Dawn of Heroes

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

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

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

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

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

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

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

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

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

London

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


British Isles

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

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

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

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

Kingdom of the Faeries

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

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

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

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

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

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

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

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


World

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

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

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

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

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

Known Civilians and Neutral Organisations
 
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Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 69 | Sufficient Velocity [Posts: 1706-1721]
##### NetTally 2.2.0

[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.
No. of Votes: 5

[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
No. of Votes: 5

[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
No. of Votes: 2


Total No. of Voters: 7
 
Really if we didn't crush him now, it would just be sending the message that you can expect to bring fucking chemical weapons into a street fight against underage children and walk away from it.
And thats just a bad message to let others believe.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 69 | Sufficient Velocity [Posts: 1706-1721]
##### NetTally 2.2.0

[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.
No. of Votes: 5

[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
No. of Votes: 5

[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.
No. of Votes: 2


Total No. of Voters: 7
 
It's not about the spending. It's about sending a message.
Well, can't let him get away with focusing on our squires.
Really if we didn't crush him now, it would just be sending the message that you can expect to bring fucking chemical weapons into a street fight against underage children and walk away from it.
And thats just a bad message to let others believe.

Can I assume that the thread would like Fairy Knight to go out of her way to ensure that Apex gets taken down?
 
Can I assume that the thread would like Fairy Knight to go out of her way to ensure that Apex gets taken down?
Yes. With as much evidence as we can gift-wrap him with so he's off the streets. Lots of his blood at the scene of a very loud fight where he's seen deploying chemical weapons would be nice.
 
Can I assume that the thread would like Fairy Knight to go out of her way to ensure that Apex gets taken down?
>>> Beat up the guy who threw mustard gas at children.
[ ] Yes.
[ ] No.
[Q]

Seriously this is exactly why we never bothered with Golden Knight, carrot and stick, we didn't target Golden Knight because he was the lesser of the evils. Now we demonstrate why you don't escalate like this.
 
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We're making an example. "THIS is why you don't make and use weapons that indiscriminately can affect people not even involved in the conflict. Because you don't want to end up like this guy."
 
The Shrouded Scions VIII
[X] Fight. He needs to be pay for going after your squires and is already more injured than you are.

You could get away from this fight and you have no tactical or strategic reasons to continue this fight, but Apex went after Sapphire Squire. He made this personally and you are going end this fight with Apex down on the ground. Still reeling from Apex's last punch, you flicker Talatine around and slash Apex across the non-bloodied side of his suit. Apex doesn't even flinch from your blade cutting his flesh before slams his fist into your gut.

You go staggering back, the world semi-spinning from the force of the attack. You swing out with Talatine, but while you hit your foe, Apex simply ignores your sword leaving another shallow gash in his body. He pushes his own assault and jabs you across the face.

The punch is hard, but Torlyn pulls through and you barely feel a thing as you grit your teeth and reassess the situation. You are certain that Apex is doped up on his own drug as he while he is superhumanly tough and strong, he wasn't this strong and tough last time that you fought. You could take him, but he would have a chance of winning without his juice boosting him and as he currently is, the odds are too close to a coinflip for you risk a straight up fight with Apex.

Rather than attack, you ready yourself for Apex's next punch and when it comes, you teleport away. You need to buy from breathing room to recover as one thing you noticed from your last fight is that unlike yourself, Apex doesn't heal. If you can drag out this fight long enough, your injuries will heal up while Apex will remain as wounded as ever. You run the risk of Apex deciding to just call it quits and fleeing, but against an equal foe like this, you need to fight smart.

Teleporting to just in front of the shop, you wait for Apex to realise what you have done and for him to make the next move. It takes him just a moment to realise where you are and then you teleport away again as he charges you, leaving Apex to smash into the shop window.

Teleporting to the middle of the road, you ready yourself again, keeping an eye on Apex and his moments so you can get away in time. Scowling at you, Apex charges you again and this time he is able to put some of his inhuman speed behind his movements as you teleport to the pavement just before his fist connects with your helmet. The plan is working as you feel your oldest wounds fading away while Apex is too angry at you to consider running away. Now if you could just get a moment to clear your head.

"Stand and fight me!" growls Apex as he looks around for your latest location.

"Catch me first!" you reply in a sing-song voice that you know would piss you off in his position.

