Dawn of Heroes

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

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

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

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

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

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

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

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

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

London

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


British Isles

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

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

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

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

Kingdom of the Faeries

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

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

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

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

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

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

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

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


World

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

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

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

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

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

Known Civilians and Neutral Organisations
 
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Vote is still open.
Vote Tally : Dawn of Heroes - Original - Superhero | Page 3 | Sufficient Velocity [Posts: 64-92]
##### NetTally 1.9.7
Task: Skills
[X][Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
No. of Votes: 9
[X][Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
No. of Votes: 5
[X][Skills] Dancing and Manoeuvrability. A lady of the Fey, you spent time honing your innate agility and grace. Agility increased. Acrobatics and Stealth increased.
No. of Votes: 3
[X][Skills] The Truth of the World. You spent much of your time trying to understand the secrets of the world and how to discern what is hidden from you. Awareness increased. Insight and Perception increased.
No. of Votes: 2
[X][Skills] Politics and Diplomacy. The daughter of the Queen of the Faeries, you learnt how to master politics and manipulating others. Presence increased. Deception, Expertise: Politics and Persuasion increased.
No. of Votes: 1
[X][Skills]
No. of Votes: 1

——————————————————————————————————————————————Task: Name
[X][Name] Fey Knight.
No. of Votes: 7
[X][Name] Tamara
No. of Votes: 3

——————————————————————————————————————————————Task: Arc
[X][Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
No. of Votes: 8
[X][Arc] The First Adventure. Tamara is already settled into London and is ready to face off against her first foe as a superhero.
No. of Votes: 2
[X][Arc]
No. of Votes: 1
Total No. of Voters: 11
 
E: Besides Fey Knight is an objectively bad name.
Hey, it's descriptive, cheesy, and sounds like something out of a 90s cartoon, so it's perfect! I'm sure there might be other otherworldly beings that might recognize our name.
If the default name does end up winning, I'll probably change it from Fey Knight to Fairy Knight as the latter flows off the tongue more and fits better as a Golden Age superhero name.
 
Yes. She can speak English and Fey.



Your vote is borked. You'll want to fix how it is formatted.



You'll have some Expertise: Magic regardless of what option wins due to being raised in the Kingdom of the Faeries.



To be fair, she did save him from that. The Fair Folk aren't nice people and Tamara has a biased perspective on the matter.




Your actual shape-shifting power is limited to animals and non-combat. But as a member of the Fair Folk with a shape-shifting them to their powers, you have the ability to change your appearance at will so long as it remains that of a human woman, but that is more an glamour style thing than outright shapeshifting except it is actual shape-shifting due to how your powers are themed.

Long story short, you do have the ability to take on a new form to have a secret identity, but it is limited to an adult human female.

Like a reaply good makeup set!
 
Like a reaply good makeup set!

It depends. Tamara isn't specialised anywhere except maybe combat and is built to be wide, but shallow. She has some ability at most things, but that ability isn't much outside of combat.

I got the character sheet mostly written up with points reserved for the winning options in the current vote.
 
[X] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X] [Skills] The Truth of the World. You spent much of your time trying to understand the secrets of the world and how to discern what is hidden from you. Awareness increased. Insight and Perception increased.
[X] [Name] Fey Knight.
[X][Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
 
That actually proves the point. Clark Kent thought 'hey if I act clumsily people won't think I'm Superman'.
No? Not really.
I don't know how you missed it since its in your own reply
'hey if I act clumsily
If he's acting then Clark is no longer really his true personality, is it?

It depends. Tamara isn't specialised anywhere except maybe combat and is built to be wide, but shallow. She has some ability at most things, but that ability isn't much outside of combat.

I got the character sheet mostly written up with points reserved for the winning options in the current vote.
We're currently playing a game designed for multiple players with a single character, being wide even at the cost of being shallow is arguably good because it gives us the tools that would normally be filled in by other members of the gaming group.
 
We're currently playing a game designed for multiple players with a single character, being wide even at the cost of being shallow is arguably good because it gives us the tools that would normally be filled in by other members of the gaming group.

