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DjinnTheBinding:Workings:Protection
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== Five Dots == ==== Finest Hour ==== This Working can only be used in strict conditions: the Djinn and his allies must be defending, not attacking or pre-emptively defending, and they must be against a superior force. The Djinn turns himself into an indomitable titan that can stand against armies for a battle that will be recalled in stories for thousands of years. The Djinn gets bonus health equal to his current Rukh (calculated after spending for Supercharging), which lasts for the duration of the battle. The huge Rukh expenditure will cause massive Turbulence which will be contained by the Djinn – at the end of the Working their health box is filled entirely with Aggravated Damage, no healing is possible. Cost: All Rukh. Supercharging: 3 Rukh boosts an attribute by one dot for the duration up to a maximum of 10. [Picture: A huge Djinn: ten foot tall, bare-chested and muscular, is surrounded by demons. Arrows and swords run through his body and fire pours from the wounds. A horrific medusa-looking creature is wrapped around his chest, clawing at the Djinn’s face. One of the Djinn’s hands wields an enormous halberd which is cleaving through a demon; the other is pushing the Medusa from his body, a jet of fire burning through his assailant. The scene takes place atop a mound of demon corpses.] ===== Refinements ===== (●●●●●) Martyr (Requires Finest Hour): When using Finest Hour you gain a free Willpower point after performing or receiving any attack that does five or more damage. You may reflexively transfer this point to an ally. ==== Quis custodiet ipsos custodies ==== A Djinn is always under observation from angels, but as a Michaelite gains the trust of his parole officers she may be pleased to discover the heavenly host is not only watching but also watching their back. With this working a Djinn can request the aid of a lesser angel in battle. Angels are not minions and can’t be made to obey orders; if there is no need no angel will turn up. Furthermore, if the Djinn attempts wicked acts, the angel will object and might possibly turn on its summoner. All this said, the angels called by this Working show professionalism and know how to work in a group. Roll: Manipulation + Persuasion Cost: 5 Rukh Overcharging: N/A ===== Lesser Angel ===== These stats represent a typical angel that might aid a Djinn; the Storyteller should feel free to use different stats and Numina appropriate to the situation. Though Djinn debate whether there actually is some deliberate intelligence choosing the right angel for the job, all agree that it sure seems that way. Power 5 Finesse 4 Resistance 6 Virtue: Justice Vice: Wrath Rukh: 15 Appearance: The appearance of an angel is a matter of choice; Michael’s Host normally take forms designed to reassure those they are sent to protect. The winged human look is very popular as humans immediately associate it with angels and good. In this form one of Michael’s often display an androgynous mix of features that represent strength to demonstrate they are capable protectors and soft comforting features to provide reassurance that they really are here to help. Other forms used by Michael’s Host include shapeless masses of electricity and flame and the beautiful monstrosities found in the Old Testament. These forms are more common when on the offence. Numina Materialise: Though naturally in Twlight, for three Rukh and a Power + Finesse roll the angel can materialise on the physical plane. This lasts indefinitely until they choose to cease being material. Blessed Teamwork: An angel in Michael’s heavenly host can contribute to any Working of Protection that allows teamwork. When doing so treat the angel as though they knew the Working. Angel’s Weapon: An angel may summon their own personal weapon, often but not always a flaming sword. This is a reflexive action and costs one Rukh. An angel’s weapon has a damage rating of 6 lethal and does fire, holy or normal cutting damage, whatever is most effective against the target. If an angel gives his weapon to another, it lasts until the end of the scene. At Morality 7, holding the sword does one bashing (fire) damage a turn. At Morality 8+ there is no effect, while at morality 6 or lower wielding the weapon is impossible. An angel may only summon one weapon at a time and it will fade after one scene. Blessed Weapons: Any weapon the angel wields does holy damage in addition to its regular type. As an instant action and for one Rukh, they may bless a weapon for the rest of the scene. For two Rukh and a Finesse roll the Angel may permanently bless a weapon. An angel in Michael’s host can bless any object, not just weapons, but if they do so the only effect is that it will do holy damage if used in combat. They are heaven’s soldiers, not its craftsmen. Prayer: The angel beseeches Michael for his blessing. This is an instant action and costs one Rukh. After doing so the angel gains an additional Numina identical to any one or two dot Working of Protection. An angel can use Prayer as many times as it wants but it must "swap out" the previously acquired Working. ===== Sidebar: Angels are not fickle ===== While the angels will decide for themselves, if they respond they are reasonably predictable in their decisions. Any Djinn who knows this Working can safely be assumed to be able to competently judge how the angels will respond.
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