Difference between revisions of "DjinnTheBinding:Workings:Protection"

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(Sidebar. What is alive:)
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Supercharging: 1 Rukh adds two dice to any Stamina or Athletics roll used to take the charge to a place of safety.  
 
Supercharging: 1 Rukh adds two dice to any Stamina or Athletics roll used to take the charge to a place of safety.  
  
===== Sidebar. What is alive:=====
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===== Sidebar: What is alive:=====
 
The World of Darkness is full of unique creatures and it is entirely feasible that a gaming trope will come across a creature that forces them to ask “is this alive, should this qualify for Safe in my arms?” Djinn is a game, its’ purpose is to entertain not make profound philosophical arguments. If this situation occurs in your game the correct response is “whatever is more fun”. If your trope prefers things to be a little more solidly defined here are a couple of options:
 
The World of Darkness is full of unique creatures and it is entirely feasible that a gaming trope will come across a creature that forces them to ask “is this alive, should this qualify for Safe in my arms?” Djinn is a game, its’ purpose is to entertain not make profound philosophical arguments. If this situation occurs in your game the correct response is “whatever is more fun”. If your trope prefers things to be a little more solidly defined here are a couple of options:
 
If it can think it’s alive.
 
If it can think it’s alive.

Revision as of 06:52, 17 February 2010

Workings

One Dot

Protect the Weak

The player nominates they will use this power and selects one other character. This character must be in some sense “weak”. This can be anyone with a power stat lower than the Djinn including all mortals, someone hurt badly. If they have vast supernatural power that isn’t useful in combat or are unable to fight due to moral or supernatural reasons they count.

All attacks against the nominated character instead strike the Djinn.

Drawback: This is the Djinn’s full action for a turn. Dodging isn’t possible since a Djinn is trying to take the blows.

Supercharging: Every point of Rukh grants an additonal 1/1 armour for a turn.

Refinements

(●) Active Defence, when using Protect the Weak the Djinn may use Instant or Reflexive actions that increase her Defence or Armour. Dodgeing isn’t aloud since the purpose is to take the hit, but Brawling or Weaponry Dodge is since they’re a deflective rather than evasive action.
(●●●) Guard to the just. When using Protect the weak the Djinn gets free armour depending on their morality, 1/1 for morality 6 2/2 for morality 7 and so on.

On Watch

The Djinn gains a bonus equal to his Naphisha to perception rolls when actively on some form of guard duty. This might be patrolling the corridors, watching monitors or standing on a tall tower watching the horizon.

There is no cost or overcharging for this Working.

Refinements

(●) Watchman’s duty: When using On Watch the Djinn adds Naphsha to Stamina or Resolve rolls required to stay focused. This includes resisting psychic attacks, sleeping gasses and other low attempts to keep them from fulfilling their duty.
(●) Night Watch: When using On Watch the Djinn can see in perfect darkness.
(●) Day Watch: When using On Watch the Djinn can see clearly no matter how bright the light. For example they could clearly aircraft covering their approach by flying from the sun.

Guardian of the Sanctuary

The Djinn automatically gets armour so long as they are defending a place holy to an Abrahamic religion. A church, synagogue or mosque grants 1/1. A rare and important site like a Cathedral grants 2/2 while a site of worldwide importance such as Mecca or the Wailing Wall grants 4/4

Supercharging: Every point of Rukh allows the Djinn to apply his full defence to two additional foes before his defence decreases. She turns herself into an immovable wall between the sacred place and those who would defile it.

A note on range: defending a holy place dose not mean they’re within it, but at the same time you can’t get a bonus anytime someone dose something that might damage a church, assume that for a +1 bonus the Djinn cannot be standing more than 10 feet from the gates. For a +2 bonus the Djinn must be within one mile and for a +4 bonus the Djinn must be within one mile of the same city.

