Fei Fong Wong

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Fei Fong Wong

Quote

Post by Oceanblaze »

<<> Player Info <>>
IRC Nick: Oceanblaze
Real Name (Optional): Ahmad
Time Zone: GMT -6

<<> Character Info <>>
Name: Fei
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0.5/18

* Hunted (-2 pts) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.

* Dirty Reputation (-2 pts) - Your character is well known to be devious and double dealing. While this may or may not mean evil, it does mean your word can not be trusted at times, which makes you the bane of law enforcement. Your questionable morality also gives you a +10 to intimidation, while accepting a -10 to diplomacy.

* Combat Junkie (-2.5 pts) - This character loves to fight. LOVES to fight. The character rolls a step lower on Speechcraft checks naturally. This character also feels compelled to attack first to solve problems, requiring a Concentration check to resist the urge, the DC equaling that character's highest Weapon Proficiency skill plus their current equip weapons to-hit.

* Astral Beacon (-2 pts) - This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.

* Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.

* Resilient Brute (4 pts) - When this character uses "Brace" to defend against a melee attack, this character may use "Counterstrike" advanced skills as if the attack had been blocked.

* Status Effect Resistance (3 pts) - Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.

* Cornered Fury (2 pts) - When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.

* Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.

* Kneecapper (3 pts) - When this character inflicts the "Off Guard" status effect, it is considered to be one severity higher than normal.

* Relentless (3 pts) - When this character inflicts the "Knockback/Wall Rush" status, it is considered to be one severity higher than normal.

* Stubborn (2 pts) - When resisting the "Confuse" status family, this character gets to roll defense against it twice and choose the better of the two results.

* The Power of Love (0 pts) - An odd trait, this indicates that the character has a significant attachment to another living being. When the other person is nearby, they gain benefits, and may even live solely due to the other persons presence. Should the other person be in danger, this will grant situational bonuses due to passion. Should this relationship end, this trait will grant penalties until it is removed by a gm.

* Hardy (3 pts) - This character gains +100 natural physical damage soak.

* Shards of the Past (1 pts) - This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
General - Athletics

-= Character Classes =-
 
1)
2)
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
*Feat 2(400XP) -
*Feat 3(600XP) -
*Feat 4(800XP) -
*Feat 5(1000XP) -
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
Feat 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:
Milestone Derivatives:
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( )  Health: [] + | Bonus: +
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved Resistance: +%
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Resistance: +5% (x10)
 
Milestone Derivatives:
Improved Melee: + -> +5 awareness bonus on melee attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
(PC)  Awareness: [] + | Bonus: +
Initiative: 1d511 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Melee: +
Improved Magic: +
Milestones:
(50, 150, 250, 350, 450 exp) Improved Melee: +5 (x5)
(100, 200, 300, 400, 500 exp) Improved Magic: +5 (x5)
Ability:
Precision Blow
Description: The honed senses of a well-trained warrior guide the blade, the bow, the bullet to find its target and strike true.
Effect: On a physical attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.
 
Milestone Derivatives:
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Agility: + -> +5 Dexterity bonus when performing skill checks
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
(PC)  Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Milestones:
(50, 200, 400 exp) Improved Block: +5 (x3)
(100, 250, 450 exp) Improved Dodge: +5 (x3)
(150, 300, 500 exp) Improved Agility: +5 (x3)
(350 exp) Improved Reaction: +5 (x1)
Ability:
Go With The Flow
Description: Moving through the ebb and flow of battle is essential for the quick-witted warrior.
Effect: When you successfully dodge/block an attack (not will resist/royal guard/DC reaction), this character has the option of moving away or towards the attacker by one area as a free action.
 
