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:
[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.

Ruffians and blackguards the lot of them. They need a stern seeing to. Tis our duty as an anachronistic otherwordly noble.
 
I wonder what would have happened if we used the immortal character? Could we transfer the immortality somehow?
No because Rituals only last a scene so we could transfer the immortality for an hour or so... And if for some reason thats enough we'd be better off creating one ritual to give us the immortality rather than two to give some one else the immortality then another to transfer it. Especially since we'd be disabled and therefore unable to perform the second ritual.
If you want Tamara to be immortal you'll have to buy the immortality power with power points properly you can't just trick the game system into giving you powers.
 
Especially since we'd be disabled and therefore unable to perform the second ritual.

That only applies to giving Immortality to a dead character or otherwise bringing a dead character back to life properly. You can give Immortality to someone who is still alive just fine and without any extra penalties.

I wonder what would have happened if we used the immortal character? Could we transfer the immortality somehow?

Technically you could have, but I don't see any reason why you would do that instead of just directly giving someone immorality rather a ritual.

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.

I took that as a given. You need both a body and a soul to properly resurrect someone. Without a body, you get an incorporeal ghost or spirit. Without a soul, you get a mindless undead monster, usually as a thrall if taken measures to bind your creation to your will.

It won't go all the way to having to bargain with the afterlife or tracking down the soul in some other dimension, but you will need to include a way to bring back the soul when raising someone from the dead, the easy way of doing this being to have something extremely significant to the person as part of your ritual.
 
I took that as a given. You need both a body and a soul to properly resurrect someone. Without a body, you get an incorporeal ghost or spirit. Without a soul, you get a mindless undead monster, usually as a thrall if taken measures to bind your creation to your will.

It won't go all the way to having to bargain with the afterlife or tracking down the soul in some other dimension, but you will need to include a way to bring back the soul when raising someone from the dead, the easy way of doing this being to have something extremely significant to the person as part of your ritual
Well, my reasoning is less adding to it, and more that the long cooldown period where we can't do anything after a resurrection ritual is...not very evocative. Its limiting, but it doesn't actually avoid trivializing death, since you know, anyone important who dies CAN be returned, since its not going to be too hard to find something of suitable significance.

Rather for an interesting resurrection process, I'd go to both comic and mythological sources. Comic side, anyone actually confirmed as dead takes an adventure to return, either under their own power or by someone else's intervention. Mythology wise, most resurrections are either resuciations, where they are revived where they fell(presumably the soul hadn't left yet), or else you have a Journey To The Underworld of some form to retrieve the soul(funny enough Tam Lin itself could be considered a Journey To The Underworld, it has all the tropes except the lover was successful instead of failing ironically at the end because they couldn't follow instructions).

That, I think, is limiting enough that you can generally assume someone dead is actually dead, but which still enables braving the Underworld for your loved ones, or at least meeting a badass on their way busting out of Hell.
 
Well, my reasoning is less adding to it, and more that the long cooldown period where we can't do anything after a resurrection ritual is...not very evocative. Its limiting, but it doesn't actually avoid trivializing death, since you know, anyone important who dies CAN be returned, since its not going to be too hard to find something of suitable significance.

Rather for an interesting resurrection process, I'd go to both comic and mythological sources. Comic side, anyone actually confirmed as dead takes an adventure to return, either under their own power or by someone else's intervention. Mythology wise, most resurrections are either resuciations, where they are revived where they fell(presumably the soul hadn't left yet), or else you have a Journey To The Underworld of some form to retrieve the soul(funny enough Tam Lin itself could be considered a Journey To The Underworld, it has all the tropes except the lover was successful instead of failing ironically at the end because they couldn't follow instructions).

That, I think, is limiting enough that you can generally assume someone dead is actually dead, but which still enables braving the Underworld for your loved ones, or at least meeting a badass on their way busting out of Hell.

While this could work, I'm not going to go with it. This is because the idea I have for the afterlife in this setting is that it is a mysterious thing that nobody knows the truth of. Anyone who dies or otherwise visits the afterlife won't remember anything about it when they return to the living. As a result of this, it won't be possible to visit the afterlife to retrieve a soul in any meaningful matter.

