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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Immunity 1: Druid Magic looks pretty good for a quick in-and-out prep-and-go.
 
[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'm thinking she didn't succeed just dashing herself against the enemy the first time, no reason for that to change without prep.
Also if she gets into melee anything she gets pasted and oneshot.
 
-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.
...
-Concealment 2 (Regular Vision, Limited to Urban). Harder to spot, harder to hit.
These two look extremely valuable.
Nullifying and they're hard to turn down
One hard counters one opponent unless he's also built to PL some other way, then other is a not a hard counter but +5 to all dodge/parry and stealth attempts.

[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'm a little surpised something as specific as 'Druids Magic' is allowed but I won't say no.
 
[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'm a little surpised something as specific as 'Druids Magic' is allowed but I won't say no.

Immunity to the Druid's Magic is an option because Sapphire Squire identified the magic in question with more than 1 DoS, letting her get enough knowledge of it to more precisely identify it, and has an eidetic memory, letting her remember the identifiers of the Druid's magic well enough to make an enchantment to recognise it. I'm also taking the circumstances into account meta-wise when allowing it. It is a one off thing with Sapphire Squire or anyone needing to meet the requirements again from scratch. You also won't just be going up against the Druid so I'm okay with you making yourself immune to his main, but not only trick. It also fits with Sapphire Squire's character to pull something like this to get the edge over the enemy in what looks to be a hard fight.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 48 | Sufficient Velocity [Posts: 1191-1204]
##### 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: 5

[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: 6
 
Immunity to the Druid's Magic is an option because Sapphire Squire identified the magic in question with more than 1 DoS, letting her get enough knowledge of it to more precisely identify it, and has an eidetic memory, letting her remember the identifiers of the Druid's magic well enough to make an enchantment to recognise it. I'm also taking the circumstances into account meta-wise when allowing it. It is a one off thing with Sapphire Squire or anyone needing to meet the requirements again from scratch. You also won't just be going up against the Druid so I'm okay with you making yourself immune to his main, but not only trick. It also fits with Sapphire Squire's character to pull something like this to get the edge over the enemy in what looks to be a hard fight.
Also this is kind of the core focus of the Batman Build.

They tend to get their ass kicked on the initial engagement, but gather a lot of information, and the second time they meet the Shark Summoner they have Shark Repel Spray.

Its not a problem as long as the immunity only lasts for this exchange, unless the enemy is completely static or bought a specific weakness(like Kryptonite) you can assume to need a new set of countermeasures each time they learn your current countermeasure exists
 
Its not a problem as long as the immunity only lasts for this exchange, unless the enemy is completely static or bought a specific weakness(like Kryptonite) you can assume to need a new set of countermeasures each time they learn your current countermeasure exists

Pretty much. Sapphire Squire gets a chance to counter the Druid's magic this time due to meeting specific circumstances. If she tries again the future, she will be starting from scratch again. This will be the case even if she doesn't take the opportunity to do so not as meeting the requirements now to do it only gives her the chance to do it now and you can't save that chance for a future occasion. Well, in theory, you could make an invention that gives you Immunity to the Druid's Magic now and save it for a different occasion, but I don't see the point in that.

As a general rule for this quest, if you want immunity to the specific powers of an individual (especially by a temporary invention), you will need to meet specific requirements to get the chance at the immunity and if you want that immunity again on a future occasion, you will need to meet the requirements again from step one. And in some situations, I might just not allow you to get immunity to another character's powers to avoid breaking the plot.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 48 | Sufficient Velocity [Posts: 1191-1204]
##### 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: 5

[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: 6
 
The Druid IV
[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.

You decide that preparing for the next fight is key. You already lost once and that was when you had Fairy Knight on your side or at least you started off with her on your side. Now you are on your own and may even end up having to face your mentor as an enemy.

You have always relied upon your tools and genius to give you the edge and now you will have to play to your strength. Because if you are honest with yourself, you are outclassed right now and need every last advantage that you can get.

