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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[X] [Ward] Yes. (The anti-undead ward is used to secure the headquarters against the undead)
[X] [Fairy] They scout out the Consortium holding out at the docks.
[X] [AMU] They support the local police and get them to cooperative with your activities.

Sounds like the cops are scared because of possible fates worse than death, so stiffen some spines while we probe the last major unknown factor.
I suspect Highlander got captured by one or the other though.
 
All pray to the police, all pray to holy saint Brown:p
I would expect this to be 'hasn't had the procedure'

Ah the holy police. Or the scared policepeople?

Fixed now. Thanks for catching those.

Does Fairy Knight knows what is a fear spectre, an if they are sentient?
Are the undead stronger at night or something like that?
And is it plan voting again?
Basically a ghost minion formed from harvesting the fear of the living and it is not sapient normally though some high tier ones could have intelligence as a result of their higher tier.
No, but neither side is strong enough to operate openly without the government coming down in force. Neither undead mastermind wants to get crushed by the government and the government doesn't want to publically acknowledge the problem if they can help it. At least while it is still ongoing. If it gets solved by you, they will happily take credit for stopping it.
No.

[] [Ward] Yes. (The anti-undead ward is used to secure the headquarters against the undead)
[] [Fairy] They go looking for the missing Highlander.
[] [AMU] hey try to convince the local police to cooperative with you.

You have left all of boxes empty so they don't count as votes due to lacking the 'X'.
 
Hmm - something for consideration is that given that Royalist is possessed and not in any way implied to be dead because of said possession is whether we can break the possession on her - it's probably easier to deal with a ghost who is not hiding inside of someone living after all.
 
Hmm - something for consideration is that given that Royalist is possessed and not in any way implied to be dead because of said possession is whether we can break the possession on her - it's probably easier to deal with a ghost who is not hiding inside of someone living after all.
Maybe we can make a ritual for it?

Options to free Royalist from the control of Bluidy Mackenzie will be offered when you start going after him and his ghost army.
 
The vote is still open.
Vote Tally : Dawn of Heroes Original - Superhero | Page 86 | Sufficient Velocity [Posts: 2149-2151]
##### NetTally 2.2.0

Task: Ward

[X][Ward] Yes. (The anti-undead ward is used to secure the headquarters against the undead)
No. of Votes: 2



——————————————————————————————————————————————
Task: Fairy

[X][Fairy] They go looking for the missing Highlander.
No. of Votes: 1

[X][Fairy] They scout out the Consortium holding out at the docks.
No. of Votes: 1
[X] veekie



——————————————————————————————————————————————
Task: AMU

[X][AMU] hey try to convince the local police to cooperative with you.
No. of Votes: 1

[X][AMU] They support the local police and get them to cooperative with your activities.
No. of Votes: 1
[X] veekie


Total No. of Voters: 2
 
[X] [Ward] Yes. (The anti-undead ward is used to secure the headquarters against the undead)
[X] [Fairy] They go looking for the missing Highlander.
[X] [AMU] They support the local police and get them to cooperative with your activities.
 
The vote is closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 86 | Sufficient Velocity [Posts: 2149-2158]
##### NetTally 2.2.0

Task: Ward

[X][Ward] Yes. (The anti-undead ward is used to secure the headquarters against the undead)
No. of Votes: 3
[X] Blademaster
[X] Jrin
[X] veekie



——————————————————————————————————————————————
Task: Fairy

[X][Fairy] They go looking for the missing Highlander.
No. of Votes: 2

[X][Fairy] They scout out the Consortium holding out at the docks.
No. of Votes: 1
[X] veekie



——————————————————————————————————————————————
Task: AMU

[X][AMU] They support the local police and get them to cooperative with your activities.
No. of Votes: 2
[X] veekie
[X] Jrin

[X][AMU] hey try to convince the local police to cooperative with you.
No. of Votes: 1


Total No. of Voters: 3
 
Scotland Rumble IV
[X] [Ward] Yes. (The anti-undead ward is used to secure the headquarters against the undead)
[X] [Fairy] They go looking for the missing Highlander.
[X] [AMU] They support the local police and get them to cooperative with your activities.

After leaving the Anti-Magical Unit in the capable hands of Operative Thomas and informing them that they would need to make contact with the local police and help them. Sharing information, doing joint patrols and other things like that to coordinate your activities for mutual benefit.