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
( )  Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Pierce: +
Juggernaut:
Milestones:
(50, 150, 250, 350 exp) Improved Physical Damage: +100 (x4)
(100, 200, 300, 400 exp) Pierce: +50 (x4)
(450, 500 exp) Juggernaut: -100 (x2)
 
Milestone Derivatives:
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
( )  Spirit: [] + | Bonus: +
Base Magical Damage: (511 * 2) + 1250 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Magic Damage: +
Improved Magic Defense: +
Milestones:
(50, 150, 250, 350, 450 exp) Improved Magic Damage: +250 (x5)
(100, 200, 300, 400, 500 exp) Improved Magic Defense: +5 (x5)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
Critical Defense: -> -500 damage when struck by a Critical hit
( )  Luck: [] + | Bonus: +
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Critical: +
Critical Defense:
Milestones:
(50, 150, 250, 350, 450 exp) Improved Critical: +500 (x5)
(100, 200, 300, 400, 500 exp) Critical Defense: -500 (x5)
 
_______________________________________________________________________
<<>Skills<>>


0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master

Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
 
General - Athletics
 
    Name: Powerlifting
 
    Name: Hauling
 
    Name: Dodge Leap
 
General - Acrobatics
 
    Name: Leaping Strike
 
    Name: Tumble
 
    Name: Dodge Roll
 
    Name: Stunt Acrobatics
 
General - Reaction
 
    Name: Block
 
    Name: Counter Strike
 
    Name: Quick-Draw
 
    Name: Recovery
 
    Name: Redirect Attack
 
    Name: Aggressive Block
 
    Name: Riposte
 
    Name: Combo Counter
 
    Name: Riposte and Advance
 
General - Swimming
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Gather Info
General - Computer Use
General - Perception
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Martial Arts
 
    Name: Dual Strike
 
    Name: Triple Strike
 
    Name: Rapid Strike
 
    Name: Rapid Combo
 
    Name: Flash Strike
 
    Name: Aikido
 
    Name: Shaolin
 
    Name: Chi Arts
 
    Name: Chi Bolt
 
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Ether / Technomancy
 
    Name: Arcane Defense
 
    Name: Ether Redirection
 
    Name: Write Basic Spell
 
    Name: Ether Field
 
    Name: Improved Spell Damage
 
    Name: Improved Ether Field
 
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
General - Vehicle Operation: Mech
 
 
_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP

-= Magical/Psionic (Spell Points) =-

Technomancy
Level 0:
Zen Focus (5 mp, 5 SpP): By entering a meditative state, this character clears their mind before attempting a project. The meditation becomes a source of inspiration, providing a bonus of up to +10 towards the first craft or artisan check on a project. The project must have a cumulative DC higher than you could reach in a single roll, and Zen Focus only applies once per project, at the start.
 
Purify Food and Drink (5 mp, 5 SpP): By running nano-machines through food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
 
Mending (5 mp, 5 SpP): Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e. spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
 
 
Level 1:
Jargon (10 mp, 10 SpP): Jargon is a special language translation which enables the user to understand technical languages sufficiently. When someone speaks in industry specific terms, the user will instead hear an equivalent, loss-less translation.
 
Protective Armor (10 mp, 10 SpP): Creates a form of magic kevlar around the target for 1d5 rounds. Spirit based damage is reduced by 1/4th by energy absorbing nanites.
 
Ether Burst (10 mp, 10 SpP): A powerful surge of mana causes the next spell cast is cast at double effect. Buffs and status effects are rendered for twice as long (but do not have more of an effect), and spells which damage or heal do so doubly. The caster is then put under a silence effect that must last at least 3 rounds before being cured.
 
Analyze (10 mp, 10 SpP): Analyses a target to identify its information. Whereas a magical scan reveals an additional information about a target, Analyze identifies scientific information such as race, threat level, as well as the typical parameters of health and spiritual energy.
 
Air Bubble (10 mp, 10 SpP): The character is able to create a pocket of clean, safe air around his/her head and those of (Mage Level * 2) allies to allow them to breathe safely in clouds of airborne poisons or underwater for (Mage Level) rounds.
 
Matrix (10 mp, 10 SpP): This spell allows a subject to add 1/2 his/her magic school bonus to his/her reaction skill. Each use of this bonus spends requisite MP.
 
 
Level 2:
Defuse Lesser Explosive (40 mp, 15 SpP): Simple IED's or bombs are defused safely with the casting of this spell. The detonation mechanism is removed, rendering the spell unable to be discharged by any means. Valid targets are TNT, grenades, IED's, mines, devices without complex activation protection or the capability of widespread destruction.
 
Charge X (40 mp, 15 SpP): Charge X specifically targets the regenerative properties of the target in that it doubles their present rate of regeneration. While cast, the regen rate (either natural or status effect) is doubled for 1d5 rounds. This can be cast a maximum of once per character per fight.
 