That's what I figured when designing her character sheet. I was originally going to make her more specialised, but decided to spread out her skills a bit so there are no blatant weak points in exchange for no specialities except maybe combat.
 
Vote is closed.
Vote Tally : Dawn of Heroes - Original - Superhero | Page 3 | Sufficient Velocity [Posts: 64-105]
##### NetTally 1.9.7
Task: Skills
[X][Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
No. of Votes: 10
[X][Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
No. of Votes: 6
[X][Skills] The Truth of the World. You spent much of your time trying to understand the secrets of the world and how to discern what is hidden from you. Awareness increased. Insight and Perception increased.
No. of Votes: 4
[X][Skills] Dancing and Manoeuvrability. A lady of the Fey, you spent time honing your innate agility and grace. Agility increased. Acrobatics and Stealth increased.
No. of Votes: 3
[X][Skills] Politics and Diplomacy. The daughter of the Queen of the Faeries, you learnt how to master politics and manipulating others. Presence increased. Deception, Expertise: Politics and Persuasion increased.
No. of Votes: 1

——————————————————————————————————————————————Task: Name
[X][Name] Fey Knight.
No. of Votes: 8
[X][Name] Tamara
No. of Votes: 3

——————————————————————————————————————————————Task: Arc
[X][Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
No. of Votes: 9
[X][Arc] The First Adventure. Tamara is already settled into London and is ready to face off against her first foe as a superhero.
No. of Votes: 3
Total No. of Voters: 12
 
That's what I figured when designing her character sheet. I was originally going to make her more specialised, but decided to spread out her skills a bit so there are no blatant weak points in exchange for no specialities except maybe combat.
Yeah, if you think that we're going to be too weak then you could give out more power points and increase the number needed to increase in power level by the same proportion.
That way we'd be able to branch out into more skills without having to fall behind the curve.
 
Yeah, if you think that we're going to be too weak then you could give out more power points and increase the number needed to increase in power level by the same proportion.
That way we'd be able to branch out into more skills without having to fall behind the curve.

I'm planning to do what Photomajig does in The First Hero where you get more than your fair share of power point upgrades in the time skips.
 
I would like to say that I have added the character sheet to the front page if anyone wants to check it out and comment on it.
 
If he's acting then Clark is no longer really his true personality, is it?
While you are correct when looked at it from that perspective it's also true that everyone, even in the real world, also puts up an act quite often in certain situations. Whenever he isn't being Superman and doesn't need to pretend to be clumsy, he's just Clark Kent a boy who grew up in Kansas. There is certainly some overlap though.
 
10/Shapeshifting (Magic-Fey): Variable 2 (Animal Forms), Limited to Animals, Limited to Non-Combat,
I think this should be Morph rather than Variable... Or is that its a variable morph rather than shapeshifting?
14/Talatine (Gadget-Sword/Magic-Fey): Penetrating Damage 5, Feature 1 (Summon to hand at will as a Free Action), Indestructible, Personal, Impressive,
16/Torlyn (Gadget-Armour/Magic-Fey): Impervious Protection 6, Feature 1 (Swap with regular clothing at will as a Free Action), Indestructible, Personal, Impressive,
These don't look like what I'd expect at all. I'm going to have to go over Gadgets and Gizmos to familiarise myself with all these terms.
Armour should be removeable. Sword would be easily removeable however I think given the feature it's probably best to treat is as just a power and leave the summoning as a narrative description since it effectively can't be removed, so its just a power for most purposes.
E: Is Quick Draw needed? Summon to hand is basically the same thing but better.

Might be worth adding an array of 1 or 2 power point effects for just minor magical cantrips: Create light (Enviroment), Hover (Flight), Healing Touch (Healing... duh), Magic missile (Ranged Damage) , Comprehend Languages (Comprehend- Langauge :V). Things like that.
Oh and we should have Ritualist at the very least. Otherwise we know magic academically but have no way of using it mechanically.

