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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I take killing/burning the sorceress does reverse the spell?
Not unless the spell is specifically made that way. Most spells are independently fueled and not reliant on the caster after being cast. If you get transformed, mind controlled or put to sleep, it will last until you undo that condition rather the caster being a keystone that keeps it going.
Say can blouse Squire cast magic?
In theory yes, but Sapphire Squire does enchanting items not casting spells so in practice no as she has no magic to cast outside of her wings.
take good care of me.

one not won?

not the total nightmare?

Fixed. Thanks for catching those.

Wait, were we only half transformed or were we swinging our horns or something?
Half-transformed. The Affliction had Impaired and Disabled as its first and second degrees respectively, representing being partially transformed and therefore having a penalty to doing things due to being in a partially tranformed body.

Ahh, this seems like a trap, didn't you say earlier a dragon would be a pl8? This would be a downgrade.

No. That that would be if you got it as part of alternative effect for your shapeshifting that let you turn into mythical creatures/monsters rather than mundane animals. And in that case, it would be PL9 due to Tamara now being PL11. This is a power stunt where you metamorph into a dragon.
 
Sidegrade. Being a dragon is useful for being big, tough as hell and smashy as hell. Not very useful outside of that.

Right now we want to be smashy tho
 
Sidegrade. Being a dragon is useful for being big, tough as hell and smashy as hell. Not very useful outside of that.

Right now we want to be smashy tho
2 PLs is the difference between a party member and the boss though...
I can see the benefit of area attacks right now, I'm just worried that the drop in PL isn't really appreciated.
 
Hmm since Prince Auraen is angry, we should taunt enough so he can trigger one of the traps, same goes for one of the guards, also throw Talatine at one of the sorcerers handle a series of communication spells to disrupt them before retreating to defeat them in detail using narrow corridors and corners since Talatine can teleport back.
The traps are manually triggered by Taenya (or whoever has hacked into them) not by the actions of their victims. You can't taunt Auraen or anyone else in the room to triggering them.

As for disrupting the communications and throwing Talatine, the map and communication spells have already been stopped due to your arrival and Tamara hasn't got any proper skill at throwing Talatine yet. Expecting her to throw it around corners is too much.

Would this work given the blouse that is Sapphire Squire right now?
Tamara isn't too sure and suspects that she would either become something like a collar or armour or maybe fuse with her scales. She does know that Sapphire Squire would be okay.
Did Squire get the lecture of what not to do around the Fey?
Yes. I don't believe it happened in an update, but neither Tamara or Brenda would let the latter go without that knowledge. At the very least, Tamara would have told her squire after the two of them arrived here.
 
Sidegrade. Being a dragon is useful for being big, tough as hell and smashy as hell. Not very useful outside of that.

Right now we want to be smashy tho
2 PLs is the difference between a party member and the boss though...
I can see the benefit of area attacks right now, I'm just worried that the drop in PL isn't really appreciated.
Don't think the caps get hit. Just the pp

If you get turning into a dragon as part of your regular shapeshifting abilities, it would be limited to PL9. As this is a one-off Power Stunt using Extra Effort, Tamara would remain at PL11.
 
Well in that case
[X] [Fight] She becomes a dragon to crush Prince Auraen. (Extra Effort)
-[X] [Fight] Use 1 Hero Point to pay the cost of Extra Effort.
[X] [Trap] She activates just one of the traps and hope she has enough time to get out of its range.
-[X] [Trap] The fourth trap that directly damages its victims.
 
[X] [Fight] She becomes a dragon to crush Prince Auraen. (Extra Effort)
-[X] [Fight] Use 1 Hero Point to pay the cost of Extra Effort.
[X] [Trap] She activates just one of the traps and hope she has enough time to get out of its range.
-[X] [Trap] The fourth trap that directly damages its victims.
 
[X] [Fight] She becomes a dragon to crush Prince Auraen. (Extra Effort)
-[X] [Fight] Use 1 Hero Point to pay the cost of Extra Effort.
[X] [Trap] She activates just one of the traps and hope she has enough time to get out of its range.
-[X] [Trap] The fourth trap that directly damages its victims.

