Dawn of Heroes

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

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

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

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

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

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

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

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

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

London

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


British Isles

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

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

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

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

Kingdom of the Faeries

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

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

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

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

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

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

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

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


World

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

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

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

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

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

Known Civilians and Neutral Organisations
 
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[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.
 
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.
 
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.

Look after that update we are functionally obligated to play Brenda getting back her mentor/aunt-lite
 
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 47 | Sufficient Velocity [Posts: 1175-1179]
##### NetTally 2.2.0

[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.
No. of Votes: 5


Total No. of Voters: 5
 
Heavily contested.
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.
Weirdly this is kinda a good time for this in the narrative as SS's issues just came to the forefront.
 
Since I believe them to be relevant to vote (and the updates for the foreseeable future), the character sheet for Sapphire Squire as it currently stands.
Name: Brenda Brown/Sapphire Squire (PL8)
Age: 14 (Born 16th​ June 1906)
Gender: Female

Powers
Implacable Determination (Talent): Immunity (Interaction Skills),
Genius Mind (Talent): Quickness 3 (Limited to Mathematics), Quickness 2 (Limited to Mental Tasks), Quickness 3 (Limited to Designing), Feature (+5 bonus to resist Mental Attacks),
Walk It Off (Talent): Regeneration 1 (1 per 10 Rounds),
Mystic Wardrobe (Magic-Fey): Feature 2 (Change into any outfit at will), Protection 2,
Fairy Wings (Magic-Fey): Flight 1 (4 MPH)

Abilities
Strength: 3
Stamina: 3
Agility: 3
Dexterity: 3
Fighting: 3
Intellect: 6
Awareness: 3
Presence: 3

Defences
Dodge: 8
Fortitude: 7
Parry: 8
Toughness: 3 (7)
Will: 9

Attacks
Initiative +7
Unarmed +8: Damage 4, Critical 20
Boomerangs +9: Ranged Damage 6, Critical 16-20, Subtle,
Bolas +7: DC16, Resisted by Dodge and Overcome by either Damage/Sleight of Hand,

Skills
Acrobatics 5 (8)
Athletics 5 (8)
Close Combat: Unarmed 5 (8)
Deception 6 (9)
Expertise: Magic 6 (12)
Expertise: Police Officer 1 (7)
Expertise: Student 1 (7)
Insight 5 (8)
Intimidation 1 (4)
Investigation 4 (10)
Perception 5 (8)
Persuasion 4 (7)
Ranged Combat: Throwing 4 (7)
Stealth 6 (9)
Technology 6 (12)
Treatment 2 (8)

Advantages
Artificer: Use Expertise: Magic to create temporary devices.
Attractive: +2 circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit (Ambidextrous): She is equally proficient at using both hands.
Defensive Attack: Trade attack bonus for active defence.
Defensive Roll: +1 active defence bonus to Toughness.
Eidetic Memory: Total recall, +5 circumstance bonus to remember things.
Equipment V: 25 points of equipment.
Evasion: +2 Circumstance bonus to avoid area effects
Great Endurance: +5 on checks involving endurance.
Hide In Plain Sight: Hide while observed without need for a diversion.
Improved Defence: +2 bonus to active defence when you take the defend action.
Improved Disarm: No penalty for the disarm action.
Improved Initiative: +4 bonus to initiative checks.
Improvised Tools: No penalty for using skills without tools.
Improvised Weapons: Use Unarmed Combat skill with improvised weapons.
Inventor: Use Technology to create temporary devices.
Jack-Of-All-Trades: Use any skill untrained.
Luck IV: Re-roll a die roll four times per adventure.
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.
Weapon Bind: Free disarm attempt when you active defend.