With a snarl of frustration, Apex charges once again and once again, you teleport away. Before either of you engage further, a police car comes around the corner. As the vehicles comes to a halt, Apex looks like he is about to flee now that the lawmen have arrived. Having decided that he is not getting away after what he has done tonight, you charge him. Taking a moment, you channel your magic into Talatine and change your blade from something that cuts to something that will drain speed from its target.

Getting ready to flee, Apex in unprepared for the sudden attack by yourself. Your sword strikes true and you indulge yourself in a grim smile at Apex unable to run at more than an unnatural crawl after being struck by the silver blade. That grin quickly turns into a grimace as Apex slams a fist into your jugular. You stumble backwards, the world spinning as you only retain consciousness through sheer willpower.

You slash Apex across the knee, hacking open the flesh and making the man almost collapse as his leg almost gives out on him. Apex responds in an instant, striking your gut with enough force that you almost hurl up the food you ate at Brenda's birthday party earlier in the day. You bring Talatine back around before Apex can muster up his defences after his latest attack, slicing open the man's upper arm with a painful cut even if it isn't deep enough to render the arm non-functional.

Limping as some of his speed returns, Apex swings another fist at you, but you see it coming this time. You dart back this time and swipe at him with Talatine once again only to find that your own movement has left your blade out of range. Apex moves up and strikes you in the shoulder, leaving you with painful shoulder even as Torlyn protects you against any serious damage. You stab with Talatine before Apex can get away, your sword piercing the side of his chest and making Apex wince as you pull your blade out.

Apex swings at you, but you are able to sidestep it at the last moment. With Apex caught-off guard, you strike in the side of the chest again, this time with a slash rather than a stab. Apparently noticing that his speed is coming back, Apex punches you once again as he tries to put some space between you and him. With your oldest injuries healed, you are able to take the blow without too much difficulty and you seize the chance to counterattack. A swipe of Talatine and Apex isn't going down! In defiance of your best efforts, Apex is still standing.

Unwilling to let Apex get away and knowing that this is your last chance to stop him tonight, you push yourself to your limits, straining your already exhausted body. In an inhumanly quick motion, you bring Talatine back around to finish him off. Thankfully Apex goes down this time because you aren't too sure what you would have done if he hadn't.

Almost swaying on your feet due to exhaustion, you notice that the police car has been joined by some others. In fact, there is a veritable swarm of lawmen on the street through they seem to waiting for you and Apex your fight. Which you have not. That must make it time to go and get some rest. No, wait, you need to find your squires first. Then you can get some rest because that fight pushed you to your limits.

Transforming into a bird, you take off. You check the Nighthouse first. It seems the place that your squires would go.

***​

To your relief, you find both Sapphire Squire and Onyx Squire at the Nighthouse, awaiting your return with neither seeming worse for the wear. You put the latter down the used up and semi-used magical items lying about the table, all of them created by Sapphire Squire in the past.

"Are you both okay?" you inquire.

"Yes," answers Sapphire Squire, "We got burnt and strung by the gas, but neither of us was too badly hurt by it. I'm just glad that I knew about the mustard gas beforehand. I made sure to make some stuff to counter it and heal injuries caused by it. We've pretty much used up the latter along with some other stuff to fix up our other injuries. That said, the mustard gas was definitely acting far quicker than it should have. I am certain that Apex made some modifications to it to make it fast acting."

"Did you get him?" inquires Onyx Squire, "Please tell me that you got him."

"I got him," you tell him, "Left him out cold and half-bleeding to death while at least a dozen policemen were waiting for the fight to finish."

"Good," says Sapphire Squire, "I can't I enjoyed being gassed and shot up on my birthday."

"It's your birthday?" says Onyx Squire, turning to stare at his fellow squire.

"It hasn't gone midnight yet so yes, it is still my birthday," answers Sapphire Squire with a shrug, "Unless one of you needs me for something, I'm going to work on updating our records with tonight information."

"I'm going to grab some shuteye," says Onyx Squire, "Unlike you two, I still need to sleep and that fight left me exhausted."

"I too was left exhausted by that fight," you say, "I don't need to sleep, but I do need to get some rest. Taking out Apex left me exhausted."

***​

"Congratulations on becoming a national hero," says Inspector Brown as the two of you meet for lunch at the Wallis mansion, "You seen the newspapers or heard the news?"

"Fairy Knight stops an Irish Republican Army chemical attack on London," you say, remembering the news that you found being spread about in the morning, "But only four suspects in custody."

Inspector Brown winces at that and you doubt the news is good. Oh well, you won't expecting good news ever since you heard that the government claimed to only have four members of the IRA captured.

