Jin

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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.
♦ They also gain a Skill-Focus in one [Metaforce]-related skill group.
♦ Jin are considered to be Medium-sized: their size-rating is 1.

Archetype: Guardian

...

♦ This Jin gains a +1 attribute bonus to Endurance and Perception.
♦ They also gain a Skill-Focus in one [Combat]-oriented skill group and all Defense skills.

Archetype: Trickster

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♦ This Jin gains a +1 attribute bonus to Agility and Charisma.
♦ They also gain a Skill-Focus in all Social and Larceny skills.

Archetype: Fortune-Seeking

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♦ This Jin gains a +2 attribute bonus to Luck.
♦ A number of times per rest, equal to the Jin's Luck score: When looting or discovering treasure, the rarity of items contained within are increased by one tier (GM's discretion).

===Archetype: Burly===: ...

♦ This Jin gains a +2 attribute bonus to Endurance.
♦ Their body type is changed to Roundback or Broadback. (see Golian).
(Traits or build-options that change the Jin's body type is negated. Temporary transformations and effects will function as normal.)

Archetype: Half-Shradi

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♦ This Jin gains a +1 attribute bonus to Strength and Perception.
♦ They also gain a Skill-Focus in all Nature skills.

Archetype: Story-telling

...

♦ This Jin gains a +2 attribute bonus to Intelligence.
♦ They also gain a Skill-Focus in all Social skills.

Archetype: Gigantic

Some Jin grow much bigger than average. Jin that continue to grow end up settling in with the Saffron Alliance before long.

♦ This Duergar gains the Big perk: their base size category is now Large+ (Size: 3). Their average height is now 10-12ft.
♦ When this Duergar unlocks Tier 2 perks, they can obtain the Huge perk immediately, their size category becomes Huge (Size: 4)
♦ When this Duergar unlocks Tier 3 perks, they can obtain the Gigantic perk immediately, their size category becomes Gargantuan (Size: 8).

Traits

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.

Effect
♦ Cost: 100AP per round (Advanced Action)
♦ Jin gains a +100 bonus to Stealth checks while intangible.
♦ 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 powered.
♦ Jin cannot interact with the environment or other creatures until they become tangible again.

Ability: Levitation / Limited Flight

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

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.

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.

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.
♦ 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.

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
♦ Jin NULL Bless and Curse attacks, but only when serving another non-Jin, non-outsider character on the plane they live in.
Conditions
♦ 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.
♦ A Jin cannot be told to injure or harm themselves, they can be commanded to attack or defend based on criteria.