Two Dots

Hold the Line

The Djinn declares some sort of line, it doesn’t need to have a physical representation but it must be a single straight line no longer than 15 foot. Any foe who wishes to cross the line must attack the Djinn in Melee and score more successes than the Djinn’s defence (his regular defence without any modifiers applied, although his defence against each attack drops as normal).

Physically this manifests as the Djinn moving at blazing speed to meet every attacker be they one or one hundred.

The Djinn may make one melee attack as normal with a -1 for every person who attempted to cross the line this round, for the rest of the turn the line remains defenceless (Players are strongly encouraged to make their attack last).

Note that it is possible to flank the Djinn and so long as this Working is in effect the Djinn cannot apply his defence to attacks that come from any other direction. Only one Djinn can hold a single line, but a staggered defence or a longer line is possible.

Supercharge: The Djinn imbues the line with its Rukh moving from a metaphorical wall towards a physical one. Ifrits create a wall of fire, Utukku grow thorns. This takes one turn of work per Rukh spent. Every two points of Rukh creates one wall die, for every person who attempts to attack across the wall roll the wall dice: every success gives them a -1 penalty to attack for that turn and one bashing damage which can be reduced by armour.

Refinements

(●●) Steadfast Wall. When using Hold the Line the Djinn’s defence will not drop no matter how many foes attack him.

[PICTURE – five huge Djinn dressed in finest Arabian Nights silks stand in a wide line, they wield a verity of elaborate spears and scimitars. In the distance an army approaches]

Safe In My Arms

Providing the Djinn is carrying a willing, living or potentially living being that being is immune to all damage, any damage that would affect the Djinn’s charge instead falls on the Djinn herself. Drawback: When affected by something that would normally affect only one person the Djinn take’s the blow like normal, however something that affects both the Djinn and its charge simultaneously such as an explosion or extreme temperatures causes the Djinn to take damage for both people. Furthermore the damage is calculated for the Djinn’s charge as normal then transferred unmodified to the Djinn: An Ifrit carrying a child to safety in a burning building is immune to the fire itself but can’t apply its resistance to damage taken for the child. Cost: 1 Rukh, lasts for as long as the Djinn hold’s its charge. Supercharging: 1 Rukh adds two dice to any Stamina or Athletics roll used to take the charge to a place of safety.

Sidebar: What is alive:

The World of Darkness is full of unique creatures and it is entirely feasible that a gaming trope will come across a creature that forces them to ask “is this alive, should this qualify for Safe in my arms?” Djinn is a game, its’ purpose is to entertain not make profound philosophical arguments. If this situation occurs in your game the correct response is “whatever is more fun”. If your trope prefers things to be a little more solidly defined here are a couple of options: If it can think it’s alive. If it’s biological it’s alive. As above but excluding beings explicitly defined as “Undead” such as ghosts.

Refinements

(●) No one left behind . With this a Djinn can use Safe in my arms for as many people as it is physically able to carry. It costs one extra Rukh per person and the Djinn must take everyone’s damage otherwise the Working is as normal.

(●●) To a place of safety. When using Safe in my arms the Djinn may spend one Rukh to instinctively directions to a place where they can safely take their charge. This power only deals with the immediate problem: carrying a starving homeless child on a frosty night will find somewhere warm with food. It will not find a loving childless family looking to adopt except by lucky coincidence.

Back to back

Two Djinn with each others trust and support have the strength of ten. With this working a band fight side by side each watching for the other and each stronger for it. Everyone included in this working will not take penalties to defence until they have been attacked by more opponents then friends in the working.

Cost: 1 Rukh per person involved.

Duration: One scene

Roll: Presence + Empathy – 1 for every Djinn who dose not have this working.

Supercharging: Just spend extra Rukh to include more people

Refinements

(●●) Moral Support. Djinn protecting eachother with Back to Back gain extra dice equal to the number of Djinn included in the Working to resist hostile supernatural abilities which would affect them mentally

Three Dots

Architect of the Fortress

The Djinn can increase an object’s durability. This applies to any object that is designed to hold people within and is not worn. Buildings and vehicles are the most common targets. Every two Rukh increases Durability by one additionally all Larceny checks to enter the object take a penalty equal to the bonus durability.