Not sure what this means, 2+5 =7? Error from an older layout?
4/Ethereal Beauty (Magic-Fey): Enhanced Advantage 1 (Attractive), Feature 3 (Change the external details of your appearance/+5 Circumstance Bonus to Interaction Skills)
Is this effectively: Attractive (2) Feature (2)?
Or is one of our ranks in attractive natural? Or is it attractive 1 and we can later buy another rank of attractive to bring our total circumstance up to 8 (10 in armour (12 with armour and sword? That can't be fair))?

Might cut down on Intimidation, Deception and Persuasion, given we're a princess it could make sense we're used to people doing what we want without needing to talk them around and learning this basic stuff could make for some early development learning how to not be a spoilt brat. Personal preference really.
Also I don't know how much sense Interpose, Stealth and Treatment make for the heir of a kingdom.
On the other hand being persuasive and stealthy is kinda on brand of the Fey. And Interpose might be related to the idealised version of Chivalry we're running on.
Eh I could be talked either way.
For now those are my thoughts.

E: Actually @Oshha I've just notice how many circumstance modifiers we're stacking with attractive and two seperate Impressives. That looks super wonky to me. Is that capped by PL or not?
 
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I think this should be Morph rather than Variable... Or is that its a variable morph rather than shapeshifting?

I went with Variable because I want the animal forms to have actual powers like flight or breathing underwater and the rules recommend using the Variable power for that rather than using a ton of Metamorphs. That said, I'll admit that in this case, I just copied Beast Boy's power and adjusted it to fit Tamara.

These don't look like what I'd expect at all. I'm going to have to go over Gadgets and Gizmos to familiarise myself with all these terms.
Armour should be removeable. Sword would be easily removeable however I think given the feature it's probably best to treat is as just a power and leave the summoning as a narrative description since it effectively can't be removed, so its just a power for most purposes.

Indestructible, Personal, Impressive are all under Archaic Weapons. Personal means that it is keyed to you and cannot be used by others. Indestructible means that they cannot be damaged and are immune to being destroyed and smash attacks. Impressive is an +2 circumstance bonus to interaction checks involving the weapon (or armour in this case).

I was going to give the removable flaws to the gadgets, but I choose to give them the summon feature instead which makes having them removed less of a flaw and more of a complication. I decided to leave them as gadgets instead of making them powers because I want them to be treated as weapons and armour rather than powers as I want them to be vulnerable to things like being disarmed or locked away in a magic vault that blocks summoning.

That said, that only really applies to Talatine so I probably could get away with making Torlyn a noticeable continuous power. On the other hand, I picture Talatine and Torlyn being things that could be taken away from Tamara if you were to use the right magic or anti-magic.

Hmm. I'll look at different possibilities and try see if they work better as devices or powers. I'll admit that I just assume that they would be gadgets by default due to being a sword and set of armour so I might need to adjust my expectations.

Might be worth adding an array of 1 or 2 power point effects for just minor magical cantrips: Create light (Enviroment), Hover (Flight), Healing Touch (Healing... duh), Magic missile (Ranged Damage) , Comprehend Languages (Comprehend- Langauge :V)
Oh and we should have Ritualist at the very least. Otherwise we know magic academically but have no way of using it mechanically.
I'll consider these. Ritualist is something I'll probably add, but the concept that I had in my head was the Tamara was a knight with magical abilities and equipment who happened to have academically studied magic rather than her being a practical user of magic.

My initial thoughts are that I'll add the Ritualist advantage, but leave an array of low point magical cantrips and the Artificer advantages as things that the voters need to choose to get during the time skips. The players can choose to branch out in the future, but I intended to start Tamara as a fighter with magical abilities and gear rather than a fighter who can also use magic. The chosen power was a Fey Knight who fought in their humanoid form with a sword and plate armour who could also shapeshift and I don't want to stray too far from that concept at the very start.

