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 Ashlyn Magdalena Alvarez 
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HJ Magic & Mysticism: 1d20 (15)
HJ Experience & Wisdom: 1d20 (3)
HJ Magic & Mysticism: 1d20 (20)
HJ Experience & Wisdom: 1d20 (17)
HJ Armor: 1d20 (7)

Narrative Hook: 1d20 (10)

Credits: 2d4 (1, 1)x 1000

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Last edited by Jude Maverick on Thu Jun 01, 2017 6:10 am, edited 2 times in total.



Thu Jun 01, 2017 12:38 am
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Player Name: Matthew
Google Handle: KahlessNestor
Character Name: Ashlyn Magdalena Alvarez
Rank: Novice Experience: 19/20 Advances Left: 0
Race: Human
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d10
Charisma: 0; Pace: 6; Parry: 8; Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil; Strain: 0
Skills:
  • Fighting d4
  • Healing d8 (+1 first aid kit)
  • Intimidation d10+2 (dragon heart)
  • Knowledge (American) d4
  • Knowledge (Arcana) d6
  • Knowledge (Battle) d10 (dragon heart)
  • Mysticism d10
  • Notice d6+2 (Mystic Awareness)(Danger Sense)
  • Persuasion d6
  • Psionics d10
  • Repair d4-4
  • Shooting d4+2
  • Stealth d4-2
  • Survival d10 (dragon heart)(+2 land navigation)(+1 food gathering)
  • Taunt d4
  • Throwing d4


Powers
ISP: 15 PPE: 25 Shield: 10 PPE Recharge: 1 ISP/h, Shield; 1 PPE/30m

Mysticism (PPE)
  • Fires of Judgement (Banish, Holy Light)
    • Bright holy light erupts around targeted creatures.
    • 3 PPE. Range Smarts. Auto-raise on a successful cast. Any creature not native to the plane. Mysticism vs. Spirit. Shaken, banished on a Raise. If Wild Card, it takes a Wound. If it has 3 Wounds then it is banished. Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings)
  • Judgment Day (Banish the Horde, Holy Light) (Mega)
    • A swirl of brilliant light races across the battlefield, enveloping all extraplanar creatures.
    • 6 PPE. Range Smarts x 2. Auto-raise on a successful cast. All entities in Large Burst Template. Mysticism vs. Spirit. Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings)


  • Lance of Faith (Bolt)
    • Blasts of light pepper the enemy.
      • 1 missile (Beam). Range 12/24/48. 2d4 damage. AP 4. 1 PPE
      • 2 missiles (Holy Light). Range 12/24/48. 2d6 damage per bolt. 2 PPE. 2 Mysticism rolls + 1 Wild Die. Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings).
      • 3 missiles (Celestial Silver). Range 12/24/48. 2d6 damage per bolt. 3 PPE. 3 Mysticism rolls + 1 Wild Die.
      • Large missile (Soul Blast). Range 12/24/48. 3d6 damage. 4 PPE. Ignore all physical armor, but targets add half their Spirit die to their Toughness when determining the damage effect.


  • Spear of Destiny (Onslaught, Mega)
    • Massive blasts of light slam into the enemy.
      • 1 missile (Fire: Armor Piercing, MD). Range 18/36/72. 3d6 damage. AP 2. 3 PPE.
      • 2 missiles (Beam, MD). Range 18/36/72. 3d4 damage per bolt. AP 4. 4 PPE. 2 Mysticism rolls + 1 Wild Die.
      • 3 missiles (Holy Light, MD). Range 12/24/48. 2d6 damage per bolt. 3 PPE. 3 Mysticism rolls + 1 Wild Die. Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings).
      • 4 missiles (Celestial Silver, MD). Range 12/24/48. 2d6 damage per bolt. 4 PPE. 3 Mysticism rolls + 1 Wild Die.
      • Large missile (Soul Blast, MD). Range 18/36/72. 6d6 damage. 4 PPE. Ignore all physical armor, but targets add half their Spirit die to their Toughness when determining the damage effect.


