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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I'm actually reasonably confident in Gallahad to beat FK and Dr Death after the sudden but inevitable betrayal.
[X] He asks her to come with him and help him take down Doctor Death and the Glasge.
 
The vote is now closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 90 | Sufficient Velocity [Posts: 2248-2251]
##### NetTally 2.2.0

[X] He asks her to come with him and help him take down Doctor Death and the Glasge.
No. of Votes: 3

[X] He asks her to go back to the Kingsmen and make sure everything is okay with them
No. of Votes: 1
[x] Varano


Total No. of Voters: 4
 
Scotland Rumble XI
[X] He asks her to come with him and help him take down Doctor Death and the Glasge.

"You should come with me," you say to Fairy Knight, "The two of us could work well together and it would certainly be easier to take down Doctor Death and the rest of the Glasge if we are working as a team."

"I don't know..." replies Fairy Knight though you can tell that she is wavering, "I should probably get ready to meet up with Lady Ghost."

"How long do you have?" you ask her, "I bet we got enough time to deal with the Glasge without making you late."

"There is no actual time frame agreed upon," admits Fairy Knight, "Still, it is one of those things that should be done sooner rather than later. But I think I can make some time to ensure the downfall of Doctor Death since you are willingly to help out."

"Excellent," you say with a grin, "We could even consider this to be a second date."

***​

To your mild surprise, Fairy Knight leads you to the sewers of Edinburgh. While it isn't that much of a surprise, you weren't expecting the Glasge to be holed up in somewhat so stereotypical. On the other hand, you guess those stereotypes exist for a reason.

While Fairy Knight remains both silent and invisible, you do your best to move along sneakily. Fortunately, you can use your flight to hover about the ground, allowing you to avoid making any noisy footsteps. Unfortunately, there is more to stealth than just not reducing the amount of noise you make.

For example, not accidentally walking into full view of multiple foes. Something that you do when you turn corner in the sewer and find what is apparently Glasge watch post. There are a dozen men around some makeshift fortification and improvised sort of buildings.

"You deal with these guys," whispers the invisible Fairy Knight in your ear, "I will continue to scout on ahead."

Even if you want to disagree with her, you have no chance to do so as Fairy Knight is gone without a sign and a few of the Glasge are already charging at you in a manner that is a little terrifying. Nine of the twelve men are not alive despite being capable of movement whilst the last three have some unnaturally about their movement.

Calming yourself, you call upon the Blaze, letting it flow out from your body. While the Blaze would normally be undirected, you take the tiring action of forcing in a single direction and this time it is to fill the sewer tunnel before you with your Blaze.

Even the supernatural fire leaves your body and with it plenty of your energy, you can already feel the Radiance restoring the exhaustion you just inflicted on yourself. Within seconds, the Blaze has clear and begun to return itself to its Well within you. In its awake, all of the lesser foes have been lain low by your might, leaving only the three elites who you assume must be some of the Toughs that Fairy Knight told you about.

Calling upon the Blaze once more and forming into your favoured weapon, Dyrnwyn, you prepare for a fight.

The first two slam into you before you are ready. They pass your defences as it often the case since you are far better at taking a hit than avoiding one. You grunt in pain as their fists strike you, their borderline superhuman strength enough to hurt even you.

But the pain is fleeting as you let the Radiance diffuse throughout your body from its Basin, already getting to work on healing your injuries. You swing Dyrnwyn and you catch the third of your opponents, slicing open his side and leaving him staggering to one side, clearly knock off course for his own attack.

One of the other Toughs makes another punch at you and you react by hacking open his shoulder even as another hits you in the back. The third comes at you and you meet him, trading his blow for one of your own as your blade strikes his chest even as his fist hits your own chest, leaving you both stumbling backwards.

You duck under another swing only for another punch to slam into your gut. You swing with your sword, but the Tough just bears your hit without slowing down in the slightest apart from missing his own attack.

Another fist hits you while one more misses and bearing the onslaught of attackers, you lash out with Dyrnwyn, your sword striking down one of your foes even as he comes at you with his own offensive.

A punch to the head and you take the pain with a grin. You are Galahad and while a lesser man would have fallen by now, you are still fighting with the Radiance at your service and you are going to emerge from this fight victorious. A slash of your sword is dodged, but it forces one of the Glasge back even if your actual target kicks you in the crotch. The other remaining Glasge pounds your arm and you can only react by stabbing one of them in the leg.

These Toughs are certainly living up to their name as one of their attacks bounces of your ineffectively while you parry another punch with Dyrnwyn before going for a stab. You pierce the gut in a hit that would leave an ordinary man down on the ground, but the Tough takes it with a minimal reaction.

Despite the battle drawing out, it is doing so in your favour as you are whittling down your foes while the Radiance lets you rapidly recover from whatever the Glasge are dishing out. You jerk to the side, causing both Toughs to miss and leaving one off-balance and out of position. Taking full advantage, you cut him down.

