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
 
Last edited:
Sibling Upset VI
[X] [Brenda] Give Brenda a new magical ability.
[X] [Ellen] Give her physical ability beyond what is normally possible for a normal human. While nothing fancy, it will give her a major advantage over the mundane opponents that she will face almost all of the time.

It was simple enough to get the trackers on Luke. The trackers were not a single item, but a dust that when put upon a person, they would provide visual and auditory feedback to some sort of magic-techno fusion of a device that Brenda has set up at the Nighthouse. A quick and efficient worker as usual, your squire gets the tracking dust started and finished in the evening, leaving you to apply it during the night.

Applying it to Luke was easy. All you had to do was wait until he was sleeping and then sprinkle it on his face. The dust would fade into being practical invisible and for the next twenty-four hours, you would be able to see and hear things from Luke's perspective.

A bit of a privacy violation, but you have done worse to others in that regards and Luke should not be up to secret business while getting close to your family. In any case, you have no regrets when comes to spying on your nephew like this.

Luke does not suspect a thing and the boy does not waste any time either. It quickly becomes apparent when he heads out onto the streets the day after the meeting that Luke is on a mission and he is focused on whatever his goals are. Your obligations as the team leader of the Kingsmen keep you from tailing him on the first couple of days while Brenda is busy with school and similar unable to keep an eye on Luke.

To the somewhat awkward embarrassment of you both, the two of you are forced to rely upon David to keep tabs on Luke. It feels awkwardly odd to reply on the squire who does not know your secret identity for your family business, but David does the job dutifully and without complaint or question.

The first two days are relatively uneventful. As you suspected, Luke is rather at home on the streets and he is certainly more comfortable dealing with the working class than when you saw him in the Wallis mansion. From the nature of his questioning and inquires, it quickly becomes apparent that Luke is looking for someone. A man called Herman Burris.

While you don't recognise the name, Brenda does thanks to that truly excellent memory of hers. As an unimportant criminal who arrived in London a few months ago, Herman Burris has yet to do anything noteworthy or at least nothing to draw your attention.

The other place that Herman Burris has popped up before is in Luke's background checks as Herman Burris is the younger brother of Donnie Burris and Donnie Burris is the stepfather of Luke Lowell.

Now if you knew what sort intents Luke has towards his step uncle. The boy definitely has an underlying fury that he keeps in check, but you don't know whether it is directed at Herman or not. Maybe he wants revenge on Herman or perhaps he wants to rescue him. You and Sapphire Squire both personally lean towards the former as from what your squire can tell, Herman isn't in any sort of trouble or danger through she admits that as another unimportant criminal, she hasn't actually look at his circumstance in-depth before.

***​

"He has found him," says Sapphire Squire, her voice coming over the necklace that acts as a communicator.

"Who has found who?" you reply, grateful that you are alone in your castle as you can reply straight away without having to get some privacy.

"Luke has got a strong lead on Herman," explains your squire, "From what I've seen of it, I think Herman is at the location and Luke is moving to take care of Herman. Kid is definitely angry at Herman so we can confirm that now. I didn't expect Luke to find Herman so soon, but Luke got lucky. What's the plan?"

"Can we intercept Luke?" you inquire as you head for the closest window.

"Depends," answers Sapphire Squire, "I am already in pursuit and should be able to catch Luke before he reaches Herman, but since you are at your castle, Luke will reach Herman before you reach Luke at his current rate of movement. David is in the area, but all things considered, I don't think he will arrive before Luke reaches Herman. He can get here before you do so that is worth keeping in mind. Got a call on what to do Fairy Knight?"

You pause as you open the window. You will not be able to talk to Sapphire Squire whilst transformed and you need to transform to have a chance of reaching a location in London in a reasonable timeframe. You need to make a call now because you will not be able to change it before arriving on scene.

What does Fairy Knight tell Sapphire Squire?
[] Intercept Luke before he reaches Herman Burris.
-[] Call in Onyx Squire for backup.
[] Keep an eye on Luke, but don't get involved until she arrives.
-[] Call in Onyx Squire for backup.
[] Write-in.

Spotting the trackers. (Luke vs Brenda)
Perception vs Expertise: Fey Transformation Magic: 1+12 vs 20+21 = 8 vs 46, Brenda wins 8 DoS.