Counting on their mutual backgrounds as law enforcement if in different areas, you hoped that the AMU Operatives would see better luck than the young Spider when cooperating with the policemen of Edinburgh. You strongly doubt that the locals would turn away the help of the AMU, but whether the AMU Operatives can convince the local police to do something productive is still up in the air.

For your part, you go to meet up with Lady Ghost where you last saw her at the agreed upon time. To your lack of surprise, you find the vigilante already waiting for you. Swooping down for a landing, you change back into a human form as you touch down by her.

"Greetings Lady Ghost," you say as she rounds on you, her combat instincts having left her ready for a fight in response to someone making a sudden appearance, "Things haven't gone too badly since we last met have they?"

"Not any worse than what passes for normal these days," answers Lady Ghost in a tired voice, "I think it has something to do with your lot arriving. People have noticed and that apparently includes both Doctor Death and Bluidy Mackenzie. I'm not sure what they are planning to do, but they gone sort of quiet this evening and it seems to be lasting for the night as well."

"That is some good news at least," you say, wondering if it may be a case of the calm before the storm, "Unless you have an objection, I was thinking that we could go looking for Highlander. More allies are going to be useful and from what you told me, your old teammate seems like our best bet in that regard."

"Yeah, I can agree with that, especially with the current lull," replies Lady Ghost before nodding, "Yes, we should definitely take advantage of both masterminds pulling back to improve our own position while we got the chance."

"Excellent," you say, "Now, since it is your city and your ally, would you mind taking the lead?"

"Of course," says Lady Ghost with a smile on her face.

***​

As the night goes on, you are soon reminded by you let Sapphire Squire take the lead in your investigations back in London. While you aren't as hopeless as you were when you first started out, you lack the skill and expertise of an expert investigator. To your mild embarrassment, you find yourself floundering as you are unable to pick up Highlander's trail.

Fortunately for you, Lady Ghost's skill is closer to Sapphire Squire's than it is to yours and the younger heroine soon slots into the role that your squire usually takes. Calling upon your oldest spiritual contract, the Scottish lass picks up a relatively recent route that Highlander has taken since he abandoned her and Royalist.

Neither of you mentioning your own lack of contributions, you let Lady Ghost take the lead without complaint and do your best to avoid getting in her way. While you would really like to do something, you want to get the job done and that means keeping your own lack of skill from dragging down your partner for the night.

"Is this the way?" asks Lady Ghost as the two of you stride down the sewers beneath Edinburgh.

"I am afraid that I don't know," you tell her politely, "I have just been following you."

"Huh?" mutters Lady Ghost, slightly confused, "Oh, right. It was a rhetorical question, just talking out loud to myself."

"I see," you say, "Have you lost the trail?"

"No, no, it is here," replies Lady Ghost as she looks around, "It is just old, well, relatively old. Highlander has been through here, but other people passed through here since then and that is making it more difficult than it would normally be."

"Who would be going through the sewers?" you inquire.

"Mostly criminals," answers Lady Ghost, "I know for a fact that Doctor Death was using them to move his undead between hideouts before he started moving more openly. Still does that even now when he wants to be more covert."

"Do we need to worry about running into any of them?" you ask her.

"No, this isn't Glasge territory," answer Lady Ghost, "This part of the sewers is under Mackenzie's control."

"And what about running into him?" you inquire.

"I don't know," admits Lady Ghost with a shrug, "I've always been on the defensive since Bluidy Mackenzie showed up. I never had the-what was that?"

"Footsteps," you answer, drawing your blade as you hear foots coming towards you.

Coming from in front of you, a woman with short black hair comes into view as she turns a corner in the sewers. Wearing an outfit styled after the ironic Redcoats, the woman has a rapier at her waist alongside what you recognise as being some kind of utility belt. Yet that is relatively normal or at least mundane. What truly stands out about the woman is her glowing blood-red eyes and the six ethereal figures hovering alongside her.

If you had to guess, the newcomer is Bluidy Mackenzie and some of her fear spectres.

"Well, well, if it isn't Lady Ghost and the Fairy Knight," drawls the woman with a man's voice overlaying a woman's voice, "I'm afraid that the two of you shouldn't have wondered into the sewers all alone."

