Dawn of Heroes

Characters
Hero
Name: Tamara Lyn/Fairy Knight (PL11)
Age: Biologically 25
Gender: Female
Personality: Tamara is a playful and excitable individual who maintains a cheerful demeanour. She will take everything in her stride whilst maintaining her optimistic outlook. Tamara will do her best in whatever task she is attempting but has no pride outside of that. In combat, Tamara will hold back and attempt to take her foes in alive unless they make things personal, where she will then do her best to take them down one way or another.

Powers
Shapeshifting
(Magic-Fey): Morph 3 (Animal Forms, Limited to +10 Deception bonus, Metamorph with Variable Descriptor 2 & Limited to reduced PL by 2), Regeneration 2 (1 per 5 rounds)
Ethereal Beauty (Magic-Fey): Enhanced Advantage 1 (Attractive), Feature 1 (Change the external details of your appearance/+2 Circumstance Bonus to Interaction Skills)
Faerie Heritage (Magic-Fey): Enhanced Strength 2, Enhanced Agility 2, Immunity 5 (Ageing, Starvation & Thirst, Need for Sleep, Suffocation Effects), Partial Immunity 7 (Disease, Poison, All Environmental Effects,) Concealment 1 (Regular Hearing),
Talatine (Device-Sword/Magic-Fey): Penetrating Damage 5, Weaken Fighting 2 (Resisted by Fortitude), Feature 2 (Summon to hand at will as a Standard Action), Teleport 1 (8 Metres & 24 kg/Medium: Talatine), Indestructible, Personal, Impressive, Dangerous 2, Easily Removable,
-Thrown Talatine: Ranged Damage 5, Weaken Fighting 2 (Resisted by Fortitude), Feature 2 (Summon to hand at will as a Standard Action), Teleport 1 (8 Metres & 24 kg/Medium: Talatine), Indestructible, Personal, Impressive, Dangerous 2, Easily Removable,
Torlyn (Armour/Magic-Fey): Impervious Protection 10, Continuous, Limited to Human Form, Noticeable (Shining Silver Plate Armour), Feature (+5 Bonus against Mental Attacks) & Partial Immunity 5 (Mind Control),
Minor Spells (Magic-Fae): 3-Point Power Array with 1 Alternative Effect.
-Mimicry: Feature 1 (Imitate almost any sound you heard using your voice with +10 bonus to Deception checks to convinces others that the sound is real), Feature 2 (Disguises require no preparations, +5 to Deception checks for disguises),
-Urban Camouflage: Feature 1 (+5 to Stealth checks in an Urban Environment), Concealment 2 (Regular Vision, Limited to Urban Environments),
Major Spells (Magic-Fey): 4-Point Power Array with 2 Alternative Effects.
-Healing Spell: Healing 2.
-Lighting Bolt: Ranged Electrical Damage 2.
-Teleport: Teleport 2 (32 Metres & 24 kg).
2/Fairy Wings (Magic-Fey): Flight 1 (4 MPH)

Abilities
Strength: 2 (4)
Stamina: 2
Agility: 3 (5)
Dexterity: 2
Fighting: 4
Intellect: 4
Awareness: 4
Presence: 0

Defences
Dodge: 6 (8)
Fortitude: 7
Parry: 8
Toughness: 2 (12/Impervious 10)
Will: 10

Attacks
Initiative +11 (13)
Unarmed +11: Close Damage 2 (4), Critical 20,
Talatine +13: Close Damage 7 (9/Penetrating 5), Critical 18-20
Thrown Talatine +5: Ranged Damage 7 (9), Critical 18-20

Skills
Acrobatics 5 (8 [10])
Athletics 5 (7 [9])
Close Combat: Sword 9 (13)
Close Combat: Unarmed 7 (11)
Deception 4 (4)
Expertise: British Politics 5 (9)
Expertise: Current Events 4 (8)
Expertise: Fey Transformation Magic 20 (24)
Expertise: General Magic 4 (8)
Expertise: Maid 6 (11)
Expertise: Politics 3 (7)
Expertise: Fey Royalty 6 (10)
Insight 3 (7)
Intimidation 2 (2)
Investigation 1 (5)
Perception 3 (7)
Persuasion 4 (4)
Stealth 5 (8 [10])
Technology 5 (9)
Treatment 2 (6)

