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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Head Hunted III
[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.

You decide to use a ritual to both identify and locate your attacker so you may hunt them down on your own terms. They may have had the upper hand in your first encounter, but you will not let them gain it so easily in future encounters. Between your own magical knowledge and the arrows to focus the ritual, you are confident in your ability to put together a useable ritual.

It takes some time as ritual always do. Some master ritualists might be able to whim up a ritual in a few minutes, but you are far from close to their level of skill. Even the smallest of rituals would take the better part of a day to complete and a big one like this takes you a week, splitting the time between designing the ritual, finding the required ingredients and then putting it together.

While you do the research in their house you share with them, you set up the ritual itself away from the Woodsworth sisters. You like your roommates and have no desire to bring down trouble on their heads, especially since neither of them deserve trouble like that.

This ritual proves much to be much simpler than the last one. The hardest part of the design was figuring out how to get the information you desired. You had the arrows, but how would you get them to offer up details? You originally considered using it as a focal point of a scrying ritual but dismissed it upon realising how limited it would be in range. Not only would it be a difficult ritual to put together, but it would be useless if the archer isn't in range when you perform it.

Your second idea is to ignore the physical world and focus on how the knowledge can be conceptually acquired via the arrows. By accessing the concepts associated with the arrow, you can try and gain knowledge of who fired the arrow and there that shooter is now.

The second idea proves to more viable than the first even if it pushes you to your limits. You managed to figure out a workable solution, but you feel that is more due to luck than your own skill. Nonetheless, you are successful and you are also successful at putting it together.

You just have to use it now. The ritual is a two-part affair. The first part is to peer into the conceptual history of the arrow to identify who fired it and the second part is using the conceptual structure of the arrow to figure out where the archer currently is via conceptual association. The ritual has several parts to it that are designed help you access the conceptual relations of the arrow and help you find what you are looking for.

It takes two hours to initiate the ritual, but when it starts, you find yourself plunged into a world of data. You would normally struggle to sift through it all, but thanks to the secondary parts of the ritual, you are able to find a path through this strange reality of memory, knowledge and feeling.

You find yourself in the rooftop, overlooking a street, the world beyond the rooftop and the street faded and blurred. Any attempts to focus on it leave you feeling ill, a sensation that you are not used to.

Ignoring the fact that this is some kind of vision or illusion, you focus on what the magic has to show you. There is a slender man in dark plain clothes, kneeling on one leg as he aims a drawn bow. You take a closer look, noting the short dark brown hair, brown eyes, olive skin and angular face before frowning as you realise that the archer is no man, but a woman.

You take a step back as the world begins to break apart, noting that this woman apparently isn't limited to just a bow as a sword is sheathed at her waist.

The world disappears one moment and the next a new one has replaced it as you find yourself in a room.

"Do you have a body Miss Verona?" says a man in formal wear as he glares at the archer over a table inside a building, "Because until you provide evidence, you are not getting the second half of your payment."

"How you do think she survived?" retorts the archer with a sneer, "I put two arrows in the puttana and chased her around. She crawled into some alley and bled out."

"And yet there is no body," argues the man as he and the archer glare at each other, "The Consortium hired you because this 'Fairy Knight' has been causing a disproportionate amount of trouble for us, far beyond what a woman who is new to the scene should be capable of."

"You don't believe that she is magic?" snorts the archer.

"Of course not," answers the man, looking annoyed, "She might have fooled our men on the street, but Fairy Knight is nothing more than a trickster. A trickster who can back up her tricks with a startling degree of competence. Given I have heard rumours that she got away using a disguise and I have received a few reports of her being sighted since your attack, I am going to need more than your assertions before you get the rest of your payment."

"Careful there, little man," says the archer in a cold voice, "You don't want to get between me and my payment. Not when I have done the job."

"You haven't done the job until you proved that you have," half-shouts the man as he slams a fist down on the wooden table, "You might be something of a big shot Windstrike, but you aren't a match for the Consortium. Turn on the Consortium and you will regret."

"If I turn against the Consortium for stiffing me, you'll have more to worry about than me," leers the woman as the man glares at her, "You want proof? I'll give you proof. You have your people go ahead with that big op in Whitechapel. Let word spread about so Fairy Knight will know what you are up to. If she shows her face to protect her territory, I'll kill her and make sure to bring your body. If she is a no show, then she is dead and you can do what you want while I'll collect my payment."

"I'll tentatively agree," says the man, "Just don't screw this up."

"I won't," promises Windstrike with an unfriendly smile before departing the room.

"Stupid woman," grumbles the man, "I don't know what the boss was thinking. You should never send a woman to do a man's job. Irrational creatures who will just get the job wrong. We should have called Redcoat back in."

