Dawn of Heroes

Characters
Hero
Name: Tamara Lyn/Fairy Knight (PL11)
Age: Biologically 25
Gender: Female
Personality: Tamara is a playful and excitable individual who maintains a cheerful demeanour. She will take everything in her stride whilst maintaining her optimistic outlook. Tamara will do her best in whatever task she is attempting but has no pride outside of that. In combat, Tamara will hold back and attempt to take her foes in alive unless they make things personal, where she will then do her best to take them down one way or another.

Powers
Shapeshifting
(Magic-Fey): Morph 3 (Animal Forms, Limited to +10 Deception bonus, Metamorph with Variable Descriptor 2 & Limited to reduced PL by 2), Regeneration 2 (1 per 5 rounds)
Ethereal Beauty (Magic-Fey): Enhanced Advantage 1 (Attractive), Feature 1 (Change the external details of your appearance/+2 Circumstance Bonus to Interaction Skills)
Faerie Heritage (Magic-Fey): Enhanced Strength 2, Enhanced Agility 2, Immunity 5 (Ageing, Starvation & Thirst, Need for Sleep, Suffocation Effects), Partial Immunity 7 (Disease, Poison, All Environmental Effects,) Concealment 1 (Regular Hearing),
Talatine (Device-Sword/Magic-Fey): Penetrating Damage 5, Weaken Fighting 2 (Resisted by Fortitude), Feature 2 (Summon to hand at will as a Standard Action), Teleport 1 (8 Metres & 24 kg/Medium: Talatine), Indestructible, Personal, Impressive, Dangerous 2, Easily Removable,
-Thrown Talatine: Ranged Damage 5, Weaken Fighting 2 (Resisted by Fortitude), Feature 2 (Summon to hand at will as a Standard Action), Teleport 1 (8 Metres & 24 kg/Medium: Talatine), Indestructible, Personal, Impressive, Dangerous 2, Easily Removable,
Torlyn (Armour/Magic-Fey): Impervious Protection 10, Continuous, Limited to Human Form, Noticeable (Shining Silver Plate Armour), Feature (+5 Bonus against Mental Attacks) & Partial Immunity 5 (Mind Control),
Minor Spells (Magic-Fae): 3-Point Power Array with 1 Alternative Effect.
-Mimicry: Feature 1 (Imitate almost any sound you heard using your voice with +10 bonus to Deception checks to convinces others that the sound is real), Feature 2 (Disguises require no preparations, +5 to Deception checks for disguises),
-Urban Camouflage: Feature 1 (+5 to Stealth checks in an Urban Environment), Concealment 2 (Regular Vision, Limited to Urban Environments),
Major Spells (Magic-Fey): 4-Point Power Array with 2 Alternative Effects.
-Healing Spell: Healing 2.
-Lighting Bolt: Ranged Electrical Damage 2.
-Teleport: Teleport 2 (32 Metres & 24 kg).
2/Fairy Wings (Magic-Fey): Flight 1 (4 MPH)

Abilities
Strength: 2 (4)
Stamina: 2
Agility: 3 (5)
Dexterity: 2
Fighting: 4
Intellect: 4
Awareness: 4
Presence: 0

Defences
Dodge: 6 (8)
Fortitude: 7
Parry: 8
Toughness: 2 (12/Impervious 10)
Will: 10

Attacks
Initiative +11 (13)
Unarmed +11: Close Damage 2 (4), Critical 20,
Talatine +13: Close Damage 7 (9/Penetrating 5), Critical 18-20
Thrown Talatine +5: Ranged Damage 7 (9), Critical 18-20

Skills
Acrobatics 5 (8 [10])
Athletics 5 (7 [9])
Close Combat: Sword 9 (13)
Close Combat: Unarmed 7 (11)
Deception 4 (4)
Expertise: British Politics 5 (9)
Expertise: Current Events 4 (8)
Expertise: Fey Transformation Magic 20 (24)
Expertise: General Magic 4 (8)
Expertise: Maid 6 (11)
Expertise: Politics 3 (7)
Expertise: Fey Royalty 6 (10)
Insight 3 (7)
Intimidation 2 (2)
Investigation 1 (5)
Perception 3 (7)
Persuasion 4 (4)
Stealth 5 (8 [10])
Technology 5 (9)
Treatment 2 (6)