With just the one Tough last, he has no chance of taking you down and a few second later, he goes down like the rest. With the battle won, you let Dyrnwyn fade away as the Blaze returns to its Well and you take a few moments to catch your breath. Between your superhuman toughness and the Radiance, it takes that long for you to fully recover from the fight.

"You won?" says a familiar voice and you turn to see the beautiful form of Tamara in her silver plate, "Good, I've found Doctor Death. He is hiding out a few tunnels over that way. Got Kisser and half of his remaining Toughs with him. Got a plan for taking them down?"

"Why, yes I do," you reply with another grin that can't be seen beneath your helm, "Thanks for your confidence in me."

What is Galahad's plan?
[] [GL] Galahad will focus on taking down Kisser first.
[] [GL] Galahad will focus on taking down the Toughs first.
[] [GL] Write-in.

[] [FK] Fairy Knight will focus on taking down Kisser first.
[] [FK] Fairy Knight will focus on taking down the Toughs first.
[] [FK] Write-in.

Talking 'Tamara' into helping out.
Persuasion Check, DC20: 20+16 = 41, 5 DoS.

Sneaking In.
Stealth vs Perception Check: 1+6 vs 7+6 = 2 vs 13, Glasge win by 3 DoS.

Initiative:
Galahad: 17+2 = 19
Glasge Tough 1: 19+2 = 21
Glasge Tough 2: 20+2 = 22
Glasge Tough 3: 7+2 = 9

1/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 8+10 = 18, Successful Hit.
Toughness Check, DC22: 10+11 = 11, 1 DoF, -1 Toughness Penalty.

1/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 13+10 = 23, Successful Hit.
Toughness Check, DC22: 11+10 = 21, 1 DoF, -1 Toughness Penalty.

1/Galahad attacks Glasge Tough 3.
Dyrnwyn Attack, DC17: 4+13 = 17, Successful Hit.
Toughness Check, DC26: 4+9 = 13, 3 DoF, Staggered & -1 Toughness Penalty.

1/Glasge Tough 3 Attack Galahad.
Unarmed Power Attack, DC18: 3+10 = 13, Miss.

2/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 1+10 = 6, Critical Miss.
Galahad Free Attack!
Dyrnwyn Attack, DC17: 10+13 = 23, Successful Hit.
Toughness Check, DC26: 3+9 = 12, 3 DoF, Staggered & -1 Toughness Penalty.

2/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 12+10 = 22, Successful Hit.
Toughness Check, DC22: 2+10 = 12, 2 DoF, -1 Toughness Penalty.

2/Galahad attacks Glasge Tough 3.
Dyrnwyn Attack, DC17: 9+13 = 22, Successful Hit.
Toughness Check, DC26: 8+8 = 16, 2 DoF, Dazed & -1 Toughness Penalty.

2/Glasge Tough 3 Attack Galahad.
Unarmed Power Attack, DC18: 19+10 = 29, Successful Critical Hit.
Toughness Check, DC27: 4+10 = 14, 3 DoF, Hindered & -1 Toughness Penalty.

3/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 7+10 = 17, Miss.

3/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 16+10 = 26, Successful Hit.
Toughness Check, DC22: 11+9 = 20, 1 DoF, -1 Toughness Penalty.

3/Galahad attacks Glasge Tough 3.
Dyrnwyn Attack, DC17: 4+13 = 17, Successful Hit.
Toughness Check, DC26: 20+7 = 32, 2 DoS, Glasge Tough 3 is unharmed.

3/Glasge Tough 3 Attack Galahad.
Unarmed Power Attack, DC18: 4+10 = 14, Miss.

4/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 9+10 = 19, Successful Hit.
Toughness Check, DC22: 9+9 = 18, 1 DoF, -1 Toughness Penalty.

4/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 6+10 = 16, Miss.

4/Galahad attacks Glasge Tough 3.
Dyrnwyn Attack, DC17: 20+13 = 33, Successful Critical Hit.
Toughness Check, DC31: 13+7 = 20, 3 DoF, Glasge Tough 3 is Incapacitated.

5/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 19+10 = 29, Successful Critical Hit.
Toughness Check, DC27: 10+9 = 19, 2 DoF, -1 Toughness Penalty.

5/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 6+10 = 16, Miss.

5/Galahad attacks Glasge Tough 2.
Dyrnwyn Attack, DC17: 2+13 = 15, Miss.

6/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 11+10 = 21, Successful Hit.
Toughness Check, DC22: 2+9 = 11, 3 DoF, Hindered & -1 Toughness Penalty.

6/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 10+10 = 20, Successful Hit.
Toughness Check, DC22: 4+8 = 12, 2 DoF, -1 Toughness Penalty.

6/Galahad attacks Glasge Tough 2.
Dyrnwyn Attack, DC17: 8+13 = 21, Successful Hit.
Toughness Check, DC26: 16+7 = 23, 1 DoF, -1 Toughness Penalty.

