Difference between revisions of "Jin"

From Viridian TTRPG Wiki
Jump to navigation Jump to search
Line 54: Line 54:


=Traits=
=Traits=
''The following Ability traits must be unlocked via the [[Potential]] skill for each skill rank obtained. A new Jin character should be able to access one ability upon creation for gaining one rank of Potential by default. '''Exception:''' If a Jin takes advantage of the Binding Contract trait, they will gain access to all Jin abilities regardless of their Potential skill rank, the magnitude of such abilities are still tied to their Potential skill rating.''
'''''Enhancements''' can be acquired in place of, or after all base abilities have been unlocked. When a new Potential rank is achieved, the Jin may choose an ability to enhance and the enhancement to apply. If the Jin has a Potential skill rating of 100 (5 ranks), they may use Perk points to gain enhancements or abilities not yet obtained due to hitting the skill cap.''
==Ability: Intangibility==
==Ability: Intangibility==
''The Janni can temporarily become ethereal to escape non-magical bonds or move through walls. When Intangible they can choose to be translucent to others or become invisible to the naked eye.''
''The Janni can temporarily become ethereal to escape non-magical bonds or move through walls. When Intangible, they can choose to be translucent to others or become invisible to the naked eye.''
 
'''Cost'''
♦ Channeled Advanced Action (100AP per round).
 
  '''Effect'''
  '''Effect'''
♦ Cost: 100AP per round (Advanced Action)
  ♦ Jin gains a +20 bonus to Stealth checks while intangible. They become translucent but not invisible. They make no noise, but they do not and cannot make sound.
  ♦ Jin gains a +100 bonus to Stealth checks while intangible.
  ♦ While intangible: The Jin gains the ability to fly, they can move at HALF their base speed in any direction.
  ♦ While intangible: The Jin gains the ability to fly, they can move at their base speed in any direction.
  ♦ Jin cannot be affected by environmental or creature attacks, EXCEPT if it is magic/meta-force type attack.
  ♦ Jin cannot be affected by environmental or creature attacks, EXCEPT if it is magic/meta-force powered.
  ♦ Jin cannot interact with the environment or other creatures until they become tangible again.
  ♦ Jin cannot interact with the environment or other creatures until they become tangible again.


==Ability: Levitation / Limited Flight==
'''Synergy''' (This ability is improved when used in conjunction with another ability)
''The Jin are capable of levitating in the air without much concentration and flying at a respectable speed.''
♦ When '''Levitation / Limited Flight''' is available: Intangibility allows the Jin to move at their base speed in any direction instead of half.
  '''Effect'''
 
'''Enhancements'''
♦ '''Concentration''': The Action cost of Intangibility is changed to a Standard action (50AP per round) instead of an Advanced Action.
 
==Ability: Levitation==
''The Jin are capable of levitating in the air without much concentration and fly at a respectable speed when enhanced.''
'''Cost'''
♦ Channelled Quick Action (25AP per round).
 
  '''Effect'''  
  ♦ A Jin character can begin levitating a small amount over any solid ground freely.
  ♦ A Jin character can begin levitating a small amount over any solid ground freely.
  ♦ If the Jin moves while still on solid ground, they can move with a 30% bonus to free movement without penalty.
  ♦ If the Jin moves while still on solid ground, they can move with a 30% bonus to free movement without penalty.
  ♦ Levitating over difficult terrain enables them to move without slowing down, they are immune to difficult terrain penalties.
  ♦ Levitating over difficult terrain enables them to move without slowing down, they are immune to difficult terrain penalties.
  ♦ If the Jin wishes to fly, they can do so, but at a 50% movement penalty instead of 30% bonus. They can fly in any direction they wish.
  ♦ If the Jin wishes to fly, they can do so, but at a 50% movement penalty instead of 30% bonus. They can fly in any direction they wish.
'''Enhancements'''
♦ '''Take Flight''': A Jin can use Levitation to gain true flight, action cost increases from a Channelled Quick-Action to Channelled Standard-Action (50AP per round) while doing so. They can move up to their base speed in any direction.
♦ '''Concentration''': When a Jin uses Levitation to stay above ground, they can channel this ability for free. When using '''Take Flight''', the action cost is reduced to a Quick-Action (25AP per round).


