Ashlyn Magdalena Alvarez

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Ashlyn Alvarez
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Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

HJ Magic & Mysticism: [dice]0[/dice]
HJ Experience & Wisdom: [dice]1[/dice]
HJ Magic & Mysticism: [dice]2[/dice]
HJ Experience & Wisdom: [dice]3[/dice]
HJ Armor: [dice]4[/dice]

Narrative Hook: [dice]5[/dice]

Credits: [dice]6[/dice]x 1000
Last edited by Jude Maverick on Thu Jun 01, 2017 6:10 am, edited 2 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Ashlyn Magdalena Alvarez Character Sheet

Post by Ashlyn Alvarez »

Player Name: Matthew
Google Handle: KahlessNestor

Character Name: Ashlyn Magdalena Alvarez
Rank: Veteran Experience: 52
Race: Human
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d12, Spirit d12, Strength d4, Vigor d10
Charisma: 0; Pace: 6; Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil; Strain: 0
Skills:
  • Fighting d4
  • Healing d8 (+1 first aid kit)
  • Knowledge (American) d4
  • Knowledge (Arcana) d6
  • Mysticism d12
  • Notice d6+2
    • Mystic Awareness
    • Danger Sense
  • Persuasion d10
  • Psionics d12
  • Repair d4-4
  • Shooting d4+2
  • Stealth d4-2
  • Survival 1d4-2
    • +2 land navigation
    • +1 food gathering
  • Taunt d4
  • Throwing d4

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.
  • Phobia of Silhouettes (Major): -4 in the presence of Silhouettes

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.
  • Major Psionic: Gain +10 ISP from Power Points Edge. Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch. Effects doubled on ley line.
  • Brave: +2 Fear tests
  • Master of Song: +2 to dance and sing offs

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.
Last edited by Ashlyn Alvarez on Fri Oct 04, 2019 3:31 am, edited 49 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Ashlyn Magdalena Alvarez Powers

Post by Ashlyn Alvarez »

Powers
ISP: 25 PPE: 30 Shield: 10 PPE Wand: 10 PPE Recharge: 1 PPE/30m; Shield: 1 PPE/h; Wand: 1 PPE/h
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
May exchange ISP and PPE at a ratio of 2:1. Must use converted points immediately.
Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2. (Doubled on ley line)
Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch. (Doubled on ley line)

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
  • Dispel (Wand)
    • 3 PPE
    • Range: Smarts
    • Opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type
  • Exalted Dispel (Wand)
    • 6 PPE
    • Range: Smarts x 2
    • Able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed
  • 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.
  • Entangle
    • 2-4 PPE
    • Celestial silver chains
    • 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.
    • 4 PPE for MBT
  • Greater Entangle
    • 4-8 PPE
    • Agility roll at -2 and fully entangled. Raise, roll at -4.
  • 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.
Last edited by Ashlyn Alvarez on Fri Oct 04, 2019 3:32 am, edited 18 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Ashlyn Magdalena Alvarez Gear

Post by Ashlyn Alvarez »

Gear

Wand of Dispel
  • Dispel power
  • 10 PPE
Alien Communication Device
Cyber-Knight Medium Armor (Bio-Wizard)(160k)
  • 9 Armor (6+3 extra)
  • +1 Toughness
  • Third Eye of Eyloth: makes armor bio-wizard
    • Can be summoned and donned as a free action or dismissed as a normal action anywhere within 40 miles
    • No longer requires power
    • Can only be used by Ashlyn
  • 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
Bandito Arms Branaghan Armored Overcoat (Rifts Patron Item)
  • The overcoat or long-coat — also known as a duster — is a favorite among cowboys, gunfighters, and sheriffs because it is both stylish and offers a surprising amount of protection, as well as making an excellent raincoat (waterproof), and a good article of clothing in which to hide a shotgun or rifle under. The entire coat is lined with (relatively) lightweight armor padding with plates over the shoulders and torso (often concealed under the fabric). It offers 8 small, but usable, internal pockets (four on each side).
  • +1 Toughness
  • Increase load limit to Strength x 7 in pounds.
  • No Minimum Strength Requirement (10 lbs.)
  • Attachment points can be utilized to carry 1 each of the following item types: small, one-handed weapons, canteen, minor items or individual tools.
    • Attachment: Shard Pistol
    • Attachment: Light Blade
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
    • Attachment:
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

Credits: 138,000, 1 million credit diamond

Contacts
  • Nestor Calis: Samson PA pilot, leader of 16 Reid’s Rangers
    • Ranger type: Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Last edited by Ashlyn Alvarez on Wed Nov 21, 2018 2:19 am, edited 17 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Ashlyn Magdalena Alvarez Background

Post by Ashlyn Alvarez »

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.

Imagehttp://i67.tinypic.com/5tsxgp.jpg[/IMG]

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’s eyes shot open as the effects of the fouled rift transition wore off. She found herself staring into the evil eyes of a hulking wild vampire, and beyond him the figure of Soldad himself. Fear jump started her heart, and she was back in that crawl space under the kitchen, her mother and father’s warm blood dripping down over her as she sat curled there, clutching the silver letter opener.

Ashlyn squeezed her eyes shut, murmuring quietly the prayers her mother had taught her.

Drip, drip, drip.

Her raven hair was sticky with blood. It dribbled down, and she tasted the coppery substance when she licked her lips. She looked up, through gaps between the floorboards. Her mother’s glassy eyed stare met hers. Blood dripped from her father’s beard onto her nose.

Heavy boots sounded on the boards, and the six-year-old Ashlyn squeezed her eyes shut. They were talking, but not in Spanish. She didn’t know much American yet, just a few words. She caught something. It sounded like a name. Soldad.

The commanding voice of the vampire Soldad said something and the others shuffled off into the darkness.

Ashlyn looked up again. Her mother’s silver cross necklace hung between the boards. More blood dripped on Ashlyn’s face. She reached out and grasped the necklace, giving a tug. The chain came free, and she kissed the amulet, clutching it like a lifeline in one hand, the silver letter opener in the other.