Cat's Grace (40 mp, 15 SpP): The character grants a bonus of +20 Dexterity/Mage Level to a character for movement and dodging purposes (+200 at Level 10).
 
Eagle Eye (40 mp, 15 SpP): The character is able to create a powerful magic "sensor" up to (Mage Level / 2) Areas into the air, which has the caster's magic roll for perception checks (such as spot or search). This lasts for (Mage Level) rounds/actions.
 
Machine Speech (40 mp, 15 SpP): This character is able to briefly communicate with Machine-type creatures, robots, or electronic devices. This does not automatically sway or control them. Each casts lasts for (Mage Level) exchanges.
 
Machine Friend (40 mp, 15 SpP): This spell allows a character to "persuade" machines or electronic devices to assist rather than hinder the caster and his/her allies. This helpful effect lasts (Mage Level) rounds/actions per cast.
 
Natural Rhythm (40 mp, 15 SpP): This character is able to invest additional energy into a single target's attacks for a short time. Inflicts Chronic "Offense" status on a single target for 5 rounds.
 
Owl's Wisdom (40 mp, 15 SpP): The caster grants a bonus of +20 Willpower/Mage Level (+200 at Level 10) to a single character for 5 rounds.
 
 
Level 3:
Protection from Radiation, Lesser (90 mp, 20 SpP): Produces an energy field that protects against low levels of radiation, specifically in the Alpha and Beta spectrum. This energy field surrounds one person.
 
Light and Wing (90 mp, 20 SpP): Produces a powerful holy surge that strikes an opponent for +1500 holy damage, as well as nullifying any status effects upon them (both positive and negative). The effect of this program may be continued by holding the users next turn, costing no additional mp but reducing the roll by -10.
 
Ether Flare (90 mp, 20 SpP): Ether flare creates an energy surge within a target, boosting their spirit damage by +600 for their next attack. The spell in question need not be of the ether system. This +600 boost does not stack with critical hits
 
Psycho Pocket (90 mp, 20 SpP): Uses ether nanites to deal +1000 physical damage to an opponent by creating a solid metal mass that strikes the opponent. If successfully hit, the metal mass attempts to remove a possession of the enemies during the confusion.
 
Coin Lock (90 mp, 20 SpP): Creates a quickly rotating half energy barrier around the target that attempts to intercept status effect magic as it is cast. On a threatening status effect, roll 1d2. On a 2, the status effect is nullified by the field. Lasts for 1d5 rounds.
 
Life Shoot (90 mp, 20 SpP): A 'spirit stat' ranged medical beam that can be continued over several rounds at no added mp cost. Requires a Will check of at least 25 to maintain concentration sufficiently to maintain the beam. Each added round boosts this DC by 25.
 
 
Level 4:
Boost (160 mp, 30 SpP): When cast, a target which has not taken its turn yet this round may act as though they have a held action at any point during the round. Doing this uses their turn. As with all held actions, Boosted actions expire at the end of the round.
 
Cataclysm (160 mp, 30 SpP): Cataclysm creates a large scale neutron surge which deals +2000 non-elemental damage and disrupts any stored energy, magical or otherwise, they may possess.
 
Chain (160 mp, 30 SpP): Creates a field of gravity bound nanites to weigh down a target, introducing a -8 to their dodges. This effect must be dispelled or willed off, and will not wear off over time.
 
Down Dex (160 mp, 30 SpP): Creates a field of gravity bound nanites to weigh down a target, introducing a -8 to their physical attacks. This effect must be dispelled or willed off, and will not wear off over time.
 
Down Force (160 mp, 30 SpP): Creates a field of gravity bound nanites to weigh down a target, reducing their physical damage by 20%. This effect must be dispelled or willed off, and will not wear off over time.
 
Quick (160 mp, 30 SpP): The next time initiative is rolled, it is rolled with 25% more dex (100 dex would init on 125). The target also enters combat with haste at [moderate] automatically cast upon them.
 
 
Level 5:
Holy Virtue (250 mp, 40 SpP): Creates an explosion of holy energy that, in addition to magic damage +1000, weakens creatures of opposite affinity by half their health up to double the damage inflicted.
 
Lightning Bolt (250 mp, 40 SpP): A powerful surge of electrical energy which deals double to machines. Machines also have a 15% chance of suffering blindness and paralysis for 1d5 rounds due to overload.
 