Looking for his step-uncle. (Luke)
Expertise: Streetwise Check, DC20: 20+5 = 30, 3 DoS.

Who is Herman Burris? (Sapphire Squire)
Expertise: Police Officer, DC20: 14+7+5 = 26, 2 DoS.

You currently have 16 available Hero Points.

***​

I don't normally show rolls, but since they are sort of relevant to the update, I am showing you what Luke and Brenda got. I'll admit I wasn't expecting Luke to find his step uncle right away with only +5 on a DC20, but he got a crit so the plot is going ahead faster than originally planned.

I feel the vote is pretty clearly explained in the update so I won't go over the different options here. The effects of the previous vote will be shown in the next update or two as there hasn't been time for Moira to do any rituals yet.

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.
 
Perception vs Expertise: Fey Transformation Magic: 1+12 vs 20+21 = 8 vs 46, Brenda wins 8 DoS.
Damn, poor kid never stood a chance.

Technically, we don't actually have a reason to get involved unless someones at risk, we're just investigating something that we have no reason to be criminal.
[X] Keep an eye on Luke, but don't get involved until she arrives.
 
The vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 81 | Sufficient Velocity [Posts: 2003-2006]
##### NetTally 2.2.0

[X] Keep an eye on Luke, but don't get involved until she arrives.
No. of Votes: 4


Total No. of Voters: 4
 
Sibling Upset VII
[X] Keep an eye on Luke, but don't get involved until she arrives.

"Keep an eye on Luke, but don't get involved until I arrive," Fairy Knight tells you over the communicator, "I am going to transform now so I'll be out of touch until I arrive."

"Understood," you reply to your mentor as you continue to swing through the streets of London.

Silent and invisible, no one notices you as you swing between the houses on either side of the streets. As much as you enjoy flying, using your grappling gauntlets is the first way to intercept Luke though once you caught up with him, it will be a simple matter of following him from above with your wings.

Speaking of which, you can see the boy up ahead. Wearing working class clothing that suits him much better than the formal wear that you first met him in, Luke bounds across the rooftops, clearly an old hand at that sort of movement.

Yet for all his skill, you have means beyond the mundane that put you in a league ahead of him. Your wings both let you move faster and with lesser constraint while you move beyond Luke's ability to see or hear you.

Fluttering effectively silently above Luke, you note the grim determination in his moments. You have always been somewhat attuned to how others are feeling, but having refined it over the last year, you can always get at least the basics of how someone is feeling. In the case of Luke Lowell, he is focused. Very focused and that leaves you wondering just what he is up to.

You will get your answer soon enough when Luke approaches the location he was given by his informant. While you feel like maybe intervening, but Fairy Knight told you to hang back until she arrives. So that is what you do, simply watching Luke as he sneaks into the building, proving himself to be something of an expert when staying hidden.

Almost silent in his movements, Luke sneaks into the house via an open bedroom window and once there is enough space, you follow him in. Luke creeps down the corridor and down the stairs with you following above him, continuing to fly so you can avoid touching anything. People can't hear or see you, but they can certainly notice when she does something like opening a door or knocking something.

Luke pauses halfway down the stairs, pausing as he peers through an open doorway on the ground floor. You do the same, hovering above your mentor's nephew.

There are five men in the room, sat around the table as they play some kind of card game. You frown for a moment as you try to recognise any of them and then you pause when you do. As Luke was informed, Herman Burris is here with some of his buddies.

You glance back down at Luke as the boy begins to move, clearly having recognise his step uncle like you have. Down the stairs and then down the hallway before crouching outside the doorway as the men inside laughter at a vulgar joke.

Luke makes the first move in the fight he starts. Move swiftly and efficiently, he darts in and jumps across the table to punch Herman Burris in the face, knocking the man out of his chair and knocking him unconscious. While the rest of the goons react to the sudden assault, Luke swiftly directs his attention on the next of his foes. A kick to the side of the head and the slim man goes down like Herman.

You almost intervene there and then when one of the men pulls out a gun, a small pistol. He doesn't bother to aim, instead just firing the pistol at Luke. You wince as the bullet grazes Luke along his upper arm. For his part, Luke lets out a grunt of pain and fails to dodge another attack as another of the men slams a fist into his gut.

