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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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'''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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* 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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'''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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