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
 
Last edited:
Vote is closed.
Adhoc vote count started by Oshha on Jul 16, 2019 at 7:23 AM, finished with 17 posts and 9 votes.

  • [X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.
    [X] The Golden Knight. The Golden Knight and his followers are already engaged against the Consortium and you have tentatively positive contracts with them. They may be criminals, but you can point them in the direction of the Consortium's leadership and the Night's killers.
    [X] The Ritual. You will use the ritual to keep out of harm's way. You risk both the ritual not being successful and missing out on details, but it would be safer and you lessen the risk of running afoul of whoever took out the Night.
    [X] Tell Tracey, the responsible sister.
 
I'm starting to regret killing off the Night. He would have made such an interesting mentor for Fairy Knight.
 
I'm starting to regret killing off the Night. He would have made such an interesting mentor for Fairy Knight.
Maybe the Night had a butler named Alfred Arthur? And left behind a cave of some kind for us to go loot...
 
White Devils I
[X] No One. This information is both important and dangerous and it has already gotten the Night killed from what you can tell. Keep this information to yourself until you can act on it.

In the end, you choose to keep the information to yourself. You don't trust Golden Knight with it and you don't have any opportunities to properly make use of it. For now, you shall keep the Night's final gift to yourself as while it will be of use someday, that day is not today.

You promise yourself that you will do something with this information someday. You will not let the last actions of the heroic Night go to waste. The man is almost certainly dead, but you shall ensure he has one last laugh.

***​

"Tamara," says Ellen as the woman strides up to you, "You're done with whatever you were doing right?"

"For now," you answer, glancing at your housemate as you remember your promise to Lydia.

"Good because I need your help with something," says Ellen and that gets your attention.

"I am listening," you tell her, turning to focus on her.

"Ah, yes, I got a bit of a problem," says Ellen, a bit startle to given your full attention, "You know how the Night used to keep a lid on the local criminal element?"

"Indeed," you confirm, "For that he has earnt my respect. He must have been very capable to install such fear in the brigands and to keep installing that fear even after he is gone."

"Yeah, well, that fear has been breaking recently," replies Ellen as she crosses her arms, "The Night never got rid of crime completely, but he managed to keep some of the big groups away from our area. Now that he is gone and not coming back, one of the gangs is trying to move in."

"Move in?" you inquire.

"Roughing up people, selling illegal stuff, trying to force businesses to pay them money for protection," answers Ellen, "They aren't nice to women or nonwhites either. I've avoided them so far and so has Lydia, but Tracey got into some trouble yesterday. Her communist buddies bailed her arse out, but given they were with her, I wouldn't be surprised if they started a fight."

"Who is this gang?" you ask, having learnt to ignore Ellen's dislike for her older sister and her political associates.

"The White Devils," answers Ellen with a sneer, "They're pretty open about what they are and I won' deny that the lot of them are a bunch of devils who are white."

"Not literal devils," you ask warily, wondering if you will have to face the forces of hell in battle.

"Eh, no?" replies Ellen with confusion in her voice, "Of course, wait, are devils real? Is hell real?"

"My people have had dealings with demonkind and the Lord of Hell," you answer her, "But we have not have contact them with for many a century and I have detected no sign of their presence since arriving in the mortal realm."

"That is good I suppose," says Ellen, "But the White Devils are staking a claim on Whitechapel on the grounds of making Whitechapel white as its name. Which is bad for me, Lydia and a lot of the others living here."

"I see," you answer as even if you don't understand the details, this band of outlaws is committing evil and needs to be stopped.

"The worst of it is that the White Devils belong to the Consortium so they got some serious firepower backing them up," continues Ellen, "Even if we could handle the White Devils, we can't take on the Consortium. No one, but the Night or the Golden Knight can. So with the Night gone, some people have been looking to the Golden Order for help.

It is alright in its own way. The Golden Order at least pretends to care about people and even if they don't particularly care about the likes of us, they aren't going to drive us out of our homes and businesses like the White Devils do."

"But the Golden Order is still a criminal organisation and you would rather not have to deal with any criminals," you conclude.