Luke goes stumbling backwards and barely avoids the last of the men still standing hit him like the rest. Instead, the third man's punch goes over Luke's head and hits the second of his fellows, earning him a glare from his unfortunately unharmed compatriot. As the third man gives a quick and sheepish apology, Luke repositions.

While it doesn't fool you in the slightly, Luke certainly pulls one over the remaining three men. Making it look like he is going to go for the gunman, Luke instead switches to the second goon, knocking him out with a swift and sudden strike.

The last two men attack Luke once again, but Luke is agile enough to dodge both the gunshot and the fist. Moving back up despite his injury, Luke attempts to take out the third goon, but while he lands a hit, it isn't enough to eliminate his foe. In return, the man slams a fist into Luke's nose, leaving it bleeding as the pistol jams on its third shot.

Luke's retaliation is swift and brutal as a kick to the crotch followed by a punch to the jugular leaves the lad with only one foe left to deal with. Speaking of which, you debate whether or not to intervene when the last goon charges Luke with his fist.

The ensuring fight is brutal and you find yourself wishing Fairy Knight would get here sooner as Luke and the man go back and forth. For the majority of it, the man has the upper hand. Luke misses half of his attacks while the goon shrugs off the rest that do connect. Meanwhile Luke is beaten bloody in a very literal sense. He gets a bloody lip and another punch to the face turns his bloody nose into a definitely broken one, but the boy continues to stand even after he is literally swaying on his feet.

At the point, you are about to leap in regardless of your mentor's orders and when the goon is able to unjam his pistol, you do intervene. Luke misses with a clumsy blow, but the thug never gets the chance to take advantage of Luke's weakness. A boomerang sees to that as it slams into the back of the goon's head, knocking him out.

Luke stares, clearly shocked by his good fortune before slumping against the wall in victory. By all rights, he should be suspicious of his foe being mysteriously taken out, but given the injuries he has taken, you cannot blame him for missing that in favour of savouring an unexpected victory.

***​

Going quickly as you can, you swift back to a human form when you reach the location that your squire gave you.

"Sapphire," you say into your communicator, "Is the situation?"

"Luke found Herman and took him down along with four of his buddies," answers Sapphire Squire promptly, "But he got pretty beat up in the process including getting shot a couple of times. He is going to live though, but he will need plenty of recovery time unless one of us decides to speed it up for him. I would say it is your call, but I'm going to heal him anyway so that would be a lie. The only question is whether we heal him down and confront him about what his deal with Herman is or if we take him back to Gareth so he can say what happened to Luke before we heal him. Now that is your call."

What does Fairy Knight decide?
[] Heal Luke now and confront him about what he wants with Herman Burris.
[] Take Luke back to the Wallis mansion so Gareth can see what state his great-grandson got himself into before healing Luke.
[] Heal Luke now and leave him be.
[] Write-in.

Sneaking in. (Luke)
Stealth vs Perception: 14+11 vs 6 = 25 vs 6, Luke wins by 4 DoS.

Initiative Check.
Luke: 19+10 = 29 (1st​)
Herman: = 11 (5th​)
Goon 1: = 12 (4th​)
Goon 2: = 14 (3rd​)
Goon 3: = 5 (6th​)
Goon 4: = 20 (2nd​)

0/Luke attacks Herman.
Unarmed Attack, DC12: 2+10 = 12, Successful Hit.
Toughness Check, DC19: 10+1 = 11, 2 DoF, Incapacitated.

1/Luke attacks Goon 1.
Unarmed Attack, DC13: 17+10 = 27, Successful Hit.
Toughness Check, DC19: 14+1 = 15, 1 DoF, Incapacitated.

1/Goon 4 shoots Luke.
Pistol Attack, DC19: 18+4 = 22, Successful Hit.
Toughness Check, DC18: 2+5 = 7, 3 DoF, Hindered & -1 Toughness Penalty.

1/Goon 2 attacks Luke.
Unarmed Attack, DC19: 19+4 = 23, Successful Hit.
Toughness Check, DC19: 9+4+2 = 15, 1 DoF, -1 Toughness Penalty.

1/Goon 3 attacks Luke.
Unarmed Attack, DC19: 1+4 = 5, Critical Miss (Goon 3 Hits Goon 2).
Toughness Check, DC19: 19+1 = 20, 1 DoS, Goon 2 is unharmed.

