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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Well, depends a lot on how much you adhere to the point budget. Part of the M&M basis is that you get a lot of points churned into not many combat options for parity. But if you don't care much about point totals, only PL caps then you can feel free to introduce more specific skills or side powers.

Otherwise it'd penalize skill focused characters pretty savagely
 
Now, I could try to be more free form in what a power does or maybe let stuff like Feinting or Demoralising be move actions rather than standard actions, but that point, I might as well do my own thing. That said, I definitely find the rest of the mechanics as a usual way of tracking what a character can do and how things happen in the setting. Unless anyone has any better idea or major objections, I am going to be more narrative and freeform with combat, but keep the rest of the mechanics.
If we're not playing on a map, move actions are really not that valuable, I think a homebrew rule like that would be less drastic than you are making it out to be. But yeah, no objections. Mechanics are the framework for your story not the otherway round, try whatever you think will work best.
 
Well, depends a lot on how much you adhere to the point budget. Part of the M&M basis is that you get a lot of points churned into not many combat options for parity. But if you don't care much about point totals, only PL caps then you can feel free to introduce more specific skills or side powers.

Otherwise it'd penalize skill focused characters pretty savagely

I use power point budget as a guideline when coming up with NPCs, but I happily go over it if I feel the need to add more stuff to an NPC. With NPCs, I mainly stick to the PL limits to keep them balance through I do keep track of how many power points they use in case it becomes relevant (like Fairy Knight using magic to copy their powers or maybe she attempts to replicate one of their spells).

With the proposed changes to the skills, it is all about making it easier for Fairy Knight to get skill upgrades as while they are less valuable overall, she can continue to regularly get them as I have less need to worry about her advancing too rapidly. NPC characters will be unaffected for all intents and purposes because I will just give them whatever skills they need.

If we're not playing on a map, move actions are really not that valuable, I think a homebrew rule like that would be less drastic than you are making it out to be. But yeah, no objections. Mechanics are the framework for your story not the otherway round, try whatever you think will work best.

It is more that by the time I am done implementing a bunch of homebrew rules, it would be easier for me to just do my own thing for combat or at least that how it feels for me.
 
Another I've noticed when looking through all of this and deciding my plans for the future is that Fairy Knight is an inconsistent character who I don't have firm handle on. Other characters are all my own creations so I know what they are, what their past is and what their personalities are, but Fairy Knight isn't a character that I came up with on my own and I've been winging her characterisation throughout the quest.

This is causing problems for me because I've got characters like Brenda and Moira who have more defined and stable characterisation, making them both easier for me to write and more attractive to write. I know how they act and what sort of plots I can do with them, but less so with Fairy Knight.

I know that Tamara is a superhero out of a sense of duty, that she favours magic over technology and she greatly values Sapphire Squire, but I don't know what sort of personality she has. So I'm thinking that the next vote will be establishing the basics about Fairy Knight and what her character will be so I can stick to that going forward.

Thoughts and feedback?
 
Sounds overdue. Something like this was why I voted for the moving in with the room mates adventure back at the start of the quest.
 
Just stating my intentions here - if there's any options for a familial focus I'm voting for it.

Something that has always struck me is that given her environment Tamara grew up in she's quite good at human social.

Or - you know the wandering character that joins a guild or something that becomes their familial group? Essentially that. Tamara is rooted through connections she has picked up since her now rescinded exile.
 
Sounds overdue. Something like this was why I voted for the moving in with the room mates adventure back at the start of the quest.

It is definitely overdue. I probably should have resovled this sooner, but I didn't realise the situation until I sat down and thought about just what Tamara's character is.

Just stating my intentions here - if there's any options for a familial focus I'm voting for it.

So far, I've got the following categories:
Pride = Whether Tamara is a proud princess of the fair folk or a humble maid.
Combat = How much Tamara go for bringing her foes alive to face justice versus being how ruthless pragmatic she is, doing her best to win quickly and at minimal cost.
History = What her background will be and how she fits into human society.
Rogue Gallery = What sort of foes she will face and what form they will generally take.
Life = What Tamara's living arrangements will be and which jobs will she focus on doing.

I'm open to more suggestions.
 
