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DjinnTheBinding:Workings:Protection
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== 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: The Equipment bonus for mundane security equipment built into the protected object is increased by an amount equal to the bonus durability. This working cannot increase the equipment bonus beyond +5. <br> (●●) 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 does not stack with other Initiative bonuses from the building (such as a home merit); use the highest.<br> (●●●●) 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 as 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. ===== Story Hook ===== The Band comes across an ancient structure untouched by time; rumour has it that a powerful Djinn is entombed within giving the building his strength. Can the Band rescue this Djinn? Can they do it without ruining a historically valuable site? And how has the Djinn been affected by his long imprisonment? ==== Mental Fortress ==== By weaving Rukh into a solid tapestry, a Djinn can armour mortals against mental influences. The Djinn rolls Dexterity + Academics + Naphsha. For the rest of the scene all supernatural attempts to mentally influence a protected individual are penalised by a number equal to the Djinn’s successes. On a Dramatic Failure the botched working causes one lethal dammage. Cost: 1 Rukh Drawback: This Working does not distinguish between friendly and hostile influences. Anyone with a supernatural template cannot be protected by this Working. Supercharging (Violent): The Djinn creates a guardian within the target’s subconscious. This guardian will remain dormant and fade with the Working unless its host is subject to a supernatural attack. At that point it will follow the attack back to its source, across any distance, and attack with the subtlety of a hungry shark. The guardian has a dice pool equal to the amount of Rukh the Djinn overcharged this working with, contested by the attacker’s Resolve + Supernatural Advantage. Mental shielding will protect against the guardian. Should the guardian win this contest, the attacker takes one dice of lethal damage as it rips into the portion of their mind used for mental assault. Until this damage is healed the attacker cannot attempt to mentally influence another. For example, a mage cannot cast Mind spells on another but can cast them on themselves. Note: If the attack was from an object then the guardian will attack the object, not its user. This is an uncontested roll; should the guardian score more successes than the object’s Durability, it will take a single point of structural damage and become inoperable until it is repaired. No matter what happens, the guardian may make only one roll before it expires. ===== Refinements ===== (●●) Lasting Effect: Even after the Working fades, the mind may recall something of the protection it received and try to recreate it in times of need. This gives a -1 to all supernatural attempts at mental influence, which lasts until the first successful supernatural influence. If the Djinn scored an Exceptional Success with this Working, this becomes a -2. At the Storyteller’s discretion, a string of successful resistances may cause this to either become a stronger defence or a permanent one that lasts even after a failure. If that happens, it becomes a Merit and an experience cost should be levied. (●●●●) Persistent Guardian: If the guardian successfully hurts an attacker (or damages an object) it will take up residence. All attempts to heal the damage it caused are contested by the guardian; a successful healing (or repair) destroys the guardian. After one scene the guardian naturally expires. (●●●●) Free-standing Guardian: With this Refinement a Djinn can create a mental guardian outside a mind. It will protect the current room or an area roughly the size of a three story house, whichever is smaller. As always the attacker need not be in this room, only the victim. Free-standing guardians are still limited to making only one attack. [Picture]A young, half-starved man is led through an asylum by a friendly doctor. A banshee-like spirit follows, her long bony fingers reaching through the man’s skull. The spirit looks back, its eyes meeting the janitor’s. The spirit is shocked to be seen while the janitor just looks angry. In the janitor’s hands a small mermaid-like creature starts to form; its tail is a shark and its soft compassionate face is split by a fanged maw that stretches from ear to ear.
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