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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I am now reading the quest to join, and I got to the part where moira changes the timeline. I dont really understand how the human world identity of tamara fits with her growing in the realm of the fairies, could someone explain?
Welcome aboard. That bit can be confusing even if you've been part off the thread for a while due to how rapidly it happened so you have my sympathies.
 
Moira used her reality warping powers to create a timeline where she, Tamara and Maeve have human identities and only got their faerie memories and powers in their human lives on 1st January 1920, which was when Tamara arrived after her exile in the original timeline, . The trio plus Brenda all remember the original timeline with Tamara remembering the original timeline like personally experienced it whilst remembering the new one like she read a book about someone else's experiences and Brenda only has memories of the original timeline.

A bit more detail on what happened and why here plus some discussion preceding quoted post:
I still dont understand. What is now real? Tamara growing up in human world but having memories of original timeline, or the opposite, where in terms of her personality, identity, etc, the original timeline is correct? And what about the fairy realm? Does people there still remeber her the same way, or see her as outsider?
 
I still dont understand. What is now real? Tamara growing up in human world but having memories of original timeline, or the opposite, where in terms of her personality, identity, etc, the original timeline is correct?

Original timeline used to be correct, but now the new timeline is correct due to reality being changed. Tamara has memories of the original timeline and she has no personality change and her identity remains the same outside of being given a human one.
And what about the fairy realm? Does people there still remeber her the same way, or see her as outsider?

Due to being in different Realms to Earth, the Fair Folk were completely unaffected by the reality change and don't see her any different or aware that she has a human identity.
 
So in the the new timeline, tamara has both grown up in the human world, and in the fairy world due to it being unaffected,and thus she is the same?
 
Overwatch heroes. It wont be so much but their appearance one just after the other troubled me, especially since moira is one I really remember well, and the templar reminded me of a third one
 
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So things really confusing, so I am just checking:because the timeline change only affected human world, tamara both grew up in england without knowing she is half fairy, married the night, and then replaced him, and grew up in fairy realm as daughter of a mediveal knight, grew up there,was exiled and established herself in london. She has both grew in england as regular child and grew up as half human in fairy realm, and is both 26 and thousand years old?
 
So things really confusing, so I am just checking:because the timeline change only affected human world, tamara both grew up in england without knowing she is half fairy, married the night, and then replaced him, and grew up in fairy realm as daughter of a mediveal knight, grew up there,was exiled and established herself in london. She has both grew in england as regular child and grew up as half human in fairy realm, and is both 26 and thousand years old?

That is correct though to Tamara, her fairy/original past is what really happened from her perspective and her human past is more something an alternative version of her went through and she happens to have secondhand memories of it.
 
I'm thinking of making a somewhat major change. Looking over at both the last few updates and coming up with stuff for future plans, I have noticed that right now, the main draw back is mechanics. While I am fine for rolling out the various outcomes and events, it has become troublesome when I need to come up with new character sheet. It has become harder to come up with balanced character sheets and the characters I do come up with are starting to feel repetitive in what they are mechanically capable of.

While I like the M&M mechanics and feel they are good for letting characters operate on the same playing field, I feel that they are beginning to get in the way of the story I want to tell. I want weaker characters to go up against stronger characters and not go down easily due to how the mechanics match up in a fight. I am also finding myself being limited how Fairy Knight's power can grow as I don't want her to become too overpowered or otherwise unbalanced mechanically.

That said, the M&M rules are intrinsic to this setting as I used them for the entirety of this quest and they found the basis for the laws of physics of the setting. It would definitely do more harm than good to remove them and I would have to find some replacement stats or otherwise recording what characters can or can't do.

I am personally thinking of ignoring the power levels limitations, the more clearly defined mechanics in action scenes and using the stats as a basis for what a character can or can't do whilst using a more free form narrative and loosely defined dice rolls for simulating randomness.

Thoughts?
Its probably not relevant anymore, but I want to still want to offer some input, as I have a lot of experience in roleplaying, and a great part of it as dm/gm, on multipue systems, though most are more d&d like and my experience with m&m specifically is somewhat limited

First of all, when judging combat I will pay attention to rules, but I will bend as I feel necessary. That means, that a character getting really wasted due to bad luck, might get some limited rerolling, for example.

Secondly, I treat the rules as describing a reality, and bound to it. I will let players use their assets in other ways then intended at first, and will change the rules according to logic of the situation. If I have a character who have an ability to shoot shards of ice, and its trying to shoot it in a desert, I will reduce the range because of it. If the ice melts, and it will, for example, turn the sand into quicksand, that will happen. If a man is invisible and has a sniper on him that has no way of spotting him, he wont shoot as he cant place the invisible man, but he will attempt to find a way to locate him. I will not ignore the rules, but I will change them to better suit my needs and what the narrative and logic requires, by many means from giving extensive modifiers and such, to temporarily changing rules, or ignoring rolls

Another aspect of this is usibg abilities in unintended way. If a fighter character wants to use its spear to stab a man on the hand and cause him to fight unaffectively with it, or an archer wants to fire an arrow with a rope to allow passing a chasm, I will allow. This is just basic examples as it goes much more extensive than that.