Advantages
Accurate Attack: Trade effect DC for attack bonus.
Artificer: Use Expertise: Magic to create temporary devices.
Assessment
: Use Insight to learn an opponent's combat capabilities.
Attractive: +2 (+5) circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit (Friend on the Force): You are engaged in a covert partnership with Inspector Brown
Benefit I (Government Influence: Tara Lane): You have minor influence within the government as Tara Lane.
Benefit (Neighbourhood Hero): Call upon local support within Whitechapel.
Benefit (Prepared Rituals): Delay the effects of a completed rituals until a time of your choosing.
Diehard: Automatically stabilise when dying.
Defensive Attack: Trade attack bonus for active defence.
Evasion: +2 circumstance bonus to Dodge resistance checks to avoid area effects.
Improved Defence: +2 bonus to active defence when you take the defend action.
Improved Initiative II: +8 bonus to initiative checks.
Instant Up: Stand from prone as a free action.
Interpose: Take an attack meant for an ally.
Languages: English, Fey
Power Attack: Trade attack bonus for effect bonus.
Quick Draw: Draw a weapon as a free action.
Ritualist: Use Expertise: Magic to create and perform rituals.
Takedown: Free extra attack when you incapacitate a minion.
Tracking: Use Perception to follow tracks.
Uncanny Dodge: Not vulnerable when surprised or caught off-guard.

Equipment
Winfield Castle
Size: Huge; Tou: 8; PL11
Intellect: 6; Awareness: 3; Presence: 3
-Living Space, Magical Defence System, Technological Security System (DC20), Magical Laboratory, Magical Workshop, Technological Workshop, Power System, Sealed (Magical Barrier), Self-Repairing, Magical Portal to Elphane, Intelligent (Rebecca),

Complications
Motivation (Her Duty): Tamara is the Fairy Knight because she sees it as her duty to protect the innocent and to fight evil.
Magic over Tech: Tamara is well-acquainted with the technology of the human world and has great respect for what it can do, especially in the hands of a genius. Yet when given a choice, Tamara will choose the magic she grew up with over a more technological solution.
Enemy (Prince Auraen): Prince Auraen has not forgotten his defeat at the hands of Tamara and Sapphire Squire. Escaping his imprisonment, Tamara's cousin now seeks to get revenge on her in his self-imposed exile.
Secret Identity (Tamara Wallis): Fairy Knight maintains a secret identity as Tamara Wallis nee Lyn, widow of Benedict Wallis and mother of Alexandra Wallis.

London

Known Heroes and Heroic Organisations
The first costumed vigilante in both the British Isles and London, the Night appeared in early 1916. Primarily focused on fighting the Consortium and stopping the criminal empire taking advantage of the then ongoing war, the Night also focused on regular crimes and the criminals of London soon learnt to fear his presence. He vanished in mid 1919 without a trace while investigating the politician Barnaby May-Porter and his ties to the Consortium leadership.

His secret identity is Benedict Wallis, grandson of the wealthy retired politician Gareth Wallis.
The youthful squire of the Fairy Knight and aspiring heroine, Sapphire Squire relies on a mixture of physical skill, mental ability and technological gadgets. A genius and prodigy, Sapphire Squire holds her own on the streets of London and has proven herself worthy of fighting alongside her mentor. Since 25th December 1920, Sapphire Squire has gained two magical abilities from her mentor, one which allows her to change her outfit at will and provide her clothing with protective properties while the other removes her needs for sleep, food and drink.
The second squire of Fairy Knight, Onyx Squire comes from a criminal background and seeks to help the world rather than hurt it like the rest of his family. Relying mainly on his fists and hardiness, Onyx Squire has picked some equipment and magic from Fairy Knight and Sapphire Squire, the most exotic of these being his partial invisibility and complete silence.

His secret identity is David White, son of the street thug Jacob White.
Jordan Brown is a chief inspector within the Metropolitan Police. A determined man who believes in stopping criminals and protecting the innocent, Chief Inspector Brown is willingly to bend the law a little if it means seeing proper justice done.

Following his systematic dismantlement of the Dragonsteeth, Jordan Brown was promoted from Detective Sergeant to Detective Inspector. Following the arrest of the Templar, Jordan Brown has formed a formal covert partnership with the Fairy Knight.

As of 1st March 1921, Jordan Brown has been promoted to Chief Inspector from Detective Inspector under a cloud of politics, high tenses and borderline infighting amongst the Metropolitan Police.
Gareth Wallis is a wealthy man and a retired politician who has known great tragedy. The ageing man has outlived all of his family and currently lives alone in London with his butler. He was aware of his grandson's activities as the Night and covertly funded his crusade. As of January 1920, he supports and funds Fairy Knight's continuation of the Night's crusade.

Known Villains and Villainous Organisations
While some call him a hero, the Golden Knight is definitely a criminal. Appearing in 1919, the Golden Knight and his Golden Order are returning veterans of the Great War. While they fight the Consortium and claim to see justice for the people, many of the Golden Order's activities are regular organised crime and in some ways, the Golden Knight is just another crime lord who dressed up as a costumed vigilante.

