DjinnTheBinding:Workings:Earth

From RPGnet
Revision as of 06:17, 30 August 2010 by 78.86.121.24 (talk) (Created page with '= Workings = == One Dot == ==== Draw Earth ==== The Djinn reaches into rock and picks out a handful. The maximum size is limited to what you can naturally carry. ===== Refin…')
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Workings

One Dot

Draw Earth

The Djinn reaches into rock and picks out a handful. The maximum size is limited to what you can naturally carry.

Refinements

Gentle Touch (*): The Djinn will not leave any crater when using Draw Earth. As this doesn't create earth, mearly spread the loss, this requires a sufficiently large body of earth to draw from. Quick Draw (**): The Djinn can Draw Earth as a reflexive action.

Craft Earth

The Djinn gains the ability to craft earth, functionally this is no different from a usual Dexterity + Crafts roll but what a master mason can do in their workshop a Djinn can do with their hands alone. This Working provides an equipment bonus equal to Naphsha. Items created with this Working are entirely mundane.

Steady Foot

So long as the Djinn stands on natural Earth it adds Naphsha to rolls to avoid being knocked down. It also gains the ability to walk (but not run) on walls or even ceilings that are formed of natural earth.

Refinements

Move Fast (**): The Djinn can run (or sometimes slide) when walking on walls or ceilings.

Two Dot

Echolocation

So long as the Djinn stands upon natural earth it gains the ability to feel through natural earth. They can make normal Wits + Composure rolls to see anything underground or around corners (providing it too stands on natural earth). Materials that do not fall under natural earth appear as conspicuous blind spots.

Refinements

Locate Minerals (*) By concentrating on a specific type of mineral ore, the djinn can detect any significant concentrations of that ore within a hundred yards. If there are none, the djinn can make a perception roll to determine the direction of the largest significant deposit (if any) within a number of miles equal to its Naphsha. Within an exceptional success, they can also determine the distance.

Tremor

The Djinn may make an attack against anyone standing on natural earth. Roll Strength + Brawl. This does no damage but has the knockdown property. Supercharging: The attack affects everyone in a radius of 5 * Rukh spent yards.

Pass Through Earth

The Djinn can walk through natural earth, in any direction. They still show up as normal for their Anchor should anything have the ability to look or scan through the Depth. Incidentally while Ghuls are immune to the crushing pressure they have no natural defence against heat. The temperature increases by 35 degrees Celsius every kilometre you descend.

Three Dot

Petrifying Touch

With a touch, the djinn can turn a mortal's flesh to stone, starting at the point of contact and radiating outwards. Unlesss the Working is countered by magic, the victim turns completely to stone in a number of rounds equal to its Size. A petrified victim is insensible to their surroundings, effectively unconscious, but their spirit lingers for a year and a day before departing. A particularly strong-willed victim may be able to manifest as an apparition to communicate with the living, use the rules for ghosts in WoD Core with two important exceptions: Exorcisms have no effect since the victim is not dead and unlike ghosts the victim can recover Morality.

To Petrify a Djinn rolls Presence + Science vs Stamina + Naphisha. They must get more successes than the target's Stamina.

Refinements

This allows the djinn to petrify someone at a range of up to ten yards simply by making direct eye contact with them, and the effect is nearly instantaneous.

Shape Stone

This temporarily changes solid earth or stone to the consistency of pudding, allowing the djinn to mold it with their hands -- to create or seal an opening in a cavern wall, for instance. If it is used on the ground under a person's feet, they will sink down into it and may be trapped when the Working ends. It can also be used to duplicate the effects of Craft Earth. It affects a number of cubic yards equal to the djinn's Naphsha, and lasts for one minute unless the djinn chooses to end it prematurely.

Four Dot

Earthquake

The Djinn calls a mighty earthquake with a radius of 50*Naphisha yards. Against living beings this is identical to Tremor but this working is deadly against buildings. Every success removes one point of Structure bypassing durability. Against buildings specially designed to withstand earthquakes reduce durability by Naphisha.

Five Dot

Move Earth =

The djinn can manipulate the terrain on a large scale, causing the ground to rise up, drop away into a pit, or form a wavelike crest that moves outward from the djinn. Pits or pillars created in stone have sheer sides, while those created in earth or clay have sloping sides. In any case, the base width and height/depth of the affected area is ten yards (which can be increased by supercharging) and the maximum range is fifty yards.