Medica (250 mp, 40 SpP): A powerful healing spell which heals, but also treats wounds ordinary magic would not such as mending broken bones, cuts, scrapes that could be tended to with an ordinary first aid kit.
 
 
Level 6:
Defuse Greater Explosive (360 mp, 60 SpP): A successful casting of this spell defuses a bomb of potentially catastrophic nature, including many complex devices or tamper proof devices. The caster must beat the DC that would otherwise be used for disarm checks. Failure of the spell does not trigger the explosive unless a botch occurs.
 
 
Level 7:
Safety Level (490 mp, 75 SpP): A careful application of medical nanites with an interesting effect. Should an attack otherwise KO the target of this spell, the nanites form a powerful layer that shields against the blast, nullifying the damage. The nanites are overwhelmed should the damage be sufficient to be automatically lethal in one hit (as an ion cannon blast would be). A caster may only designate this spell once per combat, and once per person per event.
 
 
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Character Description <>>
Age: Early 30s
Height: 6'2
Weight: 190 (optional)
Appearance: Clothing: Fei typically wears a simple and practical outfit. He dons a black or dark blue jacket with a high collar and long sleeves. The jacket has white accents and features a zipper down the front. Underneath, he wears a white or light-colored shirt, often partially exposed at the collar. He also wears dark pants, and his footwear typically consists of brown or black boots.
Accessories: Fei often wears a brown belt with a prominent buckle around his waist. He may also have various belts and straps across his chest and arms. These belts and straps give him a somewhat rugged and adventurous appearance.
Hair: Fei has short, messy black hair. His hair is usually swept backward, and he may have a few locks falling over his forehead. Practical for combat
Build: Fei's build is that of a young adult male. He is of average height and build, neither overly muscular nor particularly slender.
Eye Color: Light Brown
Hair Color: Dark Brown
Notable Features:

<<> Character Personality <>>
Favorite Food:
Likes:
Dislikes:
Favorite Color:
Fears:

<<>Character Background<>>
History:
Fei , is the Contact, a point on our plain of existence that connects with the Higher Plane. While many would imagine this would make him godlike it only gives him some unique skills and abilities both in combat and extrasensory prowess. He is the 5th reincarnation due to having that designation, on his world events where manipulated by a nanomachine weapon known as Deus that saw religious, political, and scientific movement over entire species in lives take place for its revival constantly attempting to manipulate and use the Contact for those ends. Ultimately it was thwarted by Fei and his companions, eventually due to a dimension anomaly fei was displaced from his friends and arrived at a Cetran Facility in a moment to save folks in need of assistance. They called themselves the dimensional warriors, with no way back Fei followed what would soon become his companions. Many stories, lives, and quests have taken place since then and Fei is now revered as something of a Veteran of Unparalleled martial prowess on the team. Of a straight forward mind and focus he will always arrive on the scene to help whenever he can.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Oceanblaze
Ninjassassin
Posts: 181
Joined: October 13th, 2008, 7:47 pm

Re: Fei Fong Wong

Quote

Post by Oceanblaze »

Unique Items:
Ring of Thorns
Material: Duralloy Price: 1046250 Crowns
Natrual Property: +20 INT, On an attack, roll luck. On 901+, you may add an additional hit at the end of your combo (1d3 becomes 1d3+1). The combo must still be full to trigger a mystic arte/finishing strike.
Up to thrice per day, any enemy that strikes you with martial arts or any weapon under 3 slots takes 5000 unsoakable damage.
Enchantment: Human-Killer

Jasper Ring of Roaring Price: 1228500 crowns
Max Enchantment Level: 6 Natural Property: Intelligence Stat +40
Roaring - The wearer rolls luck when striking with a weapon. On a 901+, the enemy loses his next action.
Woodwalk - +20 to Survival and tracking rolls in a forest.
Enchantment: Machine-Killer

Grand Master Amulet (Martiel Arts Mod +*3)
Has never had material level, nor enchantment level and has simply added to Fei's MA Damage specifically
Last edited by Oceanblaze on December 1st, 2023, 2:14 am, edited 1 time in total.
Oceanblaze
Ninjassassin
Posts: 181
Joined: October 13th, 2008, 7:47 pm

2 posts Page 1 of 1