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== Two Dot == ==== Echolocation ==== So long as the Djinn stands upon natural earth it gains the ability to feel through natural earth. They can make normal Wits + Composure rolls to see anything underground or around corners (providing it too stands on natural earth). Materials that do not fall under natural earth appear as conspicuous blind spots. ===== Refinements ===== Locate Minerals (β) By concentrating on a specific type of mineral ore, the djinn can detect any significant concentrations of that ore within a hundred yards. If there are none, the djinn can make a perception roll to determine the direction of the largest significant deposit (if any) within a number of miles equal to its Naphsha. Within an exceptional success, they can also determine the distance. ==== Tremor ==== The Djinn may make an attack against anyone standing on natural earth. Roll Strength + Brawl. This does no damage but has the knockdown property. Supercharging: The attack affects everyone in a radius of 5 * Rukh spent yards. ==== Pass Through Earth ==== The Djinn can walk through natural earth, in any direction. They still show up as normal for their Anchor should anything have the ability to look or scan through the Depth. Incidentally while Ghuls are immune to the crushing pressure they have no natural defence against heat. The temperature increases by 35 degrees Celsius every kilometre you descend.
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