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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Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 34 | Sufficient Velocity [Posts: 848-854]
##### NetTally 2.2.0

[X] His notes. Look at the records and documents that the Night has acquired.
No. of Votes: 7
[X] Jrin
[X] Axel Fones
[X] Dark as Silver
[X] Gino
[X] POTDL
[X] Varano
[X] veekie


Total No. of Voters: 7
 
Knightfall I
[X] His notes. Look at the records and documents that the Night has acquired.

You decide to take a brief look through the Night's notes, seeing what you can garner from them without going in depth. The documents initially confuse you, but after a couple of days, it begins to click into place as you recognise some of the names such as Anna Lucas and Levy Porter. The information is simply outdated and the reason why you have been struggling to understand the notes is that they are referring to circumstances from over a year ago.

The Dragonsteeth were a major part of the Consortium's street operations back when the Night was still active and so they were worthy of his investigations. But now it is has been over a year since the Night last updated his notes and between now and then, you have taken out the gang for all intents and purposes.

It leaves you wondering just how many of the Night's notes have been left irrelevant by changing circumstances. Hopefully some of the more important stuff will still be of use to you, but you suspect that much of the day to day stuff or the smaller threats will be outdated and unusable for your purposes.

***​

Like most times that you find yourself engaged in unexpected battle, it was a normal patrol as you made a night time round about Whitechapel. You didn't even it coming as the first sign of the attack was a single flying past your head. Not slowing down as you moved across the rooftops, you look in the direction that the bullet came from, looking for a sign of your attacker.

You almost miss it, but the figure moving in the distance doesn't escape your gaze. With a target sighted, you begin to move in on them, leaping across the rooftops. As you close the distance, another shot is fired and like the first, the second bullet whizzes past your head.

Finally closing the gap between you and your attacker, you bring down Talatine in a sweeping arc at your foe. The man isn't that impressive with short black hair, blue eyes and average height, but he does have the lean, muscular physique of a warrior and the harden look of a veteran. Combining that with the white shirt, brown trousers and distinctive red coat, it is clear to you who this man is.

Redcoat. The deadliest killer in the British Isles and the man who slew the Night. And now he seeks your death, most likely on the behalf of the Consortium.

Wielding only a rifle, the man doesn't look as dangerous as his reputation makes him out to be, but you know all too well how looks can be deceiving. Talatine hacks the man across the side, spilling blood as a lucky last-minute twist by Redcoat saves the murderer from a worse injury.

Dropping his gun, Redcoat brings up his fists as he engages you in unarmed combat. While you would look down upon him for choosing to wield his fists against your sword, you have fought enough unarmed opponents since arriving in London to know better than to take his lack of weapons in anything other than a serious manner.

You block one punch only for a follow up attack to catch you off-guard. You never see the first coming, just feeling it as it fails to harm you though Torlyn. Yet despite your gleaming armour successfully keeping you from getting hurt, Redcoat's blow still leaves you reeling and off-guard as the pain and discomfort leaves you unable to focus.

You swing almost wildly at Redcoat and the man steps backwards to avoid your blade. As your attack goes wide, you steady yourself, recovering from the disorientation and lack of focus that Redcoat left you in thanks to a well-aimed attack.

Redcoat darts in almost faster than you track, taking advantage of how your last attack has left you exposed. He jabs in the neck and despite Torlyn, you find yourself reeling in pain, but you quickly recover rather than let you be left off-guard and off-balance. A swipe of Talatine and Redcoat is driven back again as you bounce back from his last attack.

The man tries to move in for another attack, but you fend him off with your silver blade. You probe his defences again, but the man doesn't let you get a hit in on him. Deciding that state of affairs is unacceptable, you move in for a proper strike, stabbing at Redcoat with inhuman swiftness.

For a change, it is your foe who is caught-off guard this time and Redcoat barely winces as he fails to avoid the bite of Talatine as the blade leaves a gash in his arm. Redcoat is unfazed however and uses your successful attack to make one of his own as he slams an elbow into your armour face.

If you were a lesser combatant, you have little doubt that the blow would have lain you low. But Torlyn does not fail to protect you and you are a mighty warrior so what should have been a crippling attack ends being something that you are capable of weathering without difficulty.

Apparently, Redcoat sees this as a well or he has otherwise decided that the circumstances are unfavourable to him. He backs off and for a moment you think he is preparing for another attack only to realise your misjudgement as the killer turns and runs.

You have a choice of going after the man who would assassinate you. You can let him go and try to hunt him down on your own terms or you can pursue him now and attempt to defeat him when he has lost the element of surprise and you have a slight advantage over him.