On 9th February 1920, the Golden Order captured Sam Carson of the White Devils and hold him captive.
On 24th April 1920, the Golden Knight aided Fairy Knight at Anna Lucas' party.
The White Devils are a London street gang that was led by Sam Carson and backed by the Consortium. A male dominated gang that believes in the supremacy of the white Englishman, the White Devils seek to purge London of its 'foreign filth'. Covertly supported by the Consortium, the White Devils rose to prominence falling the Night's disappearance and seek to 'clean out' Whitechapel so they can turn it into their territory and use the neighbourhood as a base of operations.

On 9th February 1920, Sam Carson was defeated by Fairy Knight before being captured by the Golden Order. Following the loss of their leader, the White Devils have fallen into infighting and got systemically picked off by their foes. As of mid 1920, the gang no longer exists.

As of 25th February, Sam Carson was freed from the captivity of the Golden Order by Redcoat, presumably on the orders of the Consortium.
The Dragonsteeth were a major street gang that was founded and led by Anna Lucas. Covertly backed by the Consortium, the Dragonsteeth held a position of prominence within the London criminal underworld and the gang held great influence over several small gangs.

On 24th April 1920, Anna Lucas was defeated by Fairy Knight and later arrested by the police alongside several of her subordinates.

Between late April 1920 and early August 1920, Detective Sergeant Jordan Brown systematically dismantled the gang. He did so by arresting and putting in prison most of their leadership and membership, shutting down all of their major operations and most of their minor ones and he ruined their reputation.

As of September 1920, Cliff Gregory currently leads what is left of the Dragonsteeth with the gang having gone to ground as a remnant of their former glory.

As of April 1921, the Dragonsteeth are no more after being consumed by rivals in the gang war following the downfall of the Royal Ravens.
Levy Porter was the chief enforcer of the Dragonsteeth, a feared man for his deadly prowess. He was arrested by Detective Sergeant Jordan Brown on the 24th April 1920 after being defeated by Fairy Knight and was later sent to prison.
Levy Porter was a sub-boss of the Dragonsteeth and their main accountant. An experienced elderly man, he managed most of the gang's finances and briefly took over half of it following Anna Lucas' arrest.

He was arrested by Detective Sergeant Jordan Brown during early June 1920 and was later sent to prison.
Cliff Gregory is the current leader of what remains of the Dragonsteeth. An ambitious and dangerous man, he leads what is left of the gang after avoiding being arrested by Detective Brown.

As for 25th February 1921, Cliff Gregory is attempting to return the gang to prominence and has broken its prior ties with the Consortium.

As of April 1921, the Dragonsteeth are no more after being consumed by rivals in the gang war following the downfall of the Royal Ravens. The current fate of Cliff Gregory is unknown.
The Consortium is the top dog within the criminal underworld of London with its leadership remaining unknown to outsiders and most within the Consortium. Whilst it has sway across most of the British Isles, the Consortium is located in London where it holds the most of its power and influence.

Despite enjoying a good couple of decades of effectively uncontested dominance, the Consortium has founded itself increasing under attack in recent years with its most prominent foes being the Night, the Golden Order and Fairy Knight.
An middle-manager within the Consortium who is responsible with coordinating with outside assets. He was Windstrike's liaison when the Consortium hired her to kill Fairy Knight in March 1920.
Known as Ronald Barr in his civilian identity, the Templar is a fearsome warrior who dresses up in plate armour, styling himself after a medieval knight. Wielding his imposing war hammer, the Fist of God, the Templar is one of the most dangerous individuals on London's streets with very few capable of matching him. Having retired from the army after a decade of service at the end of the Great War, Ronald seemingly works for an Anglican organisation that seeks to purge London's streets of heretics and infidels.

He was arrested on the 18th September 1920 after being defeated by the Fairy Knight, but avoided going to prison due to destruction of evidence during his trial.
Peter Michaelson was the leader of the Royal Ravens and a member of the Consortium. The Royal Ravens were the top gang in London and the Consortium used them as a proxy to control the streets of London. Following a rash attack on the Brown family in February 1921, the full force of the Scotland Yard came down on the Royal Ravens and as of April 1921, the gang has been systemically destroyed one way or another and is effectively no more.
Allen Baxter as the chief enforcer of the Royal Ravens.

On 16th February 1921, Allen Baxter was accidentally slain by Fairy Knight in battle.
25th February 1921, the Regal Ravens split off from the Royal Ravens.

Known Civilians and Neutral Organisations
A waitress, Lydia lives with her older sister Ellen and more recently, Tamara.
A telephone operator and a feminist, Ellen lives with her younger sister Lydia and more recently, Tamara.
Barnaby May-Porter is a prominent and respected politician who has ambitions of being Prime Minister. The Night disappeared uncovering evidence financially connecting Barnaby to the Consortium's leadership.
Also known as Tedd Donald, the Squirrel is a talent and agile thief who steals from the rich as a challenge. After being caught by Fairy Knight on 10th August 1920, he has given up his life of crime.
The wife of Jordan Brown and mother of Brenda Brown and James Brown. A formerly cheerful and supportive woman, she was almost killed on the 18th February 1921. While she survived thanks to Fairy Knight's intervention, her right hand has been maimed and Eira has fallen into a deep depression.

