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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[X] [Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X] [Origin] you were an artificer someone who created mage tech one day while you were tinkering there as an earthquake that affected one of your prototypes when you woke up you realized you are far from home but you grew to like this new place called London

[X] [Powers] you have energy to create and Enchant objects, runes, and alchemical potions


how is this?
 
@Oshha this is kinda overlapping between two choices

[X] [Origin] The Hidden Realm. You are from Earth, but from a secret society that has hidden itself away from the rest of the planet.
-[X] [Origin] Magicians have never been open about their secrets, after the persecutions of the witch hunts and the enlightenment, society made it very clear that magic was unwanted and cast aside. However the witches and wizards of the world were not going to stop and many instead chose to abandon the society that rejected them rather than trying to adjust to it. The thing about society though, is that some form of it will emerge wherever you've got more than one person.

What makes you superpowered amongst the people of Earth? (QM reserves the right to veto)
[X] [Powers] Obviously magic can do literally anything on earth and that should be more than enough to qualify, however if even when you don't have the hours and reagents needed for a formal ritual you aren't defenseless, you can throw lightning with the best and raise a solid barrier along with an array of minor tricks.
 
So are we voting for powers and origins separately? It seems most of the votes are tied together in terms of the connection between the two.
 
Thanks I wasn't sure if using a magic society not from the dimensions you offered would break your world building.

It wouldn't break anything. It wouldn't be a large or impressive society, but a small village hidden up in the mountains or in the middle of a forest is easy enough to fit in.

So are we voting for powers and origins separately? It seems most of the votes are tied together in terms of the connection between the two.
Oshha might have been expecting us to use plan votes.
As if we'd make things that easy :V:V:V

It was more that I was considering the possibility of people voting for the same background, but disagreeing on what powers to have.
 
It was more that I was considering the possibility of people voting for the same background, but disagreeing on what powers to have.
Yeah but it looks like the powers are all connected to the background. Oh well!
 
[X] [Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X] [Origin] You were a princess-knight of the fey realms, descended of Knight Tam Lin of the Earth and your mother the Queen. When his lover stole him away, your mother's status fell apart at being bested by a mere mortal, and declined over the years, until at last she was usurped by her sister and you, the mortal half breed, was banished to Earth to hide the court's shame.

[X] [Powers] Fey Knight's Regalia. You can shapeshift into a variety of natural and fey creatures, but your most potent form for battle remains a knightly figure, wielding a supernaturally keen silver sword and plate.
 
