Dawn of Heroes

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

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

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

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

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

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

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

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

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

London

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


British Isles

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

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

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

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

Kingdom of the Faeries

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

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

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

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

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

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

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

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


World

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

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

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

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

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

Known Civilians and Neutral Organisations
 
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Vote Tally : Dawn of Heroes Original - Superhero | Page 68 | Sufficient Velocity [Posts: 1695-1700]
##### NetTally 2.2.0

[X] Go and fetch Onyx Squire before investigating the potential workshop.
No. of Votes: 3


Total No. of Voters: 3
 
[X] Go and fetch Onyx Squire before investigating the potential worship.

Night as husband is just weird, honestly don't care for the change in reality.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 68 | Sufficient Velocity [Posts: 1695-1702]
##### NetTally 2.2.0

[X] Go and fetch Onyx Squire before investigating the potential worship.
No. of Votes: 4


Total No. of Voters: 4
 
The Shrouded Scions VII
[X] Go and fetch Onyx Squire before investigating the potential workshop.

"We should go and get him," you say, "Do you think he will be at the Nighthouse?"

"We can track him," says Sapphire Squire as she pulls out a map, "I make sure to keep one of these on me for everyone I care about. It is a single use and takes a minute to recharge, but we can work around those."

"Do you keep a lot of enchanted items on you?" you inquire.

"Less than I should," admits Sapphire Squire, "I make a lot of gadgets, but a fair few of them are just things I use to make everyday life more convenient for me and the actually useful gadgets just get put away in storage. I'm not sure if you noticed, but I am using one of the bedrooms as a place for all of my completed, but unused gadgets."

"I noticed," you comment with a wry smile, "I am pleased to see that you are taking to magic well."

"I like inventing things," says Sapphire Squire, "Magic is useful to that because it is easy. That said, I am looking to make more mundane stuff. Magic is cool and all, but I don't want to become reliant on it."

"Is that why you want to look at these drugs?" you inquire.

"Nah," answers your squire, "I have no interest in using the enemy's drugs or any drugs. I will admit I am a bit curious to see how it was made and how it works, but is all."

***​

Sneaking into the drug factory is easy enough. The factory isn't a conventional factory, a drug production site built in the cellar of a pharmacy. With the shop acting as an actual pharmacy, you presume that those in the know can simply ask for the less than legal drugs.

A single thug stands guard over the place and it is easy for you to knock him out without him ever realising that you are there. You have grown to appreciate the benefits of not being seen or heard. While you expect to run into someone with exotic senses capable of seeing through them, you enjoy being able to fool all of your mundane human foes.

"So now what?" you ask Sapphire Squire after you open the backdoor from the inside to grant your squires entry to the building.

You could take the lead, but you know your skills and those of your squires. While you and Onyx Squire are passable at uncovering someone else's secrets, Sapphire Squire is as skilled as her father at sniffing out evidence and useful information. It is better to let the professional do their job and help them out where you can.

Sapphire Squire quickly takes over the investigate work, directing you and Onyx Squire whilst rummaging about herself. The three of you work well as a team, efficiently uncovering the documents and other incriminating evidence that the building has to offer. Sapphire Squire stuffs them all into her bag and given how much goes into it, you are certain she has enchanted it to carry more than it should be able to.

"Now onto the real prize," says Sapphire Squire once she is satisfied with her haul of evidence for the night, "Fairy Knight, do you have any idea on what to do with the drugs or how they work?"

"Not exactly," you admit before deciding to be more decisive about it, "No, I do not."

"Okay then," says Sapphire Squire before she turns to her fellow squire, "Onyx, you help me out and do as I say. I read enough of the papers to get a decent idea of what this stuff does and trust me, we do not want to make mistakes with it. Fairy Knight, can you remain on watch while we work?"

"Of course," you tell her.

Keeping an eye on the stairs leading up into the shop from the cellar, you also watch your squires as they work. The machinery used to create the drug is beyond your understanding, but you do recognise the large cooking vat of orange-tinted silver liquid and a few of the tools look familiar.

Even Sapphire Squire struggles to understand all of it as while your squire had a solid grasp of what the machinery did, she struggled to process how it was used to create the Apex drug or what the Apex drug. In fact, you are fairly certain that without the help of Onyx Squire or having several documents at hand to reference, Sapphire Squire might have failed to understand the process behind the Apex drug.

"It boosts strength and toughness primarily," says Sapphire Squire to you and Onyx Squire, "Boosts to reflexes and increasing speed is secondary, mainly due to be side effects of the main effects. The Apex drug provides some chemicals which strengthen the muscles and dull pain. It lets you hit harder and ignore harder hits, but it doesn't provide any healing so you can't take more actual damage. It is also what limits how of the drug you take as after a certain point, the drug is definitely going to harm you. Basically muscle burnout and too much stress for the human body to endure."