Equipment
1/Brass-Knuckles: +1 Damage to Unarmed Attacks,
2/Armoured Costume: Protection 2,
2/Grapple Gauntlets: Movement (Swinging)
1/First-Aid Kit: Feature (Treatment Tools)
1/Investigation Gear: Feature (Investigation Tools)
1/Tool Box: Feature (Technology Tools)
14/Utility Belt: 12 Point Array with 2 Alternative Effects.
-Bolas: Ranged Affliction 6 (Resisted by Dodge & Overcome by Damage or Sleight of Hand; Hindered/Vulnerable, Defenceless/Immobilised, Limited Degree, Extra Condition)
-Boomerangs: Ranged Strength-based Damage 3, Accurate 1, Subtle, Critical 16-20
-Smoke Bombs: Ranged Concealment Attack (Normal Vision, Cloud Area 2 [16-Metre radius]), Subtle,
 
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.

She's magical girl batman!
 
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.
 
Since I believe them to be relevant to vote (and the updates for the foreseeable future), the character sheet for Sapphire Squire as it currently stands.
Name: Brenda Brown/Sapphire Squire (PL8)
Age: 14 (Born 16th​ June 1906)
Gender: Female

Powers
Implacable Determination (Talent): Immunity (Interaction Skills),
Genius Mind (Talent): Quickness 3 (Limited to Mathematics), Quickness 2 (Limited to Mental Tasks), Quickness 3 (Limited to Designing), Feature (+5 bonus to resist Mental Attacks),
Walk It Off (Talent): Regeneration 1 (1 per 10 Rounds),
Mystic Wardrobe (Magic-Fey): Feature 2 (Change into any outfit at will), Protection 2,
Fairy Wings (Magic-Fey): Flight 1 (4 MPH)

Abilities
Strength: 3
Stamina: 3
Agility: 3
Dexterity: 3
Fighting: 3
Intellect: 6
Awareness: 3
Presence: 3

Defences
Dodge: 8
Fortitude: 7
Parry: 8
Toughness: 3 (7)
Will: 9

Attacks
Initiative +7
Unarmed +8: Damage 4, Critical 20
Boomerangs +9: Ranged Damage 6, Critical 16-20, Subtle,
Bolas +7: DC16, Resisted by Dodge and Overcome by either Damage/Sleight of Hand,

Skills
Acrobatics 5 (8)
Athletics 5 (8)
Close Combat: Unarmed 5 (8)
Deception 6 (9)
Expertise: Magic 6 (12)
Expertise: Police Officer 1 (7)
Expertise: Student 1 (7)
Insight 5 (8)
Intimidation 1 (4)
Investigation 4 (10)
Perception 5 (8)
Persuasion 4 (7)
Ranged Combat: Throwing 4 (7)
Stealth 6 (9)
Technology 6 (12)
Treatment 2 (8)

Advantages
Artificer: Use Expertise: Magic to create temporary devices.
Attractive: +2 circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit (Ambidextrous): She is equally proficient at using both hands.
Defensive Attack: Trade attack bonus for active defence.
Defensive Roll: +1 active defence bonus to Toughness.
Eidetic Memory: Total recall, +5 circumstance bonus to remember things.
Equipment V: 25 points of equipment.
Evasion: +2 Circumstance bonus to avoid area effects
Great Endurance: +5 on checks involving endurance.
Hide In Plain Sight: Hide while observed without need for a diversion.
Improved Defence: +2 bonus to active defence when you take the defend action.
Improved Disarm: No penalty for the disarm action.
Improved Initiative: +4 bonus to initiative checks.
Improvised Tools: No penalty for using skills without tools.
Improvised Weapons: Use Unarmed Combat skill with improvised weapons.
Inventor: Use Technology to create temporary devices.
Jack-Of-All-Trades: Use any skill untrained.
Luck IV: Re-roll a die roll four times per adventure.
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.
Weapon Bind: Free disarm attempt when you active defend.

Equipment
1/Brass-Knuckles: +1 Damage to Unarmed Attacks,
2/Armoured Costume: Protection 2,
2/Grapple Gauntlets: Movement (Swinging)
1/First-Aid Kit: Feature (Treatment Tools)
1/Investigation Gear: Feature (Investigation Tools)
1/Tool Box: Feature (Technology Tools)
14/Utility Belt: 12 Point Array with 2 Alternative Effects.
-Bolas: Ranged Affliction 6 (Resisted by Dodge & Overcome by Damage or Sleight of Hand; Hindered/Vulnerable, Defenceless/Immobilised, Limited Degree, Extra Condition)
-Boomerangs: Ranged Strength-based Damage 3, Accurate 1, Subtle, Critical 16-20
-Smoke Bombs: Ranged Concealment Attack (Normal Vision, Cloud Area 2 [16-Metre radius]), Subtle,
Hang on a second!