What does Fairy Knight do?
[] Pursue Redcoat to bring him down this day.
[] Let him go and hunt him down on your own terms.
[] Write-in.

Fairy Knight is at -1.
Redcoat is at -2 and is running.


Understanding the notes.
Investigation Check, DC15: 4+5 = 9, 2 DoF.

Spotting the ambush.
Perception vs Stealth = 14+7 vs 17+7 = 21 vs 24, Redcoat wins by 1 DoS.

Initiative Check.
Redcoat: 13+14 = 27.
Fairy Knight: 17+11 = 28.

0/Surprise Attack.
Rifle Power Attack, DC18: 7+10 = 17, Miss.

1/Spotting the attacker.
Perception vs Stealth = 15+7+2 vs 15+7 = 24 vs 22, Fairy Knight wins by 1 DoS.

1/Chasing after the attacker.
Athletics Check, DC15: 6+9 = 15, 1 DoS.

1/Redcoat shoots Fairy Knight.
Rifle Power Attack, DC18: 5+10 = 15, Miss.

2/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 19+11 = 30, Successful Critical Hit.
Toughness Check, DC29: 4+8 = 12, 4 DoF, Incapacitated. Luck Reroll!
Toughness Check, DC29: 14+8 = 22, 2 DoF, -1 Toughness Penalty.

2/Redcoat strikes Fairy Knight back.
Unarmed Power Attack, DC18: 15+10 = 25, Successful Hit.
Toughness Check, DC23: 14+11 = 25, 1 DoS, Fairy Knight is unharmed.
Fortitude Check, DC19: 1+7 = 3, 4 DoF, Fairy Knight is Disabled and Defenceless.

3/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 4+11-5 = 10, Miss.
Fortitude Check, DC19: 17+7-5 = 19, 1 DoS, Fairy Knight is no longer Disabled.
Fortitude Check, DC19: 18+7-5 = 20, 1 DoS, Fairy Knight is no longer Defenceless.

3/Redcoat attacks Fairy Knight.
Unarmed Power Attack, DC18: 14+10 = 24, Successful Hit.
Toughness Check, DC23: 2+11 = 13, 2 DoF, Dazed & -1 Toughness Penalty.
Fortitude Check, DC19: 17+7 = 24, 2 DoS, Fairy Knight is unaffected.

4/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 2+11 = 13, Miss.

4/Redcoat attacks Fairy Knight.
Unarmed Power Attack, DC18: 6+10 = 16, Miss.

5/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 7+11 = 18, Miss.

5/Redcoat attacks Fairy Knight.
Unarmed Attack, DC18: 2+14 = 16, Miss.

6/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 9+11 = 20, Successful Hit.
Toughness Check, DC24: 16+7 = 23, 1 DoF, -1 Toughness Penalty

6/Redcoat attacks Fairy Knight.
Unarmed Attack, DC18: 19+14 = 33, Successful Critical Hit.
Toughness Check, DC23: 14+10 = 24, 1 DoS, Fairy Knight is unaffected.
Fortitude Check, DC19: 12+7 = 19, 1 DoS, Fairy Knight is unaffected.

6/Redcoat runs away.
Athletics Check, DC15: 17+9 = 26, 3 DoS.

***​

So another action-y arc as the Consortium calls in the big guns to deal with the troublesome thorn in their side that is the Fairy Knight. As a word of warning, Redcoat's character concept started out as "Herokiller, but completely mundane and British-themed" and as a result, I feel he is a dangerous foe due to being designed to take out other characters.

I have also been looking forward to this arc as I have been waiting for when Redcoat and Spoiler show in the quest, but I also didn't want to introduce them too early. So for me, this is going to be an exciting arc and I hope it ends up being one for you guys as well.

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.
 
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Oooh Redcoat finally appears.

[X] Pursue Redcoat to bring him down this day.

We've got a pretty significant advantage in close combat although the linked affliction is definitely something to be wary of(You know, like we did against Templar :V) and given the guys archetype I expect any prep time we give him will result in him coming back with larger ordinance and better trap/ambushes.

The man tries to move in for another attack, but you find him off with your silver blade.
Fend not find ;)
2/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 19+11 = 30, Successful Critical Hit.
Toughness Check, DC29: 4+8 = 12, 4 DoF, Incapacitated. Luck Reroll!
Toughness Check, DC29: 14+8 = 22, 2 DoF, -1 Toughness Penalty.
That would have been an anticlimatic end.
 
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[X] Pursue Redcoat to bring him down this day

Normally I'd say to retreat and try to divine for him, but he's not hard to find so much as hard to hurt at all.
 
