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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Tartan comes pre-dyed so therefore the ceremonial tabard would already be dyed and tartan dye would be unnecessary?
Swing and a miss.
Tartan is a pattern not a colour. I guess if we want to be pedantic its a family of patterns but nobody wants to be that guy do they?
 
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yes.

Sorry to ask, but if you need clarification: Have you figured it out yet?
A better analogy might be asking for paisley paint. (It's a pattern, a design, not something that just comes in a can as-is). Yeah, I like the idea of asking her to get tartan dye for her traditional tabard. It's funny, not overly humiliating or cruel, and could lead to hilarious Achievements in Ignorance if she actually manages to make a dye that does that (maybe in conjunction with a catalyzing agent). Depends on how good at the inventing-thing she is.
 
I have updated the info posts with the stuff from the last arc.
 
[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.

-[X]... After a tartar tartan dye tabard prank
 
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Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 36 | Sufficient Velocity [Posts: 882-908]
##### NetTally 2.2.0

[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.
No. of Votes: 7

[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.
-[X] ... After a tartan dye tabard prank
No. of Votes: 1


Total No. of Voters: 8
 
By the way, @Barondoctor & @Dark as Silver neither of you have voted for the prank write-in that you have been discussing.
Because I was actually joking. Tamara seems to take being a knight very seriously so I think it would feel out of place.
I also didn't bother to vote because... you know, unanimous. But If I'm posting may as well.

[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 36 | Sufficient Velocity [Posts: 882-912]
##### NetTally 2.2.0

[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.
No. of Votes: 8

[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.
-[X] ... After a tartan dye tabard prank
No. of Votes: 1


Total No. of Voters: 9
 
Tamara seems a more serious character. If she were less "Captain Fey-Britannica" and more Star-Lord, the prank would be totally fitting.

I mean, do you ever see a superman or Batman pulling a prank? Straight-laced hero is fine.
 
Knightfall IV
[X] Accept her. Sapphire has proven herself to be a capable individual even if she remains untested right now.

"I would accept you as my squire Sapphire," you inform the girl, deciding that an individual like her matches what you would look for in a squire.

"Thanks," replies Sapphire with a grin, "So now what?"

"We arrange ways to get in contact with each other and places to meet up," you answer, "Unless you wish to share your secret identity with me, we will be limited in our ability to make communicate with each other."

"I would prefer to keep my secret identity to myself for now," replies your new squire, "I haven't actually shared it with anyone yet."

"Fair enough," you say before an idea occurs to you, "Actually, we should keep our partnership secret for now. No one actually knows about it even if your presence tonight might result in Redcoat suspecting something."

"Oh!" says Sapphire as she apparently grasps what you are planning, "We can use our partnership to surprise Redcoat and get an advantage over him."

"Exactly," you confirm, pleased that your squire has figured it out so quickly.

***​

The next day, you begin to plan your next move. While you could ask someone else for aid such as Inspector Brown, Redcoat is one of the best for a reason and you have little doubt he will prepared for conventional measures that you can take against him. What he cannot prepare for is for you to take magical action against him. Your magic was what saved you last night and you doubt that Redcoat has any experience with the supernatural beyond what you gave in your first and only encounter.

Another ritual is what you need. They have worked well for you in the past when it comes to locating those hunting you and you already got a ritual design that will let you acquire the information necessary to set an ambush. With your new job and new squire, it will take longer than you are used to complete the ritual, but as you already got the design, it won't take you longer than a week to finish it at most and it will almost certainly be less.

You also had to explain your fight with Redcoat to Inspector Brown as the lawman wanted to know why there was a bunch of explosions. Somehow the knowledge that it was Redcoat responsible and not you doesn't make your partner feel any better about things though you pointing out that Redcoat was unprepared for your magic seemed to reassure the lawman a bit. You are tempted to tell him about your new squire, but you decide to keep that fact a secret between you and Sapphire for now.

Collecting the right ingredients takes a while, but you take advantage of the opportunity to give your new squire a bit of education. Calling herself the Sapphire Squire instead of just Sapphire as a way to proudly proclaim her new position, the girl is eager to learn about how to perform rituals. As expected of someone who invented her own gadgets, Sapphire Squire is a intelligent girl and it doesn't take you long to realise that she is smarter than you.

