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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Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 17 | Sufficient Velocity [Posts: 409-424]
##### NetTally 2.2.0

[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
 
Head Hunted II
[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.

You decide to make a tactical withdrawal. You have been injured by an ambush and have been unable to identify your attacker. Once your wound has healed, you can hunt them down on your terms and use a ritual to locate your attack using the arrow as a focal point. If there is going to be a fight, it will be on your terms.

Before you can move, another arrow whizzes through the air. You brace for the attack, but either you are not the target of the arrow or the archer has missed horribly for the arrow bounces off of wall a couple buildings down the street. Scurrying down an alley, you hide behind some boxes. You are attempted to shapeshift away, but you don't want to make yourself into a vulnerable target if the archer recognises you in your shapeshifted form. A spider or mouse could let you get away undetected, but you wouldn't be able to carry the arrow with you in a form like that.

You take a moment to breathe before pulling out the arrow. You wouldn't recommend this for a mortal, but you are only partially mortal and once the arrow has been removed, the injury begins to heal. Well, it was already healing, but it begins to heal properly rather than just healing around the arrow.

You spend a few seconds recovering, checking your injury to make sure there isn't anything especially wrong with it and catching your breath. You take the opportunity to steady yourself and recover from the shock of the injury. You are still off-balance, but you are able to think and act clearly again.

Peeking out of your hiding place, you attempt to look for the archer, peering about the rooftops for any sign of them. You get none until an arrow whizzes past your face and even then, you still don't get a bead on where it came from. Glowering beneath your helmet, you make a run for it or at least you run as quickly as you can. Jolts of pain from your injury keep you from moving as quickly as you should.

You attempt to hide in the street on the other side of the alley, ignoring the stares that passersby are giving you. Alas, your hopes are dashed as an arrow lodges itself in your neck. You wince at the sudden injury and you don't dare pull it out. The wound isn't deep and normally you would quickly bounce back from it, but your prior trauma makes this injury more serious than it would be otherwise.

Stumbling along, you attempt to put some cover between you and whoever is taking shots at you as the civilians on the street begin to panic and seek their own cover. You consider shifting into an animal form escapes, but as an arrow clinks off of Torlyn, you decide that sticking with your armour is your best bet for now.

You duck inside a doorway, hoping that you can avoid the shooter by pretending to go inside. An arrow striking the closed door deters you from trying this plan as it is clear that the archer still has you in their sights. You run across to the other side of the street, still hobbled by your injuries as you throw yourself behind some crates left out on the now empty street. You attempt to hide behind them, but another arrow strikes you, bouncing off of your shoulder as it fails to breach Torlyn.

Having failed to hide multiple times from this archer, you decide to try spotting whoever it is again. While you are injured, you consider the idea of fighting back now that your attempts to get away have repeatedly failed. But try as you can, you are unable to spot whoever is firing arrows at you. The street and the rooftops are devoid of people and you have no clue as who is trying to kill you.

Spotting an open door to a café, you make a dash inside, attempting to avoid your attacker by going inside an open building. You throw yourself under a table by the window as soon as you get inside and wait. You pull what is left of the arrow in your neck out as half of the shaft has already snapped off.

You wait for the arrow, but it doesn't come. You take the opportunity to recover, letting the shock fade and you regain your bearings from the sudden chase that you were not expecting to take place. Having managed to get a hiding spot from your attack as you go for a whole minute without being attacked, you just need to figure out how to get away from here undetected.

You could take an animal form, but you want to take the arrow and a half that you got with you to help focus a ritual to locate your attacker. An animal carrying a couple of arrows would stand out and this archer is good enough that you don't want to try your odds against their eyes and aim without Torlyn. Glancing at one of the waitresses cowering in the café as she and everyone else in the room stares at you, you get an idea.

Dismissing Torlyn, you replace it with a copy of the waitress' uniform and shift your form. You probably don't need to change your body as you highly doubt your attacker should see what laid beneath Torlyn, but you don't want to take any chances with this sharp-eyed opponent. At the very least, changing your body shape to something different could throw off the archer if the are looking for someone of your current figure.

Unfortunately, that means that you need to go for a plumb figure. A slimmer figure could theoretically fit inside Torlyn, but if you go for a thick enough figure that couldn't fit in your armour as you had it for your previous form, it should hopefully throw off your attacker.

You don't like having an unfit body, but the situation calls for it so you get yourself enough fat to count as chubby as you switch your hair from blonde to a dark brown and your eyes from a sharp blue to a soft brown. You stick the intact arrow into the pocket of your apron while the snapped one goes down your cleavage in case you need to ditch the apron.

Waiting for a couple of minutes for your injuries to heal, you exit the café. You do your best to act like a scared woman who just wants to get out of the area now that the fighting has ceased. It doesn't come naturally to you, but you give it a good effort and feel that you succeeded in your deception. At the very least, you don't get any more arrows fired at you.

