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DjinnTheBinding:Workings:Protection
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== Two Dots == ==== Hold the Line ==== The Djinn declares some sort of line; it doesn’t need to have a physical representation but it must be a single straight line no longer than 15 feet. Any foe who wishes to cross the line must attack the Djinn in Melee and score more successes than the Djinn’s defence (his regular defence without any modifiers applied, although his defence against each attack drops as normal). Physically this manifests as the Djinn moving at blazing speed to meet every attacker, be they one or one hundred. The Djinn may make one melee attack as normal with a -1 for every person who attempted to cross the line this round; for the rest of the turn the line remains defenceless. (Players are strongly encouraged to make their attack last.) Note that it is possible to flank the Djinn, and so long as this Working is in effect the Djinn cannot apply his defence to attacks that come from any other direction. Only one Djinn can hold a single line, but a staggered defence or a longer line is possible. Supercharge (Violent): The Djinn imbues the line with its Rukh, moving from a metaphorical wall towards a physical one. Ifrits create a wall of fire, Utukku grow thorns. This takes one turn of work per Rukh spent. Every two points of Rukh creates one wall die. For every person who attempts to attack across the wall roll the wall dice; every success gives them a -1 penalty to attack for that turn and one bashing damage which can be reduced by armour. ===== Refinements ===== (●●) Steadfast Wall: The Djinn’s defence will not drop no matter how many foes attack him. [PICTURE – Five huge Djinn dressed in finest Arabian Nights silks stand in a wide line, wielding a variety of elaborate spears and scimitars. In the distance an army approaches.] ==== Safe In My Arms ==== Providing the Djinn is carrying a willing, living or potentially living being that being is immune to all damage, any damage that would affect the Djinn’s charge instead falls on the Djinn herself. Drawback: When affected by something that would normally affect only one person, the Djinn takes the blow like normal. However, something that affects both the Djinn and its charge simultaneously, such as an explosion or extreme temperatures, causes the Djinn to take damage for both people. Furthermore, the damage is calculated for the Djinn’s charge as normal, then transferred unmodified to the Djinn. An Ifrit carrying a child to safety in a burning building is immune to the fire itself but can’t apply its resistance to damage taken for the child. Cost: 1 Rukh, lasts for as long as the Djinn holds its charge. Supercharging: 1 Rukh adds two dice to any Stamina or Athletics roll used to take the charge to a place of safety. ===== Sidebar: What is alive?===== The World of Darkness is full of unique creatures and it is entirely feasible that a gaming troupe will come across a creature that forces them to ask “Is this alive, should this qualify for Safe in my arms?” Djinn is a game; its purpose is to entertain, not make profound philosophical arguments. If this situation occurs in your game, the correct response is “Whatever is more fun.” If your troupe prefers things to be a little more solidly defined, here are a couple of options:<br> If it can think it’s alive.<br> If it’s biological it’s alive.<br> As above but excluding beings explicitly defined as “Undead” such as ghosts.<br> ===== Refinements ===== (●) No one left behind: The Djinn can use Safe in my Arms for as many people as it is physically able to carry. It costs one extra Rukh per person and the Djinn must take everyone’s damage; otherwise the Working is as normal. (●●) To a Place of Safety: The Djinn may spend one Rukh to instinctively know the way to a place where they can safely take their charge. This power only deals with the immediate problem: carrying a starving homeless child on a frosty night will find somewhere warm with food. It will not find a loving childless family looking to adopt except by lucky coincidence. ==== Back to back ==== Two Djinn with each other’s trust and support have the strength of ten. With this Working a band fight side by side, each watching for the other and each stronger for it. Everyone included in this working will take no penalties to defence until they have been attacked by more opponents than friends in the Working. Cost: 1 Rukh per person involved. Duration: One scene Roll: Presence + Empathy – 1 for every Djinn who dose not have this Working. Supercharging: Just spend extra Rukh to include more people. ===== Refinements ===== (●●) Moral Support: Djinn protecting each other with Back to Back gain extra dice equal to the number of Djinn included in the Working to resist hostile supernatural abilities which would affect them mentally.
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