The heavy boots came closer. Someone rolled her mother over on her back. He said something -- not American or Spanish -- and did something to Ashlyn’s mother. He straightened, turned, and then paused, leaning down. A clawed finger traced along the abrasion line along her mother’s neck. He held up his finger and watched a tiny trail of smoke form, the remnants of silver left on the skin.

Ashlyn’s large, child eyes grew wider as the clawed hand reached down and grasped the wood of the floor, ripping it free. She screamed, scampering, but he was inhumanly fast, catching her by the back of her pajamas and holding her up to stare into his soulless dark eyes.

Ashlyn would never forget Soldad’s face, the face that stared at her now. His lips curled up in a wicked grin.

“Hola, niña,” he greeted. He leaned forward his tongue flicking out to lick her mother’s blood from Ashlyn’s nose. “Mmmm...your mother was quite delicious,” he said in Spanish. “And soon will be mine.”

Ashlyn kicked, but seemed to have no effect on the vampire. But she remembered the stories her mother told. She grabbed at his face, pressing her mother’s silver cross into his flesh.

Soldad let out an inhuman screech of pain as he staggered back, dropping the girl.

Ashlyn grunted as she hit the floor. She rolled and came up, jabbing the silver letter opener into Soldad’s thigh, causing him to give another cry. His backhand caught Ashlyn a blow across the face. The strength of even that glancing hit sent the child flying. She landed in a heap between her parents, lucky her neck hadn’t been broken.

The room spun. Ashlyn struggled to stay conscious through sheer force of will. She clutched her cross and blade as Soldad stalked toward her, the cross-shaped burn in the side of his face still smoking, limping from the silvered wound in his thigh.

One of the other vampires hurried back inside the door, saying something in American, and Soldad’s head whipped toward him, first in a snarl and then in orders.

Ashlyn thought she caught the words “cyber-knights” and “Magdalenas”.

Soldad gave her one last glare before stalking out into the darkness again.

Ashlyn stared numbly at her parents’ corpses. She reached out, tugging on them, pulling their heads into their laps, leaning over them. No tears came, just...numbness, dead inside, just as they were.

Light spilled into the room. Someone yelled outside. Then two figures entered. A young, beautiful woman held up a glowing silver cross to illuminate the room. She wore armored robes. The other was and old, grizzled man in heavy armor, a large, glowing blade of silvery light in his hand.

“Sir Pedro! A child!” the woman gasped.

“I may be old, Sister, but I’m not blind.” He looked around warily and then yelled at the others outside.

The woman rushed over, kneeling next to Ashlyn. “It will be alright, child,” she murmured. “I’m Sister Penelope, but you can call me Penny. What’s your name?”

Ashlyn just stared at her parents, saying nothing.

Heavy footsteps preceded the approach of Sir Pedro. Ashlyn flinched. The big man grabbed her by the jaw and forced her to look up at him.

“Use it,” he said firmly. “All that pain, that hatred, that fear. Don’t waste it. Use it to make you strong. And then one day, you will put a stake through that vampire’s heart and bathe in his fucking ashes.” The old cyber-knight’s eyes blazed with righteous fury.

Sir Pedro gave Ashlyn a shove that sent her tiny body toppling. “Grab the kid, Sister. You and me are heading back to New Alamo. I sent the rest after the bastard.”

Ashlyn clutched onto Sister Penelope as she was picked up, her mother’s cross dangling from her fingers, silver letter opener clutched in her other hand. She still hadn’t made a sound and simply stared straight ahead.

Sir Pedro followed them out, watching as Sister Penelope loaded Ashlyn onto one of the hovercycles still parked there.

“Go on ahead. I’ll catch up,” Pedro said. “Gotta finish some things here.” He dismissed his sword and pull two wooden stakes from his belt, turning to go back inside the small house.

Ashlyn settled against Sister Penelope, clutching at the young woman, burying her face in her robes. She started when she heard the sound of breaking glass and cursing from inside. A shadow figure seemed to disappear into the darkness.

Sir Pedro emerged from the house. “Problem,” he said, but glanced at Ashlyn. “Deal with it later.” He lit a cigar. Then he picked up a glass bottle from the other hovercycle. It had some kind of liquid in it. He stuffed a rag into the bottle and lit it with the end of his cigar until it caught fire. Then he threw the bottle into the house.

Ashlyn stared over Sister Penelope’s shoulder as the only home she had ever known went up in flames, reflected in her wide, dark eyes, as they raced across the plains to New Alamo.
Last edited by Ashlyn Alvarez on Sat May 12, 2018 5:49 am, edited 5 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Ashlyn Magdalena Alvarez Background (continued)

Post by Ashlyn Alvarez »

The air was cold as Ashlyn got out of bed and lined up with the other girls from the Magdalene House. The boys from the Petrine House across the yard lined up opposite them. She was thirteen. Her year of penance for murdering Tomas had passed, though the other kids still gave her side glances, wondering when she would lose it again, and if they would be the ones lying beneath her, their blood soaking her.

It was also a year since the power of her mind had awakened and she had been sent to the Magdalenas for training.

Ashlyn shivered in the cold. She stared at the strange, wet, white stuff covering the ground. Snow, the other kids called it. New Alamo only got snow occasionally. Ashlyn had never seen the stuff. It made her bare feet numb, though it wasn’t deep.

Ashlyn fought the urge to wrap her arms around her slender young body. Like the others, she wore only the white shorts and white sleeveless t-shirt she had worn to bed, her small, developing breasts hardening beneath the thin fabric. Some of the boys were worse. Some of them didn’t have t-shirts.

Ashlyn glanced down the lines. Everyone else was about two years older than her, fifteen summers, at least, some older. All were hoping to get accepted into training to become a real Magdalena or Cyber-Knight, which were the better odds, as the Magdalenas only took girls.

