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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Takedown works on any minion you can reach, so everyone in attack range (Important since Windstrike has a bow) and if theres no one left you can move to hit someone else (This must still be within your maximum movement on the turn.).

Don't forget that the first rank of Takedown is limited to targets adjacent to the previous one. It is only the second rank of Takedown that lets you hit any minion within attack range provided you have movement for it.
 
Don't forget that the first rank of Takedown is limited to targets adjacent to the previous one. It is only the second rank of Takedown that lets you hit any minion within attack range provided you have movement for it.
Ohhhh, well that makes me even more annoyed about that time those three Glasge guys took down a crowd of dozens in a single round in Rising to the Call.
 
Ohhhh, well that makes me even more annoyed about that time those three Glasge guys took down a crowd of dozens in a single round in Rising to the Call.

A crowd of dozens running alongside each other in a single direction plus regular folk matching up against elite henchmen very poorly in terms of stats. While I like the system, M&M can result in some odd things happening through I personally would have had the crowd run in different directions rather than all to the closest one.

And having checked their stats, mechanically speaking they got an high enough attack bonus to hit on anything, but a 1 against regular civilians and civilans would need to roll a 20 to avoid being taken down by those hits and since it was so lopsided and it would require too many rolls to do it individual, the Glasge Toughs took down the crowd automatically using power attacks.

In terms of narratively, I would had a different result personally by having the characters involved act differently, but what did happen was mechanically possible while following the M&M rules.
 
[X] Plan Frontal assault
-[X] [Method] Overt. You got the muscle. Kick in the front door and beat up anyone who opposes you.
-[X] [FK] Bluidy Mackenzie himself.
-[X] [IL] The fear spectres.
-[X] [LB] The fear spectres.
-[X] [SP] The fear spectres
 
A crowd of dozens running alongside each other in a single direction plus regular folk matching up against elite henchmen very poorly in terms of stats. While I like the system, M&M can result in some odd things happening through I personally would have had the crowd run in different directions rather than all to the closest one.

And having checked their stats, mechanically speaking they got an high enough attack bonus to hit on anything, but a 1 against regular civilians and civilans would need to roll a 20 to avoid being taken down by those hits and since it was so lopsided and it would require too many rolls to do it individual, the Glasge Toughs took down the crowd automatically using power attacks.

In terms of narratively, I would had a different result personally by having the characters involved act differently, but what did happen was mechanically possible while following the M&M rules.
My concern isn't that it was mechanically wrong, it was that it felt wrong and like bad game design and I'm not sure there was really a way to fix this apart form preventing unnamed minions having that type of advantage.
Because the game was sort of setup: Stop this gang before they beat up this crowd. But when it turns out they can sprint 40 ft through a crowd mowing down people on the way and we only had a turn to do it, it kinda leaves a bad taste.
This is maybe off topic though.

I think people raised good points about the spectres maybe ruining any infiltration attempt and I'll bow to the bandwagon.
[X] Plan Frontal assault
 
My concern isn't that it was mechanically wrong, it was that it felt wrong and like bad game design and I'm not sure there was really a way to fix this apart form preventing unnamed minions having that type of advantage.
Because the game was sort of setup: Stop this gang before they beat up this crowd. But when it turns out they can sprint 40 ft through a crowd mowing down people on the way and we only had a turn to do it, it kinda leaves a bad taste.

I agree personally. I would have done something differently even if it was mechanically viable and in hindsight, I should have said something to Wombat about it when I was betaing the update back then.
 
[X]Plan cut em down
[X]Search for escape route
[X]Imperial lion and longbow will guard them if found
[X]spider and FK will go in, spider will attack the spetres, FK will foxus on Mackenzie
 
The vote is now closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 88 | Sufficient Velocity [Posts: 2193-2208]
##### NetTally 2.2.0

[X] Plan Frontal assault
-[X][Method] Overt. You got the muscle. Kick in the front door and beat up anyone who opposes you.
-[X][FK] Bluidy Mackenzie himself.
-[X][IL] The fear spectres.
-[X][LB] The fear spectres.
-[X][SP] The fear spectres.
No. of Votes: 5

[X] Plan cut em down
[X] Search for escape route
[X] Imperial lion and longbow will guard them if found
[X] spider and FK will go in, spider will attack the spetres, FK will foxus on Mackenzie
No. of Votes: 1
[◈] Plan: cut em down
[X] Blademaster


Total No. of Voters: 6
 
Scotland Rumble VII
[X] Plan Frontal assault
-[X] [Method] Overt. You got the muscle. Kick in the front door and beat up anyone who opposes you.
-[X] [FK] Bluidy Mackenzie himself.
-[X] [IL] The fear spectres.
-[X] [LB] The fear spectres.
-[X] [SP] The fear spectres.