As of May 1921, Eira has fully recovered thanks to Moira Lyn and her magic.
The son of Jordan and Eira Brown and the younger brother of Brenda Brown. James Brown was a shy kid who witness his mother almost being killed in their own home on the 18th February 1921 alongside receiving injuries of his own. While he and his mother were saved by the Fairy Knight, the fallout has left him spooked and jumping at shadows.

As of May 1921, James has fully recovered thanks to Moira Lyn and her magic.


British Isles

Known Heroes and Heroic Organisations
The partner of Sentinel and student of Merlin, Galahad is a powerful superhuman with powers he claims are a gift from God. With flight, super-strength and toughness alongside his Blaze and Radiance, there are only a handful of individuals out there that can match Galahad. While he is based in Winchester, Galahad operates in all of Hampshire.
The partner of Galahad and student of Merlin, Sentinel is a genius who creates devices and invents technology beyond what the rest of the world uses. Operating out of Southampton, Sentinel no longer takes to the field as per his agreement with Galahad and instead acts as off the battlefield support to his partner.
Formed by the British government in August 1921, the Kingsmen are an officially sanctioned team of heroes that work for the national authorities. Lead by the Fairy Knight, the founding members consist of Fairy Knight, Imperial Lion, Spider and Longbow.

Known Villains and Villainous Organisations
Named for his signature redcoat, Redcoat is the deadliest killer in the British Isles with none of his targets having survived him going after them. After a week of back and forth fighting with Fairy Knight and Sapphire Squire, Redcoat was defeated by the duo on the 11th December 1920 and later arrested by the police. His secret identity was revealed to be Oliver King, a soldier turned mercenary.
An upstart criminal group formed by some Irish folk up in Glasgow, they have seized control of the Glasgow criminal underworld from the Consortium and are battling the Consortium over Edinburgh's criminal underworld.
A villainous magic user, he has proven a capable spellcaster and a dangerous foe, especially if given time to prepare. He apparently works for an employer, but holds little loyalty to them and is willingly to further his own goals at their expense.

On the 18th March 1921, Druid defeated Sapphire Squire and bound Fairy Knight to his will for multiple hours. On the 19th March 1921, he foiled Sapphire Squire's attempt to rescue Fairy Knight before later releasing Fairy Knight.
A hired thug of little fame, he has been known to work for the Druid. The man is more dangerous from average thug, but has yet to display any out of ordinary.

On the 19th March 1921, he was defeated by battle by Sapphire Squire.
Known Civilians and Neutral Organisations

Kingdom of the Faeries

Known Heroes and Heroic Organisations
The King of the Faeries and former ruler of the Little Court of Ireland, Tiarnach is a stern, but fair ruler. A capable warrior and respected leader, he is a highly popular leader thanks to his own actions as King and his overthrowing of his aunt. He seeks to change the ways of his people and turn them into something more noble and less capricious.

While time flows differently in the Kingdom of the Faeries, it wa roughly 6th May 1921 that Tiarnach became king.

Known Villains and Villainous Organisations
Sister to the first Queen of the Faeries and temporary usurper, Princess Taenya is an ambitious and paranoid woman. While she was able to amass a loyal following that allowed to overthrow her sister, Taenya valued loyalty and subservience over competence and ability. She would later meet her downfall when her paranoia and tyrannical rulership resulted turning half of her realm against her, purges that left her supporters greatly reduced in number and putting the most loyal subordinates in charge rather than those that were qualified to do the job.

While time flows differently in the Kingdom of the Faeries, it was roughly 6th May 1921 that Prince Tiarnach overthrow Taenya and became king.
The son of Taenya, Prince Auraen made up what he lacked in competence with obedience. He was left in charge of defending the Little Court of Scotland when his mother was overthrown, resulting in his defeat at the hands of Tamara Lyn and her squire.

Known Civilians and Neutral Organisations
The mother of Tamara Lyn and many other important fairies, the Queen of the Faeries was a powerful and uncontested leader. Having rightfully earnt both fear and respect, the Queen of the Faeries was a whimsical and capricious ruler who did what she felt like at any given moment thanks to being powerful enough to get away with it.

At some point prior to start of 1920, she was overthrown by her sister Taenya and has not been seen from since.
The daughter of the Queen of Faeries, Princes Moira rules over the Little Court of England. While she is a decent ruler, Moira is more focused on magic and improving her magical abilities. She and her half-sister Tamara consider each other to be their favourite sibling.