So while it will cost you time, time that your foes will use to do who knows what to Fairy Knight, you head back to the Nighthouse. You will need to the tools there combined with your knowledge to create something to even the odds when you rescue Fairy Knight.

Once again, you are grateful that you no longer need to sleep as doing the math makes it clear that you are going to be working in the workshop past midnight and into the early morning. And that isn't even taking the rescue attempt itself into account.

Hopefully, you'll have enough time to slip back into back home before anyone realises you are gone when this is all over.

It takes you less than five minutes to figure out the design. You enchant a necklace to provide protection. You managed to identify the wizard's magical signature well enough that you can craft an enchantment to protect against it. But that will only protect you against the wizard's magical attacks. That said, if Fairy Knight is still under his control or if he has other allies with him, you will need something else to go along with it.

To that end, you decide to add in protection from being knocked witless or otherwise left with reduced ability to take action. While not ultimate protection in that area, it should be enough to hold up to any particularly strong or damaging blows in combat.

The last part is something to help with both sneaking in and in battle. You have already made a similar enchantment before and once again you shall craft an item enchanted to conceal you from regular vision. Effectively making you invisible to the human eye, it should let you sneak past any guards and make it significantly harder to hit you in battle.

The only downside was that this enchantment would be fleeting, lasting until the morning. You expected the magic to have fully faded by sunrise, but that would be more than enough time for you to rescue Fairy Knight. Hopefully anyway.

Of course, all of this is complex and time-consuming work that would take up most of the time. Unless you cut that time frame in half by only making enchantments which work in an urban environment. By only including the parts of the enchantment which work in cities, town and villages, you can shave off some hours of work.

The first step of making a necklace is fulfilled by stringing three beads onto a piece of string. One green bead for immunity to the magic of the wizard next to a large black bead for being invisible to the naked eye with a blue bead for improved protection in battle.

Of course, making the necklace is the easiest and quickest part of the whole affair. You spend a further three hours forging the enchantments with the black bead of invisibility taking up two of those hours. Funny how the one which you have the most experience with is still the hardest and longest one.

Eventually, you get the work done and you are finally ready to begin your rescue. Acutely aware of how much time that already passed since Fairy Knight was taken, you fly through the skies of London as quickly as possible, pushing yourself to the limits despite your faded aches.

Arriving at the end location of the wizard's teleportation, you fly down to get a closer look, trusting the amulet of protection around your neck beneath your costume to protect you from any lookouts.

Speaking of which, you quickly identify two of them as you spot a couple of thugs standing outside the building. For a moment, you find it odd that these criminals would be so blatant before remembering that you are on the other side of the city. While criminals might be more wary near the territory that you and Fairy Knight patrol, that is far from here so the gangs are more brazen.

That said, you do note how the wizard has a couple of thugs working for him. From a willingly partnership perhaps? Or maybe they got mind controlled like Fairy Knight was. You personally hope for the latter as the implications of the former are troublesome.

While you could sneak past them, you don't fancy them showing up as enemy reinforcements should a fight breakout inside. Your boomerangs are quiet enough that you could take out both without alerting anyone else.

The guards are easy to take down as they are completely unaware of your presence. Pulling out a couple of your boomerangs, you call upon your skills to throw the first boomerang before making a swift throw with the other boomerang.

Thanks to the timing of your throws and the angles used in them, both projectiles strike at almost the same time. Neither lookout has any time to react as both of them go down in the same moment.

Fluttering down, you take a moment to retrieve your boomerangs before entering the building. It seems like an ordinary, well, not a home like yours, but a place where multiple adults live together. You have seen a fair few of those used by gangs since becoming the Sapphire Squire.

Noises in the basement draw your attention as you approach a set of stairs leading down.

"Hold her down Bull," says a voice, belong to a man

"I'm trying!" protests another voice that also masculine.

