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==== Create Flame ==== | ==== Create Flame ==== | ||
− | The Djinn can create a torch flame without a roll, Rukh cost or Turbulence | + | The Djinn can create a torch sized flame without a roll, Rukh cost or Turbulence |
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==== Control Flame ==== | ==== Control Flame ==== | ||
− | The Djinn can control a flame up to size 5 | + | The Djinn can control a flame up to size 5. This working costs one Rukh. |
− | Roll: Strength + Athletics | + | Roll: Strength + Athletics |
Supercharging: every point of Rukh increases the maximum size by 1 | Supercharging: every point of Rukh increases the maximum size by 1 | ||
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==== Heat Wave ==== | ==== Heat Wave ==== | ||
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This Working causes heat to radiate from the djinn's vessel. The more Rukh you spend, the hotter you can make it. At the upper limit, standing next to the djinn is like standing in front of an open blast furnace. | This Working causes heat to radiate from the djinn's vessel. The more Rukh you spend, the hotter you can make it. At the upper limit, standing next to the djinn is like standing in front of an open blast furnace. | ||
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==== Burning Blood ==== | ==== Burning Blood ==== | ||
− | This working allows a Djinn to make a target feel incredible pain without actually causing harm. | + | This working allows a Djinn to make a target feel incredible pain without actually causing harm. Roll Presence + Indimidation vs Resolve + Naphsha. |
− | Roll | ||
Supercharging removes two dice from the opponents pool per point of Rukh spent. | Supercharging removes two dice from the opponents pool per point of Rukh spent. | ||
====Fiery Aura==== | ====Fiery Aura==== | ||
− | The Djinn surrounds himself with protective flames | + | The Djinn surrounds himself with protective flames. Roll Dexterity + Weaponry. |
− | Roll | + | Dramatic Failure: The flames surge out of control creating a mundane fire with a size equal to the Djinn's. |
− | Dramatic Failure: The flames surge out of control creating a mundane fire with a size equal to the Djinn's. | + | Failure: Nothing happens. |
− | Failure: Nothing happens. | + | 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 dose one fire bashing damage. Armour protects as normal. |
− | 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 | ||
Supercharging: Two points of Rukh grant one success. This requires at least one actual success from the roll. | Supercharging: Two points of Rukh grant one success. This requires at least one actual success from the roll. | ||
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==== Animate Flame ==== | ==== Animate Flame ==== | ||
− | This allows the djinn to direct the movement of flames more precisely than Control Flame; the flames can lash out with tendrils to burn someone nearby, or travel along a narrow path, or even jump across gaps. The maximum size of the flame is the 5 + Naphsha. | + | This allows the djinn to direct the movement of flames more precisely than Control Flame; the flames can lash out with tendrils to burn someone nearby, or travel along a narrow path, or even jump across gaps. The maximum size of the flame is the 5 + Naphsha. |
− | Roll: Strength + Athletics | + | Roll: Strength + Athletics |
− | Supercharging: every point of Rukh increases the maximum size by 1 | + | Supercharging: every point of Rukh increases the maximum size by 1 |
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==== Dragon's Breath ==== | ==== Dragon's Breath ==== | ||
− | With this working a Djinn may fire a stream of fire at a target. This is a 5(l) weapon with a range of 10 foot per Naphsha. Medium range is twice short range and long range is four times short range. | + | With this working a Djinn may fire a stream of fire at a target. This is a 5(l) weapon with a range of 10 foot per Naphsha. Medium range is twice short range and long range is four times short range. |
− | Roll: Dexterity + Firearms. | + | Roll: Dexterity + Firearms. |
Supercharging: Supercharging grants the Autofire property. 1 Rukh for a short burst. 2 for a medium burst and three for a long burst. | Supercharging: Supercharging grants the Autofire property. 1 Rukh for a short burst. 2 for a medium burst and three for a long burst. | ||
===== Refinements ===== | ===== Refinements ===== | ||
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+ | (●) Throw Flame: With this refinement every point of Rukh used to supercharge adds another 10 to the short range. Medium and Long range are calculated based on the enhanced range. This cannot be combined with the Autofire from normal Supercharging.<br> | ||
(●) Burn the Wicked: When using this refinement people with Morality 5+ take bashing instead of lethal damage. At Morality 7+ they’re entirely immune.<br> | (●) Burn the Wicked: When using this refinement people with Morality 5+ take bashing instead of lethal damage. At Morality 7+ they’re entirely immune.<br> | ||