Vote is closed.
Vote Tally : Dawn of Heroes - Original - Superhero | Page 2 | Sufficient Velocity [Posts: 33-61]
##### NetTally 1.9.7
Task: Origin
[X][Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X][Origin] You were a princess-knight of the fey realms, descended of Knight Tam Lin of the Earth and your mother the Queen. When his lover stole him away, your mother's status fell apart at being bested by a mere mortal, and declined over the years, until at last she was usurped by her sister and you, the mortal half breed, was banished to Earth to hide the court's shame.
[X][Powers] Fey Knight's Regalia. You can shapeshift into a variety of natural and fey creatures, but your most potent form for battle remains a knightly figure, wielding a supernaturally keen silver sword and plate.
No. of Votes: 5
[X][Origin] From The Stars. You are an alien, a nonhuman from another world. For now, you are the only one of your kind on this planet.
-[X][Origin] You were a pilot for an intergalactic transport ship, passing through hyperspace near the Milky Way when you were attacked.
[X][Powers] Invulnerability, Super-intelligence, Limited hyper-technological devices.
No. of Votes: 2
[X][Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X][Origin] you were an artificer someone who created mage tech one day while you were tinkering there as an earthquake that affected one of your prototypes when you woke up you realized you are far from home but you grew to like this new place called London
[X][Powers] you have energy to create and Enchant objects, runes, and alchemical potions
No. of Votes: 1
[X][Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X][Origin] Born in a realm of Dreams and Light, you spend eons playing with other creatures in a radiant blue oceans under a pink and orange sky, without a care in the world, in your endless childhood. But one day, you realized that the sky was a little darker, the air a bit colder and the shadows were getting longer. Like day gives place to night, your Realm was entering its twilight and becoming a place of Fear and Obscurity. One by one your friends started to disappear and one day, you disappeared too, when you decided to leave for a another world. You don't know what happened to those who stayed.
[X][Powers] As a creature born of Dreams and Light, you can fly at a moderate speed, breathe underwater,have minor healing, locate people in their sleep and disperse into a band of flying feathered fishes at will. As a creature who saw Twilight, you can see when a life is about to end.
No. of Votes: 1
[X][Origin] The Hidden Realm. You are from Earth, but from a secret society that has hidden itself away from the rest of the planet.
-[X][Origin] You are a member of a secret island hidden in the Pacific ocean. Some members of your society practice magic, and with it your people have stayed hidden from the rest of the world. You are a regular member of your tribe, but one day a vitality ritual went wrong for you, and your body was ripped apart, only to be formed together again. This labelled you a failed experiment, and you were forced to escape the island before your people could kill you. Seeking the cure for the curse of immortality, you sailed out into the great unknown waters, so that you may return one day.
[X][Powers] You are immortal, simply put. You cannot die from force of arms, your body is immune to any disease, repelling all viruses, bacteria, and other microorganisms. If you suffer wounds, they reknit back together. Your body will, unless ground to atoms and those atoms are destroyed, regenerate back to your original form. In time, of course.
No. of Votes: 1
[X][Origin] The Hidden Realm. You are from Earth, but from a secret society that has hidden itself away from the rest of the planet.
-[X][Origin] The Illuminati, the Freemasons, whatever you want to call them, they're real.
[X][Powers] Your body is different - inhuman. You have incredible strength, can react at superhuman speeds, have enhanced dexterity and agility and are very durable. You could likely take a whole chest full of machine gun fire. On account of being made in a literal test tube, though you're only a couple years old you look to be in your twenties. And, so long as you remain in your "employers" good graces you'll have access to vast amounts of wealth, resources and high-end gadgets.
No. of Votes: 1
[X][Origin] The Hidden Realm. You are from Earth, but from a secret society that has hidden itself away from the rest of the planet.
-[X][Origin] Magicians have never been open about their secrets, after the persecutions of the witch hunts and the enlightenment, society made it very clear that magic was unwanted and cast aside. However the witches and wizards of the world were not going to stop and many instead chose to abandon the society that rejected them rather than trying to adjust to it. The thing about society though, is that some form of it will emerge wherever you've got more than one person.
[X][Powers] Obviously magic can do literally anything on earth and that should be more than enough to qualify, however if even when you don't have the hours and reagents needed for a formal ritual you aren't defenseless, you can throw lightning with the best and raise a solid barrier along with an array of minor tricks.
No. of Votes: 1
Total No. of Voters: 12
 
Origins III
[X][Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X][Origin] You were a princess-knight of the fey realms, descended of Knight Tam Lin of the Earth and your mother the Queen. When his lover stole him away, your mother's status fell apart at being bested by a mere mortal, and declined over the years, until at last she was usurped by her sister and you, the mortal half breed, was banished to Earth to hide the court's shame.
[X][Powers] Fey Knight's Regalia. You can shapeshift into a variety of natural and fey creatures, but your most potent form for battle remains a knightly figure, wielding a supernaturally keen silver sword and plate.

You are Tamara Lynn, daughter of the mortal knight Tam Lin and the Queen of the Fair Folk. Or least your mother was the Queen of the Fair Folk as your aunt, the current Queen of the Fair Folk has usurped your mother's position from her.

It was your father's doing that started it all. Back when you were still a babe, your father ran off with some mortal woman that seduced him and stole him from your mother. Thanks to your young age at the time, you never knew either of them and due to their mortal nature, you never will for they have long since passed into the afterlife.

Yet you always felt the effects of who your father was and what he did throughout your life. Your nature as a half breed meant that the other fey looked down upon you due to your human parentage.

Despite what the rest of the Fair Folk thought of you, you got by thanks to being the daughter of the Queen as no matter who your father was, you were-are a Princess of the Faeries and that was to be respected.

You trained to be a knight like your father, but the nature of the Kingdom of the Faeries meant that you never reached the same height as him. Greater than any mere mortal, you remained the daughter of your mother and so when you grew up, you grew up into a young woman and no further as the nature of the Fey meant you would remain the maiden princess of the matron queen.