7/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 10+10 = 20, Successful Hit.
Toughness Check, DC22: 14+8 = 22, 1 DoS, Galahad is unarmed.

7/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 5+10 = 15, Miss.

7/Galahad attacks Glasge Tough 2.
Dyrnwyn Attack, DC17: 12+13 = 21, Successful Hit.
Toughness Check, DC26: 15+6 = 21, 1 DoF, -1 Toughness Penalty.

8/Glasge Tough 2 Attack Galahad.
Unarmed Power Attack, DC18: 3+10 = 13, Miss.

8/Glasge Tough 1 Attack Galahad.
Unarmed Power Attack, DC18: 1+10 = 6, Critical Miss.
Glasge Tough 1 is Vulnerable.

8/Galahad attacks Glasge Tough 1.
Dyrnwyn Power Attack, DC14: 12+8 = 20, Successful Hit.
Toughness Check, DC31: 6+9 = 15, 4 DoF, Glasge Tough 4 is Incapacitated.

You currently have 14 available Hero Points.

***​

A nice fight if I do say so myself. For those wondering, I had the regular Glasge as minions while the three Toughs weren't. The minions stood no chance so I just didn't bother rolling for them because the question was how Galahad took them down not if he took them down.

The Toughs put up more of a fight without Galahad being able to one-shot them as minions. Unfortunately for the Glasge, Galahad is not only tough and hard hitting, but he is very good at bouncing back from being hit. In fact, I'm pretty sure he would have gone down without his regeneration. When it got to the last Tough, I didn't finish rolling things out because he had no chance of winning against Galahad.

Now you are going after Doctor Death himself. For this fight, Doctor Death is an old man who will go down without a fight while his righthand Kisser will be the threat. The Toughs will be minions in the next fight since Galahad has fought them once now and he will have Kisser to worry about.

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.
 
Last edited:
[X] [GL] Galahad will focus on taking down the Toughs first.
[X] [FK] Fairy Knight will focus on taking down Kisser first.
 
[X] [GL] Galahad will focus on taking down the Toughs first.
[X] [FK] Fairy Knight will focus on taking down Kisser first.
 
A slash of your sword is dodge,
and then dodge was sword. and then you was dodge.
[] [GL] Galahad will focus on taking down Kisser first.
[] [GL] Galahad will focus on taking down the Toughs first.
[] [GL] Write-in.

[] [FK] Fairy Knight will focus on taking down Kisser first.
[] [FK] Fairy Knight will focus on taking down the Toughs first.
[] [FK] Write-in.
No option for focusing on Dr Death?
 
No, he isn't a physical combatant unlike the rest. He would go down to a single hit.
Yes he's the only one who really matters isn't he?
If we take him down but Kisser and the Toughs are still up then they can no longer replace the zombies.
If we take down Kisser and the Toughs but Dr D slips out the back door then D can eventually replace them.
 
Yes he's the only one who really matters isn't he?
If we take him down but Kisser and the Toughs are still up then they can no longer replace the zombies.
If we take down Kisser and the Toughs but Dr D slips out the back door then D can eventually replace them.

Doctor Death isn't going to have the chance to slip away. Ultimately, he is irrelevant to the vote because the vote is choosing which enemy to focus on in the fight and he isn't going to be involved in that fight.
 
The vote is now closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 91 | Sufficient Velocity [Posts: 2254-2260]
##### NetTally 2.2.0

Task: GL

[X][GL] Galahad will focus on taking down the Toughs first.
[X][FK] Fairy Knight will focus on taking down Kisser first.
No. of Votes: 3


Total No. of Voters: 3
 
Scotland Rumble XII
[X] [GL] Galahad will focus on taking down the Toughs first.
[X] [FK] Fairy Knight will focus on taking down Kisser first.

"Here is the plan," you say as you and Fairy Knight continue down the sewers, "I will take on the Toughs, you handle Kisser."

"That sounds acceptable," agrees Fairy Knight.

"By the way, how many is half of the remaining Toughs?" you inquire.

"Six or so," answers Fairy Knight, "Seven if you include Kisser himself."

"I can take six of those guys," you say.

"And I can take Kisser," says Fairy Knight.

With Fairy Knight being the one of you who knows the way, you follow her lead as she takes you to the location of the Glasge leadership. Said location turns out to be a lab of some kind as you and Fairy Knight enter via the only entrance. Well, Fairy Knight sneaks in and you march in as while your partner is a master of stealth, you are far from that and have no cover to use.

"You!" screeches an elderly man in an old-fashioned suit, "You will not stop me now Mackenzie! I will not let you!"

For a brief moment, you wonder who this Mackenzie is, but that moment is all you have before Fairy Knight leaps into action. Moving invisibly, she stabs at Kisser and slashes open his arm armour as her blade cuts through both cloth and flesh.

The Glasge react by attempting to swarm her despite their inability to see her. It goes badly for them as they unable to even get close to landing a blow on Fairy Knight and you swoop in to take out with a single blow of your sword.