It is a few days after his initial ambush that Redcoat makes his next move. Out collecting some ritual ingredients with your squire, you failed to spot the ambush. Whether it is because the exciting newness of magic was making her pay more attention or she is just more alert than you, it was Sapphire Squire who spotted the bombs in the building.

"Any sign of Redcoat?" you ask her, instantly on the lookout for the infamous killer.

"No...no, I don't see him here," answers Sapphire Squire as she peers about, "Maybe we arrive here when he wasn't around, I bet he still has to sleep, or he is watching here from somewhere else."

"Like the rooftops," you mutter as you look around them, hoping to glimpse Redcoat on one of them.

What happens next is something that you don't fully process until after it is all over. Instead you act on instinct as you hear the gunshot. Already on alert, you turn and move to put yourself between your squire and Redcoat's weapon, but Sapphire Squire renders it unnecessary as she rolls out of the way and the bullet strikes the ground after passing through the space she previous occupied.

You look around for Redcoat and briefly glimpse the man as he looks out of a window on the top floor of a building. You run after man and you can hear Sapphire Squire following behind you. You await follow up shots from Redcoat, but none come and what greets you instead is a loud explosion from behind you.

Both you and Sapphire Squire come to a halt as the two of you turn to see what happened. The building that you were going to enter is a blaze with half of it having collapsed. You feel very grateful that you weren't in it when the bombs inside went off.

As you tried to figure out what Redcoat was trying to achieve by blowing up the building, you realise that you aren't currently chasing him and that must be what the killer wanted.

Running as fast as you can, you are still too late. When you reach the building, you find the top floor abandoned. Redcoat was here, but he fled after you spotted his trap and initial shot missed.

"Is he gone?" asks Sapphire Squire as she comes to a stop next to you.

"Yes, he was here, but no longer," you reply, feeling slightly annoyed that your new squire is something that Redcoat will be expecting in the future, "I suspect he didn't like how his ambush failed and decided to cut his losses then engage in unfavourable conditions."

"Huh," says Sapphire Squire, "I didn't expect him to be so cowardly given he is, well, Redcoat."

"Do not mistake pragmatism for a vice," you tell her, "It is foolishness not bravery to pick an unnecessary battle where things have gone against you. Redcoat is dangerous because he will retreat to fight on more advantageous terms. It is a mark in his favour and not against him."

"I guess that makes sense," acknowledges Sapphire Squire, "Have you done that before?"

"Yes," you admit, remembering your second encounter with the Templar, "With the assistance of Inspector Brown, I set a trap for Templar. He saw though it and turned the tables on me. Rather than fight and risk defeat when my enemy had me at a disadvantage and I had no stake in the battle, I choose to retreat to plan another ambush. The next trap worked and the Templar was arrested."

"Hmm," says Sapphire Squire before sitting down on the rooftop, "I don't know how I feel about this. I feel sort of terrified that I just got shot at and Redcoat tried to kill me. But I also feel thrilled and happy about it, someone just tried to kill me which makes me feel excited for some reason. And who tried to kill me and for what makes me feel happy because it means I am doing something good."

"Combat is like that," you tell her, "You have the thrill of a fight alongside the fear of death or lesser harm. For the likes of us, that is further compounded by the satisfaction of our foes being those deserving of defeat and loss and our work means that we are doing good."

"Does it get better?" asks Sapphire Squire and you take a moment to think about your answer.

"It varies," you answer, "Some individuals never get used to it while for others it becomes second nature. Most just get more used to it to varying degrees."

"So now what?" asks your squire as she gets to her feet.

"We continue as we were," you reply, "Complete the ritual and use the information it gives up to set our own trap."

"Yeah, that makes senses," says Sapphire Squire, "Stick to the plan because it still works."

***​

The ritual goes off without a hitch. Redcoat doesn't make another appearance before it is finished and the ritual proves to be as useful as it has been in the past. You find out where and when Redcoat will be setting his next trap for you and you have enough time to set up one of your own.

Word also gets out that Redcoat is hunting you and reactions are mixed. Many of the people you encounter as the Fairy Knight express concern for you while Inspector Brown informs you that there is an unofficial bet on which of you will emerge triumph. Once he hears about it and you confirm it, your boss gives you paid leave until "you take down the son of a bitch who killed Ben".

Your trap isn't anything fancy as it consists of you and Sapphire Squire waiting for Redcoat to show up at the building so he can plant his bombs there. Unfortunately, it falls apart shortly after Redcoat shows up.