Ashlyn clenched her small fists against the cold. She focused on clenching and unclenching the muscles in her body, generating tension and heat to keep warm. The door to the chapel opened and three figures walked out, two tall women in robes and warm cloaks of the Magdalenas, and a short old man in...a bathrobe?

“Too fuckin’ early. And too fuckin’ cold!” Sir Pedro bitched as he walked between the two Magdalenas. He pulled out a flask of tequila and took a long drink. Then Ashlyn stared as silver metal started to flow over his body. “That’s better.”

The two sisters looked over Pedro’s head at each other, one rolling her eyes, the other grinning. Each grabbed one of Sir Pedro’s arms as they stopped at the head of the lines of children, stopping the old cyber-knight from continuing on down the field -- and probably propping him up. Ashlyn could smell the tequila on the cold breeze that rippled up her t-shirt.

Ashlyn’s gaze went to the two Magdalenas. Sister Penelope had been with the New Alamo patrol that had rescued her from Soldad, brought her to New Alamo, and given her a home. She was Novice Mistress now, and if Ashlyn passed today’s test, she would be put under Penelope’s care.

The other woman seemed Sister Penelope’s opposite, blonde where she was dark, though both had blue eyes. Sister Amelie was Penelope’s actual sister, though a few years older. She was the Mistress Militant, in charge of coordinating patrols and defense of New Alamo with the cyber-knights, and making sure the Magdalenas were combat ready when they eventually went on patrol. She was supposedly the best fighter in the Magdalenas, and that was why she got to carry the shield she did, a silver cross on a red fleur-des-lis on a white background, a holy relic, the Shield of St. Jean d’Arc.

Ashlyn’s attention was pulled back to Sir Pedro as he pulled out from his robe a willow switch. He started to pace up and down the lines as the sun was beginning to crest in the east, eying each boy and girl in turn.

“This is the garbage you’re giving me to work with?” Pedro asked Sister Penelope.

“They are the ones who volunteered for the test, Sir Pedro,” Penelope said.

Pedro stopped in front of Ashlyn. She stood up straighter, meeting the old cyber-knight’s intense gaze. “The runt is a little young, ain’t she?” Pedro asked, looking her up and down, though he didn’t look at her like Tomas had.

Ashlyn’s cheeks flared. “I’m not a runt!” she protested.

THWACK!

Ashlyn yelped as the willow switch smacked her backside. “Did I say you could talk back, runt?” he asked with a furious intensity in his voice, though strangely there was no meanness or viciousness in his eyes.

Ashlyn rubbed the rising welt on her butt and cringed. “No, Señor Pedro,” she murmured.

Bueno, Pedro said, moving on down the line.

“This test will push you to your limits,” Pedro spoke loudly to the field. “Only the best will be allowed to join the Magdalenas and the Cyber-Knights. If you ever want to stop, just get to Sister Amelie’s shield and tap out.”

Pedro paced along the lines again. “There are only three kinds of people in this world. The sheep,” he pointed his switch out over the town of New Alamo, “the wolves that prey on the sheep, and the sheepdogs that protect the sheep from the wolves. Today we find out if you can be a sheepdog.”

Sir Pedro whacked one of the boys with his switch. “Pay attention and stop starin’ at the ladies in their undies!” he scolded. “Bloody teenagers. Should make you all eunuchs before we do this.”

Ashlyn flushed, but she’d noticed more than one boy staring across the field at the half dressed girls. They were all older and more developed than she was, so most attention wasn’t on her, but she still felt...exposed, vulnerable. Weak.

She stood up straighter. No. She wouldn’t be weak. She had survived Soldad. Weakness wouldn’t pass this test. She would be a Magdalena!

Sir Pedro stopped at the end of the field. “Fall in!” he barked.

There was a mad scramble to form a single line in the center of the field, boys and girls mixing. Gender wouldn’t matter this day. All that mattered was you pushed yourself to your limit, and then beyond. She knew Sir Pedro would beat a girl with that switch as readily as he would the boys. She had the welt on her ass to prove it.

Once they were lined up, Sister Penelope and Sister Amelie came to the front of the lines with Sir Pedro. They had removed their robes and now stood in just tight black second skin body armor that hugged and accentuated their curves. It would protect them from the cold. Sister Amelie had strapped the holy shield to her arm. She had a silver vibrosword on her back.

Sister Penelope pulled the bathrobe off of Sir Pedro. He cursed at her for being so hasty and grabbed his silver flask from the pocket, tying the belt of the robe around his waist so he could clip the flask to it. Ashlyn couldn’t help but giggle a little, which sent a twitter up the line until Sir Pedro’s icy gaze froze it colder than the ground beneath their bare feet. His normal cyber-knight armor hid it usually, but the old knight was lean and scrawny of build in just his cyber-armor. His muscles were tight and sinewy, his build belying the strength the old man still maintained. Ashlyn figured Pedro had been born old and just kept getting older, too ornery to leat Death have him.

Ashlyn felt the person behind her press up against her and glanced over her shoulder. She rolled her eyes and stepped forward a bit, though there wasn’t much room in the line. “Miguel,” Ashlyn warned. He was older than her at fifteen, and had been one of Tomas’ friends.

“Nice rack there, runt,” Miguel said, looking down Ashlyn’s white tank, her mother’s silver cross glinting between her small, pert breasts, pointed from the cold. “You sure you’ll be able to keep up?”

Ashlyn turned away. “I’ll show you nice rack,” she said, swinging her fist back and catching Miguel in the groin. He grunted and doubled over, pressing his face into Ashlyn’s back. His tears were warm.

“I’ll get you, you puta! he snarled.

The line was moving now as everyone started off at a jog following the Magdalenas. Pedro fell back, eying the line of teens as they ran through town toward the gates of New Alamo. They crossed the moat on the bridge. Ashlyn noted the ice rimming the water. She imagined the techno-wizard engineers that kept the water in the moat flowing would be hard at work today. A frozen over moat was no protection from wild vampires.