"So not worth taking?" inquires Onyx Squire.

"Maybe if you wanted a quick, temporary boost," answers Sapphire Squire, "But I would rather not rely upon it, especially since we don't know if there is any long term side effects. That said, criminals and governments would definitely want to-do you hear that?"

"Yes," you answer as you hear noises above and footsteps approaching, "Let's head back upstairs."

You quickly make your way upstairs with both of your squires following behind you. You don't expect danger, but it never hurts to be wary in this line of business.

As the three of you enter the front of the shop, you get to see who is approaching. Standing tall in his suit outside the front of the shop is Apex, flanked by two men on either side with all four holding guns with large drums underneath.

"Hmm," says Apex before looking directly at you and then at Sapphire Squire, "Ore-ray-en sends his regards. I am going to kill that girl for the trouble she has caused me."

"No, you won't," you promise him and you both leap into action.

Apex may be conventionally faster than you, but you have the upper hand in the opening moments of this fight. You run forward with Talatine drawn, smashing the front door open and then slashing him across the side. Apex staggers to the side, his suit becoming stained red with blood, but the man has already thrown his bomb.

The bomb explodes inside the shop as the men begin to open fire. The shop fills with a yellow-brown gas that leaves both of your squires choking and coughing even as they attempt to leave the building. Sapphire Squire is only able to fly out and is barely able to avoid most of the bullets sent her away as the four thugs spray down both Onyx Squire and Sapphire Squire with bullets. Sapphire Squire doesn't cry out in pain as a couple strike her armoured costume and only avoids being hit by more thanks to luck. Onyx Squire attempts to change one of the gunmen, but is left stumbling to the side as bullets hit him in the side.

Quickly realising that even if these men with their guns are no threat to you personally, they are still a danger to your squires and you swiftly switch targets as you attack the ones on Apex's left. While their guns make them dangerous, the men themselves are barely better than the average street soldier even if they are slightly tougher and quicker than you would have expected.

Both of them go down as Apex goes after Sapphire Squire with the girl being engulfed by another cloud of gas thanks to a second bomb by Apex. The last two thugs continue to shoot, but none hit Sapphire Squire and Onyx Squire is able to take one down before taking a bullet to the shoulder with a grunt of pain from the last gunman standing.

Confident that your squires can take care of the final lackey, you turn your attention back to Apex. You stab at him with Talatine, but you find yourself outplayed as Apex leverages his superior speed to leave you out of position as he goes after his actual attack.

Quicker than you can react, Apex slams into the still off-balanced Onyx Squire. By all rights, he should have gone to such a blow, but one of the reasons that you chose him as your squire was his tenacious toughness and Onyx Squire stays standing if just barely.

"Go!" you call at Onyx Squire as a boomerang from Sapphire Squire takes out the final gunman, certain that another hit from Apex will bring him down.

As Onyx Squire runs for it, you dart to cover his escape by engaging Apex. A swing of Talatine and Apex is forced back as you gaze his arm, cutting his sleeve and drawing a tickle of blood. Taking your attack in his stride, Apex throws another of his bombs, once again targeting Sapphire Squire.

To your horror, Sapphire Squire begins to cough and twitch under the gas and for a moment, you find she is about to pass out before she manages to flutter out of the latest gas cloud.

"Leave her alone!" you hiss at Apex before hacking open his shoulder with Talatine.

"Make me!" retorts Apex before he uppercuts you, sending you stumbling backwards a burst of sudden pain and a sore jaw.

"I think I shall," you tell him as you watch Sapphire Squire fly away, putting as much distance as she can between her and the ground.

That changes the matter. Both of your squires have gotten away and you have no reason to continue fighting here. You could get away using teleportation and shapeshifting to throw Apex off, but you also want to punch Apex's face in. He is already injured and he deliberately targeted your squires, something he needs to regret.

What does Fairy Knight do?
[] Withdraw. You have no reason to fight him and your squires have gotten away.
[] Fight. He needs to be pay for going after your squires and is already more injured than you are.
[] Write-in.

Investigating the workshop. (Sapphire Squire)
Investigation Team Check, DC20: 14+11+5+5 = 35, 4 DoS.

Investigating the workshop. (Fairy Knight Squire)
Investigation Team Check, DC10: 15+5 = 20, 3 DoS.

Investigating the workshop. (Onyx Squire)
Investigation Team Check, DC10: 17+3 = 20, 3 DoS.