Using this Working is an extended Stamina + Crafts roll that needs one success for every three size points the target has. Each Roll is 10 minuets of work. The extra durability decreases by one point a day.

Supercharging: Just spend extra Rukh for more durability.

Teamwork: Other Djinn can contribute, if they know this working they can spend two Rukh for a point of Durability, otherwise it’s four. Use the normal teamwork rules from WoD core.

Refinements

(●) Modern Design. Through study the Djinn has mastered the modern fortress: for any Crafts or Computer roll required to setup, install or configure modern security equipment (alarms, cameras, etc) a single point of Rukh can be used to do the work in a fifth of the time. Afterwards the result is a perfectly mundane setup installed to the limits of the Djinn’s skill and obviously they must actually have the equipment to install it.
(●●) Defensive Coordination. The Djinn gains the ability to communicate with those inside its Fortress, they gain an Initiative Bonus equal to the Djinn’s Wits + Composure. This dose not stack with other Initiative bonuses from the building (such as a home merit), use the highest.
(●●●●) Heart of the Fortress. The Djinn’s Anchor is added to the object, it may be buried in the foundations or hidden between some walls. Perform Architect of the Fortress like normal but add the Djinn’s Stamina as extra Durability. Additonally the object automatically recovers Structure points equal to the Djinn’s Naphsha every hour. The fortress also takes on characteristics of the Djinn walls become rocky with a Ghul or damp with a Marid. Drawback: The Djinn cannot maintain a vessel while using Heart of the Fortress and feels pain when the object is damaged. After a serious attack some rest and recuperation may be required. This cannot be combined with Standing Army, either the Djinn is focused on leading the troops or maintaining the building.


Four Dots

Standing Army

The Djinn abandons her vessel and instead embeds its consciousness within an entire building or a large vehicle such as a ship or airplane is also acceptable. While doing so the Djinn can control an army of lesser vessels like a puppeteer, these lesser vessels cannot set foot outside the building. Every three points of Rukh grants one lesser vessel per dot of Naphsha. These are not skilled soldiers but can provide the weight of numbers needed to support the Djinn’s allies.

Lesser vessels have no mental or social attributes or skills, one dot in each physical attribute and 3 dots to be divided as the player wishes and 1/3 of the Djinn’s skills in: Athletics, Brawl, Firearms and Weaponry. With at least one dot if the Djinn knows that skill. They may be created with melee weaponry which makes their attacks lethal but provides no extra dice. All Lesser vessels are identical.

Every batch of lesser vessels requires a Dexterity + Crafts roll and takes half an hour.

Supercharging: Just spend extra Rukh for more solders.

Drawback: The Djinn cannot maintain a proper vessel while using this working and feels pain from any damage to the building. Some rest and recuperation may be required after a serious attack.

Refinements

(●●) Defensive Coordination. The Djinn gains the ability to communicate with those inside its Fortress, they gain an Initiative Bonus equal to the Djinn’s Wits + Composure. This dose not stack with other Initiative bonuses from the building (such as a home merit), use the highest.
(●● or ●●●)To the Breach (Requires Standing Army): The Djinn may absorb his lesser vessels into the buildings walls. This takes half an hour but any number of lesser vessels can be absorbed simultaneously. At the instant a wall or door is breached the Djinn instantly knows and may choose for any number of absorbed lesser vessels to be emerge and fight the intruders. The three dot version allows the Djinn to release lesser vessels at any time.