They turned right out of the gate. The frozen grass felt sharp against her bare feet as Ashlyn ran, her breath puffing in front of her face. She stared at the back of the boy’s head in front of her. Focus, she told herself. Work through the cold.

Halfway around the city, Sir Pedro yelled, “Pick it up!” Penelope and Amelie sped up, and the running line of teens followed. This was nearly a sprint. Ashlyn’s skinny legs pumped. Her bare feet were numb by now, barely acknowledging hitting the ground. Her lungs burned from the cold. She clenched her fists, fingers numb, as she pushed herself. She felt Miguel, with his longer stride, pressuring her from behind. Sir Pedro ran down the line, whipping his willow switch around, cursing and swearing at them to “Run, damn it!” More than one teen caught a switch on the backside, including Ashlyn.

They turned the corner of the palisade onto the flood embankment running along the river beside New Alamo. The path atop the embankment was narrow and icy. Going at a full run made footing treacherous, threatening a turned ankle or a tumble down the ten foot slope into the cold water of the river. Ahead, someone did just that, giving a shout of surprise as a girl took a spill and a splash into the water. Another fell, and the line just kept going, jumping over him. Sir Pedro rushed along the bank, alternately swatting at their calves to keep them moving, or beating those in the river, cursing at them to get back in line and run, though Ashlyn noted they came out with significantly fewer welts from the switch than they should have. Perhaps Sir Pedro was hitting the water more than them.

Ashlyn felt Miguel breathing down her neck. He started purposefully stepping on her heels. Pendejo! Ashlyn snarled, stumbling, but managing to keep her footing. Miguel pulled alongside her and hip bumped her, sending her careening to the edge of the path. She stepped off and lost her balance, tumbling down the slope and into the river with a splash.

Ashlyn gave a shout of shock as the cold hit her. She came up gasping and flailing. She had learned to swim in this river years ago, as most New Alamo kids did, but that was in the summer! It wasn’t deep here, but she struggled to find her footing and keep her brain from shutting down

“Get out of the water and back in line, runt!” Pedro yelled. She felt the hot sting of his switch on her shoulder. She focused on the heated pain, driving back the cold and panic momentarily enough to get her footing. “Let’s go, runt! You think because you’re the youngest you can slack off? That you get special treatment! Get your ass back in line!”

Another twack caught Ashlyn on the backside as she scrambled up the bank, back into the line. She saw Miguel up ahead turn and grin at her. Her white tank top and boxers were soaked, sticking to lithe young body, the tank nearly transparent now. She could feel her boxers already stiffening with ice as she ran, and her teeth started to chatter.

Ashlyn pushed herself harder. Her black hair hung stiff and icy in her face. They reached the bridge over the moat. Ashlyn noted a knot of teens around Sister Amelie, fallen to the ground. Magdalenas were waiting with blankets and hot cocoa. They had obviously tapped out. Ashlyn looked at them with envy, her body starting to shiver, but she remained steadfastly in line as they were ordered to pull up.

“Alright, everybody in!” Pedro yelled.

They all stared at him, wide eyed.

“I said everybody in the moat!” Pedro barked. “Don’t make me fucking repeat myself!” His switch started up again, and the teens started tumbling down the embankment into the cold water of the moat.

“Fuck you, old man!” someone said, and another knot of teens went to Sister Amelie to tap out.

Ashlyn steeled herself. She was already wet and cold. She glared at Sir Pedro and, before he could switch her, jumped into the water.

The moat wasn’t very deep. It’s primary purpose was to surround the city with running water. Ashlyn huddled in a line with the other candidates, their arms linked together as they sat there, shivering. They glared up out of the moat as Sir Pedro and the Sisters sat down for breakfast, including hot coffee -- liberally mixed with tequila for Sir Pedro.

Ashlyn lost track of how long they sat there. Hours, maybe. The sun moved high in the sky, starting to warm things, the snow melting, the ice on the edges of the moat disappearing. Occasionally someone would give in, breaking the line and scrambling up the bank to tap out on Sister Amelie’s shield, and then be given a blanket, a change of warm clothes, and a hot drink. Ashlyn cursed them for their weakness. It threatened to infect her. She could feel it. It would be so easy. She was thirteen. She wasn’t expected to endure these trials. She had two years.

And she had to pee. Ashlyn sighed as she let go, feeling the water warm around her. Oh, that felt good.

Lord, I want to be one of your chosen! Please! Help me. Give me strength! Ashlyn prayed, looking up at the sun as it rose toward noon, fingering her silver cross. The light seemed to glitter off the silver, and Ashlyn felt another warmth flow through her. It pushed away the cold, stopped her shivering, and she sighed. It was like a comfortable summer day floating on the river.

Atop the bridge, Pedro, Penelope, and Amelie all paused and looked at each other.

“How long has she been channeling miracles?” Amelie whispered to Penelope.

Sister Penelope shrugged. “She came into her psionics last year, after…” She didn’t mention Ashlyn’s murder of Tomas. “She has been in seclusion and training her abilities since. But this is the first divine manifestation I have felt from her.”

They leaned back, munching on their sweet rolls and sipping coffee as they watched. Ashlyn just had her eyes closed, even as more and more teens broke ranks to tap out.

Finally Pedro stood up. “Everybody out!” he yelled, swinging his switch at the unfortunate boy who happened to be closest to the bridge. As they all scrambled, shivering, out of the moat, the Sisters sent those who tapped out back into the city with hanging heads. They would not be chosen this year.

Ashlyn lined up again and they were marched out at a run again to the training field that had been set up outside the city. “Pair up!” Pedro yelled.

Ashlyn felt her arm grabbed, and looked up into Miguel’s sneering face. “Come on, puta. You and me.”

Ashlyn blinked, and then scowled, yanking her arm free. “Fine!” she agreed as they lined up again. When Sir Pedro swung his switch at them to go, they raced off down the field. Miguel’s longer legs pulled him ahead a bit, but Ashlyn hit the first obstacle right behind him, dancing nimbly through the tires that had been laid out on the grass. She did it a bit quicker than him, so had the lead as they raced toward the next challenge.

