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Rise to the call in a new era. Become the shining light in the world of darkess and shoulder the responsibility that comes with it.
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Origins I

Doomed Wombat

Let's go Darling!
Location
Dancing on wires!
A change had come to the world and whether they knew it or not, an act has occured and changed the fate of life for all. Yet the first being visible sign of that change was the Fairy Knight.

A scion of magic and man, a being of two worlds whose mere presence had been the falling domino.

Now the weird, the wonderful and the nightmarish intrudes into calm mundanity, and those within the highest circles of power ready themselves in their ivory towers for the coming turmoil.

To London the Fairy Knight has gone, the new Flower of Chivalry in the blackened heart of the British Empire, but far to the north rests that great city's sister.

Edinburgh, the second city of the Empire, home of culture, art and industry.

Yet there are secrets that lurk within this gray stoned city, corruption, greed and foolishness. A more physical embodiment of the iniquity of man can scarce be found in the New and Old towns, while all around the tension of those that wish to seize their independence and those that are loyal to the Crown bubbles ominously in the background.

In this, you are a hero, not the first, but the initial one to emerge from the thistled wilds, blessed with powers beyond the ken of normal man, to join your comrades in the eternal battle of the righteous and the good.

[] From the Dust of Man: You were human, at least you thought you were. Perhaps you were always like this and simply did not realise it? Maybe this was preordained for some grander fate? There could be no reason at all, but you have your two feet on the ground.
[] From the Starry Skies: No mere man, your strength comes from the heaven's above, where civilisations older and grander than mankind's wildest dreams dance the play of civilisations across the galaxy. This world maybe strange and wonderful, but you have the benefit of knowledge beyond the ken of man.

-----------------

First of all the hugest thanks to @Oshha for allowing me to make use of his setting in the first place and for helping to introduce me to Mutants and Masterminds system...and in general just being a fantastic person.

As you might surmise from the premise this is the tale of another hero in the setting of Dawn of Heroes, created once again by @Oshha. Where the tale of the Fairy Knight is set down in jolly old Londinium, this is set further to the north in Scotland (insert bagpipes here). Specifically the capital city of Edinburgh, which I feel has a lot of potential for some very interesting stuff.

Obviously as they are set in the same setting at about the same time, @Oshha's ideas take priority over mine (not that I am against exploring how the darkness of the British Empire not at all). However for my own specific stuff, I do wish to emphasise the point that no event happens in isolation, all sins come back in their time. Whether they do so via conventional means or through supernatural ones…well lets find out!

At this stage we're doing character creation which will follow similar beats to @Oshha's. The Dust of Man determines if you're from human society, your Steve Rogers/Captain Atom etc. or from the Stars, your Martian Manhunter/Starfires (hey gotta give different examples :D ). A magical origin has been removed as the Fairy Knight rather covers that although you can choose a magical power if you choose the human origin.

That should hopefully cover everything. Feel free to ask me questions and I will respond as quickly as I am able too, although on certain points I may have to clarify with @Oshha as he has both a much better understanding of the setting (he made it after all) so certain things I might say are not ones he wants.

As ever any mistakes do not hesitage to point them out.

Finally please hold while I reserve the first two posts after this.
 
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Character Sheet
Character
Lady Ghost
Name: Maeve McAllister
Age: 18
Gender: Female

Powers
Spiritual Contractor
(Genetic-Spiritual): 20 Power-Array with 2 Alternative Effects
-Spirit Empowerment: Variable 3 (Spirit Powers), Persuasion Check Required (DC11)
-Spirit Form: Insubstantial 4 (Ghost Form, Not Immunity to Magic), Precise, Persuasion Check Required (DC11)
-Grey & Bobby: Enhanced Awareness 2, Enhanced Stamina 2, Enhanced Fighting 1, Enhanced Skill 2 (Investigation 2, Perception 2), Summon 3 (Heroic), Persuasion Check Required (DC14)
Spiritual Guise (Genetic-Spiritual): Feature 1 (Change your appearance to conceal your identity, any changes are noticeable and provide an +2 bonus to Deception checks)
Powerful Soul (Innate): Enhanced Will 2, Feature 1 (+5 bonus to resist Mental Attacks).
Night Adapted (Talent): Senses 1 (Low Light)
Life Saver (Talent): Feature 1 (+5 to rolls attempt to stabilising a Dying individual)

Abilities
Strength: 2
Stamina: 4 (6)
Agility: 2
Dexterity: 2
Fighting: 3 (4)
Intellect: 6
Awareness: 4 (6)
Presence: 6

Defences
Dodge: 7
Fortitude: 6 (8)
Parry: 7 (8)
Toughness: 4 (6)
Will: 8 (10 or 12)

Attacks
Initiative +2
Unarmed +11 (12): Damage 2, Critical 20

Skills
Acrobatics 2 (4)
Athletics 2 (4)
Close Combat: Unarmed 8 (11) [12]
Deception 5 (11)
Expertise: History 8 (14)
Expertise: Science 8 (14)
Expertise: Geography 4 (10)
Expertise: Politics 6 (12)
Insight 4 (8) [10]
Investigation 4 (10) [12]
Intimidation 4 (10)
Perception 5 (9) [13]
Persuasion 6 (12)
Stealth 4 (6)
Technology 6 (12)
Treatment 8 (14)

Advantages
Attractive II: +5 circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit II (University Scion): You are a student of the local university and can draw upon its resources within limits, but those limits are greater than those of an ordinary student.
Benefit (Wealthy Family): You could from a family of rich and influential old bloods. You are from the cream of society and that has its perks.
Interpose: Take an attack meant for an ally.
Inventor: Use Technology to create temporary devices.
Jack-Of-All Trades: Use any skill untrained.
Luck V: Re-roll a die roll five times per adventure.
Tracker: Use Perception to follow tracks.
Well-Informed: Immediate Investigation or Persuasion check to know something.
Bobby
Name: Bobby
Age: ???
Gender: Male
Points: 45/45 PL3