"Exactly," agrees Ellen, "So you being a magical fairy knight, I hoped you might be willingly to do something about the White Devils before we are forced into the arms of the Golden Order. Not that the Golden Order is that bad, but I would much rather have another Night looking out for us."

"I shall look into the matter," you reassure her, "I promise you so on my honour as a Knight."

***​

It doesn't take you long to find trouble that night. Six men, vicious and eager, making their way to a shop. They walk with a malicious confidence of bandits who do not fear suffering the consequences of their actions. Little do they know that you are watching them from the body of a blue tit.

You shall teach them that criminal actions which harm others have consequences that they and the rest of their ilk will suffer. You wait until they actually do something wrong and you feel a pain of regret as you watch one of them throw a rock at the shop window whilst his fellows cheer him on.

Swooping down, you transform into a human body, the same one that you used when you first introduced yourself to Lydia and Ellen. Wielding Talatine and wearing Torlyn, you strike out before the thugs even realise your presence. A swing of Talatine and one thug is lain low. A second swing of your blade and another of the men is out of the fight, a bleeding gash down his side.

With a third of their number already down, the rest of the thugs finally respond to your presence. Armed with a variety of weapons, the remaining four rush you. It is a trivial matter for the likes of you to fend off their attacks whether it is done with a pipe or a knife or a club.

The last attack you turn work into your counterattack. You cut the man across his hand, forcing him to drop his weapon before you slashing across the chest, Talatine biting deep enough to draw blood.

A pipe comes at you and you beat it aside while another thug tries to stab with a knife. Sidestepping the blade, you parry a second knife from another of your opponents. You stab the man in the arm before flicking Talatine out. Crying out in pain, your foe clutches his arm as he collapses.

Initial shock wearing off, the last two of the thugs seem to realise just what is going on now they had time to process your arrival and how you have taken down four of them in a mere fifteen seconds.

Only able to catch one, you chose the one with the knife over the one with the pipe. Temporarily taking the form of a hawk, you swift back to your human body in front of the man, taking the same appearance as last time except with blonde hair instead of black.

"What the hell are you?" demands the man, a tremor of fear in his voice.

"I am Fairy Knight," you declare, making sure that you are loud enough for the other fleeing thug to hear you before darting in with fey grace.

You slash his leg, forcing him to one knee before you punch him out cold. You glance at the last thug, the man already too far away to catch without a chase and you don't deem him to worth a chase.

Taking to the skies once more in the form of a blue tit, you ignore the bleeding and injured men that you have left behind. They were criminal scum who were attempting to vandalise or rob an innocent shopkeeper. You don't need to give them mercy or concern. They don't deserve it. You don't need to worry about them or their fates. Even if you were the one who left them with untreated wound and unable to properly defend themselves.

You force yourself to turn your thoughts to other matters. Ellen was right about these 'White Devils' or at least about their criminal intentions towards the neighbourhood that you call home.

They are something you need to deal with. The only problem is how. You could continue control to patrol the streets and fight them wherever you find them showing their face. Or you could try to investigate their activities to find their leaders and base of operations so you may strike at them. Perhaps you could try challenging them to a fight to show your superiority over them to both the White Devils themselves and the rest of the neighbourhood, setting yourself up as a replacement to the Night.

How does Fairy Knight choose to deal with the White Devils encroaching on Whitechapel?
[] Patrol the streets. You are a warrior not a scout or a spy. You shall patrol the streets during both the night and day to fight off the White Devils whenever they make their presence known.
[] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
[] Challenge them to a fight. The White Devils are making their move because the Night is gone and their fear of him no longer keeps them away. Time for you strike some new fear into the brigands.

Initiative Rolls:
Fairy Knight: 20+11 = 36
Thug 1: 5+1 = 6
Thug 2: 7+1 = 8
Thug 3: 10+1 = 11
Thug 4: 18+1 = 19
Thug 5: 6+1 = 7
Thug 6: 3+1 = 4

Fairy Knight attacks Thug 1
Talatine Attack, DC11: 14+11 = 25, Successful Hit.
Toughness, DC24: 2+3 = 5, Thug 1 Incapacitated.

Fairy Knight attacks Thug 2
Talatine Attack, DC12: 11+11 = 22, Successful Hit.
Toughness, DC24: 8+3 = 11, Thug 2 Incapacitated.