The man continues to complain, but his words become incoherence as the world breaks down again and you are left in the room of the abandoned house that a group of White Devils used to use.

The ritual was a success and you got some interesting information from it. You got a proper look at the appearance of this archer and acquired her name. Windstrike who also goes by Miss Verona. She is almost certainly foreign, but you don't know how much that means in this day and age.

You also know that the Consortium hired her to kill you due to all of the trouble that you been making for them. That raises mixed feelings in you as on the one hand, you are annoyed at the Consortium actively trying to kill you. On the other hand, you feel pride and satisfaction that your actions have been making an impact.

The most useful part of the ritual is that you now know that whatever will be coming up, it is going to be a trap for you. Fortunately for you and unfortunately for your foes, it is a trap that you know about and with that forewarning, you have no problem walking into it and turning it into a trap of your own.

***​

As you fly down the street as a bee, you reflect that the Consortium was not subtle in their actions. Perhaps you are biased as you already knew what trap they were setting up, but even if the ritual had been a failure you would have known that they were up to something.

Upon completing the ritual, you began to make it know that you had survived and were still active in order to both reassure the local community that you would still protect them and to let your enemies know that they have yet to take you out. You have been keeping a low profile while you wait for the Consortium to set their trap as while you stop a few petty crimes here and there, you have kept your head down.

As for the Consortium's trap, you quickly grasp the shape of what they are up to. While you would like to put that down to your own skill, the Consortium aren't hiding what they are up and that is before you take into account that they are deliberately trying to make you aware of what they are up to.

A minor street gang is planning to vandalise a street of shops with the public reasoning behind their actions is to take some territory that you have ensured remains unclaimed and to prove that they don't need to worry about you. But with your knowledge, you are able to quickly figure out that you are baiting out.

Unfortunately for the Consortium, you are going to take the bait, but not in the way they want you to.

You know where they are going to strike and you are going to get there before the gang arrives. Those ruffians stand no chance against you, but they are not your main foe tonight. No, you hunt the archer Windstrike and you are certain she will have arrived and gotten into position before the gang shows up.

She might be on the lookout for you in a human form, but as Windstrike doesn't believe that your magical abilities are real, she won't be expecting you to arrive in an animal form. Pulling up, you fly over the rooftops as you expect that Windstrike will position herself on them again.

You look around the rooftops before spotting Windstrike almost instantly. The archer isn't even hiding as she is apparently still finding a good spot to set up in. Now is the perfect time to strike if you wish to. Windstrike is off-guard and unaware of your presences whilst her potential allies have yet to show up.

What do you do?
[] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
[] Push her. Windstrike is unprepared for you and standing near the edge of a two-storey building. Just push her off.
[] Write-in.

Designing the Remote Vision Ritual
Expertise: Magic Check, DC22: ???+9 = ???, Design Succeeded.

Constructing the Remote Vision Ritual
Expertise: Magic Check, DC22: ???+9 = ???, Construction Succeeded.

Peering into the past.
Perception Check, DC20: 6+19 = 25, 2 DoS.

Peering into the future.
Perception Check, DC20: 18+19 = 37, 4 DoS.

Sneaking into the scene.
Stealth vs Perception: 6+7+10 vs 9+9 = 23 v 18, Fairy Knight wins by 2 DoS.

Spotting the archer.
Perception vs Stealth: 16+7+5 vs 1+12 = 28 vs 8, Fairy Knight wins by 5 DoS.

***​

So ritual went off and you got a good amount of information on your target such as her name, her appearance, who hired her and what they hired her to do. You also managed to get the drop on her and now you get to pick your opening move in the vote.

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] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.

Go full Batman. Suddenly, we whisper hello as we put her in a chokehold.
 
[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.
 
Are you even trying Verona?
She doesn't think we're alive at all.

While Windstrike does believe that Fairy Knight is dead, that isn't the reason why you caught this off-guard as while it is narratively a factor, what has actually happened is just Windstrike getting unlucky. Even if she thinks this is a waste of time, Windstrike is professional enough to treat this job as being serious even if she is hunting a literally dead woman as far as she is concerned.
 
[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
 
[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.
 
[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.
 
You like your roommates and have no desire to bring down trouble on their heads,
Yeah but our roommates don't really like us...
sigh. Unrequited affections...
You should never send a woman to do a man's job.
Geez ya big oaf.

[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Transform! Into a rhino right above her, crush this idiot!
 
[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.
 
Less that they don't like you and more that they have no idea what to do with Tamara so they just let Tam do her thing.
Yeah we're basically a feral cat that wandered in and made the place ours. Nothing to see here folks :3
 
I'm going to add an option to form closer bonds with the Woodsworth sisters during the next time skip.
We should turn into a differently looking cat and bring a real cat home. Then they'll be confused and scared.
"Oh, goodness, they're multiplying."
"Sis, get the spray can."
 
