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Inspirational sources: The Bartimaeus Trilogy, Hancock
 
Inspirational sources: The Bartimaeus Trilogy, Hancock
  
Djinn are supernatural weapons of mass destruction. The raw power available to djinn far exceeds that of other supernaturals, especially at high levels, but they must constantly struggle to keep that power under control. (The "fury" of the subtitle doesn't mean that djinn are constantly angry; it's fury in the metaphorical sense, as in "the fury of the storm".) Unleashing their power wantonly can lead to untold destruction to everything around them, and ultimately to the djinn itself. The last time this happened, the djinn were seized by Michael's angelic host and bound for thousands of years.
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Djinn are supernatural weapons of mass destruction. The raw power available to djinn far exceeds that of other supernaturals, especially at high levels, but they must constantly struggle to keep that power under control. (The "fury" of the subtitle doesn't mean that djinn are constantly angry; it's fury in the metaphorical sense, like "the fury of the storm".) Unleashing their power wantonly can lead to untold destruction to everything around them, and ultimately to the djinn itself. The last time this happened, the djinn were seized by Michael's angelic host and bound for thousands of years.
  
 
A djinn's power stat is called Naphsha (an Aramaic word meaning "life", "soul" or "self") and its energy stat is Rukh (Aramaic for "spirit", "energy" or "wind"). Its powers are called Workings.
 
A djinn's power stat is called Naphsha (an Aramaic word meaning "life", "soul" or "self") and its energy stat is Rukh (Aramaic for "spirit", "energy" or "wind"). Its powers are called Workings.
  
Stability is a djinn's version of Morality. If a djinn fails to contain the chaos that is its nature, its control gradually slips. The facade begins to crack, exposing more and more of its inhuman side. Mortals find the djinn's presence increasingly disturbing as its Stability erodes. Furthermore, strange and chaotic events occur around the djinn, growing in frequency, scope and severity as Stability goes down. The djinn effectively becomes a walking wild magic zone. Instead of gaining derangements, a djinn who fails a Stability roll suffers an effect known as Turbulence which is mechanically similar to Paradox. The severity of the effect is determined using 7 - Stability as the number of "successes" (per the table on p. 124 of Mage) and Naphsha in place of Arcanum. A Havoc result is interpreted as a Working gone awry, while a Manifestation means that an angel or other celestial servant shows up to punish the djinn for its transgressions. The djinn may choose to contain the Turbulence just as a mage chooses to suffer Paradox backlash, but the damage is aggravated rather than bashing.
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Stability is a djinn's version of Morality. If a djinn fails to contain the chaos that is its nature, its control gradually slips. The facade begins to crack, exposing more and more of its inhuman side. Mortals find the djinn's presence increasingly disturbing as its Stability erodes. Furthermore, strange and chaotic events occur around the djinn, growing in frequency, scope and severity as Stability goes down. The djinn effectively becomes a walking wild magic zone. Instead of gaining derangements, a djinn who fails a Stability roll suffers and effect known as Turbulence which is mechanically similar to Paradox. The severity of the effect is determined using 7 - Stability as the number of "successes" (per the table on p. 124 of Mage) and Naphsha in place of Arcanum. A Havoc result is interpreted as a Working gone awry, while a Manifestation means that an angel or other celestial servant shows up to punish the djinn for its transgressions. The djinn may choose to contain the Turbulence just as a mage chooses to suffer Paradox backlash, but the damage is aggravated rather than bashing.
  
 
Sins against Stability include excessive use of Workings (especially the more violent ones), being ruled by your passions, treating mortals callously, and breaking oaths or strictures (discussed below). If a djinn's current Rukh pool is lower than its Naphsha, it suffers a one-die penalty to degeneration rolls. This reflects the fact that more powerful djinn have a harder time keeping their power in check.
 