Thug 4 attacks Fairy Knight
Pipe attack, DC18: 10+2 = 12, Miss.

Thug 3 attacks Fairy Knight
Knife attack, DC18: 14+2 = 16, Miss.

Thug 5 attacks Fairy Knight
Knife attack, DC18: 8+2 = 10, Miss.

Thug 6 attacks Fairy Knight
Club attack, DC18: 14+2 = 16, Miss.

Fairy Knight attacks Thug 6
Talatine Attack, DC12: 4+11 = 15, Successful Hit.
Toughness, DC24: 1+3 = 4, Thug 6 Incapacitated.

Thug 4 attacks Fairy Knight
Pipe attack, DC18: 11+2 = 13, Miss.

Thug 3 attacks Fairy Knight
Knife attack, DC18: 3+2 = 5, Miss.

Thug 5 attacks Fairy Knight
Knife attack, DC18: 8+2 = 10, Miss.

Fairy Knight attacks Thug 5
Talatine Attack, DC12: 19+11 = 30, Successful Critical Hit.
Toughness, DC29: 8+3 = 11, Thug 5 Incapacitated.

Thugs 3 & 4 flee.

Fairy Knight attacks Thug 3
Talatine Attack, DC12: 16+11 = 27, Successful Hit.
Toughness, DC24: 1+3 = 4, Thug 3 Incapacitated.

***​

In case anyone is wondering, the name of the gang came from a random generator and the name 'White Devils' was just to perfect to not use for a white supremacist gang. So now you got a bunch of racists (and to a lesser degree, sexists) moving in on Whitechapel to claim it as territory for their gang and 'to make Whitechapel as white as its name'.

This arc will be about taking down the gang and to that end, you get to pick your initial approach to the matter in this vote.

I will also mention that the White Devils is part of the Consortium as a local street gang that operates autonomously with its leadership answering to the Consortium.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Her communist bailed her arse out
HER Communist? Surely you mean OUR Communist, comrade!
but I would much rather have another Night looking out for us."

"I shall look into the matter," you reassure her, "I promise you so on my honour as Knight."
Word play! Yes!
you watch one of them throw a rock at the shop window whilst his fellows jeer him on.
I think jeering is what you do to people you don't like. His friends are likely cheering him on, to continue their despicable actions.

[X] Seek out their leadership
-[X] Challenge the leader to a Flyting nah we'd get rekt because Tamara English no good
 
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[X] Patrol the streets. You are a warrior not a scout or a spy. You shall patrol the streets during both the night and day to fight off the White Devils whenever they make their presence known.
 
[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.

One hero isn't really enough to patrol all the necessary area, though we are very mobile. Better to investigate and strike at the weak points.
 
[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
 
[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
 
Ritual Necromancy!


[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
Undead Batman is a bit terrifying.
 
[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
 
Ritual Necromancy!


[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
Just gonna leave this here.
Immortality -(Affects Others)(Limited: Only affects one target)(Limited: Cannot affect self)
:V
For whats its worth it would only last the scene, however since I wouldn't expect a character to die if their immortality was nullified then that just means he only comes back once... Until we cast the ritual again. On the other hand he might be a rotten corpse, who knows.
Not sure what rank we'd need it at however a reasonable estimate is less than the length of the ritual.
Depending on how Oshha allows those limited's as they might overlap too much that gives us
RankRespawn TimeRitual Length for One Limited - 2 PP per rank/ DCRitual Length - Both Limited - 1 PP per rank/ DC
Rank 12 Weeks20 mins / 1210 mins / 10
Rank 21 Weeks40 mins / 1420 mins / 12
Rank 34 Days60 mins / 1630 mins / 13
Rank 42 Days80 mins / 1840 mins / 14
Rank 51 Day100 mins / 2050 mins / 15
Rank 616 Hours120 mins / 2260 mins / 16
Rank 78 Hours140 mins / 2470 mins / 17
Rank 84 Hours160 mins / 2680 mins / 18
Rank 92 Hours180 mins / 2890 mins / 19
Rank 101 HourWhy would we do this?100 mins / 20
So we are capable of it either way as this isn't (much) more difficult than the ritual we've already cast. Although it is significantly easier if we are allowed both limiteds. And we might want to spend a hero point on re rolls to make it more of a sure thing.
All of that assuming of course that Oshha doesn't disallow it for one of multiple possible reasons.