Investigating the drugs. (Sapphire Squire)
Expertise: Science Team Check, DC25: 13+6+5+5 = 29, 1 DoS.

Investigating the drugs. (Onyx Squire)
Expertise: Science Team Check, DC10: 19+3 = 22, 3 DoS.

Spotting Apex.
Perception vs Stealth = 19+7 vs 10+8 = 26 vs 18, Fairy Knight wins 2 DoS.

Spotting Apex. (Sapphire Squire)
Perception vs Stealth = 20+8 vs 1+8 = 33 vs 4, Fairy Knight wins by 6 DoS.

Spotting Apex. (Onyx Squire)
Perception vs Stealth = 13+9 vs 14+8 = 22 vs 22, Onyx Squire wins by 1 DoS.

Initiative Check:
Fairy Knight: 16+11 = 27
Sapphire Squire: 17+7 = 24
Onyx Squire: 1+11 = 12
Apex: 10+15 = 25
IRA Militia 1: 8+2 = 10
IRA Militia 2: 12+2 = 14
IRA Militia 3: 13+2 = 15
IRA Militia 4: 6+2 = 8

Fairy Knight attacks Apex.
Talatine Attack, DC21: 18+11 = 29, Successful Critical Hit.
Toughness Check, DC29: 10+12 = 22, 2 DoF, -1 Toughness Penalty & Dazed.

Apex bombs Sapphire Squire.
Dodge Check, DC18: 3+10+2 = 15, 1 DoF.
Fortitude Check, DC18: 13+7 = 20, 1 DoS, Sapphire Squire is unaffected.
Toughness Check, DC23: 9+8 = 17, 2 DoF, -1 Toughness Penalty & Dazed.

Apex bombs Onyx Squire.
Dodge Check, DC18: 13+10+2 = 25, 2 DoS.
Fortitude Check, DC14: 18+8 = 26, 3 DoS, Onyx Squire is unaffected.
Toughness Check, DC19: 12+6 = 18, 1 DoF, -1 Toughness Penalty.

IRA Militia 2 shoots Sapphire Squire.
Submachine Gun Attack, DC20: 9+6-2 = 13, Miss.

IRA Militia 2 shoots Onyx Squire.
Submachine Gun Attack, DC20: 18+6-2 = 22, Successful Hit.
Toughness Check, DC19: 3+5 = 8, 3 DoF, -1 Toughness Penalty & Staggered.

IRA Militia 3 shoots Sapphire Squire.
Submachine Gun Attack, DC20: 16+6-2 = 20, Successful Hit.
Toughness Check, DC19: 1+7 = 3, 4 DoF, Sapphire Squire is incapacitated. Luck Reroll!
Toughness Check, DC19: 20+7 = 32, 3 DoS, Sapphire Squire is unharmed.

IRA Militia 3 shoots Onyx Squire.
Submachine Gun Attack, DC20: 11+6-2 = 15, Miss.

Onyx Squire charges IRA Militia 3.
Unarmed Charge Attack, DC15: 4+12-2 = 14, Miss.

IRA Militia 1 shoots Sapphire Squire.
Submachine Gun Attack, DC20: 16+6-2 = 20, Successful Hit.
Toughness Check, DC19: 2+7 = 9, 3 DoF, -1 Toughness & Staggered.

IRA Militia 1 shoots Onyx Squire.
Submachine Gun Attack, DC20: 10+6-2 = 14, Miss.

IRA Militia 4 shoots Sapphire Squire.
Submachine Gun Attack, DC20: 14+6-2 = 18, Miss.

IRA Militia 4 shoots Onyx Squire.
Submachine Gun Attack, DC20: 18+6-2 = 22, Successful Hit.
Toughness Check, DC19: 16+4 = 20, 1 DoS, Onyx Squire is unharmed.

Fairy Knight routine attacks IRA Militia 1.
Toughness Check, DC24: 7+4 = 11, 3 DoF, Incapacitated.

Fairy Knight routine attacks IRA Militia 2.
Toughness Check, DC24: 3+4 = 7, 4 DoF, Incapacitated.

Apex bombs Sapphire Squire.
Dodge Check, DC18: 18+10+2 = 30, 3 DoS.
Fortitude Check, DC14: 20+7 = 32, 4 DoS, Sapphire Squire is unaffected.
Toughness Check, DC19: 5+6 = 11, 2 DoF, -1 Toughness Penalty & Dazed.

IRA Militia 3 shoots Sapphire Squire.
Submachine Gun Attack, DC20: 2+6-2 = 6, Miss.