Sins against Stability include excessive use of Workings (especially the more violent ones), being ruled by your passions, treating mortals callously, and breaking oaths or strictures (discussed below). If a djinn's current Rukh pool is lower than its Naphsha, it suffers a one-die penalty to degeneration rolls. This reflects the fact that more powerful djinn have a harder time keeping their power in check.
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==Universal djinn abilities==
 
==Universal djinn abilities==
  
'''The Gift of Tongues'''<br>
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'''The Gift of Tongues'''
 
Djinn can understand and communicate in any written or spoken language, including sign language, Braille and Morse code. However, this doesn't grant the ability to decipher encrypted messages or to understand programming languages, nor does it mean that a djinn can speak any language at will. If a djinn sees a deaf person using sign language, it can understand what's being signed and respond in kind, but a djinn can't confound eavesdroppers by signing to another djinn, unless both of them have learned the language in the normal way. Djinn also have their own secret language which is known to all djinn.
 
Djinn can understand and communicate in any written or spoken language, including sign language, Braille and Morse code. However, this doesn't grant the ability to decipher encrypted messages or to understand programming languages, nor does it mean that a djinn can speak any language at will. If a djinn sees a deaf person using sign language, it can understand what's being signed and respond in kind, but a djinn can't confound eavesdroppers by signing to another djinn, unless both of them have learned the language in the normal way. Djinn also have their own secret language which is known to all djinn.
  
'''Damage Resistance'''<br>
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'''Damage Resistance'''
 
A djinn's body is highly resistant to physical damage (including poison and disease), although magical attacks do aggravated damage to them. Djinn have a number of extra health levels equal to their Naphsha, and don't take aggravated damage except from magical attacks. (This includes damage from enchanted weapons as well as powers used by other supernaturals which employ mystical energy, such as a Promethean's Transmutation Jolt. Indirect magical attacks, such as using magic to guide a bullet's trajectory or collapse a building on top of a djinn, don't count, nor does the use of powers which enhance otherwise physical attacks, such as Potence.)
 
A djinn's body is highly resistant to physical damage (including poison and disease), although magical attacks do aggravated damage to them. Djinn have a number of extra health levels equal to their Naphsha, and don't take aggravated damage except from magical attacks. (This includes damage from enchanted weapons as well as powers used by other supernaturals which employ mystical energy, such as a Promethean's Transmutation Jolt. Indirect magical attacks, such as using magic to guide a bullet's trajectory or collapse a building on top of a djinn, don't count, nor does the use of powers which enhance otherwise physical attacks, such as Potence.)
  
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A djinn's human body is only a temporary vessel; its true form is a roiling cloud of elemental energy. However, djinn in service to archangels have their spiritual essence bound into an inanimate object called an Anchor (usually an item of jewelry or a container of some sort, although any portable object can be used). This makes it very difficult for the djinn to leave the earthly realm. Regardless of what it's made of, an Anchor can only be destroyed using special rituals or weapons. A djinn cannot free itself from its Anchor, although non-djinn may do so if they know the right method. However, a djinn who persuades someone to free it earns the enmity of its angelic masters.
 
A djinn's human body is only a temporary vessel; its true form is a roiling cloud of elemental energy. However, djinn in service to archangels have their spiritual essence bound into an inanimate object called an Anchor (usually an item of jewelry or a container of some sort, although any portable object can be used). This makes it very difficult for the djinn to leave the earthly realm. Regardless of what it's made of, an Anchor can only be destroyed using special rituals or weapons. A djinn cannot free itself from its Anchor, although non-djinn may do so if they know the right method. However, a djinn who persuades someone to free it earns the enmity of its angelic masters.
  
If a djinn's vessel is killed, it decomposes rapidly into its component elements (peris dissolve into vapor, marids melt into saltwater, ifrits burn to ash, ghuls crumble into dust, and utukku turn to mulch). The djinn's spirit retreats to its Anchor, where it must remain until it can create a new one. This takes one day and 5 Rukh per health level. A djinn can choose to create a weaker vessel if it's in a hurry or low on Rukh. A vessel must have at least the minumum number of health levels per its Size and Stamina, but the djinn does not have to add all of the bonus levels from its Naphsha. Non-human animal vessels can be created, but the Size of the vessel can't exceed the djinn's Naphsha + 4.
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If a djinn's vessel is killed, it decomposes rapidly into its component elements (peris dissolve into vapor, marids melt into saltwater, ifrits burn to ash, ghuls crumble into dust, and utukku turn to mulch). The djinn's spirit retreats to their Anchor, where it must remain until it can create a new one. This takes one day and 5 Rukh per health level. A djinn can choose to create a weaker vessel if it's in a hurry or low on Rukh. A vessel must have at least the minumum number of health levels per its Size and Stamina, but the djinn does not have to add all of the bonus levels from its Naphsha. Non-human animal vessels can be created, but the Size of the vessel can't exceed the djinn's Naphsha + 4.
  
