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==== 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.
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