Advantages
Accurate Attack: Trade effect DC for attack bonus.
Artificer: Use Expertise: Magic to create temporary devices.
Assessment
: Use Insight to learn an opponent's combat capabilities.
Attractive: +2 (+5) circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit (Friend on the Force): You are engaged in a covert partnership with Inspector Brown
Benefit I (Government Influence: Tara Lane): You have minor influence within the government as Tara Lane.
Benefit (Neighbourhood Hero): Call upon local support within Whitechapel.
Benefit (Prepared Rituals): Delay the effects of a completed rituals until a time of your choosing.
Diehard: Automatically stabilise when dying.
Defensive Attack: Trade attack bonus for active defence.
Evasion: +2 circumstance bonus to Dodge resistance checks to avoid area effects.
Improved Defence: +2 bonus to active defence when you take the defend action.
Improved Initiative II: +8 bonus to initiative checks.
Instant Up: Stand from prone as a free action.
Interpose: Take an attack meant for an ally.
Languages: English, Fey
Power Attack: Trade attack bonus for effect bonus.
Quick Draw: Draw a weapon as a free action.
Ritualist: Use Expertise: Magic to create and perform rituals.
Takedown: Free extra attack when you incapacitate a minion.
Tracking: Use Perception to follow tracks.
Uncanny Dodge: Not vulnerable when surprised or caught off-guard.

Equipment
Winfield Castle
Size: Huge; Tou: 8; PL11
Intellect: 6; Awareness: 3; Presence: 3
-Living Space, Magical Defence System, Technological Security System (DC20), Magical Laboratory, Magical Workshop, Technological Workshop, Power System, Sealed (Magical Barrier), Self-Repairing, Magical Portal to Elphane, Intelligent (Rebecca),

Complications
Motivation (Her Duty): Tamara is the Fairy Knight because she sees it as her duty to protect the innocent and to fight evil.
Magic over Tech: Tamara is well-acquainted with the technology of the human world and has great respect for what it can do, especially in the hands of a genius. Yet when given a choice, Tamara will choose the magic she grew up with over a more technological solution.
Enemy (Prince Auraen): Prince Auraen has not forgotten his defeat at the hands of Tamara and Sapphire Squire. Escaping his imprisonment, Tamara's cousin now seeks to get revenge on her in his self-imposed exile.
Secret Identity (Tamara Wallis): Fairy Knight maintains a secret identity as Tamara Wallis nee Lyn, widow of Benedict Wallis and mother of Alexandra Wallis.

London

Known Heroes and Heroic Organisations
The first costumed vigilante in both the British Isles and London, the Night appeared in early 1916. Primarily focused on fighting the Consortium and stopping the criminal empire taking advantage of the then ongoing war, the Night also focused on regular crimes and the criminals of London soon learnt to fear his presence. He vanished in mid 1919 without a trace while investigating the politician Barnaby May-Porter and his ties to the Consortium leadership.

His secret identity is Benedict Wallis, grandson of the wealthy retired politician Gareth Wallis.
The youthful squire of the Fairy Knight and aspiring heroine, Sapphire Squire relies on a mixture of physical skill, mental ability and technological gadgets. A genius and prodigy, Sapphire Squire holds her own on the streets of London and has proven herself worthy of fighting alongside her mentor. Since 25th December 1920, Sapphire Squire has gained two magical abilities from her mentor, one which allows her to change her outfit at will and provide her clothing with protective properties while the other removes her needs for sleep, food and drink.
The second squire of Fairy Knight, Onyx Squire comes from a criminal background and seeks to help the world rather than hurt it like the rest of his family. Relying mainly on his fists and hardiness, Onyx Squire has picked some equipment and magic from Fairy Knight and Sapphire Squire, the most exotic of these being his partial invisibility and complete silence.

His secret identity is David White, son of the street thug Jacob White.
Jordan Brown is a chief inspector within the Metropolitan Police. A determined man who believes in stopping criminals and protecting the innocent, Chief Inspector Brown is willingly to bend the law a little if it means seeing proper justice done.

Following his systematic dismantlement of the Dragonsteeth, Jordan Brown was promoted from Detective Sergeant to Detective Inspector. Following the arrest of the Templar, Jordan Brown has formed a formal covert partnership with the Fairy Knight.

As of 1st March 1921, Jordan Brown has been promoted to Chief Inspector from Detective Inspector under a cloud of politics, high tenses and borderline infighting amongst the Metropolitan Police.
Gareth Wallis is a wealthy man and a retired politician who has known great tragedy. The ageing man has outlived all of his family and currently lives alone in London with his butler. He was aware of his grandson's activities as the Night and covertly funded his crusade. As of January 1920, he supports and funds Fairy Knight's continuation of the Night's crusade.

Known Villains and Villainous Organisations
While some call him a hero, the Golden Knight is definitely a criminal. Appearing in 1919, the Golden Knight and his Golden Order are returning veterans of the Great War. While they fight the Consortium and claim to see justice for the people, many of the Golden Order's activities are regular organised crime and in some ways, the Golden Knight is just another crime lord who dressed up as a costumed vigilante.