 
Djinn without Anchors (which includes most Shaitan) suffer from certain drawbacks which counterbalance the increased freedom they enjoy. Unanchored djinn suffer a one-die penalty to degeneration rolls, and if their vessel is killed, they're banished from the earthly realm and can't come back unless someone summons them.
 
Djinn without Anchors (which includes most Shaitan) suffer from certain drawbacks which counterbalance the increased freedom they enjoy. Unanchored djinn suffer a one-die penalty to degeneration rolls, and if their vessel is killed, they're banished from the earthly realm and can't come back unless someone summons them.
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Some sorcerers prefer to negotiate for a djinn's services rather than enslaving them. Djinn may form pacts with sorcerers, which grant both parties certain benefits in exchange for obligations, in much the same way as Changeling contracts. Violating a pact has the same consequences as violating a stricture, in addition to any punishment the sorcerer may exact on the wayward djinn.
 
Some sorcerers prefer to negotiate for a djinn's services rather than enslaving them. Djinn may form pacts with sorcerers, which grant both parties certain benefits in exchange for obligations, in much the same way as Changeling contracts. Violating a pact has the same consequences as violating a stricture, in addition to any punishment the sorcerer may exact on the wayward djinn.
  
==Castes==
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==Lineages==
  
Each Caste is associated with a different environment and has Workings of manipulation over a specific "element". The djinn's associated element also manifests in the use of other Workings -- for example, a marid using Transmutation Workings will find it easier to create things out of water than out of earth.
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Each lineage is associated with a different environment and has Workings of manipulation over a specific "element". The djinn's associated element also manifests in the use of other Workings -- for example, a marid using Transmutation Workings will find it easier to create things out of water than out of earth.
  
 
'''Ifrit''' - djinn of the desert (fire)
 
'''Ifrit''' - djinn of the desert (fire)
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'''Peri''' - djinn of the winds (air)
 
'''Peri''' - djinn of the winds (air)
 
* Peri tend to be carefree, mischievous and often vain, and hate being confined.  
 
* Peri tend to be carefree, mischievous and often vain, and hate being confined.  
** +1 to Dexterity or Wits
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** +1 to Manipulation or Wits
 
** ''[Picture: A young woman, dressed in embroidered jeans, a Barenaked Ladies t-shirt, and lots of bangles, balances on the railing at the edge of a rooftop. She is bent slightly at the waist, her face thrust forward and her arms spread out and back like wings. Her blond hair is whipping in the wind, her eyes are wide open and she has an expression of joy on her face.]''
 
** ''[Picture: A young woman, dressed in embroidered jeans, a Barenaked Ladies t-shirt, and lots of bangles, balances on the railing at the edge of a rooftop. She is bent slightly at the waist, her face thrust forward and her arms spread out and back like wings. Her blond hair is whipping in the wind, her eyes are wide open and she has an expression of joy on her face.]''
  
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** ''[Picture: A grizzled homeless man sits on a park bench. His long, grey hair trails from beneath a broad-brimmed hat and mingles with his unkempt beard. His arms lie limp by his sides and he has a blank expression on his face as if his mind were elsewhere. Grass is sprouting through cracks in the concrete around his bare feet.]''
 
** ''[Picture: A grizzled homeless man sits on a park bench. His long, grey hair trails from beneath a broad-brimmed hat and mingles with his unkempt beard. His arms lie limp by his sides and he has a blank expression on his face as if his mind were elsewhere. Grass is sprouting through cracks in the concrete around his bare feet.]''
  
