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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Its so nice of him to be conscientious of Iron Fists time.

Fixed. Thanks for catching that.

I think part of the problem is that since she keeps Interposing she's basically getting pummelled by everyone on the other side and the fight ends before she can get value out of regeneration. Part of the problem is that she never uses healing as her action (Since we've got the action economy advantage (usually since we're 2v1 ing all but gangs of mooks) and she's going to interpose, so I think this should be used more).

That's fair. I'll try to have Fairy Knight use her healing more in combat.

Part of it is probably that hero points are never used and FK feels like the only character without a luck point to reroll knock out blows.

Really? The only characters to have done that so far are Redcoat and Sapphire Squire. No one else has used Luck Rerolls.

I'd like to see whats offered.

I'm thinking of options to increase either Fortitude or Will directly rather than by increasing Stamina or Awareness. Maybe another option to increase your Regeneration rank. That's just off the top of my head as Fairy Knight's defences aren't built to the PL limits and my main thoughts are built around changing that.
 
Really? The only characters to have done that so far are Redcoat and Sapphire Squire. No one else has used Luck Rerolls.
Erm.... You're right...
Although I feel Redcoat did it a bunch so that might be whats confusing me.
I'm thinking of options to increase either Fortitude or Will directly rather than by increasing Stamina or Awareness. Maybe another option to increase your Regeneration rank. That's just off the top of my head as Fairy Knight's defences aren't built to the PL limits and my main thoughts are built around changing that.
Being up to PL is always important. Its not really our highest priority so far since there haven't been too many will/fortitude effects.
 
Being up to PL is always important. Its not really our highest priority so far since there haven't been too many will/fortitude effects.

I'm thinking of letting an extra upgrade get picked in the next time skip so you have the chance to buff your defences. That way you get a freebie to boost your defence and if the thread doesn't do that, that's on them.
 
I'm thinking of letting an extra upgrade get picked in the next time skip so you have the chance to buff your defences. That way you get a freebie to boost your defence and if the thread doesn't do that, that's on them.
Aaaah I've figured the problem. Why does FK never use Defensive attack? We know we're going to get punched. Buff those active defenses. :p
 
Bringing defenses up to PL. Is that why the DC to hit us has been getting lower than our DC to hit our opponents?
 
Bringing defenses up to PL. Is that why the DC to hit us has been getting lower than our DC to hit our opponents?

Sort of. The Will/Fortitude PL limit is 4 off from the max, but the Toughness/Dodge & Parry cap is just 1 away from the PL limit. However that the main reason that you are easier to hit is that Fairy Knight leans towards Toughness over Parry and Dodge due to her magical armour whilst her more mundane foes have limited ability to improve their Toughness so they lean towards being harder to hit with higher Dodge and Parry. So technically you are under the limit, but it doesn't have a meaningful impact and there is a much more relevant factor involved.

I believe that the under-PL limit defences were less relevant earlier in the quest because Fairy Knight was fighting weaker foes so because of her being a PL10 character against PL9 or PL8 or lower characters. This meant that her defences were still higher most of the time as her being under limit still left her higher than less powerful characters that were built to their limits.
 
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Erm, yes or no? Not sure quite what you mean.
We're only a point below PL and the reason its easier to hit us is that we're toughness shifted unlike Brenda who's Dodge shifted.

Mutants and Masterminds works on a system where you have multiple different defences however they are paired and the sum of those pairs cannot be greater than the Power Level +10.

We're only significantly down on our Fortitude/Will which hasn't really come up so probably no.
 
Is this directed towards me or Baron?
Baron. You're a ninja.
Actually she is at an even split between Toughness/Dodge & Parry with an 8 in all three of them. Her only shifted defences right now is having her Will slightly higher than her Fortitude.
Wait really? I thought she started dodge focused and there was that vote where dodge won? Huh... Learn something new every day.
 
Wait really? I thought she started dodge focused and there was that vote where dodge won? Huh... Learn something new every day.

Yeah, it ended up with Sapphire Squire getting her hands on some extra Toughness before she could get more Dodge and Parry. First half of the extra toughness was when you gave her the Mystic Wardrobe and the second half came from copying the Night's body armour and incorporating it into her own costume, which she was able to do thinks to the players voting to investigate the Night's equipment.

So I planned to get her a shield or some bracers, but then the thread gave her access to too much Toughness before I could do that.
 
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I don't know this system so all I can offer is an outsider's.