He almost fell for it as the man walked into the unused store unaware that both you and your squire were already lying in wait. You aren't sure what gave it away and you doubt you ever will, but Redcoat spotted both of you before you could spring the trap.

Sapphire Squire was the first to be seen, but once he had spotted your squire and was on the alert, you found yourself being discovered almost instantly afterwards. There are no words as all three of you leap into action for all know what is happening.

Redcoat gets the first move, bringing up his rifle to get a shot off at your squire. Sapphire Squire tries to dodge out of the way, but the bullet strikes her in the side, lodging itself in her flesh after passing through her unarmoured costume like it wasn't even there.

The girl cries out in pain as she staggers to the side, boomerang in hand as her arm is in mid throw. Her injury throws off her arm and Sapphire Squire's boomerang goes wide. You feel a flush of rage as you realise what Redcoat is doing and how he is going after your new squire first.

You slash Talatine across the man's arm, failing to hit flesh, but shredding his armoured sleeve. Redcoat jumps back as he tosses his gun side before trying to dart around you to attack your squire again.

He moves in for the attack and as she is still recovering from his initial attack, Sapphire Squire is too impaired to block the attack. Fortunately for the squire, she has her knight to protect her. You deliberately put yourself between Sapphire Squire and Redcoat, making no attempt to avoid Redcoat's attack as you deliberately take the blow on your squire's behalf.

"You go through me first," you declare, staring the merciless man in the eye.

Unarmed for your armoured form, Redcoat's fists glance off of you completely as Torlyn does its job. But Redcoat is the most infamous killer in the British Isles for a reason and he instantly react to the situation, by grabbing you. You are completely caught off-guard by the unexpected attack and before you can properly resist, Redcoat has you locked in place with one arm.

A boomerang flies over your head as you attempt to break free. You try to wiggle free, but Redcoat has a firm and skilled grip even it isn't a strong one. You decide to try your luck with your blade as you slam your pummel into Redcoat's face. But even as you think you are about to knock the man out, he jerks his head back and the hilt barely touches him.

In return, Redcoat twists your arm and you let out a cry of pain as you are stunned by the unexpected burst of pain. Then catching both of you by surprise, a boomerang slashes Redcoat across the shoulder before it returns to its thrower.

You glance over your shoulder to see your squire standing firm, determination etched across Sapphire Squire's face.

Taking a cue from your squire, you swing Talatine in a wide arc at Redcoat, forcing the man to release you in order to jump out of the way of your blade. Your attack fails to actually hit Redcoat but it does fulfil its purpose even if you are still reeling from the pain your foe inflicted on you.

Deciding to focus on your squire again, Redcoat lunges after Sapphire Squire for a second time and for a second time, he finds your armoured form in the way and once again for a second time, his fists bounce uselessly off of Torlyn.

"I said you go through me first," you growl as he glowers at you.

Redcoat attempts to grab you again, but you are prepared for it this time around and even though you are still reeling, you don't let him get a proper grip on you. Another boomerang strikes Redcoat as he tries to grab you. For a moment it looks like he is about to be knocked out, but the man stays conscious despite the trickle of blood now running down his forehead.

You stab at him, but Redcoat scrambles backwards as you begin to recover from his earlier attack. Apparently deciding that this battle is no longer favourable to him, Redcoat turns and runs, throwing a white lumpy substance that you recognise as the explosives he uses.

You brace yourself for the explosive and let it wash over you as Torlyn does its job, protecting you from harm. As you look around, the two humans are worse off as despite escaping the worst of it, Redcoat was still hit pretty badly by it while Sapphire Squire was unprepared and unprotect from the blast.

Yet despite the injuries that she has sustained, your squire is still standing even if she is fumbling with the boomerang that she has drawn. Finally getting your act back together, you strike at Redcoat. Your silver blade slashes him across the side, leaving behind a bleeding gash.

The man stumbles, but the injury doesn't slow him down as he runs out of the building. You run after him and you can hear your squire following behind you, but Redcoat has too much a head start.

You run down the direction of the street you think he went down only to stop as you hear your squire call out that he went the other area. You attempt to pursue the man, but it proves fruitless as the villain has put too much distance between you and him.

"He got away," you say to your battered squire, "Let's get out of sight, I'll heal your injuries."