As of May 1921, Princess Moira has taken up the human identity of Moira Lyn.
The son of Princess Taenya, Prince Zelphar ruled over the Little Court of Wales before being disposed alongside his mother.
The daughter of the Queen of Faeries, Princes Maeryn rules over the Little Court of Cornwall. While not a bad ruler, Princess Maeryn is more interested in socialising than running her realm. Maeryn likes to spend her time engaging in politics and the high life of society.

As of May 1921, Princess Maeryn has taken up the human identity of Maeve Lyn.


World

Known Heroes and Heroic Organisations
A German vigilante operating in Munich, he is an inventor who wields an electrified sword and a belt that protects him from electricity. With his partner Sportlerin, he battle the local crime lords, Fredikorps and anarchists. His main foes are the crime lord Oskar Lowith and his hired enforcer, Eisenfaust.

On 7th April 1921, he fought alongside Fairy Knight and Sapphire Squire against Eisenfaust and the Consortium.
Known Villains and Villainous Organisations
A mercenary assassin for hire, Lucilla Verona aka Windstrike is a skilled Italian archer and swordswoman. Prideful and greedy, Windstrike is a professional for whom there is little that she won't do for the right amount of money. Known for her competent and professionalism, Windstrike takes contracts from all over the world with a preference for remaining within Western society.

On 21st March 1920, Windstrike was arrested by the Metropolitan Police whilst attempting to kill Fairy Knight after her victim inflict a near-fatal injury on the archer.

As for August 1921, Windstrike has secretly joined the Kingsmen as a founding member under a new identity as Longbow.
Eisenfaust is a German mercenary named for the distinct gauntlet he wears on his right hand. Eisenfaust is hardy man and a fearsome foe and has recently taken up employment as an retainer for the crime lord Oskar Lowith for an indefinite length of time.

His attempts to deliver a weapon to the Consortium was foiled by Fairy Knight, Sturmschwert and Sapphire Squire on 7th April 1921.

Known Civilians and Neutral Organisations
 
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Isn't that a more modern thing? Then again, the Freikorps recruited from returning German soldiers, but I vaguely remember it as being something that happened in the past, but only become prominent over the last few decades like the drug trade.
To be totally fair, History of the interplay between militaries and gangs in pre-modern times is not my strongest subject. At this point I'm kind of talking out of my ass...
But like most things, I think, to some extent this is the drug war's fault.
Trying to crush gangs without removing the reasons they existed in the first have made it more of a necessity for large gangs to militarise to survive, and then expand to maintain the profit factor, then they attract more attention so they need to get larger and more violent and so on.
 
To be totally fair, History of the interplay between militaries and gangs in pre-modern times is not my strongest subject. At this point I'm kind of talking out of my ass...
But like most things, I think, to some extent this is the drug war's fault.
Trying to crush gangs without removing the reasons they existed in the first have made it more of a necessity for large gangs to militarise to survive, and then expand to maintain the profit factor, then they attract more attention so they need to get larger and more violent and so on.
I mean, this is interwar, maybe there were a bunch of veterans who left the military after the Great War?
 
I mean, this is interwar, maybe there were a bunch of veterans who left the military after the Great War?
There are, but for the most part, they have been headhunted for bigger things than a mere street gang even if they inclined to be criminals in the first place.

A bunch of vets hanging around doesn't mean that a significant portion of them are going to go criminal anymore than any other part of the populace. Gangs and other criminal organisations don't go to the effort of maintaining discipline without a reason and for that matter, I believe you can apply that to organisations in general.

Criminals will get disciplined members via recruiting from military, either from active members or former ones or having their members join the military, but they need a reason to do so. Sometimes it is because the country is politically and/or socially unstable such as with the Freikorps in the Weimar Republic and other times, it is needed to get an advantage against foes and rivals as things escalate.

For the purposes of this quest, criminals groups with police or military levels of discipline aren't going to be street gangs. They'll exist, but more as elite units such as the private guard of a rich crime lord or an feared enforcer unit of a criminal organisation.
 
There are, but for the most part, they have been headhunted for bigger things than a mere street gang even if they inclined to be criminals in the first place.

A bunch of vets hanging around doesn't mean that a significant portion of them are going to go criminal anymore than any other part of the populace. Gangs and other criminal organisations don't go to the effort of maintaining discipline without a reason and for that matter, I believe you can apply that to organisations in general.

Criminals will get disciplined members via recruiting from military, either from active members or former ones or having their members join the military, but they need a reason to do so. Sometimes it is because the country is politically and/or socially unstable such as with the Freikorps in the Weimar Republic and other times, it is needed to get an advantage against foes and rivals as things escalate.