Is the problem our build being fundamentally flawed? (Being unfun for the qm who makes calls on what the character does/unintuitive with abilities counts) Because the talk of dodge versus toughness in making me think that the problem is baked in the cake at this point. Because I can't think of any outright repeating mistakes we've done repeatedly other than just failing rolls that come up in play.

Especially as this is a setting for a party and - well we don't have that. More over we're the tank/healer at the same time. It's almost seeming to me that we started with something more balanced and that means we don't have any peaks to bring to bear and can't afford to specialize because we will be utterly slammed if we neglect in one for the points to specialize because not enough people.

A tank is a perfectly good person to be - it's not so nice as the solo perspective. Especially as we're also the healer who would otherwise be topping up a tank POV to stop incapacitation.
 
Is the problem our build being fundamentally flawed? (Being unfun for the qm who makes calls on what the character does/unintuitive with abilities counts) Because the talk of dodge versus toughness in making me think that the problem is baked in the cake at this point. Because I can't think of any outright repeating mistakes we've done repeatedly other than just failing rolls that come up in play.
Good news. No :D
Keep in mind here this is a classless system its designed so that characters can't be built to do everything so that the whole party has something to do, and because the nature of super hero comics means that you have scenarios where someone just counters another person. See round 2 of Sapphire Squire vs Druid.
The party problem is a known problem its just a struggle to get to the point in the story that Oshha feels it makes sense to assemble our justice league.
This isn't a matter of our build not being balanced, when I said we were toughness shifted I meant we had more investment in toughness than dodge/parry. This isn't a bad thing and mathematically it may even be preferable. How to address Damage/Toughness bias in M&M Tradeoffs However this is debated (but I don't remember many people arguing in favour of Dodge/Parry just that Toughness isn't the god stat that it can be made out to be) and always be aware that you can be countered..
We're actually built to PL on offence so we aren't a pure tank and are theoretically better at applying sword to face than receiving it. However we're significantly better at tanking than anyone else around and it doesn't really affect our offence (apart from that we keep taking injuries and going down) so we do that, and additionally it just makes sense narratively since FK is kind of the adult in the room for SS that she's not letting the young girl get hit.
As far as starting more balanced... Not really, we've picked up our utility skills like healing and stealth since we started. Before we just did sword.

The 'problems' (and keep in mind here when I say problem I actually mean not optimised, this is absolutely workable) are our lack of coverage on alternate saves and lack of ranged options.

As for outright mistakes...
Mainly because I keep forgetting about it to be honest. It always slips my mind that Fairy Knight has Defensive Attack.
:V
 
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Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 53 | Sufficient Velocity [Posts: 1325-1325]
##### NetTally 2.2.0

[X] Ask about how his sword and gadgets work and offer to show him of your magic in turn.
No. of Votes: 1

[X] If he knows how Eisenfaust acquired the summoning cube or any other information on where it came from.
No. of Votes: 1

[X] Small talk and just generally trying to socialise with him.
No. of Votes: 1


Total No. of Voters: 1
 
However this is debated (but I don't remember many people arguing in favour of Dodge/Parry just that Toughness isn't the god stat that it can be made out to be) and always be aware that you can be countered..

My personal experience has been that Dodge and Parry are better conventionally because it is usually easier to dodge an attack than to take it. This is due to the fact that Toughness checks are made against a routine DC of 15 rather than the normal 10. Most of the time the default roll is 10+rank of the effect, but with Toughness checks when resisting damage, it is 15+ rank of the effect. I would say that Parry and Dodge are better for minions, but it is less that those are better and more that minions don't fully benefit from Toughness.

All three have their weaknesses however. Dodge and Parry have weaknesses in the form of Perception attacks and natural 20s as both of those bypass Dodge and Parry whilst Toughness can never just be bypassed. Meanwhile Toughness isn't something inherently better as some attacks will target Will or Fortitude, rendering a high Toughness useless.

A Perception attack that is resisted by Will or Fortitude while also render all three irrelevant.

Is the problem our build being fundamentally flawed? (Being unfun for the qm who makes calls on what the character does/unintuitive with abilities counts) Because the talk of dodge versus toughness in making me think that the problem is baked in the cake at this point. Because I can't think of any outright repeating mistakes we've done repeatedly other than just failing rolls that come up in play.

As Dark as Silver explains, no there isn't. The talk about Toughness vs Dodge is just about the fact that compared to most of her enemies, Fairy Knight is hit more easily, but is capable of taking those hits better. She just has a couple weaknesses in the form of relatively low Fortitude/Will and no ranged attacks. The former is something I plan to offer the thread options to correct while the latter is just a result of Fairy Knight being a melee-oriented character.