  • Blessing of the Light (Boost/Lower Trait)
    • The light of Ashlyn’s faith fills you and improves you.
      • Boost Trait: 2 PPE. Range Smarts. Duration 3r (+1 PPE/r). Raise a trait by 1 step. Raise 2 steps. Stacks. +1 PPE/target, same trait, up to 5.
        • Agility (Courage): 3 PPE. +2 on Spirit checks against Fear and Intimidation.
        • Smarts (Holy Ward): Raise effect replaced by a level of Arcane Resistance.
        • Spirit (Courage): 3 PPE. +2 on Spirit checks against Fear and Intimidation.
        • Strength (Courage): 3 PPE. +2 on Spirit checks against Fear and Intimidation.
        • Vigor (Holy Ward): Raise effect replaced by a level of Arcane Resistance.
        • Fighting (Blazing Glory): Subject is surrounded with an intense, white hot, holy light, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage and counts as holy against creatures of supernatural evil. (Note: Reskinned "Aura" benefit from Fire Trappings)
        • Intimidation (Holy Presence, self only): +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
        • Magic (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
        • Mysticism (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
        • Persuasion (Holy Presence, self only): +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
        • Psionics (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
        • Shooting (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
        • Stealth (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
        • Streetwise (Holy Presence, self only): +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
        • Techno-wizardry (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
        • Throwing (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
      • Lower Trait: 2 PPE. Range Smarts. Duration 3r (+1 PPE/r). Lower a trait by 1. Raise 2 steps. Can’t go below d4. Opposed by Spirit. Stacks. +1 PPE/target, same trait, up to 5.
        • Agility (Holy Flames: Fatigue): Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
        • Smarts (Holy LIght): Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings)
        • Spirit (Holy LIght): Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings)
        • Strength (Holy Flames: Fatigue): Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
        • Vigor (Holy Flames: Fatigue): Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
        • Fighting (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
        • Notice (Dazzle) The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
        • Shooting The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
        • Throwing The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
  • Avatar of the Light (Greater Boost/Lower Trait, Mega)
    • Holy energy pours into you from Ashlyn.
    • 4 PPE. Range Smarts x 2. Duration 3 (+1 PPE/r). Double effect. 2 die types for success. Raise 4. +1 PPE/target, same trait, up to 5.
    • Boost Trait
      • Agility (Courage): 5 PPE. +2 on Spirit checks against Fear and Intimidation.
      • Smarts (Holy Ward): Raise effect replaced by a level of Arcane Resistance.
      • Spirit (Courage): 5 PPE. +2 on Spirit checks against Fear and Intimidation.
      • Strength (Courage): 5 PPE. +2 on Spirit checks against Fear and Intimidation.
      • Vigor (Holy Ward): Raise effect replaced by a level of Arcane Resistance.
      • Fighting (Blazing Glory): Subject is surrounded with an intense, white hot, holy light, and as a replacement for their normal benefit on a raise, the target gains the effect of the damage field power that causes 2d4 damage and counts as holy against creatures of supernatural evil. (Note: Reskinned "Aura" benefit from Fire Trappings)
      • Intimidation (Holy Presence, self only): +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
      • Magic (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
      • Mysticism (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
      • Persuasion (Holy Presence, self only): +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
      • Psionics (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
      • Shooting (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
      • Stealth (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
      • Streetwise (Holy Presence, self only): +2 Charisma and +2 on Intimidation checks, as she is surrounded by a holy aura. The glow makes her easier to see and target, giving foes +2 to attack and Notice rolls against her.
      • Techno-wizardry (Divine Protection): Due to a blessing, beneficial powers have their raise effect replaced by the armor power. (Modified "Aura" benefit from Fire Trappings)
      • Throwing (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
    • Lower Trait
      • Agility (Holy Flames: Fatigue): Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
      • Smarts (Holy LIght): Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings)
      • Spirit (Holy LIght): Normal enemies have a level of arcane resistance against this power. However, creatures of Darkness and Flame (Demons, Vampires, Undead, etc.) must make fear checks when hit with it. (Note: Reskinned "Fear" trapping from Necromancy trappings)
      • Strength (Holy Flames: Fatigue): Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
      • Vigor (Holy Flames: Fatigue): Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
      • Fighting (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
      • Notice (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
      • Shooting (Dazzle):The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)
      • Throwing (Dazzle): The target is momentarily shrouded in brilliant flashes of light. Targets of negative powers suffer a –1 penalty to all vision-based trait rolls while the power is active or on their next action for Instant powers. Positive effects slightly obscure the character, making him –1 to be hit by ranged attacks. (Renamed “Shroud” benefit from Darkness Trappings)


  • Deflection (Shield)
    • 2 PPE
    • Range: Touch
    • Duration: 3 (1/r)
    • Trappings: Celestial Silver. Counts as silver and holy for shield bashing. Silvery light surrounds and protects target.
    • Success: -2 to incoming attacks; Raise: -4. Acts as Armor vs area attacks.
  • Greater Deflection (Shield)
    • 4 PPE
    • Success: -4; Raise: -6


  • Eyes of Faith (Detect Arcana)
    • Silver light fills Ashlyn’s eyes, allowing her to see the weave of magic and supernatural creatures.
    • No cost. Free action. Range Sight. Detect supernatural persons, objects, or effects within sight.
  • Vision of Faith (Exalted Detect Arcana)
    • 2 PPE. Range Sight. Duration 3 (+1 PPE/h). Successful arcane skill check can learn:
      • What kind of magic.
      • Currently active powers
      • General type of supernatural creature (vampire, werewolf, dragon, etc). A Raise reveals susceptibilities, weaknesses, and ways to bypass invulnerability.
      • Any enchantments on an item.
      • How much PPE or ISP a target possesses.
      • Anything else the GM deems appropriate


  • Messenger from Heaven (Divination)
    • Small silver angelic beings flitter around Ashlyn’s head, whispering answers to questions.
    • No cost. Range Self. Duration 1 min. Contact otherworldly being for information. Success, caster can ask 1 Yes/No/Possibly question. Raise, answer 5 words or less. Opposed by Spirit if relates to a living being. Opposed by conceal arcana.


  • Communion with the Divine (Communion, Mega)
    • 10 PPE. Range Self. Duration 1 min. Single answer of 1-3 sentences. Raise, paragraph or more or even an interactive conversation.


  • Soothing Fire (Healing, Sustain)
    • Silver light pours from Ashlyn’s hands into a wounded person to heal them.
    • 3 ISP. Range Touch. Golden Hour. Removes 1 Wound. Raise 2. Penalty equal to wounds of victim and caster. Can cure poison and disease if used within 10 minutes. On a Raise, receive free roll to remove Shaken effect.
  • Mass Soothing Fire (Mass Healing Sustain, Mega)
    • Silver light flows from Ashlyn to heal wounds around her.
    • 6 PPE. Range Spirit x 2. Ignore individual wound penalties of the treated and apply a flat -2 instead. Selective. On a Raise, receive a free roll to remove Shaken effect.


  • You Shall Not Pass! (Turn) (Holy Warrior)
    • Silver energy washes out from Ashlyn, overwhelming her enemies.
    • 1 PPE. Range Spirit. Opposed Spirit. Supernaturally evil creatures or evil characters with AB Miracles. Failure Shaken, Raise destroyed. Wild Cards take 1 Wound instead.