Also, I will not hesitate to bend the rules, within reason, for better narrative or story. If the plot requires a character to do something the mechanics dont let her, change that. For example, if a weaker charcter needs to defeat a stronger one, you can give her bonuses, and maybe justify them in a reason in the plot. When judging between strict rules, and what is possible or not by them, to a better plot and more fun game, I will go for the second, but keep the first in mind. Overall, I will use the rules to give order and balance to the game, but wont hesitate to stray from them when the need arises, but stray as lumittle as possible. This is even more true in a quest, where needs like balancing between a party are obsolete. Actually, if you think playing a slightly op fairy knight will make for a more fun game, go with it. Overall, I will go for: rules<balance, logic< fun game, but I will keep in mind the weight of the first, and there are exceptions to this.

And if you dont like some rule or option, change it. You can, absolutly. I would also change more limiting rules such as PL caps, and instead rely on common sense when deciding if something is passable, especially at character stats
 
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I dont understand, does tamara likes moira? I understand she is wary of what she will do to humans, but it looks like she sees her more as a powerful being she has to deal with than her favourite sister. Does she likes her?I dont understand, What is really their relationship?
 
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I dont understand, does tamara likes moira? I understand she is wary of what she will do to humans, but it looks like she sees her more as a powerful being she has to deal with than her favourite sister. Does she likes her?I dont understand, What is really their relationship?

It is complicated. On the one hand, Tamara and Moira get along great as sisters, but on the other hand, the Fairy Knight has to worry about a very powerful potential threat to the people she protects.
 
It is complicated. On the one hand, Tamara and Moira get along great as sisters, but on the other hand, the Fairy Knight has to worry about a very powerful potential threat to the people she protects
This I understand, but it seems as tamara rarely expresses any fondness for moira, and spends all of her time with her on guard, instead of just talking with her when she really could cross lines
 
Oh I didnt saw the replace.
I fear it might be better to impreve thoughtness or speed instead but its too small a change so:
--[X] [Power] Empower Talatine so those stuck by its blade have their fighting ability hindered. Gain Weaken Fighting 2.
-[X] [Power] Upgrade the might of Torlyn.
--[X] [Power] Empower Torlyn to provide protection from mental attacks. Replace Feature (+5 Bonus against Mind Control) with Partial Immunity 5 (Mind Control).
-[X] [Power] Improve your magical skillset.
--[X] [Power] Focus on improving your existing spells. Gain 4-Point Power Array for Major Spells.
-[X] [Power] Spend 4 Hero Points for an additional pick
-[X] [Squire] Empower Sapphire Squire's Mystic Wardrobe.
--[X] [Squire] Make the clothing of the wardrobe quieter and allow for silent movement. Sapphire Squire gains Concealment 1 (All Hearing).
-[X] [Squire] Give Onyx Squire a magical ability.
--[X] [Squire] Use a ritual to reduce the noise that Onyx Squire makes. Onyx Squire gains Concealment 1 (All Hearing).
-[X] [King] Use your magic to assist Spider.
--[X] [King] Use your magic to enchant Spider with supernatural hearing ability. Spider gains Senses 2 (Accurate Hearing).
-[X] [Skill] Study magic, the mystic arts and the Realms alongside your squires and maybe your sisters. Increase magical skill with more specific options being provided in the next update.
-[X] [Skill] Practice and train your combat skills with your squires. Increase combat skills with more specific options being provided in the next update.
-[X] [Skill] Have Gareth Wallis teach you about modern politics. Increase Expertise: Politics, Increase Expertise: Politics and Expertise: Current Events skills.
-[X] [Life] Gather rumours regarding the supernatural and extraordinary in the kingdom. Find out information on any known extraordinary events in the British Isles.
-[X] [Life] Know that Ellen is deciding to become a champion of feminism as Amazon, you are interested in seeing just what this feminism is. See what this feminism business is all about.

Is there a possibility of strenghening the shapeshifting for stronger forms? Or gaining some enviroment spells(light, wind blow, telekinesis)? And is faerie fire a thing? I had to ask
 
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Is there a possibility of strenghening the shapeshifting for stronger forms?
This option.
-[] [Power] Use your innate magic to expand what you are able to shapeshift into. Gain 2 Alternative Effects for Shapeshifting to determined in the next update.

Or gaining some enviroment spells(light, wind blow, telekinesis)? And is faerie fire a thing? I had to ask

Are you talking minor spells like cantrips or major spells that are strong to be used attacks in their own right?

Fairies can use regular fire or magical fire, but nothing specifically faerie.
 
Are you talking minor spells like cantrips or major spells that are strong to be used attacks in their own right?