On 9th February 1920, the Golden Order captured Sam Carson of the White Devils and hold him captive.
On 24th April 1920, the Golden Knight aided Fairy Knight at Anna Lucas' party.
The White Devils are a London street gang that was led by Sam Carson and backed by the Consortium. A male dominated gang that believes in the supremacy of the white Englishman, the White Devils seek to purge London of its 'foreign filth'. Covertly supported by the Consortium, the White Devils rose to prominence falling the Night's disappearance and seek to 'clean out' Whitechapel so they can turn it into their territory and use the neighbourhood as a base of operations.

On 9th February 1920, Sam Carson was defeated by Fairy Knight before being captured by the Golden Order. Following the loss of their leader, the White Devils have fallen into infighting and got systemically picked off by their foes. As of mid 1920, the gang no longer exists.

As of 25th February, Sam Carson was freed from the captivity of the Golden Order by Redcoat, presumably on the orders of the Consortium.
The Dragonsteeth were a major street gang that was founded and led by Anna Lucas. Covertly backed by the Consortium, the Dragonsteeth held a position of prominence within the London criminal underworld and the gang held great influence over several small gangs.

On 24th April 1920, Anna Lucas was defeated by Fairy Knight and later arrested by the police alongside several of her subordinates.

Between late April 1920 and early August 1920, Detective Sergeant Jordan Brown systematically dismantled the gang. He did so by arresting and putting in prison most of their leadership and membership, shutting down all of their major operations and most of their minor ones and he ruined their reputation.

As of September 1920, Cliff Gregory currently leads what is left of the Dragonsteeth with the gang having gone to ground as a remnant of their former glory.

As of April 1921, the Dragonsteeth are no more after being consumed by rivals in the gang war following the downfall of the Royal Ravens.
Levy Porter was the chief enforcer of the Dragonsteeth, a feared man for his deadly prowess. He was arrested by Detective Sergeant Jordan Brown on the 24th April 1920 after being defeated by Fairy Knight and was later sent to prison.
Levy Porter was a sub-boss of the Dragonsteeth and their main accountant. An experienced elderly man, he managed most of the gang's finances and briefly took over half of it following Anna Lucas' arrest.

He was arrested by Detective Sergeant Jordan Brown during early June 1920 and was later sent to prison.
Cliff Gregory is the current leader of what remains of the Dragonsteeth. An ambitious and dangerous man, he leads what is left of the gang after avoiding being arrested by Detective Brown.

As for 25th February 1921, Cliff Gregory is attempting to return the gang to prominence and has broken its prior ties with the Consortium.

As of April 1921, the Dragonsteeth are no more after being consumed by rivals in the gang war following the downfall of the Royal Ravens. The current fate of Cliff Gregory is unknown.
The Consortium is the top dog within the criminal underworld of London with its leadership remaining unknown to outsiders and most within the Consortium. Whilst it has sway across most of the British Isles, the Consortium is located in London where it holds the most of its power and influence.

Despite enjoying a good couple of decades of effectively uncontested dominance, the Consortium has founded itself increasing under attack in recent years with its most prominent foes being the Night, the Golden Order and Fairy Knight.
An middle-manager within the Consortium who is responsible with coordinating with outside assets. He was Windstrike's liaison when the Consortium hired her to kill Fairy Knight in March 1920.
Known as Ronald Barr in his civilian identity, the Templar is a fearsome warrior who dresses up in plate armour, styling himself after a medieval knight. Wielding his imposing war hammer, the Fist of God, the Templar is one of the most dangerous individuals on London's streets with very few capable of matching him. Having retired from the army after a decade of service at the end of the Great War, Ronald seemingly works for an Anglican organisation that seeks to purge London's streets of heretics and infidels.

He was arrested on the 18th September 1920 after being defeated by the Fairy Knight, but avoided going to prison due to destruction of evidence during his trial.
Peter Michaelson was the leader of the Royal Ravens and a member of the Consortium. The Royal Ravens were the top gang in London and the Consortium used them as a proxy to control the streets of London. Following a rash attack on the Brown family in February 1921, the full force of the Scotland Yard came down on the Royal Ravens and as of April 1921, the gang has been systemically destroyed one way or another and is effectively no more.
Allen Baxter as the chief enforcer of the Royal Ravens.

On 16th February 1921, Allen Baxter was accidentally slain by Fairy Knight in battle.
25th February 1921, the Regal Ravens split off from the Royal Ravens.

Known Civilians and Neutral Organisations
A waitress, Lydia lives with her older sister Ellen and more recently, Tamara.
A telephone operator and a feminist, Ellen lives with her younger sister Lydia and more recently, Tamara.
Barnaby May-Porter is a prominent and respected politician who has ambitions of being Prime Minister. The Night disappeared uncovering evidence financially connecting Barnaby to the Consortium's leadership.
Also known as Tedd Donald, the Squirrel is a talent and agile thief who steals from the rich as a challenge. After being caught by Fairy Knight on 10th August 1920, he has given up his life of crime.
The wife of Jordan Brown and mother of Brenda Brown and James Brown. A formerly cheerful and supportive woman, she was almost killed on the 18th February 1921. While she survived thanks to Fairy Knight's intervention, her right hand has been maimed and Eira has fallen into a deep depression.

