Dawn of Heroes

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

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

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

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

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

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

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

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

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

London

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


British Isles

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

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

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

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

Kingdom of the Faeries

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

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

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

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

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

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

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

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


World

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

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

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

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

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

Known Civilians and Neutral Organisations
 
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Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 44 | Sufficient Velocity [Posts: 1093-1099]
##### NetTally 2.2.0

[X] End her campaign against the Royal Ravens. The Royal Ravens have made too many enemies right now and aren't going to relevant for much longer. Call your campaign a success and see how things play out before making your next move.
No. of Votes: 3


Total No. of Voters: 3
 
[X] End her campaign against the Royal Ravens. The Royal Ravens have made too many enemies right now and aren't going to relevant for much longer. Call your campaign a success and see how things play out before making your next move.

Figures, to be honest I don't like letting Peter Michaelson when he made it personal, hopefully he ends up in a ditch dead somewhere.

Say is it possible to add a sub vote ordering Sapphire Squire lay low and take care of her mother and brother considering their mental trauma, also if we upgrade our healing magic can we fix Eira's hand?
 
Say is it possible to add a sub vote ordering Sapphire Squire lay low and take care of her mother and brother considering their mental trauma, also if we upgrade our healing magic can we fix Eira's hand?

To the first bit, I am going to say no because while the players have figured out that Brenda Brown is Sapphire Squire, Brenda has successfully kept Tamara from figuring that out in-character. As a result, Fairy Knight can't order that because it would require knowledge that she doesn't have.

Regarding the healing, it is in the realm of possibility, but it would require more than just basic healing magic. You would require a high rank in Healing to heal a crippled limb, which can be accomplished by either upgrading your healing spell a lot or by using a ritual.
 
Also can her Healing be upgraded high enough to fix the mind like PTSD or depression?
I doubt it. Healing can be improved to remove fatigue and/or weaken conditions but I don't think it can improve other afflictions. And even then I'm not sure depression is best modelled as an affliction because if it was, then you could just spend an action to recover it normally.
Perhaps narratively it might work but not within the game mechanics.
 
True but Fae magic is quite unusual, sure you got your standard and classics but considering the stories about them mind magic would exist.
 
Also can her Healing be upgraded high enough to fix the mind like PTSD or depression?

That is more complicated. If it is causes by a physical injury to the brain or elsewhere on the body? Yes. But if it is caused by experiences or other things in the mind? You are going to have to make mental changes such as removing the memories which cause the PTSD or depression or if you want to keep the memories, re-write the mind to get rid of the PTSD or depression. Which is totally doable, but comes with ethical concerns and the cure can be worse than the disease depending on how things are done.

In general for this setting, healing is just fixing damage to body and doesn't work on changes that aren't really damage even if they are negative changes. Like if you decide to cut off your hair, healing won't make your hair grow back any sooner because it is a change and not damage. Healing has some variation in this regard such as some healing considering tattoos to be damage to skin and fixing it while other healing would just treat it as a change and leave them be. However, if you want to get rid of negatives that aren't damage such as a physical or mental disabilities that someone was born with, you will need to find a way to change the body or mind rather than heal the body or mind.

In this case, you are less looking for healing and more looking at mind control or a personality alteration.
 
I doubt it. Healing can be improved to remove fatigue and/or weaken conditions but I don't think it can improve other afflictions. And even then I'm not sure depression is best modelled as an affliction because if it was, then you could just spend an action to recover it normally.
Perhaps narratively it might work but not within the game mechanics.
True but Fae magic is quite unusual, sure you got your standard and classics but considering the stories about them mind magic would exist.

Both of you are correct here. Healing isn't suited for dealing with afflictions and depression isn't really modelled as an affliction unless it is artificially induced by a power. However, fey magic can be used for effecting the mind and potentially dealing with mental disorders if the caster is feeling benevolent.
 
