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== Two Dot == ==== Burning Blood ==== This working allows a Djinn to make a target feel incredible pain without actually causing harm.<br> Roll: Presence + Indimidation vs Resolve + Naphsha.<br> Supercharging removes two dice from the opponents pool per point of Rukh spent. ====Fiery Aura==== The Djinn surrounds himself with protective flames, which cause damage to anyone the djinn strikes or anyone who strikes them. The djinn's clothing or equipment are immune, as are any object the djinn picks up or any person he wishes to touch without harming them. In other words, the flames won't burn anything the djinn doesn't want them to burn.<br> Roll: Dexterity + Weaponry.<br> Dramatic Failure: The flames surge out of control creating a mundane fire with a size equal to the Djinn's.<br> Failure: Nothing happens.<br> Success or Exceptional Success: Every time someone attacks the Djinn in melee combat roll a number of dice equal to the Djinn's successes. Each success does one fire bashing damage. Armour protects as normal.<br> Supercharging: Two points of Rukh grant one success. This requires at least one actual success from the roll. ===== Refinements ===== (β) Going Out in a Blaze: When killed a Djinn's aura blazes out of control. The explosion has a primary blast area of 10*Naphsha feet and a secondary blast area with twice the size. The Explosive Force is 1 for every ten points of Rukh the Djinn possessed at its death to a minimum of one at one Rukh. This may be triggered at any time.<br> (βββ) Shield of Fire: A Djinn may focus their aura into a potent defence. As Instant action they may grant themselves armour rated 2/2 + the successes on a Dexterity + Weaponry roll. ==== Weapons of Fire ==== The Djinn may form a meele weapon made purely out of fire. This takes a Strength + Crafts check and the weapon's damage is 5 or Naphsha lethal. Whichever is higher. The weapon may take any form of the Djinn's choosing, it's form has no mechanical effect except that the Djinn needs to create the correct weapon if they wish to benefit from Fighting Styles. ===== Refinements ===== (ββ) Fire Blessed Weapons: For a point of Rukh and a Strength + Crafts check a Djinn may make any existing non-supernatural weapon do fire damage. This also increases its damage rating by one. This applies to any weapon within the bounds of common sense: a shotgun or even a Tesla coil can be blessed but a water gun or some sort of liquid nitrogen spray cannot.
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