Anyway...

[X] Challenge them to a fight. The White Devils are making their move because the Night is gone and their fear of him no longer keeps them away. Time for you strike some new fear into the brigands.

Surely these knaves won't back down from an open challenge.
 
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How does Fairy Knight choose to deal with the White Devils encroaching on Whitechapel?
[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.

Assasination HO!
 
[X] Challenge them to a fight. The White Devils are making their move because the Night is gone and their fear of him no longer keeps them away. Time for you strike some new fear into the brigands.
 
All of that assuming of course that Oshha doesn't disallow it for one of multiple possible reasons.

First of all, neither of those limits already work. The Limited to one person doesn't work in my opinion because I feel that it is limited to one person already. If you wanted to have Immortality that affected more than one person, I would say that you would need to buy modifiers which extended it to people other than yourself. The Limited to Cannot Affect Self is another thing that I wouldn't allow because it is the result of a ritual, the 'Self' would be the target of the ritual rather than the one performing it. So while Tamara would be the one performing it, the target would be the Night and therefore he would be the person with the Immortality power.

In general, I'm going to stay away from necromancy and raising the dead until things are developed and established as I am still working out how I want bringing back the dead to work in this setting. I don't want to not include any of that in the setting, but at the same time, I don't want casual resurrections so I need to find the right balance.
 
Vote is still open.
Adhoc vote count started by Oshha on Jul 17, 2019 at 2:40 PM, finished with 12 posts and 10 votes.

  • [X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.
    [X] Challenge them to a fight. The White Devils are making their move because the Night is gone and their fear of him no longer keeps them away. Time for you strike some new fear into the brigands.
    [X] Patrol the streets. You are a warrior not a scout or a spy. You shall patrol the streets during both the night and day to fight off the White Devils whenever they make their presence known.
 
First of all, neither of those limits already work. The Limited to one person doesn't work in my opinion because I feel that it is limited to one person already. If you wanted to have Immortality that affected more than one person, I would say that you would need to buy modifiers which extended it to people other than yourself. The Limited to Cannot Affect Self is another thing that I wouldn't allow because it is the result of a ritual, the 'Self' would be the target of the ritual rather than the one performing it. So while Tamara would be the one performing it, the target would be the Night and therefore he would be the person with the Immortality power.

In general, I'm going to stay away from necromancy and raising the dead until things are developed and established as I am still working out how I want bringing back the dead to work in this setting. I don't want to not include any of that in the setting, but at the same time, I don't want casual resurrections so I need to find the right balance.
Its a super iffy thing in that it could destroy the threat of death as it usually does when Superman comes back to life so I agree with your decision generally. So I'm not going to dispute you ruling no but neither being limitation being workable surprises me, if only from a mechanical point of view.
For starters when you look at the extra ruling for Affects Others on things like immunity it says that its about giving others the same benefits and would be used for bubbles where everyone gets it. Insubstantial mentions that they become insubstantial along with you. So its pretty clear that in all cases Affects Others allows you to affect as many people as you can apply it too.
Also that sounds like a strange interpretation of who is the owner of the power, say we cast a ritual to scry and die the consortium heads, since we're targeting them would the ritual actually give them a damage power? But I can kinda sorta see the logic behind it. Affects Others only is a standard thing which is what I meant by limited self only so I guess this just means that we don't need Affects Others.
However if you're sticking to your argument then it just becomes Immortality lvl 9 with no need for Affects others which puts it in the same cost bin as 1 limited (1 limited effectively just cancelled out the extra cost of affects others).
 
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[X] Challenge them to a fight. The White Devils are making their move because the Night is gone and their fear of him no longer keeps them away. Time for you strike some new fear into the brigands.
 
For starters when you look at the extra ruling for Affects Others on things like immunity it says that its about giving others the same benefits and would be used for bubbles where everyone gets it. Insubstantial mentions that they become insubstantial along with you. So its pretty clear that in all cases Affects Others allows you to affect as many people as you can apply it too.

