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DjinnTheBinding:Workings:Protection
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== Four Dots == ==== Standing Army ==== The Djinn abandons its vessel and instead embeds its consciousness within an entire building or a large vehicle such as a ship or airplane. While doing so the Djinn can control an army of lesser vessels like a puppeteer. These lesser vessels cannot set foot outside the building. Every three points of Rukh grants one lesser vessel per dot of Naphsha. These are not skilled soldiers but can provide the weight of numbers needed to support the Djinn’s allies. Lesser vessels have no mental or social attributes or skills, one dot in each physical attribute and 3 dots to be divided as the player wishes, and 1/3 of the Djinn’s skills in Athletics, Brawl, Firearms and Weaponry, with at least one dot if the Djinn knows that skill. They may be created with melee weaponry which makes their attacks lethal but provides no extra dice. All lesser vessels are identical. Creating a batch of lesser vessels requires a Dexterity + Crafts roll and takes half an hour. Supercharging: Just spend extra Rukh for more soldiers. Drawback: The Djinn cannot maintain a proper vessel while using this working and feels pain from any damage to the building. Some rest and recuperation may be required after a serious attack. ===== Refinements ===== (●●) 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> (●● or ●●●)To the Breach: The Djinn may absorb his lesser vessels into the building’s walls. This takes half an hour but any number of lesser vessels can be absorbed simultaneously. At the instant a wall or door is breached, the Djinn instantly knows and may choose for any number of absorbed lesser vessels to emerge and fight the intruders. The three dot version allows the Djinn to release lesser vessels at any time. ==== So They Can Help Themselves ==== A true hero inspires others how to become heroes themselves. With this power a Djinn can do something similar. The Djinn works hard to build defences, details a cunning stratagem for the battle or gives a rousing speech. More importantly, as they do so they let their Rukh flow free, empowering their allies. Using this Working is an extended action; every two points of Rukh allows one Presence + skill roll equal to 15 minutes of work. Every success adds to a pool of dice. Mortal allies of the Djinn may add from this pool to their rolls during the event. Teamwork: This Working cannot be stacked with itself; instead use the Teamwork rules from WoD core. Secondary actors pay 2 Rukh per roll they contribute to, but must possess this Working. Accepted skills are any group activity that logically increases the group’s chances of success: building fortifications, drilling the troops, creating a plan for battle, etc.. The attribute for the Working is always Presence. Cost: 2 Rukh per use. Supercharging: Just spend extra Rukh for more rolls. Notes: The Inspiring Merit has no special effect here, but players should feel free to make a roll for that too. ===== Refinements ===== (●●●●●) To the Last: Anyone inspired by So They Can Help Themselves will not collapse from bashing damage under any circumstances. After their health is filled with lethal damage they may spend a point of Willpower to keep fighting for another turn (but they suffer twice the bleeding out damage for that turn). Filling someone’s healthbox with aggravated damage is still fatal. ==== Outside The Battle ==== Some people just don’t belong in a fight: doctors who’ve sworn to never take a life, leaders who cannot fight but can build a better world. With this Working, a Djinn’s power to guard such people from harm approaches its peak. A Djinn nominates another and rolls Stamina + Survival. For one turn per success plus a number of turns equal to the Djinn’s Naphsha, the target gets a Durability equal the Djinn’s Naphsha + the target Morality. Targets must be “weak” in the same sense as Protect the Weak. Drawback: The target becomes immobilised by the Djinn’s protection. The Djinn who performed this Working may carry them, but anyone else who attempts to touch the target finds them immovably heavy. Cost: 3 Rukh Supercharging: 1 Rukh for an extra turn’s duration. This may be spent as an instant action at any time the Working is in effect. Notes: This is a more expensive version of Protect the Weak or Safe in My Arms. Its primary advantage is that unlike the earlier version, the Djinn is free to unleash the asskicking knowing that the person he’s defending is safe.
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