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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Oh, believe me, I've read enough Dresden Files to know the Fair Folk...aren't. Blue and Orange Morality at its finest, at best. I'd be fine consulting Merlin and if Merlin suggests bringing fire to the realm it couldn't happen to nicer people.
 
This maybe the case, but I certainly will not be upset when and if we get to the point where we can take her forceful takeovers of our consciousness and send em right back at her.

I'd not be nearly this irritated if she'd asked first and we'd given permission of our own free will...hey ho, more incentives to get stronk.

Yeah, consent isn't something that the fey put a big deal and one of the reasons that they are monstrous.
Why is Tamara apparently the only character that doesn't get luck rerolls?

So far only three character have had Luck rerolls, which is Redcoat, Sapphire Squire and now Moira. The former two get them because they are 'special' characters who I don't want to go down easily. Moira gets luck rerolls as part of her 'Reality Warper' to represent her ability to influence reality to suit her will.
 
I would think protecting your mind would be something an artifact equipment (ESPECIALLY a fey equipment) would do.
 
You can't help but wonder how she got access to it Did the previous users benefited or suffered from your sister deciding she wanted to use it?
Dropped a full stop before the Did and the second sentence has suspect tenses.
Taenya is no stronger and arguably weaker due to be split between Elphane and Scotland
being not be?

That is Immunity 5 (Mind Control). I can put something into the next time skip where there is an option to get a feature which lets you resist Mind Control or maybe just mental attacks in general, which can then be upgraded to Partial Immunity 5 (Mind Control) which can then be upgraded again to Immunity 5 (Mind Control).
Luck control does it, resistable or side-effect to make it affordable or say this is such a large project it will cost both power things. Research some kind of fortune spell. It does mean that you'd actually have to start looking at hero points though as its kinda balanced assuming you get 3 + complication invocations per adventure.
Immunity to luck is a trainwreck waiting to happen, what does that even mean? People can't use luck points to re-roll things they did to you? Things you did to them.

[X] Help Moira overthrow their aunt and go back with her sister alone.
 
Dropped a full stop before the Did and the second sentence has suspect tenses.

Fixed. I was sure I had already dealt with that, but apparently mistakes from an earlier draft managed to carry over without me noticing, Oh well.


Also fixed. Thanks for catching that.

Immunity to luck is a trainwreck waiting to happen, what does that even mean? People can't use luck points to re-roll things they did to you? Things you did to them.

Yeah, I figured that after suggesting it. After thinking about it, there aren't any hard counters to luck or hero points short of using your own.

I do still need to get around to doing a hero point tally.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 58 | Sufficient Velocity [Posts: 1440-1454]
##### NetTally 2.2.0

[X] Help Moira overthrow their aunt and go back with her sister alone.
No. of Votes: 1

[X] Help Moira overthrow their aunt and go back with her sister with Sapphire Squire.
No. of Votes: 1
[X] veekie

[X] Send a message to Gallahad/Merlin asking for a consultation/informing them of this whole sordid affair.
No. of Votes: 1


Total No. of Voters: 3
 
[X] Send a message to Gallahad/Merlin asking for a consultation/informing them of this whole sordid affair.

Backup. Allies. Intel. Maybe a prize of some kind.
 
Alright, let's talk about Hero Points.

I'm finally getting around to doing a Hero Point tally. However, I need to determine what to do give you Hero Points for to determine the criteria I use for giving Hero Points.

Right now, I am thinking of the following:
-Each time you are defeated.
--Only when it has meaningful consequences and it isn't narrative set-up.
-Each time you suffer a third degree affliction.
--Only when it has meaningful consequences and it isn't narrative set-up.
-One for each new adventure.
-One for each complication.

For example, under this rule: "Each time you suffer a third degree affliction and only when it has meaningful consequences and it isn't narrative set-up", you would get two hero points from being mind-controlled by the Druid, one for getting knocked out by Eisenfaust and one for being knocked out in January. You wouldn't get any from this arc so far because nothing in the previous update had negative consquences despite being transformed and mind controlled.