  • Chains of the Righteous (Entangle)
    • 2 (single target)/4 (Medium burst template) PPE
    • Range: Smarts
    • Trappings (Holy Flames): Chains forged of holy fire wrap around the targets. Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
    • The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength. Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
  • Chains of the Damned (Greater Entangle)
    • 4 (single target)/6 (Medium burst template)
    • Range: Smarts x 2
    • Trappings (Holy Flames): Chains forged of holy fire wrap around the targets. Must make a Vigor check or suffer Fatigue. (Renamed from Fire Trapping benefit)
    • Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.


  • Succor (from armor)
    • Cost: 1
    • Range: Touch
    • Removes one level of Fatigue, two with a raise. Can also remove Shaken status. May be used to restore to consciousness those who have been Incapacitated due to wounds, though the wounds remain.
  • Mass Succor (from armor)
    • Cost: 2
    • Range: Spirit x 2, all allies, selective
    • Removes one level of Fatigue, two with a raise. Can also remove Shaken status. May be used to restore to consciousness those who have been Incapacitated due to wounds, though the wounds remain.


Psionics (ISP)
  • Telekinesis
    • Ashlyn’s mind lashes out.
    • 5 ISP. Range Smarts. Duration: 3 (1/round). Weight: 10 x Spirit (120 lb). Lifting: Living targets may resist with opposed Spirit roll. May get an opportunity to grab something to hold on to for an opposed Strength roll. Telekinetic Weapons: Fighting equal to arcane skill, and damage based on caster’s Spirit instead of Strength. Dropping Things: Can move up to caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Bashing creatures into solid objects does Spirit+d6 damage


  • Truth of the Heart (Mind Reading)
    • Ashlyn prefers to use this sparingly and not invade someone’s innermost sanctum unless necessary.
    • 3 ISP. Range Smarts. Psionics vs. Smarts. Gain 1 truthful answer. Raise means they are unaware of your intrusion.


  • Dominion (Puppet):
    • Loathe to violate anyone’s free will, Ashlyn will rarely use this on a person, and only for great need.
    • 3 ISP. Range Smarts. Duration 3 (+1 ISP/r). Psionics vs Spirit. Control the person’s actions, even to suicide, though that earns them another Spirit roll.


Hindrances
  • Heroic (Major): Always helps those in need.
  • Code of Honor (Major): Keep your word, don’t abuse or kill prisoners, try to act with honor.
  • Pacifist (Minor): Will only fight in self-defense; will not allow killing of prisoners or other defenseless victims
  • All Thumbs (Minor): -2 Repair; when using a mechanical or electronic device, a roll of 1 on the skill die means the device breaks.
  • Monologuer (Major)(Dragon heart): Any time her Action Card is a Club, must make a Smarts roll -2 or spend her action rambling on about one thing or another. May only take free actions during her monologue.


Edges
  • Arcane Background (Miracles)
  • Arcane Background (Psionics)
  • Strong Willed: +2 Intimidation and Taunt; +2 Spirit and Smarts vs. Tests of Will
  • Power Surge:: When dealt a Joker, recover 2d6 power points
  • Holy Warrior: As an action, repulse supernaturally evil creatures (demons, undead, etc) or evil characters with AB: Miracles. Costs 1 PPE, range Spirit. Targeted creatures make a Spirit roll. Failure Shaken; Raise destroyed. Wild Cards take 1 Wound instead.
  • Master of Magic: Access to mega versions of Miracles powers.
  • Rapid Recharge (PPE): Recharge PPE 1/30m
  • Alertness: +2 Notice
  • Danger Sense: If about to be the victim of a surprise attack, make a Notice-2. If successful, on Hold the first round of combat and not surprised.
  • Nerves of Steel: Ignore 1 point of Wound penalties
  • Champion: +2 damage and Toughness vs. supernatural evil.
  • Dodge: -1 to be hit by ranged attacks.


Cybernetics

Iconic Framework
  • Special Trappings
    • Celestial Silver: For offensive spells, counts as holy and silver for Weaknesses.
    • Courage: For +1 PPE, ongoing beneficial powers grant +2 on Spirit checks vs. Fear and Intimidation.
    • Gift of Life: +2 to Faith rolls when casting healing or greater healing, but gain a Fatigue level that can only be gained by an hour of rest.
    • Holy Presence: A beneficial power cast by a Mystic on herself grants +2 Charisma and +2 Intimidation. The glow of her holy aura grants +2 on attacks and Notice rolls against her.
    • Holy Ward: For a beneficial spell cast on another, can forgo a Raise to grant Arcane Resistance for the duration.
    • Soul Blast: For direct damage powers, increase the base cost by 2 PPE to ignore all physical armor (including power and robot), but targets add half their Spirit to Toughness when determining damage effects.
  • Minor Psionic
  • Cosmic Confluence: May exchange ISP and PPE at a ratio of 2:1. Must use converted points immediately.
  • Master of Magic: Mega Powers and Rapid Recharge (PPE).
  • Mystic Awareness: Alertness and Danger Sense Edges. Detect Arcana at will for no cost as a free action. Can sense powerful supernatural beings with a Notice check anywhere in line of sight.
  • Arcane Duality: Whenever a Mystic takes a Power Edge, they must choose whether it applies to Magic or Psionics. They can take the Power Points Edge twice per Rank but only to get PPE with one and ISP with the other.
  • Cybernetics: -1 to casting per point of Strain.
  • Enemies: Illegal and reviled in both the Coalition and True Federation.
  • Higher Standard: Code of Honor Hindrance.

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Last edited by Ashlyn Alvarez on Thu Feb 22, 2018 3:51 am, edited 37 times in total.