Okay turning down a chance to turn into a full powered dragon is not happening especially when a powerful form with solid defenses is actually worthwhile.

And yeah damage trap because if we get hit - dragon and defenses.

And again turning into a dragon.
 
Proposed dragon form for feedback. I basically got the regular dragon stats and added Fairy Knight stuff onto it.
Tamara the Dragon
Name: Tamara Lyn
Age: Biologically 20
Gender: Female
PL11

Powers
Shapeshifting (Magic-Fey): Morph 1 (Metamorph)
Fiery Breath (Magic-Dragonic): 24 Point Array with 1 Alternative Effect.
-Fire Bolt: Ranged Damage 12
-Fire Breath: Damage 12 (Area 1 = 16 Metre Cone)
Dragonic Wings (Dragonic): Flight 6 (120 MPH, Wings, Innate)
Dragonic Body (Dragonic): Growth 12 (Permanent, Innate), Protection 5, Immunity 5 (Ageing, Starvation & Thirst, Need for Sleep, Suffocation Effects), Partial Immunity 2 (Disease, Poison)
Torlyn Scales (Magic-Fey): Impervious Toughness 11
Healing Magic (Magic-Fey): Regeneration 2 (1 per 5 rounds)
Minor Spells (Magic-Fey): 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),

Abilities
Strength: 12
Stamina: 12
Agility: 0
Dexterity: 0
Fighting: 6
Intellect: 4
Awareness: 3
Presence: -1

Defences
Dodge: 5
Fortitude: 12
Parry: 5
Toughness: 17 (17/Impervious 11)
Will: 10

Attacks
Initiative +8
Unarmed +10: Damage 12, Critical 20
Fiery Breath +10: Ranged Damage 12, Critical 20

Skills
Close Combat: Unarmed 4 (10)
Deception 1 (0)
Expertise: Magic 13 (17)
Insight 2 (6)
Intimidation 0 (5)
Perception 6 (10)
Persuasion 2 (1)
Ranged Combat: Fiery Breath 10 (10)
Stealth 0 (-6)

Advantages
Accurate Attack: Trade effect DC for attack bonus.
Defensive Attack: Trade attack bonus for active defence.
Evasion: +2 circumstance bonus to Dodge resistance checks to avoid area effects.
Improved Initiative II: +8 bonus to initiative checks.
Interpose: Take an attack meant for an ally.
Power Attack: Trade attack bonus for effect bonus.
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.
 
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[X] [Fight] She becomes a dragon to crush Prince Auraen. (Extra Effort)
-[X] [Fight] Use 1 Hero Point to pay the cost of Extra Effort.
[X] [Trap] She activates just one of the traps and hope she has enough time to get out of its range.
-[X] [Trap] The fourth trap that directly damages its victims.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 61 | Sufficient Velocity [Posts: 1522-1536]
##### NetTally 2.2.0

Task: Fight

[X][Fight] She becomes a dragon to crush Prince Auraen. (Extra Effort)
-[X][Fight] Use 1 Hero Point to pay the cost of Extra Effort.
No. of Votes: 5



——————————————————————————————————————————————
Task: Trap

[X][Trap] She activates just one of the traps and hope she has enough time to get out of its range.
-[X][Trap] The fourth trap that directly damages its victims.
No. of Votes: 5


Total No. of Voters: 5
 
Maybe an area cone version? Feels a little strange that dragon breath would only hit people one at a time.

That is how it works with the default M&M dragons.

How about this?:
Fiery Breath (Magic-Dragonic): 24 Point Array with 1 Alternative Effect.
-Fire Bolt: Ranged Damage 12
-Fire Breath: Damage 12 (Area 1 = 16 Metre Cone)

The first one is where Tamara fires a more precise bolt of fire while the second one is her just burning everything in front of her.
 
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Really? What book is that I'll have to refresh my memory.

The stats for a dragon can be found in either Gamemaster's Guide or DC Adventures: Heroes and Villains Vol 2. Under monster minions for both.