"Dishonourable knaves!" shouts a voice that you are very familiar with as you recognise the voice of your mentor, "You shall hold me with your trickery any longer."
"Shut your mouth you goddamn wench," sneers the second man as you make your way down the stairs with a gentle tread.

"By the Old Gods!" exclaims the first voice as Fairy Knight gives out a cry of pain, "I need her intact Bull! She is of no use if she is too injured to do anything."

Halfway down the stairs, you reach a large cellar that has been repurposed into some kind of study or workshop. There are shelves full of books, shelves that are lined with tools or weird items, a table with chair and what is clearly some kind of workbench.

Meanwhile Tamara Lyn is being held captive as a man holds her in place. The man is stout, but his body is made of muscle rather than fat. Wearing pieces of leather armour, the man doesn't particularly stand out as he is of average height and while muscular, it is what you expect from a fit man rather than anything over the top. The most interesting thing about him is how his leather helm covers all of his face, concealing his identity.

As you get a look of your mentor, you realising in dawning horror that you are looking not at the Fairy Knight, but Tamara Lyn. Uncharacteristically dishevelled, she is in the body of her secret identity while Talatine and Torlyn are nowhere to be seen.

Actually, scratch that. You spot the silver sword and the silver armour in a corner where they have apparently been a circle. Why Fairy Knight hasn't summoned them to her is...wait, there is a circle of chalk or maybe paint around them. Perhaps that...?

You turn your attention back to Fairy Knight and you can see another circle of white symbols around her. While you can't be certain that those circles are some kind of magic, you would bet a limb that they are.

Speaking of magic, you spot the wizard from before. Standing tall in brown and green robes, he aims a hand at your mentor, clearly preparing to cast some kind of magic. At a guess, you suspect he is trying to reapply the mind control spell after it ran out or Fairy Knight free out of it.

You are not going to let that happen.

What does Sapphire Squire do?
[] Strike the wizard in the back to keep him from using his spell on Fairy Knight.
[] Attack the man called Bull to make him release Fairy Knight.
[] Attempt to disrupt a magic circle to stop whatever it is doing.
-[] The circle around Fairy Knight.
-[] The circle around Talatine and Torlyn.
[] Write-in.

First Hour (11-12). (Fairy Knight)
Will Check, DC20: 1+10 = 6, 3 DoF.

Spilt Secrets? (Fairy Knight)
Will Check, DC20: 9+10 = 19, 1 DoF.

How deep does it go? (Fairy Knight)
Will Check, DC20 11+10+2 = 23, 1 DoS.

Construction Check.
Expertise: Magic, DC13: 12+12-5-5 = 14, 1 DoS.

Second Hour (12-1). (Fairy Knight)
Will Check, DC20: 5+10 = 15, 1 DoF.

Writing a magical tome with the Druid. (Fairy Knight)
Expertise: Magic, DC25: 18+15+2 = 35, 3 DoS.

Third Hour (1-2). (Fairy Knight)
Will Check, DC20: 4+10 = 14, 2 DoF.

Writing another magical tome with the Druid. (Fairy Knight)
Expertise: Magic, DC25: 17+15+2 = 34, 2 DoS.

Pushing your wings to their limits.
Athletics Check, DC15: 9+8 = 17, 1 DoS.

Fourth Hour (2-3). (Fairy Knight)
Will Check, DC20: 18+10 = 28, 2 DoS.

Druid bewitches Fairy Knight again.
Will Check, DC20: 18+10 = 28, 2 DoS.

Initiative Check.
Sapphire Squire: 4+7 = 11
Thug 1: 8+1 = 9
Thug 2: 14+1 = 15

Sapphire Squire attacks Thug 1.
Boomerang Routine Attack, DC11: 10+9 = 19, Successful Hit.
Toughness Check, DC21: 2+3 = 5, 4 DoF, Incapacitated.
Takedown! (free extra attack)
Boomerang Routine Attack, DC11: 10+9 = 19, Successful Hit.
Toughness Check, DC21: 8+3 = 11, 2 DoF, Incapacitated.