I'm planning to limit coming back from the dead in a similar manner to how I am planning to limit people getting superpowers. It will be hard and rare due to limitations on the specialists capable of giving powers/raising the dead and how often or quickly their methods of doing so can be used. To get someone brought back to life, the hardest part isn't going to be the ritual itself, but finding someone who is both capable of performing the ritual and willingly to do so.

I'm not going to make coming back to life some nigh impossible feat in a world of magic and superpowers. It will be an impressive and hard feat to achieve, but I am ultimately going to treat coming back to life as just another superpower or superpowered feat (or at least it will fall into those categories).
 
While this could work, I'm not going to go with it. This is because the idea I have for the afterlife in this setting is that it is a mysterious thing that nobody knows the truth of. Anyone who dies or otherwise visits the afterlife won't remember anything about it when they return to the living. As a result of this, it won't be possible to visit the afterlife to retrieve a soul in any meaningful matter.

I'm planning to limit coming back from the dead in a similar manner to how I am planning to limit people getting superpowers. It will be hard and rare due to limitations on the specialists capable of giving powers/raising the dead and how often or quickly their methods of doing so can be used. To get someone brought back to life, the hardest part isn't going to be the ritual itself, but finding someone who is both capable of performing the ritual and willingly to do so.

I'm not going to make coming back to life some nigh impossible feat in a world of magic and superpowers. It will be an impressive and hard feat to achieve, but I am ultimately going to treat coming back to life as just another superpower or superpowered feat (or at least it will fall into those categories).
So... potential immortal highlander coming to get us in the future? :hopeful:
 
Vote is closed.
Adhoc vote count started by Oshha on Jul 18, 2019 at 12:22 PM, finished with 27 posts and 13 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.
 
White Devils II
[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.

You decide to go after the White Devils at the top. If you can take out their leadership, then their unity and organisation will disappear or at least weaken, both reducing their threat and making them easier for you to finish off.

The only problem is locating their leadership. The thugs and street criminals are more than willingly to show their faces, but the ones in charge are more wary. They don't take to the streets and make efforts to conceal their identities. It is no simple matter to find out who leads the White Devils.

You try a variety of tactics. First is to ask about the local pubs and other social gathering places, where a variety of folk gather and alcohol loosens their lips. You are careful to to be too blatant or over the top in your efforts like you were last time. A sudden influx of women who have never been seen before with a distinctive accent? Too attention grabbing and you make sure to be more discreet this time around.

A few appearances here and there and you managed to get some information from the locals on where the White Devils gather and have been most active. While it may not be much on its own, it can point you in the right direction and perhaps narrow down any further information you get.

You also attempt to find the information you need on your own, patrolling the streets to try and spot the White Devil leadership. Alas you fail to find anything useful or at least anything useful to your current goal as you don't uncover any new clues about who leads the White Devils and where you can find them.

You switch your efforts to tracking the men of the gang, but attempting to follow the ruffians back to their base prove fruitless. You don't fail to track your targets, but most of the time you find them as they are on their way to misdeeds, forcing you to take them down. The rest of time, you follow the wrong groups back as they don't go back to their hideouts or leaders.

Still lacking enough to go on, you resort to trying to scare the information you seek out of the White Devils. Cornering their thugs on the streets, you make them realise just who they are dealing with. Wielding Talatine and wearing Torlyn, you do not hide what you are to these villainous bandits. By the end of the week, the White Devils know that a magical fairy knight is their foe and is after them.

Yet despite striking terror into the hearts of the White Devils, none of the ruffians have the information, you are looking for. Many of them are eager to tell you what they know, but most of what they have to say is random nonsense.

Ultimately, you get a name. Sam Carson. The man is apparently a rising star, a young and brutal gang leader who has risen to prominence recently. Coming into his own as the Night disappeared, Sam Carson sees taking over Whitechapel as the territory of the White Devils as an opportunity to establish himself and his gang as one of the bigger players in the London underworld.

You shall put an end to those plans. You are not sure how you will do that yet, but you will.

With a name and a description, you decide to stake out some of the locations where the White Devils have been said to gather. If fortune favours you, you should be able to spot Sam Carson at one of the places.

