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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For Sapphire, I think given that she's ranged primary AND evasion based, I think flight is important to avoid being too easily pinned by a hulk.
FK: "I'm worried about possible side effects like turning your skin green could comprimise your secret identity. Now while we discuss this, lets give you wings."

[] [Ritual] Partially. You will not allow her to do this ritual, but you shall teach her magic. Give her crash course in magic to let her acquire the knowledge she seeks the proper way.

[] [Power] Improve your magical skillset.
-[] [Power] Focus on developing a lightning-based ranged attack. Gain Ranged Magic/Electricity Damage 1.

[] [Skill] Study magic and the mystic arts. Increase Expertise: Magic Skill.
[] [Skill] Teach your squire how to attack in a defensive manner. Sapphire Squire gains Defensive Attack advantage.

[] [Life] Investigate what the Templar is up to. Find out what the Templar has been up and is currently up to.
[] [Life] Expand your patrol area beyond Whitechapel. Patrol Whitechapel and the surrounding neighbourhoods to help deal with any street crime and deter organised crime.

Not entirely confident with this vote. We kinda do need more ranged options but it'll take a lot of actions to get one of the ranged options we're give up to PL. However skills are half the cost of a rank in damage so we could get Thrown up much more quickly. Its still limited as we'd have to spend every other turn summoning Tantaline back to our hand. And probably looks goofy as hell.
Actually while I'm at it @Oshha could we discuss getting some more interesting upgrades to Tantaline like Bane and Multi-Attack. I don't think anyone has ever voted for the choices so...
 
[X] [Ritual] Partially. You will not allow her to do this ritual, but you shall teach her magic. Give her crash course in magic to let her acquire the knowledge she seeks the proper way.

[X] [Power] Improve your Faerie Heritage.
-[X] [Power] Use your innate magic to change the basic needs of your body. Gain Immunity 1 (Thirst & Starvation) and Immunity 1 (Need for Sleep).

[X] [Squire] Give your squire a magical ability.
-[X] [Squire] Grant her some of your shapeshifting by giving her a copy of your ethereal beauty via ritual. Sapphire Squire gains a copy of Ethereal Beauty.

[X] [Skill] Study magic and the mystic arts. Increase Expertise: Magic Skill.
[X] [Skill] Teach your squire about magic. Teach Sapphire Squire about magic.

[X] [Life] Investigate what Redcoat is up to. Find out what Redcoat is up to and why he isn't in prison.

[X] [Life] Properly look through the Night's notes to see what useful information remains even the majority of them are definitely outdated by now. Investigate the Night's notes thoroughly and properly.

Going all in on magic, want to wrap the Night options.
 
Actually while I'm at it @Oshha could we discuss getting some more interesting upgrades to Tantaline like Bane and Multi-Attack. I don't think anyone has ever voted for the choices so...

Stuff like that is locked behind the current Talatine upgrades.

FK: "I'm worried about possible side effects like turning your skin green could comprimise your secret identity. Now while we discuss this, lets give you wings."
As I understand it this ritual is as dismissable as her magic costume

The wings can be dismissed or summoned at will. Otherwise the power would have the Wings flaw.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 45 | Sufficient Velocity [Posts: 1122-1131]
##### NetTally 2.2.0

Task: Ritual

[X][Ritual] Partially. You will not allow her to do this ritual, but you shall teach her magic. Give her crash course in magic to let her acquire the knowledge she seeks the proper way.
No. of Votes: 3

[X][Ritual] No. This may not be dangerous, but it is foolish and reckless. Refuse to let her do this.
No. of Votes: 1
[X] Varano



——————————————————————————————————————————————
Task: Power

[X][Power] Improve your Faerie Heritage.
-[X][Power] Use your innate magic to change the basic needs of your body. Gain Immunity 1 (Thirst & Starvation) and Immunity 1 (Need for Sleep).
No. of Votes: 3

[X][Power] Upgrade the might of Torlyn.
-[X][Power] Use your magic to improve its protectiveness. Gain Impervious Protection 1.
No. of Votes: 1
[X] Varano



——————————————————————————————————————————————
Task: Squire

[X][Squire] Give your squire a magical ability.
-[X][Squire] Channel your innate magic into a ritual to create a pair of fairy wings for Sapphire Squire to fly with. Sapphire Squire gains Flight 1.
No. of Votes: 2

[X][Squire] Give your squire a magical ability.
-[X][Squire] Grant her some of your shapeshifting by giving her a copy of your ethereal beauty via ritual. Sapphire Squire gains a copy of Ethereal Beauty.
No. of Votes: 1