Yeah but our roommates don't really like us...
sigh. Unrequited affections...

Geez ya big oaf.

[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Transform! Into a rhino right above her, crush this idiot!
We don't shift that fast my friend.

[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
 
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[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Transform! Into a rhino right above her, crush this idiot!

I don't think we have enough Shapeshifting to turn into a rhinoceros. That would require many points spent on Growth, Enhanced Traits, Damage, and Protection. And unlike turning into a bird or a bug rhinos don't have such low ability scores that we can just sell everything else down to make up the difference.

[x] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.

She's off guard right now. Why wait for her to get more secure or maybe start paying more attention?
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 19 | Sufficient Velocity [Posts: 452-466]
##### NetTally 2.2.0

[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.
No. of Votes: 5

[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
No. of Votes: 3
[X] Varano
[x] GAZman
[X] veekie

[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Transform! Into a rhino right above her, crush this idiot!
No. of Votes: 1


Total No. of Voters: 9
 
Head Hunted IV
[X] Attack her. You got the advantage and Windstrike at your mercy. Strike her hard and fast before she knows what hit her.
-[X] Wait until she's gotten comfortable in position, then stealth up behind her for the strike.

You watch Windstrike move about, hanging back in your bee form. The woman is completely unaware of your presence and she isn't on the lookout for you. Which make senses as if your ritual was accurate, then the archer doesn't believe that you are still alive.

You wait for the woman to get into position. It takes a few minutes as the woman searches for the right spot, trying a few before deciding that they aren't right. Finally, Windstrike finds the right location and settles down to wait for your arrival in response to the gang's challenge.

You have to give the archer some credit. She may believe that you are dead and this is all a waste of time, but she is still professional to treat this job seriously.

Flying up to the woman, you hover into position before taking a human form again, summoning Talatine and Torlyn to you. You take the lean body with enough curves to be distinctly a woman that you have come to prefer when you are publicly acting as the Fairy Knight. You take blonde hair this time, going for green eyes over blue.

Windstrike see none of this as the archer remains completely unaware of your presence. This continues to be the case as you slide Talatine into her. The blade pierces nonfatally, making for a clean cut.

It all goes wrong as Windstrike twists and turns, making the nonlethal cut into something distinctly less nonlethal. You summon Talatine to your free hand rather than pull out the blade as Windstrike cries and whimpers in pain as blood gushes out of their chest.

You have no medical tools or equipment at hand, but it is clear to you that Windstrike is going to die if you don't do something to save her. This woman might be an assassin who was trying to kill you, but you have no desire to take your first life tonight. You try to halt the bleeding, but the blood is gushing out of the woman at too fast a rate as the unconscious woman twitches and gurgles.

You continue to attempt to provide what limited medical attention you can, attempt to bandage Windstrike with strips of cloth torn from her clothing, but you just don't have the time or tools to do the job properly. The archer is struggling to stay alive and her condition is getting worse with every moment. Even as you try to stem the bleeding and stabilise the woman, you can't help, but fear that you are making things worse for her.

The seconds drag on and silver gleam of Torlyn is stained red with Windstrike's blood as you desperately try to keep the woman alive. You are under no misconceptions that she would be doing the same if your positions were reversed, but that is what sets you apart from the likes of her and her ilk.

As it becomes clear that Windstrike is about to bleed out before you, you get desperate. You have no desire to take your first life tonight and if you do take a life, you want it to be intentional on your part rather than accidental. Calling upon your innate magic that grants you your supernatural abilities, you try to do something that will keep Windstrike alive.

The magic flows from your hands into Windstrike's dying body, halting the flow of blood as your magic is able to bring back the woman from the brink of death. Her ragged, gasping breaths become normal and while the woman is still out cold with a grievous injury, her wound has stabilised and Windstrike is no longer in the process of dying.

You let out a sigh of relief, feeling tired and worn out by your efforts. The 'fight' might have been a swift and one-sided affair, but it is one that has left you drained and weary. Staring at Windstrike, you need to figure out what to do with her. Killing her isn't an option after all the effort you went through to keep her alive, but you cannot just let her go either.

Eventually you decide to call upon your newly formed connections to the local community. While you don't get on with everyone, most of the neighbour supports your actions and it is easy enough to find some people to keep an eye on Windstrike while someone else calls the emergency services.

You stick around long enough to beat up the gang when it arrives, but once that is done, you leave before the police can show up. You have nothing against law enforcement, but your activities aren't exactly legal and you don't have any interest in submitting to the local government.