And fortune does decide to favour you as at the first location, you spot your target approaching the house that the White Devils are rumoured to use as a base of operations. A brutish looking man with muscular arms and close-cut hair, Sam Carson looks like how he was described to you. All it takes to confirm your suspicions is one of the guards greets him via name.

You have a moment to decide on how to deal with this man. You could attack him now while there are only two lookouts about to help him, but you could also shapeshift into a more discreet form and sneak inside.

If you spied on whatever Sam Carson is doing inside, you might be able to get some useful information regarding the White Devils or perhaps their Consortium masters. On the other hand, Sam Carson might just be visiting for more mundane reasons such as to sleep or eat a meal.

Spying on him doesn't mean you can't attack him afterwards, but you will face more of a fight inside. You doubt you will encounter anything you can't handle, but battle is always a risk.

What do you do?
[] Attack Sam Carson. Attack him now while he is outside with only two thugs to back him up.
[] Spy on Sam Carson. Sneak inside and spy on him in an attempt to get more information.

Asking about the neighbourhood
Investigation Check, DC10: 12+4-5 = 11, 1 DoS

Prowling about on your own
Investigation Check, DC15: 12+4-5 = 11, 1 DoF

Tracking the thugs back to their lair
Perception Check, DC10: 2+7 = 9, 1 DoF

Scaring up some answers
Intimidation vs Will: 10+4+5 vs 18 = 19 vs 18, Fairy Knight wins by 1 DoS

Putting the clues together
Intellect Check, DC15 20+4+2 = 31, 3 DoS

***​

Okay, you got sort of lucky and have found the leader of the White Devils. Sam Carson is going to be your first villain for a lack of a better term and will not be a minion even if he will have some for backup.

I meant to get this update out sooner, but work and other RL things have delayed my writing.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask
questions for more details and information.
 
[X] Spy on Sam Carson. Sneak inside and spy on him in an attempt to get more information.
 
By the end of the week, the White Devils know that a magical fairy knight is their foe and is after them.
This would be a hilarious sentence if it wasn't true.

[X] Attack Sam Carson

"I've come to collect, laddie!"
 
While Tamara has a Scottish accent, she doesn't use Scottish slang.
I'm imagining a scottish accent with ye olde butcherde englishe. Would that be more accurate?
"Ah've cometh ta collecteth, knave!"
 
I'm imagining a scottish accent with ye olde butcherde englishe. Would that be more accurate?
"Ah've cometh ta collecteth, knave!"

Magic means that she uses modern English because it would be a pain the arse to write her using Old English though I will try to have her use some outdated terms.
 
Magic means that she uses modern English because it would be a pain the arse to write her using Old English though I will try to have her use some outdated terms.
"We do these things not because they are easy, but because they are hard."

But yeah, I get your point XP I quite like the dialogue anyways!
 
[X] Spy on Sam Carson. Sneak inside and spy on him in an attempt to get more information.

A little birdie saw more.
This guy sounds like a middle manager
 
[X] Spy on Sam Carson. Sneak inside and spy on him in an attempt to get more information.

This guy is just the go between for the low level White Devils and the big boys of the Consortium. Taking him down now cuts us off from our best chance to learn more about higher level stuff.
 
Vote is closed.
Adhoc vote count started by Oshha on Jul 23, 2019 at 1:53 AM, finished with 13 posts and 10 votes.

  • [X] Spy on Sam Carson. Sneak inside and spy on him in an attempt to get more information.
    [X] Attack Sam Carson
    [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.
 
White Devils III
[X] Spy on Sam Carson. Sneak inside and spy on him in an attempt to get more information.

You decide more information is better. Sam Carson may be the leader of the White Devil, but he ultimately answers to the Consortium, a more powerful and dangerous foe. You will take out Sam Carson, but you shall take the opportunity to get some info first.

Already in a bird body, you fly over to the windowsill of the building that Sam Carson is just entering. Taking the form of a spider, you sneak into the cracks and begin to make your away through the building to wherever Carson is going.