[X][Squire] Improve her physical body.
-[X][Squire] Channel your magic into Sapphire Squire to hone her mind and reasoning. Sapphire Squire gains Intellect.
No. of Votes: 1
[X] Varano



——————————————————————————————————————————————
Task: Skill

[X][Skill] Study magic and the mystic arts. Increase Expertise: Magic Skill.
No. of Votes: 3

[X][Skill] Teach your squire how to attack in a defensive manner. Sapphire Squire gains Defensive Attack advantage.
No. of Votes: 2

[X][Skill] Learn about stealth and trickery from your squire. Increase Deception and Stealth skills.
No. of Votes: 1
[X] Varano

[X][Skill] Teach your squire about magic. Teach Sapphire Squire about magic.
No. of Votes: 1

[X][Skill] Train and exercise your body alongside your squire. Increase Athletics and Acrobatics skills.
No. of Votes: 1
[X] Varano



——————————————————————————————————————————————
Task: Life

[X][Life] Expand your patrol area beyond Whitechapel. Patrol Whitechapel and the surrounding neighbourhoods to help deal with any street crime and deter organised crime.
No. of Votes: 3

[X][Life] Integrate your social circle further together. Attempt to form links between your various contacts.
No. of Votes: 2

[X][Life] Investigate what Redcoat is up to. Find out what Redcoat is up to and why he isn't in prison.
No. of Votes: 1

[X][Life] Investigate what the Templar is up to. Find out what the Templar has been up and is currently up to.
No. of Votes: 1
[X] Varano

[X][Life] Properly look through the Night's notes to see what useful information remains even the majority of them are definitely outdated by now. Investigate the Night's notes thoroughly and properly.
No. of Votes: 1


Total No. of Voters: 4
 
Well, to be fair, we hadn't really been challenged on our offensive power to date, and our defensive power have been tested. It makes sense for us to develop towards preventing unexpected angles from screwing us, and that's currently addressed by rituals.

I expect to take a refocus towards sword and armor development once we start seeing enemies above street level show up.
Hopefully not too far above street for the first one, but our sword has been massive overkill on any vanilla human targets.
 
Both of them, or just one? Or the different ones lead to different trees?
When you wanted our character to remain focused around the archetype of being a knight why have you given us so much more access to magic powers?

Either one works and they would lead to the same sort of stuff. You just need to get Tamara to begin experimenting with improving Talatine and have the players display their interesting improving your weapon. So far the thread has expressed interest in improving your magic so I've provided options to improve your magic. If the thread starts being interested in improving your weaponry, then I'll begin to provide options to do that.

Not entirely confident with this vote. We kinda do need more ranged options but it'll take a lot of actions to get one of the ranged options we're give up to PL. However skills are half the cost of a rank in damage so we could get Thrown up much more quickly. Its still limited as we'd have to spend every other turn summoning Tantaline back to our hand. And probably looks goofy as hell.

I've added a option to learn Ranged Combat: Throwing from Sapphire Squire to the update.
 
Well, the magic options are more interesting than the sword ones. I don't know that I see us boosting sword for a while yet.
 
[X][Ritual] Partially. You will not allow her to do this ritual, but you shall teach her magic. Give her crash course in magic to let her acquire the knowledge she seeks the proper way.

[X] [Power] Upgrade the might of Torlyn.
-[X] [Power] Use your magic to improve its protectiveness. Gain Impervious Protection 1.

[X] [Squire] Give your squire a magical ability.
-[X] [Squire] Channel your innate magic into a ritual to create a pair of fairy wings for Sapphire Squire to fly with. Sapphire Squire gains Flight 1.

[X] [Skill] Learn how to properly investigate matters from Inspector Brown. Increase Investigation skill.
[X] [Skill] Teach your squire about magic. Teach Sapphire Squire about magic

[X] [Life] Expand your patrol area beyond Whitechapel. Patrol Whitechapel and the surrounding neighbourhoods to help deal with any street crime and deter organised crime.
[X] [Life] Gather rumours regarding the supernatural and extraordinary in the kingdom. Find out information on any known extraordinary events in the British Isles.
 
Either one works and they would lead to the same sort of stuff. You just need to get Tamara to begin experimenting with improving Talatine and have the players display their interesting improving your weapon. So far the thread has expressed interest in improving your magic so I've provided options to improve your magic. If the thread starts being interested in improving your weaponry, then I'll begin to provide options to do that.
You see how this is a viscous cycle?
The options presented aren't interesting so players aren't interested so they aren't given interesting options.
Before now I assumed we were capped because of we'd hit PL, since all the other options are very broad and not tree like I just assumed we were being shown everything available.