I was just idly musing about how in the four adventures that Tamara has had since the start of 1921, she has been knocked out in the first, mind controlled twice in the third and knocked out again in the fourth and since Fairy Knight hadn't built their Fortitude/Will defences to the PL limits, I would be giving options to do so in the next upgrade session.
 
[X] Why he became Sturmschwert and compare notes on how you operate as costumed vigilantes.
[X] If he knows how Eisenfaust acquired the summoning cube or any other information on where it came from.
[X] Small talk and just generally trying to socialise with him.

Defense wise, it depends, each build has its perks:
-Toughness build's perk is Impervious Toughness. Its the route you take if you want to fight arbitrary numbers of lesser opponents, because they must hit hard enough to get through Impervious or they just plain don't roll for damage at all.

-Parry/Dodge build's perk is that it runs off the same stats as fighting. Its very point efficient if you want to be an all-range or generally aggressive build, though if you don't want to get pasted you really want to hit the enemy with debuffs as fast as you can, so you keep the gap above "can hit you with difficulty" to "needs to roll really well to hit you at all". This kind of build is good at punching up against a stronger opponent, but if they lose the initiative they get fucked.

-Balanced...is a bit less optimal(which is why its kind of funny to see people constantly advocating to "balance our stats", the PL caps wind up worse off every time they try). You want Balanced if you know exactly what kind of fights you're getting into, you'd be scaled towards a bell curve of opponent stat balance where you're optimal, while anything stronger or faster than that balance gives you hell.
--This is because M&M runs off both attack/defense damage/toughness as d20 rolls, so due to arcane dice probabilities, you'd fall in the spot where you can't reliably dodge, where attacks probably won't KO you immediately, but chipping you to bits is kind of simple.
--That said, as long as everyone is within PL and nobody is playing silly buggers with Alternate Powers to cheese it, this is like maybe...5-10% functional difference? You'd notice on tabletop, but not in quest.

Also keeping in mind that Power Level basically goes:
-Significantly below - These are mooks. Probably not worth more than a note like "and then we destroyed some muggers"
-Slightly below - Rogues Gallery. They'll cause trouble, you shut them down, there never was any doubt you'd win, just whether you managed to limit the damage.
-Equal - This is your Rivals, these are the villains where you lose the first round and win the second in comics. This is where you WILL lose regularly, even with the best laid plans you'd still lose 30% of the time. They're serious threats.
-Superior - This is probably when you call in a crossover or a teamup.

Now, Fairy Knight is operating with a Squire, so she could take a lone Equal and win 100% of the time if she fights smart, but one of them is likely to be knocked out each time before the other can drive the opponent off or finish the battle.
Thats just numeric superiority though.
 
[X] If he knows how Eisenfaust acquired the summoning cube or any other information on where it came from.
[X] Inquire after any other encounters with the supernatural or weird things.
[X] Have Sturmschwert profile on foreign heroes and villains to watch out for.

I'm hoping we move a bit beyond melee and tank type, honesty after her mind control issues I was worried that FK go down easily again.
 
It has been a while, but since I'm going to bed now and we got a tie for the third question, I'm going to leave the vote open until tomorrow morning and hope that someone breaks the tie over the night.
Vote Tally : Dawn of Heroes Original - Superhero | Page 53 | Sufficient Velocity [Posts: 1325-1343]
##### NetTally 2.2.0

[X] If he knows how Eisenfaust acquired the summoning cube or any other information on where it came from.
No. of Votes: 3

[X] Small talk and just generally trying to socialise with him.
No. of Votes: 2

[X] Ask about how his sword and gadgets work and offer to show him of your magic in turn.
No. of Votes: 1

[X] Have Sturmschwert profile on foreign heroes and villains to watch out for.
No. of Votes: 1
[X] Jrin

[X] Inquire after any other encounters with the supernatural or weird things.
No. of Votes: 1
[X] Jrin

[X] Why he became Sturmschwert and compare notes on how you operate as costumed vigilantes.
No. of Votes: 1
[X] veekie


Total No. of Voters: 3
 
By the way, I'm tentatively planning for the next arcs to more social oriented than action orient where the problems will be less about finding problems and then punching into submission and more about dealing upheaval to the status quo and Tamara's life. It will also give a chance to broadened the setting beyond London as Tamara begins to turn her gaze to the rest of the world as it no longer lets her ignore it.