So tentative hero point tally with the prior events of the quest taken into account (let me know if I missed anything):
-Defeated by Windstrike on first encounter. (1 Hero Point)
-Defeated by Templar on first and second encounters. (2 Hero Points)
-Thirteen adventures not including the prologue arcs (13 Hero Points)
-Defeated by unknown enemy plus Fairy Knight was incapacitated. (2 Hero Points)
-Redcoat being a tough foe with luck rerolls. (1 Hero Point)
-Knocked out by Eisenfaust. (1 Hero Point)
-Fatigued from giving Sapphire Squire a crash course in magic. (1 Hero Point)
-Defeated by Druid twice and mind controlled twice. (4 Hero Points)
-Killing Allen Baxter and the resulting backlash plus Consortium shutting down your police help from just before that. (1 Hero Point)
-Sapphire Squire successful keeping her secret identity from Fairy Knight. (1 Hero Point)
-Druid discovering Fairy Knight's secret identity and Sapphire Squire managing to undone that with words and tricky. (2 Hero Points)

That would give you a total of 29 Communal Hero Points. These can be spent as regular Hero Points in a winning vote or you can spend four of them (two Hero Points equals one Power Point and each time skip option equals two Power Points) for an extra Power, Squire or Skill option in a time-skip. A Hero Point may be spent in a time skip for a single Life option.

Thoughts?
 
With 29 hero points we could probably solo the Fairy Queen.
Back paying us for all of these would ruin the game balance for the next couple arcs.
I think we should stick towards the laid out way, 3 per arc (possibly 5 since we're solo) and reset to this on each new adventure + things that we earnt.
And in the next couple of votes we hammer out some complications for Tamara, votes that invoke this would be marked and would force us into bad situations:

[ ] No you're not stealthing through that tunnel, there might be mice. Guess you'll just have to fight through the gallary (!Musophobia activated, gain 1 hero point)
[ ] Realistically, the crocodiles probably ate all the mice. You can risk the sewers.
 
There is a laid out way?
yes? Although I guess I misremembered the amount of points you start with.
Article:
Players start each game session with 1 hero point. During the adventure they get opportunities to earn more hero points. Players can use various tokens (poker chips, glass beads, etc.) to keep track of their hero points, handing them over to the Gamemaster when they spend them. The Gamemaster can likewise give out tokens when awarding hero points to the players. Unspent hero points don't carry over to the next adventure; the heroes start out with 1 point again. Use them or lose them! Since hero points are a finite resource, players need to manage them carefully, spending them at the most opportune times and taking chances to earn them through complications. Playing it "safe" tends to eliminate chances of getting more hero points while taking risks, facing complications, and, in general, acting like a hero offers rewards that help them out later on.
...
In comic book stories, heroes often confront the villain(s) and deal with various setbacks. Perhaps the villain defeats or outwits them in the first couple scenes. Maybe one or more of the heroes have to overcome a personal problem. The villain may have a secret the heroes need to discover, and so forth. By the end of the story, the heroes have overcome these challenges and they're ready to take on the villain. MUTANTS & MASTERMINDS reflects this kind of story structure through the awarding of hero points. The heroes gain additional hero points as an adventure progresses. When the going gets tough, the heroes get tougher, because they get hero points to help them overcome future challenges. Heroes get hero points from complications, acts of heroism, and roleplaying. See Complications in the next chapter, Secret Origins, for details.
...
Complications have a specific use in the game as well: they give the Gamemaster a "handle" on your hero, different challenges to introduce or include in adventures. When the GM does so, you earn hero points you can use to enhance your character's chances of success, amongst other things

Most of the reasons you'd give out a hero point are fine, however the problem is that none of them are within our control so we can't manage hero points, just save them.
 
Compels from FATE basically? Accept a (temporary) problem, get a (temporary) boon to be named later.
 
Compels from FATE basically? Accept a (temporary) problem, get a (temporary) boon to be named later.
Pretty much. Hero points have a bunch of uses.
Article:
EDIT SCENE
You can "edit" a scene to grant your hero an advantage by adding or changing certain details. For example, a hero is fighting a villain with plant-based powers in a scientific lab. You deduce the villain may be weakened by defoliants, so you ask the GM if there are any chemicals in the lab you can throw together to create a defoliant. The Gamemaster requires a hero point to add that detail and says the right chemicals are close at hand. Now you just have to use them! How much players are allowed to "edit" circumstances is up to the individual Gamemaster, but generally hero points should not be allowed to change any event that has already occurred or any detail already explained in-game. For example, players cannot "edit" away damage or the effects of powers (hero points already allow this to a limited degree, see the following). The GM may also veto uses of editing that ruin the adventure or make things too easy on the players. This option is intended to give the players more input into the story and allow their heroes chances to succeed, but it shouldn't be used as a replacement for planning and cleverness, just a way to enhance them.
HEROIC FEAT
You can spend a hero point to gain the benefits of one rank of a advantage you don't already have until the end of your next turn (see the Advantages chapter). You must be capable of using the advantage and cannot gain the benefits of fortune advantages, only other types. If the advantage has any prerequisites, you must have them to gain the benefits of the advantage as a heroic feat.
IMPROVE ROLL
One hero point allows you to re-roll any die roll you make and take the better of the two rolls. On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is (so the re-roll is always a result of 11-20). You must spend the hero point to improve a roll before the GM announces the outcome of your initial roll. You cannot spend hero points on die rolls made by the GM or other players without the Luck Control effect (see the Powers chapter).
INSPIRATION
You can spend a hero point to get sudden inspiration in the form of a hint, clue, or bit of help from the GM. It might be a way out of the villain's fiendish deathtrap, a vital clue for solving a mystery, or an idea about the villain's weakness. It's up to the GM exactly how much help the players get from inspiration and how it manifests, but since hero points are a very limited resource, the help should be in some way significant.
INSTANT COUNTER
You can spend a hero point to attempt to counter an effect used against you as a reaction. See Countering Effects in the Powers chapter for details. RECOVER
You can spend a hero point to recover faster. A hero point allows you to immediately remove a dazed, fatigued, or stunned condition, without taking an action. Among other things, this option allows you to use extra effort (previously) without suffering any fatigue. Spending a hero point to recover also lets you convert an exhausted condition into a fatigued condition.