@Oshha could there be an upgrade for Talatine that makes it so we could do non-lethal damage with it?
Theres no such thing as non-lethal damage normally. Oshha is using house rules where failing a toughness check by enough degrees or (I assume) attacking someone incapacitated kills them.
Talatine is as safe as any other damage effect.
 
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Before now I assumed we were capped because of we'd hit PL, since all the other options are very broad and not tree like I just assumed we were being shown everything available.

To be fair, that was originally the case and all of the presented options from the start were the ones I had originally thought up, which had a slant towards magic because that was what people had been asking about in the thread. However since then, I have come up with other ideas for powers, but rather than adding them to the list of options, I have decided to gate them behind other options because I don't want to bloat the list of upgrades.
 
To be fair, that was originally the case and all of the presented options from the start were the ones I had originally thought up, which had a slant towards magic because that was what people had been asking about in the thread. However since then, I have come up with other ideas for powers, but rather than adding them to the list of options, I have decided to gate them behind other options because I don't want to bloat the list of upgrades.
Probably should mention what they gate.
Quests are very bad at predicting growth paths without data.
 
Potential power growth paths of Royal Ravens V
Probably should mention what they gate.
Quests are very bad at predicting growth paths without data.

Let's see (@Dark as Silver ):
Talatine: Pick either one of the options and get two of the following unlocked at semi-random as I pick the two which seem the most apporiate for Fairy Knight to think of at the same time. Additional options will be unlocked in the same manner whenever another Talatine upgrade is chosen.
-Bane against a single type of enemy and I will be using the same limitations that the Favoured Foe advantage uses to determine what is an acceptable enemy to have Bane against. I will be using the suggested rule of exceeding the Damage allowed by the PL by 2 for Bane damage. Picking this option would give two ranks of Bane and each type of Bane would be a different upgrade to be chosen so this is effectively several different upgrades.
-Affects Insubstantial with two ranks to allow for full damage against Insubstantial targets.
-Upgrade the recall Feature from requiring a Standard Action to only requiring a Move Action.
Torlyn: I'm still thinking about upgrades for Torlyn, but I have been thinking something along the lines of granting Immunity (1 or 2 point things) or Partial Immunity (for 5 point things) with the latter being able to go from partial to full if you choose to upgrade it a second time.
Shapeshifting & Flight: Shapeshifting upgrades need an overhaul including the ones in the upgrade thanks to the overhaul I gave the power while Flight I am planning to add some 1 Flat Point upgrades to it if it reaches a reasonable rank.
-Edit: I've replaced the old options with options to get Extra Limbs or Elongation. I'm thinking of adding Growth or Shrinking, but I am unsure of how plausible they are with the PL limits to worry about.
Faerie Heritage: I'm thinking that upgrading the senses could open up some more exotic senses to you. I was planning to go for more Immunities, but I'm leaning towards saving those for Torlyn to go with the whole knight theme. I also also toying with the area of some body changes like Shrinking, Growth, Extra Limbs or Elongation through I am also considering using these for new Shapeshifting upgrades.
-Edit: I'm currently using Extra Limbs and Elongation for improving your shapeshifting and if I include options for Shrinking or Growth, it will be under shapeshifting not your fairy heritage.
Magic: Getting a magical spell to a decent rank (like Healing 5 or Teleport 5) will unlock new spell options such as Mind Control, Mind Reading, Transform, Illusion and Summon.

I'm also toying with the idea of letting you get additional upgrade or maybe splitting the options into two groups and letting you pick one from each, but I'm wary of letting you grow too fast.

Edit: I should also clarify that these options aren't concrete options like the ones in the update, but just notes I got typed up for potential paths for power growth and linked to an existing option.
Edit 2: Accounted for the overhauled shapeshifting upgrade options.
 
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I have replaced the old options to upgrade your shapeshifting with the following:
[] [Power] Improve your Shapeshifting.
-[] [Power] Channel your innate magic to let you stretch and elongate your body, extending your reach. Gain Elongation 2.
-[] [Power] Channel your innate magic to let you grow a pair of additional limbs when necessary. Gain Extra Limbs 2 (Sustained).
 