==Ability: Alter Self==
==Ability: Alter Self==
''Jin are capable of manipulating their physical appearance to fool others for periods of time. They can increase or reduce their overall size, they can make themselves appear as a version of themselves in the guise of another race, and they can also mimic the vocal range and tone of those they hear.''
''Jin are capable of manipulating their physical appearance to fool others for periods of time. They can increase or reduce their overall size, they can make themselves appear as a version of themselves in the guise of another race, and they can also mimic the vocal range and tone of those they hear.''
'''Cost'''
♦ Channelled Advanced Action (100AP per round).
  '''Effect'''
  '''Effect'''
♦ Cost: 100AP per round (Advanced Action)
  ♦ While Alter-Self is active: A Jin character may assume the size, appearance, mannerisms and voice of any target smaller than they are. However, they must have seen their target to copy their appearance, hear their voice to copy their voice and watched them perform to copy their mannerisms. They can also assume an original form that they can imagine.
  ♦ While Alter-Self is active: A Jin character may assume the size, appearance, mannerisms and voice of any target smaller than they are. However, they must have seen their target to copy their appearance, hear their voice to copy their voice and watched them perform to copy their mannerisms. They can also assume an original form that they can imagine.
  ♦ A Jin cannot copy the target’s memories, abilities or non-physical traits.
  ♦ A Jin cannot copy the target’s memories, abilities or non-physical traits.
  ♦ If a Jin attempts to take any actions that cause action-overflow, their disguise drops immediately, if they enlarge into a space that they cannot fit into, they perform a Strength check to break out of it, or suffer crush damage if they cannot.
  ♦ If a Jin attempts to take any actions that cause action-overflow, their disguise drops immediately, if they enlarge into a space that they cannot fit into, they perform a Strength check to break out of it, or suffer crush damage if they cannot.
'''Enhancements'''
'''Enlarge Self''': This enhancement allows the Jin to use '''Alter Self''' to imitate or transform into a creature that is larger than themselves.
'''Concentration''': This enhancement changes the Action cost of '''Alter Self''' to that of a Standard-Action (50AP per round).


==Passive: Binding Contract / Material Anchor==
==Passive: Binding Contract / Material Anchor==
''The Jin gain powerful attachments to the material plane when in service to one of its natives or to an object to which their selves are linked, protecting them from banishment.''
''The Jin gain powerful attachments to the material plane when in service to one of its natives or to an object to which their selves are linked, protecting them from banishment.''
  '''Effect'''
  '''Effect'''
  ♦ Jin NULL Bless and Curse attacks, but only when serving another non-Jin, non-outsider character on the plane they live in.
Note: This trait is optional, read CONDITIONS to understand the requirements to use this trait.
  ♦ The Jin RESISTs Bless and Curse attacks by 50%, they are also immune to the instant-defeat/banishment effect of Bless/Curse affinities.
♦ The Jin gains access to all their ability traits independent of their Potential skill, the magnitude of their abilities still rely on their Potential skill rating.
♦ Each Jin has a physical item or container known as their '''Material Anchor''', it is an item that the Jin can take refuge inside. If the item is destroyed, the Jin becomes mortal and dies.
  '''Conditions'''
  '''Conditions'''
♦ The Jin must be in service to another non-Jin mortal, that other person must be sentient and aware of their role as the Jin's master. The Master must wear or be in possession of the Jin's '''Material Anchor''' to command the Jin to action.
  ♦ When the Jin is in service to a NPC, the GM may determine what orders they are given, through the NPC. The effect and compulsion is lost when the NPC relinquishes control or dies.
  ♦ When the Jin is in service to a NPC, the GM may determine what orders they are given, through the NPC. The effect and compulsion is lost when the NPC relinquishes control or dies.
  ♦ When the Jin is in service to another PC, the PC may determine what orders they are given. The effect and compulsion is lost when the PC reqlinquishes control or dies.
  ♦ When the Jin is in service to another PC, the PC may determine what orders they are given. The effect and compulsion is lost when the PC relinquishes control or dies.
  ♦ A Jin cannot be told to injure or harm themselves, they can be commanded to attack or defend based on criteria.
  ♦ A Jin cannot be told to injure or harm themselves, the Jin also cannot directly harm or injure their master.


[[Category:Races]] [[Category:Outsider]]
[[Category:Races]] [[Category:Outsider]]

Revision as of 16:00, 16 October 2021

< back to Playable Races
This Race is currently under construction, stay tuned for more updates!

Overview

Physical Description

Mystical humanoids imbued with the four elements and of Genie heritage. Metamagic courses through their bodies and possess many powers they can utilize without formal training. It is said that Janni become master sorcerers and excellent thieves and assassins.

Social & Culture

It is written in legends that a Janni’s true potential of wish-weaving can only be unlocked when they enter a contract to serve their master’s wishes and requests for as long as the Master shall live, and such powers may only be used solely by their master. Should their master meet their demise from the result of a wish they asked for, the contract will be null and void, freeing the Janni from servitude.

