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DjinnTheBinding:Workings:Protection
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==== 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?
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