Article:
DRAGON PL9 • MR6
STR 12 STA 12 AGL 0 DEX 0 FGT 6 INT –2 AWE 1 PRE –1
Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales).
Skills: Perception 4 (+5), Ranged Combat: Fiery Breath 6 (+6).
Offence: Init +0, Bite and Claw +6 (Close, Damage 12), Fiery Breath +6 (Ranged, Damage 12).
Defences: Dodge 3, Parry 3, Fortitude 12, Toughness 15, Will 6.
Totals: Abilities 8 + Powers 58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points.

This archetype is a fairly unintelligent monster. Some fantasy dragons, however, are highly intelligent: for these, increase the archetype's mental abilities and provide it with the necessary skills, including interaction skills, Insight, and possibly Expertise: Magic. Some intelligent dragons are also sorcerers with a Magic array and/or the Ritualist advantage.

The dragon may have a different descriptor to its breath weapon than fire, perhaps even a Variable Descriptor, allowing it to make different types of attacks. You can make larger and more powerful dragons by adding ranks of Growth to the archetype.
Source: Mutants & Masterminds Deluxe Gamemaster’s Guide

I do prefer the second, but I guess part of the question is which better fits your vision of dragonfire?

I'm going to go with both as part of a power array.
 
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Black and Blue
Black and Blue
"I am not sure what I was expecting, but it certainly wasn't all of this," comments David as he watches Sapphire Squire put together a costume for him.

"Logistics," replies the veteran squire without looking up at him, "You only hear about the punching of faces and kicking of butt, but it takes work behind the scenes for all to happen. Most of my time is spent either maintaining or making gear and collecting or sorting out information."

"I'm good at the first bit, but I'm not sure how I'll handle the latter bits," says David.

"You won't need to worry about that," says Sapphire Squire, "That is my job. The most that you'll do is spying people and making notes or breaking into somewhere to steal some documents, which is what Fairy Knight does. Notice how she handed over dealing with kitting you out to me?"

"That makes sense," agrees David, "But breaking and entering? Stealing? Isn't that the sort of stuff we are suppose to be stopping?"

"Sort of," replies Sapphire Squire, "As vigilantes, we are technically criminals. We focus more of dealing out justice than following the law which I guess is kind of hypocritical, but it is what it is. The difference between us and the criminals is that we help people for the selfless reasons while they hurt people for selfish reasons."

"That also makes sense," says David before deciding to broach the subject of magic, "So magic, how does that work?"

"Fairy Knight has shapeshifting and a few weak spells plus magic armour and a magic sword," answers Sapphire Squire, "I got my wings, can change up my outfit at will and enough magical skill and knowledge to whip up enchanted items of limited use. Fairy Knight used to do rituals, but she has stopped these days as anything she can do with a ritual, I can do quicker and just as well with an enchantment. That and neither of us need eat, sleep and drink. And now that I am thinking about it, she doesn't need to clean or do other basic stuff."

"What no baths or showers?" inquires David.

"None," confirms Sapphire Squire, "I still haven't figured out how to copy that for myself, but I am making progress."

Now that raises questions in David's mind. He knows that Fairy Knight is only half human, but he isn't sure what Sapphire Squire's deal is. Everybody assumed she was human at first, but then she started flying about and using magic so now no one knows what she is.

"Are you human?" asks David, deciding to cut the knot by just asking her.

Sapphire Squire has been reasonable enough so far. Not quite what he expected, but then David doesn't really have any expectations regarding all of this.

"Mostly," answers Sapphire Squire without even looking up from her work.

"Mostly," says David, trying to figure out what sort of answer that is.

"I've got my wings and don't need to eat, drink or sleep," says Sapphire Squire, "I also got the magical ability to change my outfit at will. I was one hundred percent human, but I have added magical fairy stuff to that. So while I haven't lost any of my humanity or replaced it, I cannot accurately call myself completely human anymore due to the extra additions."

"And you are okay with that?" asks David with a frown.

"Definitely," answers Sapphire Squire without hesitation, "I've still got all of my humanity and I can't imagine having to waste my nights sleeping again. Flying is awesome even if it isn't fast and I cannot count the number of times that my Mystic Wardrobe has come in handy. I'll take being magical over being nonmagical."