What is going on?
Perception Check, DC15: 19+8 = 27, 3 DoS.

***​

While you might be able to figure it out from the update, Sapphire Squire made an amulet of protection with Immunity 2 (Druid's magic, Dazed) and Concealment 2 (Regular Vision) that has Limited to Urban Environments for all of them. That three hours to make with a total of four hours for Sapphire Squire to show up at the Druid's hideout.

Speaking of which, Fairy Knight was controlled for three hours before breaking free and some impactful things happened during that time which I won't reveal right away. I also decide that with flight and swimming you can attempt to 'run' with them like you can with normal speed. So if you pass a DC15 Athletics Check, you can boost your speed by +1 rank.

Now you got to fight Druid and his partner Bull while Fairy Knight is unable to fight. On the bright side, you don't have to fight Fairy Knight too. Well, at the moment anyway, there is always the chance that Druid could bewitch her again.

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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Why wasn't there a vote on what to craft? I thought that was what was going to happen if the prep vote won.
 
Why wasn't there a vote on what to craft? I thought that was what was going to happen if the prep vote won.

Because it would have been too short of an update and basically filler. I figured if people wanted something specific, they would have mentioned in the thread or made a write-in vote of what they wanted. We even had a discussion regarding the former where I listed a bunch of options and some posters commented on which ones they would have liked to see. I actually used the comments by Barondoctor and Dark as Silver to figure out what Sapphire Squire would create.
 
I'll put down the things that I really didn't like about the last update:
- There was no indication that what was discussed would determine what Silver Squire built, nor did you say anything about putting what to build as a write in. Given this, I assumed that we would get to vote on it if the prep option won, and that you put the list of things we could build so that people would know what sort of things would be available if the prep vote won.
- Having the Fairy Knight's secret identity known seems like a pretty massive thing, yet we only barely failed the secrets roll by a small amount, and succeeded the "how deep does it go" roll. If the Consortium knows her secret identity, they could potentially get at several people like Mr Wallis, even though the Fairy Knight can create a new secret identity
- the final reason isn't your fault, I'm just salty that the Fairy Knight failed 4 50-50 rolls.
 
I'll put down the things that I really didn't like about the last update:
- There was no indication that what was discussed would determine what Silver Squire built, nor did you say anything about putting what to build as a write in. Given this, I assumed that we would get to vote on it if the prep option won, and that you put the list of things we could build so that people would know what sort of things would be available if the prep vote won.

That's fair. I think it had to do with the fact that from my perspective, a vote on what to craft was a non-starter due how I couldn't fit it into a meaningful update so it didn't occur to me that other people might be expecting one. I just assumed that it would get discussed in the thread on what got made and have Sapphire Squire make what had the strongest support in the thread.

- Having the Fairy Knight's secret identity known seems like a pretty massive thing, yet we only barely failed the secrets roll by a small amount, and succeeded the "how deep does it go" roll. If the Consortium knows her secret identity, they could potentially get at several people like Mr Wallis, even though the Fairy Knight can create a new secret identity
- the final reason isn't your fault, I'm just salty that the Fairy Knight failed 4 50-50 rolls.

Yeah, I figured that it wouldn't make people happy (apart from those that like drama in the story), but as you pointed out, Fairy Knight failed a lot of rolls and I'm not going to shy away from having bad rolls having consequences. That said, this is about on par with a villain privately unmasking Batman. Sure they know he is Bruce Wayne, but they don't know anymore than that. They don't know who Batgirl is, where the Batcave is, who else is in on him being Batman or any proof beyond their word that Bruce Wayne is actually Batman. If you had failed the how deep does it go roll, then things would be worse, but you thankfully passed that.

On a related note, while I understand that the Consortium have been the main foe for Tamara, you have no indication that these guys work for them. They could easily be independent or working for another faction.