Ashlyn dove into the cold, wet mud beneath the razor wire staked out above it. Water and mud soaked her tank again, and she felt the sharp slice of the wire as it caught her shirt and bit into her skin, leaving a bloody line, but she scrambled through. She had the advantage of being smaller for this challenge, and was pleased to note that Miguel’s back was a lot bloodier, his shirt more torn, than hers as they raced on.

Miguel hit the wall first, jumping and grabbing the rope. Ashlyn followed, grunting as she started to pull herself up. Here her youth and small size failed her. Ashlyn just wasn’t that strong. She struggled to climb the wall. Miguel reached the top and sneered down at her.

“You’ll never beat me,” he said, then kicked her in the face.

Ashlyn felt her nose explode in blood and she fell, her head hitting the ground hard. Luckily the ground was still soft after the thaw, and she only saw a few stars as she watched Miguel disappear down the other side of the wall.

“Shit fucker!” Ashlyn cursed, scrambling up. Lord! she begged. She felt a surge of strength in her arms. It seemed easier to mount the wall this time. She dropped down the other side, landing and rolling to her feet, already running after Miguel as he was hitting the monkey bars. Sharp caltrops littered the ground beneath them, ready to slice her feet if she fell.

With determination, Ashlyn leapt. The bars were high, and Miguel had several inches of height on her. Her fingers wrapped around the bar and started to slip, but she gave a cry of prayer and...they stuck! Ashlyn pulled herself up, watching Miguel swing along the obstacle. There was no way she could match his speed. Unless…

Ashlyn pulled herself up, on top of the bars. Her bare feet skipped from rung to rung as she raced along, her tank stained with water, mud, and blood. She grinned as she caught up with Miguel and then leapt across, landing on his bars. She stomped his fingers with a vengeance, and he cried out in pain, falling onto the sharp caltrops.

“You fucking bitch!” Miguel yelled as she raced along the bars. Feet cut and bleeding, he leapt up and grabbed the bars again to race after her.

Ashlyn jumped down, rolling in the grass again to keep momentum. Miguel hit the ground behind her, limping along after her, leaving bloody footprints. But she had the advantage now!

Ashlyn jumped onto the balance beam. She learned the hard way just why this was a challenge. Slick oil covered the beam, and her feet went sliding out from under her. She hit the beam hard on her back and rolled off with a groan of pain. Merde! she cursed, forcing herself to crawl to back to the beginning of the challenge.

Miguel laughed as he passed, giving Ashlyn a kick in the ribs as he did so. He’d seen her fall, so he mounted the beam more carefully, arms out, moving along it.

Ashlyn glared as she pulled herself up. She eyed her slippery beam, and then grinned. Backing up to get a running start, she charged at it as fast as she could. With a leap, she landed on her butt, her momentum carrying her along as she slid along the beam. Miguel cursed as Ashlyn passed her, tumbling into the grass on the other side, and was up and running again.

Ashlyn hit the river before Miguel. She dove in. The water was still cold, though it had warmed up since the sun had gotten high. This leg of the challenge required swimming a mile upstream against the current. It was tough going. Ashlyn wasn’t a very good swimmer. But then neither, it seemed, was Miguel. The current was fairly strong, and both struggled against it. Ashlyn could see the exit for the last part of the course.

Behind her, Ashlyn heard a cry. Looking back, she saw Miguel struggling, his head slipping under the water. Ashlyn looked ahead again. She was so close!

Dios! Ashlyn sighed, turning around and swimming back. She grabbed Miguel, pulling him against her chest as she went onto her back, kicking against the current. Miguel sputtered and hacked, drawing in deep breaths.

Ashlyn looked upstream. They were nearly to the marked exit. She felt Miguel moving again. He turned around and grabbed her. Ashlyn gave a surprised cry before his greater weight and strength shoved her under the water. He held her there as she thrashed, clawing at his arms, trying to kick him, anything to get free. Her vision contracted, her mind panicking.

No! Focus! Keep it together! Ashlyn yelled at herself. She remembered her training. A clear, calm mind was needed to use her powers.

Well, a panicked mind would have to do. Ashlyn shoved her hand against Miguel’s chest and pushed. Mental energy slammed into the boy and he went flying into the air, out of the water, landing hard on the grassy bank.

Ashlyn surged from the water, gasping for air as she struggled for the bank. Merde! She had just given him a big lead!

Waterlogged, Ashlyn raced up the bank. Miguel managed to recover from his fall and lashed out, snatching her ankle, sending her face planting into the grass. He pushed himself up, stepped on her back, and ran on.

Ashlyn got up and raced after him.

They both hit the bed of hot coals and pulled up.

“You have to be fucking kidding me?” Miguel groaned.

“Qué?” Ashlyn taunted. “You scared?” With that, she stepped out onto the coals. She hissed as she heard the sizzle, but it wasn’t as bad as she’d expected.

Puta, Miguel growled, stepping out after her, dancing across the coals.

Tu madre,” Ashlyn shot back.

As they reached the end of the coals, Ashlyn saw the final challenge ahead. Sister Amelie stood supervising a Grand Melee. The students who had already completed the course were locked in combat with training staves. Some were already on the ground unconscious, being dragged off the field by waiting Magdalenas for healing. Some were locked in one on one combat. Others had chosen to band together, fighting in larger groups. One group had focused on Tank, the largest boy in the challenge, seeking to take him down. Tank was strong as an ox and could take a lot of punishment, but he was slow and not that bright. He was holding his own, but it was only a matter of time.

Ashlyn’s eyes narrowed and she looked at Miguel. He glared right back at her. Then they both raced into the field. The training weapons were on the far side. They were going to have to make it through the fighters to get a weapon.

Unless...one did what Miguel did. He blindsided one of the girls, tackling her from behind as she was defending herself from another girl. He grabbed her ponytail and slammed her face into the ground several times before grabbing her staff. He swung it at Ashlyn, but she ducked, and then Miguel had to defend himself from the other girl.