"Fairy Knight?" whispers Lady Ghost even as a ghostly dog appears next to her.

What do you do?
[] Attack. Engage Bluidy Mackenzie and his fear spectres here and now.
[] Flee. Tell Lady Ghost that you need to withdraw and have this fight on your own terms.
[] Write-in.

Cooperating the local police. (AMU)
Expertise: Government Agent Check, DC15: 13+6+2 = 21, 2 DoS.

Looking for a trail.
Investigation Check, DC22: 2+5 = 8, 3 DoF.

Looking for a trail. (Lady Ghost)
Investigation Check, DC22: 1+12 = 8, 3 DoF.

You currently have 13 available Hero Points.

***​

So the scouting when poorly thanks to a couple of very low rolls. Normally I would have given you another set of rolls to continue scouting, but since you got some serious failures and it is about time for your enemies to begin responding to your presence, you get an early run in with Bluidy Mackenzie.

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.
 
"Yeah, I can agree with that, especially with the current lull," replies Lady Ghost before nodding, "Yes, we should definitely take advantage of both masterminds pulling back to improve our own position while we got the chance."
I suppose FK may have a reputation on stomping down in the loudest troublemaker first which may be working in our favour here.
Looking for a trail.
Investigation Check, DC22: 2+5 = 8, 3 DoF.

Looking for a trail. (Lady Ghost)
Investigation Check, DC22: 1+12 = 8, 3 DoF.
Blind leading the blind. Don't be afraid to spend our hero points ;)
 
I suppose FK may have a reputation on stomping down in the loudest troublemaker first which may be working in our favour here.

It is more that the government just sent a magical knight, a bunch of vigilante and a couple dozen elite agents into the scene and the power players are figuring out how to adjust this new factor into their plans going forward.

Don't be afraid to spend our hero points ;)

The instructions of the voters specify that Hero Points are to be freely spent in combat.
[X] Oshha has permission to use Hero points on our behalf for combat for the next however long.
If you want them to be spent by me on non-combat things, you may use make a new vote on the matter or specify in a vote that you are willingly to spend so and so many Hero Points on it to ensure success. In the latter case, I would take Hero Points from you should not need them as I feel that lack of detailed control would make that an unfair penalty.
 
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It is more that the government just sent a magical knight, a bunch of vigilante and a couple dozen elite agents into the scene and the power players are figuring out how to adjust this new factor into their plans going forward.



The instructions of the voters specify that Hero Points are to be freely spent in combat.

If you want them to be spent by me on non-combat things, you may use make a new vote on the matter or specify in a vote that you are willingly to spend so and so many Hero Points on it to ensure success. In the latter case, I would take Hero Points from you should not need them as I feel that lack of detailed control would make that an unfair penalty.
Fair on both accounts.
 
I don't know what to do in combat, but I do know this.

[X]In addition to retaining permission to use Hero Points freely in combat, Oshha has permission to use them on Critfails.
 
[X] Attack. Engage Bluidy Mackenzie and his fear spectres here and now.


Lets get on with the early boss fight.

also, how much time does it take to put on the anti undead oil? Can we do it in combat?
 
The vote is now closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 87 | Sufficient Velocity [Posts: 2164-2168]
##### NetTally 2.2.0

[X] Attack. Engage Bluidy Mackenzie and his fear spectres here and now.
No. of Votes: 3

[X] In addition to retaining permission to use Hero Points freely in combat, Oshha has permission to use them on Critfails.
No. of Votes: 1


Total No. of Voters: 4
 
Scotland Rumble V
[X] Attack. Engage Bluidy Mackenzie and his fear spectres here and now.

"We fight," you tell Lady Ghost before charging into action, going straight for Bluidy Mackenzie himself.

Before any of them can react, you take a swing at the possessed woman with Talatine. Eyes widening, Mackenzie barely throws himself out of the way to avoid the silver blade as he draws his rapier.

"Get her!" hisses Mackanzie in that creepy double-voice of his at the ghosts surrounding him as he scrambles back out of your way.

The fear spectres swarm you. You duck back out of the way of the first, but the second claws ineffectively at Torlyn. Another swipes at you, but misses and a fourth slashes you across the upper arm, failing to even scratch your plate armour. The last two are just as successful as you parry one with Talatine while the other flails harmless against you, unable to get past your armour.