Powers
3/Canine Senses
(Innate): Senses 3 (Low-Light Vision, Acute Olfactory, Tracking)
10/Spiritual Watchdog (Magic-Spiritual): Penetrating Damage 3 (Linked to Unarmed Attacks), Enhanced Advantage (Improved Critical IV: Unarmed,)
4/Ghost Guardian (Magical-Spiritual): Protection 4,

Abilities
Strength: 2
Stamina: 2
Agility: 2
Dexterity: 0
Fighting: 3
Intellect: -4
Awareness: 2
Presence: -2

Defences - 11
Dodge: 6
Fortitude: 4
Parry: 6
Toughness: 2 (6)
Will: 4

Attacks
Initiative +2
Unarmed +7: Damage 2 (5/Penetrating 3), Critical 20 (16-20)

Skills
Unarmed Attack 4 (7)
Perception 4 (+6)

Advantages
Interpose: Take an attack meant for an ally.

Edinburgh

Known Heroes
None

Known Criminal Organisations
The Consortium: Effectively the old guard of crime whose influence stretches across the United Kingdom and into its territories and colonies. The Consortium makes its base primarily in the new town and previously controlled most of Edinburgh's criminal underworld. In recent years they've been facing stiff opposition from a gang grown in Glasgow primarily from the workers there, known as the Glasge. In fact, they've been almost completely eliminated from Glasgow and are now bitterly contesting Edinburgh.

The Consortium's leader in Edinburgh is unknown, but they've got two groups of note, the Regimented and a Giant man that they seem to be making fight for them. Unlike the Glasge the Consortium prefers not to take direct action in its criminal organisations instead operating through several affiliated gangs. However as the Glasge have elimated most of these, the Consortium seems to be using its own resources directly.

While on the back foot for now, it is rumoured that other branches of the Consortium will be sending additional resources to Edinburgh to then push back into Glasgow.

Drawn from the streets of Glasgow, the Glasge are an extremely brutal gang that has great support amongst the working class and catholic Irish population who seem content to take part in any criminal enterprise for the right money. While Glasgow is the core of their support, they've managed to cut the Consortium off from a large amount of their Edinburgh income by taking over the Old Town and the businesses that operate there and have made numerous pushes into the New Town.

The Glasge's leader is a man nicknamed Kisser, who enforces order on the gang with a group of strangely enduring thugs simply called "toughs".

Known Criminals
A group of five ex war veterans, each member of the regimented is extremely skilled. However their greatest skills are as a group, with each member being able to cover for one another with an almost uncanny degree of coordination and team work. Highly trained, equipped and skilled they're the Consortium's main weapon against the Toughs and Kisser.

Wearing a tabard depicting the cross of Saint George, where Temple came from, who his backers are and what his exact motivations are is unclear, but he's no friend off the Glasge. So far targeting them exclusively over the Consortium, and fighting with a variety of throwing daggers many some of which produce exotic effects. Currently the only person known to have killed a tough permanently after a difficult fight, after which he was driven away by Kisser.

Despite several murders he has some popular support due to his targets both being criminals and irish catholics.

A brutish man, Kisser's nickname is derived from the infamous Glasgow Kiss, or in other words a supremely vicious headbutt that he combines with a solid steel skull cap into a truel lethal attack. Kisser has proven numerous times that he's both almost impossible to put down, having suffered horrendous wounds at the hands of the Regimented and Temple, but has yet to been beaten and rather intelligent as he supposedly master minded the plan that cut the Consortium off from its sources of incom in Edinburgh. His threat level is amplified when he is backed up by his "toughs" men who seem to share his resilience if not his intelligence and cunning.

Civilians
Your father and mother, who are themselves recovering from the deep depression your whole family found itself in following the death of your brother. Despite not being there for you when you fell appart, you love them both deerly, your father's word being one of the main reasons you were even allowed to attend the university as is.

Your father is a medical proffessor, while your mother is a house wife, but writes on the side.

If they knew what you were doing they would be horrified.
 
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Origins II
[X] From the Dust of Man: You were human, at least you thought you were. Perhaps you were always like this and simply did not realise it? Maybe this was preordained for some grander fate? There could be no reason at all, but you have your two feet on the ground.

From Mankind you came, a normal human or so you believed a natural and regular part of the world, blind to the potential abnormality of your existence.

For you knew not the potential that beat within your breast, the of power that could course through your veins awaiting the spark to set it ablaze.

Yet no matter what, whether born there already, or arrived in that fair city for any number of reasons you have come to Edinburugh, the city of hills.

You might have been from the slums of the Old Town, the stately streets of the New Town, the curse filled wiles of Glasgow, the wild and free Highlands or even further afield, but you came to the Jewel of the North and it was here that you would become more and rise.

Rise to the Call.

So where are you from?

[] [Origin]
From the Slums: You came from Edinburgh itself, born and raised there your whole life in the Old Town of Edinburgh, the Auld Reekie
-[] [Origin] Write-in the details
[] [Origin] From the New: From the New Town, the refuge of the rich away from the squalor of the poor.
-[] [Origin] Write-in the details
[] [Origin] From the City of Ships: The sister city of Edinburgh, home of industry.
-[] [Origin] Write-in the details
[] [Origin] From the Highlands: From clans and wild places yet untouched by man.
-[] [Origin] Write-in the details
[] [Origin] From further a field: Perhaps you study at the university, perhaps you immigrated here for work.
-[] [Origin] Write-in the details

What makes you super? (veto right is still held by the QM)
[] [Powers]
Write in description


***

Right then, now you get to pick where exactly you come from. Hopefully I'm giving you enough freedom to choose power and background.

What that background is I don't know, seventh son of a seventh son from the slums, a student at the university who noshed a serum, weirdo who found a magic book, just some genetic weirdness throwback awakened by trauma go wild.

