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==== Voices on the Wind ====
 
==== 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>
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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.\\
Roll Dexterity + Science. <br>
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Roll Dexterity + Science.\\
Dramatic Failure: The Djinn ties the wind a horrible knot ruining any attempt to use this working for the rest of the scene. <br>
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Dramatic Failure: The Djinn ties the wind a horrible knot ruining any attempt to use this working for the rest of the scene.
Failure: The Djinn finds nothing or the wrong sounds, they may try again. <br>
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Failure: The Djinn finds nothing or the wrong sounds, they may try again.\\
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.  
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Success or Exceptional Success: The Djinn gets a clear sound from the target. This working has an odd relationship to supernatural defences 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.  
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===== Refinements =====
 
===== Refinements =====
Whisper to the Wind (●●): 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.
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Whisper to the Wind (**): 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 (●●): 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.
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A private conversation (**): 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 ==
 
== 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 (●●): 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 (●): 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 ==
 
== Four Dot ==
  
 
== Five Dot ==
 
== Five Dot ==

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