So far, I've got the following categories:
Pride = Whether Tamara is a proud princess of the fair folk or a humble maid.
Combat = How much Tamara go for bringing her foes alive to face justice versus being how ruthless pragmatic she is, doing her best to win quickly and at minimal cost.
History = What her background will be and how she fits into human society.
Rogue Gallery = What sort of foes she will face and what form they will generally take.
Life = What Tamara's living arrangements will be and which jobs will she focus on doing.

I'm open to more suggestions.
I'm thinking she has more of pride in a role: she plays any role she's given to the hilt, as a maid, she serves, as a knight she battles injustice, as a noble she protects her fief and defends her liege.

Rather than the classic pride/humility thing, its sort of pride of a theater actor?
 
Pride in her craft. In her work and excellence. "I'm gonna be the best maid, the best fighter, best knight, best princess."
 
I'm thinking she has more of pride in a role: she plays any role she's given to the hilt, as a maid, she serves, as a knight she battles injustice, as a noble she protects her fief and defends her liege.

Rather than the classic pride/humility thing, its sort of pride of a theater actor?
Pride in her craft. In her work and excellence. "I'm gonna be the best maid, the best fighter, best knight, best princess."

So you guys want to see the pride vote be about where Tamara has her pride in a certain line work or do you want there to be an option where Tamara prides herself on doing her best?
 
Pride herself on doing her best I think given how she agreed to the maid job before as well as her general knight theme
 
I never actually closed the vote.
Vote Tally : Dawn of Heroes Original - Superhero | Page 73 | Sufficient Velocity [Posts: 1815-1820]
##### NetTally 2.2.0

Task: Recruit

[X][Recruit] Commitment to their duty. She will choose those that will stand by their beliefs even if means they may go up against her.
No. of Votes: 3

[X][Recruit] Ability to do the job. She will pick the most capable and competent individuals that will be best for doing the job.
No. of Votes: 1
[x] Varano



——————————————————————————————————————————————
Task: Teach

[X][Teach] She will teach them how to use some magic to counter extraordinary occurrences.
No. of Votes: 4


Total No. of Voters: 4
 
The Kingsmen IV
[X] [Recruit] Commitment to their duty. She will choose those that will stand by their beliefs even if means they may go up against her.
[X] [Teach] She will teach them how to use some magic to counter extraordinary occurrences.

When you and Inspector Brown get around to checking the list of candidates, you decide that a proper sense of duty and a willingness to make a commitment to doing their job correctly. You have seen enough corruption within government already and you are determined to make sure it won't find a place in the little part of the government that you have control over.

As you hoped, Brown's helps proves to be useful as even if he only recognises half of the names on the list, he is able to point out plenty of individuals on it who can't be trusted and some who he knows can be relied upon to do the job. That still leaves you with the other half of the list alongside those that Brown was unsure of. With Inspector Brown having done this best to help you, you turn to the other Brown that helps you out.

Sapphire Squire is happy to pull some investigate work on your behalf. It means putting her current investigations on hold and not doing any patrols for a week, but the lass gets you the information you need with relative quickness. The report provided by your squire is both useful and promising as turns out that more than half of the candidates meet your criteria. While she can't be certain, Sapphire Squire suspects that your reputation has driven away those that involved in criminal endeavours or at least inclined to take part in them.

In the end, you have slightly over two dozen individuals that you are willingly to train and the government is going to let you train. Outside of one or two exceptions, none of them hold any particular loyalty to you and a few of them even dislike you to varying degrees according to the warnings that Sapphire Squire has given you. Hopefully that shouldn't be a problem so long as you keep things professional.

On the bright side, their willingness to do their job properly is matched by their ability to do their job properly for the most part. With a handful of exceptions, your chosen individuals are highly capable men who should be able to do their new jobs correctly. You just need to teach them the skills and knowledge that they need to get the job done.

In regards to that, you decided to go for a middle ground approach. You won't teach these government agents as best you can, but you won't refrain from teaching any magic. They are going to be limited in what magic they can pull off anyway so teaching them a few useful tricks seems like the best way of doing things.

Basic knowledge on how magic works, knowledge on the Realms and how to deal with some of the more common threats and creatures out there should work. Throw in a magic detection spell alongside some dispel techniques will give them the ability to counter magical foes. Maybe teach them how to make wards so they can put contain dangerous magical creatures or artefacts safely. Yes, wards would be a good idea. Perhaps a healing spell or some kind of protection spell to deal with injuries and combat respectively. You shouldn't need to teach them any offensive spells when the government can equip them with guns.