Kisser sees more success than his subordinates as he managed headbutt Fairy Knight. It isn't very effective and you aren't unsure why he went for that, but he does get a hit in unlike the rest of the Glasge. And you aren't sure what the man tries to do afterwards, but he seems partially successful until Tamara slips away and stabs him in the thigh.

With their leader having shown them Fairy Knight's position, the other Toughs begin to swarm her, only to find their fists useless against her silver plate armour. Even if they can't exactly hurt her, you do need to something to get them under control.

Flying back to the entrance and taking a hold of the Blaze, you make the exhausting effort of forcing it from its usual shapes into a new one for just a moment or two as you call it up into a great lump before unleashing it. The Blaze engulfs the room before you, consuming Fairy Knight, Kisser and the Glasge Toughs in firestorm.

You are left with a sense of tiredness when the Blaze returns to its Well within you, but when you get a proper view of the room again, it worked. While Kisser still stands along with a couple of Toughs, half of the Glasge were taken down.

"Get him!" roars Kisser to the last of his subordinates even as he headbutts Tamara again, sending her stumbling backwards.

He gazes her, getting her in a firm hold, but as she recovers her wits, Fairy Knight easily shapeshifts out of his gasp and slices open his shoulder with a flick of her blade.

Meanwhile the last two Glasge Tough charge you and it is pitifully one-sided fight as you form the Blaze back into Dyrnwyn. Neither of the men are able to land a single hit on you whilst a couple swings of your blade is all that is needed to knock them both out.

"Need a hand?" you call as Fairy Knight dodges a punch from Kisser.

"Need?" replies Fairy Knight as she hacks open Kisser's chest, "No. But I wouldn't say no to help finishing this."

"It would be my honour," you say as you charge in.

To your frustration, you miss as Kisser stumbles out of the way of your strike though his own attack back goes just as badly. You shift to get a better position on the leader of the Glasge, but Tamara ends it before you can do anything else.

To your total shock, she comes up behind Kisser and with a single swing of her silver blade, she decapitates Kisser while he is distracted by you.

As the body hits the flow, you stare it for a moment, dumbstruck by what you just sure. How could Tamara take a life so casually? Sure it wasn't the first time that she has taken a life, but all of those other times were accidents right? This must be one of those times. She wouldn't intentionally kill someone, even someone like Kisser. Right?

Then out of the corner of your eye, you see movement and you turn just in time to see Tamara bring down Talatine on the prone form of Doctor Death.

"What in God's name was that Tamara?" you demand, making her jump at your sudden shouting.

"W-what?" yelps Tamara as she turns on you.

"You just killed two people and one of them was a murder!" you shout, "Explain that!"

"It must because of what happened to me earlier," says Tamara quickly, "I don't see how what I just did was out of character for me, but I guess it must be judging by your reaction. Still, I'm not quite sure what I did wrong."

"You just murdered someone," you retort, but while you are angry, something is niggling at you.

Perhaps something is wrong with Tamara, but then perhaps what is wrong is that you don't know the woman you are courting as well as you think you do. You always believed her to be against killing like you are, but perhaps that was an assumption as she never explicitly said she was.

Now that you are thinking about this and being more calm than angry, you can think of a time when she did try to kill her opponent. Back when Redcoat tried to kill her squire. Or was it some else? What you do know is Tamara is willingly to cross certain lines when her enemies make it personal.

This isn't quite that, but Doctor Death was a mass murderer and he was in the middle of trying to turn the people of Edinburgh into parts for his army. Would Tamara really be against killing him to permanently stop him?

You don't know. You are certain what she did was wrong, but you aren't so certain that it is something that Tamara wouldn't do.

"You just took a life in cold blood," you tell her, "But while that is something I consider wrong, I guess I just assumed you shared that belief with me."

"I see," replies Tamara, relaxing as you calm down, something that makes you feel a bit ashamed at how you let your temper frighten her, "If you don't mind, I do need to go and prepare for my meeting with Lady Ghost and Royalist. Would you mind sticking round here and cleaning up what is left of the Glasge while I go to meet them?"

What does Galahad do?
[] He sticks about to deal with the remnants of the Glasge.
[] He insists on coming with Tamara to her meeting with the local vigilantes.
[] He insists that Tamara gets a check-up.
-[] He offers to fly her to London so her squire can give her a look over.
-[] He offers to fly her to Hampshire so Merlin can give her a once over.
[] Write-in.

Sneaking In.
Stealth vs Perception Check: 1+6 vs 7+6 = 2 vs 13, Glasge win by 3 DoS.

Initiative:
Galahad: 7+2 = 9
Bluidy Mackenzie: 14+13 = 27
Kisser: 5+2 = 7
Glasge Toughs: 18+2 = 20

1/Bluidy Mackenzie Attack Kisser.
Talatine Attack, DC17: 4+15 = 19, Successful Hit.
Toughness Check, DC26: 15+9 = 24, 1 DoF, -1 Toughness Penalty.