"Remember that guy in the suit?" asks Inspector Brown and you nod as you won't be forgetting Apex any time soon after what he did, "Well, we failed to understand just how dangerous he was. Actually, I did after I heard the reports of you and him going at it with each other, but the men on the scene don't know you as well as I do. They treated him like any other criminal so when he woke up, he broke out. It isn't good."

"He was throwing about mustard gas in that fight," you tell Inspector Brown and he groans at the news.

"Isn't that just the cherry on top," mutters Inspector Brown before focusing back on you, "This guy basically slaughtered the men guarding him before ripping his way out of the van carrying him with his bare hands. He tore through steel like it was paper and kill three of his guards whilst putting the last one in hospital. The only upside to the situation is that all four of the men transporting him were people I knew to be dirty. That and everyone is upset at this IRA soldier managed to not only escape but killed multiple coppers on his way out."

"The man called himself Apex and is the creator of the drug being produced beneath the pharmacy," you tell Inspector Brown, "He worked for a group called the Shrouded Scions and I have caught one of their leaders answering to a member of parliament, Gerald Martin, who is a member of the Order of the Eternal Empire."

"So this Apex is working for the secret conspiracy that controls the government," groans Inspector Brown and you give him a sympathetic smile.

"Not quite that bad," you reassure him, "Apex was never loyal and Sapphire Squire picked up plenty of indications that he was planning to go his own way. Given how he was with members of the Irish Republican Army last night, I suspect he has broken ties with his old masters."

"Well, I'm not going to be able to tell anyone about that, but I appreciate you telling me," says Inspector Brown, "Blimey, sometimes I wonder just how corrupt our country is."

"I like to believe it is less corrupt since people like us started pushing back," you reply, "Anyway, I should go and get lunch for us so we have something to eat. Given how valuable your time is these days and how busy you are, I figured you would like to get some food in you when you have a break for food."

"Some food sounds like an excellent idea for lunch," agrees Inspector Brown, giving you a brief smile before getting solemn again, "But before you go, I ought to tell you something. I mentioned to you before that the government was looking into recruiting you and was putting out feelers via me, but after last night, it looks like they have gotten serious about it. This morning I was told to let you know that His Majesty's Government wants you working for it. The Fritz have their own official hero team with a leader who has superhuman powers and there are rumours that other countries are putting together their own teams with superhumans. Apparently our government wants in on that and you are one of their main candidates for it. Money, fame, privileges or whatever you want, they are offering it within reason, but I can't deny that they are being generous about it."

"What about other supernatural individuals in the country?" you inquire, thinking about the likes of Galahad, Lady Ghost, Bull and the Druid.

"I don't know," admits Inspector Brown, "All I know is that you are being offered a very generous deal to work for the government. I can't say if I recommend that you take it or not. I won't deny that we got plenty of corruption in the government, but not all of it is corrupt. You may be able to leverage those non-corrupt parts against the corrupt parts and I would be nice to openly work with you. That said, I can't say that you wouldn't be restricted when it comes to going up against the Consortium or the Eternal Empire or other bits of corruption in the Empire and I can't say I would be surprised if you were. I certainly have found myself facing brick walls, but then I'm not you and I do know that the government considers you to be a lot more important than me."

As you head into the kitchen to finish making the lunch you half-prepared beforehand, you think about the offer that Inspector Brown brought up. You know for a while that the government was looking into recruiting you, either when they first realised you had real magic or when the Germans accounted their Wunderliga. Apparently last night made serious about the matter if what Brown says is true.

If you go for it, you could leverage some major concessions out of it. Right now the government needs you more than you need it and that gives you an advantage in any deal. If you got for it which isn't certain. You don't need the government and you can manage just fine as you are.

The British government wishes to recruit Fairy Knight to work for them as an officially sanction hero. What does Fairy Knight do?
[] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
[] Refuse the offer. You will continue as a costume vigilante. You don't need official backing and you will do more good as you are without any restrictions imposed by the government.
[] Write-in.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 14+11 = 25, Successful Hit.
Toughness Check, DC24: 19+10 = 29, 2 DoS, Apex is unharmed.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 16+11 = 27, Successful Hit.
Toughness Check, DC27: 4+11 = 15, 3 DoF, -1 Toughness Penalty & Staggered.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 15+11 = 26, Successful Hit.
Toughness Check, DC24: 15+10 = 25, 1 DoS, Apex is unharmed.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 13+11 = 24, Successful Hit.
Toughness Check, DC27: 20+10 = 35, 2 DoS, Fairy Knight is unharmed.