Each Caste also grants a minor defensive ability related to its associated element. These can be activated by spending one point of Rukh, and last until the end of the scene:
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Each Lineage also grants a minor defensive ability related to its associated element. These can be activated by spending one point of Rukh, and last until the end of the scene:
 
* Ifrits take no damage from heat or flame.
 
* Ifrits take no damage from heat or flame.
 
* Marids take no damage from water (i.e. drowning, hypothermia, pressure, the bends).
 
* Marids take no damage from water (i.e. drowning, hypothermia, pressure, the bends).
 
* Peris take no damage from falling, and always land on their feet.
 
* Peris take no damage from falling, and always land on their feet.
* Ghuls take only half damage from physical attacks while standing on natural stone or earth (shaped stone such as flagstones will do, but not concrete or asphalt).
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* Ghuls take only half damage from physical attacks while standing on natural stone or earth (shaped stone such as flagstones will do, but not concrete or cement).
 
* Utukku take no damage from wooden weapons or plant-based toxins.
 
* Utukku take no damage from wooden weapons or plant-based toxins.
  
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[[DjinnTheBinding:Workings|Main Page]]
 
[[DjinnTheBinding:Workings|Main Page]]
  
The following Workings can be learned by any djinn, regardless of their Caste or Camp. Each Working is rated from one to five dots, and you must learn Workings of each previous level in a group before you can advance to the next level. However, if there are two or more Workings of the same level in a group, you don't have to learn all of them before advancing.
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The following Workings can be learned by any djinn, regardless of their Lineage or Camp. Each Working is rated from one to five dots, and you must learn Workings of each previous level in a group before you can advance to the next level. However, if there are two or more Workings of the same level in a group, you don't have to learn all of them before advancing.
  
 
'''Antimagic Workings'''
 
'''Antimagic Workings'''
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'''Mindbending Workings'''
 
'''Mindbending Workings'''
A djinn can't control a mortal's actions like a puppeteer pulling strings, but it can influence them by altering their perceptions. At their simplest level, these Workings allow a djinn to appear supremely charming or frightening. At higher levels, they can cause hallucinations, manipulate emotions, erase or fabricate memories, and ultimately, drive a mortal insane.
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A djinn can't control a mortal's actions like a puppeteer pulling strings, but it can influence them by altering their perceptions. At its simplest level, these Workings allow a djinn to appear supremely charming or frightening. At higher levels, they can cause hallucinations, manipulate emotions, erase or fabricate memories, and ultimately, drive a mortal insane.
  
 
'''Morphic Workings'''
 
'''Morphic Workings'''
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A few rare mortals, whether through forbidden sorcery or simply an ill-conceived wish, become infused with the power of a djinn. These individuals are known to the djinn as '''[[DjinnTheBinding:Antagonists:FalseOnes|False Ones]]'''. They are effectively immortal, but the human body was never meant to contain so much power, and their minds tend to crack under the strain of keeping it under control.
 
A few rare mortals, whether through forbidden sorcery or simply an ill-conceived wish, become infused with the power of a djinn. These individuals are known to the djinn as '''[[DjinnTheBinding:Antagonists:FalseOnes|False Ones]]'''. They are effectively immortal, but the human body was never meant to contain so much power, and their minds tend to crack under the strain of keeping it under control.
  
Mechanically speaking, False Ones gain all of the abilities of djinn (including knowledge of their secret language) but can only ever have one vessel – their body will reform if destroyed, and can be altered with Morphic Workings, but it's not the same as creating an entirely different vessel. They also must have an anchor; severing their bond to the anchor makes them mortal again, while destroying the anchor kills them. False Ones pick a Caste and gain access to the appropriate elemental Workings, but no Camp will accept them. Finally, False Ones suffer a permanent one-die penalty to degeneration and Stability rolls, and can never have a Stability higher than 6.
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Mechanically speaking, False Ones gain all of the abilities of djinn (including knowledge of their secret language) but can only ever have one vessel – their body will reform if destroyed, and can be altered with Morphic Workings, but it's not the same as creating an entirely different vessel. They also must have an anchor; severing their bond to the anchor makes them mortal again, while destroying the anchor kills them. False Ones pick a Lineage and gain access to the appropriate elemental Workings, but no Camp will accept them. Finally, False Ones suffer a permanent one-die penalty to degeneration and Stability rolls, and can never have a Stability higher than 6.
  