Thoughts on those ideas and perhaps suggestions on what sort of things you would like to see? In particular, what do you guys think about other characters forcing major changes on Tamara, which she then has to deal with whilst being unable to go back to the old status quo? On the one hand, it presents some challenges to deal with, but I'm also wary of denying players agency. I'm tentatively okay with it, but I want to see if there is any major backlash or aversion to the concept before I begin to implement.
 
Its been mentioned that its a shame the Woodsworths are falling out of focus so this is an obvious opportunity to pull them back in.
Introducing the third sister.
The universal right to vote wasn't granted to women until 1928 so theres room for Tamara to potentially get involved there, however my quick googling isn't able to find much about the period except for who got elected post 1921.
Tamara following up on that time Sapphire Squire got caned.
Gareth event featuring political movers and shakers looking for campaign donations. Probably a bad idea because as a maid I don't know what Tamara would do except for moving plates around.
Tamara takes a trip to Manchester to scout out the Druid.
Fairy Knight gets invited to make a speech. Could link back to Gareth or Feminism (or Communist third sister)
Just a 'Day in the life of Fairy Knight' where we're seeing her interact with the people she protects.

Any of those catch your fancy?

As for major changes forced on Tamara, it depends. Theres going to be salt about anything mechanical however things like "Oh no Tamara can no longer maid" could be good sources of conflict that we're not too attached to as long as the resolution isn't "What should her new job be?" at the end of the chapter.
I'm in favour of it, you know given its handled competently, otherwise I was against it the whole time.

E: Oh reviewing the first post

Beyond punching criminals and stopping conventional supervillains, politics will be prominent, especially regarding the British Empire and its future. The British Empire was not a moral thing, but it was popular and supported by the British public in this period despite its atrocities and waning power. It was also enforced and uphold by the government.

I feel this leads to some interesting situations to explore such as if someone who fights against an imperialist power via breaking the law and battling the government is a villain or if someone who works for the government and upholds the laws of a colonial empire is a hero or not. The British Empire is popular and seems strong, but its power is waning and that leaves the question of whether British superheroes should try to save it? Or should they let it collapse and salvage what they can? Is there anything worth salvaging? Perhaps it might be more moral to help bring about its downfall.
Is now a point where you want to start considering these, given we didn't take the Royal Minion starter plan.
 
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While Tamara for better or worst adapting to human culture, I would like to see her apply fae solutions to unsolvable human social problems and see more of the fae alien mindset, do remember her backstory.
Honesty I suspect that living as a hero knight in the human world is what we see of her as in her natural state, also her maid job is more separated from her heritage.
I would like to see her get more interested in technology in general, not uses for hero work, perhaps she could invest in a tech company, its a difference....say does she make any money or kept gems from her home?
Come to think of it perhaps we should have her travel around to check out and unseal ancient fae sites or items that could be useful for her needs when the fae long since abandoned them. Even a city full of monsters would be fun for her to level up new skills under risk of death.

It would be nice to find someone to help take over general duties of patrolling our areas....I feel like she need an extended sessions of training montage to learn more of her fay magic and abilities, I don't think Sapphire Squire is the type to stick to the area....felt like she want to go beyond her mentor.
 
perhaps she could invest in a tech company
She's a maid, aside from Silicon Valley and tech companies as we understand them being decades away she couldn't afford to.
Unless you can think of any exciting up and coming 1920's tech companies?
I do agree that seeing technology could be interesting. We skipped over Tamara thinking cars where some kind of magic to when they where just normal not magic things.
 
She's a maid, aside from Silicon Valley and tech companies as we understand them being decades away she couldn't afford to.
Unless you can think of any exciting up and coming 1920's tech companies?
de Havilland Aircraft Company.
There might be others but I was thinking long term that can help us reduce the impact of poverty and gain resources to fight crime...should she become the female Bruce Wayne?
Gareth not going to live forever....
 
Gareth not going to live forever....
Lets not count our chickens before they hatch. Although that sort of thing would fall in line with what Oshha was thinking about changing circumstances.
Personally though I don't think we've hit critical plot relevance mass for that twist. We need to be invested in characters before they get killed off.
Also
Article:
Known for its innovation, de Havilland was responsible for a number of important aircraft, including the Moth biplane, which revolutionised general aviation in the 1920s; the 1930s Fox Moth, the first commercial transport able to operate without government subsidy;[citation needed] the wooden World War II Mosquito multirole aircraft; and the passenger jet service pioneering Comet.
Source: Wikipedia
Yeah thats kinda interesting. We don't have an in though nor the money to invest.
 
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