Fairy Knight charges Apex.
Talatine Charge Attack, DC21: 17+11-2 = 28, Successful Hit.
Will Check, DC21: 2+10 = 12, 2 DoF, -9 Speed Penalty.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 11+11 = 22, Successful Hit.
Toughness Check, DC27: 1+12 = 8, 4 DoF, Incapacitated. Hero Point Reroll!
Toughness Check, DC27: 14+12 = 26, 1 DoF, -1 Toughness Penalty

Fairy Knight attacks Apex.
Talatine Attack, DC21: 15+11 = 26, Successful Hit.
Toughness Check, DC24: 3+10 = 13, 3 DoS, -1 Toughness Penalty & Staggered.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 17+11 = 28, Successful Hit.
Toughness Check, DC27: 3+11 = 8, 3 DoF, Incapacitated. Hero Point Reroll!
Toughness Check, DC27: 15+11 = 26, 1 DoF, -1 Toughness Penalty

Fairy Knight attacks Apex.
Talatine Attack, DC21: 17+11 = 28, Successful Hit.
Toughness Check, DC24: 14+9 = 23, 1 DoF, -1 Toughness Penalty.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 6+11 = 17, Miss.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 8+11 = 28, Miss.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 10+11 = 21, Successful Hit.
Toughness Check, DC27: 15+10 = 25, 1 DoF, -1 Toughness Penalty.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 13+11 = 24, Successful Hit.
Toughness Check, DC24: 7+8 = 15, 2 DoF, -1 Toughness Penalty & Dazed.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 6+11 = 17, Miss.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 10+11 = 21, Successful Hit.
Toughness Check, DC24: 13+7 = 20, 1 DoF, -1 Toughness Penalty.

Apex attacks Fairy Knight.
Unarmed Attack, DC18: 15+11 = 26, Successful Hit.
Toughness Check, DC27: 12+10 = 22, 1 DoF, -1 Toughness Penalty.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 18+11 = 29, Successful Critical Hit.
Toughness Check, DC29: 18+6 = 24, 1 DoF, -1 Toughness Penalty.

Fairy Knight attacks Apex.
Talatine Attack, DC21: 20+11 = 29, Successful Critical Hit.
Toughness Check, DC29: 4+5 = 9, 3 DoF, Incapacitated.

You have 15 available Hero Points.

***​

And now we come to the end of this arc. There may be another update before I move onto the next one, but this adventure is over and you will soon be moving onto the next one. You beat down Apex, but the police were unprepared for keeping a superhuman captive and he escaped from custody.

The current vote is one of those major ones, mainly if you vote to take the offer. If you vote to refuse, things will continue as they have been with Fairy Knight being an independent vigilante. If you choose to accept the offer, Fairy Knight will become an official superhero working for the government as part of their new hero team. Given that she has real supernatural abilities and a track record of success, including taking down a confirmed superhuman, Fairy Knight will be able to leverage concession from the government in exchange for her service.

If offer is taken, you will have an arc where Fairy Knight gets settled into her new position and you will get to choose what concessions Fairy Knight gets from the government as part of her deal. This will address stuff like official authority, whether or not she reveals her secret identity, what happens to her squires and so on. If you refuse, I will wrap this arc up and move onto the next adventure I've got planned.

This vote is mainly about whether or not you want to work for the government now that they are trying to recruit the Fairy Knight. The details will be worked out later.

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] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.

I think we should accept since we will get concession with the goals in mind:
1: part time work as govt hero not full time since we need our own time to train and investigate with privacy
2: gain the ability to arrest anyone and with evidence even higher up in govt
3: govt supplying ritual common and rare ingredients since it would be useful for fast empowerment instead of FK wasting time to do it.

Anything else you guys want to add to concession from the govt?

Feel to ask questions for more details and information.
Just checking do Fae use potions, I can't remember if Tamara have the ability to make magical potions
 
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Just checking do Fae use potions, I can't remember if Tamara have the ability to make magical potions

Yes, but making magical potions would fall under Artificer Advantage while non-magical potions would fall under the Inventor Advantage. So Tamara can't make potions right now, but Brenda can.
 