***​

While I could write this vote into the story, it is a meta vote and I find easier to treat it as such. I will write the results into the narrative, but only once they have been decided and I know what is going into the plot.

This vote is for deciding Tamara's character because right now, it is something of a mess. The results of this vote will be important as they will be permanent and will have major consequences for the quest going forward. While I have provided some default options, feel free to use write-ins if you want something that I haven't put it. I reserve the right to veto any write-ins, but this is about deciding what you guys want out of Tamara's character.

(Pick one option)
[] [Pride] Tamara is royalty and grew up in her mother's court as one of her favourites. She has a strong sense of pride due to being a Fairy Princess and is a proud individual.
[] [Pride] Tamara has little care for her titles and status as royalty but is proud of the knighthood she has earnt. She has a selective sense of pride and is proud of her prowess as a warrior and hero but is otherwise humble.
[] [Pride] Tamara has learnt to value hard work and effort. She takes pride in doing her best in whatever she is attempting and has no pride outside of that.
[] [Pride] Tamara grew up at the mercy of the whims of those more powerful than her. She has little pride as a vigilante and maid and is a humble and shameless individual.
[] [Pride] Write-in.

(Pick one option)
[] [Combat] In combat, Tamara holds back and fights to subdue and otherwise defeat her foes so they may face justice for their misdeeds.
[] [Combat] In combat, Tamara focuses on winning the fight and while she doesn't actively try to harm her foes, she won't lose any sleep at night if they find themselves crippled or dead.
[] [Combat] In combat, Tamara is professional and holds back until they make it personal, where she will then do her utmost to bring them down.
[] [Combat] Write-in.

(Pick one option)
[] [History] The magic of Moira's changes to reality will disappear from Tamara, leaving her with a life that she has no memory of.
[] [History] The magic of Moira's changes to reality will wane from Tamara, leaving her memories faded like she got from reading a book.
[] [History] The magic of Moira's changes to reality will stabilised for Tamara, leaving both sets of memories being equally strong for her.
[] [History] The magic of Moira's changes to reality will strengthen for Tamara, leaving her fey past feeling like a vivid dream to her.
[] [History] Write-in.

(Pick one option)
[] [Person] Tamara is a knight and a lady. She will be noble and refined, remaining composed, poised and graceful in all situations.
[] [Person] Tamara is an experienced warrior. She will be confident and eager, always ready to take a challenge and standing tall no matter how bad it gets.
[] [Person] Tamara is one of the Fair Folk. She will be playful and excitable, taking things in her stride and remaining cheerful in all sorts of situations.
[] [Person] Write-in.

(Pick as many options as you, but reasonable remember that you can only face so many challenges)
[] [Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be powerful foes that rely upon being strong and hard to defeat in a fight.
[] [Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be sneaky and subtle and shall rely upon wits and cunning.
[] [Rogues] Tamara will face systematic foes and she will battle the corruption within society. She will fight corruption within the government and organised crime groups, leaving her with threats that can't be overcome by force alone.
[] [Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with force.
[] [Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with cunning.
[] [Rogues] Tamara will face humans who use their wits and other tricks to outplay her. Her foes will rely upon cunning and trickery to defeat her.
[] [Rogues] Write-in.

(Pick one option)
[] [Life] Tamara will continue to live with the Woodsworth sisters and focus on her duties as the leader of Kingsmen.
[] [Life] Tamara will move into the Wallis mansion and focus on her duties as the leader of the Kingsmen.
[] [Life] Tamara will move into her new castle and focus on her duties as the leader of the Kingsmen.
[] [Life] Tamara will move into the Wallis mansion and split her attention between her job as a maid and her duties as the leader of the Kingsmen.
[] [Life] Tamara will move into her new castle and split her attention between her job as a maid and her duties as the leader of the Kingsmen.
[] [Life] Write-in.