You crawl across the wall as Carson enters a room full of people. All of them are men and are wearing clothing of varying quality. While no one is wearing anything too fancy or expensive, the attire that you can see ranges from one twitchy man in worn rags you would expect from a beggar to wear to a tall, slim man in some looked after formalwear of a man who isn't rich, but wants to look like he is.

Sam Carson himself is somewhere in the middle, wearing the attire of a street thug, but his clothing is of good quality and looked after. Apart from the leader of the White Devils, there is a pair of poorer looking man, another brutish man and a couple of men who are clearly doing well for themselves. Rounding off those in the room is a group of thugs acting as guard, four in total.

"Good everyone is here," says Sam Carson after a moment of looking around the room, looking each of the non-guards in the eye, "First things first, we need to discuss that northern whore who has been causing our boys trouble."

"Fairy Knight?" says one of the richer men, "I've been hearing about her for a while now. Showed up a few weeks back, looking for the Night. Got Goldie and his lads in a while twist over her. Golden Knight seems to think she is magic and so do a good portion of his supporters, though that is-"

"She is freaking magic," interrupts the brutish man as he glares the richer man, "This is why we shouldn't have messed with the Night's territory Sam. The devil himself might be gone, but he has an honest to god fairy princess to replace him."

"Watch it Carl," says Sam as the thugs standing guard tense up, "You don't talk to me that way."

"You're an idiot who goes and gets us messed up with actual magic," sneers Carl and everyone else in the room tenses, "Now the rest of us on the streets are paying the price."

"I will not tolerate that kind of-" starts Sam as he points a finger at his rogue subordinate and you don't get to hear him finish thanks to one of the guards.

Spotting on your spider body on the wall as he tries to not watch the fight, one of the guards leans over to squish you, thinking that you are just an ordinary spider. To avoid being killed, you switch back to a human form.

In a slim, muscular body with distinct curves and a black hair, you stand there in full view of everyone in the room, wearing Torlyn. Summoning Talatine to you, you attempt to scared these mortal criminals into compliance.

"Yield uncouth ruffians," you declare, pointing a sword at Sam Carson, "I am Fairy Knight and you shall not stand before my might."

It does not work as while the others might be cowed by your presence, Sam Carson cares nothing for your sudden appearance.

"You whore," spits the man as he glares at you as the rest of the men he is meeting begin to flee, "Get the bitch."

Adopting a combat stance, you have only a moment before the thugs are upon you. Even as the men that Sam Carson was meeting flee, the gang leader himself and the guards are more than willingly to fight you.

The first attack catches you by surprise and the knife slips past your guard. Yet despite getting the advantage, your attacker fails to hurt you as the knife just glances off of your armour.

"Grab her!" shouts Sam Carson as he draws something from beneath his coat, "We'll show her why no one with a brain wears armour these days."

A second guard attempts to grab you like his boss wants, but you easily side steps, readying Talatine as you do so. You slash the man in the leg, dropping him to one knee before bringing the hilt of Talatine back around to smash into the man's face.

As you turn back around to face Sam Carson, the man himself aim his metal object at you before pulling a trigger. You try to dodge whatever it is, but the projectile strikes you in the shoulder. You stumble backwards at the sudden pain as the projectile pierces Torlyn.

You vaguely realise that the weapon must be one of those guns and firearms that you keep hearing about as another of the thugs holds a similar and larger weapon in both hands. Realising what it can do and how Torlyn might not be enough to protect you, you roll out of the way as a spread of projectiles fly through the air, impacting the wall behind you.

"That is how we do in England whore!" declares Sam Carson with vicious glee while a thug tries to grab you as you come out of your roll.

You step out of the way, leaving the man to stumble through the pace you had occupied a mere moment before. You don't get a moment to regain your footing before a different thug grabs your arm, attempting to hold you in place.

He manages to get a proper grip on you for a moment before you reverse your grip on Talatine in your free arm and stab the blade into the man's gut, aiming for a nonlethal position. As the thug releases his grip on you, you pull out Talatine and turn your attention back to the others.

Sam Carson shoots you again with his gun, but this time the projectile does not get through Torlyn. The projectile bounces off of your helmet with a ding and you prepare to attack the man.

You get one step forward before several other projectiles slam into your body. Not all of them get through Torlyn, but enough breach your armour that you are left wheezing and slightly in pain.