I have to ask how much time can Tamara spend upgrading her skills and abilities, was hoping for a long training montage since it irks me when mechanically the points needed to upgrade is quite limited?
Hoping we get more heroes in London since its a big city and that we can work on more training apart from looking after Whitechapel
 
I have to ask how much time can Tamara spend upgrading her skills and abilities, was hoping for a long training montage since it irks me when mechanically the points needed to upgrade is quite limited?

The mechanical limits on upgrades are a feature rather than a bug for me. I don't want a single character who is good at everything and if you want Tamara to be able to do everything, you need to accept that she won't be do everything well. Likewise you can make Tamara specialised in a couple of things and accept by being able to do those things well, she won't be able to do much else.

Tamara's powers are built around this concept of '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'. If you want to diverge from that, you need to put time and effort into it so if you want Tamara to be good at healing or ranged attacks or teleporting and you will be doing so at the expense of other things.

That said, you can try to focus on using temporary powers and boosts to get around Tamara's main limits such as by using magical Devices and Rituals. You already got Ritualist and the ability to save the effects of a ritual for later, but to do rituals quickly, you need to get the Quickness power. For example, a ten point ritual takes forty hours to design and forty hours to construct plus ten minutes to perform. Getting Quickness 2 would reduce this to ten hours to design and ten hours to construct plus two minutes to perform. Making devices using the Artificer advantage is even better as the designing only requires one hour per a point unlike ritual where it is four hours per a point.

Like with most advantages, you will need to find a way to learn the Artificer advantage. One way of doing this would be would to turn the Inventor advantage into the Artificer advantage by having a high enough skill at magic to apply your inventing skill to your artificing skill. This can also be done vice versa to leverage your Artificer advantage into learning the Inventor advantage by having a high enough Technology skill. Another way would be to have a high enough skill at magic and to learn the Artificer advantage from someone, which can also be done in the opposite manner to learn the Inventor advantage from someone if you have a high enough skill at technology. If the options that I am implying here are too subtle, let me know and I will spell it out for you.

You could also find someone trustworthy and competent to outsource making devices and rituals to. You got someone ready made for this in Sapphire Squire as she not only has some ranks in Quickness based around designing, but she also the Inventor advantage and a desire to learn magic. I'm sure you can figure out the rest for yourself though if you can't, let me know and I will spell it out for you.

Hoping we get more heroes in London since its a big city and that we can work on more training apart from looking after Whitechapel

Hero is a relative term. You actually have six heroes operating in London right now. They are Fairy Knight, Sapphire Squire, Templar, Golden Knight, Wardog and Warhound. Of course different people disagree on which of them are real heroes and which of them are fake heroes. And that includes Fairy Knight and Sapphire Squire as there are people who support the likes of Templar or Golden Knight and consider Fairy Knight and Sapphire Squire to be bad guys for opposing them.

That said, I do intend to include more characters. It just takes time to do so as I can only reasonably fit so many characters in at once. I also need to wait for appropriate situations to introduce them and I also need to worry about giving them proper development. Each new character that I introduce means less time being spent on existing characters.
 
[X] Continue her campaign against the Royal Ravens. Peter Michaelson and the Royal Ravens need to pay for what they have done. Help the police finish off the gang.
 
You could also find someone trustworthy and competent to outsource making devices and rituals to.
So much this.
The problem with running M&M in a quest is that we're playing a single character in a game that was designed with the assumption that there would be a party to cover all the different aspects. Its why we never see interesting effects like Counter played - because from the QM perspective it kinda kills the fun of the game if a single character is deployed that hard counters the PC.
I've thought of some ways to mitigate this like using 12 pp per power level rather than 10 to give people more room to branch out but ultimately the best solution is to gather a party.
We've been called the Wonder Woman of this universe, we need to assemble our Justice Society.
 
