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==Castes== Each Caste is associated with a different environment and has Workings of manipulation over a specific "element". The djinn's associated element also manifests in the use of other Workings -- for example, a marid using Transmutation Workings will find it easier to create things out of water than out of earth. '''Ifrit''' - djinn of the desert (fire) * Ifrit have forceful personalities and suffer from tempestuous passions and hot tempers. ** +1 to Presence or Resolve ** ''[Picture: A brawny man stands astride a Harley at the outskirts of town, backlit by the setting sun. He looks like a typical biker: shaved head, goatee, shades, leather vest. Stylized flames are tattooed on his bare arms and the sides of his head. His skin appears swarthy, but it's hard to tell whether it's his natural complexion or just shadow; his features might pass for Hispanic. Behind him the road disappears into a desert landscape; to the sides are low, rundown concrete buildings that look like low-rent office blocks.]'' '''Marid''' - djinn of the sea (water) * Marid typically have placid dispositions, but are prone to sudden mood swings. ** +1 to Stamina or Composure ** ''[Picture: A thirtyish woman in a charcoal-grey business suit (jacket, blouse, skirt, hose, high heels) stands on a coral reef. More coral is visible behind her, and tropical fish swim around her. Despite being underwater, she doesn't appear to be the least bit wet. She has straight, shoulder-length black hair and Mediterranean features. There's a slight smile on her face as she holds a cell phone to her ear with her right hand; her left hand is outstretched slightly to the side, fingers spread as if trailing in the current.]'' '''Peri''' - djinn of the winds (air) * Peri tend to be carefree, mischievous and often vain, and hate being confined. ** +1 to Dexterity or Wits ** ''[Picture: A young woman, dressed in embroidered jeans, a Barenaked Ladies t-shirt, and lots of bangles, balances on the railing at the edge of a rooftop. She is bent slightly at the waist, her face thrust forward and her arms spread out and back like wings. Her blond hair is whipping in the wind, her eyes are wide open and she has an expression of joy on her face.]'' '''Ghul''' - djinn of the mountain caves (earth) * Ghuls are usually grim and morbid, and have a disturbing air about them. ** +1 to Stamina or Resolve ** ''[Picture: A sinister-looking man stands looking out from the mouth of an alley. His hands are thrust into the pockets of a dark trenchcoat, and his eyes glower from beneath the brim of a fedora. He has a short, dark beard and his mouth is set in a grim line.]'' '''Utukku''' - djinn of the forest (plants) * Utukku are straightforward and single-minded by nature, not known for their guile. They tend to be humorless and prone to foul moods. ** +1 to Strength or Resolve ** ''[Picture: A grizzled homeless man sits on a park bench. His long, grey hair trails from beneath a broad-brimmed hat and mingles with his unkempt beard. His arms lie limp by his sides and he has a blank expression on his face as if his mind were elsewhere. Grass is sprouting through cracks in the concrete around his bare feet.]'' Each Caste also grants a minor defensive ability related to its associated element. These can be activated by spending one point of Rukh, and last until the end of the scene: * Ifrits take no damage from heat or flame. * Marids take no damage from water (i.e. drowning, hypothermia, pressure, the bends). * Peris take no damage from falling, and always land on their feet. * Ghuls take only half damage from physical attacks while standing on natural stone or earth (shaped stone such as flagstones will do, but not concrete or asphalt). * Utukku take no damage from wooden weapons or plant-based toxins.
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