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==== Create Flame ====
 
==== Create Flame ====
The Djinn can create a torch flame without a roll, Rukh cost or Turbulence.<br>
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The Djinn can create a torch sized flame without a roll, Rukh cost or Turbulence
Supercharging: one point of Rukh increases the heat from that of a torch to a Bunsen Burner. Two points increases to the heat of molten metal. Supercharging causes Turbulence like normal.
 
  
 
==== Control Flame ====
 
==== Control Flame ====
The Djinn can control a flame up to size 5, either preventing its spread or herding it in a given direction. This working costs one Rukh.<br>
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The Djinn can control a flame up to size 5. This working costs one Rukh.
Roll: Strength + Athletics<br>
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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.<br>
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This working allows a Djinn to make a target feel incredible pain without actually causing harm. Roll Presence + Indimidation vs Resolve + Naphsha.  
Roll: Presence + Indimidation vs Resolve + Naphsha.<br>
 
 
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, which cause damage to anyone the djinn strikes or anyone who strikes them. The djinn's clothing or equipment are immune, as are any object the djinn picks up or any person he wishes to touch without harming them. In other words, the flames won't burn anything the djinn doesn't want them to burn.<br>
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The Djinn surrounds himself with protective flames. Roll Dexterity + Weaponry.
Roll: Dexterity + Weaponry.<br>
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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.<br>
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Failure: Nothing happens.
Failure: Nothing happens.<br>
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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 does one fire bashing damage. Armour protects as normal.<br>
 
 
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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===== Refinements =====
 
===== Refinements =====
 
(●) 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>
(●) 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. Choose one or the other every attack.<br>
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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>
 
(●●●) 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.
 
==== Ignition ====
 
 
One of the simplest and most direct powers of the Ifrit Lineage is to create fire.<br>
 
Roll: Dexterity + Crafts extended. Each roll is half a minute of weaving fire.<br>
 
Dramatic Failure: The fire rages out of control.<br>
 
Failure: No progress in creating a fire.<br>
 
Success or Exceptional Success: The Djinn makes progress in creating the fire. Once they reach one success per Size point of the target, it bursts into flames.<br>
 
Supercharging: A point of Rukh can either grant one success or increase the heat of the flame. One point increases the heat from that of a torch to a Bunsen burner. Two points increases to the heat of molten metal.<br>
 
Range is ten feet per dot of Naphsha.
 
  
 
==== Purifying Flame ====
 
==== 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 does feel very uncomfortable having toxins burnt from your body.<br>
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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.<br>
 
Dramatic Failure: The Djinn manages to burn his patient for one lethal damage.<br>
 
Dramatic Failure: The Djinn manages to burn his patient for one lethal damage.<br>
 
Failure: There is no benefit.<br>
 
Failure: There is no benefit.<br>
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==== 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.<br>
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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.<br>
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Roll Manipulation + Persuasion.  
Dramatic Failure: Not only does the Working fail, the Djinn cannot use it for the rest of the day.
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Dramatic Failure: Not only dose the Working fail, the Djinn cannot use it for the rest of the day.
Failure: Nothing happens.<br>
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Failure: Nothing happens.  
Success: The Djinn creates flame puppets.<br>
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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.<br>
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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 ==

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