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===== 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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