I'm planning on doing that or at least giving the opportunity to do so, but I've got a couple of arcs that I want to do first.
Don't worry
That said, I do intend to include more characters. It just takes time to do so as I can only reasonably fit so many characters in at once. I also need to wait for appropriate situations to introduce them and I also need to worry about giving them proper development. Each new character that I introduce means less time being spent on existing characters.
I figured.
 
Don't worry

I figured.

Well, I actually it will be more than a couple. I'm think I am going to go with a time frame of roughly one adventure per a month (From Beyond = January, Royal Ravens = February) so with my current plan (barring player interference), I got a couple of arcs before I start introducing other heroes for Fairy Knight to meet and then a couple more after that before permanent team-ups begin to form.
 
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By the day, I have updated the info posts with information from this arc and touched up a few older bits.
 
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Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 44 | Sufficient Velocity [Posts: 1093-1111]
##### NetTally 2.2.0

[X] End her campaign against the Royal Ravens. The Royal Ravens have made too many enemies right now and aren't going to relevant for much longer. Call your campaign a success and see how things play out before making your next move.
No. of Votes: 4

[X] Continue her campaign against the Royal Ravens. Peter Michaelson and the Royal Ravens need to pay for what they have done. Help the police finish off the gang.
No. of Votes: 1
[X] Varano


Total No. of Voters: 5
 
Royal Ravens V
[X] End her campaign against the Royal Ravens. The Royal Ravens have made too many enemies right now and aren't going to relevant for much longer. Call your campaign a success and see how things play out before making your next move.

"No," you tell him, "While I would bring him to justice, you and the police are doing that for me. Beyond that, things are tense between the gangs and I'm not sure that my intervention would improve things. My squire tells me that a gang war is certain at this point, but proper fighting has yet to break out. If I come down on one of the gangs, that may be the spark that is needed to ignite the gang war in earnest."

"I can't disagree with that assessment," replies Inspector Brown, "We're pretty much leaving the Regal Ravens alone for the same sort of reasoning. Sure we could go after them, but that doesn't accomplish much and undermines the message that we are trying to send about Michaelson's actions being unacceptable."

"So back to business as usual then?" you say.

"For you, yeah," says Brown, "Probably me as well once we dealt with the Royal Raven, but frankly, I'm not sure what happens after that. We got an enemy and a threat to our lives and loved ones uniting us, but I'm not sure what will happen after that. Things got buried and not resolved."

"Bridges to cross when we get there," you comment.

"That about sums it up," agrees Brown.

***​

The last few days of February are an odd sort of tense. The city is a tinderbox and everyone knows it. Yet because everyone knows it, there is a general carefulness to avoid being the one who ignites the city. With the exception of the police going to war on the Royal Ravens for the actions of Peter Michaelson, everyone treads gently to avoid upsetting the balance, including you.

That can only last so long before one groups feels confident in their position to make the first move and you don't know who that will be. The only thing you know for certain is that it won't be the Royal Ravens and you would be surprised if the Royal Ravens will still be around once the law is done with them.

Meanwhile you got another thing to worry about on the home front. Sapphire Squire has decided to switch from her subtle approach and directly ask you to teach her magic. To your mild surprise, your squire has been studying in her own time and using her free time to teach herself about it.

To her credit, Sapphire Squire has proven to be a very adept learner given she is limited to what she has witness you do and studying the effects of the magical abilities that you have given her. In fact, you are somewhat jealous of her as despite being reliant on self-teaching, Sapphire Squire has developed her understanding to be almost equal to your own when you were exiled to the mortal world.

You decide to take it as a sign of Sapphire Squire's genius that she is so capable rather than treat the fact that she achieved in months what took you centuries as being indicative of your ability.

In any case, these events have led to this conversation.

"I don't care about the price," says Sapphire Squire as the two of you sit in the living quarters of the Nighthouse, "I need to learn more about magic. I need to be stronger and magic is the easiest way to achieve that."

"I'm not entirely sure of the side effects," you warn her, "Just using a ritual to download magic into your mind would have consequences. All shortcuts like that do."