Despite the limit on how far you could grow, you refused to give in. You trained and practiced with your sword, Talatine, a blade which shone silver and could cut through anything. While you never reached the heights of greatness and never earnt a position on the Wild Hunt, you did become a capable warrior and it is well within your abilities to win a battle against a fellow fighter.

What else did you learn in the Kingdom of the Faeries? (Choose 2)
[] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[] [Skills] Politics and Diplomacy. The daughter of the Queen of the Faeries, you learnt how to master politics and manipulating others. Presence increased. Deception, Expertise: Politics and Persuasion increased.
[] [Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
[] [Skills] The Truth of the World. You spent much of your time trying to understand the secrets of the world and how to discern what is hidden from you. Awareness increased. Insight and Perception increased.
[] [Skills] Dancing and Manoeuvrability. A lady of the Fey, you spent time honing your innate agility and grace. Agility increased. Acrobatics and Stealth increased.
[] [Skills] Physical Form and Prowess. As a warrior, you honed your body and physical ability to better yourself in battle. Strength and Stamina increased. Acrobatics and Athletics increased.

Unfortunately, all good things come to an end and over a thousand years later, your father had another impact on your life despite having died long ago. The loss of your father to a mortal woman was a shame on your mother's reign and your presence in the court was a constant reminder of how a mortal had bested the Queen of the Fair Folk.

It was this shame that your aunt used to rally her support. Scheming and cunning like many of the Fey, your aunt ultimately used the fact that your mother had been bested a mortal woman and the fact she kept proof of it around the court was a sign that she was unfit to rule.

With the popular support of the Court, your mother was dethroned and your aunt was crowned the new Queen of the Faeries. When it came to you, your aunt had you banished from not only the Court, but the Kingdom of the Faeries itself. You were to be a constant embarrassment no more and would return to the world of your father.

It was nothing personal and your aunt held neither good will nor ill will. You were a shame that had to be removed, but you yourself had done no wrong and it would be against the ways of the Fey for you to be harmed when you had done no harm.

You were allowed to keep your sword Talatine and your armour Torlyn, but other than that, you had nothing when you arrived on Earth. And what you found on Earth was shock and nothing you had ever expected.

Gone was the magic. Gone were the knights. Gone were the castles. Gone were the warring nobility. Instead stood a world that was just as magical as the Kingdom of the Faeries in its own way.

The British Isles was ruled by the aptly named United Kingdom with steel, lightning and man dominating the British Isles and beyond. It was not the world you knew or expected, but it is the world that you will have to live in and call home.

Unsure of what to do, you made your way to the city of London, the capital of the United Kingdom and the British Empire, which was supposedly the greatest and most powerful empire in the world, eclipsing even Rome.

It is in this grand and thriving city that you shall make your new home and live up to your calling as a knight under whatever moniker you choose for yourself.

What will your superhero name be?
[] [Name] Fey Knight.
[] [Name] Write-in.

What shall the first arc be?
[] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
[] [Arc] The First Adventure. Tamara is already settled into London and is ready to face off against her first foe as a superhero.

***​

Okay, a longer update this time. The votes will be determining three things which time around. First is what sort of specialisations that Tamara has, finishing off her background and character sheet. The second is her superhero name and I don't need to explain why that is important.

The third is what sort of initial adventure you want. Do you want Tamara to be finding a place to stay and establish herself or do you want her to already be established and going off on her first outing as a superhero?

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] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X] [Skills] Dancing and Manoeuvrability. A lady of the Fey, you spent time honing your innate agility and grace. Agility increased. Acrobatics and Stealth increased.
[X] [Name] Tamara
[X] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
 
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Don't have any idea with regards to name.

I should probably mention that Fey Knight was just the working name I had when coming up with her character and the details of her background. I was originally going to have the name be pure write-in, but I decide to leave in the placeholder name in as a default option for people to fall back upon.
 
[X] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X] [Skills] Dancing and Manoeuvrability. A lady of the Fey, you spent time honing your innate agility and grace. Agility increased. Acrobatics and Stealth increased.
[X] [Name] Fey Knight.
[X] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
 
grand and thieving city
Glad to know of the kind of villains we may encounter!