Just remember Mutants and Masterminds ruleset, but write in a description of the power not what the power actually does and that I have the right to veto write ins that I don't feel I can write properly, or for other reasons don't work. S'not likely to happen, but its best to make it clear you know.

If you want more details to try and build the backstory and stuff (or indeed just in general) don't hesitate to ask, and if there's any grammar spelling mistakes etc. please let me know so I can improve and fix it.

And of course once again thank @Oshha
 
Origins III
[X][Origin] From the New: From the New Town, the refuge of the rich away from the squalor of the poor.
-[X][Origin] You were born and raised here, as were your parents, and your grandparents, and those before them. From the first days of the University, your family had been part of the university, and before that they had all lived here for as long as could be remembered. Heavy expectations lie upon you as a student, not only to do well, but to excel like your forebears had.
[X][Powers] You are haunted by spirits from an early age, and of late, can lend them your strength to manifest in the material world, or borrow from their strengths, chief of which is the spirit of the University itself upon your enrolment. Unfortunately, the spirits have their own will, and must be talked into(or for the inhuman ones, lawyered into) going against thair nature. The wisdom of ages sounded a lot cooler when it didn't come with the ghosts of your grandparents enquiring about great grandchildren!


Ghosts really aren't so bad once you get to know them, and you know them better than most. Pretty much since you had been born they were your constant companions, invisible to all save yourself, moving all over Edinburgh in their small areas of influence simply happy to talk with anyone amongst the living. Even then they've been basically invisible to you, only perceptible out of the corner of your eye, whispers in your ears rather than voices by your side.

It may have marked you as strange looking constantly at thin air to see things that were not there, but you started to investigate the names of those you heard even as your parents looked on with concern and pride in equal measure at their precocious child.

And so you grew, a bright spark of the community, loved by your parents, cared for by your brother and looked on with great expectations by the world, eager to live up the great name of your family.

But, when you were just starting to grow into an adult...your life changed. The war...the great War. Your brother, an officer conscripted to fight died in the trenches, blown apart by an artillery strike. There was not even enough left for a body.

Never before had you felt so hopeless, your world turned upside down, your parents collapsed with grief and the spirits...the whispers also changed. There were always whispers in the back of your mind, caught upon the wind, but they increased by orders of magnitude, a whaling cacophonous symphony of horror and sadness that you could not see and could do nothing about while the living around you also fell into blackest despair.

For years there was nothing, but misery the horror of life, punctuated and amplified by the nightmare of the voices within your mind, as your studies ground to a halt, the world turned to gray and all felt like it had fallen into ashes. A void into which no light could be found.

It was only with aching slowness that you started to return to life...that your family started to return to life. And only after the war that the voices faded back to a degree of normalcy even if the ever present whispers of agony never quite faded. But you would never know that again. For although you had not fought on the front lines you had learned true sadness and misery, the horror of war that you would have otherwise stayed isolated from and learned how fleeting...how easily life could be snuffed away and how easily it could be discarded until it was taken.

You thrust yourself back into your studies, burying yourself in books and learning to try and forget the last few years. To move on and ignore the incessant whispers that claw at your mind. And for a time it works. You catch up at school, you apply to the university and get in, your life for the first time in years is going smoothly, your parents are rousing themselves from their own depressions. At the young age of 18 you arrive at the university in 1920 and go through the first semester without incident.

And then a few days before the start of the university's second semester, on a rainy day in January, the voices vanished from your mind, to be replaced with apparitions you could see in the flesh. Men and women in clothes that had not been worn for centuries, animals that talked and laughed with human voices and other stranger things.

It took days before you worked up the courage and went up to a man in the garb of a night's watchman with a dog by his side, but before you knew what had happened Greyfriar's Bobby licked your face. The kind, loyal dog that had stayed besides his master's grave for fourteen long lonely years until at last he had died and been reunited with him. And it was warm...and wet...and dog like.

You thought you were going mad...finally lost it completely, but you went across Edinburgh and talked to them. You spoke to the recently dead Peter Tait who eagerly lectured you on mathematics and physics, debated philosophy with David Hume and his coterie of like minded spirits were more than happy to elucidate you on the intricacies of his beliefs, and to your awe and wonder found Mary Queen of Scotts who graciously walked you across the castle speaking of her life and eventual death.

They were real. At you thought they might be as you conversed with long dead spirits…and strange embodiments of Edinburgh's secret places. And at first you were more than happy with this, talking excitedly with the spirits of the university, eager to sup from the wisdom of your predecessors, but your desire for learning quickly turned to ash.

A gang fight, something previously unheard of in the New Town, between two groups you did not know as you were walking back to your home and you were caught there in the middle of it. And there you sat, surrounded by the bodies of the dead, your mind drawing you back to those tortured souls from the war, your gut heaving at how casually these lives had been broken, used and discarded. Had man learned nothing from the war? From the death and calamity?

Two in ten people in Edinburgh were dead, and people kept on fighting.

No more weeping. No more sadness. Now was the time to act. Now was the time to preserve your city and preserve the lives within it, to stop the misery that came with death. And with their help you may even succeed, and so you trained to enact your dream.

What did you train, or what did you learn to be useful for your new mission? Pick 2

[] [Skills] The art of Fighting: You may not have interacted much with normal people of your own volition, but you certainly bullied by those who saw you as strange or weak for crying over the death of your sibling. Thankfully long dead knights and soldiers are excellent tutors. (Awareness increased, Close Combat: Unarmed and Weapons increased)

[] [Skills] The art of the Voice: Words as it has always been said are the most powerful weapons known to man, and in your case this is very literal. Your ability to talk to a wide range of people and beings has been honed from a young age. (Presence increased, Deception increased, Expertise: Politics, persuasion increased)

[] [Skills] The way of Strength: When you were at your weakest you refused to let your body waste away, and the routine that you established for yourself then has kept you strong to the now. (Strength and Endurance increased, Athletics increased)

[] [Skills] The way of Form: Speed was of the essence, darting from place to place, trying to make best use of your limited time in this world before the next, this you were keenly aware of. ( Agility increased. Acrobatics and Stealth increased.)