Here's the problem with Talatine upgrades:

Once we close to melee, we win. Our most challenging enemies have good mobility and use ranged weapons. "Disarm" is really just a "win melee more" button and both upgrades do that.

Dead unconscious is the best status effect to inflict on our enemies, and Talatine does that well. Neither upgrade does anything to solve the problems of being melee in a ranged-but-squishy world. Parry ranged? Sure. Throw and call as a full-round? Sure.

Disarm (through flourish or sunder) provides almost no marginal value.
 
Here's the problem with Talatine upgrades:

Once we close to melee, we win. Our most challenging enemies have good mobility and use ranged weapons. "Disarm" is really just a "win melee more" button and both upgrades do that.

Dead unconscious is the best status effect to inflict on our enemies, and Talatine does that well. Neither upgrade does anything to solve the problems of being melee in a ranged-but-squishy world. Parry ranged? Sure. Throw and call as a full-round? Sure.

Disarm (through flourish or sunder) provides almost no marginal value.

Any suggestions for improvements then?
 
Provided in the post.

Throwing + Returning as a combat convenient action.

You can already summon Talatine back to your hand and throwing is already an option.
[] [Skill] Have your squire teach you got to accurately throw items at a target. Increase Ranged Combat: Throwing skill.
So unless you are referring to adding an option to make the summon to hand a Move action instead of a Standard action, I'm not sure what is required here.

Some way to parry ranged attacks Jedi-style as we close the distance.

Honestly, not really sure how to do this. I guess you could get increased Dodge, but that would cut off improvements to Torlyn. If you want to do the latter, I could let you improve Parry & Dodge, but given people are voting to improve Torlyn, I'm not sure if that would be popular. Deflect with the Redirect modifier isn't really that good or useful since it takes a Standard action and replaces your Parry or Dodge with the Deflect power. Honestly, Deflect is a pretty weak power from what I can tell.

I'm open to suggestions on how to do this, but I'm just not sure how to do it mechanically speaking.

Speed boost to close distances faster.

Beyond getting the Speed power, which is an option in the update already, I'm not sure what would be done here.
-[] [Power] Use your innate magic to improve your speed and running ability. Gain Speed 2.

Maybe Improve Initiative instead of Speed? This is another one of those things where I'm not adverse to the idea, but I don't know how to do it mechanically.
 
Any suggestions for improvements then?
We should be looking for ways to make it clear that this is a MAGIC sword.
Disarming and smashing are just not impressive. Out of time right now but one idea that jumps to mind is instead of summoning the sword to hand we summon ourselves to the sword and remove the teleport spell from the magic list.
Linked effects to damage like the blade leaving after images that make it hard to parry (weaken fighting) and stuff.
Possibly doing similar stuff with the concealment/ senses/regeneration for Torlyn.
 
We should be looking for ways to make it clear that this is a MAGIC sword.
Disarming and smashing are just not impressive. Out of time right now but one idea that jumps to mind is instead of summoning the sword to hand we summon ourselves to the sword and remove the teleport spell from the magic list.
Linked effects to damage like the blade leaving after images that make it hard to parry (weaken fighting) and stuff.

I've added two new upgrades for Talatine to the update. I could add more, but I don't want to bloat the list of options too much.

-[] [Power] Decrease the effort that it takes to summon Talatine back to your hand. Reduces Standard action needed to summon Talatine to a Move action.
-[] [Power] Empower Talatine so those stuck by its blade have their fighting ability hindered. Gain Weaken Fighting 2.

Possibly doing similar stuff with the concealment/ senses/regeneration for Torlyn.

Regeneration would go under Shapeshifting and I don't want to increase it right now, not until you start to face tougher foes as high regeneration limits what threats I can throw at you. Senses are already options under Faerie Heritage and Concealment are options under magical skillset.

That said, I have added the two below upgrades. I could add more, but like with Talatine upgrades, I don't want to bloat the list too much.

-[] [Power] Strengthen Torlyn so that it can resist even the most accurate hits. Gain Immunity 2 (Critical Hits).
-[] [Power] Empower Torlyn to shrug off any attack without any weapons behind it. Gain Partial Immunity 5 (Unarmed damage).
 
Deflect with the Redirect modifier isn't really that good or useful since it takes a Standard action and replaces your Parry or Dodge with the Deflect power. Honestly, Deflect is a pretty weak power from what I can tell.
Its expensive to make effective. Maybe if you built around it using Alternate Power 100+ pp shenanigans.

Made a telekinetic Deflect shield the whole battlefield and the GM told me to stop doing that because it shut down the whole fight
 
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