As of May 1921, Eira has fully recovered thanks to Moira Lyn and her magic.
The son of Jordan and Eira Brown and the younger brother of Brenda Brown. James Brown was a shy kid who witness his mother almost being killed in their own home on the 18th February 1921 alongside receiving injuries of his own. While he and his mother were saved by the Fairy Knight, the fallout has left him spooked and jumping at shadows.

As of May 1921, James has fully recovered thanks to Moira Lyn and her magic.


British Isles

Known Heroes and Heroic Organisations
The partner of Sentinel and student of Merlin, Galahad is a powerful superhuman with powers he claims are a gift from God. With flight, super-strength and toughness alongside his Blaze and Radiance, there are only a handful of individuals out there that can match Galahad. While he is based in Winchester, Galahad operates in all of Hampshire.
The partner of Galahad and student of Merlin, Sentinel is a genius who creates devices and invents technology beyond what the rest of the world uses. Operating out of Southampton, Sentinel no longer takes to the field as per his agreement with Galahad and instead acts as off the battlefield support to his partner.
Formed by the British government in August 1921, the Kingsmen are an officially sanctioned team of heroes that work for the national authorities. Lead by the Fairy Knight, the founding members consist of Fairy Knight, Imperial Lion, Spider and Longbow.

Known Villains and Villainous Organisations
Named for his signature redcoat, Redcoat is the deadliest killer in the British Isles with none of his targets having survived him going after them. After a week of back and forth fighting with Fairy Knight and Sapphire Squire, Redcoat was defeated by the duo on the 11th December 1920 and later arrested by the police. His secret identity was revealed to be Oliver King, a soldier turned mercenary.
An upstart criminal group formed by some Irish folk up in Glasgow, they have seized control of the Glasgow criminal underworld from the Consortium and are battling the Consortium over Edinburgh's criminal underworld.
A villainous magic user, he has proven a capable spellcaster and a dangerous foe, especially if given time to prepare. He apparently works for an employer, but holds little loyalty to them and is willingly to further his own goals at their expense.

On the 18th March 1921, Druid defeated Sapphire Squire and bound Fairy Knight to his will for multiple hours. On the 19th March 1921, he foiled Sapphire Squire's attempt to rescue Fairy Knight before later releasing Fairy Knight.
A hired thug of little fame, he has been known to work for the Druid. The man is more dangerous from average thug, but has yet to display any out of ordinary.

On the 19th March 1921, he was defeated by battle by Sapphire Squire.
Known Civilians and Neutral Organisations

Kingdom of the Faeries

Known Heroes and Heroic Organisations
The King of the Faeries and former ruler of the Little Court of Ireland, Tiarnach is a stern, but fair ruler. A capable warrior and respected leader, he is a highly popular leader thanks to his own actions as King and his overthrowing of his aunt. He seeks to change the ways of his people and turn them into something more noble and less capricious.

While time flows differently in the Kingdom of the Faeries, it wa roughly 6th May 1921 that Tiarnach became king.

Known Villains and Villainous Organisations
Sister to the first Queen of the Faeries and temporary usurper, Princess Taenya is an ambitious and paranoid woman. While she was able to amass a loyal following that allowed to overthrow her sister, Taenya valued loyalty and subservience over competence and ability. She would later meet her downfall when her paranoia and tyrannical rulership resulted turning half of her realm against her, purges that left her supporters greatly reduced in number and putting the most loyal subordinates in charge rather than those that were qualified to do the job.

While time flows differently in the Kingdom of the Faeries, it was roughly 6th May 1921 that Prince Tiarnach overthrow Taenya and became king.
The son of Taenya, Prince Auraen made up what he lacked in competence with obedience. He was left in charge of defending the Little Court of Scotland when his mother was overthrown, resulting in his defeat at the hands of Tamara Lyn and her squire.

Known Civilians and Neutral Organisations
The mother of Tamara Lyn and many other important fairies, the Queen of the Faeries was a powerful and uncontested leader. Having rightfully earnt both fear and respect, the Queen of the Faeries was a whimsical and capricious ruler who did what she felt like at any given moment thanks to being powerful enough to get away with it.

At some point prior to start of 1920, she was overthrown by her sister Taenya and has not been seen from since.
The daughter of the Queen of Faeries, Princes Moira rules over the Little Court of England. While she is a decent ruler, Moira is more focused on magic and improving her magical abilities. She and her half-sister Tamara consider each other to be their favourite sibling.