[] [Skills] The way of the Mind: You were raised in a household steeped in learning, and your studies with the spirits have only aided that. (Intellect increased, expertise science, medicine and history increased.)

[] [Skills] The way of the Sight: Always watching, always listening. Hearing things only you could hear, has taught you how to see things others overlook whether you like it or not. (Awareness increase, Investigation, perception, Insight increase)

But, first you had to test your theory. The spirits you knew would be your greatest asset in your battle, but they were limited. Confined to single areas that they had been known for in life. But with everything changing as it was...perhaps you would be able to bring them...with you. And so you went to a spirit that you knew well and may be willing to aid you in this. That spirit was

[] [Spirit] John Gray and Bobby: Grayfrair's bobby is legendary amongst the people of Edinburgh, the eternally faithful dog, who stayed by his master's side until the very end. You though know the happy conclusion to that ending, with master and dog eventually reunited. Now they both remain in the Grayfriar's Kirkyard. The Nightwatchman and the loyal Dog would certainly aid you, you thought? (Contract the spirits of the Nightwatchman and Grayfrair's bobby.)

[] [Spirit] Mary Queen of Scotts: She may have been killed in England, but she was always the Queen of Scotland and her spirit had been brought here after her death. Always kind to you, she had shepherded you throughout the Castle and taught you so much of understanding and generosity that it made you wonder how any could have brought themselves to execute her. (Contract the spirit of Mary Stuart Queen of Scotts.)

[] [Spirit] The Piper: In actuality the Piper of Edinburgh Castle is Alexander McAchtur who was executed under the Castle for agitating rebellion against the King in the 12th century. The real piper as it turns out was more of a minstrel, although given his abilities with a claymore and pipes it is easy to see why most thought him some kind of evil demon. (Contract the spirit of Alexander McAchtur of Clan McAchtur)

The actual contracting was...overwhelming.

A blast of pure power thrummed through your entire being as the ghost turned into pearlescent smoke and moved into your body, infusing you with their memories, skills and strengths. You collapsed to your knees and wretched, as their voices fell silent, until you recovered and breathed again normally.

They were there...within you. Sleeping until you called upon them. But when you did your form changed, becoming itself ghostly, yet very much real.

And now, with your first contracted spirit you ventured forth into the night of Edinburgh...but first...who are you and when are you doing this?

What is your name, your actual name?
[] [Name] i.e. Alastair Duncan
[] [Name] Write-in

What shall the first arc be?

[] [Arc] Making a splash: This will be your first night out, your introduction to the nightlife and crime of the city.
[] [Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.

***

Right first things first determines the rest of your background, specializations, first big power use etc. Second is name which also determines gender since that wasn't specified by either of the previous write ins and I don't want to take that choice away, superhero name can be determined in the next vote, and of course what do you want to see first? The stumbling confusion of a completely new super, or someone with a little more experience who's probably way in over their head?

First if you have any questions do not hesitate to ask me, and before you ask your power is rather Presence (diplo stat) heavy.

Please point out the spelling and grammar and again thank @Oshha
 
Origins IV/Assault I
[X] Plan The Lady and her Watchmen
-[X][Skills] The art of the Voice: Words as it has always been said are the most powerful weapons known to man, and in your case this is very literal. Your ability to talk to a wide range of people and beings has been honed from a young age. (Presence increased, Deception increased, Expertise: Politics, persuasion increased)
-[X][Skills] The way of the Mind: You were raised in a household steeped in learning, and your studies with the spirits have only aided that. (Intellect increased, expertise science, medicine and history increased.)
-[X][Spirit] John Gray and Bobby: Grayfrair's bobby is legendary amongst the people of Edinburgh, the eternally faithful dog, who stayed by his master's side until the very end. You though know the happy conclusion to that ending, with master and dog eventually reunited. Now they both remain in the Grayfriar's Kirkyard. The Nightwatchman and the loyal Dog would certainly aid you, you thought? (Contract the spirits of the Nightwatchman and Grayfrair's bobby.)
-[X][Name] Maeve McAllister
-[X][Arc] Hitting them hard: You've been active for a few weeks now. Its time to do some damage.

The first night had been a disaster and you weren't afraid to say it. An utter catastrophe of the worst order that only luck had saved you from getting killed or worse.

It was only a day after you convinced Grey and Bobby to contract with you and to keep your nerve up you went out without properly figuring out what you could do. Grey's skill percolated into your mind and when combined with his active advice and your own deductive reasoning you were able to find a gang of Glasge easily enough, it was what came after that was the problem. You'd shadowed them, gathered evidence as they'd walked, your eyes piercing the night with comical ease, until they arrived at a poor butchers near Cowgate and started to demand money for "insurance."

As the poor man clearly couldn't pay they began to get angry until at last one of them head butted him...hard. The audible crunch of bones roused you to action as you leapt into combat, your and Grey's anger activating your spiritual form for the first time, punching a hand into the gut of the man who had laid a hand upon the butcher...and then going through it without any resistance.

And so you stood there, hand within a man's stomach as the group of thugs stared at you in awe inspiring fear, and you stood there desperately trying to catch up with what you just did...and then they started screaming.

Quite reasonably it must be said, you were considering doing the same, but their leader was the one that pulled a service revolver from his pocket after looking at the arm protruding from his belly and fired two shots into your head. Both of which went straight through, even if the blast deafened you.

It seemed like watching a ghostly woman take two bullets and not even flinch was enough for the criminals because they started to run, and after a moment's hesitation, you let them go, choosing instead to attend to the butcher, tending to his broken nose as best you could before returning home for the night trembling and terrified.

Grey was beside himself with fury within your mind, bellowing about how you nearly got yourself killed with outrageous over confidence while Grey simply whined concernedly. He wanted to void the contract between you then and there if it seemed like all you were going to do was get yourself killed, but with much convincing you managed to get him to stay.