So They Can Help Themselves

A true hero inspires others how to become heroes themselves, with this power a Djinn can do something similar. The Djinn works hard to build defences, details a cunning stratagem for the battle or gives a rousing speech. More importantly as they do so they let their Rukh flow free empowering their allies. Using this working is an extended action, every two points of Rukh allows one Presence + skill roll equal to 15 minuets of work. Every success adds to a pool of dice. Mortal allies of the Djinn may add from this pool to their rolls during the event. Teamwork: This working cannot be stacked with itself, instead use the Teamwork rules for WoD core. Secondary actors pay 2 Rukh per roll they contribute too but must possess this Working. Accepted skills are any group activity that logically increases the group’s chances of success: building fortifications, drilling the tropes, creating a plan for battle. The attribute for the working is always Presence. Cost: 2 Rukh per use. Supercharging: just spend extra Rukh for more roles. Notes: The inspiring merit has no special effect here, but players should feel free to make a roll for that too.

Refinements

(●●●●●) To the Last – Anyone inspired by So They Can Help Themselves will not collapse from bashing damage under any circumstances. After their health is filled with lethal damage they may spend a point of willpower to keep stay fighting for another turn (but they suffer twice the bleeding out damage for that turn). Filling someone’s healthbox with aggravated damage is still fatal.

Outside The Battle

Some people just don’t belong in a fight. Doctors who’ve sworn to never take a life, leaders who cannot fight but can build a better world. With this Working a Djinn’s power to guard such people from harm approaches its peak. A Djinn nominates another and rolls Stamina + Survival. For one turn per success plus a number of turns equal to the Djinn’s Naphsha the target gets a Durability equal the Djinn’s Naphsha + the target Morality. Targets must be “weak” in the same sense as protect the weak. Drawback: The target becomes immobilised by the Djinn’s protection, the Djinn who performed this Working may carry them but anyone else who attempts to touch the target finds them immovably heavy. Cost: 3 Rukh Supercharging: 1 Rukh for an extra turn’s duration. This may be spent as an instant action at any time the Working is in effect. Notes: This is a more expensive version of protect the weak or safe in my arms. Its primary advantage is that unlike the earlier version the Djinn is free to unleash the asskicking knowing the person he’s defending is safe.

Five Dots

Finest Hour

This working can only be used in strict conditions: the Djinn and his allies must be defending, not attacking or pre-emptively defending and they must be against a superior force. The Djinn turns himself into an indomitable titan that can stand against armies for a battle that will be recalled in stories for thousands of years. The Djinn gets bonus health equal to his current Rukh (calculated after spending for Supercharging), this lasts for the duration of the battle. The huge Rukh expenditure will cause massive Turbulence which will be contained by the Djinn – at the end of the working their health box is filled entirely with Aggravated Damage, no healing is possible. Cost: All Rukh. Supercharging: 3 Rukh boosts an attribute by one dot for the duration.

[Picture: A huge Djinn: ten foot tall, bare cheated and muscular is surrounded by demons, arrows and swords run through his body and fire pours from the wounds. A horrific medusa looking creature is wrapped around his chest clawing at the Djinn’s face. One of the Djinn’s hands wields an enormous halibard which is cleaving through a demon the other is pushing the Medusa from his body a jet of fire burning through his assailant. The scene takes place atop a mound of demon corpses.]

Refinements

(●●●●) Martyr (Requires Finest Hour): When using Finest Hour you gain a free willpower point after performing or receiving any attack that dose five or more damage. You may reflexively transfer this point to an ally.

Quis custodiet ipsos custodies

A Djinn is always under observation from angels but as a Michaelite gains the trust of his parole officers she may be pleased to discover the heavenly host is not only watching but also watching their back. With this working a Djinn can request the aid of a lesser angel in battle. Angels are not a minion and can’t be made to obey orders, if there is no need no angel will turn up. Furthermore, if Djinn attempts wicked acts the angel will object and might possibly turn on its summoner. All this said the Angels come from Michael’s host and are solders, they do know how to work as part of a group.

Roll Manipulation + Persuasion

Costs five Rukh

Overcharging N/A

Angel stats (same as lesser quashailman from Promethean)

Sidebar: Angels are not fickle While the angels will decide for themselves if they respond they are reasonably predictable in their response. Any Djinn who knows this working can safely be assumed to be able to competently judge how the angels will respond.