Yes, but making magical potions would fall under Artificer Advantage while non-magical potions would fall under the Inventor Advantage. So Tamara can't make potions right now, but Brenda can.
Sigh! Brenda becoming the Master!!
Oh well say can both type affect humans permanently or can we use them as liquid bomb/grenade for nasty effects?
 
Sigh! Brenda becoming the Master!!

Tamara is the superior warrior and spellcaster, but Brenda is the better detective and enchanter. They have different areas of expertise and Brenda deliberately specialises in some of Tamara's weak points.

Oh well say can both type affect humans permanently or can we use them as liquid bomb/grenade for nasty effects?

Brenda could make magical potions that inflict temporary effects on humans (aka stuff that can be recovered from with time) and any permanent effects need to be done indirectly via mundane stuff or via a mundane potion. For example, if Brenda wanted to burn somebody, using a magical flame wouldn't leave permanent injuries whilst using a mundane flame created by magic or science would.

She could also make potions that act as bombs/grenades, but she would just make a magical bomb/grenade since that would take the same amount of effort on her part and would be easier to use. Edit: And a mundane bomb/grenade would greatly outclass a mundane potion as a weapon.
 
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[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
-[X] Keep your and your Squires' personal life out of the deal however, you'd work with the government, but you don't trust their information security.
 
[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
-[X] Keep your and your Squires' personal life out of the deal however, you'd work with the government, but you don't trust their information security.

Far as identity it's not exactly hard to create a unique identifier to establish we are who we say to not get frauds / copycats (Do a costume change / shape change as a proof of identity, or even just "hold your breath for 5 minutes")
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 70 | Sufficient Velocity [Posts: 1738-1743]
##### NetTally 2.2.0

[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
-[X] Keep your and your Squires' personal life out of the deal however, you'd work with the government, but you don't trust their information security.
No. of Votes: 2

[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
No. of Votes: 1
[X] Jrin


Total No. of Voters: 3
 
[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
-[X] Keep your and your Squires' personal life out of the deal however, you'd work with the government, but you don't trust their information security.

I don't know that I really mean it in good faith, but I don't want to delay the story by demanding we negotiate.
 
Vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 70 | Sufficient Velocity [Posts: 1738-1745]
##### NetTally 2.2.0

[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
-[X] Keep your and your Squires' personal life out of the deal however, you'd work with the government, but you don't trust their information security.
No. of Votes: 3

[X] Accept the offer. You will work as an officially sanction hero for the government. You can do more good with official backing and a say within the government.
No. of Votes: 1
[X] Jrin


Total No. of Voters: 4
 
By the way, would anyone like to make suggestions for what sort of things they want Tamara to get out of the deal? I go some ideas of my own and will provide a write-in option, but I would appreciate hearing what sort of things that the players would like out of it.
 
The Kingsmen I
[X] Accept the offer. You will work as an officially sanctioned hero for the government. You can do more good with official backing and a say within the government.
-[X] Keep your and your Squires' personal life out of the deal however, you'd work with the government, but you don't trust their information security.

While you briefly consider keeping your independence and continue to operate as a vigilante, you ultimately decided that you could do more good from the inside the government. Official authority and backing will allow you to reach further and you have no doubts that you will find some way to make use of government connections.

You also consider it to be the first step to taking down this Eternal Empire, something you are most eager to do. You considered using this position to directly go after them, but a chat with Gareth persuaded you against the course of action. Taking on the Order of the Eternal Empire is something that will need to be done behind the scenes. Direct confrontation won't achieve anything apart from tipping off our foes due to the corrupt and secret nature of the conspiracy. If you want to defeat the Eternal Empire, there will be no easy solution even if gaining influence and authority within the government should help.

Another thing that you decide is to keep your secret identity from the government, including who your squires are. You don't trust them with that sort of information given how corrupt the government is and they don't need to know it. You can make up some story about being a fairy exile who has no civilian identity within British society and you can claim that you don't know the identities of your squires. Both have some basis in the truth and it isn't like the government has anyway of checking if you are lying or not.

Even through it took you only a little time to make your decision, you spend a fair while before giving your answer to the waiting government. After letting Inspector Brown know that he could let his bosses know that you were seriously considering the offer and needed some time to think it over, you went to the people you trusted.

Gareth Wallis was the first person you went to. The former politician knew the ins and outs of British politics and even if his knowledge was a bit dated, he still had a better idea of things than you did. For example, he have you some advice on how to negotiate with the government to get a deal from them and what sort of things to ask for if they weren't offered.