Player Character

Night
Name: Benedict Wallis
Age: Male
Gender: 18
PL8

Powers
5/Implacable Determination
(Talent): Immunity (Interaction Skills),
4/Genius Mind (Talent): Quickness 3 (Limited to Mathematics), Quickness 2 (Limited to Mental Tasks), Quickness 3 (Limited to Designing), Feature (+5 bonus to resist Mental Attacks),
1/Walk It Off (Talent): Regeneration 1 (1 per 10 Rounds),

Abilities
Strength: 4
Stamina: 4
Agility: 4
Dexterity: 4
Fighting: 4
Intellect: 8
Awareness: 4
Presence: 4

Defences
Dodge: 8
Fortitude: 6
Parry: 8
Toughness: 4 (6)
Will: 13

Attacks
Initiative +4
Unarmed +8: Close, Damage 5
Boomerangs +9: Ranged Damage 7, Critical 16-20, Subtle,
Bolas +8: DC14, Resisted by Dodge and then by either Damage/Sleight of Hand,
Smoke Bombs +8:

Skills
Acrobatics 6 (10)
Athletics 6 (10)
Close Combat: Unarmed 4 (8)
Deception 3 (7)
Expertise: Business 2 (10)
Expertise: Crime 2 (10)
Expertise: Politics 2 (10)
Expertise: Magic 1 (9)
Insight 4 (8)
Intimidation 3 (7)
Investigation 3 (11)
Perception 4 (8)
Persuasion 3 (7)
Ranged Combat: Throwing 3 (7)
Sleight of Hand 2 (6)
Stealth 8 (12)
Technology 2 (10)
Treatment 2 (10)
Vehicles 2 (10)

Advantages
Accurate Attack:
Assessment:
Benefit (Ambidextrous):
Benefit II (Independently Wealthy):
Benefit II (Important Local Nobility):
Benefit (Family Lawyer):
Diehard:
Eidetic Memory:
Equipment IV:
Evasion II:
Favoured Environment (Urban):
Fearless:
Great Endurance:
Hide In Plain Sight:
Improved Defence:
Improvised Tools:
Improvised Weapons:
Inventor:
Jack-Of-All-Trades:
Luck IV:
Power Attack:
Takedown:
Tracking:
Uncanny Dodge:

Equipment
1/Brass-Knuckles: +1 Damage to Unarmed Attacks,
2/Armoured Costume: Protection 2
2/Grapple Gauntlets: Movement (Swinging)
15/Utility Belt: 12 Point Array with 3 Alternative Effects.
-Bolas: Snare 4 (Resisted by Dodge; Hindered and Vulnerable, Defenceless and Immobilized)
-Boomerangs
: Ranged Strength-based Damage 3, Accurate 1, Subtle, Critical 16-20
-Smoke Bombs: Ranged Concealment Attack, (Normal Vision, Cloud Area 2 [16-Metre radius]), Subtle,
Seems like familiar powers.
 
Hang on a second!


Seems like familiar powers.
Two if we consider there was also a Night. But I already knew about that one.

I sometimes re-use old character sheets by adjusting them to fit with the new setting rather than create a character sheet wholesale. As a result, the Night of this setting is a re-skinned version of the original Night character I created, both of whom are based off of Batman. Sapphire Squire was based off of the Night like how Batgirl is similar to Batman though I will admit that there would be greater differences if it wasn't for the fact that the Night was dead at the start of the quest. If the Night had still been alive and active when I created the character sheet of Sapphire Squire, she would have more differences to him.
 
The Druid III
[X] Switch to the perspective of Sapphire Squire. Play as Brenda Brown/Sapphire Squire as she deals with her mentor being bewitched by the Druid.