"Fairy Knight," says your squire as she looks you in the eye or would if both of you weren't concealing them under headwear, "I can only do so much a mere human. There is only so much that the human body is capable of. So I rely upon my inventions to make up the gaps. But there is only so much that modern technology is capable of. If I can learn magic, I can do so much more."

"And this ritual you are proposing is dangerous," you tell, "Magic doesn't like it when you use it to permanently gain knowledge. Temporary knowledge is fine, but when you don't let it fade, it leaves open gaps which let untamed magic flow into you."

"It can't be that dangerous," protests Sapphire Squire as she holds up some papers, "Look, I done the math. It is safe and there won't be any harm done to me so long as we keep it reasonable."

"But there would be side effects," you reply, refusing to budge, "And while those side effects might not directly harm you, they could potentially upset your secret identity. Could you explain it away if your skin changed colour for a week or if you could only sing in song? Both of those have happened to in the past from meddling with magics that didn't have dangerous side effects."

"I would be able to cope," says Sapphire Squire dismissively, "I've dealt with things just fine so far."

"Sapphire, I know that you have your secrets, but is there anything you want to talk about?" you ask, deciding to take a different approach to this, "You are rather insistent on this."

"Just secret identity stuff and recent events proving that I need to be better," answers your squire defensively, "Are you going to help me with this or not?"

Sapphire Squire wants to use a ritual to increase her knowledge of magic. Will Fairy Knight help her with this?
[] [Ritual] Yes. Sapphire Squire has enough knowledge to do this on her own. Help her with it so you can get involved if things go wrong.
[] [Ritual] Partially. You will not allow her to do this ritual, but you shall teach her magic. Give her crash course in magic to let her acquire the knowledge she seeks the proper way.
[] [Ritual] No. This may not be dangerous, but it is foolish and reckless. Refuse to let her do this.
[] [Ritual] Write-in.

If you refuse to let her do it, there is a chance that Sapphire Squire will do it behind your back. If you pick to give her a crash course in magic, Fairy Knight and Sapphire Squire will spent the next arc fatigued. Any bonuses gained from this will stack with the skill option of teaching Sapphire Squire magic.

Pick up to 1 Power Upgrade for Fairy Knight.
[] [Power] Improve your Shapeshifting.
-[] [Power] Channel your innate magic to let you stretch and elongate your body, extending your reach. Gain Elongation 2.
-[] [Power] Channel your innate magic to let you grow a pair of additional limbs when necessary. Gain Extra Limbs 2 (Sustained).
[] [Power] Channel your innate magic to create a pair of fairy wings to fly with. Gain Flight 1.

[] [Power] Improve your Faerie Heritage.
-[] [Power] Use your innate magic to hone your flexibility and grace. Gain Agility.
-[] [Power] Use your innate magic to hone your precision and coordination. Gain Dexterity.
-[] [Power] Use your innate magic to hone your senses and instincts. Gain Awareness.
-[] [Power] Use your innate magic to hone your aura and force of personality. Gain Presence.
-[] [Power] Use your innate magic to hone your mind and reasoning. Gain Intellect.
-[] [Power] Use your innate magic to improve your resistance to diseases and poisons. Gain Immunity 1 (Disease) and Immunity 1 (Poison).
-[] [Power] Use your innate magic to change the basic needs of your body. Gain Immunity 1 (Thirst & Starvation) and Immunity 1 (Need for Sleep).
-[] [Power] Use your innate magic to get rid of your need for air. Gain Immunity 2 (Suffocation Effects).
-[] [Power] Use your innate magic to improve your speed and running ability. Gain Speed 2.
-[] [Power] Use your innate magic to improve how quickly your body can accomplish tasks. Gain Quickness 4 (Limited to Physical Tasks).
-[] [Power] Use your innate magic to improve how quickly your mind can accomplish tasks. Gain Quickness 4 (Limited to Mental Tasks).
-[] [Power] Use your innate magic to develop the ability to speak to animals. Gain Comprehend 1 (Speak to Animals).
-[] [Power] Use your innate magic to develop the ability to understand animals. Gain Comprehend 1 (Understand Animals).
-[] [Power] Use your innate magic to develop the ability to speak any one language. Gain Comprehend 1 (Speak any one language).
-[] [Power] Use your innate magic to develop the ability to understand any language. Gain Comprehend 1 (Understand Language).
-[] [Squire] Use your innate magic to sharpen your hearing. Gain Senses 2 (Accurate Hearing).
-[] [Squire] Use your innate magic to let your see in the dark. Gain Senses 2 (Darkvision).
-[] [Squire] Use your innate magic to improve your eyes and ears. Gain Senses 2 (Extended Vision, Extended Hearing).