(Pick as many as you want, but picking many will make them all weaker whilst picking a few will make them all stronger)
[] [Magic] As a natural shapeshifter, Tamara is intimately familiar with transformation and changing her own form. She has learnt the art of transformation magic and how to change the form of herself, others and objects.
[] [Magic] Glamour is a traditional form of fey magic and one that Tamara has learnt. She knows how to use magic to create illusions and deceive others.
[] [Magic] Her childhood punishments left Tamara with plenty of first-hand experience when it comes to manipulating minds. She has learnt how to influence the memories and emotions using magic.
[] [Magic] The classics are classics for a reason and elemental magic may be simple but is well-known for a reason. Tamara knows how to wield the four classical elements via magic.
[] [Magic] Write-in.

You have 12 available Hero Points.

***​

I've covered the vote already, but I want to say that Tamara's anti-magic police unit is doing well. She got plenty of individuals who met her main requirement and there was plenty of overlap between the candidates who would do the job properly and those that could do the job properly. Unfortunately, very few of that group had any loyalty to Tamara.

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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[X] [Pride] Tamara has learnt to value hard work and effort. She takes pride in doing her best in whatever she is attempting and has no pride outside of that.
[X] [Combat] In combat, Tamara is professional and holds back until they make personal, where she will then do her utmost to bring them down.
[X] [History] The magic of Moira's changes to reality will wane from Tamara, leaving her memories faded like she got from reading a book.
[X] [Person] Tamara is a knight and a lady. She will be noble and refined, remaining composed, poised and graceful in all situations.
[X] [Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be powerful foes that rely upon being strong and hard to defeat in a fight.
[X] [Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with cunning.
[X] [Life] Tamara will move into her new castle and focus on her duties as the leader of the Kingsmen.
[X] [Magic] As a natural shapeshifter, Tamara is intimately familiar with transformation and changing her own form. She has learnt the art of transformation magic and how to change the form of herself, others and objects.
[X] [Magic] Glamour is a traditional form of fey magic and one that Tamara has learnt. She knows how to use magic to create illusions and deceive others.

Two sets of Rogues are fine enough, I think three would be too much to handle though.
Also since we got a castle, a title and funding...full time heroing?
 
Two sets of Rogues are fine enough, I think three would be too much to handle though.

It isn't so much having multiple sets of rogues, but deciding what sort of opponents you want to face. Do you want fight magical foes or regular humans? Do you want your magical foes to rely on brains or brawn or perhaps a mixture of both? That sort of stuff as it will be telling me what sort of challenges you guys want to come across.
 
[X] [Pride] Tamara has little care for her titles and status as royalty but is proud of the knighthood she has earnt. She has a selective sense of pride and is proud of her prowess as a warrior and hero but is otherwise humble.
[X] [Combat] In combat, Tamara focuses on winning the fight and while she doesn't actively try to harm her foes, she won't lose any sleep at night if they find themselves crippled or dead.
[X] [History] The magic of Moira's changes to reality will wane from Tamara, leaving her memories faded like she got from reading a book.
[X] [Person] Tamara is a knight and a lady. She will be noble and refined, remaining composed, poised and graceful in all situations.
[X] [Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be powerful foes that rely upon being strong and hard to defeat in a fight.
[X] [Rogues] Tamara will face systematic foes and she will battle the corruption within society. She will fight corruption within the government and organised crime groups, leaving her with threats that can't be overcome by force alone.
[X] [Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with cunning.
[X] [Life] Tamara will move into her new castle and focus on her duties as the leader of the Kingsmen.
[X] [Magic] As a natural shapeshifter, Tamara is intimately familiar with transformation and changing her own form. She has learnt the art of transformation magic and how to change the form of herself, others and objects.
[X] [Magic] Glamour is a traditional form of fey magic and one that Tamara has learnt. She knows how to use magic to create illusions and deceive others.

Fighting against systemic corruption is more or less a must, since that ususally leads to the most interesting superhero stories. There's a reason why Lex Luthor is such a compelling villain.
I'm also assuming that the History vote refers to the memories af the life before the change, right?
 
I'm also assuming that the History vote refers to the memories af the life before the change, right?

It is Tamara's actual fey past versus the human life that Moira magically created for her.