"Right," agrees Sapphire Squire beyond aiming one of her grappling gauntlets at the rooftops and taking off with a wince of pain.

You follow her in the form of a blue tit and join her in human form when she stops a couple blocks away.

"Does it always hurt this much?" asks Sapphire Squire as she sits down and you begin to heal her with a touch of your glowing hands.

"No, but it is different for me," you answer, "I am not entirely human and Torlyn does a very good job of protecting me. I am impervious to most attacks of most of my foes and I am able to endure a lot of damage without difficulty.

You on the other hand are a lot more vulnerable. You have no armour to my magical armour and are reliant on dodging and blocking attacks. Which if I am frank, you are about as good as me at doing that.

But to get back to your question, I don't think it will for you. Redcoat is infamous for a reason and I have encountered very few foes in his league and none as dangerous as him. The closest was Templar and I am sure you heard for happened to him.

I believe you just became my squire at a bad point. You have started fighting alongside me as I am facing my most fearsome foe yet. While you might struggle against Redcoat, you will find the average street thug much easier to deal with."

"Heh, I suppose Redcoat is a real tough foe to have as my first enemy," says Sapphire Squire, "Don't worry about my commitment. It will take more than being roughed up a bit to make me quit. That said, I really appreciate that you got a healing spell and thanks for the healing for that matter. It would be hard for me to explain all of these injuries or hide them."

"Speaking of which, I cannot do anything for the damage to your costume," you inform her.

"That's fine," Sapphire Squire reassures you, "I can fix up in my spare time and I am already hiding it so I don't need to explain away the damages to it. Plus I got some spares until this one is fixed up."

"If you need some help, I will do what I can," you inform her, "A knight has a duty to look after their squire."

"Speaking of that, what should I do next?" asks Sapphire Squire, "You are the experienced one so I'm hoping you can give me some pointers."

What advice does Fairy Knight give Sapphire Squire?
[] She needs to improve her ability to avoid and dodge attacks. She cannot take a hit that well so she must avoid being hit in the first place.
[] She needs to get some better protection. Her lack of armour or other protection leaves her too vulnerable.
[] She needs to be able to take a hit better. She will inevitable get hurt by her foes so she needs to learn how to cope with that.
[] She needs to upgrade her arsenal. Your own sword and armour have proven invaluable to you while your squire relies upon her own equipment to hold her own.
[] Write-in.

Spotting something off.
Perception vs Stealth: 8+7 vs 11+7 = 15 vs 18, Redcoat wins by 1 DoS.

Second pair of eyes. (Sapphire Squire vs Redcoat)
Perception vs Stealth: 16+8 vs 9+7 = 24 vs 16, Sapphire Squire wins by 4 DoS.

Taking the shot.
Rifle Attack, DC18: 4+12 = 16, Miss.

Peering into the future.
Perception Check, DC15: 15+19 = 34, 4 DoS.

Setting the trap.
Stealth vs Perception: 9+7+5 vs 12+10 = 21 vs 22, Redcoat wins 1 DoS.

Sneaky Squire. (Sapphire Squire vs Redcoat)
Stealth vs Perception: 12+9 vs 16+10 = 21 vs 26, Redcoat wins by 1 DoS.

Initiative Check
Fairy Knight: 5+11 = 16
Sapphire Squire: 12+7 = 19
Redcoat: 9+14 = 23

1/Redcoat shoots Sapphire Squire.
Rifle Attack, DC18: 13+12 = 25, Successful Hit.
Toughness Check, DC20: 11+4 = 15, 1 DoF, -1 Toughness Penalty.
Fortitude Check, DC19: 9+7 = 16, 1 DoF, Sapphire Squire is Impaired.

1/Sapphire Squire attacks Redcoat.
Boomerang Attack, DC20: 3+9-2 = 10, Miss.
Fortitude Check, DC19: 1+7-2 = 1, 4 DoF, Sapphire Squire is still Impaired.

1/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 17+11 = 28, Successful Hit.
Toughness Check, DC24: 13+8 = 21, 1 DoF, -1 Toughness Penalty.