Thu Jun 01, 2017 5:16 am
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Posts: 131
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Gear

Cyber-Knight Medium Armor (TW)(160k)
  • 9 Armor (6+3 extra)
  • +1 Toughness
  • Targeting system: +2 ranged attacks
  • Succor power
  • Full Environmental Protection
  • 5 mile comms
  • Light sensitive visor: offset 2 points of illumination penalties and +2 to resist blinding attacks
  • 3/14 lbs

Holy Shield of Jeanne d’Arc
  • Type of Item: Large kite shield with silver cross on red fleur-des-lis, the symbol of the Magdalenes
    • +2 parry
    • +2 armor vs range attacks.
    • 20 lb
  • Enchantments
    • Major 1: Champion Edge
    • Major 2: Deflection Power (celestial silver trapping), +10 PPE
    • Major 3: Dodge Edge
    • Minor 1: +1 Parry
    • Minor 2: +1 Parry
    • Minor 3: +2 Armor
    • Minor 4: Halve Weight (10 lb)
  • PPE: 10
  • Trait: None
  • Trappings: Mystic only. For all others, it is a normal shield.

Shard Pistol (TW)
  • Range 15/30/60
  • +2 Shooting (from armor)
  • Damage 2d8+1
  • ROF 3
  • AP 1
  • 3RB: +2 Shooting and Damage, 3 charges of ammo
  • Lower Trait (Vigor) activated by Shooting (ice Trappings)
  • 36 shots (3 PPE reload)
  • 4 lb

Light Blade (TW)
  • Damage: Str+d6+2, AP 3
  • Creates sunlight in a SBT while active, affecting vampires and related creatures. Looks like a high-tech tube of silver and plastic until activated (free action)
  • 1 lb

SS-TBD Mk 3
  • Pump Action Water Rifle: Range: 6/12/24, Damage: 2D10 to a vampire ( if water is blessed +4), ROF: 1, Weight: 7, Shots 5 ( 5 Pints)
  • Integrated Tibetan ritual Dagger: Str+d4
    • Counts as a holy symbol: +1d10 vs vampires
    • Not made of pure silver but enough silver in it to keep a vampire from regenerating as long as it is stabbed through the heart. If vampire is incapacitated the vampire is vulnerable to normal damage, and requires decapitation and burning immediately to destroy.
    • MD, requires e-clip for 3 rounds of MD damage: STR+d6, AP 4
    • Hindrance for this function:
      • Almost Techno wizardry: On a roll of a 1 on the fighting die, draw a card and use the weird science malfunction table

NG-S2 Survival Pack
  • 30 lb
  • 2 person tent
  • Insulated sleeping bag
  • Flashlight (solar) with concealable pocket knife.
  • Biometric compass/inertial mapper, mirrored back. (+2 Survival for land navigation)
  • Short range radio (5 mi)
  • First aid kit (3 uses): +1 Healing
  • Hunter/fisher kit (+1 Survival food gathering)
  • 3 saw wires
  • Fire starter
  • Survival knife, small hatchet, wooden cross.
  • 4 signal flares
  • Climbing kit
  • Soap and cloth
  • Canteen
  • 2 weeks rations

Dragon's heart "Disgorged"
Few if any ancient and elder dragons are capable or even willing to relegate themselves to life eternal inside a precious stone. However for some dragons, of some dimensions this life can be a reality. The legendary dragon can disgorge their heart of hearts, willing their being to be drawn inside it. Only a few would be capable of picking up the Eldunarí and be able to gain its power.
  • Type of Item: A baseball sized red fire opal or diamond
  • Enchantments (Two Major, Two Minor):
    • Major: Dragon's Eldunarí: More ppts (+5 ppts) per the edge,
    • Major: Ancient Eldunarí: More ppts (+5 ppts) per the edge,
    • Minor: Warmth of a dragon: +2 vigor roll to resist heat, fire, or cold fatigue effects
    • Minor: Psionic potential unleashed: Major psionics act as if on a leyline for determining range.
  • P.P.E.: 10 ppts for someone to draw upon as a free action. They recharge at the normal rate of the person holding them. Characters with dual arcane backgrounds must choose either ISP or PPE upon bonding with the item. The new power points follow all normal rules including the doubling effect if a major psionic (ISP) or dragon (PPE).
    • 5 ISP, 5 PPE
  • Trait: None, but presumably using some kind of arcane background skill to get the most out of this boon.
  • Trappings: A fire opal, about the size of a baseball it glows with untapped energy. It is also warm to the touch and protects the user against exhaustion caused by extreme heat or cold.
  • Complications:
    • Bonding: The dragon's heart can only be used by someone capable of bonding with it. Usually this means they either shared a major hindrance or possibly the same arcane backgrounds.
    • Helpful Distractions: A functioning heart of hearts contains at least in some measure the spirit and intelligence of the dragon. For a new bonded pair, this can be disconcerting, to say the least, if not downright unnerving. Even for long time bonded pairs, often the dragon trapped within yearns to live again and can at the worst time cause a lapse in focus and concentration. The keeper of this item suffers from the Monologuer Hindrance, but the Ancient Dragon does hold 3 skills that may or may not be useful at a d10.
      • Knowledge (Battle), Intimidation, Survival
    • Degradation in Destruction: Once bonded, it is for life. Should the bond be severed, the keeper of this relic makes 1 roll on the psyche degradation table.


Credits: 138,000

Contacts

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Last edited by Ashlyn Alvarez on Thu Feb 22, 2018 3:52 am, edited 9 times in total.



Thu Jun 01, 2017 5:19 am
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Background
Narrative Hook: Grudging Respect. They’re not enemies, necessarily, but your hero and someone else out there had one or more run-ins on opposite sides of an issue. Thing is, there’s a certain mutual admiration that runs under any rivalry or animosity that might otherwise exist. It’s a given they run into each other again, and that should make for an interesting time, one way or another.