As you figure out how to tackle this fight, you consider a few plans, mostly about either trying to sneak in or splitting up the team with half of you sneaking in while the other half act as a distraction. In the end, you go with a simple plan where you count on numbers, skill and the relative element of surprise to take down Bluidy Mackenzie. No sneaking about as you beat down the front down and you will go after Mackenzie himself while the rest of the Kingsmen handle his ghost minions.

"We will go in loud," you tell your teammates, "You three worry about dealing with the ghosts. I will handle Mackenzie personally."

"Got it," says Spider while Longbow nods and Imperial Lion gives his own affirmative.

While stealth isn't the question of the day, you do try to avoid blatantly advertising your presence to the enemy, but when you approach the front gates of the not so abandoned mansion, none of you make any effort to conceal yourself from the fear spectres on guard duty.

Spider is the first to move in. Swinging in with his grappling lines, he punches one of the two ghosts in the chest and sends them flying into the gate. That side of the gate goes down with the unfortunate sentry and the fear spectres doesn't make any attempt to rise. The other guard goes down as Spider kicks it into the ground while Longbow shoots a third spectre that is floating about out of the sky.

Trusting your teammates to deal with the threat, you take flight and enter the mansion via a window on the first floor, easily smashing through the glass without any difficulty or harm. Flying down the corridors, you got looking for Bluidy Mackenzie. A fear spectre here and there gets in your way, but neither does so for long with a single strike from Talatine easily felling both foes.

Eventually you find Bluidy Mackenzie or rather he finds you as his stolen body steps out into the corridor before you.

"Fairy Knight," sneers the man as he draws Royalist's rapier, "You dare-"

You don't give him a chance to finish, using your magic to teleport behind him. Before Mackenzie can react, you swing Talatine into the back of the man's head. Preparing for a prolonged fight, you are pleasantly surprised when the villain simply drops to the floor. You cautiously wait a moment to make sure he isn't faking it and once you are satisfied that he isn't, you get to work improvising a binding so the vengeful spirit doesn't escape.

What does Fairy Knight do next?
[] Try to figure out a way to free Royalist and capture Bluidy Mackenzie on her own.
[] Seek out the aid of Lady Ghost in finding a way to free Royalist and capture Bluidy Mackenzie.

Initiative Check
Fairy Knight: 10+13 = 23 (3rd​)
Spider: 14+19 = 33 (1st​)
Imperial Lion: 19+14 = 33 (2nd​)
Longbow: 1+26 = 22 (4th​)
Fear Spectres: 8+6 = 14 (5th​)

Spider attacks Fear Spectre 1.
Unarmed Attack, DC16: 16+13 = 29, Successful Critical Hit.
Fear Spectre 1 is Incapacitated
Takedown! (Free Extra Attack)
Unarmed Attack, DC16: 10+13 = 23, Successful Hit.
Fear Spectre 2 is Incapacitated

Longbow shoots Fear Spectre 3.
Bow Power Attack, DC16: 10+10 = 20, Successful Hit.
Toughness Check, DC22: 1+2 = -2, 5 DoF, Fear Spectre 3 is Slain.

Fairy Knight attacks Fear Spectre.
Talatine Attack, DC16: 19+13 = 32, Successful Critical Hit.
Fear Spectre is Incapacitated.

Fairy Knight attacks Fear Spectre.
Talatine Attack, DC16: 6+13 = 19, Successful Hit.
Fear Spectre is Incapacitated.