Ashlyn raced across the field. She saw Pike up ahead. He was the tallest boy in the competition, and a competent fighter with long reach. He had just bested an opponent and, seeing Ashlyn charging for the weapons, took a stance to oppose her, thinking her an easy opponent without a weapon, the smallest contestant.

He was right. Ashlyn was going too fast to change direction, so she dropped. The field was mostly mud and wet grass by now. She hit her knees just as Pike swung his staff at her head, her momentum sending her sliding. She leaned way back as the staff missed her by a mile and she slid right between Pike’s legs.

Straightening quickly, Ashlyn braked with her hands in front of her and kicked at the back of Pike’s knee, sending him staggering away. She got up quickly and grabbed a staff just in time to parry a blow from one of the other girls. She ducked under the next swing and slammed the butt of the staff into the girl’s gut, driving her back as Ashlyn spun away.

Her eyes locked with Miguel’s across the field. “Son of a whore,” Ashlyn growled, both their intents clear on their faces as they stalked across the battlefield toward each other. Part of Ashlyn’s brain was screaming at her. This was stupid! She was small and weak. She had been sequestered away for the last year, training with her mental powers, not getting the informal preliminary fight training the others had.

Lord, grant me righteous vengeance!

Ashlyn felt a surge of heat through her body. She shifted the grip on her staff, unconsciously making it more professional, more competent.

Miguel grinned. He charged at her, raising his staff high in a powerful blow that surely would have broken bones. Ashlyn pirouetted and spun, leaning back as the staff swept an inch from her nose. She came up in a stance, ready, as Miguel recentered also, more wary now.

“Pick on someone your own size, Miguel!” came a deep voice. Tank yanked Miguel off his feet by the back of his neck, spinning the boy around to face him. The problem was, no one was Tank’s size. Apparently he’d bested the group that had been focusing on him. His nose was broken, blood covering his bare, muscled chest, one eye swollen shut, and some definite bruises along his ribs that might be broken. “You like picking on little girls?”

Miguel barely got his staff up in time to block Tank’s massive swing. “Merde!” he cursed, eyes wide.

“NO!” Ashlyn screamed. “He mine!” Ashlyn charged at Tank and Miguel. She planted her staff and vaulted, her body coming straight, her bare feet slamming into Tank’s face. She felt bone crunch and the large boy toppled back and didn’t move.

Ashlyn landed and rolled, her eyes meeting Miguel’s. His eyes were wide, and some of the fighting around them had suddenly stopped to stare at the little girl standing over Tank’s massive body.

But Ashlyn only had eyes for Miguel.

He shook himself out of his shock and grinned ferally, readying his staff. Ashlyn made a few probing attacks, which he batted away. Then he countered. She ducked, swinging and cracking his thigh. He grunted and sidestepped, absorbing the blow. His staff slammed her arm, making it numb for a moment.

They probed, parried, and struck. Occasionally the nonverbally called a truce to deal with some other opportunistic challenger who tried to sneak in a blow, both pummeling one girl mercilessly until she lay bleeding and unconscious. The other challengers got the message, leaving them to their duel as they became the last on the field.

Ashlyn noticed Miguel was favoring a stationary position, shifting but not really moving much. It made sense. His feet had been cut up at the monkey bars. Her own feet smarted from the running they had done all day and the hot coals, but his were worse. So she pressed him, forcing him to have to shift stance, to move his feet. She gave him a blow to the gut that winded him, but not long enough. She paid for it as he cracked one of her ribs.

“Tomas was my friend, you murdering bitch,” Miguel growled. “If you hadn’t been in seclusion, I would have done this months ago.”

Ashlyn glared. “Tomas, he touch me. He sit on me and choke me and tear my bedclothes. He pull out his…try to put in me...” Her vision blurred as tears accompanied the memory. She shook them away. No! She was not weak! She remembered Sir Pedro’s words, all those years ago. All that pain, that hatred, that fear. Don’t waste it. Use it to make you strong.

Ashlyn and Miguel came together with mighty blows. Their staves cracked, splintering in their hands, and then his weight barreled over her, taking her to the ground. They rolled, pummeling each other. Ashlyn bit his ear, tearing it, tasting blood in her mouth, blood like that night with Tomas, the warmth of it. His punch cut her forehead, sending blood spilling into her eyes. She kneed him in the groin. Other kids were cheering, chanting their names. Someone was shouting for the Sisters to stop it. Sister Penelope tried to push through the crowd, but Sir Pedro grabbed her with an iron grip and gave Sister Amelie a look.

Ashlyn headbutted Miguel, breaking his nose. More blood splashed her. She remembered that sensation, the spray of Tomas’ blood as she stabbed him with her silver letter opener, stabbing him again and again in a shower of arterial spray. Her vision turned red.

MIguel’s weight and strength gained the advantage and he rolled atop her. She flashed back to that night, staring up in fear at Tomas. Miguel reached to the side and grabbed one of the splintered ends of a fighting staff. He raised it high and stabbed down at her heart.

Ashlyn managed to twist just enough. The wood speared through her shoulder and she threw Miguel. He staggered to his feet as Ashlyn whimpered, struggling onto all fours. He kicked her in her cracked ribs, sending her rolling with searing pain. She barely heard him cursing her. His next kick caught her in the temple. Her vision exploded in light. She kept trying to get away, get to her feet. She had to if she wanted to survive. She had survived Soldad!

When her vision cleared, Ashlyn saw sunlight glinting off silver, red, and white. Sister Amelie stood at the edge of the crowd, her holy shield planted in front of her. Ashlyn felt her confidence waver. If she could get to the shield, touch it, tap out, they would have to help her...verdad?

Miguel kicked her in the side again. She heard the rib finally crack, searing pain in her side. She coughed up blood in the mud and grass. It was hard to breathe, each breath a searing hot poker. She crawled toward the shield, reaching.