[img][url=http://i67.tinypic.com/5tsxgp.jpg[/img]http://i67.tinypic.com/5tsxgp.jpg[/IMG[/url]]

Blanca (West Highlands [Westie] White Terrier): Image

Age: 29

Ashlyn was born to simple homesteaders in the Pecos Empire. She doesn’t remember much of her parents: their faces, her mother’s voice as she sang her to sleep. Mostly she remembers the screams and horror of that night when she was six and the vampires came.

Ashlyn was found sitting between her parents, bathed in their blood, by the cyber-knights who came to the rescue. She was taken with them to their home base in New Alamo, outside the ruins of San Antonio. A small-sized town and center for the homesteaders in the area, it was fortified with a wooden stockade wall adorned with crosses and garlic and protected by a moat kept flowing by simple techno-wizardry pumps. With a large church at its center, it was home to a strong presence of Catholic mystics and cyber-knights that attempted to protect the local homesteaders from vampire raids and negotiated on their behalf with the local bandit gangs.

As an orphan, Ashlyn was raised by the church. When her mystical powers began to develop, she was enrolled in the Magdalena program to turn her into a holy warrior for the church.

A few years ago, Jude Maverick strolled into New Alamo. He fascinated the townsfolk with his stories of traveling the south and west, and not a few of the local girls were a bit smitten, including Ashlyn.

A few months ago a Community Outreach Team from the Tomorrow Legion came through, and Ashlyn was sent as a representative to serve in the legion.

***

Ashlyn stared out the back of the truck as they drove, bouncing on the hard wooden benches. They were rotating who rode shotgun with B’aughb and who rode in the back in the stifling heat of the canvas-covered bed with its metal frame and wooden benches. She listened to the others talk of their glorious battles. She frowned and shifted nervously.

“I should warn you, I will only fight in self-defense,” Ashlyn told the others. “I will not harm humans. This is sacred vow,” she declared. Her dark eyes closed as she relived the memory.

“I was six when the vampires came. Someone had removed the garlic that protected our threshold. I do not know who. Mama shoved me into the crawlspace beneath the floor. We were poor, and mother pressed the only silver we had into my little hand, a letter opener. Their warm blood dripped on me through the floor as the vampires feasted on my parents. It soaked my hair and nightdress.”

Ashlyn worried her lip. “I was taken to the orphanage at New Alamo where the priests and cyber-knights raised me. The nightmares came every night for a year. I could not sleep unless I clutched my letter opener. I not talk or play. I not cry.

“There was boy, older, bigger. He bully us. Take the treats given by priests. I was twelve when he try touch me one night. I stab him with my letter opener. He fall and I climb on him and I stab, and stab, and stab, muy mucho. My mind open and I feel him die. I still stab and stab. The blood bathe me, warm and sticky. It is copper in my mouth. The Mother, she pull me off, take my letter opener, hold me as I cry.”

Ashlyn took a shuddering breath. “I given mucho penance. I hear the voices of others. They frightened when they look at me. I am killer.” She looked down, staring at her hands, the blood only she could see still soaking them, dripping onto the leathers of her legs.

“I have powers, so am sent to join Magdalenas. It is sisters who fight evil in world. Each have to make vow. I make vow not to be killer again. Only kill evil. I protect now.”

The Latina looked up, giving a shuddering breath. “I am sorry I cannot make praises about fighting like you.”

***

Ashlyn thrashed in her seat, trying to shake the dream. It wavered, and then another face entered her vision, shaking her, staring down with concern, a beautiful woman with dusky Latina skin, caramel eyes, and raven hair, her wide mouth and full lips turned down in concern, the bright lab replaced by a dank, dark hollow of damp earth dug out of an embankment overlooking the river.

“It is morning. We survived…” the woman said.

Ashlyn hugged her tightly. Then she lifted the woman’s shirt and ran her fingers lightly over a large burn where the silver fire of her magic had burned her. The woman hissed in pain. “How are you feeling?” Ashlyn examined several more silver burns.

“It will heal. In time. Maybe.”

Ashlyn shook her head. “Let me…” She pressed her hand to the flesh and said a prayer. Her hand glowed with silver fire, but nothing happened and Ashlyn frowned. “The wound is too old. I am sorry, Vela.”

***

Ashlyn sat in the cab of the old pickup as it bounced onto the drawbridge that crossed the moat surrounding New Alamo. The fourteen-year-old wore a simple, plain t-shirt, jeans, and boots, and, of course, her mother’s silver cross necklace. Her black hair was pulled back in a ponytail. She bent forward a bit, trying to ignore the cramping in her gut. The Mother said it was normal, that she was becoming a woman. Well, Ashlyn wasn’t sure she wanted to be a woman if it meant this!

Ashlyn looked over at the man driving the truck. Sir Pedro was an old cyberknight, long since retired, cantankerous and mean. All of the kids at the orphanage seemed afraid of him. But then, they were afraid of Ashlyn, too, after she had killed Manuel two years ago when he had come to her bed and tried to touch her. That was when her gifts had shown, and the Mother came and took her to the Magdalene House to train with the sisters there. The left side of Pedro’s face had been clawed by something, leaving it rather horribly scarred and his eye milky white. The wrinkles didn’t do much to make him any better looking. His white hair hung down over that half of his face. He wore his cyberknight armor, though his duties in New Alamo mostly consisted of sleeping on watch, and God forbid the poor person who interrupted the old knight’s nap!

“Where we go?” Ashlyn asked. She was trying to get better at her American by speaking it more as the Mother instructed.

“To church,” Pedro said.

“We have church in New Alamo,” Ashlyn said.

“Don’t ask questions. Just do as you’re told.”