While her logic makes sense, David decides that it is definitely weird and that Sapphire Squire is a weird kid. He doesn't say that out loud of course as he got on her bad side enough earlier by mentioning how young she is.

"Yes, it is weird and you should know what Fairy Knight is far weirder than I am," says Sapphire Squire and David startles as he wonders how much of his feelings showed on his face.

He is usually better than his. He parrots the lies that Dad wants to hear from him and managed to keep his nighttime activities hidden from the rest of his family. Maybe Sapphire Squire is just good at this and it is just a case of him being outclassed.

"Fairy Knight is only half human and has only spent the last year and a half amongst us," continues Sapphire Squire, "She isn't completely human and that sometimes shows. She doesn't always follow the same line of thoughts as a human and some of her cultural values are different. Fairy Knight is a good person, but she is definitely different and while she can integrate into society, she is more acting normal than actually being normal."

"She helps a lot of people," comments David.

"Yeah, she does," agrees Sapphire Squire before finally looking up at him, "So when you called me sexy earlier, were you being honest or did you just make that up to get me off your back?"

"Sort of?" hedges David nervously, "You look like a beautiful young lady, but you also look older than you are. Which isn't bad at all mind you, but you look more like an eighteen or nineteen year old than a fourteen or fifteen year old. I would find you attractive, but not when I know you are the same age as my brother."

"Yeah, that's fair," says Sapphire Squire, looking distinctly pleased about something, "You got family?"

"Yes," answers David, "They aren't involved in any of this."

"Don't want to drag them into all this?" inquires Sapphire Squire as she turns back to her work,

"Kind of, but mainly because they're criminals," explains David and he hesitates as Sapphire Squire suddenly pauses.

"What kind of criminals?" asks Sapphire Squire, leaving David unsure of how to answer.

He doesn't exactly want people to know about this criminal background or talk about it, but Sapphire Squire isn't someone he can hide from. Fairy Knight already knows about it and Sapphire Squire is going to find out the details sooner or later.

"Dad works as a street soldier for the Regal Ravens," answers David after deciding that is no point in trying to hide anything, "He used to be part of the Royal Ravens, but split off with everyone else when their leader went crazy. Actually, I suppose you know more about that business than I do since you and Fairy Knight were in the thick of it."

"Yes, I do," says Sapphire Squire, "How many times have we beaten him up?"

"Fairy Knight has knocked him out twice and you took him out once with a boomerang," David tells her with a smile, "He still hasn't gotten over being defeated by a 'little girl'. Urr, not that any part of you is little."

"I would complain, but I can't deny that I am something of a big girl in everything except my age," agrees Sapphire Squire, "Have we ever fought you?"

"No," answers David instantly, "I have not followed in my Dad's footsteps and will not be doing so. Unfortunately my brother doesn't share my feelings in that matter."

"That sucks," says Sapphire Squire sympathetically, "I don't know what it must be like to come from a bad family, but I have an inking of what it is like to be unable to rely upon your family to be there for you."

"I'm not too attached to my family these days," says David, "I don't mind ending up as their enemies."

The two of them fall silent after that as Sapphire Squire continues to work on the costume.

"This is going to take some time," says Sapphire Squire after a few seconds, "You may wish to spend your time doing something else as if you are waiting for me to finish, I doubt I'll be done before the hour is up. Kitchen has some food and drink in it."

"I thought that neither of you needed to eat or drink," comments David even as he decides that maybe getting a snack sounds like a good idea.

"We don't need to, but we still can," explains Sapphire Squire, "It is just an activity for fun than survival for us."

"Fair enough," says David before he walks out of the workshop.

***​

Something I started writing up a while back and recently finished. I can't remember where it was originally going to go so it ended up just being some character interaction between Brenda and David. It takes place the night that the two squires meet or maybe the night after? I can't remember which one it was.

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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Proposed dragon form for feedback. I basically got the regular dragon stats and added Fairy Knight stuff onto it.
No increase immunity to magical attacks since being a dragon is different sets of upgrades compare to the FK bonus?