Fairies can use regular fire or magical fire, but nothing specifically faerie
Not something very major(except maybe light, blinding foes with burst of light could be cool, though I didnt mean for this)
Imeant more like creating lights in dark areas, creating blows of winds, or moving small and medium objects. Not something especially strong, just a different flavor of spells than what is currently available

Fairies can use regular fire or magical fire, but nothing specifically faerie.
There is an iconic spell in dnd called faerie fire, so it was both a joke and a nice spell to have as an option(basicly it wraps the enemy in light to lower it defense and ability to hide
Adhoc vote count started by Voidwatcher on Jul 9, 2020 at 8:15 PM, finished with 22 posts and 5 votes.

  • [X] Plan Mystical Leadership
    -[X] [Power] Upgrade the power of Talatine.
    --[X] [Power] Empower Talatine so those stuck by its blade have their fighting ability hindered. Gain Weaken Fighting 2.
    -[X] [Power] Upgrade the might of Torlyn.
    --[X] [Power] Empower Torlyn to provide protection from mental attacks. Replace Feature (+5 Bonus against Mind Control) with Partial Immunity 5 (Mind Control).
    -[X] [Power] Improve your magical skillset.
    --[X] [Power] Focus on improving your existing spells. Gain 4-Point Power Array for Major Spells.
    -[X] [Power] Spend 4 Hero Points for an additional pick
    -[X] [Squire] Empower Sapphire Squire's Mystic Wardrobe.
    --[X] [Squire] Make the clothing of the wardrobe quieter and allow for silent movement. Sapphire Squire gains Concealment 1 (All Hearing).
    -[X] [Squire] Give Onyx Squire a magical ability.
    --[X] [Squire] Use a ritual to reduce the noise that Onyx Squire makes. Onyx Squire gains Concealment 1 (All Hearing).
    -[X] [King] Use your magic to assist Spider.
    --[X] [King] Use your magic to enchant Spider with supernatural hearing ability. Spider gains Senses 2 (Accurate Hearing).
    -[X] [Skill] Study magic, the mystic arts and the Realms alongside your squires and maybe your sisters. Increase magical skill with more specific options being provided in the next update.
    -[X] [Skill] Practice and train your combat skills with your squires. Increase combat skills with more specific options being provided in the next update.
    -[X] [Skill] Have Gareth Wallis teach you about modern politics. Increase Expertise: Politics, Increase Expertise: Politics and Expertise: Current Events skills.
    -[X] [Life] Gather rumours regarding the supernatural and extraordinary in the kingdom. Find out information on any known extraordinary events in the British Isles.
    -[X] [Life] As an important government figure, you attempt to improve your influence and position within the kingdom. Increase your influence within the government.
    [X] Plan Mystical Feminism
    -[X] [Power] Upgrade the power of Talatine.
    --[X] [Power] Empower Talatine so those stuck by its blade have their fighting ability hindered. Gain Weaken Fighting 2.
    -[X] [Power] Upgrade the might of Torlyn.
    --[X] [Power] Empower Torlyn to provide protection from mental attacks. Replace Feature (+5 Bonus against Mind Control) with Partial Immunity 5 (Mind Control).
    -[X] [Power] Improve your magical skillset.
    --[X] [Power] Focus on improving your existing spells. Gain 4-Point Power Array for Major Spells.
    -[X] [Power] Spend 4 Hero Points for an additional pick
    -[X] [Squire] Empower Sapphire Squire's Mystic Wardrobe.
    --[X] [Squire] Make the clothing of the wardrobe quieter and allow for silent movement. Sapphire Squire gains Concealment 1 (All Hearing).
    -[X] [Squire] Give Onyx Squire a magical ability.
    --[X] [Squire] Use a ritual to reduce the noise that Onyx Squire makes. Onyx Squire gains Concealment 1 (All Hearing).
    -[X] [King] Use your magic to assist Spider.
    --[X] [King] Use your magic to enchant Spider with supernatural hearing ability. Spider gains Senses 2 (Accurate Hearing).
    -[X] [Skill] Study magic, the mystic arts and the Realms alongside your squires and maybe your sisters. Increase magical skill with more specific options being provided in the next update.
    -[X] [Skill] Practice and train your combat skills with your squires. Increase combat skills with more specific options being provided in the next update.
    -[X] [Skill] Have Gareth Wallis teach you about modern politics. Increase Expertise: Politics, Increase Expertise: Politics and Expertise: Current Events skills.
    -[X] [Life] Gather rumours regarding the supernatural and extraordinary in the kingdom. Find out information on any known extraordinary events in the British Isles.
    -[X] [Life] Know that Ellen is deciding to become a champion of feminism as Amazon, you are interested in seeing just what this feminism is. See what this feminism business is all about.
 
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Not something very major(except maybe light, blinding foes with burst of light could be cool, though I didnt mean for this)
Imeant more like creating lights in dark areas, creating blows of winds, or moving small and medium objects. Not something especially strong, just a different flavor of spells than what is currently available

That would be this option.
-[] [Power] Focus on developing your repertoire of minor spells with new spells. Gain 2 Alternative Effects for Minor Spells to be determined in the next update.
 
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