But, he was right, running in was just going to get yourself killed and without knowing how your powers worked you were just going to end up killing someone else...or worse activating them when you didn't want to, and so you suppressed the instinct to go out into the night and trained.

And so you simply laughed at the headline of "Criminals scared away by ghost" with your family, taking in the gentle warmth of the smiles they had so long forgotten. They did not need to know that in the back of your mind you were practising the techniques shown to you by Grey, while in between seminars and in back alleys in the dead of night you unraveled what you were truly capable of.

Complete insubstantiality. It was incredible...you were basically beyond harm in this form, and you could touch others with a bit of effort. You could pass through walls, hit people and be completely immune to their counter attack. You may have to hold your breath as you went through objects completely, but that was a small price to pay.

And then there was Bobby.

The sweet little Dog had mostly kept you company within your mind, sleeping almost all the time, until the night of your second outing. This time it was against a group of the Consortium and you were doing much better, the thugs unable to attack you reduced to fleeing in terror at your presence covered in bruises...but not much else.

You just didn't have a means of bringing them down.

Then you were suddenly very solid, as Bobby sprang forth from your chest, incorporeal and charging with a thunderous bark far beyond what the little Skye Terrier should be possible of, biting at their ankles and bringing them to a halt, corralling them into a terrified ball that she easily restrained.

And for the last few weeks you'd worked like this, attacking the Consortium and the Glasge, harassing them, gathering evidence of their operations to pin upon the groups you targeted, growing more used to your powers. Eventually you'd managed to cow entire small groups into giving up without a fight, even getting one to confess their crimes to the police and now...now you were ready and at a pivotal crossroads.

"Tonight's the night lassy?" Grey's echoing voice boomed from within her head as she strode across Waverly Bridge, the stars shining down on her from the sky above. "No turning back after this. You've just been nippin at their heels before."

"Nipping?" You respond bemusedly "I've done more than nip Grey, there's dozens of them in jail because of what we've done."

"Nae. You've gotten a lotta em arrested, but ya nae gotten many in jail. Lassie evidence from a Vigilante is circumstantial at best and even then there's always more where they came from." He seemed somber, about that, but he had been a Nightwatchman most of his life. He'd know better than most that just putting some criminals in jail didn't change much. Even so you couldn't not believe that they weren't being put away...right?

Sighing you stopped, practically in the middle of the bride taking the chance to look over Princes Street Gardens, the rolling fields picturesque even against the inky darkness.

"Yes...you're right. But I can't stop now. They won't."

The statement has an awful finality to it, as if you yourself have signed a contract that will haunt you till your dying days, but if that is so then it is one you will shoulder willingly if you can prevent even a single death.

It would have been better if you knew anyone in a similar situation, so far the only rumours of another person with powers were a supposedly shape shifting woman all the way down in London...and most people dismissed that out of hand with good reason.

Grey sighed within your mind, but the veteran lawman seemed to have accepted by now that he wouldn't be dissuading you. "Alright then you young thing. More confidence than sense, but I guess that's why you have me."

Laughing lightly, you started to move again, reviewing what to do, as the evidence you had anonymously mailed to the police pulsed in the back of your mind.

In the course of your investigations you'd found that both the Consortium and the Glasge were having big meetings tonight. The Consortium was getting reinforcements of men and money from Newcastle to reinforce their flagging influence, while at the same time the Glasge were having a big recruitment evening with Kisser himself in attendance.

It was quite the coincidence and both would be massive prizes if you could successfully hit one of them. The Consortium's influence was weakening, this could be their death blow, but the Glasge were skilled and if given a chance could burrow in like ticks and be incredibly difficult to extract…

Grey was of the opinion that either was effective, so would leave it up to you, but was glad that you'd sent the information to the police. You could only hope they'd believe it and follow up.

And so you turned

[] [Hit] Waverly Station: The Consortium's position is too vulnerable not to take advantage of, and if they're allowed to reconsolidate then they could start a true gang war that could threaten many lives.
[] [Hit] Arthur's Seat: The Glasge are proving everyday that they may not be as established as the Consortium, but they're even more ruthless to make up for it. While its likely Temple will attack them, the fact remains that they're intent on staying and as long as Kisser is here that's not going to be changing.

Mind made up you started walking towards your target, feeling incorporeality swathing your being like a calm breeze, Bobby rousing from his sleep to yip excitedly at your side.

"Just one more thing, lassy, you finally decided on a name?" He sounded genuinely curious as he asked, and it was a reasonable question.

For the last few weeks the press had been calling you all manner of things, Spectre, Ghost, Poltergeist, even Banshee. But you'd decided to call yourself.

[] [Name] Write-in
[] [Name] Lady Ghost

And wear

[] [Costume] Write-in

To further hide your identity.
And so with a steady heart, you marched from the fearful imagination of the criminal masses, to become a very real legend in people's hearts.

***
Alrighty then this is the last part of the origin generation, handling costume and name, but its also when you choose the target you want to go after hard for now.

If you want to come up with a description of our young lassie too, be my guest and if you have any questions don't hesitate to ask.

And with that let us hail Lord @Oshha
 
Assault II
[X] Plan Lady Ghost
-[X][Hit] Arthur's Seat: The Glasge are proving everyday that they may not be as established as the Consortium, but they're even more ruthless to make up for it. While its likely Temple will attack them, the fact remains that they're intent on staying and as long as Kisser is here that's not going to be changing.
-[X][Name] Lady Ghost
-[X][Costume] Short black dress that looks fancy, but is practical to move about in with masquerade mask plus a short cloak which wraps around her shoulders that has a hood to hold in her hair alongside practical gloves and boots.

Although you had two very tempting targets you chose the Glasge and for a reason that made Grey sigh in disbelief. Intuition.

Both the Consortium and the Glasge had their advantages and disadvantages, and punishing either of them would be good for the city. In fact the benefits were so good that they were practically even. But you chose the Glasge, because...well something was off.

