Summoning Jin

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Jewel
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Joined: Mon Apr 19, 2021 9:27 pm

Summoning Jin

Post by Jewel » Tue Apr 20, 2021 7:40 am

Summoning Jinn

To summon a Jinn one must have either the Servant of the Smokeless Flame advantage or the ability to case Summon the Smokeless Fire.

Summoning a Jinn requires creating a physical version of Hakhim's Seal to hold the summoned Jinn (though it will only contain the Jinn for an hour maximum once summoned). After six hours of uninterrupted meditation the sahir rolls Theology/Air against TN 5. The summoner can pick a specific category of Jinn by increasing this TN by 5. The summoner can also select specific bonuses for the Jinn by increasing the TN by 5 per bonus. Characters of Insight rank 1 and 2 may only summon Minor Jinn, sahir of insight rank 3 and 4 may summon Medium Jinn, and Major Jinn can only be summoned by characters with Insight Rank 5.

Negotiating with Jinn

In order to negotiate with the Jinn, you may make a contested Commerce / Awareness roll against him. You gain a bonus on the roll depending on whether you are needing…

A month's worth of services : +0
A week's worth of services : +5
A day's worth of services : +10
A conversation's worth of services : +15

The result of the negotiation is the following, depending on the summoner's roll and the jinn's roll:

If your roll is higher than the Jinn's, they ask a minor task requiring only moments, such as speaking favorably of the Jinn or praising him.
If you lose the roll by 5 or less, they ask a simple task, such as acquiring an item, or destroying an item you hold dear.
If you lose the roll by 10 or less, they ask an involved task, such as acquiring a dangerous animal, or defeating the jinn in a wrestling match.
If you lose the roll by 15 or less, they ask a difficult task, such as allowing the jinn to take a work of art, or building a monument in his honor.
If you lose the roll by more than 15, they ask a monumental task, such as your firstborn son, or sacrificing all your memories.

Shaping the Jinn

All Jinn possess the same basic abilities depending on whether they are minor, medium or major.

Minor Jinn have all their Rings and Traits at 2, roll 4k2 for attacking and damage, and have Brawling 2 and Commerce 3.

Medium Jinn have all their Rings and Traits at 3 (except Fire and Void at 4), roll 6k4 for attacking and damage, and have Brawling 4 and Commerce 4.

Major Jinn have all their Rings and Traits at 4 (except Fire and Void at 6), roll 8k6 for attacking and damage, and have Brawling 6 and Commerce 5.

Furthermore, all Jinn cannot be slain by mortals: if damaged beyond the Out Wound Rank, the Jinn disappears from the world back to the realm from which they were summoned. Most Jinn may also change shape at will.

Jinn are divided into several categories, that receive various bonuses depending on their power level. Divisions are for Minor/Medium/Major

Mighty Jinn have 3/5/7 Trait Bonuses, 1/2/3 Protections, 1/2/3 Abilities, and 2/3/4 Combat Bonuses.
Sly Jinn have 3/5/7 Trait Bonuses, 0/1/2 Protections, 1/2/3 Abilities, and 3/4/5 Combat Bonuses.
Hardy Jinn have 3/5/7 Trait Bonuses, 2/3/4 Protections, 0/1/2 Abilities, and 2/3/4 Combat Bonuses.
Mystical Jinn have 3/5/7 Trait Bonuses, 0/1/2 Protections, 4/5/6 Abilities, and 0/1/2 Combat Bonuses.
Labor Jinn have 5/7/9 Trait Bonuses, 0/0/0 Protections, 1/2/3 Abilities, and 0/0/0 Combat Bonuses.

A Trait Bonus is a +1 bonus to any Trait.

A Protection is one of the following abilities:

Suffers no Wound penalties.
Unaffected by spells.
Gain Reduction equal to highest Ring against arrows.
Gain Reduction equal to highest Ring against swords.
Gain Reduction equal to highest Ring against heavy weapons.
Gain Reduction equal to highest Ring against knives.
Gain Reduction equal to highest Ring against polearms.
+10 to Armor TN
Immune to knockdown.
Add highest Ring to Wounds at each Wound rank.

An Ability is any of the abilities listed as a Sahir Spell, except Jinn Summoning 1 and 3. Only Major Jinn may take Jinn Summoning 2.

A Combat Bonus is one of the following abilities:

Add highest Ring to all attack rolls.
Add highest Ring to all damage rolls.
Add highest Ring to Armor TN.
Add highest Ring to all Initiative rolls.
Add highest Ring to Wounds at each Wound rank.

Sahir who increased the TN of their summoning may pick bonuses appropriately. Otherwise they are rolled randomly.
GM • City of Stories

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Jewel
Posts: 1325
Joined: Mon Apr 19, 2021 9:27 pm

Re: Summoning Jin

Post by Jewel » Wed Apr 21, 2021 5:18 am

Jinn Bonus Tables

Trait Bonuses
1 - +1 Awareness
2 - +1 Reflexes
3 - +1 Willpower
4 - +1 Stamina
5-6 - +1 Intelligence
7-8 - +1 Agility
9 - +1 Perception
10 - +1 Strength

Protections
1 - Suffer no wound penalties
2 - Cannot be affected by spells
3 - Reduce wounds from arrows by highest Ring
4 - Reduce wounds from swords by highest Ring
5 - Reduce wounds from heavy weapons by highest Ring
6 - Reduce wounds from knives by highest Ring
7 - Reduce wounds from polearms by highest Ring
8 - +10 TNtbH
9 - Cannot be knocked down
10 - Add highest Ring to wounds at each Wound Rank

Abilities

Ability Type
1-2 - Summoning
3-4 - Black Magic
5-6 - Blessings and Curses
7-8 - Control
9-10 - Celestial

Summoning Ability
1-2 - Primal Elements 1
3 - Primal Elements 2
4 - Primal Elements 3
5-6 - Implements 1
7 - Implements 2
8 - Implements 3
9-10 - Jinn 2 (Major Jinn only, reroll otherwise)

Black Magic Ability
1-2 - Life 1
3-4 - Life 2
5-6 - Death 1
7-8 - Death 2
9-10 - Death 3 or Life 3

Blessings and Curses Ability
1-2 - Blessings 1
3-4 - Blessings 2
5-6 - Curses 1
7-8 - Curses 2
9-10 - Blessings 3 or Curses 3

Control Ability
1 - Influence 1
2 - Influence 2
3 - Influence 3
4 - Illusions 1
5 - Illusions 2
6 - Illusions 3
7 - Transformation 1
8 - Transformation 2
9 - Transformation 3
10 - Reroll

Celestial Ability
1-2 - Farsight 1
3-4 - Farsight 2
5-6 - Astrology 1
7-8 - Astrology 2
9-10 - Farsight 3 or Astrology 3

Combat Bonuses
1-2 - Bonus to attack roll totals equal to highest Ring
3-4 - Bonus to damage roll totals equal to highest Ring
5-6 - Bonus to TNtbH equal to highest Ring
7-8 - Bonus to Initiative roll total equal to highest Ring
9-10 - Extra wounds to each Wound Rank equal to highest Ring
GM • City of Stories

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Jewel
Posts: 1325
Joined: Mon Apr 19, 2021 9:27 pm

Re: Summoning Jin

Post by Jewel » Fri May 20, 2022 4:43 pm

If a sahir is not increasing the TN to determine the type of Jinn being summoned roll on the following for their type:

1-2 - Mighty
3-4 - Sly
5-6 - Hardy
7-8 - Mystical
9-10 - Labor
GM • City of Stories

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