2/Redcoat attacks Sapphire Squire.
Unarmed Attack, DC18: 14+14 = 28, Successful Hit.
Fairy Knight Interposes.
Toughness Check, DC18: 14+11 = 25, 2 DoS, Fairy Knight is unharmed.
Fortitude Check, DC19: 16+7 = 23, 1 DoS, Fairy Knight is unaffected.
Grab (Dodge vs Strength): 1+8 vs 7+3 = 4 vs 8, Redcoat wins by 1 DoS. Fairy Knight is Restrained (Vulnerable and Immobile).

2/Sapphire Squire attacks Redcoat.
Boomerang Attack, DC20: 10+9-2 = 17, Miss.
Fortitude Check, DC19: 3+7-2 = 8, 3 DoF, Sapphire Squire is still Impaired.

2/Fairy Knight attempts to escape.
Acrobatics Check, DC19: 1+10 = 6, 3 DoF, Fairy Knight is still Restrained.

2/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 16+11 = 27, Successful Hit.
Toughness Check, DC24: 1+7 = 3, 4 DoF, Incapacitated. Luck Reroll!
Toughness Check, DC24: 18+7 = 25, 1 DoS, Redcoat is unharmed.

3/Redcoat hurts Fairy Knight.
Toughness Check, DC18: 3+11 = 14, 1 DoF, -1 Toughness Penalty.
Fortitude Check, DC19: 7+7 = 14, 1 DoF, Fairy Knight is Impaired and Vulnerable.

3/Sapphire Squire attacks Redcoat.
Boomerang Attack, DC20: 17+9-2 = 24, Successful Critical Hit.
Toughness Check, DC26: 9+7 = 16, 2 DoF, -1 Toughness Penalty.
Fortitude Check, DC19: 20+7-2 = 25, 2 DoS, Sapphire Squire is no longer Impaired.

3/Fairy Knight attempts to escape.
Acrobatics Check, DC19: 18+10-2 = 26, 2 DoS, Fairy Knight is no longer Restrained.

3/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 10+11-2 = 19, Miss.
Fortitude Check, DC19: 13+7-2 = 18, 1 DoF, Fairy Knight is still Impaired.
Fortitude Check, DC19: 11+7-2 = 16, 1 DoF, Fairy Knight is still Vulnerable.

4/Redcoat attacks Sapphire Squire.
Unarmed Attack, DC18: 6+14 = 20, Successful Hit.
Fairy Knight Interposes.
Toughness Check, DC18: 12+10-2 = 20, 1 DoS, Fairy Knight is unharmed.
Fortitude Check, DC19: 19+7-2 = 24, 2 DoS, Fairy Knight is unaffected.
Grab (Strength vs Strength): 13+4 vs 13+3 = 17 vs 16, Fairy Knight wins by 1 DoS.

4/Sapphire Squire attacks Redcoat.
Boomerang Attack, DC20: 17+9 = 26, Successful Critical Hit.
Toughness Check, DC26: 1+6 = 2, 5 DoF, Incapacitated. Luck Reroll!
Toughness Check, DC26: 18+6 = 24, 1 DoF, -1 Toughness Penalty.

4/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 5+11-2 = 14, Miss.
Fortitude Check, DC19: 2+7-2 = 7, 3 DoF, Fairy Knight is still Impaired.
Fortitude Check, DC19: 15+7-2 = 20, 1 DoS, Fairy Knight is no longer Vulnerable.

5/Redcoat bombs the room. (Redcoat)
Dodge Check, DC20: 11+10+5 = 26, 2 DoS.
Toughness Check, DC20: 7+5 = 12, 2 DoF, -1 Toughness Penalty.
Fortitude Check, DC19: 4+9 = 13, 2 DoF, Redcoat is Disabled.
Fortitude Check, DC19: 6+9-5 = 10, 2 DoF, Redcoat is still Disabled.

5/Redcoat bombs the room.
Dodge Check, DC20: 12+8+2-2 = 20, 1 DoS.
Toughness Check, DC20: 15+10-2 = 23, 1 DoS, Fairy Knight is unharmed.

5/Redcoat bombs the room. (Sapphire Squire)
Dodge Check, DC20: 7+8+2 = 17, 1 DoF.
Toughness Check, DC25: 14+3 = 17, 2 DoF, Dazed & -1 Toughness Penalty.
Fortitude Check, DC19: 16+9 = 25, 2 DoS, Sapphire Squire is unaffected.

5/Sapphire Squire attacks Redcoat.
Boomerang Attack, DC20: 1+9 = 5, Miss.