Race Meta

  • Better known as: Janni (Genie-blooded, elementally-neutral)
  • Height: Variable but fixed (Size: 0.4~4, Tiny to Huge)
  • Genus: Outsider
  • Rarity: Common in Saffron, Rare in Cerulean, Uncommon Viridian
  • Faction(s): Saffron Alliance
The Jin represent the mystical outsiders found meddling in the Saffron alliance, particularly amongst Nagaji and Shradi. Like most outsiders, the Jin have access to a number of very useful powers at their disposal and archetypes that give them strong advantages. However, in order to maintain their place and control in the material realm, they often require physical items to be anchors. A Non-Jin can command Jin to follow their command if they gain possession of a Jin's object. And if the object is destroyed, the Jin becomes vulnerable to banishment from the material plane.
The Jin are a powerful magical race that are reliant on their bound-object in order to protect themselves from banishment.

Gameplay

Variable Size
As the Jin can shapeshift, their default form can vary from a tiny-sized humanoid to a huge-sized giant. However, their default form will be the form they take when their shapeshifting ability is not in use. The player will have to decide what base size category they want their Jin to be normally and then stick with it until they gain the ability to change their default form. Ideally a Medium-sized Jin will be favourable for most situations but a Giant-sized Jin can use shapeshifting to shrink down when desired. A smaller Jin can use levitation and free-light to trivialize terrain that would hinder a smaller character.

Roleplaying Suggestions

The Jin are somewhat of a trickster race skirting around the cultures and customs of the material races. Their humanoid form can vary from close-to-human to something distinctly alien in appearance, the Jin's form is subject to the cognition of their environment and their self-image. Although the Jin can change their appearance to suit their situation, their default form is the only size and shape they can maintain without concentration, akin to muscle-memory. Their distance from traditional races and culture can give Jin a kind of 'stranger in a strange land' vibe, while more savvy Jin will intentionally obfuscate their understanding for their own amusement.
Jin's Object, and Mortal Possession
A Jin's personal object is very important to them, whether it be a lamp, a gemstone, book or other magical item. It is necessary to protect them from effects that might banish them away from the material plane and also where they can draw more strength and energy when they are drained. They can also possess the object to hide from sight. If a mortal gains possession of the object while the Jin is inside, they can summon and command the Jin as if they were a conjured creature; akin to a master summoning a Genie and allowing the mortal to give them basic commands that do not harm the Jin or its self-preservation. Most Jin do not wish to serve random strangers and will try to reclaim their item from their possessor at the earliest opportunity. A Jin must follow commands as phrased and not necessarily in the spirit of the command. Some Jin may want to have a mortal master if they like and care for them, in which case the Jin becomes the master's guardian Jin and will protect and serve them until the master's demise.

Jin Adventurers

As Jins are usually filled with wanderlust, they are quick to become solo adventurers. The trick is the motivation for a Jin to join a party of adventurers in cooperation. A free Jin may join a party for the fun of it, or what the party might achieve together. Sealed Jin may require one of the other party members to release them from their personal-object and either in gratitude or reluctance, join the party until they can be released from their ally's control. A Jin adventurer can be driven towards curiosity or a need for mortals to anchor them to the material realm.
An adventuring party that manages to recruit a Jin that honestly wants to help them out will receive a boon in the form of an outsider with dense magical power. A Jin is versatile in magic, stealth and depending on their size and skills, a strong front-line fighter. Though the party will have to be careful because if their Jin friend is on the receiving end of a banishment, they may lose them forever; at least on the material-plane. The party should also respect the Jin because there's nothing more sinister than a Jin with a grudge, they're not known as tricksters for nothing!

Racial Adjustments & Archetypes

Jin

The Jin are noticeably tougher and swifter than most races, this is likely due to their magical origins.

♦ Jin gain a +1 attribute bonus to Strength, Endurance, Perception and Agility.
♦ A Jin character can start off as any size between Tiny and Huge: their size-rating is 0.4 as Tiny, 0.7 as Small, 1 as Medium, 2 as Large and 4 as Huge. Size 3, 5 and 6 is also available.

Jin Archetype: Treasure-Magnet

Legends say that encountering a benevolent Jin is a sign of good luck and fortune, though it is only through the Jin's power that this remains true.

♦ This Jin gains a +2 attribute bonus to Luck.

♦ Ability (Treasure Charm): A number of times per rest equal to the Jin's Luck score divided by 3 (rounded up): When looting or discovering treasure in containers, the rarity of items contained within are increased by one tier (GM's discretion). The Jin must be the one to open the container and call use of the ability to activate it.

Traits

The following Ability traits must be unlocked via the Potential skill for each skill rank obtained. A new Jin character should be able to access one ability upon creation for gaining one rank of Potential by default. Exception: If a Jin takes advantage of the Binding Contract trait, they will gain access to all Jin abilities regardless of their Potential skill rank, the magnitude of such abilities are still tied to their Potential skill rating.