Initiative Check
Fairy Knight: 20+13 = 38
Bluidy Mackenzie: 4+12 = 16
Fairy Knight attacks Bluidy Mackenzie.
Talatine Attack, DC23: 19+13 = 32, Successful Critical Hit.
Toughness Check, DC29: 4+9 = 13, 4 DoF, Bluidy Mackenzie is Incapacitated.

You currently have 14 available Hero Points.

***​

I'll be honest and say that I was expecting there to be more of a boss battle. But the dice are going to dice and while normally the villain would get away or not do down so easily while you get a hero point, Mackenzie already got away once and you do have other fish to fry around here. So he goes down and now you choose your approach to dealing Bluidy Mackenzie for good.

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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I'll be honest and say that I was expecting there to be more of a boss battle. But the dice are going to dice and while normally the villain would get away or not do down so easily while you get a hero point, Mackenzie already got away once and you do have other fish to fry around here. So he goes down and now you choose your approach to dealing Bluidy Mackenzie for good.
FK doesn't fuck around with rematches as usual.

[X] Seek out the aid of Lady Ghost in finding a way to free Royalist and capture Bluidy Mackenzie.
 
The vote is still open.
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[X] Seek out the aid of Lady Ghost in finding a way to free Royalist and capture Bluidy Mackenzie.
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[X] Seek out the aid of Lady Ghost in finding a way to free Royalist and capture Bluidy Mackenzie.

After making the tiring effort of repurposing some of your innate magic to ensure that Bluidy Mackenzie neither wakes up or is capable of escape, you went to the aid of your fellow Kingsmen. Your teammates had been doing an admirable job of fighting the fear spectres and once you joined them, the battle was a foregone conclusion.

From there, you took your prize and went looking for Lady Ghost to seek her aid in freeing her teammate and capturing her possessor. While the rest of the Kingsmen went back to base, you swiftly found Lady Ghost as she apparently started looking for you not long after you started looking for her.

***​

"Mackenzie is done for provided we don't mess things up now," you tell Lady Ghost as the two of you sit around the table at an abandoned house, "I don't know how many he has, but we destroyed enough fear spectres that if there are any left, they won't be much of a threat and with Bluidy Mackenzie out of the picture, they won't be able to rebuild their numbers or direct what little forces they have left."

You idly note that both you and she are sitting a proper manner. Whoever Lady Ghost is behind her mask, she has clearly been trained formal etiquette of high society as you have been.

"That does paint a pretty picture," says Lady Ghost in a satisfied tone before frowning as she continues, "Unfortunately my news is going to dull it to a degree."

"You failed to find Highlander," you inquire, but Lady Ghost shakes her head.

"I've found him, well, sort of," replies Lady Ghost, "What I have got is a good lead and I'm confident that I know where Highlander is even if I don't know what he is currently up to. Unfortunately, I haven't been able to follow up on that lead due to other events."

"I take those events are the same ones that had you go looking for me?" you ask.

"The same," confirms Lady Ghost, "Doctor Death and the Glasge are on the move. After our encounter with him, Bluidy Mackenzie pulled back and his rivals have taken note of that. They haven't begun moving yet, but they are going to do a big one if Mackenzie doesn't take action to counter them and since we have taken him out..."

"I see," you say, frowning yourself this time, "That is something concerning. Will this prevent you from finding Highlander?"

"Not directly," answers Lady Ghost, "The Glasge themselves won't physically impede my search, but if I am busy looking for Highlander, I will be unable to deal with them doing whatever it is that they are planning."

"We will address what we will do once Bluidy Mackenzie is finally dealt with you," you tell Lady Ghost, "While we could keep him unconscious in Royalist's body for the duration of this crisis, I presume that you would like to free your teammate as soon as possible."

"Yes, I would," answers Lady Ghost, "Speaking of which, how do we go about that."

"Give me a couple of hours to whip something up and we'll be good to go."

***​

As you planned, you and Lady Ghost are gathered around a table with the unconscious body of Royalist laid out on top of it. The ritual patterns have already been drawn upon the table while the various rituals ingredients are in place.

Your fellow heroine has proven to be valuable partner as while she has only a self-taught amateur's understanding of magic that she has learnt from experience, Lady Ghost is smart enough to push that experience as far as she can take it. Especially since she is most familiar with matters of ghosts and spirits, which this situation most certainly falls under.