[X] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X] [Skills] Politics and Diplomacy. The daughter of the Queen of the Faeries, you learnt how to master politics and manipulating others. Presence increased. Deception, Expertise: Politics and Persuasion increased.
[X] [Name] Fey Knight
[X] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
 
[X] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X] [Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
[X] [Name] Tamara
[X] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.

Okay, I'm interested. Although I'm a really curious as to how our character is going to behave when it comes to dealing with criminals and villains.

Edit: I think a better name came along. Quick vote change.
 
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[X] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X] [Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.

[X] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.

Okay, I'm interested. Although I'm a really curious as to how our character is going to behave when it comes to dealing with criminals and villains.

I figure:
It was nothing personal and your aunt held neither good will nor ill will. You were a shame that had to be removed, but you yourself had done no wrong and it would be against the ways of the Fey for you to be harmed when you had done no harm.
Ironic Do Unto Others?
 
Ironic Do Unto Others?

That is less how Tamara fells and more how the Fair Folk act. The Fair Folk believe in repaying in kind for good or ill. In this case, Tamara benefited as she hadn't done anything deserving of bad deeds so she was just exiled rather than maimed, killed or otherwise harmed.
 
Okay, I'm interested. Although I'm a really curious as to how our character is going to behave when it comes to dealing with criminals and villains.
I have an idea based on the ideals of chivalry (not yet dead!) and the Arthurian Legends.
Mix it with some english folklore, since the while fey thing fits.
No Punisher-level justice though, maybe different from the "eye for an eye" that "do unto others" really is. Since she's not full fey, we don't have to fully conform to their ideals, considering we're also an exile.
 
I have an idea based on the ideals of chivalry (not yet dead!) and the Arthurian Legends.
Mix it with some english folklore, since the while fey thing fits.
No Punisher-level justice though, maybe different from the "eye for an eye" that "do unto others" really is. Since she's not full fey, we don't have to fully conform to their ideals, considering we're also an exile.

Feel free to share those ideas in the thread. For that matter, feel to share ideas in general. I won't promise I'll use any suggested, but mentioning ideas in the thread increases the chances of them being worked into the quest and helps me come up with things for the quest.
 
Feel free to share those ideas in the thread. For that matter, feel to share ideas in general. I won't promise I'll use any suggested, but mentioning ideas in the thread increases the chances of them being worked into the quest and helps me come up with things for the quest.
Considering that Tamara was exiled by her people, but lived for a long time there, I'd say she still has some feelings for it, and would want to return, once she is "worthy".
Due to her courtly upbringing but also her knightly ambitions, she'd be more lawful-neutral, and would show no mercy to enemies, but will if they surrender.

1. Thou shalt believe all that the Church teaches and thou shalt observe all its directions.
2. Thou shalt defend the Church.
3. Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
4. Thou shalt love the country in which thou wast born.
5. Thou shalt not recoil before thine enemy.
6. Thou shalt make war against the infidel without cessation and without mercy.

7. Thou shalt perform scrupulously thy feudal duties, if they be not contrary to the laws of God.
8. Thou shalt never lie, and shalt remain faithful to thy pledged word.
9. Thou shalt be generous, and give largesse to everyone.
10. Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.
She'd probably have some exposure to Arthurian legends and Knightly Stuff as she learns about the new world she's in (UK). (Btw can she speak english?)
So inspired by a basic understanding of things but ignoring the church part (mostly), she would strive to be a paragon of virtue (though the tell no lies thing is hard in daily life since you can't just go "oh yes I'm a half-Fey") and defender of the weak.
She might have had some reflection on how she views her home, and might decide to return in the future, or make this new place her home?
 
Considering that Tamara was exiled by her people, but lived for a long time there, I'd say she still has some feelings for it, and would want to return, once she is "worthy".
Due to her courtly upbringing but also her knightly ambitions, she'd be more lawful-neutral, and would show no mercy to enemies, but will if they surrender.
I agree with most of this, and with Oshha's desire not to go full Punisher. I also agree with the Arthurian connection, it would certainly explain why she decided to become a hero in the first place, rather than say, a Deadpool kind of character.
She did grow up with the Fey though, and judging by how it was written it looks to be in a magic medieval stasis. And while the Chivalric Codes are great it didn't exactly stop knights from cutting off the hands of thieves. And that's not getting into the general disregard the Fey have for humans.
 
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