Edit: This isn't a massive game changer of "Everyone knows the secret identity of Fairy Knight and knows about all her friends and allies". This is a complication/challenge of a villain duo knowing her secret identity and you having to deal with that.
 
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Okay
[X] Strike the wizard in the back to keep him from using his spell on Fairy Knight.
If we fail to hit him can we use the luck reroll
 
Wizard is possibly less of a threat than Bull to us atm due to preperation.

[X] Attempt to disrupt a magic circle to stop whatever it is doing.
-[X] The circle around Fairy Knight.
-[X] The circle around Talatine and Torlyn.
 
The wizard is still a massive threat because he has a 50-50 chance to mind control the Fairy Knight, who with weapons would wreck the Silver Squire because we are in close quarters. Currently, the enemy melee guy (Bull), is stuck keeping the fairy Knight from moving, making it basically a fight between the spellcaster and the Silver Squire. If the Spellcaster controls the Fairy Knight again it goes from basically 1 v 1 to 1 v 3
 
Is it just me or does Tamara have bad luck or is it that when things go bad it just starts compounding fast?
 
Is it just me or does Tamara have bad luck or is it that when things go bad it just starts compounding fast?

Tamara has the bad luck to have things compound fast when they go bad. That said, I'm not sure if Tamara has bad luck to have things go really wrong when they go wrong or it is just more noticeable when things go really wrong for her.
 
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[X] Attack the man called Bull to make him realise Fairy Knight..

Right that it, with her identity unmasked kill everyone in the building and burn it down!
Really annoyed with this.
 
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Well, in theory, you could make an invention that gives you Immunity to the Druid's Magic now and save it for a different occasion, but I don't see the point in that.
You see this happening in cases of Rogues Gallery Assault, like, multiple enemies of the Fantastic Four show up and the crafters of the lot each brought their own "Shut Down One Of The Four" gadgets.

Usually thats the domain of a Nemesis however.
Nobody else would build a single use specifically fuck that one guy gadget and then leave it in storage instead of using it immediately.
Unless they're Batman. Mr "I have a killswitch option for the entire Justice League because why not"


[X] Attack the man called Bull to make him realise Fairy Knight.

Reasoning is:
-We're immune to Druid spells. We WANT him to retarget us for one round.
-If we release Fairy Knight, he'd target her to mind control her.
-If we release the weapons she still can't use them.
-Fairy Knight, if released, can escape her circle on her own, round 2 we go after Druid, while she goes after her weapons.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 49 | Sufficient Velocity [Posts: 1212-1222]
##### NetTally 2.2.0

[X] Attack the man called Bull to make him realise Fairy Knight..
No. of Votes: 2
[X] Jrin
[X] veekie

[X] Strike the wizard in the back to keep him from using his spell on Fairy Knight.
No. of Votes: 2

[X] Attempt to disrupt a magic circle to stop whatever it is doing.
-[X] The circle around Fairy Knight.
-[X] The circle around Talatine and Torlyn.
No. of Votes: 1


Total No. of Voters: 5
 
My vote isn't picking up any attention so I'll add Bull in tactically.

[X] Attack the man called Bull to make him realise Fairy Knight..

[X] Attempt to disrupt a magic circle to stop whatever it is doing.
-[X] The circle around Fairy Knight.
-[X] The circle around Talatine and Torlyn.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 49 | Sufficient Velocity [Posts: 1212-1224]
##### NetTally 2.2.0

[X] Attack the man called Bull to make him realise Fairy Knight..
No. of Votes: 3

[X] Strike the wizard in the back to keep him from using his spell on Fairy Knight.
No. of Votes: 2

[X] Attempt to disrupt a magic circle to stop whatever it is doing.
-[X] The circle around Fairy Knight.
-[X] The circle around Talatine and Torlyn.
No. of Votes: 1


Total No. of Voters: 5
 
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