Jie Wong

From RPGnet
Jump to: navigation, search

Back To Main

Jie Wong.jpg

Jie Wong[edit]

  • Level: 3
  • XP: 6
  • Spent Dominion: 4
  • Available Dominion: 1

Effort:[edit]

  • Free: 5
  • Instant Commitment:
  • Scene-Long Commitment:
  • Day-Long Commitment:

Attributes[edit]

Attribute Score Mod Check
Str 15 +1 6
Dex 17 +2 4
Con 16 +2 5
Int 14 +1 7
Wis 18 +3 3
Cha 16 +2 5

Combat[edit]

  • AC: 1 (Innate)
  • HP: 20
  • Hardiness: 11
  • Evasion: 11
  • Spirit: 10
  • Movement:
  • Attacks:
    • Melee: +6, 1d10+4
    • Ranged: +5 1d6+2

Facts[edit]

  • Disgraceful Son of a Dulimbai Official
  • Dashing Pirate Captain
  • Pissed Off One Too Many Witch-Queens
  • Cunning Strategist
  • Charming Rascal and Thief

Influence & Dominion[edit]

  • Influence Commitments:
  • Dominion Spent:
    • 2 – Elite Pirate Crew of the Salty Swallow
    • 2 - Tropical Forest in the Red Dust Plains

Words & Gifts[edit]

  • Apotheosis:
    • Receive the Incense of Faith (Constant) - Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult.
    • Sanctify Shrine (Action) - Gained at third level, the Godbound’s worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the Godbound can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a gift or miracle at any person within the sacred grounds at the usual costs in Effort. Such a marvel is free the first time the Godbound so acts in a day, but each successive wonder requires the Godbound to Commit Effort for the day. Properly sanctifying a shrine requires rites and components costing Wealth equal to the Godbound's level, with increases in their level requiring additional expenditures. If the shrine is desecrated, it must be reconsecrated at the full cost.
  • Fertility: Heroes with the Fertility Word have perfect control over their reproduction and may set their Constitution score to 16, or 18 if it’s already 16 or higher. They have an invincible defense against wooden weapons or objects, vegetal monsters, and plant-based toxins.
    • Unending Abundance (Action) - Commit Effort for the day. Te land you designate within a ten mile radius becomes impossibly fertile, crops erupting in mere hours and feeding any number of people within that area. If applied as a gift and not used as a one-off miracle, the persistent fertility counts as a beneficial Feature to any faction that controls the land, though it cannot be sacrificed in the case of a lost Conflict it was involved in.
    • Effort of the Word (Constant) - Your maximum Effort increases by one point. This gift can be taken once for each Word you’ve bonded, but each purchase after the first costs two gift points instead of one.
  • Sea: Heroes with the Sea Word have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.
    • Body of Water (Constant) - Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.
  • Sword: Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.
    • Excellence of the Word (Constant) - Wisdom set to 18
    • Steel Without End (Constant) - All your melee weapon attacks are treated as magic weapons doing a 1d10+1 damage die, including unarmed attacks. As with all weapon-boosting gifts, you may use any attribute to modify attacks made in this way, provided you can explain how it is relevant to your style.
    • Thirsting Razor (On Turn) - Commit Effort. You always hit lesser foes with your melee attacks. No attack roll is necessary, but this benefit applies only to actual melee weapon or unarmed attacks, and not to other effects that involve hitting a foe to inflict a hostile effect.
    • Shattering Hand (On Turn) - Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.
    • Nine Iron Walls (Instant) - Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit.

Possessions[edit]

  • Cutlass
  • Hand Crossbow
  • Finely Made Outlandish Clothing
  • Flask of Alcohol