“Maybe you asked Tomas for it, bitch,” Miguel sneered. “Maybe when I’m done here, I’ll give you what you want.”

Fury and bloodlust seared through Ashlyn’s pain and weakness. She surged up to her feet. She barely saw the look of shock on Sister Amelie’s face as she grabbed the Mistress Martial’s holy shield. It flared with silver light in Ashlyn’s blood-soaked hands as she swung it with all her might.

The shield caught Miguel across the face. Blood and teeth went flying into the grass as he staggered. Lung burning, still coughing up blood, Ashlyn staggered after him. She swung the heavy shield again the other way. Miguel fell to the grass, his jaw hanging at an odd angle. Ashlyn slammed the shield down atop his head, driving him into the ground. She leapt on him, straddling him, raising the shield point first for the finishing blow.

“Enough, niña,” came a stern voice, and firm hands grasped her wrists.

Ashlyn stared up through blood and tears at Sir Pedro’s scowling visage. Sister Amelie came and pulled the holy shield from her hands. Ashlyn stared down at Miguel’s broken face. She spat blood in it and then staggered up into Sir Pedro’s arms, fading into unconsciousness.

***

“Can she stand?”

Sir Pedro’s gruff voice broke through the blackness. Ashlyn stirred, groaning. She hurt all over.

“Well, look who’s awake,” Pedro said.

Ashlyn’s eyes blinked open, and Pedro reached down and grabbed the front of Ashlyn’s shirt, hauling her out of bed. She gave a cry of pain and protest, lashing out with a fist. She yelped as she cracked a knuckle on Sir Pedro’s armor.

Pedro stood holding her by the front of her shirt, glaring down at Ashlyn. He was dressed in full cyber-knight armor, though the helmet was off, his long, flowing grey hair and moustache exposed, as were his intense blue eyes.

Ashlyn blinked, finding her legs able to support her. She had been healed, but only just, enough to get her on her feet, but with enough pain and tenderness left to remind her. She had also been washed and changed. One of the sisters was folding up her torn, muddy, bloody clothes and she had been dressed again in fresh white tank top and boxers.

“Time for the ceremony.”

Ashlyn shook her head. “Do I have to go?” she asked. She had lost. She wouldn’t be accepted.

“Every challenger does.” Pedro pushed her toward the door. “Walk.” He gave her a swap with his willow switch on her ass.

Ashlyn yelped. Dios, I hate you, old man!”

Pedro just chuckled.

All of the challenger participants were lined up on the green, those who had tapped out in one long line, those who had not in the other. The sun was setting over New Alamo. She could smell the delicious feast prepared for after the ceremony coming from the refectory. Sisters Penelope and Amelie stood at the head of the lines of the resident sisters, all in full regalia, armor or robes as befit their station in the order. Cyber-knights formed another line in full armor.

Pedro gave Ashlyn a shove, and she hurried to a place in line. She spotted Miguel as well, and glowered. He met her glare. They had obviously healed him, as well. Ashlyn averted her gaze, staring down at the grass. She was a horrible person, wishing he was dead instead of healed. Why did she find it so easy to give in to that...bloodthirstiness inside of her? Why did she so enjoy the feel of hot blood on her skin?

Ashlyn felt a nudge from beside her and looked up...and up at Tank. The large boy gave her a shy smile, and she couldn’t help return it. Her cheeks flushed slightly and she looked away as Sister Penelope started to speak.

“The Challenge of Acceptance is no easy task,” the Magdalena said. “It measures strength, endurance, and will. It is no shame to fail the challenge. It is an honor to be accepted as a challenger. There are always other opportunities to prove oneself.”

Penelope looked around at those gathered. “But most of all, the Challenge is a challenge of the heart. Do you have the strength of character it takes to be a Magdalena, or a Cyber-Knight? Was this challenge just a means to show how exceptional you are? Or did you show compassion on a fallen opponent, did you show teamwork in facing a challenge? It is not enough to be the strongest on the field, or the fastest. A single strand is easily broken, but a threefold cord is not quickly broken.”

Ashlyn hung her head, feeling horrible, as Sister Amelie read off the names of those chosen. None of that was anything she had done. She and Miguel had been at each other's’ throats from the start of the challenge. She had tried to kill him. She had nearly succeeded. She looked down the line. As the names were read, Sister Penelope presented the robes of the novitiate to the girls who had indicated they were testing for the Magdalenas. Sir Pedro presented tabards to those who had been accepted by the cyber-knights, both boys and girls. She saw Miguel standing there, tall and smug, and she felt that burning cold hate inside of her again. She quickly squashed it. That was not what a Magdalena was about!

Sir Pedro stopped at Miguel and stared at the boy. And then he moved on. Miguel blinked in shock at not being accepted. He stared after Penelope and Pedro as they moved down the line.

“Tiberius Williams,” Sister Amelie said, and next to her, Tank stepped forward. “For bravery in the face of superior odds, restraint in defeating enemies, and standing up for those weaker than he.”

Sir Pedro grunted, handing the large boy a New Alamo cyber-knight tabard. “Just remember not to hold back so much when it’s vamps, kid.”

“Yes, sir. No, sir,” Tank stammered. He glanced over at Ashlyn, blushing a bit.

“Congratulations,” Ashlyn murmured, returning a sad smile. That was the last Chosen.

“Ashlyn Alvarez.”

Ashlyn started, looking over at Sister Amelie, and then Sister Penelope approaching her with the novice robes of a Magdalena.

“For steadfast endurance, determination, and compassion on a struggling foe, and for the blessing of the divine.”

Whispers went through the gathered Sisters, and Ashlyn stared at Sister Penelope in astonishment as she accepted her robes.

“What the fuck!” Miguel exclaimed loudly, stepping out of line. “She tapped out! She touched the shield! And she cheated! She used magic!”

“There is nothing in the rules about not using magic, Miguel,” Sister Penelope tried to explain calmly.