"You're a tough old bitch aren't you," hisses Sam Carson while one of the other men just curses at your continued survival.

As you recover from quickly from the surprise of the attack, one of the last two thugs still standing attempts to grab you like the others before him have tried. You slash him across the hand before stabbing in the upper leg. As the man drops to the ground, groaning in pain, you have barely a moment before the two guards from outside come bursting into the room, their clubs in their hands.

What does Fairy Knight do?
[] Fight. You may be injured, but the enemy leader is right there before you and half of his guard is already out of the fight at your hand. You shall finish this fight and deal with Carson.
-[] Target Sam Carson. As the leader of the White Devils, he is the bigger threat that needs to be dealt with. Focus on taking care of him before dealing with the guards.
-[] Target the thugs. The guards are more numerous, but easier to take down. You have already whittled them down to half their number and you can deal with the rest before focusing on their leader.
[] Withdraw. You are injured and outnumbered. It is time for a tactical withdrawal to avoid the risk of capture or death. You can fight another day.

Fairy Knight is at -2.
Sam Carson is unharmed.
3 White Devil Thugs remain.
3 White Devil Thugs are incapacitated.


Shapeshifting Animal Spy
Stealth vs Perception: 3+7+5 vs 15+3-2 = 15 vs 16, Sam Carson wins by 1 DoS

Want to tango with some real magic?
Intimidation Check, DC18: 1+2+5 = 3, 4 DoF

Initiative
Fairy Knight: 4+11 = 15
Sam Carson: 7+2 = 9
Thug 1: 17+1 = 18
Thug 2: 4+1 = 5
Thug 3: 20+1 = 21
Thug 4: 7+1 = 8

Thug 3 attacks Fairy Knight
Knife attack, DC18: 16+2 = 18, Successful Hit.
Fairy Knight is impervious.

Thug 1 grabs Fairy Knight
Grab attack, DC18: 2+2 = 4, Missed.

Fairy Knight attacks Thug 1
Talatine Attack, DC12: 4+11 = 15, Successful Hit.
Toughness, DC24: 16+3 = 19, Thug 1 Incapacitated.

Sam Carson shoots Fairy Knight
Revolver Attack, DC18: 8+11 = 19, Successful Hit.
Toughness, DC20: 3+10 = 13, 2 DoF, Dazed & -1 Toughness Penalty.

Thug 4 shoots Fairy Knight
Shotgun Attack, DC18: 5+5 = 10, Missed.

Thug 2 grabs Fairy Knight
Grab attack, DC18: 3+2 = 5, Missed.

Thug 3 grabs Fairy Knight
Grab attack, DC18: 20+2 = 22, Successful Critical Hit.
Dodge Check, DC 12: 3+8 = 11, 1 DoF, Immobile & Vulnerable

Fairy Knight attacks Thug 3
Talatine Attack, DC12: 19+11 = 15, Successful Hit.
Toughness, DC29: 18+3 = 21, Thug 3 Incapacitated.

Sam Carson shoots Fairy Knight
Revolver Attack, DC18: 10+11 = 21, Successful Hit.
Toughness, DC20: 13+9 = 22, 1 DoS, No Effect.

Thug 4 shoots Fairy Knight
Shotgun Attack, DC18: 18+5 = 23, Successful Hit.
Toughness, DC20: 9+9 = 18, 1 DoF, -1 Toughness Penalty.

Thug 2 grabs Fairy Knight
Grab attack, DC18: 10+2 = 12, Missed.

Fairy Knight attacks Thug 2
Talatine Attack, DC12: 19+11 = 30, Successful Hit.
Toughness, DC24: 15+3 = 18, Thug 2 Incapacitated.

Thug 5 & Thug 6 show up.
***​

So originally this was going to be a meeting where the White Devils discussed how they were going to deal with you with Sam Carson potentially offing one of his men, but you failed your stealth check and got spotted. As a result of that, things have devolved into a fight.

You taken out three of the minions, two more have shown up and guns are capable of hurting you. Now the current vote is to continue fighting or cut your losses for the night.

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.
 
Last edited:
Back
Top