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DjinnTheBinding:Workings:Protection
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== One Dot == ==== Protect the Weak ==== The player declares that 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, or 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: The Djinn may use Instant or Reflexive actions that increase her Defence or Armour. Dodging isn’t allowed since the purpose is to take the hit, but Brawling or Weaponry Dodge is since they’re deflective rather than evasive actions.<br> (●●●) Guard to the Just: The Djinn gets free armour depending on their charge's 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: 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.<br> (●) Night Watch: The Djinn can see in perfect darkness.<br> (●) Day Watch: The Djinn can see clearly no matter how bright the light. For example they could clearly see 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 her 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 does 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.
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