As of May 1921, Princess Moira has taken up the human identity of Moira Lyn.
The son of Princess Taenya, Prince Zelphar ruled over the Little Court of Wales before being disposed alongside his mother.
The daughter of the Queen of Faeries, Princes Maeryn rules over the Little Court of Cornwall. While not a bad ruler, Princess Maeryn is more interested in socialising than running her realm. Maeryn likes to spend her time engaging in politics and the high life of society.

As of May 1921, Princess Maeryn has taken up the human identity of Maeve Lyn.


World

Known Heroes and Heroic Organisations
A German vigilante operating in Munich, he is an inventor who wields an electrified sword and a belt that protects him from electricity. With his partner Sportlerin, he battle the local crime lords, Fredikorps and anarchists. His main foes are the crime lord Oskar Lowith and his hired enforcer, Eisenfaust.

On 7th April 1921, he fought alongside Fairy Knight and Sapphire Squire against Eisenfaust and the Consortium.
Known Villains and Villainous Organisations
A mercenary assassin for hire, Lucilla Verona aka Windstrike is a skilled Italian archer and swordswoman. Prideful and greedy, Windstrike is a professional for whom there is little that she won't do for the right amount of money. Known for her competent and professionalism, Windstrike takes contracts from all over the world with a preference for remaining within Western society.

On 21st March 1920, Windstrike was arrested by the Metropolitan Police whilst attempting to kill Fairy Knight after her victim inflict a near-fatal injury on the archer.

As for August 1921, Windstrike has secretly joined the Kingsmen as a founding member under a new identity as Longbow.
Eisenfaust is a German mercenary named for the distinct gauntlet he wears on his right hand. Eisenfaust is hardy man and a fearsome foe and has recently taken up employment as an retainer for the crime lord Oskar Lowith for an indefinite length of time.

His attempts to deliver a weapon to the Consortium was foiled by Fairy Knight, Sturmschwert and Sapphire Squire on 7th April 1921.

Known Civilians and Neutral Organisations
 
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The Night III
[X] The Ritual. You will use the ritual to keep out of harm's way. You risk both the ritual not being successful and missing out on details, but it would be safer and you lessen the risk of running afoul of whoever took out the Night.

You initially consider personally visiting each place in person, feeling that you could take on any threats you encounter. But then you remember just what you are investigating. The Night was a veteran and competent hero who was good enough that he left a lasting shadow across the city even after he vanished. You may be Tamara Lyn, daughter of the mortal knight Tam Lin and the Queen of the Fairies, but that is no grounds to dismiss a threat that proved to be the end of the Night.

Whoever or whatever took down the Night could take you down if you are not careful. Keeping that in mind, you decide to use a ritual to remotely view the locations from afar. You have magic, something that no one else has access as far as you can tell, and you will leverage that to your advantage.

You switch your activities from searching for information on the streets and pubs each night to coming up with a ritual design that will allow you to view locations from afar.

It is easier said than done. You are a competent in the study of magic, but your talents have always been centred around the theoretical over the practical. With limited access to magical materials and knowledge, you are forced to rely upon what you can remember and improvise with what materials you can get your hands on.

You devote most of your free time to coming up with a workable design and you soon find yourself appreciating your reduced need for sleep. While the limitations of their human bodies force Lydia and Ellen to sleep, you are able to spend half of that time awake and at work.

Even then, it takes you the better part of a week to come up with a workable ritual design and a whole week to get one that will actually be useful. Your first attempt seemed to go well at first, but after spending a couple of days on it, you soon realised that it wouldn't work. It should have shown you a picture of the location, but the picture wouldn't display properly and what should be a clear image would be blurry and devoid of any detail.

Thankfully, you were skilled enough that you caught the problem before actually attempting the ritual as that would have only been a waste of time and effort. You spend another few of days working on a second design, making sure to avoid the issue that rendered the first one unusable.

By the start of the following week, you had a ritual that would let to remotely see a location within a mile of the ritual. You would be limited to what could be seen with your eyes as sound and smell would not be picked by the ritual. From what you had seen of London's maps, if you placed yourself in the right position, you use the ritual to investigate all of the locations from a single spot.

The next stage is setting up a proper site for the ritual, another multiday process that takes up most of your time. The first attempt goes poorly as you find a good sight, but some of the materials prove to not be up to the task. If you had attempted to perform the ritual with them, the magic wouldn't have properly flowed through them as the items lacked the durability to withstand such magical currents moving through them.

Finding proper ritual ingredients that will hold up well enough for the ritual to work is harder than you expected outside of the Kingdom of the Fairies. There are no easily accessible magical ingredients or any magical ingredients for that matter. Instead you are forced to make do with whatever nonmagical substitutes you can get your hands on.