IRA Militia 3 shoots Onyx Squire.
Submachine Gun Attack, DC20: 7+6-2 = 11, Miss.

Onyx Squire attacks IRA Militia 3.
Unarmed Attack, DC15: 9+12 = 21, Successful Hit.
Toughness Check, DC19: 12+4 = 16, 1 DoF, Incapacitated.

IRA Militia 4 shoots Sapphire Squire.
Submachine Gun Attack, DC20: 3+6-2 = 7, Miss.

IRA Militia 4 shoots Onyx Squire.
Submachine Gun Attack, DC20: 17+6-2 = 21, Successful Hit.
Toughness Check, DC19: 11+4 = 15 1 DoF, -1 Toughness Penalty.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 1+11 = 12, Critical Miss.

Apex attacks Onyx Squire.
Unarmed Attack, DC20: 13+11 = 24, Successful Hit.
Toughness Check, DC27: 15+4 = 19, 2 DoS, -1 Toughness Penalty & Dazed.

Sapphire Squire attacks IRA Militia 4
Boomerang Attack, DC15: 15+11 = 26, Successful Hit.
Toughness Check, DC21: 12+4 = 16, 1 DoF, Incapacitated.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 17+11 = 28, Successful Hit.
Toughness Check, DC24: 19+11 = 30, 2 DoS, Apex is unharmed.

Apex bombs Sapphire Squire.
Dodge Check, DC18: 6+10+2 = 18, 1 DoS.
Fortitude Check, DC14: 6+7 = 13, 1 DoS, Sapphire Squire is Impaired.
Toughness Check, DC19: 2+6 = 8, 3 DoF, Incapacitated. Luck Reroll!
Toughness Check, DC19: 16+6 = 22, 1 DoS, Sapphire Squire is unharmed.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 20+11 = 31, Successful Critical Hit.
Toughness Check, DC29: 17+11 = 28, 1 DoF, -1 Toughness Penalty.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 11+11 = 22 Successful Hit.
Toughness Check, DC27: 5+12 = 17, 2 DoF, -1 Toughness Penalty & Dazed.

You have gotten 1 Hero Point from your Enemy (Prince Auraen) Complication and currently have 17 available Hero Points.

***​

This update took longer than I wanted it to. It would have been out sooner, but I got a bit of writer's block regarding descripting the factory and the investigation scenes. You are pretty much at the conclusion of this arc with maybe one or two more updates to go.

The current vote is mainly about if you want to continue this fight or end it. That's about all I have to say right now because I don't want to risk spoiling a couple of future adventures that follow up on events from this arc.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
-[X] Spend Hero Points to win.
[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
 
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[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
 
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 69 | Sufficient Velocity [Posts: 1706-1709]
##### NetTally 2.2.0

[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
No. of Votes: 4
[X] veekie
[X] Axel Fones
[X] Jrin
[X] kelgar04


Total No. of Voters: 4
 
You run forward with Talatine drawn, smashing the front door open and then slashing him across the side.
... Where we talking through the shop window?
The shop fills with a yellow-brown gas that leaves both of your squires choking and coughing even as they attempt to leave the building
Nooo, not the mustard gas.
You have gotten 1 Hero Point from your Enemy (Prince Auraen)
Lol, it took me till now to realise who Ore-Ray-On was.
Do we need to vote to spend hero points?
 
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
 
Outside of avoiding being Incapacitated or Controlled or otherwise getting defeated, yes.
Cool would you accept a this:
[ ] We the Questors, hereby give Oshha permission to freely use Hero Points for combat according to their best judgement.
And we just consider that in future combat rolls you are assumed to have permission unless we say otherwise
 
Cool would you accept a this:
[ ] We the Questors, hereby give Oshha permission to freely use Hero Points for combat according to their best judgement.
And we just consider that in future combat rolls you are assumed to have permission unless we say otherwise

Yes, but you will need to get over 50% of the voters to go for it and I will propose a cooldown each time it is brought up so it doesn't get added to every vote until it succeeds.
 
Sure.
Since there are already 4 votes I'm going to offer it as separate to use HP in this fight.
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
-[X] Spend Hero Points to win.
[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
 
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
-[X] Spend Hero Points to win.
[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
 
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
-[X] Spend Hero Points to win.
[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.

Say can mustard gas affects fay?
 
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[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
-[X] Spend Hero Points to win.
[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
It's not about the spending. It's about sending a message.
 
Apex is going to get beat worse than Templar that second time we fought. Or Windstrike, the second time we fought... Come to think of it, this is the second time we've fought Apex.
We forgive. Exactly once. The second time you cross our path...there will be trouble.
 
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