1/Glasge Toughs Attack Bluidy Mackenzie.
Unarmed Power Attack, DC20: 1+10+5-5 = 6, Critical Miss.
Team Check, DC20: 11+10 = 21, 1 DoS.
Team Check, DC20: 18+10 = 28, 2 DoS.

1/Glasge Toughs Attack Bluidy Mackenzie.
Unarmed Power Attack, DC2-: 1+10+2-5 = 3, Critical Miss.
Team Check, DC20: 5+10 = 15, 1 DoF.
Team Check, DC20: 15+10 = 25, 2 DoS.

1/Galahad attacks Glasge Tough 1.
Dyrnwyn Attack, DC17: 19+13 = 32, Successful Critical Hit.
Toughness Check, DC31: 6+9 = 15, 4 DoF, Glasge Tough 1 is Incapacitated.

1/Kisser Headbutts Bluidy Mackenzie
Unarmed Attack, DC20: 13+12-5 = 20, Successful Hit
Fortitude Check, DC19: 15+9 = 24, 2 DoS, Bluidy Mackenzie is unaffected.
Unarmed Attack, DC20: 16+12-5 = 23, Successful Hit.
Strength vs Dodge: 12+5 vs 14+10 = 17 vs 24, Bluidy Mackenzie wins by 2 DoS.

2/Bluidy Mackenzie Attack Kisser.
Talatine Attack, DC17: 5+15 = 20, Successful Hit.
Toughness Check, DC26: 10+8 = 18, 2 DoF, -1 Toughness Penalty.

2/Glasge Toughs Attack Bluidy Mackenzie.
Unarmed Power Attack, DC20: 16+10+2-5 = 23, Successful Hit.
Team Check, DC20: 15+10-5 = 20, 1 DoS.
Bluidy Mackenzie is Impervious.

2/Glasge Toughs Attack Fairy Knight.
Unarmed Power Attack, DC20: 11+10+5-5 = 21, Successful Hit.
Team Check, DC20: 17+10-5 = 23, 1 DoS.
Team Check, DC20: 20+10-5 = 25, 2 DoS.
Bluidy Mackenzie is Impervious.

2/Galahad uses Extra Effort (Power Stunt)!

2/Galahad flamethrowers Bluidy Mackenzie.
Dodge Check, DC19: 7+10+2 = 19, 1 DoS.
Toughness Check, DC15: 10+14 = 24, 3 DoS, Bluidy Mackenzie is unharmed.

2/Galahad flamethrowers Kisser.
Dodge Check, DC19: 14+6 = 20, 1 DoS.
Toughness Check, DC15: 10+7 = 17, 1 DoS, Kisser is unharmed.

2/Galahad flamethrowers Glasge Tough 2.
Dodge Check, DC19: 17+6 = 20, 1 DoS.
Toughness Check, DC15: 5+9 = 14, 1 DoF, Glasge Tough 2 is Incapacitated.

2/Galahad flamethrowers Glasge Tough 3.
Dodge Check, DC19: 2+6 = 8, 3 DoF.
Toughness Check, DC19: 7+9 = 16, 1 DoF, Glasge Tough 3 is Incapacitated.

2/Galahad flamethrowers Glasge Tough 4.
Dodge Check, DC19: 18+6 = 24, 2 DoS.
Toughness Check, DC15: 10+9 = 19, 1 DoS, Glasge Tough 4 is unharmed.

2/Galahad flamethrowers Glasge Tough 5.
Dodge Check, DC19: 4+6 = 10, 2 DoF.
Toughness Check, DC19: 11+9 = 20, 1 DoS, Glasge Tough 5 is unharmed.

2/Galahad flamethrowers Glasge Tough 6.
Dodge Check, DC19: 12+6 = 18, 1 DoF.
Toughness Check, DC19: 9+9 = 18, 1 DoF, Glasge Tough 6 is Incapacitated.

2/Kisser Headbutts Bluidy Mackenzie
Unarmed Attack, DC20: 16+12-5 = 23, Successful Hit
Fortitude Check, DC19: 8+9 = 17, 1 DoS, Bluidy Mackenzie is Dazed.
Unarmed Attack, DC20: 17+12-5 = 24, Successful Hit
Strength vs Dodge: 20+5 vs 9+10 = 30 vs 19, Kisser wins by 3 DoS, Bluidy Mackenzie is Bound.

3/Bluidy Mackenzie escapes with shapeshifting.

3/Bluidy Mackenzie Attack Kisser.
Talatine Attack, DC17: 20+15 = 35, Successful Critical Hit.
Toughness Check, DC31: 19+7 = 26, 1 DoF, -1 Toughness Penalty.

3/Glasge Toughs Attack Galahad.
Unarmed Power Attack, DC18: 7+10 = 17, Miss.
Team Check, DC18: 3+10 = 13, 1 DoF.