2/Luke feints against the goons.
Deception vs Deception: 9+12 vs 14+2 = 21 vs 16, Luke wins by 2 DoS.

2/Luke attacks Goon 2.
Unarmed Attack, DC12: 9+10 = 19, Successful Hit.
Toughness Check, DC19: 16+1 = 17, 1 DoF, Incapacitated.

2/Goon 4 shoots Luke.
Pistol Attack, DC19: 3+4 = 7, Miss.

2/Goon 3 attacks Luke.
Unarmed Attack, DC19: 8+4 = 12, Miss

3/Luke attacks Goon 3.
Unarmed Attack, DC13: 4+10 = 14, Successful Hit.
Toughness Check, DC19: 18+1 = 19, 1 DoS, Goon 3 is unharmed.

3/Goon 4 shoots Luke.
Pistol Attack, DC19: 1+4 = 5, Critical Miss (Pistol jams).

3/Goon 3 attacks Luke.
Unarmed Attack, DC19: 20+4 = 24, Successful Hit.
Toughness Check, DC19: 2+3+2 = 7, 3 DoF, Hindered & -1 Toughness Penalty.

4/Luke attacks Goon 3.
Unarmed Attack, DC13: 6+10 = 14, Successful Hit.
Toughness Check, DC19: 2+1 = 3, 4 DoF, Incapacitated.

4/Goon 4 attacks Luke.
Unarmed Attack, DC19: 19+4 = 23, Successful Hit.
Toughness Check, DC19: 3+2+2 = 7, 3 DoF, Hindered & -1 Toughness Penalty.

5/Luke attacks Goon 3.
Unarmed Attack, DC13: 2+10 = 12, Miss.

5/Goon 4 attacks Luke.
Unarmed Attack, DC19: 15+4 = 19, Successful Hit.
Toughness Check, DC19: 9+1+2 = 12, 2 DoF, -1 Toughness Penalty.

6/Luke attacks Goon 4.
Unarmed Attack, DC13: 10+10 = 20, Successful Hit.
Toughness Check, DC19: 18+1 = 19, 1 DoS, Goon 4 is unharmed.

6/Goon 4 attacks Luke.
Unarmed Attack, DC19: 17+4 = 21, Successful Hit.
Toughness Check, DC19: 6+2 = 8, 3 DoF, Hindered & -1 Toughness Penalty.

7/Luke attacks Goon 4.
Unarmed Attack, DC13: 15+10 = 25, Successful Hit.
Toughness Check, DC19: 18+1 = 19, 1 DoS, Goon 4 is unharmed.

7/Goon 4 attacks Luke.
Unarmed Attack, DC19: 8+4 = 12, Miss.

8/Luke attacks Goon 4.
Unarmed Attack, DC13: 1+10 = 25, Critical Miss. (Goon 4 gets a free attack on Luke)

8/Sapphire Squire attacks Goon 4.
Boomerang Attack, DC13: 11+10 = 21, Successful Hit.
Toughness Check, DC21: 16+1 = 17, 1 DoF, Incapacitated.

You currently have 16 available Hero Points.

***​

The fight went down even if it went differently to what I expected. I was not expecting Goon 4 and Luke to have such an extended brawl in the second half of the fight. I know you told Brenda not to get involved, but she is her own character and she can make decisions of her own initiative as you already know. So when the goon was able to unjam his gun, Brenda knocked him out before he could do any potentially fatal damage. I know that is unlikely mechanics-wise, but Brenda doesn't know that and guns are lethal weapons.

With the vote, you can either confront Luke now about what he is up to or you can take back to the mansion so Gareth can deal with his wayward great-grandson. Basically a matter of whether or not to get Gareth involved.

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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it will be a simple matter of flowing him from above with your wings.
Following.
You almost intervene there and then when one of the men pulls out a gun, a small pistol. He doesn't bother to aim, instead just firing the pistol at Luke. You wince as the bullet grazes Luke along his upper arm. For his part, Luke lets out a grunt of pain and fails to dodge another attack as another of the men slams a fist into his gut.
Huh. I think we may have misunderstood the vote if pulling a gun wasn't enough to intervene.
Also Goon #4 OP. PLS Nerf.

[X] Heal Luke now and confront him about what he wants with Herman Burris.
 