[] [Power] Upgrade the power of Talatine.
-[] [Power] Make it easier to disarm and remove the weapons of your foes. Gain Binding and Disarming for Talatine.
-[] [Power] Make it easier to break and cripple the weapons of your foes. Gain Breaking and Smashing for Talatine.
-[] [Power] Decrease the effort that it takes to summon Talatine back to your hand. Reduces Standard action needed to summon Talatine to a Move action.
-[] [Power] Empower Talatine so those stuck by its blade have their fighting ability hindered. Gain Weaken Fighting 2.
[] [Power] Upgrade the might of Torlyn.
-[] [Power] Use your magic to improve its protectiveness. Gain Impervious Protection 1.
-[] [Power] Make it so that Torlyn extends its unyielding nature to the body it protects. Gain Impervious Toughness 2.
-[] [Power] Strengthen Torlyn so that it can resist even the most accurate hits. Gain Immunity 2 (Critical Hits).
-[] [Power] Empower Torlyn to shrug off any attack without any weapons behind it. Gain Partial Immunity 5 (Unarmed damage).

[] [Power] Improve your magical skillset.
-[] [Power] Focus on developing your repertoire of minor spells with new spells. Gain additional 2 Alternative Effects for Magic Spells.
-[] [Power] Focus on developing a fire-based ranged attack. Gain Ranged Magic/Fire Damage 1.
-[] [Power] Focus on developing a lightning-based ranged attack. Gain Ranged Magic/Electricity Damage 1.
-[] [Power] Focus on developing an ice-based ranged attack. Gain Ranged Magic/Cold Damage 1.
-[] [Power] Focus on developing a teleportation spell. Gain Teleport 1.
-[] [Power] Focus on developing a way to conceal your noises. Gain Concealment 1 (Normal Hearing).
-[] [Power] Focus on developing a way to conceal your smells. Gain Concealment 1 (Normal Smelling).
-[] [Power] Focus on improving your healing spell. Gain Healing 2.

Pick up to 1 Power Upgrade for Fairy Knight to help Sapphire Squire with.
[] [Squire] Improve her physical body.
-[] [Squire] Help Sapphire Squire set up a routine to improve her strength and muscles. Sapphire Squire gains Strength.
-[] [Squire] Put Sapphire Squire though a training regime to strengthen her endurance and constitution. Sapphire Squire gains Stamina.
-[] [Squire] Help your squire copy your own innate fey grace and mobility to improve her flexibility and grace. Sapphire Squire gains Agility.
-[] [Squire] Assist Sapphire Squire in practicing her precision and coordination. Sapphire Squire gains Dexterity.
-[] [Squire] Put your squire though a series of combat training that hones her reflexes and reaction times. Sapphire Squire gains Fighting.
-[] [Squire] Channel your magic into Sapphire Squire to hone her mind and reasoning. Sapphire Squire gains Intellect.
-[] [Squire] Help your squire train her senses and instincts to she may better detect danger and oddities. Sapphire Squire gains Awareness.
-[] [Squire] Help Sapphire Squire practice her social ability and force of personality. Sapphire Squire gains Presence.
-[] [Squire] Use your healing magic to help Sapphire Squire boost her immune system so she succeeds rather than harming herself. Sapphire Squire gains Immunity 1 (Disease) and Immunity 1 (Poison).
-[] [Squire] Channel your innate magic to give your squire a boost when she is improving her running ability. Sapphire Squire gains Speed 2.
-[] [Squire] Help Sapphire Squire train her body and mind to their limits of how quickly they can accomplish tasks. Sapphire Squire gains Quickness 2.