The next people you told were your housemates. The Woodsworth sisters weren't involved in your superhero life and these days you mainly hung out with Lydia rather than live with them, but you felt obligated to let them know so they wouldn't be blindsided by hearing about your new employment on the news like everyone else.

Last of all, you consulted your squires. You caught them by surprise with the news, but both Brenda and David took it in good strike, especially once you reassured them that you wouldn't be giving away your secret identity or their own. You would offer to recruit them to the hero team that the government is forming, but the government doesn't want underaged individuals like them and neither squire wants to work for the government right now.

You don't feel bad about leaving them like this. You will still get to interact with them and meet up with them in the Nighthouse. You feel confident about getting permission to work with them and other vigilantes if you push for that and regardless of how things turn out on your end, Brenda is more than capable of taking over for you. They might have to be a bit more careful without you, but Brenda can act as the brains and David as the brawn.

***​

"This isn't going to change too much is it?" asks Brenda, "Because I am capable and all, but I have only been doing this for half a year now and have only just turned fifteen. I look and act like an adult, but I am still a kid."

"We will still be able to interact in our secret identities and there is a good chance that we will still be able to interact in our heroic identities," you tell her, "I have faith in you. You may wish to be more cautious without me there as backup, but you are most capable. You already run our intelligence operations pretty much all by yourself."

"You and David do bring me information to work with," says Brenda, "But yeah, I get your point. So, do you know what you are going to ask for?"

"As much as I am going to," you answer, "I given myself a week to thing it over and talk to those I trust. There is no point in putting it off any longer."

"Good luck Tamara," says Brenda, "I'll keep an eye on Alex until you get back."

***​

Plan Voting will be used. You have 5 Points to spend and may get additional options via spending Hero Points with 1Hero Point equally 1 additional Point.
[] Fairy Knight will be given the position of team leader with other members of the team answering to her. (Costs 1 Point)
[] Fairy Knight will be given the authority to work with vigilantes as she deems necessary. (Costs 1 Point)
[] Fairy Knight will be given authority of British Army Captain over the armed forces of the British Empire. (Costs 1 Point)
[] Fairy Knight will be given authority of British Army Major over the armed forces of the British Empire. (Costs 2 Points)
[] Fairy Knight will be given authority of British Army Colonel over the armed forces of the British Empire. (Costs 3 Points)
[] Fairy Knight will be given limited authority over public authorities to help her carry out her duties. (Costs 1 Point)
[] Fairy Knight's pay will be higher than what it would have been otherwise. (Costs 1 Point)
[] Fairy Knight will be given a small manor house located in the countryside. (Costs 1 Point)
[] Fairy Knight will be allowed to build a castle out in the countryside. (Costs 1 Point)
[] Fairy Knight will be given a laboratory that will be funded and staffed by the government to help her with magical research. (Costs 1 Point)
[] Fairy Knight will be allowed to use materials and items that would otherwise be illegal to use. (Costs 1 Point)
[] Fairy Knight will get partial profits from use of her likeness with the rest going to the British government. (Costs 1 Point)
[] Fairy Knight will get total profits from use of her likeness. (Costs 2 Points)
[] Fairy Knight will be allowed to sell magical items freely rather than to the government's approved buyer list. (Costs 1 Point)
[] Fairy Knight will be given a title of Baroness. (Costs 1 Point)
[] Write-in. (Requires QM approval)

You gain 1 Hero Point for it being the start of a new adventure and currently have 16 available Hero Points.

***​

This is going to be a non-action arc where Tamara settles into her new job. It will probably be a short one where some of details are determined by vote and the rest get explained to the player. No villains to defeat or bad guys to punch.

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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By the way, would anyone like to make suggestions for what sort of things they want Tamara to get out of the deal? I go some ideas of my own and will provide a write-in option, but I would appreciate hearing what sort of things that the players would like out of it.
One of the biggest problems the lone vigilante faces is being in the right place to punch bad guys, so thats one major aspect that'd be nice to improve, setting up a Bat-Signal to call in supers when things are facing supers.

Also a proper Knighting would be a nice symbolic gesture. Wouldn't quite trust equipment not to be bugged, but our team should be able to suss out any such.

Got another idea but its on the police side: they probably would be very very interested in learning some magic, though as non-special characters I doubt they'd pick up things at even a fraction of Brenda's rate.
Still, enough knowledge to identify one brand of spoopy at work is probably something they'd badly want, and something Tamara wouldn't be opposed to giving out, seeing as Druid already did that.
 
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