[] [History] The magic of Moira's changes to reality will disappear from Tamara, leaving her with a life that she has no memory of.
This one has Tamara loses the human memories that Moira gave her.
[] [History] The magic of Moira's changes to reality will wane from Tamara, leaving her memories faded like she got from reading a book.
This one has Tamara keep the human memories, but they are faded and they feel more like something she read in a book than she actually did.
[] [History] The magic of Moira's changes to reality will stabilised for Tamara, leaving both sets of memories being equally strong for her.
This one has both sets of memory be equally strong.
[] [History] The magic of Moira's changes to reality will strengthen for Tamara, leaving her fey past feeling like a vivid dream to her.
This one has the human memories become stronger than the fey ones, leaving Tamara's fairy past feel like a particularly vivid dream to her.
 
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I'm thinking she has more of pride in a role: she plays any role she's given to the hilt, as a maid, she serves, as a knight she battles injustice, as a noble she protects her fief and defends her liege.

Rather than the classic pride/humility thing, its sort of pride of a theater actor?
I really like this. I feels like a very fae attitude that basically everything is just method acting.

[] [Life] Tamara will continue to live with the Woodsworth sisters and focus on her duties as the leader of Kingsmen.
[] [Life] Tamara will move into the Wallis mansion and focus on her duties as the leader of the Kingsmen.
[] [Life] Tamara will move into her new castle and focus on her duties as the leader of the Kingsmen.
[] [Life] Tamara will move into the Wallis mansion and split her attention between her job as a maid and her duties as the leader of the Kingsmen.
[] [Life] Tamara will move into her new castle and split her attention between her job as a maid and her duties as the leader of the Kingsmen.
[] [Life] Write-in.
How will these meaningfully differ?

[X] [Pride] Tamara has learnt to value hard work and effort. She takes pride in doing her best in whatever she is attempting and has no pride outside of that.
[X] [Combat] In combat, Tamara is professional and holds back until they make it personal, where she will then do her utmost to bring them down.
[X] [History] The magic of Moira's changes to reality will wane from Tamara, leaving her memories faded like she got from reading a book.
[X] [Person] Tamara is one of the Fair Folk. She will be playful and excitable, taking things in her stride and remaining cheerful in all sorts of situations.
[X] [Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be sneaky and subtle and shall rely upon wits and cunning.
[X] [Rogues] Tamara will face systematic foes and she will battle the corruption within society. She will fight corruption within the government and organised crime groups, leaving her with threats that can't be overcome by force alone.
[X] [Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with force.
[X] [Magic] As a natural shapeshifter, Tamara is intimately familiar with transformation and changing her own form. She has learnt the art of transformation magic and how to change the form of herself, others and objects.
[X] [Magic] Glamour is a traditional form of fey magic and one that Tamara has learnt. She knows how to use magic to create illusions and deceive others.

[X] [Life] Tamara will continue to live with the Woodsworth sisters and focus on her duties as the leader of Kingsmen.

I think Systematic is the most interesting option of rogues however I think part of portraying this will require it to be a very long term fight and I think just one after an other would be weird.
 
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How will these meaningfully differ?

It will tell me which characters and aspects of Tamara's life that you want to see.

[] [Life] Tamara will continue to live with the Woodsworth sisters and focus on her duties as the leader of Kingsmen.
This tells me that you want to see more of the Woodsworth sisters as Tamara's civilians contacts.
[] [Life] Tamara will move into the Wallis mansion and focus on her duties as the leader of the Kingsmen.
This tells me that you want to see more of the Wallis family as Tamara's civilians contacts, but ditching the maid job to focus on her government job.
[] [Life] Tamara will move into her new castle and focus on her duties as the leader of the Kingsmen.
This tells me that you want to see Tamara focus on heroing or perhaps make a new civilian identity.
[] [Life] Tamara will move into the Wallis mansion and split her attention between her job as a maid and her duties as the leader of the Kingsmen.
This tells me that you want to see more of the Wallis family as Tamara's civilians contacts and have her keep the maid job.
[] [Life] Tamara will move into her new castle and split her attention between her job as a maid and her duties as the leader of the Kingsmen.
This tells me that you want Tamara to focus on heroing whilst keeping the maid job.
 
It will tell me which characters and aspects of Tamara's life that you want to see.
Okay, I think we've previously had a similar vote where the Woodworths won before (Back when we first became a maid or something), are you planning something different here or are the Woodworths just difficult for you to fit into the story?
 
Okay, I think we've previously had a similar vote where the Woodworths won before (Back when we first became a maid or something), are you planning something different here or are the Woodworths just difficult for you to fit into the story?

