The troll's charge is stymied by a barrier of magical clockwork, an arcane barrier of spinning gears that rises from a wave of the statue. Laser fire, guided with robotic precision, flits thru the churning gaps in the wall, burning holes in the onrushing trolls.The first wave collapses,but the trolls just keep coming, even as their weapons begin to sprout and turn against them. The rifle drones keep up their fire, even as Ar`qita highlights leaders among the charging trolls. An eagle swoops above the horde, raking the foe with its talons and picking them up and dropping them from a great height. Papa charges through an opening and starts laying waste with her sword, holy fire burning around her.
The giant approaches the wall, his hammer crackling madly. Over the wall flies Scarf, flung by their ally Bob the Badger, who lands on the giants shoulder. Clambering up to the giants ear, they chatter wildly, asking question after the question. The giant roars in response and tries to swat the nuisance away, but Scarf skitters out of the way just in time.
This provides ample opportunity for Thand, wind solidifing into a armored figure, who cuts through the horde before the giant. The eagle drops a troll directly at the giant, who distracted by the fox running around his body, is sent stumbling by the body crashing into him.
The red eyed giant sees the approaching warrior and tries to crush them with his hammer, but the living wind shifts out of the way and with a lunge slays their foe.
The giant brought low, the horde of trolls breaks and scatters back into the woods, swallowed by the darkness beneath the trees. One chieftain of the trolls, distinguished by a bright war mask, tries to rally his soldiers before being targeted and brought low by a laser. Scarf overhears the wounded chieftain ordering a lieutenant to “find the Witch of the Woods” before dying.
The village lays in stunned silence, surrounded by burning troll corpses, but not a soul was harmed. The leader of the village, Terta, tentatively thanks their saviors, but wonders if they know what is happening?
What do you do?Success! +1 might and Loot!
-Crackling Giant’s Hammer. 1 might. Large spiked hammer, occasionally shooting out a bolt of red lightning.
Might represents your strength in affecting the world, especially relevant in opposing actions with the Darkness. Might is used not only for physical actions, but for emotional and metaphysical as well.
As an Avatar, you only have access to a fraction of the raw creative power you had as a god. You can still affect the landscape locally, raising mountains and creating lakes, but forming oceans and whole continents is beyond you. Likewise creating mortals from thin air is also not possible, but you may bless and add features and powers to followers.
That being said, here are some explicit types of actions you can take.
-Oppose the Darkness: There will be a main method of attack by the Darkness, and defeating it will be the main way to receive additional Might. Might gained goes into your Intrinsic pool
-Add Companion/Create Artifact/Redistribute Might: As an action, you may freely redistribute your Might between your intrinsic/artifacts/companions. You may also add 1 artifact or companion to your weapons, and strip any companions or artifacts.
-Utilize Resource: Alongside receiving a Might point for defeating a great foe, the group will also receive 1 to several resources. These resources can be used to create artifacts and companions, but you must describe how the resource is used and incorporated into the weapon. These can provide additional might points when used, but these points can not be used intrinsically and cannot be removed from the artifact or companion.
-Freeform: these actions that don’t quite fit as an opposed action or modifying your character sheet. These are just as valid and can be as helpful as directly attacking the Darkness! A good use of Freeform actions would be preparing the world or region in some way for your departure.