“It is expected that every Challenger will use all their resources in the test,” Sister Amelie added. “In this case, the fact that Novice Alvarez is already exhibiting the ability to channel miracles at this age, with little training, is a strong mark in her favor.”

Ashlyn blinked. What? Channeling miracles? She had only used her psionics once, to throw Miguel off of her when he was trying to drown her. Granted, that was quite a feat, since her telekinesis had never been that strong, but she assumed it was fear and adrenaline that factored into it.

Sir Pedro growled. “And there is no cheating when you are fighting for your life, boy.” He stared at Miguel.

“She’s a murderer and a psychopath!” Miguel shouted. “Is that the kind of girl you want protecting your city?”

Ashlyn hung her head in shame.

Sir Pedro let out a roar. His willow switch lashed out, leaving a bloody streak across Miguel’s cheek. He grabbed Miguel’s shirtfront and lifted him high in the air before slamming him hard into the ground, knocking the wind out of Miguel and coming to a knee beside the boy.

“You remember what I said before the Challenge, boy?” Pedro growled. “You deliberately chose the smallest and weakest challenger. And you couldn’t even beat her,” he sneered. “If you can’t win such an unfair fight, why would we want you protecting us? You are a wolf, boy,” Pedro snarled, getting in Miguel’s face. “And you will never be a cyber-knight as long as I draw breath!”

Sir Pedro raised his willow switch again, but Sister Amelie grabbed his wrist.

“I think the lesson is learned, Sir.”

“Is it?” Pedro asked, staring down Amelie, but he finally nodded and hauled Miguel to his feet. “Get yer ass out of the compound, boy. You’re done here. You can fend for yourself in the town.” He shoved Miguel toward the gates of the monastery and gave him a swift kick in the ass for good measure.

Stunned silence greeted the scene as Miguel trudged out into New Alamo proper. No one was more astonished than Ashlyn.

“All right, you gawkers!” Sir Pedro yelled. “There’s food to eat and tequila to drink! And someone get me a fucking whore! I’m done for the day!”

Sisters Penelope and Amelie winced, but the proclamation sent a ripple of chuckles through the assembled, and they all started to make their way to the refectory, the new Chosen slipping into their robes and tabards.

Ashlyn moved to the steps of her dormitory and sat down, her legs weak. She stared at her novitiate robes in surprise and reverence until three shadows loomed over her in the fading light.

Ashlyn looked up at Penelope, Amelie, and Pedro, blinking back tears. “Gracias…” she whispered hoarsely.

Sister Penelope shook her head. “No, you earned it, Novice Ashlyn,” she said. “Congratulations on being the youngest to be chosen to the novitiate.”

“But...I am no worthy. Those things you say. They no me.” The tears came more freely as she looked at her mentors.

“No one is, child,” Sister Amelie said. “You even I am worthy to carry this shield?” She laughed, and then grew more serious. “But it was a close thing. Not all thought you ready.”

Ashlyn lowered her head.

Sir Pedro reached down, gripping her face and forcing her to look up again, much as he did when she was a child and they had found her beneath the floorboards, covered in her mother’s blood.

“There’s a wolf in you, girl,” Pedro said. “You need to tame it.” He gave her a shove toward the refectory, and then, just to be sure, whacked her with his willow switch and a grin. “Now get in there and get me some tequila. And Sister Amelie, find me that whore.”

Amelie sighed. “She’s already inside waiting for you at your place, Sir Pedro.”

Pedro grinned. “Ah, you treat me so well, Sister!” He grabbed Amelie’s ass and then walked off.

Amelie grabbed Pedro’s switch and whacked him with it.
Last edited by Ashlyn Alvarez on Sat May 12, 2018 5:50 am, edited 2 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Ashlyn Alvarez
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Ashlyn Magdalena Alvarez Advances

Post by Ashlyn Alvarez »

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.
Legendary Journey
  • World of Badass: Folks to this day still talk about what made you a badass. Your wild die is always a d8.
  • He Who Fights Monsters: Monsters know you and fear you. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
  • Apocalypse Now: The next apocalypse is always riding on your shoulders. It is always a specter of doom that smiles wide making your enemies unlucky in all kinds of bad ways. You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!

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: Spirit to d12
  • Seasoned 2 Advance: Mysticism to d12; Persuasion to d8
  • Seasoned 3 Advance: Major Psionic
  • Seasoned 4 Advance: Power Points Edge: +5 PPE
  • Veteran 1 Advance: Smarts d12
  • Veteran 2 Advance: Power Points Edge: +5 ISP
  • Free GM Advance: Power Points Edge: +5 PPE
  • Veteran 3 Advance: Psionics d12, Persuasion d10
  • Veteran 4 Advance: New Power: Entangle
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Last edited by Ashlyn Alvarez on Fri Oct 04, 2019 3:32 am, edited 12 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Q3 2017: New Power: Entangle
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Q4 2017
+1 Benny from posting rate
Power Points Edge: +5 PPE
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Earned roll on Fortune and Glory table
Vigorous and Tough: +1 die Vigor and Nerves of Steel Edge.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

+5 permanent ISP for saving the lives of Archons
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Q2 2018 XP: 6

Advance: Major Psionic
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

+1 XP for interlude
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Legendary Journey roll
He Who Fights Monsters: Monsters know you and fear you. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Q3 2018 5XP

Advance: +5 PPE
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Master of Song: +2 to dance and sing offs
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Q4 2018 Advance: Smarts to d12
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Interlude GM Advance: Power Points: +5 PPE
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Legendary Table roll Mythic Rifter 1

Apocalypse Now: The next apocolypse is always riding on your shoulders. It is always a specter of doom that smiles wide making your enemies unlucky in all kinds of bad ways. You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
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Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Interlude +1 XP

Advance: Psionics d12, Persuasion d10
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
User avatar
Ashlyn Alvarez
Diamond Patron
Diamond Patron
Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Ashlyn Magdalena Alvarez

Post by Ashlyn Alvarez »

Advance: New Power (Entangle)
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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