The Consortium was powerful, it was old and it had a level of resources that put any petty crime gang to shame. The residents of Glasgow maybe infamous for their level of ferocity, that alone wouldn't have been enough to turn them into a group capable of pushing the Consortium out of their city entirely...so how had they done it? Why were they a growing rival and not merely one of the dozens of minor gangs the Consortium regularly persuaded to act as their fronts?

That was your intuition and it shut Grey up as he pondered it seriously, before acknowledging that you might have a point, something is off about this, badly off.

So you cross the bridge ignoring the train station where you know a massive haul of weapons and laundered money will be arriving and stride into the depth of the old town, ignoring the smell and keeping to the shadows so your dress won't attract too much attention. It may not be strange in the new town, but here it would stand out...and you've attracted unwanted attention before, without dressing in something nearly as interesting.

As the lines of houses part into green meadows that still surround the small mountain and its surrounding foot hills, you look up at Arthur's seat straining your eyes to catch any sign of movement, but give up, instead looking around to see if there's anyone moving towards the seat that seem...out of place...and sure enough you just catch a glimpse of a group of rough looking men moving towards a pathway.

Trusting you've not yet been seen you sigh and allow your power to flow through you.

Its like settling into a warm bath if you're being honest, as your form takes on a wavy, slightly translucent state. Not the pearlescent glow that it is usually, but that interferes when you're trying to be sneaky. But in any state its more than enough to hide your identity even without the domino mask you slip into place to cover your face.

"Alright then. Grey let me use your power. Insubstantiality for now."

"Right you are lass. Lets get em, and be careful."

Checking it works you place your hand upon a tree, and push against the pressure, but instead of resisting you like a normal piece of wood, you find your arm going inside it with only a little bit of effort.

"Have some faith you worry wort."

Ignoring his grumbling within the back of your mind you start moving down to the path the group was taking and try to deduce from it where they might be going on the mountain. Somewhere isolated, and somewhere secure...not on the Edinburgh facing side of the mountain that's for sure...it was something, but not enough...but you knew Edinburgh well, and the geography of the area.

There were several places, but one of the plateaus on the top seemed most promising.

Not exactly the kind of place people would go to in the dead of night, and far away from any law enforcement, or rival crime organisations without needing to go into the effort of hiding safe houses or anything. Just a matter of distance.

Elegant, if unfortunately placed.

As best routes up the mountain were effectively paths worn into the rock and you didn't trust yourself to climb up...and as you couldn't turn into a bird or swoop through the air like "Fairy Knight" apparently could that meant you needed to go the old fashioned way, and thus the same ways as the Glasge.

Struggling as you went to climb the very steep path, you began to move up, holding to Grey's lessons and your own experience to try and hide and were even feeling pretty confident in yourself.

Until you came face to face with a yawning Glasge, taking a puff on a cigarette whose eyes widen to the size of dinner plates as you appear, looming out of the darkness.

And so he screams, and as he does he inhales his cigarette and as he does that he coughs...and he screams more.

Practically falling over himself as he turns and runs away up the mountain, you sniff and grimace at the sudden stench in the air as you continue your march up the mountain, at a far faster pace, listening to his screams as you went.

Finding where they were was no longer a problem at least.

Allowing the pearlescent aura to flow back around you, stealth no longer required as you had been seen, you summited the mountain, looking over the shapes of nearly fifty assorted thugs yelling at the man you had surprised while three mountains of muscle stood around bellowing at the top of their lungs in slow, dull voices to try and restore order…while striding towards you already was a short stocky man with an evil grin.

Then one of them must have noticed your presence, because he yelled and pointed, the lookout turning white again as the Glasge thugs all turned to look at you, while the man simply came up to you, eyes screwed up looking at you, as you remained silent waiting to see what would happen.

"Sae ye'r th' critter wha's bin scaring mah wee jimmies."

His accent was so thick you weren't even sure he was speaking english, but before you could get a word in he reached forward and launched his head forward.

You barely saw his head move as it flashed straight through were your neck would have been if you had not been insubstantial. As it stood, he instead went straight through you, head first stumbling slightly, but righting himself with practised ease.

"A'richt that's freish ah will gie ye that. Oy Mackie, looks lik' ye ain't blootert efter a'!"

As "Mackie" yelled back at him he simply went to crack his neck as you your fists into a boxing position and punched him square in the face as hard as you can, with what would be a very satisfying smack if you didn't feel like you just punched a steel wall.

Gritting your teeth beneath your mask you don't let them see the pain coursing through your hand as the man's head snaps back, a single tooth spat from his lips as he shakes his head slightly, before snarling.

"Alright then. Wee jimmies shaw this wee lassie howfur we treat wannabies. A'body punches her oot gets tae be a toughie na test."

Despite his statement, the thugs don't lunge at you. They're visibly disturbed, perhaps at the fact you're still standing, perhaps because you actually hurt a man you can only assume is Kisser, but they're not rushing you, and one even starts to pipe up.

"Eh Kisser, urr ye sure that." His voice was cut off as the now positively identified Kisser rushes the man, picking him up by the scruff of the neck and bellowing into his face, as you start walking towards the group.

"Of cours a'm bloody sure, ur yer lugs bunged up, or dae ah hae loosen em up wi' a winch?!"

With that he turns and throws him at you, but he just goes through you in your still incorporeal form, landing wheezing on the ground, groaning in pain.

"Git in thare ye boggin' bastards, or ah will mak' sure yer maws wilnae ken th' bodies!"

They're trapped between you, terrified of the known threat of Kisser and his three toughs, but they're freaked out by you and what you represent, an unknown force that can touch them and not be touched in turn…

What does Lady Ghost do?