Obviously Edit scene is invaluable but that things pretty hard to use in a quest setting.
They're great re-rolls as the second is a d10 +10 rather than a d20 so you have doubled crit chance and stuff. Recover and Instant Counter are also basically the only way to get free actions without cheesing the game as well, however Counters are difficult to pull off especially with FK's kit.
 
Most of the reasons you'd give out a hero point are fine, however the problem is that none of them are within our control so we can't manage hero points, just save them.

Hmm. I figured that they would be used the same way as they were in The First Hero since it worked okay over in that quest. I will probably save giving you the Hero Points until after the current arc to represent a boost from being back in the Kingdom of the Faeries/a reward for defeating her aunt (this is assuming that you go back with Moira and win against Taenya).

Compels from FATE basically? Accept a (temporary) problem, get a (temporary) boon to be named later.
Pretty much. Hero points have a bunch of uses.

Hero Points also be used for Extra Effort even if it is an indirect manner of paying a Hero Point to remove the Fatigue cost of Extra Effort. This technically falls under Instant Counter, but I feel it is a big enough thing that it should b considered its own thing.
 
[X] Send a message to Gallahad/Merlin asking for a consultation/informing them of this whole sordid affair.

What's Merlin rep with the Fae?
 
Hmm. I figured that they would be used the same way as they were in The First Hero since it worked okay over in that quest.
Have you forgotten how many arguments there were about Photomajig being more willing to spend points?
Part of the reason that worked is that we never needed more because we never spent any. Now we want them as a response to Luck points which means that we're going to want to spend them pretty frequently. Relying on omakes as a source is not a good solution.
 
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What's Merlin rep with the Fae?

While not invincible, he is the greatest magic user to have ever lived and has killed physical gods. He is also generally fair and tolerance if mysterious and perverted. He generally judges on merit and talent. To the Fair Folk, Merlin is basically their version of an Uncanny Valley because he sounds like fey and sort of acts like one except he isn't actually fae and when he doesn't act like a fairy.

Have you forgotten how many arguments there were about Photomajig being more willing to spend points?

If I'm honest, I don't remember the exact amount. I mainly remember the issue coming up after a big failure due to bad dice rolls, but I generally put that down to players being salty about losing due to bad dice rolls. I'm not sure what other arguments occurred outside of people getting salty about bad dice rolls.


Relying on omakes as a source is not a good solution.

Alas, this is true.

I expect to give Hero Points for complications, being controlled/incapacitated/transformed, one at the start of each adventure and one each time a villain wins/you lose. So far this has resulted in just over two hero points per an adventure.
 
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I'm fine with amount of Hero Points gained since I always feel bit antsy with the limited amount of Power Points to increase our skills or upgrade levels.
 
While not invincible, he is the greatest magic user to have ever lived and has killed physical gods. He is also generally fair and tolerance if mysterious and perverted. He generally judges on merit and talent. To the Fair Folk, Merlin is basically their version of an Uncanny Valley because he sounds like fey and sort of acts like one except he isn't actually fae and when he doesn't act like a fairy.



If I'm honest, I don't remember the exact amount. I mainly remember the issue coming up after a big failure due to bad dice rolls, but I generally put that down to players being salty about losing due to bad dice rolls. I'm not sure what other arguments occurred outside of people getting salty about bad dice rolls.




Alas, this is true.