 
'''Vagabonds''' are djinn who are just out for themselves. They're dangerously irresponsible, and are viewed as recalcitrant criminals by the angelic Camps. They're not an organized group, so they gain no special Workings. Some Vagabonds call themselves Anaists, from the Arabic first person singular pronoun "Ana", because they claim that one's first and highest duty is to self. However, most djinn belonging to the Camps call this pretentious philosophical drivel.
 
'''Vagabonds''' are djinn who are just out for themselves. They're dangerously irresponsible, and are viewed as recalcitrant criminals by the angelic Camps. They're not an organized group, so they gain no special Workings. Some Vagabonds call themselves Anaists, from the Arabic first person singular pronoun "Ana", because they claim that one's first and highest duty is to self. However, most djinn belonging to the Camps call this pretentious philosophical drivel.
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''Sharifs'' are djinn who assist high-ranking djinn in protecting and policing the djinn community. (Although the title is not related to the word "Sheriff", they fill a similar role.)
 
''Sharifs'' are djinn who assist high-ranking djinn in protecting and policing the djinn community. (Although the title is not related to the word "Sheriff", they fill a similar role.)
  
''Sheikhs'' are the heads of each Caste. Although they don't directly control any territory, they still command respect from other djinn of their Caste and wield considerable political influence.
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''Sheikhs'' are the heads of each Lineage. Although they don't directly control any territory, they still command respect from other djinn of their Lineage and wield considerable political influence.
  
 
''Sultans'' are self-styled rulers who claim authority over a particular area but lack the divine mandate of the Caliphs and Satraps.
 
''Sultans'' are self-styled rulers who claim authority over a particular area but lack the divine mandate of the Caliphs and Satraps.
  
 
''Viziers'' are djinn who serve as advisors to high-ranking djinn.
 
''Viziers'' are djinn who serve as advisors to high-ranking djinn.
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==Other Supernaturals==
 
==Other Supernaturals==
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''Can djinn reproduce?''
 
''Can djinn reproduce?''
* A djinn can use its human vessel to engage in intercourse either with humans or other djinn's vessels (although both are frowned on by the archangels), but neither produces offspring. Remember that a djinn's human form is nothing more than a disguise worn by a spirit of elemental chaos; it can no more reproduce than a man in a cat costume can conceive a litter of kittens. Djinn themselves are sexless and can form vessels of either gender. They may have other djinn as "lovers", but this is a spiritual union rather than a sexual one.
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* A djinn can use its human vessel to engage in intercourse either with humans or other djinn's vessels (although both are frowned on by the archangels), but neither produces offspring. Remember that a djinn's human form is nothing more than a disguise worn by a spirit of elemental chaos; it can no more reproduce than a man in a cat suit can conceive a litter of kittens. Djinn themselves are sexless and can form vessels of either gender. They may have other djinn as "lovers", but this is a spiritual union rather than a sexual one.
  
 
''Can djinn shapechange?''
 
''Can djinn shapechange?''
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''What's the signature city for Djinn: the Binding?''
 
''What's the signature city for Djinn: the Binding?''
* Las Vegas. It's an oasis in the desert, it's colorful and exotic, and it provides lots of opportunity for granting wishes and using Luck Workings. Since so many people are constantly coming and going, it also allows a djinn to encounter a wide array of plot hooks without ever having to leave the city.
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* Las Vegas. It's an oasis in the desert, it's colorful and exotic, and it provides lots of opportunity for using Luck Workings. Since so many people are constantly coming and going, it also allows a djinn to encounter a wide array of plot hooks without ever having to leave the city.
  
 
==Other Pages==
 
==Other Pages==

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