Walking through the streets in this form leaves you feeling embarrassed. You know that no one will recognise you and you haven't actually lost your fitness, but walking about in an unfit body just leaves you feeling ashamed. You are a knight and have a fit and healthy physique to match. Being fat is just shameful even if it is the best option for you right now.

You make most of the journey back home before slipping into an alleyway to change into a body that matches your status as a mighty warrior. You sneak into the house and you begin to plan your next move.

What does Tamara do?
[] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[] Locate your attacker. You will attempt a ritual which will locate your attacker so you may find them.
-[] Identify your attacker. You will attempt a ritual which will let you identify just who your attacker is so you may find them.
-[] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
[] Spy as an animal. People cannot pick you out from a regular animal when shapeshifted if they notice you at all. Use this to your advantage to try and find your attacker waiting for you to show up at other crime sights.
[] Write-in.

Initiative Check:
Fairy Knight: 8+11 = 19
Windstrike: 8+26 = 34

Windstrike attacks Fairy Knight.
Bow Power Attack, DC18: 1+9 = 5, Critical Miss.

Getting out of sight.
Stealth vs Perception: 18+7 vs 2+9 = 25 vs 11, Fairy Knight wins by 3 DoS.

Staying hidden.
Stealth vs Perception: 12+7+2 vs 4+9= 21 vs 13, Fairy Knight wins by 2 DoS.

Fairy Knight revives herself
Treatment Check, DC15: 19+6-5-5 = 15, 1 DoS, Staggered reduced to Hindered.

Spotting the Archer.
Perception vs Stealth: 7+9 vs 9+12 = 16 vs 21, Windstrike wins by 2 DoS.

Spotting the Knight.
Stealth vs Perception: 7+7 vs 15+9 = 14 vs 24, Windstrike wins by 3 DoS.

Windstrike attacks Fairy Knight.
Aimed Bow Power Attack, DC18: 3+9+5 = 17, Miss.

Run and hide.
Stealth vs Perception: 18+7 vs 18+9 = 25 vs 27, Windstrike wins by 1 DoS.

Windstrike attacks Fairy Knight.
Bow Power Attack, DC18: 15+9 = 26, Successful Hit.
Toughness Check, DC23: 4+10 = 14, 2 DoF, Staggered and -1 Toughness Penalty.

Run and hide redux.
Stealth vs Perception: 5+7 vs 6+9 = 12 vs 15, Windstrike wins by 1 DoS.

Windstrike attacks Fairy Knight.
Bow Power Attack, DC18: 13+9 = 24, Successful Hit.
Toughness Check, DC23: 19+9 = 28, 2 DoS.

Getting out of sight.
Stealth vs Perception: 7+7 vs 7+9 = 14 vs 16, Windstrike wins by 1 DoS.

Windstrike attacks Fairy Knight.
Bow Power Attack, DC18: 5+9 = 14, Miss

Trying to hide
Stealth vs Perception: 10+7 vs 10+9 = 17 vs 19, Windstrike wins by 1 DoS.

Windstrike attacks Fairy Knight.
Bow Power Attack, DC18: 10+9 = 19, Successful Hit.
Toughness Check, DC23: 19+9 = 28, 2 DoS.

Where is the Archer?
Perception vs Stealth: 4+9 vs 12+12 = 13 vs 24, Windstrike wins by 3 DoS.

Another attempt at hiding.
Stealth vs Perception: 20+7 vs 15+9 = 32 vs 24, Fairy Knight wins by 2 DoS.

Staying hidden redux
Stealth vs Perception: 11+7 vs 7+9 = 18 vs 16, Fairy Knight wins by 1 DoS.

Escaping undetected.
Deception vs Insight: 19+2+2+2 vs 13+8 = 25 vs 21, Fairy Knight wins by 1 DoS.

***​

So a chase scene where you kept trying to throw off your attacker, but they kept spotting you and taking shots. You eventually got away, but it was pretty tense or at least I found it to be pretty tense when I was doing the rolls. For a moment I was worried that you weren't going to get away.

I'm also surprised at the number of times where you rolled the same number as your foe. I believe it happened on four different occasions and one of those times the same number was rolled three times in a row.

With the voting options, you got the chance to do a ritual and to choose what you want to achieve with your ritual. You also got an option to spy on any crimes that take place to see if you can spot any ambushes being set up for you.

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] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
 
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[x] Spy as an animal. People cannot pick you out from a regular animal when shapeshifted if they notice you at all. Use this to your advantage to try and find your attacker waiting for you to show up at other crime sights.
 
[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Identify your attacker. You will attempt a ritual which will let you identify just who your attacker is so you may find them.
 
[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
 
either you are not the target of the arrow, or the archer has missed horrible
added a comma. Horribly, since you're describing the action?
Peaking out of your hiding place
peeking out. Peaking is getting high up, physically or mentally: I peaked in high school. Or He rode his bike off the ramp and peaked 100 meters in!
[X] Spy as an animal. People cannot pick you out from a regular animal when shapeshifted if they notice you at all. Use this to your advantage to try and find your attacker waiting for you to show up at other crime sights.