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(●●●) Spirit Fire: With this refinement Dragon's Breath may affect intangible entities such as living mist or ghosts. | (●●●) Spirit Fire: With this refinement Dragon's Breath may affect intangible entities such as living mist or ghosts. | ||
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==== Wall of Flame ==== | ==== Wall of Flame ==== | ||
− | The Djinn can form a wall of fire, only living creatures will be affected by its presence. It is ten foot high and two foot * Naphsha long. It may form in any simple geometric shape a Djinn desires. | + | The Djinn can form a wall of fire, only living creatures will be affected by its presence. It is ten foot high and two foot * Naphsha long. It may form in any simple geometric shape a Djinn desires. |
− | Roll Strength + Crafts | + | Roll Strength + Crafts |
− | Dramatic Failure: The wall forms but as mundane fire, possibly burning its surroundings. | + | Dramatic Failure: The wall forms but as mundane fire, possibly burning its surroundings. |
− | Failure: Nothing happens. | + | Failure: Nothing happens. |
− | Success or Exceptional Success: Any living being that tries to cross the wall takes one die of lethal damage per success rolled in creating the wall. Armour protects as normal. | + | Success or Exceptional Success: Any living being that tries to cross the wall takes one die of lethal damage per success rolled in creating the wall. Armour protects as normal. |
Supercharging: every extra point of Rukh makes the wall one foot longer or grants two extra dice to the roll. | Supercharging: every extra point of Rukh makes the wall one foot longer or grants two extra dice to the roll. | ||
===== Refinements ===== | ===== Refinements ===== | ||
(●●) Solid Flame: To cross the flames a Strength + Brawl - wall dice check is required. | (●●) Solid Flame: To cross the flames a Strength + Brawl - wall dice check is required. | ||
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+ | ==== Purifying Flame ==== | ||
+ | A Djinn can use the cleansing power of fire to burn toxins out of a body. A Djinn rolls Intelligence + Medicine. This working dosn't do any damage (although it might to beings vulnerable to fire) but it dose feel very uncomfortable having toxins burnt from your body. | ||
+ | Dramatic Failure: The Djinn manages to burn his patient for one lethal damage. | ||
+ | Failure: There is no benefit. | ||
+ | Success or Exceptional Success: Decrease the dice penalty for intoxicants or the toxicity of any substance within the targets system by one per success. | ||
+ | Supercharging: Three points of Rukh grant one automatic success. | ||
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+ | ==== Burn Lies ==== | ||
+ | The Djinn places a curse upon the tongue, burning away lies. The Djinn rolls Presence + Empathy contested by Stamina + Naphsha. Every additional success for the Djinn provides a -1 penalty to Subterfuge rolls. The penalty cannot rise past -5 but at that level every failed subterfuge roll causes a point of bashing damage. | ||
+ | Supercharging: Every point of Rukh allows the Djinn to extend the curse to one additional target. For important characters they may contest individually, otherwise just roll the highest dicepool among the defenders. | ||
== Four Dot == | == Four Dot == | ||
==== Flame Puppets ==== | ==== Flame Puppets ==== | ||
− | The djinn causes one or more humanoid-shaped flames to split off from an existing fire. The puppets are under the djinn's telepathic control, and have a rudimentary intelligence that lets them follow simple instructions. The Djinn may create a number of flame puppets equal to his Naphsha at any one time. Puppets have a base size of five, a speed of three and two dots in all physical attributes. In combat they do lethal damage equal to their Strength. | + | The djinn causes one or more humanoid-shaped flames to split off from an existing fire. The puppets are under the djinn's telepathic control, and have a rudimentary intelligence that lets them follow simple instructions. The Djinn may create a number of flame puppets equal to his Naphsha at any one time. Puppets have a base size of five, a speed of three and two dots in all physical attributes. In combat they do lethal damage equal to their Strength. |
− | Roll Manipulation + Persuasion. | + | Roll Manipulation + Persuasion. |
− | Dramatic Failure: Not only | + | Dramatic Failure: Not only dose the Working fail, the Djinn cannot use it for the rest of the day. |
− | Failure: Nothing happens. | + | Failure: Nothing happens. |
− | Success: The Djinn creates flame puppets. | + | Success: The Djinn creates flame puppets. |
− | Exceptional Success: The Djinn creates one extra flame puppets, even if this would place their number above Naphsha. No matter how many Exceptional Successes he scores a Djinn cannot have more puppets than Naphsha + 1. | + | Exceptional Success: The Djinn creates one extra flame puppets, even if this would place their number above Naphsha. No matter how many Exceptional Successes he scores a Djinn cannot have more puppets than Naphsha + 1. |
Supercharging: Two points of Rukh grant an extra puppet. | Supercharging: Two points of Rukh grant an extra puppet. | ||
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== Five Dot == | == Five Dot == |