For the purposes of this quest, criminals groups with police or military levels of discipline aren't going to be street gangs. They'll exist, but more as elite units such as the private guard of a rich crime lord or an feared enforcer unit of a criminal organisation.
Oh good, we won't have to worry about Billy the Kid pulling elite gunmen outta his ass.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 16 | Sufficient Velocity [Posts: 380-392]
##### NetTally 2.2.0

Task: Power

[X][Power] Upgrade the might of Torlyn by improving its protectiveness. Gain Impervious Protection 1.
No. of Votes: 6

[X][Power] Improve your Shapeshifting.
-[X][Power] Channel your innate magic to allow for easier and faster shapeshifting. Reduce requiring a Standard Action to requiring a Move Action.
No. of Votes: 3

[X][Power] Improve your magical skillset.
-[X][Power] Focus on developing a healing spell. Gain Healing 1.
No. of Votes: 1



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

[X][Life] Get to know the local community. Establish yourself as hero and local guardian angel amongst the people of Whitechapel.
No. of Votes: 9

[X][Life] Investigate the Templar. Seek out the Templar to meet the man and find out why he does what he does.
No. of Votes: 6

[X][Life] Finish off the remaining White Devils. Deal with what is left of the White Devils.
No. of Votes: 5

[X][Life] Study the modern technology. Increase Technology skill.
No. of Votes: 5

[X][Life] Investigate the Consortium and their lackeys. Find out more information about the Consortium.
No. of Votes: 4

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

[X][Life] Find a way to prepared rituals in advanced. Gain Benefit (Prepared Rituals).
No. of Votes: 2

[X][Life] Learn about the other prominent vigilantes in the country. Find out more information about the rest of Britain's vigilantes.
No. of Votes: 2
[X] GGreader
[X] Jrin

[X][Life] Get a job and a proper life within mortal society. Tamara will acquire a secret identity and a job.
No. of Votes: 1

[X][Life] Patrol the local neighbourhood. Patrol Whitechapel and help deal with any street crime and deter organised crime.
No. of Votes: 1

[X][Life] Study how to properly investigate matters. Increase Investigation skill.
No. of Votes: 1
[X] Jrin

[X][Life] Train and exercise your body. Increase Athletics and Acrobatics skills.
No. of Votes: 1


Total No. of Voters: 10
 
Head Hunted I
[X][Power] Upgrade the might of Torlyn by improving its protectiveness. Gain Impervious Protection 1.
[X] [Life] Finish off the remaining White Devils. Deal with what is left of the White Devils.
[X] [Life] Investigate the Templar. Seek out the Templar to meet the man and find out why he does what he does.
[X] [Life] Get to know the local community. Establish yourself as hero and local guardian angel amongst the people of Whitechapel.
[X] [Life] Study the modern technology. Increase Technology skill.

Throughout the rest of the month, you begin to establish yourself within the neighbourhood of Whitechapel, cleaning out the remaining White Devils and letting the local community get to know you.

The White Devils prove easy to deal with as their inability to stand united means that they fall divided. There are over a hundred of them, but by the time that Sam Carson was captured by the Golden Order, you had left a good thirty of them injured to varying degrees. Weaken in number and with multiple contenders for leadership, you just had to hit the various factions.

Some of the White Devils quit, either fading away, becoming independent petty criminals or throwing their lot in with another group. A handful of them tried to join the Golden Order with differing levels of success while a couple of splinters of the White Devils fled Whitechapel, fearing your wrath. Some of the gang were preyed upon by others as their fellow criminals turned upon them in their moment of weakness while other White Devils fell to their internal rivals.

Those that remain fell to you and your righteous fury. You fought the criminal scum in the streets and hunted them down in their ratholes. You launched a one-woman war to drive the White Devils out of Whitechapel, destroying their weapons and criminal gear whilst leaving their beaten bodies for the local law enforcement to handle. Your foes survive most of the time and when they don't, it is not your fault for it means that their rivals got to them before the police did. You tell yourself it is not your fault and it is just the way of the criminal underworld. Those criminal scum are not innocent victims and are in fact the harmer of the true innocent victims and it is those non-criminal people that deserve your protection and attention when it comes to their well-being.

By the time that February comes to an end and the warmer days of March begin, you have driven the last traces of the White Devils from Whitechapel. You hear rumours that the gang still exists in one form or another in a different part of London, but they are a shadow of their former glory and have no presence in Whitechapel.

You also managed to establish yourself as hero within White Chapel, becoming a successor to the position that the Night used to hold. While your presence doesn't have the same reach as the old vigilante, you hope to change that in time and for now, you will need to settle for protecting Whitechapel.

It took some time for the people to get to know you and accept your presence, but it went quicker than you originally expected. Knowledge of your existence and abilities had already begun to spread across the community thanks to your activities. A shapeshifting knight in silver armour was a common rumour even before you began to make efforts to interact with the local people.