Just checking are we sacrificing 1 Hero Point every time we need to transform into a dragon or is the 1 Hero Point only needed to trigger the change?
Last thing is our dragon form stats is fixed after the change or we can upgrade it later?
 
No increase immunity to magical attacks since being a dragon is different sets of upgrades compare to the FK bonus?

Fairy Knight doesn't have increased immunity to magical attacks so I don't see why she would gain them as a dragon.

Just checking are we sacrificing 1 Hero Point every time we need to transform into a dragon or is the 1 Hero Point only needed to trigger the change?
Last thing is our dragon form stats is fixed after the change or we can upgrade it later?
It will be determined on a case by case.
It is not fixed. It will grown stronger as Tamara grows stronger, but you don't get to choose the upgrades like you do in her regular form.
 
The assumption that we know what this dragon form does (do we have stats for it somewhere?) And whether or not it's an improvement over FK normal combat? Along with assumptions about mechanics in general, without any blurb about what a certain thing might do?

That's the biggest issue I've had over the quest. The continued "I have to have a mechanic already in place to do a thing and you have to know what mechanics do because I'm not going to be accused of railroading even if the alternative is leaving the less mechanically literate out in the cold" has been very tough. I love the concepts. It's the crunch that's tough.
 
The assumption that we know what this dragon form does (do we have stats for it somewhere?)

Here:

Proposed dragon form for feedback. I basically got the regular dragon stats and added Fairy Knight stuff onto it.
Tamara the Dragon
Name: Tamara Lyn
Age: Biologically 20
Gender: Female
PL11

Powers
Shapeshifting (Magic-Fey): Morph 1 (Metamorph)
Fiery Breath (Magic-Dragonic): 24 Point Array with 1 Alternative Effect.
-Fire Bolt: Ranged Damage 12
-Fire Breath: Damage 12 (Area 1 = 16 Metre Cone)
Dragonic Wings (Dragonic): Flight 6 (120 MPH, Wings, Innate)
Dragonic Body (Dragonic): Growth 12 (Permanent, Innate), Protection 5, Immunity 5 (Ageing, Starvation & Thirst, Need for Sleep, Suffocation Effects), Partial Immunity 2 (Disease, Poison)
Torlyn Scales (Magic-Fey): Impervious Toughness 11
Healing Magic (Magic-Fey): Regeneration 2 (1 per 5 rounds)
Minor Spells (Magic-Fey): 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),

Abilities
Strength: 12
Stamina: 12
Agility: 0
Dexterity: 0
Fighting: 6
Intellect: 4
Awareness: 3
Presence: -1

Defences
Dodge: 5
Fortitude: 12
Parry: 5
Toughness: 17 (17/Impervious 11)
Will: 10

Attacks
Initiative +8
Unarmed +10: Damage 12, Critical 20
Fiery Breath +10: Ranged Damage 12, Critical 20

Skills
Close Combat: Unarmed 4 (10)
Deception 1 (0)
Expertise: Magic 13 (17)
Insight 2 (6)
Intimidation 0 (5)
Perception 6 (10)
Persuasion 2 (1)
Ranged Combat: Fiery Breath 10 (10)
Stealth 0 (-6)

Advantages
Accurate Attack: Trade effect DC for attack bonus.
Defensive Attack: Trade attack bonus for active defence.
Evasion: +2 circumstance bonus to Dodge resistance checks to avoid area effects.
Improved Initiative II: +8 bonus to initiative checks.
Interpose: Take an attack meant for an ally.
Power Attack: Trade attack bonus for effect bonus.
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.
 
The assumption that we know what this dragon form does (do we have stats for it somewhere?) And whether or not it's an improvement over FK normal combat? Along with assumptions about mechanics in general, without any blurb about what a certain thing might do?

That's the biggest issue I've had over the quest. The continued "I have to have a mechanic already in place to do a thing and you have to know what mechanics do because I'm not going to be accused of railroading even if the alternative is leaving the less mechanically literate out in the cold" has been very tough. I love the concepts. It's the crunch that's tough.
Heres mechanics.

d20HeroSRD

As for specifics like Dragon stats, you kinda just need to follow the thread.