You are Brenda Brown and the Sapphire Squire and you are not having a good time. You've been going through a series of rough events right now. Your family was attacked and almost killed, Mum no longer acting like your mother, James has been having nightmares and borderline terrified all the time, Dad is busy at work all the time now, you're getting into trouble at school and you've been working yourself to exhaustion. Fairy Knight getting controlled by a new magic user is just another event in that series and frankly, easier for you to deal with.

That said, easy is relative and Fairy Knight is not someone you fancy fighting if you have the choice. Taking in the situation, you decide that the robed caster is the weak link. He will certainly be easier to take down than Fairy Knight, you won't regret hurting him like you would with Fairy Knight and you hope that if you take him out, it will break whatever spell he is using to control your mentor.

The only problem is that the man has considerable defences of his own judging from how he fended off Talatine. And now you think about it, you know first hand how good Fairy Knight is at protecting someone so you got two problems, neither of which are easy.

But you have never let a problem stop you just because it wasn't easy. You are the Sapphire Squire. You have defeated Redcoat, you have magical powers, you taken down grown men over twice your age, you know how to use literal magic and you can fly. You are not going to give in.

Swiftly coming up with a plan, you decide that you need to trick your opponents and use a ranged attack. Attacking from afar lets you leverages what advantages you have here. Your skill with your boomerangs outweighs your skill with your fists whilst Fairy Knight is limited in her ability to fight at ranged. Your recently acquired wings will serve you well in this as it will keep Fairy Knight from getting close enough to negate her weakness to ranged attacks.

So you just need to deceive them into thinking that you will hit them up close when they are prepared for a melee attack, you will strike with one of your boomerangs before they can realise your true intentions. Fluttering your wings, you swoop in, making it look like you are going to attack with your fist.

While Fairy Knight readies herself to intercept your melee attack, the enemy wizard casts the same spell that he used to mind control your mentor. You aren't able to avoid the attack and you feel something trying to cloud your mind. But your mind is your greatest weapon and you have honed it on top of being a genius. You casually push the magic out of your head with barely an effort and break off your attack run at the last moment.

You toss your boomerang with as much force as you can muster at the exposed wizard. Your attack strikes home as the projectile slams into the magical barrier protecting the wizard. While it fails to break the barrier, you are able to hit it hard enough that enough force gets through to leave your foe unbalanced. Stumbling backwards, the wizard fires out another barrage of dark green magical bolts at you from an outreached hand as he shouts something you can't quite make out.

You attempt to dodge the hostile magic, but once again the bolts slam into your body. You cry out in pain and the last thing you see before the world goes black is the wizard disappearing a flash of light as you tumble out of the sky.

***​

You groan as you wake up, your entire body aching as you lie in an alley. Sitting up right, you wince in pain at the motion. You have become accustomed with pain since becoming the Sapphire Squire and while you are also used to having Fairy Knight at hand to heal you, you are capable of dealing with this pain.

Checking your body, you let out a sigh of relief when you haven't suffered any serious injuries. Your clothing is dirty and in some places, torn or otherwise damaged, but a quick usage of your Mystic Wardrobe fixes that. Rolling your shoulders, you activate your wings and take off into the sky.

As a welcome surprise, flying doesn't making your body ache that much and you are grateful that you can get around like this as it makes your body hurt less than swinging about the streets or running and jumping across the rooftops would. Landing on the rooftop where the wizard had stood, you try to remember just what happened. Fairy Knight was mind controlled and the wizard behind it disappeared in a flash of light.

That must have been some kind of teleportation and given that Fairy Knight hasn't come back to check on you, she must either still be mind controlled or captured.

Between the wizard's teleportation and Fairy Knight's shapeshifting, there isn't anything to conventionally track. Fortunately for you, you are not limited to mundane tracking and just as magic leaves you in mess, magic will be the thing that gets you out of it.

Perhaps something to locate either Fairy Knight or the wizard? No, that would take too long even if it would work. A decent backup plan, but you need something quicker if you can help it. Tracking the teleportation to the end other? Not easy, but doable for someone of your magical skill.

