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== Three Dot == ==== Animate Flame ==== This allows the djinn to direct the movement of flames more precisely than Control Flame; the flames can lash out with tendrils to burn someone nearby, or travel along a narrow path, or even jump across gaps. The maximum size of the flame is the 5 + Naphsha.<br> Roll: Strength + Athletics<br> Supercharging: every point of Rukh increases the maximum size by 1. ==== Burn Lies ==== The Djinn places a curse upon the tongue, burning away lies. The Djinn rolls Presence + Empathy contested by Stamina + Naphsha. Every additional success for the Djinn provides a -1 penalty to Subterfuge rolls. The penalty cannot rise past -5 but at that level every failed subterfuge roll causes a point of bashing damage.<br> Supercharging: Every point of Rukh allows the Djinn to extend the curse to one additional target. For important characters they may contest individually, otherwise just roll the highest dicepool among the defenders. ==== Dragon's Breath ==== With this working a Djinn may fire a stream of fire at a target. This is a 5(l) weapon with a range of 10 foot per Naphsha. Medium range is twice short range and long range is four times short range.<br> Roll: Dexterity + Firearms.<br> Supercharging: Supercharging grants the Autofire property. 1 Rukh for a short burst. 2 for a medium burst and three for a long burst. ===== Refinements ===== (β) Burn the Wicked: When using this refinement people with Morality 5+ take bashing instead of lethal damage. At Morality 7+ theyβre entirely immune.<br> (β) Throw Flame: With this refinement every point of Rukh used to supercharge adds another 10 to the short range. Medium and Long range are calculated based on the enhanced range. This cannot be combined with the Autofire from normal Supercharging. Choose one or the other every attack.<br> (βββ) Spirit Fire: With this refinement Dragon's Breath may affect intangible entities such as living mist or ghosts. ==== Ignition ==== One of the simplest and most direct powers of the Ifrit Lineage is to create fire.<br> Roll: Dexterity + Crafts extended. Each roll is half a minute of weaving fire.<br> Dramatic Failure: The fire rages out of control.<br> Failure: No progress in creating a fire.<br> Success or Exceptional Success: The Djinn makes progress in creating the fire. Once they reach one success per Size point of the target, it bursts into flames.<br> Supercharging: A point of Rukh can either grant one success or increase the heat of the flame. One point increases the heat from that of a torch to a Bunsen burner. Two points increases to the heat of molten metal.<br> Range is ten feet per dot of Naphsha. ==== Purifying Flame ==== A Djinn can use the cleansing power of fire to burn toxins out of a body. A Djinn rolls Intelligence + Medicine. This working dosn't do any damage (although it might to beings vulnerable to fire) but it does feel very uncomfortable having toxins burnt from your body.<br> Dramatic Failure: The Djinn manages to burn his patient for one lethal damage.<br> Failure: There is no benefit.<br> Success or Exceptional Success: Decrease the dice penalty for intoxicants or the toxicity of any substance within the targets system by one per success.<br> Supercharging: Three points of Rukh grant one automatic success. ==== Wall of Flame ==== The Djinn can form a wall of fire, only living creatures will be affected by its presence. It is ten foot high and two foot * Naphsha long. It may form in any simple geometric shape a Djinn desires.<br> Roll Strength + Crafts<br> Dramatic Failure: The wall forms but as mundane fire, possibly burning its surroundings.<br> Failure: Nothing happens.<br> Success or Exceptional Success: Any living being that tries to cross the wall takes one die of lethal damage per success rolled in creating the wall. Armour protects as normal.<br> Supercharging: every extra point of Rukh makes the wall one foot longer or grants two extra dice to the roll. ===== Refinements ===== (ββ) Solid Flame: To cross the flames a Strength + Brawl - wall dice check is required.
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