E:
He parrots the lies that Dad wants to here back to him and managed to keep his nighttime activities hidden from the rest of his family
erm? dad want to hear back from him?
"I don't mind ended up as their enemies."
I don't mind ending up or I don't mind that I ended up
 
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The assumption that we know what this dragon form does (do we have stats for it somewhere?) And whether or not it's an improvement over FK normal combat? Along with assumptions about mechanics in general, without any blurb about what a certain thing might do?
I've already posted the stats earlier.
Tamara the Dragon
Name: Tamara Lyn
Age: Biologically 20
Gender: Female
PL11

Powers
Shapeshifting (Magic-Fey): Morph 1 (Metamorph)
Fiery Breath (Magic-Dragonic): 24 Point Array with 1 Alternative Effect.
-Fire Bolt: Ranged Damage 12
-Fire Breath: Damage 12 (Area 1 = 16 Metre Cone)
Dragonic Wings (Dragonic): Flight 6 (120 MPH, Wings, Innate)
Dragonic Body (Dragonic): Growth 12 (Permanent, Innate), Protection 5, Immunity 5 (Ageing, Starvation & Thirst, Need for Sleep, Suffocation Effects), Partial Immunity 2 (Disease, Poison)
Torlyn Scales (Magic-Fey): Impervious Toughness 11
Healing Magic (Magic-Fey): Regeneration 2 (1 per 5 rounds)
Minor Spells (Magic-Fey): 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),

Abilities
Strength: 12
Stamina: 12
Agility: 0
Dexterity: 0
Fighting: 6
Intellect: 4
Awareness: 3
Presence: -1

Defences
Dodge: 5
Fortitude: 12
Parry: 5
Toughness: 17 (17/Impervious 11)
Will: 10

Attacks
Initiative +8
Unarmed +10: Damage 12, Critical 20
Fiery Breath +10: Ranged Damage 12, Critical 20

Skills
Close Combat: Unarmed 4 (10)
Deception 1 (0)
Expertise: Magic 13 (17)
Insight 2 (6)
Intimidation 0 (5)
Perception 6 (10)
Persuasion 2 (1)
Ranged Combat: Fiery Breath 10 (10)
Stealth 0 (-6)

Advantages
Accurate Attack: Trade effect DC for attack bonus.
Defensive Attack: Trade attack bonus for active defence.
Evasion: +2 circumstance bonus to Dodge resistance checks to avoid area effects.
Improved Initiative II: +8 bonus to initiative checks.
Interpose: Take an attack meant for an ally.
Power Attack: Trade attack bonus for effect bonus.
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.

That's the biggest issue I've had over the quest. The continued "I have to have a mechanic already in place to do a thing and you have to know what mechanics do because I'm not going to be accused of railroading even if the alternative is leaving the less mechanically literate out in the cold" has been very tough. I love the concepts. It's the crunch that's tough.
The rules can be found here for free as open-game content: d20HeroSRD. Everything you need to understand the mechanics of this quest can be found there for free.

E:
erm? dad want to hear back from him?
I don't mind ending up or I don't mind that I ended up

Fixed. Thanks for catching both of those.
 
[X] [Fight] She withdraws due to be outnumbered and outmatched, hoping to lose some if not all of her pursuers within the castle.
[X] [Trap] She activates just one of the traps and hope she has enough time to get out of its range.
-[X] [Trap] The fourth trap that directly damages its victims.
 
Vote is closed.
Adhoc vote count started by Oshha on Dec 18, 2019 at 9:48 AM, finished with 29 posts and 6 votes.

  • [X] [Trap] She activates just one of the traps and hope she has enough time to get out of its range.
    -[X] [Trap] The fourth trap that directly damages its victims.
    [X] [Fight] She becomes a dragon to crush Prince Auraen. (Extra Effort)
    -[X] [Fight] Use 1 Hero Point to pay the cost of Extra Effort.
    [X] [Fight] She withdraws due to be outnumbered and outmatched, hoping to lose some if not all of her pursuers within the castle.
 
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