[] Fight: You're uninjured and have an overwhelming advantage in insubstantiality, or you can bring out Grey and Bobby.
-[] Fight Kisser and the Toughs: The leader and undoubtedly the largest threat here.
--[] How do you fight?: Write-in
-[] Fight the thugs: The this meeting was supposed to be an induction, terrifying them will reduce the numbers the Glasge have, but there are a lot of them.
--[] How do you fight?: Write-in

[] Convince them to run: They're wavering already. Get them to run.
-[] Convince how: Write-in

[] Call it a night: There are a lot of guys here and you weren't expecting this. Magical powers or not, time to call it a night and plan your next move.

[] Other plan: Write in


Lady Ghost is unharmed.

Kisser is at -1 Toughness.

Tough Aon is unharmed.

Tough Dha is unharmed.

Tough Tri is unharmed.

50ish Glasge Thugs remain.

Sneaking about Old Town.
Stealth Check, DC15: 15+6+2 = 23, 2 Degrees of Success.

On the lookout.
Perception Check, DC18: 11+9 = 20, 1 Degree of Success.

Going into Spirit Form.
Persuasion Check, DC11: 13+12 = 25, 4 Degrees of Success.

Where are they going?
Investigation Check, DC 17: 12+10 = 22, 2 Degree of Success.

Where are they going?
Expertise: Geography, DC20: 8 reroll, 13+10+2 = 25, 2 Degree of Success,

Sneaking up a mountain path.
Stealth Check, DC20: 2 reroll, 18+6-5 = 19, 1 Degree of Failure.

Kisser's Reaction.
Unarmed Attack, DC17: 19+12 = 31, Successful Critical Hit.
Toughness Check, DC25: Lady Ghost is immune.

Lady Ghost strikes back.
Unarmed Attack, DC17: 16+11 = 27, Successful Hit.
Toughness Check, DC17: 6+9 = 15, 1 Degree of Failure, -1 Toughness Penalty.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
You guys are so lucky Kisser isn't magic.

Alright how do you wanna play this then?

And all praise to @Oshha
 
Assault III
[X] Fight: You're uninjured and have an overwhelming advantage in insubstantiality, or you can bring out Grey and Bobby.

-[X] Fight Kisser and the Toughs: The leader and undoubtedly the largest threat here.

--[X] How do you fight?: Attempt to scare the thugs into fleeing by posing as a vengeful ghost lady before beating up Kisser and those that remain.

"Leave. NOW...lest my vengeance falls upon you."

You haven't really...spoken, while you've been in your ghostly form, but as you advance upon the Glasge you do so and it's...not normal. It is almost as if there's a chorus of voices speaking with you, or rather a single voice, Grey's. Just overlapping your own as you

And then you're amongst them, and simply step through one of them, the man turning pale as death and shivering like a sheet in the wind as one of his comrades takes a swing at you and it goes through your head, slamming into another thug with a dull thud.

They start running from you, dragging each other away as they do so, until a hoarse bellow from above them stops them in their tracks, Kisser standing with a sneering glare, deliberately and slowly unclasping a metal skull cap from his side and fastening it to his head as he spoke, the cold glint of steel reflected in the pale moonlight.

"A'body runs, mind this. "I ken whaur ye bide, ah ken whaur yer families bide 'n' ah ken whaur yer mukkers bide 'n' none o' thaim ur safe fae me. If ye'r feart o' a deid wifie, jalouse whit a living me kin dae tae thaim."

As incomprehensible as it is to you it makes them pause for a second and you could see why. You remembered all too well his head coming down towards your throat and his easy tossing of a man through you and here he was flanked by his Toughs who looked just as solid as he did. It was a chilling sight, but made all the worse by an eery gleam that burned behind his eyes. But at the same time it stopped the group only for a second, as you seize one by the throat and slam your fist into his stomach, angeling it just so that he regurgitated his guts all over the wet grass, thankful that it simply passed through you instead, pointedly reminding them that despite his threat you also were there, and at the moment you were a far more real threat than Kisser at the moment.

"I am the wrath of all those you have hurt. I am the weight of your sins crashing down upon you, not some petty low life!" It wasn't exactly an inspired speech, but in the heat of the moment, the yell of yourself and Grey seemed to amplify the words, sending them echoing across the craggy hill side, echoing all around them as they penetrated the ears of the Glasge standing there simultaneously enthralled and stiff with fear.

And so they ran.

It wasn't like a dam breaking, with all of them fleeing at once, more like an avalanche, with at first one peeling off, then another and another until at last the entire lot of them started, bolting towards exits as fast as they could manage it, stumbling over rocks and each other in the dark as they went, leaving behind those already unconscious and Kisser, who to your surprise simply looked irritated, and sighed.

"Ah weel. " Spinning around he pushed his Toughs towards the fleeing men and yelled, a manic gleam appearing in his eyes.

"Forgoat th' ghost, grab thae boggin' bastards, doc'll fix something up tae let us deal wi' her efter."

At his words the Toughs reacted, almost sluggishly, but with gathering speed as they started to charge straight at you, and you lashed out as they passed, managing to slam one in the temple has hard as you could, sending the man staggering, but not much else. Worse still they ignored you entirely, the tough carrying on without even registering the blow as they moved towards their real target...the fleeing criminals.

Kisser seems to have realised that fighting you head on is impossible and so is...capturing them for some reason?

Whatever he is doing he cannot be allowed to carry it out, but if you're current performance is any indication you're not going to be bringing down the Toughs quickly. You can't rely on getting in lucky hits to get them, but you can wear them down...but if you do,what will they do in the meantime?

They may be criminals, but nobody deserves to die.

[] [Reaction] Continue as is. There are risks these criminals will get badly injured and give the Toughs time to scatter, but you won't put yourself at risk.
[] [Reaction] Swap to Grey and Bobby. With an extra helper and greater skill from Grey you maybe able to take down the Toughs and then focus on Kisser.
[] [Reaction] Write-in.

Situation
Two thugs unconcious the rest fleeing
Toughs are ignoring you
Tough Aon is at -1 toughness dazed
Tough Dha is unharmed
Tough Tri is unharmed
Kisser is at -1 toughness

Initiative.
Lady Ghost: 17+2 = 19
Thugs: 13+2 = 15

Punch and make a point.
Unarmed DC12: 15+11 = 26, Successful Hit.
Toughness DC17: 11+3 = 14, Incapactiated.