Just to be clear now, the option The Mystic Arts was always intended to make Tamara a scholar of magic rather than a practitioner of magic. Right now, her knowledge in magic relates to the theory rather than the practical. My apologies if that wasn't clear in the vote.
 
I went with Variable because I want the animal forms to have actual powers like flight or breathing underwater and the rules recommend using the Variable power for that rather than using a ton of Metamorphs. That said, I'll admit that in this case, I just copied Beast Boy's power and adjusted it to fit Tamara.
I was about to say MetaMorph is a thing then I flipped to it in the book
Article:
For a character able to transform into a virtually unlimited number of forms with various traits, see the Variable effect later in this chapter.

Fair enough I guess
Hmm. I'll look at different possibilities and try see if they work better as devices or powers. I'll admit that I just assume that they would be gadgets by default due to being a sword and set of armour so I might need to adjust my expectations.
Yeah when everything is a power it can be a bit unintuitive. The example I think of is
Article:
The power to summon weapons out of thin air. These weapons never run out of ammo and vanish when taken away from the wielder, who can summon another weapon as a free action. Neither. This is just a descriptor for various attack effect powers. Since the "weapons" can't really be taken away, they're not devices or equipment.

This seems super relevant for the armour and sword as described.
However they still can be removed/nullified as you want, unless you add the Innate quality.
I'll consider these. Ritualist is something I'll probably add, but the concept that I had in my head was the Tamara was a knight with magical abilities and equipment who happened to have academically studied magic rather than her being a practical user of magic.
...
Just to be clear now, the option The Mystic Arts was always intended to make Tamara a scholar of magic rather than a practitioner of magic. Right now, her knowledge in magic relates to the theory rather than the practical. My apologies if that wasn't clear in the vote.
Thats fine but to be clear, I doubt anyone voted for magic without the expectation that we could use magic.

Oh also I added a lot to that post as I was flipping around the char sheet so could you just check that I didn't add anything after you looked at it?
E: Nvm looks like you found them.
 
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Not sure what this means, 2+5 =7? Error from an older layout?

Just how I format stats on my character sheet docs.
Skill Rank (Total modifier with relevant ability [Total modifier with relevant ability & any powers])

Might cut down on Intimidation, Deception and Persuasion, given we're a princess it could make sense we're used to people doing what we want without needing to talk them around and learning this basic stuff could make for some early development learning how to not be a spoilt brat. Personal preference really.
Also I don't know how much sense Interpose, Stealth and Treatment make for the heir of a kingdom.
On the other hand being persuasive and stealthy is kinda on brand of the Fey. And Interpose might be related to the idealised version of Chivalry we're running on.
Eh I could be talked either way.
For now those are my thoughts.

Hmm. Good idea on the Interaction skills. I'll consider it, but no promises. Interpose is due to knightly idea of intercepting attacks on innocent or whoever else needs protecting while treatment is a warrior/soldier learning how to treat injuries (including their own). Stealth is because she grew up amongst the Fair Folk and it seems to be something I figure all of the fey know how to do.
E: Actually @Oshha I've just notice how many circumstance modifiers we're stacking with attractive and two seperate Impressives. That looks super wonky to me. Is that capped by PL or not?

I figure at most you could get the following.
+5 from Attractive.
+5 from Ethereal Beauty.
+2 from Talatine.
+2 from Torlyn.

However, these are all circumstance bonuses and I consider those to be inherently weaker than proper ranks in the relevant skill. This is because you can always use the bonus from the ranks in the skill while you don't always get the circumstance bonuses. If Tamara is either undercover or in a secret identity, she can't use Talatine or Torlyn. If she is wearing Torlyn, how much of her you can see is limited and therefore the Attractive and Ethereal Beauty bonuses are also limited because they can't be seen. Furthermore how persuasion or deceptive can a sword or set of armour be? Most of the time, those bonuses are going to be Intimidation and not everyone is going to be intimidated by a fancy sword or some out of date armour, especially the nastier villains.