"Fairy Knight!" calls Lady Ghost as both she and Bluidy Mackenzie charge at you, something about her just changing as that ghost dog disappears from her size.

You attempt to block your foe's blade with Talatine, but Bluidy Mackenzie is just too fast and agile. The rapier goes right past your defences and... harmless glances off of Torlyn. Scowling, Bluidy Mackenzie doesn't get a chance to do anything else before Lady Ghost comes brawling in. Your fellow vigilante smashes into one of the fear spectres, grabbing its glowy ethereal body and pummelling it into the ground.

In a split-second, you make a decision. Bluidy Mackenzie is a bigger threat, but while these fear spectres might be harmless against you, they might be a danger to your companion. Deciding that they need to go, you swing and slash with Talatine. An upper cut takes out one, a reverse swing does in a second before you stab another as you link in a slash to fell one more and then finish off the last one by almost cutting it in two from shoulder to hip.

You lock eyes with Bluidy Mackenzie as you finish and in that moment, your foe makes a decision of his own. Turning and breaking into a run, it seems that Mackenzie doesn't fancy his chances against you after watching you carve through all of his backup like they were nothing as a follow up to both him and them being completely ineffective against you.

"After him!" you shout at Lady Ghost before calling upon your magic.

You could easily catch up with him using your wings, but why bother trying to manoeuvre in the sewers when you can just teleport. Appearing in front of the fleeing Bluidy Mackenzie with a flash and zap of magic, you swing Talatine at the dastardly villain. Caught off-guard by your sudden appearance, Mackenzie is unable to dodge in time and they let out a cry of pain as Talatine tears through their upper shoulder.

Yet even as your blade withdraws, purple-black wisps of foul magic begin to cloud around the injury, slowly healing it.

Glaring at you, Mackenzie has another change of mind as switch from running to standing their ground. He stabs at you with his rapier and finds greater success this time as the blade hits a weak point in your armour.

Unfortunately for Bluidy Mackenzie, you aren't alone. Lady Ghost comes charging in from behind, slamming a fist into the side of Mackenzie, forcing out a winded gasp of pain from the villain.

As Mackenzie shifting his footing so he can face both you and Lady Ghost at once, you go on the offence and stab at him with Talatine. He tries to parry, but your blade bats his aside and pierces him in the upper leg, dealing another injury to the possessed woman.

Stumbling a little, Bluidy Mackenzie tries to try his luck with Lady Ghost, but the young heroine is having none of it. While she fails to avoid the attack entirely, Mackenzie's rapier leaves little more than a scratch on the girl. Alas it doesn't all go in your ally's favour as Lady Ghost fails to land a meaningful blow on Mackenzie in turn.

You don't give the villain the chance to recover. Bluidy Mackenzie has made the mistake of leaving his back open to you in his attack on Lady Ghost and you seize the opportunity. A swing of Talatine and you slash Mackenzie across the back, leaving what should be a bloody gash behind.

Letting out a grunt of pain, Mackenzie drops something, something he must have gotten out of his utility belt and that would have had to been what keep him distracted. You don't have the chance to get any further in your thoughts as the dropped item lets out a blast of electricity.

You cry out in pain as it bypasses your armour, the electricity shocking your body. Your body screams against moving and you barely retain awareness to see Lady Ghost miss Bluidy Mackenzie with her fists.

While you swiftly recover, it is too late and Bluidy Mackenzie is gone. You could try and pursue him, but neither you nor Lady Ghost are particularly good trackers and you doubt that you will catch Mackenzie in the sewers he controls when he has a head start.

***

As you and Lady Ghost exit the sewers, your mood is a mixed one even if it leans towards being positive. On the one hand, you failed to find how what Highlander has gotten up to or where to find him and Bluidy Mackenzie was able to escape. On the other hand, you tore through his fear spectres like they were nothing and your companion for the night used her powers to permanently deal with the ghosts. For her part, Lady Ghost is very pleased at the victory that you won tonight even if it was incomplete and her mood is infectious as you look in the brighter side of things.