Convince them to Flee.
Intimidation Check, DC25: 18+10+2 DC 20=30 Two degrees of success.

Punch and emphasise a point.
Unarmed Attack, DC12: 11+11 = 22, Successful Hit.
Toughness Check, DC17: 9+3 = 12, Incapactiated.

Kisser threatens them.
Intimidation Check, DC30: 11+11+5 = 28, 1 Degree of Failure.

Initiative.
Toughs: 13+2 = 15
Lady Ghost: 5+2 = 7

Lady Ghost attacks Tough Aon.
Unarmed attack DC15: 20+11 = 31, Success Critical Hit.
Toughness Check, DC22: 6+9 = 15, 2 DoF, Dazed & -1 toughness penalty.

***

Give him credit Kisser can adapt quickly to a new situation. He's realised that he can't go after you directly, so he wants to capture those he was trying to recruit why who knows? How are you going to get out of this one without it being a washout?

Praise @Oshha
 
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Assault IV
[X] Fight: You're uninjured and have an overwhelming advantage in insubstantiality, or you can bring out Grey and Bobby.
-[X] Fight Kisser and the Toughs: The leader and undoubtedly the largest threat here.
--[X] How do you fight?: Attempt to scare the thugs into fleeing by posing as a vengeful ghost lady before beating up Kisser and those that remain.

This isn't working...but you're not out of options yet. Those giant lugs aren't going to get away from you just yet.

"Grey, Bobby? Let's bring them down!"

"Thought you'd never ask lass!" "WOOF WOOF!"

The mists that had surrounded your form billowed upwards and settled about your shoulders, solidifying and consolidating around yourself as you stepped forwards raising your fists, your cloths seeming to take on the old garb of a watchman.

Coming out from under your legs was Bobby, the small dog billowing with insubstantial light himself as he growled menacingly at the Toughs, who turned blinking confusedly as you charged them, raising their arms to throw their punches despite their orders from Kisser, who screams at them from a distance, starting to move towards you himself as you and Bobby bare down upon the already injured Tough.

The Tough still reeling from your attack swipes blindly at you, his fist flying just past your nose so close that you felt the air distort around it, but you move in regardless, Grey's skill flowing through your mind as you kick him in the knee with a sickening crunch, the man merely grunting at your effort but dropping visibly lower.

Then Bobby, the small ethereal dog leaps at him with impressive ferocity for a creature that size, snarling as the Tough is brought to the ground, mauling him viciously, but most importantly holding him in place.

Standing over him, the man struggling against the dog, already injured severely the criminal lives up to the title of Tough bestowed on him, as you punch him in the head over and over again, each impact like hitting iron until at last he goes limp.

But in the mere twelve seconds it took to finally bring down the thug the other two Toughs have been at work, bringing down several more of the fleeing criminals and worse Kisser having run right past you joined them.

Between them all of the lesser criminals are unconscious or wish they were, moaning in total agony from their broken forms and the Toughs are picking them up and slinging them over their shoulders. Kisser turns to you seeing his downed subordinate and snarls, the light glinting off his blood spattered skull cap.

"A'm aff tae gilravage ripping ye appart. See ye aroond ye boot."

Without another word he's off his two remaining subordinates in hot pursuit with their cargo of unconscious thugs, sprinting down the mountain as you stagger to your feet, panting as they charge away.

They'd be invisible in the darkness, but to your eyes they stand out clear as day, and with Bobby's nose tracking them would be easy but...looking at the carnage they've wrought on the Glasge you can't help but pause.

It would be so easy to abandon them, but the thugs are in an awful state...broken limbs, shattered faces and clear cranial trauma are scattered all around. Permanent damage is the best most of these men can hope for if they survive and for most of them that's not looking likely…

You wanted to become Lady Ghost to stop people's suffering. You've studied first aid and medicine to save people's lives in case of situations like this…

Can you really call yourself a hero and just walk away from them even if its in pursuit of someone like Kisser?

[] [Decision] After Kisser: A criminal and a monster, Kisser and his Toughs cannot be allowed to escape, and you have the tools to track them down. You may be outnumbered, but you have powers...they don't.

[] [Decision] Remain: You've already struck a crippling blow at the Glasge by cutting deeply into their recruitment and shattering the supposed invulnerability of the Toughs at the time when the Consortium will be resurgent. Now is not the time to over extend, now is the time to save lives, for most of these men will not survive if they do not get immediate medical attention. And maybe you can ask some questions while treating them?

Here's Doggy!
Persuasion, DC14: 15+12 = 27, Three Degrees of Success.

Initiative.
Bobby: 10+2 = 12
Kisser: 15+2 = 17

Kisser and the Toughs against mooks.
Unarmed, DC12: 19+12 = 31 Successful Critical Hit.
Unarmed, DC12: 17+12 = 29, Successful Hit.
Unarmed, DC12: 15+12 = 27, Success Hit.
All mooks incapacitated several severely wounded.

Tough Aon does not like.
Unarmed Check, DC17: 4+12 = 16, One Degree of Failure.

Lady Ghost retaliates against Tough Aon.
Unarmed Check, DC15: 13+12 = 24, Successful Hit.
Toughness Check, DC17: 13+8 = 21, One Degree of Success.

Bobby bites Tough Aon.
Unarmed Check, DC15:19+7 = 26, Successful Critical Hit.
Toughness Check, DC25: 2+7 = 9, Four Degrees of Failure, Tough Aon is Incapcitated.

Does Kisser see you're vulnerable?
Perception, DC20: 4+6 = 10, 2 Degrees of Failure.
Current Condition

One Tough downed

Kisser and two Toughs fleeing carrying six captured mooks

Other mooks all varying degrees of severely injured

***
Still just uninjured, but it was close. Now decisions decisions eh?
 
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