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==== Guardian of the Sanctuary ====
 
==== Guardian of the Sanctuary ====
  
The Djinn automatically gets armour so long as they are defending a place holy to an Abrahamic religion. A church, synagogue or mosque grants 1/1. A rare and important site like a Cathedral grants 2/2 while a site of worldwide importance such as Mecca or the Wailing Wall grants 4/4.
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The Djinn automatically gets armour so long as they are defending a place holy to an Abrahamic religion. A church, synagogue or mosque grants 1/1. A rare and important site like a Cathedral grants 2/2 while a site of worldwide importance such as Mecca or the Wailing Wall grants 4/4  
  
Supercharging: Every point of Rukh allows the Djinn to apply her full defence to two additional foes before his defence decreases. She turns herself into an immovable wall between the sacred place and those who would defile it.
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Supercharging: Every point of Rukh allows the Djinn to apply his full defence to two additional foes before his defence decreases. She turns herself into an immovable wall between the sacred place and those who would defile it.  
  
A note on range: defending a holy place dose not mean they’re within it, but at the same time you can’t get a bonus anytime someone does something that might damage a church. Assume that for a +1 bonus the Djinn cannot be standing more than 10 feet from the gates. For a +2 bonus the Djinn must be within one mile and for a +4 bonus the Djinn must be within one mile of the same city.
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A note on range: defending a holy place dose not mean they’re within it, but at the same time you can’t get a bonus anytime someone dose something that might damage a church, assume that for a +1 bonus the Djinn cannot be standing more than 10 feet from the gates. For a +2 bonus the Djinn must be within one mile and for a +4 bonus the Djinn must be within one mile of the same city.  
  
 
== Two Dots ==
 
== Two Dots ==

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