“Sí, Señor,” Ashlyn answered obediently.

They hit the road out of town and bounced along. The suspension in this truck left a lot to be desired, and wasn’t helping Ashlyn’s cramps. She curled up on the bench seat, but refused to whimper. There was a loud clanging in the back, and she glanced at the bed of the truck, wondering at the long steel box wrapped in chains.

“What box for? What in it?” Ash asked curiously.

“Somethin’,” Pedro said.

Ashlyn sighed and leaned her head against the window, looking up as the sun climbed high in the sky. As long as the sun was out, it would be safe, though there were other dangers out here on the prairie than the vampires that roamed at night.

“When we coming back?” Ashlyn asked. “Tomorrow Sunday. My novitiate end, and I be taken as full sister.”

“Don’t worry about it,” Pedro grunted.

Ashlyn sighed and turned her gaze back to the window. Her cramps subsided a bit, and she felt herself drifting off.

Ashlyn awoke when the truck rumbled to a halt. The sun was heading for the horizon. They had driven for hours!

“Señor Pedro! Is late!” The teen pointed to the sun. “We not get back in time for safety!”

Pedro grunted as he levered his way out of the truck. He stretched, arching his back and cracking weary old bones and muscles. “We’ll be fine.”

Ashlyn looked around them. It appeared to be the ruins of a small town built in the bend of a river. On a hill overlooking the ruined buildings, and standing on a bluff overlooking the river, stood an old church. The church looked to have been maintained somewhat. It, at least, had a roof and doors, unlike most of the homes in the village. It even had a rusty iron fence around the church grounds.

“What is place?” Ashlyn asked.

Pedro shrugged. “Was a village called San MIguel, back when I was a boy,” Pedro said. “Back before the vampires started coming this far north. The devils had a good snack of ‘em.”

Ashlyn looked at Pedro. “Was it...your village?” she whispered.

“Sí,” was all Sir Pedro said. He moved around to the back of the truck and lowered the tailgate, dragging the heavy steel box off.

“I sorry,” Ashlyn murmured.

Pedro just grunted. “Go inside. Say your prayers.”

Ashlyn nodded and moved obediently toward the church. The gate squealed in protest as she tugged on it, and the path was overgrown. Here and there she could see fallen tombstones peeking through the grass.

The heavy wooden doors were a bit warped, but, grunting, she just managed to pop it open enough for a slender teenage girl to slip through. She didn’t bother closing it, unsure she could, anyway. Inside was dark, and a bit dusty, but someone was clearly keeping the church nice. Wooden chairs sat in the nave. The sanctuary was raised platform, the altar heavy wood and covered with a cloth. Two unlit candles were set in silver candlesticks flanking a silver cross.

Ashlyn crossed herself and knelt down in front of the altar. She was beginning to maybe understand Pedro’s purpose in bringing her here. The cyberknights did something similar, spending a night alone in meditation and contemplation before they were accepted into the order. Ashlyn figured this was something similar, though she hadn’t been told of it. She didn’t know why she couldn’t do it in the chapel in New Alamo, but maybe this place was special.

Ashlyn began her prayers, murmuring quietly. Again, she lost track of time, lost in meditation. Somewhere distant...was that the rattle of a chain? Ashlyn brushed it aside, refocusing. Her knees and back were beginning to hurt, and she shifted.

Then came the unmistakable groan of the heavy wooden doors as they slammed shut. Ashlyn gasped, startled, turning to look up the nave. Darkness had fallen, and very little moonlight made it through the windows. Only the light from the candles she had lit illuminated her and the area around the altar.

“Señor Pedro?” Ashlyn called into the darkness. It made sense. This would be the safest place to hunker down for the night, if it was still consecrated ground.

There was no reply to her call. Did she hear shuffling?

And then something at the back of Ashlyn’s neck tingled. She ran her gaze around the room, her skin prickling. She had never felt this before, but she felt her senses heighten. Something flickered in the corner of her eye.

Ashlyn threw herself backward, bringing her feet up, planting them right in her attacker’s stomach, using his momentum to throw him over her. She rolled to her feet, a lock of her black hair falling in her face, and she gave a puff to blow it out of the way. Her attacker slammed into the chairs, smashing several, scrambling up onto all fours.

Ashlyn saw the telltale aura of magic around the creature. Her lips curled back. “Vampire…” She hadn’t seen one since that day as a child when she watched her parents be murdered, but she never forgot them, and she had studied all she could about them.

The vampire hissed, baring sharp fangs, eyes glowing red, feral. A whiff of burning flesh hit Ashlyn’s nostrils. Ashlyn frowned. The creature must be desperate to feed to come hunting on consecrated ground.

The vampire gave a hungry howl and charged. Ashlyn did the sensible thing. She turned and ran. Slapping down a hand on the altar, she jumped and slid across the surface, scattering the candlesticks and crucifix.

Wait. Silver!

Ashlyn scrambled, managing to grab up one of the candlesticks and the cross just as the vampire leapt onto the altar. Ashlyn could feel its flesh scalding from contact with the consecrated piece of furniture. The vampire slashed at her with his claws, catching her, gouging her across the face. She felt the familiar, coppery taste of blood. She spun around, smashing the vampire across the face with the silver candlestick.

The vampire howled at the scent of her blood, driven more into a frenzy Ashlyn turned and ran. She needed some distance! Touching her mother’s necklace, she cast a spell, increasing her knowledge of fighting, her coordination.

The vampire scrambled after her, patches of skin actually on fire from being inside the most consecrated area of the church, though once it reached the nave, it settled back into a slow smoke. Ashlyn tossed her hand behind her, getting off another spell. Bolts of celestial silver slammed into the vampire, sending it into a dancing jig as it was peppered by magic.