Remember what Fairy Knight has taught you, you focus on the lingering traces of magic in the area. They have already faded and will soon become, but you are able to pick out the various magic used earlier. The shapeshifting of Fairy Knight and your own wings make up some of the magic in the air, but the majority of it belongs to a magical signature that you are not familiar with. While you can pick up that multiple spells were used here by that individual, it has been too long and the magical traces have blurred together with time as they have been left to linger.

A setback, but not one that will stop you. The teleportation was used to leave the area so you will just have to look for the trail of magic that heads away from this area. As you poke around, you frown as you don't find it even through it should be there. Trying to think about just what it could be, you take a closer look as you inspect the magical traces left by the wizard in detail.

It doesn't take you long to uncover a trail of magic that was hidden from you and a second one is uncovered shortly after that. Knowing what to look for, you swiftly uncover the remaining magic that was concealed from you despite the wizard's attempts to hide his escape from prying eyes.

With the route of teleportation now visible to you, you fly up into the sky to see where it leads. Carefully following the magical traces, it lead to a building almost on the other side of the city or at least it feels that way. It is here that you finally hesitate.

Fairy Knight needs your help and while you are attempted to just follow the teleportation trail to save her, is that really the best way to go about it? You will freely admit that your mentor outclasses you and the wizard proved to be a dangerous opponent and that is just the known threats. Who else might be lying in wait, either setting a trap for you to come and rescue Fairy Knight or guarding her from any escapes by her or being rescued by someone like you?

It might be best to quickly swing back to the Nighthouse and wipe out a quick enchantment to even the odds, perhaps something to heal your aches and bruises so you won't go into the next fight with them. Or maybe not as you can still fight on regardless of how achy your body feels. You're tough like that.

On the other hand, Fairy Knight has been mind controlled for who knows how long? How long has been left in the grasp of the enemy and who knows what they are doing with her or to her? Perhaps they are trying to exact information from her regarding your secrets? Maybe they are forcing her to write down her magical knowledge so they can teach it to others?

You consider getting help, but dismiss on the grounds on that there is no one who can help. Mr Wallis would be willingly to help, but you can't think of anything that the man could do. This sort of thing is outside of his areas of expertise as while he can supply information, resources and cover, Mr Wallis is limited in what he can do in the field.

Dad is another option and while he is more useful in the field, what can do against a foe like the wizard? Their weapons would not overcome the magical shield that the wizard employed and as much as you loved and respected Dad, he and his officers would not stand up to the mind control or the magic bolts of the wizard. And that isn't even considering the fact that Dad and Fairy Knight aren't supposed to be openly working together. Like usual, you can't go to Dad for help

You briefly think about going to the Golden Knight, but dismiss the idea almost as quickly as you thought it up. The Golden Knight might share a mutual enemy with you in the form of the Consortium, but as Fairy Knight has taught you, that doesn't make them your friend. You also don't know much about the man apart from the fact that your mentor is always leery of getting the man's help.

No, it is up to you and you alone to deal with this and isn't that just absolutely terrifying?

But you are the Sapphire Squire and courage is acting in the face of fear. You cannot let Fairy Knight and everyone else down so you must take action. The only question is what action you will take.

What does Sapphire Squire do?
[] Time is of the essence. They have had Fairy Knight for who knows how long and who knows what they are doing to her. Go and save her before it is too late.
[] Preparation is key. You are outclassed and need to get another advantage in the next fight. Fairy Knight will just have to wait while you take a few hours to craft something to gain the edge when you rescue her.
[] Write-in.

Initiative Check.
Fairy Knight: 11+11 = 22
Sapphire Squire: 2+7 = 9
Druid: 4+6 = 10

Sapphire Squire feints the Druid & Fairy Knight.
Deception vs Insight: 11+9+2 vs 4+7+2 = 22 vs 13, Sapphire Squire wins by 2 DoS, the Druid is Vulnerable until the end of her next turn.

The Druid casts on Sapphire Squire.
Bewitchment Attack, DC18: 13+10 = 23, Successful Hit.
Will Check, DC20: 17+9+5 = 31, 3 DoS, Sapphire Squire is unaffected.

Fairy Knight readies her attack to defend the Druid.

Sapphire Squire attacks the Druid.
Boomerang Power Attack, DC15: 14+7 = 21, Successful Hit.
Toughness Check, DC23: 8+8 = 16, 2 DoF, Dazed & -1 Toughness.