5/Fairy Knight attacks Redcoat.
Talatine Attack, DC20: 14+11-2 = 23, Successful Hit.
Toughness Check, DC24: 19+4-5 = 18, 2 DoF, -1 Toughness Penalty.
Fortitude Check, DC19: 19+7-2 = 24, 2 DoS, Fairy Knight is no longer Impaired.

6/Redcoat legs it.
Athletics Check, DC15: 15+10-5 = 20, 2 DoS.

6/Sapphire Squire pursues Redcoat.
Athletics Check, DC15: 5+8 = 13, 1 DoF.

6/Fairy Knight pursues Redcoat.
Athletics Check, DC15: 2+10 = 12, 1 DoF.

7/Giving Fairy Knight the slip.
Perception vs Stealth: 1+7 vs 13+7 = 3 vs 20, Redcoat wins by 4 DoS.

7/Giving Sapphire Squire the slip. (Sapphire Squire vs Redcoat)
Perception vs Stealth: 16+8 vs 19+7 = 24 vs 26, Redcoat wins by 1 DoS.

***​

I have enjoyed this update. I enjoyed writing the interactions between Fairy Knight and Sapphire Squire. I like how Redcoat attempts to ambush his foes and runs off when things don't go his way. I find it amusing how he has ended up as some kind of mad bomberman when him using explosives was meant to be a one-off thing originally. I had fun writing up the fight especially when I was doing the rolls and didn't know how things would turn out.

So now you get a vote on what advice that Fairy Knight gives her squire. I was going to have the vote on what to do about Redcoat, but I figured that Fairy Knight would just continue to hunt him down.

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.
 
Yikes, so either Redcoat has 4 ranks in which case I think we can assume he went up to the limit of 5 or he got to refresh them. Damn that guy is lucky. Hopefully we should be running him out of them unless Oshha decides this is the close of the adventure.
Sapphire is a good addition. It gives Tamara someone to react to and play off against which fills in whats mostly been a hole where a character should be.

[X] She needs to get some better protection. Her lack of armour or other protection leaves her too vulnerable.
 
[X] She needs to get some better protection. Her lack of armour or other protection leaves her too vulnerable.
 
[X] She needs to improve her ability to avoid and dodge attacks. She cannot take a hit that well so she must avoid being hit in the first place.

Tricky guy, say about Redcoat if Britain goes to war with Nazi Germany and their heroes, would he be enough of a patriot for a truce and join the fight against them?
 
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Tricky guy, say about Redcoat if Britain goes to war with Nazi Germany and their heroes, would he be enough of a patriot for a truce and join the fight against them?

Redcoat is pure mercenary so he wouldn't do it out of patriot reasons, but he would do it if he was paid enough.
 
Say while Fairy Knight is staying in Britain for the time being, she would be going to other nations right?
I feel a bit antsy to see changes she can make in Britain and Empire beyond her local area.
I hope we can intervene in historical events and meet heroes and villains of different nations.
 
[X] She needs to improve her ability to avoid and dodge attacks. She cannot take a hit that well so she must avoid being hit in the first place.

Protection is all well and good but as a 'normal' human child, I'd rather she be better at dodging than tanking hits from adults with/without guns.
 
Say while Fairy Knight is staying in Britain for the time being, she would be going to other nations right?
I feel a bit antsy to see changes she can make in Britain and Empire beyond her local area.
I hope we can intervene in historical events and meet heroes and villains of different nations.

It is possible that Fairy Knight might visit foreign countries and influence history. That said, she is in a good position to influence things from London as the capital of the British Empire.

I will also upright state that things will be diverging from the historical timeline due to the introduction of ahistorical characters, both good guys and bad guys. I actually plan to do background rolls to see how certain events play out so things like the Irish Civil War may turn out differently to real life. I will also roll for things where superhumans try to bruteforce politics like using their power to form breakaway states or attack politicians or forcibly enact their agendas.
 
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[X] She needs to get some better protection. Her lack of armour or other protection leaves her too vulnerable.
 
[X] She needs to improve her ability to avoid and dodge attacks. She cannot take a hit that well so she must avoid being hit in the first place.

M&M experience chipping in, armor is better against mooks, evasion is better against peers. Based on her fighting style and complete lack of armor, focusing on never getting hit covers for our own relatively average evasion and high armor better than armor, unless you want to dedicate the next 4 arcs to her being good at neither.
 
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