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Lesser vessels have no mental or social attributes or skills, one dot in each physical attribute and 3 dots to be divided as the player wishes, and 1/3 of the Djinn’s skills in Athletics, Brawl, Firearms and Weaponry, with at least one dot if the Djinn knows that skill. They may be created with melee weaponry which makes their attacks lethal but provides no extra dice. All lesser vessels are identical.
 
Lesser vessels have no mental or social attributes or skills, one dot in each physical attribute and 3 dots to be divided as the player wishes, and 1/3 of the Djinn’s skills in Athletics, Brawl, Firearms and Weaponry, with at least one dot if the Djinn knows that skill. They may be created with melee weaponry which makes their attacks lethal but provides no extra dice. All lesser vessels are identical.
  
Creating a batch of lesser vessels requires a Dexterity + Crafts roll and takes half an hour.
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Every batch of lesser vessels requires a Dexterity + Crafts roll and takes half an hour.
  
 
Supercharging: Just spend extra Rukh for more soldiers.
 
Supercharging: Just spend extra Rukh for more soldiers.
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== Five Dots ==
 
== Five Dots ==
 
==== Finest Hour ====
 
==== Finest Hour ====
This Working can only be used in strict conditions: the Djinn and his allies must be defending, not attacking or pre-emptively defending, and they must be against a superior force. The Djinn turns himself into an indomitable titan that can stand against armies for a battle that will be recalled in stories for thousands of years.
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This working can only be used in strict conditions: the Djinn and his allies must be defending, not attacking or pre-emptively defending and they must be against a superior force. The Djinn turns himself into an indomitable titan that can stand against armies for a battle that will be recalled in stories for thousands of years.  
The Djinn gets bonus health equal to his current Rukh (calculated after spending for Supercharging), which lasts for the duration of the battle. The huge Rukh expenditure will cause massive Turbulence which will be contained by the Djinn – at the end of the Working their health box is filled entirely with Aggravated Damage, no healing is possible.
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The Djinn gets bonus health equal to his current Rukh (calculated after spending for Supercharging), this lasts for the duration of the battle. The huge Rukh expenditure will cause massive Turbulence which will be contained by the Djinn – at the end of the working their health box is filled entirely with Aggravated Damage, no healing is possible.  
 
 
 
Cost: All Rukh.
 
Cost: All Rukh.
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Supercharging: 3 Rukh boosts an attribute by one dot for the duration.
  
Supercharging: 3 Rukh boosts an attribute by one dot for the duration up to a maximum of 10.  
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[Picture: A huge Djinn: ten foot tall, bare cheated and muscular is surrounded by demons, arrows and swords run through his body and fire pours from the wounds. A horrific medusa looking creature is wrapped around his chest clawing at the Djinn’s face. One of the Djinn’s hands wields an enormous halibard which is cleaving through a demon the other is pushing the Medusa from his body a jet of fire burning through his assailant. The scene takes place atop a mound of demon corpses.]
  
[Picture: A huge Djinn: ten foot tall, bare-chested and muscular, is surrounded by demons. Arrows and swords run through his body and fire pours from the wounds. A horrific medusa-looking creature is wrapped around his chest, clawing at the Djinn’s face. One of the Djinn’s hands wields an enormous halberd which is cleaving through a demon; the other is pushing the Medusa from his body, a jet of fire burning through his assailant. The scene takes place atop a mound of demon corpses.]
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===== Refinements =====
  
===== Refinements =====
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(●●●●●) Martyr (Requires Finest Hour): When using Finest Hour you gain a free willpower point after performing or receiving any attack that dose five or more damage. You may reflexively transfer this point to an ally.
 
 
(●●●●●) Martyr (Requires Finest Hour): When using Finest Hour you gain a free Willpower point after performing or receiving any attack that does five or more damage. You may reflexively transfer this point to an ally.
 
  
 
==== Quis custodiet ipsos custodies ====
 
==== Quis custodiet ipsos custodies ====
  
A Djinn is always under observation from angels, but as a Michaelite gains the trust of his parole officers she may be pleased to discover the heavenly host is not only watching but also watching their back. With this working a Djinn can request the aid of a lesser angel in battle. Angels are not minions and can’t be made to obey orders; if there is no need no angel will turn up. Furthermore, if the Djinn attempts wicked acts, the angel will object and might possibly turn on its summoner. All this said, the angels called by this Working show professionalism and know how to work in a group.
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A Djinn is always under observation from angels but as a Michaelite gains the trust of his parole officers she may be pleased to discover the heavenly host is not only watching but also watching their back. With this working a Djinn can request the aid of a lesser angel in battle. Angels are not a minion and can’t be made to obey orders, if there is no need no angel will turn up. Furthermore, if Djinn attempts wicked acts the angel will object and might possibly turn on its summoner. All this said the Angels called by this working show professionalism and know how to work in a group.  
  