And then there is the Ethereal Beauty which comes from changing your appearance, which has its own limitations. What is you are pretending to be someone mundane and can't change your look to get the bonus without blowing your cover? You can only have one appearance at a time as well so if you are interacting with a group, you might a bonus with one person, but not with the rest. So all in all, I consider them to be okay because they are circumstance bonuses and require the right circumstances to be relevant.

Right now, I can think of a good number of situations where those bonuses won't be relevant due to not being the right set of circumstances. And if you can bring them all to bear at once? Well, then Tamara deserves to overawe whoever she is interacting with.
 
I would like to say that I have added the character sheet to the front page if anyone wants to check it out and comment on it.
I'll admit that I've never played Mutants and Masterminds and don't really know any of the rules or mechanics behind it.
So I'll just smile and nod at things that sounds nice.
 
Just how I format stats on my character sheet docs.
Skill Rank (Total modifier with relevant ability [Total modifier with relevant ability & any powers])
Ooooh right its with our natural attributes and then with our ehanced ones. Got it.
I figure at most you could get the following.
+5 from Attractive.
+5 from Ethereal Beauty.
+2 from Talatine.
+2 from Torlyn.

However, these are all circumstance bonuses and I consider those to be inherently weaker than proper ranks in the relevant skill. This is because you can always use the bonus from the ranks in the skill while you don't always get the circumstance bonuses. If Tamara is either undercover or in a secret identity, she can't use Talatine or Torlyn. If she is wearing Torlyn, how much of her you can see is limited and therefore the Attractive and Ethereal Beauty bonuses are also limited because they can't be seen. Furthermore how persuasion or deceptive can a sword or set of armour be? Most of the time, those bonuses are going to be Intimidation and not everyone is going to be intimidated by a fancy sword or some out of date armour, especially the nastier villains.

And then there is the Ethereal Beauty which comes from changing your appearance, which has its own limitations. What is you are pretending to be someone mundane and can't change your look to get the bonus without blowing your cover? You can only have one appearance at a time as well so if you are interacting with a group, you might a bonus with one person, but not with the rest. So all in all, I consider them to be okay because they are circumstance bonuses and require the right circumstances to be relevant.

Right now, I can think of a good number of situations where those bonuses won't be relevant due to not being the right set of circumstances. And if you can bring them all to bear at once? Well, then Tamara deserves to overawe whoever she is interacting with.
I understand that they're not all relevant at the same time, and under all circumstances but . . .When has a super hero wearing a costume ever limited their attractiveness? This is a Superhero setting obviously we're not using a breastplate, we've got a BREASTplate :V
And after saying that the character is built kinda shallowly because its spread thin, you have four separate sources of bonuses to those charisma things... that are contradictory? 2 PP on attractive, 2 on Ethereal and 2 between Talatine and Torlyn? We could just just have a +3 all the time.
I think you've gone too hard on this. A +10 (or 14) is such a massive bonus on top of our normal +2 that it almost forces us to approach all social interactions as "How do we apply as many of these as possible" rather than just sometimes it being the better way but it might also force us into a bad scenario if we tried to apply it. Its really hard to say no to probably doubling the expected dice roll.
 
I understand that they're not all relevant at the same time, and under all circumstances but . . .When has a super hero wearing a costume ever limited their attractiveness? This is a Superhero setting obviously we're not using a breastplate, we've got a BREASTplate :V

I was thinking more that you couldn't see the face under the helmet than, well, that. :p

And after saying that the character is built kinda shallowly because its spread thin, you have four separate sources of bonuses to those charisma things... that are contradictory? 2 PP on attractive, 2 on Ethereal and 2 between Talatine and Torlyn? We could just just have a +3 all the time.
I think you've gone too hard on this. A +10 (or 14) is such a massive bonus on top of our normal +2 that it almost forces us to approach all social interactions as "How do we apply as many of these as possible" rather than just sometimes it being the better way but it might also force us into a bad scenario if we tried to apply it. Its really hard to say no to probably doubling the expected dice roll.