Ultimately you get the ritual set up after a second week of working on this ritual. Having spent two weeks getting this ritual set up and ready, you make sure to remember that rituals are things that take a lot of time. You could afford to spend weeks on this ritual thanks to a lack of pressing concerns, but if you are working under a deadline or another pressure of time, a ritual may not be a viable option for you.

The first two locations are in Westminster while the last two are in Mayfair. Deciding to try the Westminster locations first, you begin to perform the ritual. It isn't a short affair as the process to activate the ritual takes a good two and a half hours.

Once again, you are grateful for your free time and reduced need for sleep. You shudder at the thought of having to maintain a human job and need for sleep like Ellen and Lydia have to. That would have stretched out performing this ritual to a month at the very minimum.

The first location is a bust. It appears to be some sort of vantage point and you believe that the Night used this location to spy on somewhere. The only problem is that you no idea what the Night would be spying on.

The second location is like the first with it being both another vantage point and not being able to provide you with any useful information. It is located by what you presume are several important buildings, but you don't know what. Judging from who you can see coming and going, it might be a point in favour of the Night investigating the government, but even that is uncertain.

The third location is interesting. A large and furnished home, you judge it blocked to either a noble or a rich merchant or someone else with the wealth to afford such a place. Looking about the building, it proves to be more useful than the two first two location. Thanks to your knightly training, you are able to pick some old signs of battle. Some are hidden away while others have covered up and some have just faded with time, but you are certain that the Night fought here, perhaps his last though you are far from confident on that.

To your relief, the fourth location proves to be fruitful and avoids rendering the weeks you put into the ritual being a waste. Another home belonging to the wealthy, no battles have been fought at this place. Not quite abandoned, the building has fallen into disuse or at least you can't see the signs of regular use.

At a glance, there is nothing out of the ordinary, but something catches your idea. Using your limited experience to investigate further, you spot the signs of something being hidden away. Not perfectly hidden away and you are confident that whoever did it, did so in a rush. Whatever it is, it is something that you will need to investigate in person and not view from afar if you are to make any further progress.

With all four locations investigated, you end the ritual and to your bird form. Flying through the city, you quickly made it to your destination. Without any open windows, you switch to a spider form to get inside before turning into a cat once you have entered the building.

You may your way to the hiding spot, where you retake a human form. You push the bookshelf out of the way so you can reach the hole in the wall behind it. Reaching inside, you retrieve whatever contents are hidden inside.

What you find is several sheets of paper, all of them covered in information. Actually, there is a good deal more than several and you just hope what you have found here is related to the Night.

***​

"Now what are you working on?" asks Lydia as she watches you work at the desk you have requisitioned.

"Looking through the notes of the Night," you answer, "Please keep this secret. From what I know, if knowledge that I had this spread, it could bring down dangerous attention on our head."

"How dangerous?" asks Lydia warily.

"The Night was killed over this information," you inform her.

"Oh," says Lydia, "So this is what you been looking for."

"Yes," you confirm, "It took some weeks, but I have founded what the Night was after when he vanished."

"So what was he-wait, would it be dangerous to me to know that?" asks Lydia as she eyes the papers warily.

"Possibly," you admit, "Do you know who Barnaby May-Porter is?"

"Oh him," replies Lydia, "He is some bigshot politician. I think he wants to be Prime Minister or something like that. Ellen has mentioned him a few times and she doesn't like him. Actually, I'm pretty sure that Tracey has brought him up a couple of times and doesn't like him either. Wait, what does he have to do with the Night?

"I believe it is because he has ties to the Consortium," you tell her, "He provides them with coin and is either part of their leadership or both willingly and knowingly associates with them."

"That is," says Lydia before hesitating, "That is pretty big. Do not tell Ellen about this. I know by now that I can't make you do anything, but Ellen is impulse and will do things without thinking them through first. I don't have much room to criticise her over that, but if you tell her about Barnaby being in cahoots with the Consortium, she is going to do something stupid like tell all of her feminist friends."

"And I take it that those feminist friends would tell other people," you inquire and Lydia confirms what you said with a nod, "Then yes, I agree that she shouldn't be told about this. It would be too dangerous for you and her. I can take care of myself, but you two are vulnerable."

"Thanks," says Lydia, relief clear in her voice, "So who are you going to tell about this? Other than me that is."

Who does Fairy Knight tell about Barnaby May-Porter and his Consortium connections?
[] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
[] The Golden Knight. The Golden Knight and his followers are already engaged against the Consortium and you have tentatively positive contracts with them. They may be criminals, but you can point them in the direction of the Consortium's leadership and the Night's killers.

