Jie Wong: Difference between revisions
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*Cutlass | *Cutlass | ||
*Hand Crossbow | *Hand Crossbow | ||
* | *Finely Made Outlandish Clothing | ||
*Flask of Alcohol | *Flask of Alcohol |
Revision as of 07:34, 24 February 2018
Jie Wong
- Level: 2
- XP: 3
- Spent Dominion: 2
- Available Dominion: 0
Effort:
- Free: 3
- Instant Commitment:
- Scene-Long Commitment:
- Day-Long Commitment:
Attributes
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 | 18 | +3 | 3 |
Combat
- AC: 1 (Innate)
- HP: 15
- Hardiness: 12
- Evasion: 12
- Spirit: 11
- Movement:
- Attacks:
- Melee: +5, 1d10+4
- Ranged: +4 1d6+2
Facts
- Disgraceful Son of a Dulimbai Official
- Dashing Pirate Captain
- Pissed Off One Too Many Witch-Queens
Influence & Dominion
- Influence Commitments:
- Dominion Spent:
- 2 – Elite Pirate Crew of the Salty Swallow
Words & Gifts
- 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.
- Command: Heroes with the Command Word may set their Charisma score to 16, or 18 if it’s already 16 or higher. Tey may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.
- 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 benefcial Feature to any faction that controls the land, though it cannot be sacrifced in the case of a lost Conflict it was involved in.
- 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 benefts 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.
Possessions
- Cutlass
- Hand Crossbow
- Finely Made Outlandish Clothing
- Flask of Alcohol