Yeah, I removed or reduced some of the circumstance bonuses so the rest aren't too high or aren't compatible with each other (being beautiful doesn't make you more intimidating and it is hard to deceive or persuade someone by using a sword). I have also made other changes to the character sheet.

I turned Torlyn into an continuos limited impervious protection power that is noticeable and limited to a human form while Talatine has been turned into a proper device and had its summon to hand ability reduced from a free action to a standard action. I have also reworked the Fey Heritage to avoid stacking the Toughness defence too high. Other than that, I have changed up the skills and added some more defence and advantages from freed up points.
 
I'm not sure how Intimidation works mechanically here but would our Fey Heritage give us some level of that, at least when it comes to superstitious individuals.
It is the 1920s after all WW1 just ended pretty recently, not our modern day of iphones and the internet.
 
Lol I've forgotten what it was originally to compare :V
Looks like we've lost a few points of toughness which makes my inner munchkin cry but we've also improved our impervious armour so we should no sell anything generic thugs can throw at us so, the QM giveth and the QM taketh.
Happy to have ritualist, +5 to a stat means "One of the best in the world" so it felt weird to have that purely theoretically.
What is Expertise: Royalty, is it knowing about Royals, the ceremonies, random personal facts :V? Could you clarify the boundaries here?
Overall I like the changes good job.
E: Oh of course. We've got Increased Crit now. Now we are the Khukuri!!!

I'm not sure how Intimidation works mechanically here but would our Fey Heritage give us some level of that, at least when it comes to superstitious individuals.
It is the 1920s after all WW1 just ended pretty recently, not our modern day of iphones and the internet.
Nah, that seems more like something that would be considered when checking the DC, or it would be something we invoke to try and get Oshha to give us a circumstance bonus.
Its just too niche.
 
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Looks like we've lost a few points of toughness which makes my inner munchkin cry but we've also improved our impervious armour so we should no sell anything generic thugs can throw at us so, the QM giveth and the QM taketh.

The only net change with Toughness is going from Impervious 6 to Impervious 8 as you lost Stamina from Fey Heritage, but got Impervious Protection from Torlyn to make up for it.

Happy to have ritualist, +5 to a stat means "One of the best in the world" so it felt weird to have that purely theoretically.

I don't precisely the descriptions for Ability level. The only things I take from that table is 0 being the baseline for an average person and 7 being the upper limit that a normal, mundane person can achieve without touching upon superhuman stuff.

What is Expertise: Royalty, is it knowing about Royals, the ceremonies, random personal facts :V? Could you clarify the boundaries here?

Acting in a courtly manner, how to properly fit in with and address royalty, how matters of state work, how to rule over a country and other stuff like that. Don't think too hard about the details of how it works the same way that you don't think too hard about how Expertise: Science makes you equally good in biology, chemistry and physics.
 
New Home I
[X][Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X][Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
[X][Name] Fey Knight.
[X][Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.

You were Tamara Lyn, daughter of Tam Lin and the former Queen of Faeries and you were still bewildered by this new world that you had found yourself in. You had always known that the mortal world was different to the Realms, but this was far beyond what you had been told. It was different enough that you wondered if anyone back in the Kingdom of the Faeries realised just how different things are.

Since emerging from your father's old wandering grounds, you had made your way to the capital of the human kingdom, growing increasingly disturbed and surprised as you made your way south.

These lands were not fit for the Fair Folk and you weren't sure if your Fey heritage made things worse or not. The language and the dress were things you quickly picked up, but a place in this world was something that you did not find.

Yet despite how you were out of place like a fish out of water, you were a magical fish which held advantages over the land creatures. For starters, you could actually become a fish for you inherited the shapeshifting of your father.

It wasn't much and it didn't last under combat conditions but being able to swim through the rivers and fly through the skies were useful for getting about. It may not be a weapon you can use in a fight, but your shapeshifting provided you with no shortage of utility.

Shapeshifting into animals wasn't the only thing that you could change your form into. While most of the Fair Folk have to rely upon glamour, illusions and other trickery, you have the ability to actually change your appearance. While limited to the form of an adult human woman, you could take on whatever features you wanted as you wished, letting you take on and discard appearances as needed.

