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DjinnTheBinding:Workings:Air
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= Workings = == One Dot == ==== Blow Air ==== The Djinn can draw in a truly magnificent volume of air and direct it, either as a constant stream or one blast. This is most useful for extinguishing fires, moving small objects or playing pranks. If used in combat roll Dexterity + Firearms + Naphsha. A successful hit won't do any damage but it dose have the knockdown property. ====Breath of Life ==== This generates air in the djinn's lungs, making them immune to drowning or suffocation. The effect can be shared with others by kissing them on the mouth, at a cost of 1 Rukh per additional person. ==== Create Fog ==== Water in the air around the djinn condenses, forming a fog bank with a base radius of ten yards. It only works if conditions are calm and there is sufficient moisture in the air or on the ground, and it does so by cooling the air in the affected area. The Djinn may choose whether the fog bank moves with her or stays in one spot. Supercharging: Every extra point of Rukh increases the radius by another ten yards. ===== Refinements ===== Lasting cloud (ββ): The fog will last for Naphisha minuets or the natural duration of fog in the current weather. Whichever is longer. ==== Weightlessness ==== To A Peri being as light as air is as natural as a heartbeat to a human. For no roll or Rukh cost a Peri can become truly weightless. This allows them to fly at their normal speed, if they could fly normally, perhaps their vessel is a bird, then increase speed by size. If they attempt to jump, grant an extra dice pool equal to size. Returning to an appropriate weight is harder and requires an Instant action and a successful Wits + Occult roll. Drawback: The logical drawbacks of being weightless apply. The Djinn becomes easy to knock down or throw. If size is taken into account then treat the Djinn's size as zero, otherwise increase the dicepool to move the Djinn or reduce the dicepool to resist being moved by size. A clever Djinn can turn this drawback to an advantage by having an ally throw them or riding favourable wind currents with Wits + Survival to navigate. When weightless a Peri can propel itself with by propelling something in the opposite direction as per Newton's laws. However Workings do not count for this purpose. == Two Dot == ==== Voices on the Wind ==== All sound travels through the winds, with nimble fingers a Djinn can snatch traces of sound and reassemble them. In theory this Working could take sound from across the world if there was a wind current to carry it and the Djinn had accurate up to the second information about these currents, in practice it works on targets upwind within the Djinn line of sight. <br> Roll Dexterity + Science. <br> Dramatic Failure: The Djinn ties the wind a horrible knot ruining any attempt to use this working for the rest of the scene. <br> Failure: The Djinn finds nothing or the wrong sounds, they may try again. <br> Success or Exceptional Success: The Djinn gets a clear sound from the target. This working has an odd relationship to supernatural defenses against spying. Those that somehow defend against the concept of spying work as normal taking into account the Djinn's perhaps considerable distance. As do those that defend against mundane eavesdropping, otherwise this working will slip under the radar as the Djinn dose nothing more than listen to sounds with a normal ear. ===== Refinements ===== Whisper to the Wind (ββ): The Djinn may reverse the effects of Voices on the Wind to speak rather than listen. On a successful roll they may speak from any point downwind within their line of sight. Typically a Djinn will whisper from a point right next to someone's ear. A private conversation (ββ): A Djinn can twist wind currents so that sound never leaves their vicinity. On a successful roll all sound leaving a small area, about the size of a dinner table, is nullified. This will not protect against lip reading or other tricks that don't require the physical transmission of sound waves. == Three Dot == ==== Lightning Bolt ==== This Working creates charged particles in the air, allowing the djinn to throw bolts of lightning. A lightning bolt is a 5(b) weapon. Range is 20/40/80 per Naphsha. Most armor will not protect against electricity.<br> Roll Dexterity + Firearms. <br> Supercharging: Every point of Rukh doubles the range. ===== Refinements ===== Forked Lightning (ββ): The Djinn can use Autofire with lighting. It costs 1 Rukh for a short burst. 2 for a medium burst and three for a long burst. Path of least Resistance (β): The Djinn can use existing sources of electricity, increase the damage to that of the source used. See WoD Core p 178 for various sources of electricity. ==== Air Bridge ==== The djinn hardens air into a solid substance with the appearance of smoked glass. The bridge must begin at the djinn's feet and spread outwards as an extended action. It can be shaped into a platform of any shape and size, a curved span, or a rudimentary stairway. It is wafer-thin but cannot be damaged by any force a normal human can apply, although magic weapons or massive blows (such as from a wrecking ball) may break it. Once the bridge is formed, it remains in place even if the djinn moves, and anyone can walk on it. An Air Bridge needs one success per 20 foot of length and has a Durability of 4. It will last for one scene. Roll Strength + Crafts<br> Supercharging: Every point of Rukh is an automatic success. == Four Dot == == Five Dot ==
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