3/Galahad attacks Glasge Tough 4.
Dyrnwyn Attack, DC17: 5+13 = 18, Successful Hit.
Toughness Check, DC26: 3+9 = 12, 3 DoF, Glasge Tough 4 is Incapacitated.
Takedown! (free extra attack)
Dyrnwyn Attack, DC17: 6+13 = 19, Successful Hit.
Toughness Check, DC26: 13+9 = 22, 1 DoF, Glasge Tough 5 is Incapacitated.

3/Kisser attacks Bluidy Mackenzie
Unarmed Power Attack, DC20: 5+10-5 = 10, Miss.

4/Bluidy Mackenzie Attack Kisser.
Talatine Power Attack, DC17: 9+10 = 19, Successful Hit.
Toughness Check, DC31: 10+6 = 16, 3 DoF, Hindered & -1 Toughness Penalty.

4/Galahad attacks Kisser.
Dyrnwyn Attack, DC17: 3+13 = 16, Miss.

4/Kisser attacks Galahad
Unarmed Power Attack, DC18: 6+10 = 16, Miss.

5/Bluidy Mackenzie Attack Kisser.
Talatine Power Attack, DC17: 18+10 = 28, Successful Critical Hit.
Toughness Check, DC36: 3+5 = 8, 6 DoF, Kisser is dead.

Keeping an eye on your ally.
Perception Check, DC27: 20+9 = 34, 2 DoS.

Talking his way out of it.
Insight vs Persuasion Check: 12+9+5 vs 17+9+5+2 = 26 vs 33, Bluidy Mackenzie wins 2 DoS.

Is something wrong?
Insight Check, DC23: 11+9 = 20, 1 DoF.

You currently have 14 available Hero Points.

***​

With Doctor Death and Kisser both dead, that is the Glasge over as a major faction even if the leftover Toughs and zombies might cause some minor problems. Meanwhile Galahad still hasn't caught onto what is wrong with Fairy Knight even if he is being good at keeping an eye on the ball otherwise.

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] He insists that Tamara gets a check-up.
-[X] He offers to fly her to Hampshire so Merlin can give her a once over.
 
[X] By the way. Why did Death call you Mackenzie?

Galahad doesn't know that Doctor Death was addressing 'Fairy Knight' mainly because Doctor Death himself didn't know. He just shouted it at both Galahad and 'Fairy Knight' on the assumption that one of them was Bluidy Mackenzie. So while he could certainly ask about it, he wouldn't be asking why Doctor Death called 'Fairy Knight' that. Instead it would be more something like "Do you know what Doctor Death was shouting about" or "Any idea what Doctor Death meant by Mackenzie".
 
Galahad doesn't know that Doctor Death was addressing 'Fairy Knight' mainly because Doctor Death himself didn't know. He just shouted it at both Galahad and 'Fairy Knight' on the assumption that one of them was Bluidy Mackenzie. So while he could certainly ask about it, he wouldn't be asking why Doctor Death called 'Fairy Knight' that. Instead it would be more something like "Do you know what Doctor Death was shouting about" or "Any idea what Doctor Death meant by Mackenzie".
But Tamara is also a shapeshifter and she knew where to find Dr D so I don't think its a huge jump for Galahad to assume she'd done some snooping around under a fake id.
 
But Tamara is also a shapeshifter and she knew where to find Dr D so I don't think its a huge jump for Galahad to assume she'd done some snooping around under a fake id.

True. I personally feel it is too much of an assumption for Galahad to make, but it wouldn't be the first time that he has jumped to conclusions based assumptions he hasn't checked out.
 
The vote is now closed.
Vote Tally : Dawn of Heroes Original - Superhero | Page 91 | Sufficient Velocity [Posts: 2263-2268]
##### NetTally 2.2.0

[X] He insists that Tamara gets a check-up.
-[X] He offers to fly her to Hampshire so Merlin can give her a once over.
No. of Votes: 2

[X] By the way. Why did Death call you Mackenzie?
No. of Votes: 1


Total No. of Voters: 3
 
@Oshha Would you mind revealing the stats of our squires? I'm curious about what exactly they are capable of.
 
@Oshha Would you mind revealing the stats of our squires? I'm curious about what exactly they are capable of.