Things haven't gone entirely as you planned. A decent number of people don't care about you and your powers, a few refuse to believe that you can do make while a handful think you are a witch that needs to be burnt at the stake for using black magic. Fortunately for you, the majority of those living in Whitechapel are grateful for your presence, especially now that you have taken care of the White Devils and scared off the Golden Order.

A good few people are intrigued by your supposedly 'unnatural' powers, but most are just glad to have a replacement to the Night to safeguard from the thriving criminal underworld that London has. Your housemates find themselves bemused at secretly having the new local hero living with them, but have accepted that you wish to keep your identity secret. While they have realised by now that you aren't going to hurt them without good reason, you and the Woodsworth sisters have grown fond of each other over the months. The fact that they don't want to risk your enemies going after them to get to you is just the clincher.

Beyond safeguarding Whitechapel and its people, you do your best to learn about the mortal world you have found yourself. One of your first priorities is learning about the widespread magic that the mortals use. While you soon learn that it technically isn't magic, it might as well be from your perspective. The gears make sense to you after some explanations, but just how electricity is created continues to elude you even if you have an idea of how it works. Nonetheless, you gain some insight into the magic of the modern world and the technological marvels that it produces.

You also investigate the Templar. You have found what the Night had to offer, you have met the Golden Knight and you have bloodied the Consortium. Of those that have prominence presences with the criminal underworld of London, only the Templar remains a total mystery to you.

The man is a costumed vigilante and calls himself a hero and while there are others who also call him a hero, some denounce him as villain and a criminal. He dressed up after a knight and names himself after an order of holy knights whilst claiming to be a devout Christian.

You need more information than just that. You call upon a variety of methods when it comes to gathering information on the Templar. Sometimes you ask around in different bodies, trying to smother your accent so it doesn't give you away like it has in the past. Other times you call upon your newfound connections to the local community to get information from them.

In the end, you get some several pieces of information on the Templar and you are able to put them together to get a useful view on just who the Templar is. The man is definitely backed by a greater organisation judging from his activities and the locations of them. He shows up all over London with no consistent pattern between them. He shows up wherever his current mission requires him to go and is always spotted when he is on a mission. Those two facts make it clear that he isn't some independent vigilante, but a man who answers to a larger organisation and carries out tasks for them.

The man also belongs a specific sect of Christianity, the local one of Anglicanism that is native to the country of England though you struggle to get a grasp on just what Anglicanism is and how it differs to other versions of Christianity. Even if you don't understand Anglicanism, knowing that the Templar follows it whilst clearly being a religious man will help narrow down his motivations and who he would work for.

You also discover what sort of equipment the Templar goes into battle with. Like you, he wears plate armour and he relies on that more to protect him then he does with his reflexes. You doubt it works as well for him as it does with you thanks to the magical nature of Torlyn, but you can personally attest that it is a valid strategy. When it comes to his weaponry, the Templar has a signature war hammer as his weapon of choice. A fearsome weapon that the Templar uses to great effect, you doubt that rumours of it having magical power are true as you haven't detected any other magic since arriving in the city. No, you suspect that if there is any magic to the war hammer of the Templar, it is of the technological kind.

Who is the Templar?
Investigation Check, DC10: 10+5 = 15, 2 DoS.

***​

You kick the thug into the ground, leaving the man groaning in pain with half a dozen minor cuts. The man and two of his fellows were foolish enough to try their luck at committing a crime in your territory. Well, their foolishness doesn't stand out for committing a crime as a few petty criminals still try their luck despite your presence, but none of them are as brazen as these three. Boosting in pubs, making their presence known to those living it, this trio of criminals have no discretion when it comes to their illegal ways.

Glancing at the restaurant they were trying to vandalise, you can't help, but wonder why they have acted as they have. Even if they didn't believe the tales of your magical powers, they should surely know by now that merely three of them wouldn't be enough to take you on.

You don't even realise that you are under attack until the arrow is already soaring through the air. You attempt to get out of the way, but it is too late as the arrow pierces Torlyn and the metal head lodges itself in your skin. While the injury is not serious, the shock and force of the attack are enough to leave you feeling unbalanced. Stumbling about, you look around for your opponent, trying to figure out where the arrow came from as you clutch Talatine in one hand.

Look around the street, you are able to spot some locations where an archer would have been able to hit you from, but the archer continues to elude you. You have no idea where that arrow came from nor where the next one would come from.

What do you do?
[] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
[] Fight. Your injury is minor and it will take a good deal more to take you down. The archer may have eluded you for now, but they cannot do so for long if they want to win this fight. They might have struck the first blow, but they have picked a fight they will not win.
[] Write-in.

Stalking one of the Fair Folk.
Stealth vs Perception: 20+12 vs 5+7 = 37 vs 12, Windstrike wins by 5 DoS.