"That was the first proper win I've had in a while," says Lady Ghost in a chipper voice as the two of you return to the surface, "It isn't like I haven't taken down some of Mackenzie's ghosts or the Glasge since everything started going to the crapper, but those were always delaying action and just trying to put a cap on the unfolding mess. You just took everything Mackenzie had to offer and then cut down his minions like they were nothing."

"They might as well been," you say, trying not to boast, "They were took weak to get past my armour and too fragile to stand up to my attacks. Mackenzie himself was definitely more of a challenge."

"Yeah, he was," agrees Lady Ghost, "He might be using Royalist's body and her equipment, but he has to be using his powers or magic to boost them. No offence to my friend, but Royalist would definitely gone down to the beating you gave Mackenzie. She was never that quick or tough and her electro-bombs never packed a punch that hard. Now Mackenzie could have improved them the old fashioned way, but he isn't a scientist or engineer."

"He was using some form of magic," you confirm, "That much I am certain of."

"So now what?" asks Lady Ghost, "The sun will be coming up soon. Got any plans for the day?"

What does Fairy Knight do next?
[] Continue to look for Highlander with Lady Ghost. This trail might have gone cold, but there may be others out there.
[] Go hunting for Mackenzie. You sent him running and now is the time to follow up on that.
-[] Take Lady Ghost with you.
-[] Take the Kingsmen with you.
-[] The Anti-Magical Unit with you.
[] Go back to your headquarters. You got a whole day ahead of you and you ought to make sure everyone knows what they are doing.
[] Write-in.


Initiative Check.
Fairy Knight: 20+13 = 38
Lady Ghost: 16+2 = 18
Bluidy Mackenzie: 9+12 = 21
Fear Spectres 1/2/3/4/5/6: 20+6 = 31

1/Fairy Knight attacks Bluidy Mackenzie.
Talatine Attack, DC23: 6+13 = 19, Miss.

1/Fear Spectre 1 attacks Fairy Knight.
Unarmed Attack, DC18: 6+8 = 14, Miss.

1/Fear Spectre 2 attacks Fairy Knight.
Unarmed Attack, DC18: 15+8 = 23, Successful Hit.
Fairy Knight is in Impervious!

1/Fear Spectre 3 attacks Fairy Knight.
Unarmed Attack, DC18: 9+8 = 17, Miss.

1/Fear Spectre 4 attacks Fairy Knight.
Unarmed Attack, DC18: 13+8 = 21, Successful Hit.
Fairy Knight is in Impervious!

1/Fear Spectre 5 attacks Fairy Knight.
Unarmed Attack, DC18: 7+8 = 15, Miss.

1/Fear Spectre 6 attacks Fairy Knight.
Unarmed Attack, DC18: 10+8 = 18, Successful Hit.
Fairy Knight is in Impervious!

1/Bluidy Mackenzie attacks Fairy Knight.
Rapier Attack, DC18: 8+15 = 23, Successful Hit.
Toughness Check, DC22: 18+12 = 30, 2 DoS, Fairy Knight is unharmed.

1/Lady Ghost attacks Fear Spectre 3.
Unarmed Attack, DC16: 12+14 = 26, Successful Hit.
Toughness Check, DC20: 14+2 = 16, 1 DoF, Fear Spectre 3 is Incapacitated.

2/Fairy Knight attacks Fear Spectre 1.
Talatine Attack, DC16: 9+13 = 22, Successful Hit.
Fear Spectre 1 is Incapacitated.
Takedown! (free extra attack)
Talatine Attack, DC16: 16+13 = 29, Successful Hit.
Fear Spectre 2 is Incapacitated.

Takedown! (free extra attack)
Talatine Attack, DC16: 14+13 = 27, Successful Hit.
Fear Spectre 4 is Incapacitated.

Takedown! (free extra attack)
Talatine Attack, DC16: 11+13 = 24, Successful Hit.
Fear Spectre 5 is Incapacitated.

Takedown! (free extra attack)
Talatine Attack, DC16: 10+13 = 23, Successful Hit.
Fear Spectre 6 is Incapacitated.

3/Fairy Knight attacks Bluidy Mackenzie.
Talatine Attack, DC23: 17+13 = 30, Successful Hit.
Toughness Check, DC24: 13+9 = 22, 1 DoF, -1 Toughness Penalty.