Enhancements can be acquired in place of, or after all base abilities have been unlocked. When a new Potential rank is achieved, the Jin may choose an ability to enhance and the enhancement to apply. If the Jin has a Potential skill rating of 100 (5 ranks), they may use Perk points to gain enhancements or abilities not yet obtained due to hitting the skill cap.

Ability: Intangibility

The Janni can temporarily become ethereal to escape non-magical bonds or move through walls. When Intangible, they can choose to be translucent to others or become invisible to the naked eye.

Cost
♦ Channeled Advanced Action (100AP per round).
Effect
♦ Jin gains a +20 bonus to Stealth checks while intangible. They become translucent but not invisible. They make no noise, but they do not and cannot make sound.
♦ While intangible: The Jin gains the ability to fly, they can move at HALF their base speed in any direction.
♦ Jin cannot be affected by environmental or creature attacks, EXCEPT if it is magic/meta-force type attack.
♦ Jin cannot interact with the environment or other creatures until they become tangible again.
Synergy (This ability is improved when used in conjunction with another ability)
♦ When Levitation / Limited Flight is available: Intangibility allows the Jin to move at their base speed in any direction instead of half.
EnhancementsConcentration: The Action cost of Intangibility is changed to a Standard action (50AP per round) instead of an Advanced Action.

Ability: Levitation

The Jin are capable of levitating in the air without much concentration and fly at a respectable speed when enhanced.

Cost
♦ Channelled Quick Action (25AP per round).
Effect 
♦ A Jin character can begin levitating a small amount over any solid ground freely.
♦ If the Jin moves while still on solid ground, they can move with a 30% bonus to free movement without penalty.
♦ Levitating over difficult terrain enables them to move without slowing down, they are immune to difficult terrain penalties.
♦ If the Jin wishes to fly, they can do so, but at a 50% movement penalty instead of 30% bonus. They can fly in any direction they wish.
EnhancementsTake Flight: A Jin can use Levitation to gain true flight, action cost increases from a Channelled Quick-Action to Channelled Standard-Action (50AP per round) while doing so. They can move up to their base speed in any direction.
♦ Concentration: When a Jin uses Levitation to stay above ground, they can channel this ability for free. When using Take Flight, the action cost is reduced to a Quick-Action (25AP per round).

Ability: Alter Self

Jin are capable of manipulating their physical appearance to fool others for periods of time. They can increase or reduce their overall size, they can make themselves appear as a version of themselves in the guise of another race, and they can also mimic the vocal range and tone of those they hear.

Cost
♦ Channelled Advanced Action (100AP per round).
Effect
♦ While Alter-Self is active: A Jin character may assume the size, appearance, mannerisms and voice of any target smaller than they are. However, they must have seen their target to copy their appearance, hear their voice to copy their voice and watched them perform to copy their mannerisms. They can also assume an original form that they can imagine.
♦ A Jin cannot copy the target’s memories, abilities or non-physical traits.
♦ If a Jin attempts to take any actions that cause action-overflow, their disguise drops immediately, if they enlarge into a space that they cannot fit into, they perform a Strength check to break out of it, or suffer crush damage if they cannot.
Enhancements
Enlarge Self: This enhancement allows the Jin to use Alter Self to imitate or transform into a creature that is larger than themselves.
Concentration: This enhancement changes the Action cost of Alter Self to that of a Standard-Action (50AP per round).

Passive: Binding Contract / Material Anchor

The Jin gain powerful attachments to the material plane when in service to one of its natives or to an object to which their selves are linked, protecting them from banishment.

Effect
Note: This trait is optional, read CONDITIONS to understand the requirements to use this trait.

♦ The Jin RESISTs Bless and Curse attacks by 50%, they are also immune to the instant-defeat/banishment effect of Bless/Curse affinities.
♦ The Jin gains access to all their ability traits independent of their Potential skill, the magnitude of their abilities still rely on their Potential skill rating.
♦ Each Jin has a physical item or container known as their Material Anchor, it is an item that the Jin can take refuge inside. If the item is destroyed, the Jin becomes mortal and dies.

Conditions
♦ The Jin must be in service to another non-Jin mortal, that other person must be sentient and aware of their role as the Jin's master. The Master must wear or be in possession of the Jin's Material Anchor to command the Jin to action.
♦ When the Jin is in service to a NPC, the GM may determine what orders they are given, through the NPC. The effect and compulsion is lost when the NPC relinquishes control or dies.
♦ When the Jin is in service to another PC, the PC may determine what orders they are given. The effect and compulsion is lost when the PC relinquishes control or dies.
♦ A Jin cannot be told to injure or harm themselves, the Jin also cannot directly harm or injure their master.