Vote is closed.
Adhoc vote count started by Oshha on Sep 30, 2019 at 5:00 AM, finished with 6 posts and 6 votes.

  • [X] Pursue Redcoat to bring him down this day.
    [X] His notes. Look at the records and documents that the Night has acquired.
    [X] Let him go and hunt him down on your own terms.
 
Knightfall II
[X] Pursue Redcoat to bring him down this day.

You chase after Redcoat, running after the infamous killer. The man is fast, but not fast enough to outrun you. You swing Talatine as you catch up with the man, slashing Redcoat across the back with your blade cutting though the padded coat and leaving a light, but long gash.

To his credit, Redcoat doesn't stumble as he throws something behind him as he approaches the edge of the building. You barely get a look at the white lumpy object with a metal tap coming out of it as it flies over your shoulder. A moment later, it explodes, catching both you and Redcoat in the blast radius.

You take the full blunt of it as the explosion washes over your armoured form while Redcoat uses you as a human shield to protect himself from the worst of it. Barely remaining on your feet, the blast leaves you dazed and off-balance as you stumble forward. Redcoat wasn't immune to the explosion, but the killer has avoided serious injury and he swiftly recovers from his own disorientation. The building took the worst of it, as a hole has been blown in the top of the roof.

You don't give him the chance to take advantage of his quicker recovery as you lunge with Talatine, piercing his shoulder with your silver blade as you shake off most of the disorientation. Redcoat yelps with pain before going in for the attack. The attack itself isn't enough to hurt you as despite his best efforts, Torlyn protects you from any direct harm, but unfortunately for you, direct harm was not what Redcoat was hoping to achieve.

The attack hits you in the right place to leave you completely off-balance and vulnerable and Redcoat doesn't hesitate to take advantage of that. He grabs you firmly in a way you can't quite grasp and you are too disorientated to properly understand what he is doing let alone resist as Redcoat holds you firmly.

You attempt to swing Talatine at his head, but you simply don't have the right angle to hit your foe and your blade cuts into the rooftop instead. You attempt to struggle free, but Redcoat has a firm grip and refuse to budge. Any attempts to regain your wits fail as you just don't have a quiet moment to get your act together.

Then Redcoat releases you with a shove. Why he would let you go just like that initially eludes you as you struggle to process what is going on, but when your mind catches up with your surrounding, you realise too late that Redcoat has shoved you off the edge of the building.

As you fall past the ledge, a second explosion goes off, originating from your back. Pain rocks through your body as you are flung towards the ground, but Torlyn absorbs most of the blast and leaves you relatively unharmed. You hurt and you are still struggling to react to what is going on around you, but you are alive and combat capable if barely.

Forcing yourself back to your feet, you glance upwards as you summon Talatine back to your hand. There isn't another hole in the building, but several windows have been shattered and the wall looks damaged if intact. You wait for Redcoat to make his next attack only to realise that it isn't coming and if it was coming, it would have already happened.

As the pain fades and your healing has progressed enough to have a noticeable effect, you wonder just what the man is up. Does he think you dead? Surely a professional as a feared and infamous as Redcoat would check to see if you are alive or not. Has he run out of tricks to pull on you?

Then a figure drops down. For a moment, you think it is Redcoat, but in the moment it takes you for your reflexes to kick in, you realise that whoever it is too small and feminine. The girl is mostly grown and clearly has womanly curves under that blue costume which conceals her identity, but has offers little protection. Yet despite her figure, the youth on what little you can see of her face leaves you feeling that this lass has a bit more growing to do before you can call her a young woman.

"Hi there," says the new girl, "The guy in the red fled when I attacked him. I was sure I got him, but I wasn't able to get more than a single hit in which wasn't as good as I thought it was. He was pretty beat up and I think that is why he ran since he didn't stick around for a fight. Do you need a hand?"

Does Fairy Knight want a helping hand from a mysterious stranger?
[] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.
[] No, she may have claimed to scared off Redcoat, but you know nothing about her and you can't trust her just yet.

Initiative Check.
Redcoat: 13+14 = 27.
Fairy Knight: 17+11 = 28.

7/Fairy Knight chases Redcoat.
Athletics Check, DC15: 14+9 = 23, 2 DoS.

7/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 12+11 = 23, Successful Hit.
Toughness Check, DC24: 17+6 = 23, 1 DoF, -1 Toughness Penalty.