3/Bluidy Mackenzie attacks Fairy Knight.
Rapier Attack, DC18: 18+15 = 33, Successful Critical Hit.
Toughness Check, DC27: 11+12 = 23, 1 DoF, -1 Toughness Penalty.

3/Lady Ghost attacks Bluidy Mackenzie.
Unarmed Attack, DC23: 13+14 = 27, Successful Hit.
Toughness Check, DC20: 10+8 = 18, 1 DoF, -1 Toughness Penalty.

4/Fairy Knight attacks Bluidy Mackenzie.
Talatine Attack, DC23: 18+13 = 31, Successful Critical Hit.
Toughness Check, DC29: 13+7 = 20, 2 DoF, Dazed & -1 Toughness Penalty.

4/Bluidy Mackenzie attacks Lady Ghost.
Rapier Attack, DC20: 10+15 = 25, Successful Hit.
Toughness Check, DC22: 16+9 = 25, 1 DoS, Lady Ghost is unharmed.

4/Lady Ghost attacks Bluidy Mackenzie.
Unarmed Attack, DC23: 16+14 = 30, Successful Hit.
Toughness Check, DC20: 14+6 = 20, 1 DoS, Bluidy Mackenzie is unharmed.

5/Fairy Knight attacks Bluidy Mackenzie.
Talatine Attack, DC23: 19+13 = 30, Successful Critical Hit.
Toughness Check, DC29: 14+6 = 20, 2 DoF, Dazed & -1 Toughness Penalty.

5/Bluidy Mackenzie uses an electro-bomb. (Fairy Knight)
Fortitude Check, DC16: 3+7 = 10, 2 DoF, Fairy Knight is Stunned.

5/Bluidy Mackenzie uses an electro-bomb. (Lady Ghost)
Fortitude Check, DC16: 13+8 = 21, 1 DoS, Lady Ghost is unaffected.

5/Lady Ghost attacks Bluidy Mackenzie.
Unarmed Attack, DC23: 4+14 = 18, Miss.



You gain 1 Hero Point for Bluidy Mackenzie getting away and currently have 14 available Hero Points.

***

Another more action-packed update. While a threat to literally anyone else in the city, the fear spectres were helpless against Fairy Knight. They couldn't her and Tamara's Takedown Advantage meant that she just carve them up.

Mackenzie was more of a threat, but he is more lop-sided to hitting and not getting to hit against dealing damage and taking damage than Fairy Knight is. Tamara is more balanced and with Lady Ghost backing her up, it wasn't a fair fight. Combined with greater speed and healing ability, Fairy Knight is a greater combat monster than Bluidy Mackenzie is.

Now the current vote is continuing to look for Highlander, going after Mackenzie before they can plan anything else or going back to the previous style of votes as you organise your team and operations in the city.


Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
[X] Go hunting for Mackenzie. You sent him running and now is the time to follow up on that.
-[X] Take the Kingsmen with you.
 
[X] Go hunting for Mackenzie. You sent him running and now is the time to follow up on that.
-[X] Take the Kingsmen with you.
 
Most normal thing feels to call up the Kingsmen and make them meetup with us.
Whats Spiders tracking like? Can we split up into two groups with one heading after Highlander and one after Mackenzie or will that leave one group probably lost.
 
[X] Go hunting for Mackenzie. You sent him running and now is the time to follow up on that.
-[X] Take the Kingsmen with you.
-[X] Take Lady Ghost with you.
-[X] The some of the Anti-Magical Unit with you
Is this okay?
I want to go with full force to overwhelm mackenzie, but I am hesitant to endanger all of the cops at once
 
Most normal thing feels to call up the Kingsmen and make them meetup with us.
Whats Spiders tracking like? Can we split up into two groups with one heading after Highlander and one after Mackenzie or will that leave one group probably lost.

I would say that is the bottom of option of going back to meet up with your team to organise what everyone is doing for the day.

In regards to tracking, it if it literally tracking then the rest of the Kingsmen are better than Fairy Knight hovering about 10 in terms of Perception. When trying to track down leads or old trails with Investigation, Fairy Knight is the best that the Kingsmen has, which says more about the Kingsmen than it does about Tamara's skill. You could split into two groups as a write-in if you want, but Lady Ghost and the AMU Operatives are your skilled trackers at the moment.


Yes, it is.
 
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