The Druid shoots Sapphire Squire.
Mystic Bolts Power Attack, DC18: 18+8 = 22, Successful Hit.
Toughness Check, DC27: 1+7 = 3, 5 DoF, Incapacitated.

Indentifying the Druid's magic.
Expertise: Magic, DC20: 13+12 = 25, 2 DoS.

Tracing the teleport.
Expertise: Magic vs Expertise: Magic: 6+12 vs 3+11 = 18 vs 14, Sapphire Squire wins 1 DoS.

***​

And now you get to pick how you rescue Fairy Knight. Do you rush straight in to rescue her or do you leave her to hang out whilst you prepare? I was going to give the options to get help, but for the reasons mentioned in the update, it wouldn't make sense or be beneficial for Brenda to do that.

I also didn't use a Luck reroll for the crit failure that left you knocked you out. I did this because the guy was already teleporting away so it wouldn't matter if you were knocked out or now and so you would give all four Luck rerolls until they made a difference.

I also try to give you some insight into Sapphire Squire's mind and how she thinks and operates. While I originally planned to have you switch back to Fairy Knight when she was rescued, I like writing from Sapphire Squire's perspective so I'm going to stick with it until the end of the arc.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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I don't know what we can prep in a reasonable time frame.

[X] Time is of the essence. They have had Fairy Knight for who knows how long and who knows what they are doing to her. Go and save her before it is too late.
 
We're Not!Batman. Preparation is key. Do we have to know what the prepared element is? Some form of piercing magical protections, temporary immunity / resistance / defense against magic attacks, something to temporarily suppress mental control? None of these seem like particularly powerful things, but they're keyed exactly to our situation.

[X] Preparation is key. You are outclassed and need to get another advantage in the next fight. Fairy Knight will just have to wait while you take a few hours to craft something to gain the edge when you rescue her.
 
I don't know what we can prep in a reasonable time frame.
We're Not!Batman. Preparation is key. Do we have to know what the prepared element is? Some form of piercing magical protections, temporary immunity / resistance / defense against magic attacks, something to temporarily suppress mental control? None of these seem like particularly powerful things, but they're keyed exactly to our situation.

My maths was that you could get a two or three couple thing quickly. Let's say it would be an hour to get back to the Nighthouse and then to where the Druid teleported to. With her powers, Sapphire Squire spends two minutes per a point on a design, which can be factored into the hour of travel time. Two point gadget would take eight hours total, but with a couple of circumstance penalties, that can be shaved down to two hours total whilst still passing a routine check. With a three point gadget, it would take three hours and would you couldn't pass it with a routine check, expending a point of luck would guarantee success. The fastest device would be one point with one hour of construction.

So looking at the time frames:
1 Point Gadget = 2 Hours (including travel time).
2 Point Gadget = 3 Hours (including travel time).
3 Point Gadget = 4 Hours (including travel time) and potentially 1 Luck Reroll.

You could reasonable make a weak device to give you a slight edge. I have some thoughts on potential gadgets and I'll make another post with potential gadgets you could create when I got the time.
 
Potential powers to make a gadget with:
1 Points:
-Immunity 1 (Druid's Magic). This is an option because you managed to identify the Druid's magic and because she has an eidetic memory, Sapphire Squire can remember it well enough to craft an amulet to protect against it.
-Feature 1 (+2 to bonus to resist Magical Attacks). Good for going up against magic users.
-Immunity 1 (Dazed). Useful power, especially as it reduces Staggered to Hindered.
2 Points:
-Concealment 2 (Regular Vision, Limited to Urban). Harder to spot, harder to hit.
-Immunity 2 (Stunning). Like Dazed, but for Stunning.
-Feature 2 (+5 to bonus to resist Magical Attacks). Good for going up against magic users.
3 Points:
-Partial Immunity 5 (Magic Damage). Reduces all magical damage in half.
-Feature 3 (+10 bonus to resist Magical Attacks). Good for going up against magic users. Also where I cap this sort of power.