7/Redcoat drops a bomb. (Fairy Knight).
Dodge Check, DC20: 4+8+2 = 14, 2 DoF.
Toughness Check, DC25: 8+10 = 18, 2 DoF, Dazed & -1 Toughness Penalty.
Fortitude Check, DC19: 8+7 = 15, 1 DoF, Fairy Knight is Impaired.

7/Redcoat drops a bomb. (Redcoat).
Dodge Check, DC20: 20+10+5 = 40, 5 DoS.
Toughness Check, DC20: 20+5 = 30, 3 DoS, Redcoat is unharmed.
Fortitude Check, DC19: 6+9 = 15, 1 DoF, Redcoat is Impaired.
Fortitude Check, DC19: 11+9 = 20, 1 DoS, Redcoat is no longer Impaired.

8/Fairy Knight charges Redcoat.
Talatine Charge Attack, DC20: 14+11-2-2 = 21, Successful Hit.
Toughness Check, DC24: 14+5 = 19, 1 DoF, -1 Toughness Penalty.
Fortitude Check, DC19: 10+7 = 17, 1 DoF, Fairy Knight is still Impaired.

8/Redcoat attacks Fairy Knight.
Unarmed Accurate Attack, DC18: 10+15 = 25, Successful Hit.
Toughness Check, DC18: 12+10-2 = 20, 1 DoS, Fairy Knight is unharmed.
Fortitude Check, DC19: 7+7-2 = 12, 2 DoF, Fairy Knight is Disabled & Defenceless.
Grab Attack, DC18: 18+14 = 32, Successful Critical Hit.
Grab (Strength vs Strength): 8+4-5 vs 5+3+5 = 7 vs 13, Redcoat wins by 2 DoS. Fairy Knight is Bound (Defenceless, Immobile, and Impaired).

9/Fairy Knight attempts to escape.
Acrobatics Check, DC13: 7+10-5-5 = 7, 2 DoF, Fairy Knight is still Bound.

9/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 8+11-5 = 14, Miss.
Fortitude Check, DC19: 2+7-5 = 4, 3 DoF, Fairy Knight is still Disabled.
Fortitude Check, DC19: 7+7-5 = 9, 2 DoF, Fairy Knight is still Defenceless.

9/Redcoat makes Fairy Knight go boom.
Dodge Check, DC20: 8+2-5 = 5, 3 DoF.
Toughness Check, DC25: 12+10-5 = 17, 2 DoF, Dazed & -1 Toughness Penalty.
Fortitude Check, DC19: 6+7-5 = 8, 3 DoF, Fairy Knight is still Disabled.
Fortitude Check, DC19: 7+7-5 = 9, 2 DoF, Fairy Knight is still Defenceless.

9/??? attacks Redcoat.
Boomerang Attack, DC20: 11+9 = 20, Successful Hit.
Toughness Check, DC21: 2+4 = 6, 3 DoF, Hindered & -1 Toughness Penalty. Luck Reroll!
Toughness Check, DC21: 20+4 = 29, 2 DoS, Redcoat is unharmed.

10/Fortitude Check, DC19: 18+7-5 = 20, 1 DoS, Fairy Knight is no longer Disabled.
10/Fortitude Check, DC19: 7+7 = 14, 1 DoF, Fairy Knight is still Defenceless.

***​

And now the other character I've been waiting to introduce has shown up. This is something of a social choice and it isn't one that is set in stone. That said, it will determine the initial reception between Fairy Knight and ??? even if it their future relationship has yet to be decided. So right now, you are choosing whether Fairy Knight accepts a welcome hand from a mysterious stranger or is wary of this unknown individual.

I also forgot that Redcoat had a bunch of grab-related advantages in the last update so that is why he is using them this update when he didn't in the previous update. I find it interesting how the fight went down. Fairy Knight got some got hits in at the start and continue to do so for the rest of the fight, but it definitely felt like Redcoat dominated at the end of it. That said, I was far more confident in Fairy Knight winning then I was with Redcoat. In hindsight, Redcoat is good, but Fairy Knight's toughness pulled through for her as she proved to just be too tough for Redcoat to easily take down.

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] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

She fine unless she transform into magical man Redcoat....say will there be magical girls in Japan?
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

Maybe she's some variety of unhinged, I get the distinct vibe from that brief interaction.
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

Keep your friends close and all that. If she is, in fact, unhinged, getting chances to see that is good.
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

As a part fae, can't we tell when someone is lying to us?
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

As a part fae, can't we tell when someone is lying to us?
Not an actual power
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.
 
[X] Yes, the girl is no friend of Redcoat and you doubt someone so young and upfront will be an enemy of yours.

@Oshha are we going to heal up and continue to search or have we lost him for the day?
 
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