Sneak Attack from afar.
Aimed Bow Power Attack, DC18: 17+9+5 = 31, Successful Critical Hit.
Toughness Check, DC28: 3+11 = 14, Staggered and -1 Toughness Penalty.

Spotting the Archer
Perception vs Stealth: 14+7+2 vs 6+12+5 = 22 vs 23, Windstrike wins by 1 DoS.

***​

Start of the new arc. You got some more specific information on the Templar, scattered the remaining White Devils and established yourself as a local hero who the majority of the neighbourhood supports. You have always improved your toughness and got some skill when it comes to technology.

Now you find yourself being hunted by an unknown foe who wields a bow and possible more weapons. They got the first shot in whilst remaining hidden for now and you got the choice of either attempting to escape or trying to fight back against this foe.

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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[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.

Pressing on would make more sense if we actually had a target.
 
Aimed Bow Power Attack, DC18: 17+9+5 = 31, Successful Critical Hit.
Is the +5 actually +10-5?

[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
 
[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
 
Really? So the natural attack is +14 and the natural damage rank is +3 (15+3+5(crit)+5(Power attack))?
Am I mathing wrong? That seems extremely slanted.

With their bow attack, yes, they are very slanted while their other attacks aren't so slanted. In general, the character is something of a specialised build where they focused on a couple of strengths in exchange for a couple of major weaknesses. It is also an NPC build that is designed to pose a specific kind of threat towards player characters though I'll admit this design is something of test run at building a specialised character to prove a challenge to the PC.
 
With their bow attack, yes, they are very slanted while their other attacks aren't so slanted. In general, the character is something of a specialised build where they focused on a couple of strengths in exchange for a couple of major weaknesses. It is also an NPC build that is designed to pose a specific kind of threat towards player characters though I'll admit this design is something of test run at building a specialised character to prove a challenge to the PC.
It makes sense if this is intended to be a long running villain as a nemesis and their personality is tailored to make a statement about ours or you just want to run a high challenge game.

Personally I'm not too intimidated so far now that I've got over my initial concern, they can't expect crits on more than every fourth attack and aiming costs an action which means normally they'll be rolling only once for our two actions unless they chose to not cancel out that malus from a power attack. I'm sure that he's got more or that I'm underestimating his dps though, don't want to taunt Murphy too much...
The problem is that we can't use shapeshifting in combat and even if we could we couldn't use our armour with it meaning we'd be extremely vulnerable, which leaves us running around on foot chasing a sniper... If that guys brought a grapple gun or whatever we won't be able to chase him effectively over rooftops and we risk being kited to death. Given this is a character designed to challenge us I'll be running away and finding him later unless people can offer a very good plan for how to close the distance.
 
It makes sense if this is intended to be a long running villain as a nemesis and their personality is tailored to make a statement about ours or you just want to run a high challenge game.

Less of a nemesis and more someone who will recur provided they don't get imprisoned or killed. Possible part of a villain assemble in the far future once Fairy Knight get on a superhero team. I don't intend to run a high challenge game, but my intentions aren't always what occurs.
 
Less of a nemesis and more someone who will recur provided they don't get imprisoned or killed. Possible part of a villain assemble in the far future once Fairy Knight get on a superhero team. I don't intend to run a high challenge game, but my intentions aren't always what occurs.
Villain #1 in our future Sinister Six, sort of thing?
 
Villain #1 in our future Sinister Six, sort of thing?

That or being part of the Legion of Doom to your Justice League/part of the Masters of Evil to the Avengers. That is in theory anyway. When it comes to a villain assemble, I only got one unintroduced character that I want to be apart of it. Everything else is uncertain and will depend on how prior events play out.
 
[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
 
In other words . . . You have introduced characters that you want to be part of it!
[Q] Confront the Woodsworths: The true puppet masters of the Consortium!
:V:V:V

You joke about that, but I originally had Tracey Woodsworth as a Communist themed supervillain who wanted to overthrow the capitalist monarchy that Britain currently has and was willingly to resort to unsavoury means to do so. She is a regular Communist Feminist these days, but I originally conceived her as the sister of your best friend who gets mentioned, but doesn't appear on-screen and when they do, it is as the secret identity of one of your supervillains.
 
[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
 
[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
 
[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
 
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Vote Tally : Dawn of Heroes Original - Superhero | Page 17 | Sufficient Velocity [Posts: 409-424]
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[X] Withdraw. You have been ambushed and wounded. Time to retreat to avoid falling further into this trap. Your attacker can be hunted down on another day and the fight can take place on your terms and not theirs.
-[X] You can divine for your attacker with their arrow as a focus later.
No. of Votes: 7
[X] veekie
[X] Dark as Silver
[X] FakePriest
[X] GAZman
[X] Gino
[X] Jrin
[X] POTDL


Total No. of Voters: 7
 
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