I'm going to blame my bit about affecting only one other limitation on me missing the fact you put affect others in that. I didn't see that bit somehow and just thought you were trying to put only affecting one other person as a limitation on its own. I totally agree that if you buy the Affects Others modifier for a power, then limiting to one target is definitely a valid limitation.

Also that sounds like a strange interpretation of who is the owner of the power, say we cast a ritual to scry and die the consortium heads, since we're targeting them would the ritual actually give them a damage power? But I can kinda sorta see the logic behind it. Affects Others only is a standard thing which is what I meant by limited self only so I guess this just means that we don't need Affects Others.
However if you're sticking to your argument then it just becomes Immortality lvl 9 with no need for Affects others which puts it in the same cost bin as 1 limited (1 limited effectively just cancelled out the extra cost of affects others).

I would say who is the owner of the power from a ritual depends on whether or not the power is defensive or offensive in nature or perhaps beneficial and detrimental would be better words. If you use a ritual to target someone with a beneficial power such as Protection or Immunity, I would consider the person being given the effects of the power to be the owner of the power. The exception to this is if you want to give the power to yourself and apply to the intended benefactor by adding the Affect Others modifier to the power. In that case, I would allow the limitations of only affecting others or being limited to one target, but I would also make it so you have to touch the target in order to apply the power that you have given to yourself by the ritual.

With a ritual that has detrimental effects on the target, I wouldn't call them the owner of the power. If you used a ritual to use an Affliction power or Remote Sensing power on them, I would count as you giving yourself the power and applying it to the victim because it is harmful to the target. That said, you could use a power to give a harmful power to someone. For example, you could give an Weaken power to someone else via a ritual and they would have a Weaken power for the duration of the ritual.

So if you wanted to give an Immortality power to someone via a ritual, I wouldn't allow Limited to Affect Others only. If you wanted to do that, you would need to give yourself the Immortality power via the ritual with the Affect Others and Limited modifiers and then find the target and touch them. However, they would only have the Immortality power for as long as you are touching them and you would need to both be touching them when they died and be continuously touching them until they came back to life as they would lose the power when you stop touching them. The same would apply for other beneficial powers such as Protection, Immunity, Speed, Flight and so on. However, an Immortality power that is directly given to the target would last until the target is either back from the dead or the power gets disrupted before they can finish coming back to life.

I am also home ruling that if you have an Affect Others Immortality power, it can only work on targets that are already alive. If the target is dead when you apply to them, it won't affect them. This is part of my limitations on the dead coming back to life. For directly targeting someone with an Immortality power, I am going to put some hefty limitations on doing so, but I need to figure out what they will be.
 
Okay, I have come to my conclusion on how resurrecting the dead will work. If you raise someone from the dead, it will make you Disabled for an amount of time equal to time rank of 19 plus the number of ranks in the power. This is time calculation is basically the opposite of Immortality where you subtract your power rank from a time rank of 19 to determine how quickly you come back. You try to raise the dead while Impaired or Disabled, the above applies except replace being Disabled with being Debilitated in a random Ability.

This is both to limit how often you can raise the dead and how quickly you can do so.

This is a rough house rule so it is open to further changes.
 
[X] Seek out their leadership. You need to cut the White Devils off at the head. You can fight their thugs all day, but what you need to do is find who leads them and take them out.


Personal thought was that the simplest way to resolve the availability of resurrection magic is the Fullmetal Alchemist clause: You need the soul by whatever means, or what you raise is a soulless, mindless zombie thing.

Which means you need to investigate which afterlife dimension they're in, go there, bargain or steal the soul and then make it back and raise them. Too much work to do for someone not absolutely critical to your life.
 
Okay, I have come to my conclusion on how resurrecting the dead will work. If you raise someone from the dead, it will make you Disabled for an amount of time equal to time rank of 19 plus the number of ranks in the power. This is time calculation is basically the opposite of Immortality where you subtract your power rank from a time rank of 19 to determine how quickly you come back. You try to raise the dead while Impaired or Disabled, the above applies except replace being Disabled with being Debilitated in a random Ability.

This is both to limit how often you can raise the dead and how quickly you can do so.

This is a rough house rule so it is open to further changes.
I wonder what would have happened if we used the immortal character? Could we transfer the immortality somehow?
 
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