[] [Squire] Give your squire a magical ability.
-[] [Squire] Grant her some of your shapeshifting by giving her a copy of your ethereal beauty via ritual. Sapphire Squire gains a copy of Ethereal Beauty.
-[] [Squire] Channel your innate magic into a ritual to create a pair of fairy wings for Sapphire Squire to fly with. Sapphire Squire gains Flight 1.
-[] [Squire] Use your innate magic to do a ritual that gets rid of her need for air. Sapphire Squire gains Immunity 2 (Suffocation Effects).

[] [Squire] Empower your squire's Mystic Wardrobe.
-[] [Squire] Improve the quality of the protection that it provides. Sapphire Squire gains Impervious Toughness 2.
-[] [Squire] Make the clothing of the wardrobe quieter and allow for silent movement. Sapphire Squire gains Concealment 1 (Normal Hearing).
-[] [Squire] Make the clothing of the wardrobe blend into the background. Sapphire Squire gains Partial Concealment 1 (Normal Vision).

Pick two areas for Tamara to improve in.
[] [Skill] Study magic and the mystic arts. Increase Expertise: Magic Skill.
[] [Skill] Have your squire teach you about modern technology. Increase Technology skill.
[] [Skill] Train and exercise your body alongside your squire. Increase Athletics and Acrobatics skills.
[] [Skill] Learn how to properly investigate matters from Inspector Brown. Increase Investigation skill.
[] [Skill] Improve your ability to trick and deceive others. Increase Deception skill.
[] [Skill] Improve your ability to scare and terrorise others. Increase Intimidation skill.
[] [Skill] Improve your ability to socialise and convince others. Increase Persuasion skill.
[] [Skill] Learn how to drive from Inspector Brown. Increase Vehicles skill.
[] [Skill] Teach your squire about unarmed combat and swordplay. Teach Sapphire Squire how to fight like a knight.
[] [Skill] Learn about stealth and trickery from your squire. Increase Deception and Stealth skills.
[] [Skill] Teach your squire about magic. Teach Sapphire Squire about magic.
[] [Skill] Teach your squire how to fight with more force. Sapphire Squire gains Power Attack advantage.
[] [Skill] Teach your squire how to attack in a defensive manner. Sapphire Squire gains Defensive Attack advantage.
[] [Skill] Have your squire teach you how to attack with more precision. Gain Accurate Attack advantage.
[] [Skill] Have Gareth Wallis teach you about modern politics. Increase Expertise: Politics and Expertise: Current Events skills.
[] [Skill] Have your squire teach you got to accurately throw items at a target. Increase Ranged Combat: Throwing skill.

Pick two activities for Tamara to get up to.
[] [Life] Investigate the Consortium and their lackeys. Find out more information about the Consortium.
[] [Life] Investigate the Golden Knight and his Golden Order. Find out more information about the Golden Order and its leader.
[] [Life] Investigate the Royal Ravens and their splinter, the Regal Ravens. Find out more information about the Royal Ravens and their breakaway group the Regal Ravens.
[] [Life] Investigate the lesser street gangs of London. Learn more about what the Dragonsteeth and the upcoming gangs are up to.
[] [Life] Investigate what Redcoat is up to. Find out what Redcoat is up to and why he isn't in prison.
[] [Life] Investigate what the Templar is up to. Find out what the Templar has been up and is currently up to.
[] [Life] Expand your patrol area beyond Whitechapel. Patrol Whitechapel and the surrounding neighbourhoods to help deal with any street crime and deter organised crime.
[] [Life] Learn about the other prominent vigilantes in the kingdom. Find out more information about the rest of Britain's vigilantes.
[] [Life] Learn about other influential villains and criminal organisations in the kingdom. Find out more information about other villain and villainous groups in the British Isles.
[] [Life] Gather rumours regarding the supernatural and extraordinary in the kingdom. Find out information on any known extraordinary events in the British Isles.
[] [Life] Integrate your social circle further together. Attempt to form links between your various contacts.
[] [Life] Properly look through the Night's notes to see what useful information remains even the majority of them are definitely outdated by now. Investigate the Night's notes thoroughly and properly.
[] [Life] Write-in (Subject to QM Approval).