Designing the Remote Vision Ritual Attempt 1
Expertise: Magic Check, DC26: ???+9 = ???, Design Failed

Designing the Remote Vision Ritual Attempt 2
Expertise: Magic Check, DC26: ???+9 = ???, Design Succeeded

Constructing the Remote Vision Ritual Attempt 1
Expertise: Magic Check, DC26: ???+9 = ???, Construction Failed

Constructing the Remote Vision Ritual Attempt 2
Expertise: Magic Check, DC26: ???+9 = ???, Construction Succeeded

Investigating Site 1 Part 1
Perception Check, DC20: 8+7 = 15, 1 DoF

Investigating Site 1 Part 2
Investigation Check, DC20: 13+4-5 = 12, 2 DoF

Investigating Site 2 Part 1
Perception Check, DC20: 6+7 = 13, 2 DoF

Investigating Site 2 Part 2
Investigation Check, DC20: 11+4-5 = 10, 2 DoF

Investigating Site 3 Part 1
Perception Check, DC20: 16+7 = 23, 1 DoS

Investigating Site 3 Part 2
Investigation Check, DC15: 10+4-5 = 9, 2 DoF

Investigating Site 4 Part 1
Perception Check, DC20: 15+7 = 22, 1 DoS

Investigating Site 4 Part 2
Investigation Check, DC15: 16+4-5 = 15, 1 DoS

Night gathered it, you analyse it
Investigation Check, DC15: 18+4-5-2 = 15, 1 DoS

***​

So the ritual took literal weeks to complete and you almost failed to get any useful information. Each site had a different clue regarding the Night and his downfall and you were able to find only one of them. Before you get ideas of going back to look for the rest, they are gone now for all intents and purposes and this will be the end of the 'The Night' arc.

The current vote is a sort of filler one. It is a vote that is meant to give you something to vote on while this arc ends and the next one begins, but it will be important as you will either keep this knowledge to yourself or you give it to a criminal organisation and point them towards a government figure who is in league with the leadership of their rivals.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask
questions for more details and information.
 
[X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
 
[X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
-[X] Further investigate. Check that one mansion that was a battlesite.

I don't want to trust the Golden Knight blindly.

@Oshha, will this subvote work?
 
"That is," says Lydia before hesitating, "That is pretty big. Do not tell Ellen about this. I know by now that I can't make you do anything, but Ellen is impulse and will do things without thinking them through first. I don't have much room to criticise her over that, but if you tell her about Barnaby being in cahoots with the Consortium, she is going to do something stupid like tell all of her feminist friends."
Understood. There are no misunderstandings here.
[X] Tell Tracey, the responsible sister.
:V
So the ritual took literal weeks to complete and you almost failed to get any useful information. Each site had a different clue regarding the Night and his downfall and you were able to find only one of them. Before you get ideas of going back to look for the rest, they are gone now for all intents and purposes and this will be the end of the 'The Night' arc.
Remote Sensing 10? Yeah I was afraid of that, would have been good to add Senses-Postcognition and some Limited in the future to reduce the difficulty and increase the utility.
Its sounds like a lot of fun to imagine some Consortium minion getting yelled at for being drunk on duty because he reported a swarm of silver faries. We're only going to get so much use out of people not believing magic exists before they genre savy up.
On the other hand not being noticable was the only upside to the plan so I understand why that didn't happen.
 
So the takeaway from this is that we don't use rituals period. Because I can't think of any time we'd want to spend the sheer amount of time we did on this when we have what I'm taking it to be an extremely slim chance of actually succeeding.

And that's with the complication of the fact that honestly we won't be able to afford the time if we're reacting to someone or they are aware we're on the field.

And it's Tamara. She's going to make sure everyone knows she's on the field
 
So the takeaway from this is that we don't use rituals period. Because I can't think of any time we'd want to spend the sheer amount of time we did on this when we have what I'm taking it to be an extremely slim chance of actually succeeding.

And that's with the complication of the fact that honestly we won't be able to afford the time if we're reacting to someone or they are aware we're on the field.

And it's Tamara. She's going to make sure everyone knows she's on the field
We can shorten it down to minutes if we spend a hero point which is what is expected you'd do if you're defusing a magic bomb or something, however generally you are correct Ritualist is not "Be a great magician" for the low price of 1 Power Point.
This exists so that we can craft counters to things that our skill set would normally have a hard time preparing for. However its worth pointing out that this was at the edge of our skill and we got unlucky by failing both parts once which doubled the time take.
Need to check something @Oshha Rituals are a type of invention and inventions are good for a scene, however don't have to be created within it, would you allow us to create and prepare a ritual before the scene we actually use it in? Say something like enchanting a stick that would summon a demon when we snapped it in half? Or would it not feel narratively appropriate?
If so doing this becomes much easier to fit in as we can use it in the downtime between arcs.
 