Can we... Be the Bee?
 
[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker
 
[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Identify your attacker. You will attempt a ritual which will let you identify just who your attacker is so you may find them.

We need to know how the fuck they work first.
 
[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
 
[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
 
We only have a plus 9 for our magic expertise. I think trying to get both a location and an identity in one go is asking for too much.

[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Locate your attacker. You will attempt a ritual which will locate your attacker so you may find them.

Once we know where to look, we can use shapeshifting to spy and figure out who we're looking at.
 
Can we... Be the Bee?

It is possible for Fairy Knight to shapeshift into a bee.

added a comma. Horribly, since you're describing the action?
peeking out. Peaking is getting high up, physically or mentally: I peaked in high school. Or He rode his bike off the ramp and peaked 100 meters in!

Fixed. Thanks for pointing these out.
@Oshha could you give an estimate on the DCs of the rituals? I'm not sure what identify would look like.

I'm going to have to get back to you on this as I wrote up the options before going to bed so I haven't had time to figure out what each ritual looks like yet and what their DCs are. I'll figure them out later today and tell you then.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 18 | Sufficient Velocity [Posts: 428-437]
##### NetTally 2.2.0

[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
No. of Votes: 5

[X] Spy as an animal. People cannot pick you out from a regular animal when shapeshifted if they notice you at all. Use this to your advantage to try and find your attacker waiting for you to show up at other crime sights.
No. of Votes: 2

[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Identify your attacker. You will attempt a ritual which will let you identify just who your attacker is so you may find them.
No. of Votes: 2
[X] POTDL
[X] veekie

[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Locate your attacker. You will attempt a ritual which will locate your attacker so you may find them.
No. of Votes: 1
[X] GAZman


Total No. of Voters: 10
 
I'm going to have to get back to you on this as I wrote up the options before going to bed so I haven't had time to figure out what each ritual looks like yet and what their DCs are. I'll figure them out later today and tell you then.
Fair, if you're accepting suggestions. I wanna use the arrow as a dowsing stick and track them. :p
 
Locate = DC18
Identify = DC18
Locate & Identify = DC22

Edit: I have changed the numbers.
Thanks, considering how relatively cheap these both are compared to the last time.

[X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
-[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
 
Given how badly we die if hit when shapeshifted and how this one seems to be a direct counter to a stealthy anilities is the stealth Plan a good one in the slightest?
 
Given how badly we die if hit when shapeshifted and how this one seems to be a direct counter to a stealthy anilities is the stealth Plan a good one in the slightest?

You don't die easily when hit in an animal form. You would just be incapacitated or badly injured because I'm not going to just kill off the PC like that. That said, you are a lot more vulnerable in animal form than a human one.

As for a direct counter to stealthy abilities, I don't feel it is spoilers to say this isn't the case. Windstrike just had better Perception than Fairy Knight had Stealth combined with better luck in the last update. Fairy Knight was always greatly undermined by being staggered for the majority of it as she was limited in her mobility relative to Windstrike. If Windstrike does have direct counters to stealthy abilities, you have not seen them in action yet.
 
Given how badly we die if hit when shapeshifted and how this one seems to be a direct counter to a stealthy anilities is the stealth Plan a good one in the slightest?
The problem with turning into an animal last time was that presumably Windstrike knew we could do it and would be prepared.
Its less of a risk now that we're initiating the fight because I assume that the guy cannot be super paranoid about pigeons 24/7 without going crazy.
 
The problem with turning into an animal last time was that presumably Windstrike knew we could do it and would be prepared.

Nah, that was you guys wanting to take the arrow back with you for using it in the ritual. If you haven't voted to take an arrow to use in the ritual, Fairy Knight could have just gotten out of side and turned into a mouse or spider or ant or something along those lines and slipped away. But you could do that whilst taking an arrow with you as an animal carrying an arrow would have stood out and make you an easy and vulnerable target.
 
Vote is closed.
Adhoc vote count started by Oshha on Aug 2, 2019 at 3:44 AM, finished with 22 posts and 12 votes.

  • [X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
    -[X] Both locate and identify your attacker. You will attempt a ritual which will let you both identify and locate your attacker.
    [x] Spy as an animal. People cannot pick you out from a regular animal when shapeshifted if they notice you at all. Use this to your advantage to try and find your attacker waiting for you to show up at other crime sights.
    [X] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
    -[X] Identify your attacker. You will attempt a ritual which will let you identify just who your attacker is so you may find them.
    [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] Use a ritual. You brought the arrows back with you for a reason and you will use a ritual to deal with this matter. It will take time and effort where you risk being ambushed again, but it is time and effort that you can afford.
    -[X] Locate your attacker. You will attempt a ritual which will locate your attacker so you may find them.
 
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