But still the demon kept coming! It avoided her next spell, leaping up onto the wall and then off, sailing at her. Claws raked her back, shredding her t-shirt and drawing more blood, sending her hard to the floor. She flailed desperately with the silver cross, burning the holy symbol into the vampire’s face as she hit it.

The vampire screamed and knocked the cross away, breaking her arm. She gave her own scream of pain as she kicked and scrambled, managing to get onto her back beneath the inhuman beast. Eyes blood red, saliva dripping from its fangs, the vampire bit down.

Ashlyn managed to jerk to the side at the last minute. The fangs bit into her shoulder, tearing muscle, snapping her collarbone. She screamed again, her hand flailing for something, anything. It closed around a broken chair leg and she slammed it into the vampire’s side, into its heart.

It wasn’t a clean strike, though, only staggering the vampire. Ashlyn started to pray, chanting. Her mother’s necklace started to glow, and then light blasted out, surrounding her. The vampire shrieked in agony, staggering back, skin blackening, holding up its hands. It hit the window, cracking it.

Ashlyn rose up, dripping blood, hair free and falling in her face, eyes murderous. White, hot light surrounded her body with blazing intensity. The scent of burning flesh grew more potent as she stalked toward her prey, one arm hanging limp, the other clutching a small silver letter opener, her mother’s.

“Unholy spawn of Satan! Tonight you go to your just reward!” The small knife glowing with celestial silver power, the broken teenage girl charged at the vampire.

The vampire snarled and, despite its pain, met her. They collided and smashed through the window, still grappling as they fell into the river below.

Pedro was waiting for her when she finally pulled herself out of the river and stalked back to the truck, dripping, broken, bleeding, her tattered and torn wet t-shirt clinging to her budding young breasts, black hair bedraggled, hanging in her bloody face. The long steel box lay on the ground at Pedro’s feet, chains in a neat pile, as the old cyberknight smoked a hand rolled cigarillo.

“Well, you’re alive,” Pedro commented.

Ashlyn glared at the old cyberknight. Then came the stream of Spanish profanity.

“Now, what would Mother think of such language?” Pedro scolded. He tossed the cigarillo away and walked over to her, putting his hands on her and murmuring a prayer. Healing magic flowed into her, closing her wounds, knitting bone. Ashlyn couldn’t hold in the whimpering sigh as she sagged against the gnarled old knight’s chest.

“Change of clothes in the truck,” Pedro murmured. “Ya did good.”

Ashlyn sobbed, and Pedro awkwardly patted the young teen’s back before shoving her away. “Man up, girl,” he said. “Or...woman up. Yer a Magdalena now!”

Ashlyn blinked, staring at Sir Pedro. “Que?”

Pedro rolled his eyes. He reached down and grabbed up the chains, throwing them over his shoulder, and then wrestled with the steel box. “Ceremony’s just a formality. You don’t get the ceremony if the test kills you.” He tossed the box and chains into the back of the truck and slammed the gate closed. “You passed. Now get dressed. Got a long way back to New Alamo if you want to make it in time for your party.”

“But it’s dark. Not safe to travel!” Ashlyn protested.

Pedro gave a mocking laugh. “What? A cyberknight and a Magdalena are gonna be scared of a couple vampires? Please!” He opened the truck and pulled out a duffel bag, tossing it to her.

Ashlyn opened the bag to find a change of clothes and suit of light ley line walker armor with the symbol of the Magdalenas embossed on it. She looked up at the old cyberknight, tears in her eyes, as she clutched the bag to her chest.

“I still hate you,” Ashlyn said with a huff, stalking off toward the church again to change.

Pedro just chuckled and pulled out another cigarillo.

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Last edited by Ashlyn Alvarez on Mon Jan 01, 2018 4:18 am, edited 13 times in total.



Thu Jun 01, 2017 5:21 am
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Hero’s Journey
  • Magic & Mysticism
    • 15
    • Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
  • Experience & Wisdom
    • 3
    • You gain the Strong Willed Edge
  • Magic & Mysticism
    • 20
    • Choose Any: Banish: Auto-raise when successfully cast.
  • Experience & Wisdom
    • 17
    • Wild Card Edge: Power Surge: When dealt a Joker, regain 2d6 power points
  • Armor
    • 7
    • Camouflage: +2 Stealth in woodland environments.


Advances
  • Initial Advances: (From Hindrances): Vigor to d6; Smarts to d10
  • Free Edge (Human): Holy Warrior
  • Novice 1 Advance: Vigor to d8
  • Novice 2 Advance: New Power: Entangle
  • Novice 3 Advance: Power Points Edge: +5 PPE
  • Seasoned 1 Advance:
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Last edited by Ashlyn Alvarez on Mon Jan 01, 2018 4:19 am, edited 3 times in total.



Thu Jun 01, 2017 5:23 am
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Posts: 1705
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Looks good. For each power could you please write a little blurb on what it looks like? Keep in mind the mega power can look different.

-Example: Enlightened Control " Puppet Power"
By unlocking the shakra of the mind, Guru can subtly influence his targets actions with a nudge here and there. While he prefers to physically touch his targets head, he can briefly send his astral mind forth to touch the victims mind making tghem more susceptible to his suggestions.

_________________
13th GM bennies GM Bennies
4/8
-3 for a blood bath at Scara's tower front door
-1 for Queen vs Samson
-1 bennie
Queen of primise 0/2
4th son of Morgoth 0/2


Vampire Kingdoms GM Bennies
9/8


Thu Jun 29, 2017 7:21 pm
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Okay, I added some trappings flavor. Take a look and see what you think.