So the takeaway from this is that we don't use rituals period. Because I can't think of any time we'd want to spend the sheer amount of time we did on this when we have what I'm taking it to be an extremely slim chance of actually succeeding.

Rituals have their uses. You can get a one-shot use of a power that you wouldn't otherwise have, you just need to set it up which takes time and is the trade-off for being able to use powers that you wouldn't otherwise have. There are ways to make them more useful such as getting the Quickness power or a Feature to let you prepared rituals, respectively reducing design and construction times and letting you prepare rituals before hand to so you can activated when they are needed.

Tamara doesn't have any of that because she isn't a magic or ritual focused built. And yes, you chose the studied magic option, but that amounts to 10 power points of her character sheet. However, you will have options to improve your ability to do rituals in the future.

In general though, Rituals aren't made to be something that is done in a hurry or a rush, they are meant to be something time-consuming that lets you do something outside of your regular skills and powers. Mutants & Masterminds have a few ways that lets a player do things outside of what they are regularly about to do, but they all have a cost and that cost pays for a single use. For rituals, the cost is time consumption while for Extra Effort it is suffering Fatigue and Hero Points is using up a Hero Point.

Need to check something @Oshha Rituals are a type of invention and inventions are good for a scene, however don't have to be created within it, would you allow us to create and prepare a ritual before the scene we actually use it in? Say something like enchanting a stick that would summon a demon when we snapped it in half? Or would it not feel narratively appropriate?

I'm going to say yes, it is possible, but you will need a Feature to let you do that, something you will need to get by choosing its option during a timeskip (the first one will be after the next arc).
 
[X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
 
You shudder at the thought of having to maintain a human job and need for sleep like Ellen and Lydia have to.
Ugh, having a job? Being a productive member of society? Being normal?
Please.

[X] No One
 
Because I can't think of any time we'd want to spend the sheer amount of time we did on this when we have what I'm taking it to be an extremely slim chance of actually succeeding.

I also want to say that rituals won't always take as a long as this one. A ritual which has a cheap set effects would be much shorter. For example, a ritual to provide immunity to poison if you need to save someone who has been poisoned would take four hours to design, four hours to construct and ten minutes to cast and you could do it with routine checks. End result is a ritual which takes eight hours and ten minutes that succeeds with no dice involved.
 
[X] The Golden Knight. The Golden Knight and his followers are already engaged against the Consortium and you have tentatively positive contracts with them. They may be criminals, but you can point them in the direction of the Consortium's leadership and the Night's killers.
 
[X] The Golden Knight. The Golden Knight and his followers are already engaged against the Consortium and you have tentatively positive contracts with them. They may be criminals, but you can point them in the direction of the Consortium's leadership and the Night's killers.
 
[X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
 
Vote is still open
Adhoc vote count started by Oshha on Jul 16, 2019 at 7:23 AM, finished with 17 posts and 9 votes.

  • [X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
    [X] The Golden Knight. The Golden Knight and his followers are already engaged against the Consortium and you have tentatively positive contracts with them. They may be criminals, but you can point them in the direction of the Consortium's leadership and the Night's killers.
    [X] The Ritual. You will use the ritual to keep out of harm's way. You risk both the ritual not being successful and missing out on details, but it would be safer and you lessen the risk of running afoul of whoever took out the Night.
    [X] Tell Tracey, the responsible sister.
 
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For those interested, here is some information on how Tamara gets on with her housemates. Tamara staying with Ellen and Lydia is something that is entirely decided by Tamara. The two sisters can lock the doors and close the windows and try to ignore their new housemate, but Tamara just comes and goes as she pleases with no regard towards the efforts of the Woodsworth sisters to secure their home. She will stop by to sleep and eat every now and again, but other than that, they don't see much of her. She gets up to weird things like flooding the streets asking about the Night to suddenly spending a week cooped up trying to design something to then spending another week either out of the house or bring home random things before getting rid of most of the random things.

At this point, Ellen and Lydia have gotten used to their new magical housemate and have accepted that Tamara is going to do what she wants.
 
For those interested, here is some information on how Tamara gets on with her housemates. Tamara staying with Ellen and Lydia is something that is entirely decided by Tamara. The two sisters can lock the doors and close the windows and try to ignore their new housemate, but Tamara just comes and goes as she pleases with no regard towards the efforts of the Woodsworth sisters to secure their home. She will stop by to sleep and eat every now and again, but other than that, they don't see much of her. She gets up to weird things like flooding the streets asking about the Night to suddenly spending a week cooped up trying to design something to then spending another week either out of the house or bring home random things before getting rid of most of the random things.

At this point, Ellen and Lydia have gotten used to their new magical housemate and have accepted that Tamara is going to do what she wants.
So she's a magical fairy squatter hobo. Got it.
 
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