You could also slap a Limited to Urban Environments onto pretty much all of these since you won't be leaving London, but that's a little cheesy, but it is the sort of cheesy that Sapphire Squire would go for given she is going up against PL10 characters as PL8 Character. You could also get Enhanced Skill or Enhanced Advantages to boost some rolls or unlock new options in combat.
 
I'll trust people who actually know the m&m specific terms figure out what to do because while I know plenty of d20, my only exposure to m&m before this (and night quest which I watched) was talon quest.

It does feel a bit funny that on the one hand we're kinda handcuffed to the rule set but also being asked to not squeeze it when facing a problem in need of the Tool Time Solution (MORE POWER)
 
-Immunity 1 (Druid's Magic). This is an option because you managed to identify the Druid's magic and because she has an eidetic memory, Sapphire Squire can remember it well enough to craft an amulet to protect against it.

Important question - could we make this and plant it on Tamara to break the control?
 
It does feel a bit funny that on the one hand we're kinda handcuffed to the rule set but also being asked to not squeeze it when facing a problem in need of the Tool Time Solution (MORE POWER)

Just to be clear, you're allowed to be cheesy. I've definitely done before - see the big Consul fight over in The First Hero for my favourite example of it. If I wasn't going to allow it, I wouldn't have suggested how you could do it. However, I do like to point out that you are using loophole abuse and it could very well be argued to be against the rules just as it could be argued to be within the rules (aka it doesn't really count for the Limited modifier if you have no chance of using it outside of an Urban area).

From my perspective, the broad mix and match nature of the M&M rules means that it is really easily to be break things on technicalities and a lot of things in the rules are left up to the GM and the players to figure up how it works into their game. As a result, there is an honour system in play to not break the system too much because that makes things boring and gets rid of the tension/drama. There is no fun if you just keep using things that are technically allowed to cheat your way to victory.

In those cases, it is up to the GM to say that you can't do something or the players to agree to not do something to avoid making the game boring by avoiding the challenges and killing the tension. That said, I also feel that being cheesy with the rules and engaging in loophole abuse has its place. When you want to pull out all the stops in-character at suitably dramatically moment, you pull out all the stops meta-wise to win as well to reflect what you are doing in-character.

In summary, I view being cheesy with what is technically allowed to be like Hero Points. Allowed and when used at appropriate times and moments, it can lead to awesome moments and an excellent story, but when abused or used all the time, it loses what makes them special and drains the fun out of the game by killing the tension.

So being cheesy with the rules when the smart, technical-mind sidekick is coming up with something to give her the edge when going up against characters who have more raw power then her, potentially outnumber her and have already defeated her once to save her mind control mentor, who may fight against her whilst under mind control, is perfectly acceptable because it adds to a dramatic moment and is not only completely in-character, but reflects what the character is doing in-universe. On the flip side, engaging in loophole abuse to get an advantage in every little fight is boring.

Important question - could we make this and plant it on Tamara to break the control?

No, it would just make you immune to his magical effects by letting you automatically succeed all resistance checks so you would be unaffected by his Mystic Bolts and Bewitchment powers. Basically the immunity is limited to what he tries to do you.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 48 | Sufficient Velocity [Posts: 1191-1192]
##### NetTally 2.2.0

[X] Preparation is key. You are outclassed and need to get another advantage in the next fight. Fairy Knight will just have to wait while you take a few hours to craft something to gain the edge when you rescue her.
No. of Votes: 1

[X] Time is of the essence. They have had Fairy Knight for who knows how long and who knows what they are doing to her. Go and save her before it is too late.
No. of Votes: 1


Total No. of Voters: 2
 
[X] Time is of the essence. They have had Fairy Knight for who knows how long and who knows what they are doing to her. Go and save her before it is too late.
 
[X] Preparation is key. You are outclassed and need to get another advantage in the next fight. Fairy Knight will just have to wait while you take a few hours to craft something to gain the edge when you rescue her.

We can't take Tamara on with a head on confrontation. Physically she's stronger, and more durable than us.

Tamara has noted explicitly in the narration that her squire tops her in intelligence based activities. Information, magic - we need to play to our strengths to win at this.
 
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