Roll: Manipulation + Persuasion
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Roll Manipulation + Persuasion
  
Cost: 5 Rukh
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Costs five Rukh
  
Overcharging: N/A
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Overcharging N/A
  
 
===== Lesser Angel =====
 
===== Lesser Angel =====
  
These stats represent a typical angel that might aid a Djinn; the Storyteller should feel free to use different stats and Numina appropriate to the situation. Though Djinn debate whether there actually is some deliberate intelligence choosing the right angel for the job, all agree that it sure seems that way.
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These stats represent a typical angel that might aid a Djinn, the storyteller should feel free to use different stats and Numina appropriate to the situation. Though Djinn debate whether there actually is some deliberate intelligence choosing the right angel for the job all agree that it sure seems that way.  
  
 
Power 5 Finesse 4 Resistance 6
 
Power 5 Finesse 4 Resistance 6
  
Virtue: Justice Vice: Wrath
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Virtue: Justice Vice: Wrath  
  
 
Rukh: 15
 
Rukh: 15
  
Appearance: The appearance of an angel is a matter of choice; Michael’s Host normally take forms designed to reassure those they are sent to protect. The winged human look is very popular as humans immediately associate it with angels and good. In this form one of Michael’s often display an androgynous mix of features that represent strength to demonstrate they are capable protectors and soft comforting features to provide reassurance that they really are here to help.
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Appearance: The appearance of an angel is a matter of choice, Michael's Host normally take forms designed to reassure those they are sent to protect. The winged human look is very popular as humans immediately associate it with angels and good, in this form one of Michael's often display an androgynous mix of features that represent strength to demonstrate they are capable protectors and soft comforting features to provide reassurance that they really are here to help.
 
 
Other forms used by Michael’s Host include shapeless masses of electricity and flame and the beautiful monstrosities found in the Old Testament. These forms are more common when on the offence.
 
  
Numina
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Other forms used by Michael's Host include shapeless masses of electricity and flame and the beautiful monstrosities found in the Old Testament. These forms are more common when on the offence.
  
Materialise: Though naturally in Twlight, for three Rukh and a Power + Finesse roll the angel can materialise on the physical plane. This lasts indefinitely until they choose to cease being material.
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Numina:
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Materialise. Though naturally in Twlight for three Rukh and a Power + Finease roll the angel can materialise on the physical plane. This lasts indefinitely until they choose to cease being material.
  
Blessed Teamwork: An angel in Michael’s heavenly host can contribute to any Working of Protection that allows teamwork. When doing so treat the angel as though they knew the Working.
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Blessed Teamwork. An angel in Michael's heavenly host can contribute to any Blessing of Protection that allows teamwork, when doing so treat the angel as though they knew the Blessing.
  
Angel’s Weapon: An angel may summon their own personal weapon, often but not always a flaming sword. This is a reflexive action and costs one Rukh. An angel’s weapon has a damage rating of 6 lethal and does fire, holy or normal cutting damage, whatever is most effective against the target. If an angel gives his weapon to another, it lasts until the end of the scene. At Morality 7, holding the sword does one bashing (fire) damage a turn. At Morality 8+ there is no effect, while at morality 6 or lower wielding the weapon is impossible. An angel may only summon one weapon at a time and it will fade after one scene.
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Angel's Weapon. An angel may summon their own personal weapon, often but not always a flaming sword. This is a reflexive action and costs one Rukh. An angel's weapon has a damage rating of 6 lethal and dose fire, holy or normal cutting damage, whatever is more effective against the target. An angel may give his weapon to another, it lasts until the end of the scene. At morality 7 holding the sword dose one bashing (fire) damage a turn, at morality 8 there is no effect while at morality 6 or lower wielding the weapon is impossible. An angel may only summon one weapon at a time and it will fade after one scene.  
  
Blessed Weapons: Any weapon the angel wields does holy damage in addition to its regular type. As an instant action and for one Rukh, they may bless a weapon for the rest of the scene. For two Rukh and a Finesse roll the Angel may permanently bless a weapon. An angel in Michael’s host can bless any object, not just weapons, but if they do so the only effect is that it will do holy damage if used in combat. They are heaven’s soldiers, not its craftsmen.
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Blessed Weapons: Any weapon the angel wields dose holy damage in addition to its regular type. As an instant action and one Rukh they may bless a weapon for the rest of the scene. For two Rukh and a Finesse roll the Angel may permanently bless a weapon. An Angel in Michael's host can bless any object, not just weapons, but if they do so the only effect is that it will do holy damage if used in combat. They are heaven's soldiers not its craftsmen.  
  
Prayer: The angel beseeches Michael for his blessing. This is an instant action and costs one Rukh.  After doing so the angel gains an additional Numina identical to any one or two dot Working of Protection. An angel can use Prayer as many times as it wants but it must "swap out" the previously acquired Working.
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Prayer. The angel beseeches Michael for his blessing. This is an instant action and costs one Rukh, after doing so the angel gains an additional Numina identical to any one or two dot Blessing of Protection. An angel can use Prayer as many times as they want but they must "swap-out" the previously acquired Blessing.
  
 
===== Sidebar:  Angels are not fickle =====  
 
===== Sidebar:  Angels are not fickle =====  
While the angels will decide for themselves, if they respond they are reasonably predictable in their decisions. Any Djinn who knows this Working can safely be assumed to be able to competently judge how the angels will respond.
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While the angels will decide for themselves if they respond they are reasonably predictable in their decisions. Any Djinn who knows this working can safely be assumed to be able to competently judge how the angels will respond.

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