Tamara had no way of knowing that and not intervening when a gun was pulled out was Brenda's call. For her part, Brenda doesn't quite have the same appreciation for how dangerous a gun is as she used to or other people will have.
Well as long as it was an IC choice. I wasn't complaining that we didn't micromanage Tamaras vote to handle every scenario it was more that I was worried that it turned out to be "Do nothing, no matter what."
Damn reckless kids. Those aren't toys. *Shakes walking stick*
 
The vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 81 | Sufficient Velocity [Posts: 2012-2016]
##### NetTally 2.2.0

[X] Heal Luke now and confront him about what he wants with Herman Burris.
No. of Votes: 3


Total No. of Voters: 3
 
Sibling Upset VIII
[X] Heal Luke now and confront him about what he wants with Herman Burris.

"I will heal him now," you answer Sapphire Squire, "We will find out what Luke wants with Herman Burris while we got both of them here."

"Got it," replies your squire.

You slip into the house through an open window on the first floor before transforming back to your human form and relying upon your magic to keep you from being detected. Carefully making your way downstairs, you easily find the room where the fight went down though it would be more of an achievement to miss it given its current state.

Half of the chairs are knocked over while there are five men lain out across the floor and a bullet hole in the wall. You spot the gun in question on the floor whilst noting how there is a more than a little blood has been recently spilt in this room. But what really catches your eye is the two conscious individuals in the room.

Sapphire Squire is hovering there, not touching anything as she remains invisible and silent to any mundane hearing or vision. She gives you a curt nod which you return as the two of you direct your gaze towards Luke Lowell. The lad has taken a beating with a bloody limp and a broken nose that has blood trickling out of it. He has more than a few bruises and there is a nasty cut on one of his arms. Slumped against the wall, Luke is awake, but also clearly in great pain.

"Drop your concealment when I do," you tell Sapphire Squire as you approach Luke, calling upon your healing spell.

He startles at your sudden presence, but given his injuries, Luke isn't in much of a position to move. In fact, he winces in pain when he puts his foot back down on his first step away from you.

"I am the Fairy Knight," you inform him as he may not have figured it out on his own, "And this is my Sapphire Squire. I am here to offer you healing and find out what happened here."

"Why should I trust you-don't touch me!" Luke starts to ask before changing tack as you reach out to heal him.

He tries to avoid your hand, but he is too injured and you are too close. Luke flinches as you grab his arm, but that soon gives way to a sigh of relief as your magic begins to heal his many injuries. It takes about half a minute for all of the wounds to fade, but by the end of it, Luke is looking good as new apart from his damaged clothing and the dried blood.

"Now that your injuries have been dealt with, what is so important that you acquired them?" you ask him.

"Why should I trust you?" he snaps back, but he isn't as leery of you or your squire as he was before the healing.

"Because we are the good guys," says Sapphire Squire, "You know about us even if we haven't me before. We take down people like this so when some kid from out of town comes in and starts doing that, it is something that we feel the need to look into when we catch it happening."

He glares at both of you for the better part of a minute, clearly weighing the idea of being able to trust you. Ultimately, he makes his decision and it is the one that you hoped for as he lets out a sigh and turns his glare from the two of you to his step uncle.

"That man is Herman Burris, the brother of my step father," says Luke, almost spitting out the name of his fallen relative, "Father left my mum before I was old enough to remember him. Dad, that is Donnie Burris, met Mum also before I could remember and he is my father even if he wasn't the man who got my mum pregnant with me. Same deal with Louise, that is my little sister since I guess you wouldn't know that. They might be step technically, but we were always just family."

"I assume that Herman doesn't fit into that happy family of yours," comments Sapphire Squire.

"You assume right," confirms Luke, "Dog scum wanted Dad to help him out of some gang business he got himself involved in because they had the same parents. Dad refused because Herman is a blight on the family so Herman crippled Louise when she was coming home from school. Broke her back and it isn't getting better because the spine or whatever. Herman fled the town the same day to here in London."

"So you followed him here for revenge," you summarise.

"Yeah, that is exactly it," confirms Luke, "Found here, got in with my father's family and tracked down Herman to make him pay."

"And how do you plan to do that?" asks Sapphire Squire and Luke looks up at her, "Or did you not think that far ahead?"

"I did!" protests Luke as he scowls at her, "I just..."