Self-Taught Magician (Sapphire Squire)
Expertise: Student Check, DC20: 18+7 = 25, 2 DoS.

***​

Since you decided to end your campaign against the Royal Ravens without going after another targets, the arc is over. Now you got the chance to get some upgrades and some additional information on how things are playing out.

You also got Sapphire Squire wanting to do a ritual that will have minor side effects. Nothing serious, but the sort that Sapphire Squire feels she is confident of handling and worth dealing with. I'm trying to portray her as acting like a teenager who is genuinely smart and capable so feels that they aren't getting over their head and knows what they are doing.

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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How about we ask her what lead up to all this as a condition.

You can try, but no guarantee that she will give a satisfactory answer given this is what she said in the update when indirectly asked about it:
"Just secret identity stuff and recent events proving that I need to be better," answers your squire defensively, "Are you going to help me with this or not?"
 
[X] [Ritual] No. This may not be dangerous, but it is foolish and reckless. Refuse to let her do this.

[X] [Power] Upgrade the might of Torlyn.
-[X] [Power] Use your magic to improve its protectiveness. Gain Impervious Protection 1.

[X] [Squire] Improve her physical body.
-[X] [Squire] Channel your magic into Sapphire Squire to hone her mind and reasoning. Sapphire Squire gains Intellect.

[X] [Skill] Train and exercise your body alongside your squire. Increase Athletics and Acrobatics skills.
[X] [Skill] Learn about stealth and trickery from your squire. Increase Deception and Stealth skills.

[X] [Life] Investigate what the Templar is up to. Find out what the Templar has been up and is currently up to.
[X] [Life] Expand your patrol area beyond Whitechapel. Patrol Whitechapel and the surrounding neighbourhoods to help deal with any street crime and deter organised crime.
 
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[X] [Ritual] Partially. You will not allow her to do this ritual, but you shall teach her magic. Give her crash course in magic to let her acquire the knowledge she seeks the proper way.

[X] [Power] Improve your Faerie Heritage.
-[X] [Power] Use your innate magic to change the basic needs of your body. Gain Immunity 1 (Thirst & Starvation) and Immunity 1 (Need for Sleep).

[X] [Squire] Give your squire a magical ability.
-[X] [Squire] Channel your innate magic into a ritual to create a pair of fairy wings for Sapphire Squire to fly with. Sapphire Squire gains Flight 1.
[X] [Skill] Study magic and the mystic arts. Increase Expertise: Magic Skill.
[X] [Skill] Teach your squire how to attack in a defensive manner. Sapphire Squire gains Defensive Attack advantage.

[X] [Life] Expand your patrol area beyond Whitechapel. Patrol Whitechapel and the surrounding neighbourhoods to help deal with any street crime and deter organised crime.
[X] [Life] Integrate your social circle further together. Attempt to form links between your various contacts.


Telling her no has stopped exactly zero teenagers from going ahead with it, this time without guidance.
As for powers, I think at the current juncture, being able to go 24/7 is probably more useful than an ability increase at present, we're having more problems with being able to be present, work and fulfill social obligations.

For Sapphire, I think given that she's ranged primary AND evasion based, I think flight is important to avoid being too easily pinned by a hulk.
 
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