This is what I currently have her as:
Sapphire Squire
Name: Brenda Brown
Age: 15 (Born 20th​ June 1906 -formerly 16th​)
Gender: Female
PL9

Powers
Implacable Determination (Talent): Immunity (Interaction Skills),
Genius Mind (Talent): Quickness 3 (Limited to Mathematics), Quickness 2 (Limited to Mental Tasks), Quickness 3 (Limited to Designing), Feature (+5 bonus to resist Mental Attacks),
Quick Hands (Talent): Quickness 2 (Limited to Physical Tasks), Quickness 3 (Limited to Constructing)
Walk It Off (Talent): Regeneration 1 (1 per 10 Rounds),
Mystic Wardrobe (Magic-Fey): Feature 2 (Change into any outfit at will), Protection 2, Concealment 4 (Regular Vision & All Hearing),
-Machine Mimicry: Variable 2 (10 Points/Physical Traits), Limited to traits possessed by machines, Noticeable, Move Action,
-Animal Mimicry: Variable 2 (10 Points/Physical Traits), Limited to traits possessed by animals, Noticeable, Move Action,
Faerie Physiology (Magic-Fey): Immunity 4 (Starvation & Thirst, Need for Sleep, Poison, Disease)
Fairy Wings (Magic-Fey): Flight 1 (4 MPH)
Taerglas (Device-Shield/Magic-Fey): Enhanced Dodge 2, Enhanced Parry 2, Feature 1 (Summon to hand at will as a Standard Action), Indestructible, Personal, Easily Removable.

Abilities
Strength: 3
Stamina: 3
Agility: 3
Dexterity: 3
Fighting: 3
Intellect: 6
Awareness: 3
Presence: 3

Defences
Dodge: 8 (10)
Fortitude: 7
Parry: 8 (10)
Toughness: 3 (8)
Will: 9

Attacks
Initiative +7
Unarmed +8: Damage 4, Critical 20
Boomerangs +11: Ranged Damage 6, Critical 16-20, Subtle,
Bolas +9: DC16, Resisted by Dodge and Overcome by either Damage/Sleight of Hand,
Smoke Bombs +9:

Skills
Acrobatics 5 (8)
Athletics 5 (8)
Close Combat: Unarmed 5 (8)
Deception 7 (10)
Expertise: Maid 2 (8)
Expertise: Fey Transformation Magic 15 (21)
Expertise: General Magic 4 (8)
Expertise: Police Officer 1 (7)
Expertise: Riding 1 (4)
Expertise: Student 3 (9)
Insight 5 (8)
Intimidation 1 (4)
Investigation 5 (11)
Perception 5 (8)
Persuasion 4 (7)
Ranged Combat: Throwing 6 (9)
Stealth 7 (10)
Technology 8 (14)
Treatment 2 (8)

Advantages
Artificer: Use Expertise: Magic to create temporary devices.
Attractive: +2 circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit (Ambidextrous): She is equally proficient at using both hands.
Defensive Attack: Trade attack bonus for active defence.
Defensive Roll: +1 active defence bonus to Toughness.
Eidetic Memory: Total recall, +5 circumstance bonus to remember things.
Equipment V: 25 points of equipment.
Evasion: +2 Circumstance bonus to avoid area effects
Great Endurance: +5 on checks involving endurance.
Hide In Plain Sight: Hide while observed without need for a diversion.
Improved Defence: +2 bonus to active defence when you take the defend action.
Improved Disarm: No penalty for the disarm action.
Improved Initiative: +4 bonus to initiative checks.
Improvised Tools: No penalty for using skills without tools.
Improvised Weapons: Use Unarmed Combat skill with improvised weapons.
Inventor: Use Technology to create temporary devices.
Jack-Of-All-Trades: Use any skill untrained.
Luck IV: Re-roll a die roll four times per adventure.
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.
Weapon Bind: Free disarm attempt when you active defend.

Equipment
Brass-Knuckles: +1 Damage to Unarmed Attacks,
Armoured Costume: Protection 2,
Grapple Gauntlets: Movement (Swinging)
Goggles: Feature 1 (+5 bonus to resist visual attacks)
First-Aid Kit: Gear Feature (Treatment Tools)
Investigation: Feature (Investigation Tools)
Tool Box: Feature (Technology Tools)
Utility Belt: 12 Point Array with 2 Alternative Effects.
-Bolas: Ranged Affliction 6 (Resisted by Dodge & Overcome by Damage or Sleight of Hand; Hindered/Vulnerable, Defenceless/Immobilised, Limited Degree, Extra Condition)
-Boomerangs: Ranged Strength-based Damage 3, Accurate 1, Subtle, Critical 16-20
-Smoke Bombs: Ranged Concealment Attack (Normal Vision, Cloud Area 2 [16-Metre radius]), Subtle,

The Nighthouse
Size: Medium; Tou: 10; PL8
Features: Concealed 2 (+15), Gym, Infirmary, Laboratory, Library, Living Space, Secret 3 (+20), Security System, Workshop,
 
Scotland Rumble XIII
[X] He insists that Tamara gets a check-up.
-[X] He offers to fly her to Hampshire so Merlin can give her a once over.

"I think I should take you to Merlin for a checkup," you say firmly as Tamara startles at your words, "It wouldn't take long since it takes me an hour either way and I can carry you."

"That doesn't sound like a good idea," replies Fairy Knight as she stares you warily, "We still have a situation here to deal with and I do not want to leave Lady Ghost and Royalist hanging."

"You just killed two people thanks to a magical accident which is clearly affecting how you think and act," you retort, "You really need someone make sure that you are okay."