"Would you mind if Fairy Knight had a quick private chat?" Sapphire Squire pretends to ask Luke before switching her total silence back on and speaking into her communicator, "I am certain Luke is being honest and I've got a couple of options here. One, we take Luke back with us now and leave Herman to deal with once we got a plan for dealing with him. That is easy enough given how he is major small fry compared to what we deal with usually. In fact, the hardest part will be getting Luke to go along with that."

"And the second option?" you inquire as you do the same.

"That is a bit, eh, more magical in nature," answers Sapphire Squire, "And possibly ethically ambiguous. I could, um, whip up an temporary one-shot artefact to transform Herman into something easier to take out of here and something that we can keep out of the picture until we figure out what to. While doing it is ethically debatable, we can indefinitely keep Herman a prisoner by turning him into a book and hiding him away somewhere if we make sure to keep up the enchantments. But it feels kind of wrong with just taking a guy prisoner and transforming him even if he is an arsehole and definitely not an innocent victim."

"Is that all?" you inquire as you think over the two options.

"Nothing that I can think off the top of my head," says Sapphire Squire, "You might be able to think of a third option."

Nothing immediately springs to mind you have to admit. Dealing with Herman another day would certainly be a walk in the park, but Luke is unlikely to see it that way. On the other hand, you are leery about just transforming the guy. It might be perfectly acceptable way of doing things by the standards of your people, but you would be the first to acknowledge that your people aren't exactly ethical or moral, at least not by human standards. That said, it would perfectly solve your dilemma if you just looked at from a pragmatic perspective and ignored any potential ethical issues.

You could combine the two solutions, but you doubt transforming Luke so you can take him with you when you leave Herman behind to be another day's problem is a good way out of this even if it would solve the immediate problem.

What does Fairy Knight choose to do?
[] Convince Luke to leave Herman to be dealt with for another day before leaving.
[] Transform Herman and take him with you until decide what to do with him.
[] Transform Luke and take him with you as you leave Herman to be dealt with another day.
[] Write-in.

Getting Luke to open up.
Persuasion Check, DC20: 12+7+2 = 21, 1 DoS.

Getting Luke to open up. (Sapphire Squire)
Persuasion Check, DC20: 14+7+2 = 23, 1 DoS.

You currently have 16 available Hero Points.

***​

You've got Luke's story, but you also got a bad guy with no way to legally deal with him right now. That problem is compounded by also having a fifteen year old who wants revenge without thinking through how he'll get that revenge once he gets his hands on his foe.

The first solution is to try and persuade Luke to leave Herman for another day when you got a plan to deal with him long term. If the Persuasion checks fail, you will resort to physically forcing him to come with you. The last two options consist of Brenda using her expertise in fey transformation magic to whip up a device that you let you pick up either Luke or Herman and walk out with them since being a book or locket makes it harder to resist being forcibly relocated and forcibly relocating you to be very easy. Very simple answer to the problem if you just wanted to get it dealt with quickly and easily, but since you are a couple of superheroes, you got to consider the ethical issues of forcibly transforming someone.

There might be other solutions I've missed, but these are the ones I thought as it approached one in the morning. If you have solution you would prefer to use, use the write-in option.

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.
 
I don't suppose healing the maimed sister is practical as a point of incentive?
Not unless we point him to the sister willing to trade... Favors as defined by a fairy with fairy definitions ie not like Tamara

Tamara might be able to heal her with a ritual. Brenda may be able to heal her. Galahad could potentially heal her, but Tamara doesn't know the upper limits of the Radiance yet. Moira could definitely heal her, but she would ask a favour in return from one of you three.
 
I am going to close the vote in the morning for if anyone else wants to vote, now is the time.
 
[X] Transform Herman and take him with you until decide what to do with him.

Bloody hell, breaking a little's girls back, better one shit stain off the street than the hassle of dealing with him later.
 
The vote is closed. I'll role for a tie-breaker in a bit.
Vote Tally : Dawn of Heroes Original - Superhero | Page 81 | Sufficient Velocity [Posts: 2021-2024]
##### NetTally 2.2.0

[X] Convince Luke to leave Herman to be dealt with for another day before leaving.
No. of Votes: 1

[X] Transform Herman and take him with you until decide what to do with him.
No. of Votes: 1
[X] Jrin


Total No. of Voters: 2
 
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