While you certainly do most of the heavy lifting, it cannot be denied Lady Ghost helped out. The ritual goes fine at first as the first half of it will free Royalist from his ancestor's unsought hold over her. Despite the firm hold that Bluidy Mackenzie has on Royalists thanks to their shared blood, your ritual is more than capable of expelling the unwanted spirit from his unwillingly host.

Unfortunately, the second part of the ritual isn't as nearly as successful. While expelling Bluidy Mackenzie will free Royalist, it also means that Bluidy Mackenzie is still free to find a new host. To that end, you and Lady Ghost prepared a binding that would trap Mackenzie in a jewel for at least a few days, which would be more than enough time to find a more long-term solution.

But to your shame, you...slip when performing the latter half of the ritual. You fail to bind Mackenzie and instead alert the ghost to his dire situation. Bluidy Mackenzie goes for the nearest host.

Said nearest host happens to be you and the spiteful old spirit flies into your body. You maintain control for a second before you feel your body slip away from your command. Growling, you resist and throw all you have into it and while it is almost enough, Bluidy Mackenzie has already gained enough of a foothold and your body is no longer yours to command.

While Bluidy Mackenzie is possessing Fairy Knight, pick the perspective of another hero to follow.
[] Galahad as he arrives in Edinburgh following Merlin's uncharacteristically insistent recommendation about unfolding trouble.
[] Lady Ghost as she deals with getting an old ally back from Mackenzie in exchange for losing a new one to spiteful spirit.
[] Spider as he deals with his bosses getting possessed by the enemy top ghost as the zombie gangsters make their move.

Lady Ghost's Investigation.
Investigation Check, DC22: 19+12 = 31, 2 DoS.

Expelling Bluidy Mackenzie
Expertise: General Magic Check, DC20: 19+8+5 = 29, 3 DoS.
Expertise: General Magic Team Check, DC10: 12+8 = 20, 3 DoS.

Binding Bluidy Mackenzie
Expertise: General Magic Check, DC24: 1+8+5+2 = 11, 3 DoF.
Expertise: General Magic Team Check, DC10: 13+8 = 21, 3 DoS.

Resisting Possession
Will vs Will Check: 10+10+5 vs 20+12 = 25 vs 37, Bluidy Mackenzie wins by 3 DoS.
Hero Point Re-roll with Extra Effort Bonus!
Will vs Will Check: 19+10+5+2 vs 20+12 = 36 vs 37, Bluidy Mackenzie wins by 1 DoS.

You gain 1 Hero Point for Fairy Knight being possessed and currently have 14 available Hero Points.

***​

Okay, Fairy Knight got possessed after the ritual went poorly so she is trapped as a passenger in her own body while Bluidy Mackenzie is at the reins. Like the last time Fairy Knight got controlled, you are going to switch perspectives until she gets rescued.

The first choice is Galahad, the heavy hitter of Britain supers as he comes to save the day and personally my favourite of the three. He is a powerhouse and not only he is a powerhouse, but he has variety in how he is strong so while he isn't the most experienced at dealing with the supernatural, he has plenty of power to handle situation that are out of his wheelhouse.

Lady Ghost is the second option as she and Royalist deal with the new situation. Royalist is a mix of a gadget-melee combatant while Lady Ghost has variety in terms of power and local knowledge.

The third and final option is Spider as the Kingsmen deal with the loss of their leader with Imperial Lion taking over command. He is good physically with plenty of mobility and some superhuman prowess though he isn't the best at intellectual stuff.

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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But 20+12 adds up to 32, not 37?
A natural 20 adds a free degree of success, essentially a free +5
Urgh mind control powers are the bane of SV MM quests.
Will this prevent you from Highlander
Dropped a verb here.
Will vs Will Check: 10+10+5 vs 20+12 = 25 vs 37, Bluidy Mackenzie wins by 3 DoS.
Hero Point Re-roll with Extra Effort Bonus!
Will vs Will Check: 19+10+5+2 vs 20+12 = 36 vs 37, Bluidy Mackenzie wins by 1 DoS.
Urghhhhhhh. Did Mackenzie roll a 20 twice in a row or did that not change?
 
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