell before moving to acquire his prize. All of that is now dust, lost to tragedy upon tragedy. Such a waste.
Choose 1.
[-]Talking Heads: You know of one being capable of remembering the ancient lore of Asgard with a memory so perfect, their words might well have been etched in Uru metal. Mimir, wisest of your people! There is a slight issue however. He hates you. As in really hates you. But you are sure a slight decapitation can be forgiven when the fate of Asgard is at stake, right? Chance of Success 50%, Gain Mimir as a adviser.
[-]From the Runes: What you really need is someone to help carry the burden of being your adviser on magic. Though not the most popular of paths on Asgard, surely someone within the flotilla is capable of handling magical affairs? Chance of Success ?? Gain access to Magic Actions
[-] Where are we?: You have star maps out of date by several centuries, a temperamental navigational computer and a memories getting faulty with age. With such tools at your disposal, how can you fail to figure out your location? Chance of Success 60%, Learn location.
Personal: You have a life outside of sulking in your office you know. Sometimes you need a drink. Or several.
[-] Personal Attention: Sometimes, a project needs all hands on deck, including yours. Time: 1 year. Chance of Success: 100%. Cost: none. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Command for Command actions) to the success roll.
[-]Catching up: You take one short decade long nap and you wake up to find yourself being bundled onto a refugee ship as a fire giant plunges it's sword into the city, which is somehow a good thing. You feel like you're missing the context here. Chance of Success 80%, Get up to date with events for the past century.
[-] Improve a Stat: Self-improvement doesn't end and you've let yourself become rusty. Time to use your time to prepare for the future. Chance of Success Variable, Improve a stat.
Note: Notice Level is the level of which the people of the galaxy are aware of a rag-tag fleet of demi-gods traversing the stars.
Resource Level will come into effect once you need to try building or trading for stuff.
Please set up votes under a plan to make it easier to tally.