The gang ended up being child's play for you to deal with. With your skills, Talatine and Torlyn, the ruffians stood no chance against you even with your weariness from the day's earlier events. Leaving just as the police begin to show up, you make your way back home to relax and rest.

The day has left you both physically and emotionally tired. The affair with Windstrike went too well with what was meant to be a swift fight ending up being too swift and so much more than a mere fight.

As you lie in bed, ready to get some sleep, you learnt one lesson from this day.

What lesson did Fairy Knight learn?
[] Carefulness. Being careful is key. You made an assumption that everything would go according to plan and when it didn't, someone almost died because you weren't being careful.
[] Preparation. Being prepared is key. You were unprepared when things went wrong and because you weren't ready to deal with a serious injury, someone almost died due to your lack of preparation.
[] Knowledge. Being informed is key. Knowledge is power and rightfully so. You were borderline helpless when you had no idea who were fighting, but soon as you got proper information your foe, the tables were turned.

Noticing the woman behind her.
Stealth vs Perception = 12+7 vs 5+9 = 19 vs 14, Fairy Knight wins by 2 DoS

Initiative Check:
Fairy Knight: 20+11 = 36
Windstrike: 9+26 = 35

Fairy Knight attacks Windstrike.
Talatine Attack, DC24: 19+11 = 30, Successful Critical Hit.
Toughness Check, DC29: 2+2 = 4, Dying

Fairy Knight tends to Windstrike
Treatment Check, DC15: 8+6-5 = 9, 2 DoF

Windstrike struggles to live
Fortitude Check, DC15: 5+7 = 12, 1 DoF

Fairy Knight tends to Windstrike
Treatment Check, DC15: 1+6-5 = -3, 4 DoF

Windstrike tries to survive
Fortitude Check, DC15: 5+7 = 12, 1 DoF

Fairy Knight tends to Windstrike
Treatment Check, DC15: 7+6-5 = 8, 2 DoF

Windstrike attempts to stay alive
Fortitude Check, DC15: 1+7 = 3, 3 DoF

Fairy Knight uses Extra Effort for a Power Stunt

Fairy Knight tries to save Windstrike
Healing Check, DC10: 2+10 = 12, 1 DoS, Windstrike is stabilised.

***​

While I was expecting you to win the fight, I was expecting it to be so quick or sudden. Between the need for something to happen in the update and you getting a lot of degrees of success on your attack, I decided to have your sneak attack with a sword resulting an unexpected lethal injury. I won't be normally doing this, but since you were using a nominally lethal weapon and were very successful, I changed things up this time.

With the vote, the events of this update have taken their toll on Fairy Knight and you are getting to choose what lesson has been imparted on Tamara. There won't be any mechanical effects from this vote, just helping shape Tamara's mindset and letting me give you something to vote on before moving onto the next arc.

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] Preparation. Being prepared is key. You were unprepared when things went wrong and because you weren't ready to deal with a serious injury, someone almost died due to your lack of preparation.

Whoops.
Next time we make sure we got an emergency wound sealant. I hear superglue was invented for that
 
[x] Preparation. Being prepared is key. You were unprepared when things went wrong and because you weren't ready to deal with a serious injury, someone almost died due to your lack of preparation.
 
This continues to be the case as you slide Talatine into her.
aaaaaaaa
It all goes wrong as Windstrike twists and turns
aaaaaaaaaaaaaaaa
Windstrike cries and whimpers in pain as blood gushes out of their chest.
aaaaaaaaaa what the fuck girl?
What do you think happens when you slide a fucking sword into a person? They just wobble and wait for you to pull out and get arrested like a good villain?

[X] Carefulness. Being careful is key. You made an assumption that everything would go according to plan and when it didn't, someone almost died because you weren't being careful.

Holy shit she needs some common sense.
 
[x] Preparation. Being prepared is key. You were unprepared when things went wrong and because you weren't ready to deal with a serious injury, someone almost died due to your lack of preparation.
 
[x] Preparation. Being prepared is key. You were unprepared when things went wrong and because you weren't ready to deal with a serious injury, someone almost died due to your lack of preparation.
 
aaaaaaaa

aaaaaaaaaaaaaaaa

aaaaaaaaaa what the fuck girl?
What do you think happens when you slide a fucking sword into a person? They just wobble and wait for you to pull out and get arrested like a good villain?

[X] Carefulness. Being careful is key. You made an assumption that everything would go according to plan and when it didn't, someone almost died because you weren't being careful.

Holy shit she needs some common sense.

She is half fey- I think it's part of the package.


[X] Carefulness. Being careful is key. You made an assumption that everything would go according to plan and when it didn't, someone almost died because you weren't being careful.

Talatine Attack, DC24: 19+11 = 29,

So is 29 the highest we can go roll wise? As I do think otherwise the math is one off
 
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