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Mon Jul 03, 2017 3:26 am
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Posts: 131
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Edges: New Power, Power Points (PPE), Power Points (ISP), Improved Rapid Recharge, Exceptional Rapid Recharge, Major Psionic, Healer, Mentalist, Elan, Extraction, Improved Extraction, Attractive, Very Attractive, Brave, Level Headed, Dodge, Improved Dodge, Battle Hardened

Skills: Mysticism, Psionics, Notice, Healing, Knowledge (Arcana), Persuasion, Fighting, Shooting, Streetwise

Powers: Armor, Blind, Burst, Confusion, Deflection, Dispel, Fear, Fly, Greater Healing, Havoc, Intangibility, Invisibility, Light, Pummel, Quickness, Slow, Slumber, Speed, Stun, Succor, Clairvoyance, Telepathy, Telekinesis

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Last edited by Ashlyn Alvarez on Mon Sep 25, 2017 11:40 pm, edited 1 time in total.



Thu Jul 20, 2017 3:59 am
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I am looking at the trappings for the ppe powers. I notice several of them have multiple trappings. Not necessarily a bad thing for powers with multiple effects. You just need to lock in which trapping is being used durimg each effect. For example bolt. You can do 1 bolt with fire trappimg, 2 bolts with soul blast trappimg, 3 bolts celestial silver, 1 3d6 bolt with soul blast.
For example boost lower trait: boost str could have holy ward trapping, boost agility, jazz trapining, boost spirit courage trappimg, etc.

_________________
13th GM bennies GM Bennies
4/8
-3 for a blood bath at Scara's tower front door
-1 for Queen vs Samson
-1 bennie
Queen of primise 0/2
4th son of Morgoth 0/2


Vampire Kingdoms GM Bennies
9/8


Thu Jul 20, 2017 7:02 am
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Pender Lumkiss wrote:
I am looking at the trappings for the ppe powers. I notice several of them have multiple trappings. Not necessarily a bad thing for powers with multiple effects. You just need to lock in which trapping is being used durimg each effect. For example bolt. You can do 1 bolt with fire trappimg, 2 bolts with soul blast trappimg, 3 bolts celestial silver, 1 3d6 bolt with soul blast.
For example boost lower trait: boost str could have holy ward trapping, boost agility, jazz trapining, boost spirit courage trappimg, etc.


You don't choose the trapping when you cast it? I figured Celestial Silver was "always on" and I could choose to do soul blast when needed. Or choose Holy Ward or Courage when needed.

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Tue Jul 25, 2017 1:26 am
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Posts: 411
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Unfortunately no. You have to choose the trapping at the time the power is selected.

It is one of those things inherent in the systems assumption and that used to be sleeping repeatedly on the boards. (I asked myself.)

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Character Summary
Kidemónas a Flame Wind Dragon Hatchling
Active effects: Fighting boosted to d12+1; Adventure Card adds +1 to all Combat Traits
Parry: 5 (+2 to normal sized attackers rolls to hit me)
Toughness: 37(16) / 13(4) in humanoid form
Notable Edges: Danger Sense, Strong Will
Skills: Fighting d6, Knowledge (Arcane) d6, Magic d6, Notice d4, Psionics d6, Tracking d4, Shooting d4, and Stealth d4.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+6 to a 2" by 4" area), Claws/Bit (d12+3d6+6 AP4), and Fear.
Spells: Arcane Infusion and Disruption (Boost/Lower Trait), Undue (Healing), and Arcane Sustenance (Succor).
Psionics: Doubt (Confusion), Mist Walk (Intangibility), and Force of Will (Puppet).
Equipment of Note: Light Generic LLW Styled Armor, Bracers of the Arcane (10 PPE, Deflection, Master of Magic, changes shape with me).
Charisma: -2 (Socially Awkward Youth)
Action Cards: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Bennies & Resources Spent
.

GM Quick Reference


Tue Jul 25, 2017 4:37 am
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Posts: 131
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Kidemónas wrote:
Unfortunately no. You have to choose the trapping at the time the power is selected.

It is one of those things inherent in the systems assumption and that used to be sleeping repeatedly on the boards. (I asked myself.)


Oy vey... that's going to require a lot of extra work then. I'll need to find time to break everything up. :(

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Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Wed Jul 26, 2017 5:12 am
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Joined: Sat Jul 01, 2017 5:16 am
Posts: 131
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Okay, everything should be retrapped now if you want to take a look.

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Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Thu Jul 27, 2017 3:44 am
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Joined: Sat Jul 01, 2017 5:16 am
Posts: 131
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Q3 2017: New Power: Entangle

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Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Mon Sep 25, 2017 11:41 pm
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Joined: Sat Jul 01, 2017 5:16 am
Posts: 131
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Q4 2017
+1 Benny from posting rate
Power Points Edge: +5 PPE

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Mon Jan 01, 2018 4:20 am
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Joined: Sat Jul 01, 2017 5:16 am
Posts: 131
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Earned roll on Fortune and Glory table
Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.

_________________
Ashlyn Alvarez
Ashlyn Alvarez, Novice Human Mystic
Parry: 8, Toughness: Melee: 19 (11)/Range: 21 (13) + 2 vs supernatural evil
ISP: 3/15
PPE: 25/25
Powers On:
    Detect Arcana
    Mystic Awareness: Notice check detects supernatural beings in line of sight.
    Auto-raise on a successful Banish
Combat Edges:
    Strong-Willed: +2 vs Tests of Will
    Power Surge: When dealth a Joker, recover 2d6 PP
    Danger Sense: Get a Notice roll to avoid surprise
    Nerves of Steel
    Dodge
    Champion
Bennies: 0/3
Adventure Cards:
    Lucky Break: Play this card to completely negate the damage from one attack.
Edit Signature
All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Eugene Whitaker, Sierra Mackenzie


Tue Feb 13, 2018 5:16 am
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