Beyond that, you had your inherent nature as someone born to a fey mother and mortal father. You didn't have the full strengths of one of the Fair Folk, but you didn't have their weaknesses either. Instead, you were just tougher and hardier than a regular human and it would take more than the regular human limitations to lay you low.

Lastly you had your sword Talatine and your armour Torlyn. Both shone silver despite not being made of the metal itself and Talatine can cut through anything while Torlyn can resist any mere blade. Unfortunately for you, mere blades are not the main weapon of the humans anymore.

Nonetheless, your weapons are both yours and worthy of the Princess of the Faeries. Both are appropriately indestructible and may only be wielded by you while you have the ability to summon or unsummon them at will.

You would make for an excellent knight, easily capable of besting those of this world.

If only this world still had or needed knights. Instead they have fallen by the wayside as horses had been replaced by machines of steel, smoke and thunder while it is the peasantry that wage wars, going into battle with their arms on fire.

***​

You enter London via the form of a blue tit, landing on the edge of a rooftop. You take a moment to take in the amazing view that lies before you. You have seen a few cities like this one since arriving in the mortal world, but London is the largest and most impressive so far.

Buildings of brick and wood can be seen as far as the eye reaches, all of them with expensive glass windows while the roads are dominated by carriages. While a few are pulled by horses, the rest are metal frames that are powered by a magic you have yet to identify.

More people than what should be possible move about the busy streets, wearing a mixture of clothing and often wielding strange items that you don't recognise.

Yet for all the weird and unexpected nature of this world, you find it wonderous in its own way. You may be out of your depth and scrambling to learn about this world, but as you do, you find yourself appreciating the advances made by the humans.

The magic lamps in their towers of metal lighting up the streets at night. The massive beasts of steel and furnace that allow for humans to quickly travel across the lands. Ships made not from wood and sail, but with metal hulls and powered by magical cores that churn out black smoke. Clocks that accurately tell the time without the need to use magic. Magical devices that are enchanted to let the users speak with those in distant lands.

You hope that someday you will be able to understand all of these wonderful things and partake in the use of them like those native to this world.

Taking flight once again, you survey London, looking below for somewhere to continue your search for where to find your new place in life. For all of your life, you have trained to be a knight and now in a cruel twist of fate, you found yourself in a place where they no longer have any need for knights.

You can't hel, but wonder if your aunt knew this when she banished you to the mortal realm. You doubt that she did and you once again doubt that any of the Fair Folk know what the mortal realm is like these days for it has been so long since anyone had visited it before your exile.

In the end, your search is not in vain for you ultimately find what shall be the beginnings of a new life for you.

What do you find?
[] The Distressed Maiden. You find a group of young men assaulting a young woman at night. You scatter the thugs and befriend the damsel in distress.
[] The Old Lord. He claims that he is not a lord, but this old man might as well be one in your eyes. Old, lonely and heirless combined with a desire to make the world a better place, you find yourself in an unlikely alliance.
[] The Royal Blood. You are royalty and this United Kingdom has royalty so it only makes sense to present yourself before them. You seek out one of the royal family and ask them for sanctum.

***​

Tamara has arrived in London and needs to find a place to stay. This vote you'll be choosing who she befriends and ends up staying with. This person will become her confident and ally. The Steve Trevor to her Wonder Woman, the Alfred to her Batman, the Bucky to her Captain America, the Aunt May to her Spider-Man and you get the picture.

So pick wisely because this will influence the rest of the game.

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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[] The Old Lord. He claims that he is not a lord, but this old man might as well be one in your eyes. Old, lonely and heirless combined with a desire to make the world a better place, you find yourself in an unlikely alliance.
Is his name Alfred? We can be like Reverse Batman: London's White Knight.

:V:V:V

[X] The Distressed Maiden. You find a group of young men assaulting a young woman at night. You scatter the thugs and befriend the damsel in distress.
 
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