I expect to give Hero Points for complications, being controlled/incapacitated/transformed, one at the start of each adventure and one each time a villain wins/you lose. So far this has resulted in just over two hero points per an adventure.
Arguing that Photo should feel more free to spend Hero Points was the single most common reccuring argument in the thread, there were a lot of fights that we could have won, except Photo was hesitant to spend our only HP without explicit permission. Second only to the drama when some traitors people spent their hero points on Khukuri, a single time event, but pretty damn dramatic.
And the problem with only giving hero points for those reasons is that we're spending hero points to avoid specifically those things happening. We have no control over the income of Hero Points unless we chose to deliberately lose and run away from villains, which is exactly not the behaviour hero points should be encouraging.
 
Arguing that Photo should feel more free to spend Hero Points was the single most common reccuring argument in the thread, there were a lot of fights that we could have won, except Photo was hesitant to spend our only HP without explicit permission. Second only to the drama when some traitors people spent their hero points on Khukuri, a single time event, but pretty damn dramatic.
And the problem with only giving hero points for those reasons is that we're spending hero points to avoid specifically those things happening. We have no control over the income of Hero Points unless we chose to deliberately lose and run away from villains, which is exactly not the behaviour hero points should be encouraging.
Maybe for Heroic / Bold choices / successes? "We're outnumbered, outgunned, and they're holding the Regal Ravens hostage. But we should stop this sort of thing, and it'll only get worse later. Let's charge them head-on. They'll never expect that, because we'd be killed instantly...except Torlyn knows we're doing something valorous and is sustaining us beyond its normal ability."

For all the "fey artifact" billing, it doesn't seem to be doing much more than any decently-made plate armor. If it granted Hero Points for Honor-Before-Reason choices? We'd make more of those, I wager. I think, to a certain degree, Hero Points are a "bait-shiny" that can be used to steer the players towards certain things, depending on the story you want to tell.
 
Obviously I'm talking titanium instead of plain steel with some sort of padding underneath to ablate the kinetic impact.
I don't even know what to say.

Where the hell do you shop that you consider Titanium plate armour to be common and 'decently-made'

Plate armour has never been made out of titanium.
www.quora.com

Why isn't titanium used in body armour?

Answer (1 of 11): Any sentenence that contains the phrase, “stronger than steel” really needs to specify which alloy of steel and the heat treatment it had gone through. That's how engineers do it. Mild steel sucks as armor. Grade 38 titanium is specifically designed for armor and it’s not brittl...
I could find people creating home made armour using it or testing it, but they were using an inch and a quarter thickness, which would be way too much for someone to wear full body.

Mechanically even the proposed armour would probably not be impervious because it wouldn't be full covering. So it would still be worse.

Not to mention that in this time period we're still 20 ish years of the main industrial process to refine titanium being invented and the other was only created a bit more than 10 years ago.
 
And the problem with only giving hero points for those reasons is that we're spending hero points to avoid specifically those things happening. We have no control over the income of Hero Points unless we chose to deliberately lose and run away from villains, which is exactly not the behaviour hero points should be encouraging.

For now, I'm going to see how things play out. I'll give a free Hero Point at the start of any adventure and then give Hero Points as compensation for bad things happening. If that drives players to deliberately endanger themselves or seek out defeat, I will address that if it happens.

I'll admit that my perspective on Hero Points is that they should be given for things going badly for the players, especially if it is author fiat by the GM. The thing is with Hero Points is that they are there to drive players into taking risks so you can be risky and get Hero Points or you can play it safe and not get Hero Points.

On a related note, I am thinking about giving options in votes where you can deliberately handicap yourself in exchange for Hero Points. Any options like this would be marked as such. I also intend to reward heroic behaviour with Hero Points provided that the heroic behaviour comes at meaningful cost or penalty to the character.

For all the "fey artifact" billing, it doesn't seem to be doing much more than any decently-made plate armor. If it granted Hero Points for Honor-Before-Reason choices?
Its stood up to a short range shotgun blast... I think you overestimate plate armour.

Unless the enemy uses a Power Attack or All-out Attack or something along those lines, Torlyn is unbeatable against modern firearms. Also Torlyn is almost twice as strong as regular plate armour even without being impervious.
 
@Doomed Wombat @Barondoctor @Jrin Just so you are aware, the vote you are voting for wins, I am not going to have a repeat of this current vote in the next update. Fairy Knight will attempt to locate Galahad and/or Merlin and then follow whatever their advice as she sees appropriate.

Edit: Basically, you find Galahad, but not Merlin and Galahad is all "Let's take down a tyrant queen", you'll do that.
 
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