Before was a mess and also before the whole Kingsmen business so I'm holding another vote. They were previously difficult to fit into the story, but in hindsight, that was because I wasn't actually trying to fit them into the story. If they do get voted for, I have a plan for this time around and I will have them be relevant to the plot.
 
Alright then I've edited my vote, with Woodsworths, I think they give the best foot in the door for systematic problems with their relation to feminism.
 
It isn't so much having multiple sets of rogues, but deciding what sort of opponents you want to face. Do you want fight magical foes or regular humans? Do you want your magical foes to rely on brains or brawn or perhaps a mixture of both? That sort of stuff as it will be telling me what sort of challenges you guys want to come across.
Ah, gotcha.
Well, I like brawny magical foes, because that way lies demons, dragons, knights and terrible unquiet dead. Cunning or tricky magical foes are maddening to read about because of their warped logic.

Conversely, I like techy foes to do weird things because SCIENCE, but biggatons via tech is usually straightforward, boring(unless I'm using them :p) and heavy in collateral damage(especially if I'm using them :p).

And while in theory government intrigue is neat, they're also exhausting to mentally manage so I'd pass instead.
 
Vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 74 | Sufficient Velocity [Posts: 1839-1843]
##### NetTally 2.2.0

Task: Pride

[X][Pride] Tamara has learnt to value hard work and effort. She takes pride in doing her best in whatever she is attempting and has no pride outside of that.
No. of Votes: 2

[X][Pride] Tamara has little care for her titles and status as royalty but is proud of the knighthood she has earnt. She has a selective sense of pride and is proud of her prowess as a warrior and hero but is otherwise humble.
No. of Votes: 1



——————————————————————————————————————————————
Task: Combat

[X][Combat] In combat, Tamara focuses on winning the fight and while she doesn't actively try to harm her foes, she won't lose any sleep at night if they find themselves crippled or dead.
No. of Votes: 1

[X][Combat] In combat, Tamara is professional and holds back until they make it personal, where she will then do her utmost to bring them down.
No. of Votes: 1

[X][Combat] In combat, Tamara is professional and holds back until they make personal, where she will then do her utmost to bring them down.
No. of Votes: 1
[X] veekie



——————————————————————————————————————————————
Task: History

[X][History] The magic of Moira's changes to reality will wane from Tamara, leaving her memories faded like she got from reading a book.
No. of Votes: 3



——————————————————————————————————————————————
Task: Person

[X][Person] Tamara is a knight and a lady. She will be noble and refined, remaining composed, poised and graceful in all situations.
No. of Votes: 2

[X][Person] Tamara is one of the Fair Folk. She will be playful and excitable, taking things in her stride and remaining cheerful in all sorts of situations.
No. of Votes: 1



——————————————————————————————————————————————
Task: Rogues

[X][Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with cunning.
No. of Votes: 2

[X][Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be powerful foes that rely upon being strong and hard to defeat in a fight.
No. of Votes: 2

[X][Rogues] Tamara will face systematic foes and she will battle the corruption within society. She will fight corruption within the government and organised crime groups, leaving her with threats that can't be overcome by force alone.
No. of Votes: 2

[X][Rogues] Tamara will face humans who rely upon technology and science to even the odds. Her foes will rely upon gadgets, equipment and other technological tricks to try and defeat her with force.
No. of Votes: 1

[X][Rogues] Tamara will face supernatural threats and she will protect the British Isles from the dangers of the magical Realms. Her foes will be sneaky and subtle and shall rely upon wits and cunning.
No. of Votes: 1



——————————————————————————————————————————————
Task: Life

[X][Life] Tamara will move into her new castle and focus on her duties as the leader of the Kingsmen.
No. of Votes: 2

[X][Life] Tamara will continue to live with the Woodsworth sisters and focus on her duties as the leader of Kingsmen.
No. of Votes: 1



——————————————————————————————————————————————
Task: Magic

[X][Magic] As a natural shapeshifter, Tamara is intimately familiar with transformation and changing her own form. She has learnt the art of transformation magic and how to change the form of herself, others and objects.
No. of Votes: 3

[X][Magic] Glamour is a traditional form of fey magic and one that Tamara has learnt. She knows how to use magic to create illusions and deceive others.
No. of Votes: 3


Total No. of Voters: 3
 
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