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DjinnTheBinding:Workings:Protection
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==== 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.
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