"And why would I trust this Merlin to do this?" snaps Tamara, causing you to frown.

"Because he is the Merlin and you know just as well as I do what he is like," you reply before pausing, "Actually, you know more what he is capable of than I do."

"I see," says Tamara and you barely avoid frowning at how she calm has suddenly become, "Let us go and see this Merlin of yours."

Now that definitely makes you frown as she stalks pass you. Something is definitely off about her and know that you think about it, it has been that way for this entire day. Even when she had reasonable explanations and logical reasoning, there was always something niggling you in the back of your mind. A little instinct telling you to be wary and that something was off.

And now that feeling is here again and this time you don't ignore in light of how strangely Tamara has been acting. Reacting on instinct, you form the Blaze into a firm, unwavering shield just behind your left shoulder, just in time to block Talatine. Instead of striking you, the silver blade is halted by the Blaze.

"Tamara?" you say in a betrayed voice, shocked at the sudden attack on you by your friend.

"A shame," is all that she says as she disappears from sight and sound.

Since it is quite clear that you are going to have to fight her, you rack your memories for any clue as to what is going on here. She said she was acting odd to a ritual gone wrong, but that can't be all unless things went much worse than she implied...Mackenzie. That is what Doctor Death said when you entered the room. You didn't know what he meant at the time, but if he was addressing Tamara in her altered state.

"Mackenzie is it?" you say as you shift the Blaze from being a shield back into Dyrnwyn.

"Finally figured it out Galahad," sneers Fairy Knight or rather the person pretending to be here.

"Yes," you half-lie as while you have caught on some of what it is going on, a lot of it still eludes you.

Not that this Mackenzie needs to know just how clueless you still are.

Mackenzie makes the first move and you utterly fail to stop the silent and invisible woman landing a blow upon you. Fortunately for you, you are really freaking tough and even Talatine does barely more than ineffectively scraping against your flesh.

Acting on instinct, you swing Dyrnwyn and your own blade just catches Mackenzie as she withdraws for another attack. Unfortunately for you, she has her own superhuman toughness in the form of Torlyn and your Blaze sword bounces off of Tamara's stolen armour without so much as a scratch.

You try to figure out what is going on, using what little knowledge you have picked up from Merlin on the supernatural. Mackenzie, Mackenzie, Mackenzie...that name is ringing any bells, but while this is not Tamara, it is her sword, her armour and her abilities. Almost certainly her body too even if it isn't her mind or personality or whatever you call what makes a person themselves. Some sort of split or alternative personality then or perhaps something or someone overriding Tamara in their own body.

You don't get a chance to figure out much more than that as Mackenzie takes another swing at you. Despite your disadvantage in this fight, you are able to parry Talatine with Dyrnwyn, your fiery blade meeting the silver one of the Fairy Knight.

What does Galahad do?
[] He attempts to bait Mackenzie to somewhere that isn't urban.
[] He decides to fight Mackenzie down here.
-[] He continues to use the Blaze as Dyrnwyn.
-[] He uses the Blaze to strengthen his defences.
-[] He uses Blaze Blasts and his flight to fight from afar.
-[] Write-in how Galahad uses the Blaze.
--[] Use a Power Stunt.
[] He retreats from this fight to get some backup.
[] Write-in.

Persuading 'Fairy Knight'
Persuasion Check, DC30: 2+9 = 11, 4 DoF.

Is something wrong?
Insight vs Deception: 15+9 vs 3+6+5+2 = 24 vs 16, Galahad wins by 2 DoS.

Putting it together.
Intellect Check, DC15: 15+4 = 19, 1 DoS.

Initiative Check.
Galahad: 17+2 =19
Bluidy Mackenzie: 11+13 = 24

1/Bluidy Mackenzie attacks Galahad.
Talatine Attack, DC18: 12+15 = 27, Successful Hit.
Toughness Check, DC26: 18+11 = 29, 1 DoS, Galahad is unharmed.

1/Galahad attacks Bluidy Mackenzie.
Dyrnwyn Attack, DC20: 10+13 = 23, Successful Hit.
Toughness Check, DC26: 20+14 = 39, 3 DoS, Bluidy Mackenzie is unharmed.

Putting it together II.
Expertise: Magic Check, DC15: 9+6 = 15, 1 DoS.

2/Bluidy Mackenzie attacks Galahad.
Talatine Attack, DC18: 2+15 = 17, Miss.

You currently have 14 available Hero Points.

***​

So the jig is up with Bluidy Mackenzie has revealed himself to Galahad and Galahad finally figuring out what is wrong. Right now, Galahad is at the disadvantage, but he is still a powerhouse who can pull though this and with the right moves, he can even match or exceed 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.
 
-[X] He uses Blaze Blasts and his flight to fight from afar.

Galahad has less parry, toughtness and and attack, with the same damage. His advantage is his blaze blasts and flight. In sheer melee ability he seems unable to match Mackenzie
 
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