Jent Ghun
One of the "Lei" category of magics;
Jent Ghun is the arrangement of objects or the design of structures, to encourage the soul sea to flow in a specific way through a given area consistently. Jent Ghun magic can take a long time to construct but could theoretically last for millenia in some cases. Jent Ghun ranges from as simple effects as a well arranged campsite for better rest or a properly outfitted room to increase financial luck, to temples designed to be unapproachable by undead, or a massive lighthouse which illuminates the world to you as if daylight when you look in its direction.
A practitioner of Jent Ghun is called an "Architect"
Mechanics
Each effect has an extended DC and delay. Each check lowers the effective DC by an amount equal to the result. Once the effective DC equals or is less than 0, the effect occurs. The delay is how long each check attempt takes.
You cannot progress someone elses in-progress Jent Ghun DC.
eDC derived from difficulty(2,3,5,7,11) * effort(11,13,17,19,23)
Flavour
Rolled For
Special Rules
Due to how easily disrupted it is, jent ghun effects cannot be created through the positioning of sand, dirt or similar particulates.
Unless a Jent Ghun creates a visual, auditory, or otherwise obvious marker, you are not immediately aware that you have entered the area of one.
Effects that damage an area deal damage to Jent Ghun effects included in the area as well. Jent Ghun effects that take damage equal to half their extended DC, cease to function and must be repaired.
Example tools
The most common tools for jent ghun checks are rakes(d4, TDC 5), junkboxes(d4, TDC 5), and design books(d6, TDC 25)
Powers
Tier 1
- Architectural Analyst[You may use Jent Ghun to perform the Examine action on structures.]
- Concatenation[When you build two Jent Ghun's of the same type next to each other, they count as the same total area for the purpose of the effect.]
- Kitted Setup[When you create a tagless Jent Ghun with a delay less than 2 hours, you can increase the DC by 10%. If you do, you can pack up and move that Jent Ghun, which reduces the DC to assemble it next time by half.]
- Spreading culture[When creating an effect, you may choose to take a -4 penalty to all check results. If you do, select one culture not present in the local area; the completed Jent Ghun counts as an area of that culture for other magical effects.]
- Team builder[You may make Jent Ghun checks to work on someone elses Jent Ghun effect that is not yet complete.]
- Willing formation[When you are included in a Formation Jent Ghun, you may choose to not count toward the maximum number of affected creatures.]
- Zen Garden[You can create Jent Ghun effects in deserts. Additionally, you treat Rakes as d4 tools for Jent Ghun when working with sand or loose dirt.]
Tier 2
- Bigghun[Unless a Jent Ghun effect states otherwise, all Jent Ghun effects you create occupy a space 4 hexes in radius.]
- Doorbuster[When breaking an entry, you can choose whether to disrupt any Jent Ghun you are aware of that may be effected]{TRAUMA}
- Emotional architecture[You gain a +2 bonus on checks to create Jent Ghun that create emotional effects.]
- Quick Concatenation(Concatenation)[you may count any progress that exceeds the final DC of one jent ghun as beginning progress toward an adjacent jent ghun of the same effect.]
- Trappers Eye[You add your Jent Ghun tier to tampering checks to disarm jent ghun based traps.]{TAMPERING}
- Trusted Architecture[You treat Jent Ghun effects that benefit you as d6 tools for willpower checks and defence.]
- Zone study[You may gain specialty in a Jent Ghun effect.]
Tier 3
- Braided Armour[You can apply certain Jent Ghun powers to armours you craft yourself.]{LIGHT ARMOUR}
- Cradled[You restore 50% more health when sleeping inside architectural jent ghun.]
- Design plan[You may create a construction plan for a Jent Ghun. The plan has half the DC as the associated effect and anyone using it treats it as a d6 tool for jent Ghun to create that specific effect.]
- Emboldened Architecture(Trusted Architecture)[You treat architectural Jent Ghun effects as d8 tools for willpower checks and defence.]
- Empowered Initiative[When initiative, either combat or debate, is declared and you are in a jent ghun effect; you add your Jent Ghun tier to your initiative.]
- Paranoid Citizen[You are immediately aware when you enter geographical Jent Ghun effects.]
- Wise Plan(Zone study)[When you create a formation jent ghun effect that you have specialty with; all members of that formation benefit from the specialty as well.]
Tier 4
- Carriagebuilder[You can build carriages that include architectural Jent Ghun effects]
- Shipwright[You can build ships that include Jent Ghun effects]
Tier 5
- Mingles(Concatenation)[When you build two different Jent Ghun effects adjacent to each other, the effects extend to both areas. This can only be done with two different effects, any more fails to expand the area.]
Tier 6
- Arcanomechanical[You may add your Jent Ghun modifier to your Engineering modifier for the purpose of creating mechanical devices.]{ENGINEERING}
Tier 7
- Landscaper[You can attempt to create Geographical Jent Ghun effects.]
- Skip Delay[Once per day you may reduce your check resuly by 5 to ignore the Delay of an effect.]
Tier 8
Tier 9
Effects
Unless a Jent Ghun effect states otherwise, such as architectural or geographical effects, all Jent Ghun effects occupy a space 3 hexes in radius.
Formation effects have a minimum and maximum number of participants.
Effects with the Mobi tag can be applied to vehicles by someone with the applicable ability.
Effects with the 'armour' tag can be placed on light armour.
- Acoustic Flow[eDC 14, 1 minute Delay]: The area grants d6 tool to sound based checks(inc debate)
- Brawling Ring[eDC 33, 10 minute Delay]: The area grants d6 tool for stamina, including resiliency.
- Chamber of Healing[eDC 85, 2 day Delay, Architectural(square, 10 hexes long)]: All effects that remove damage inside the area have double effectiveness.
- Disgust[eDC 33, 10 minute Delay]: The area increases all damage taken by 2. Willpower defence vs perceiving other creatures as lesser animals with no reason to live.
- Everfull Well[eDC 65, 4 hour Delay, Architectural(Any well)]: Clean, drinkable water may always be drawn from the well.
- Final Wake[eDC 33, 1 hour Delay]: A corpse in the area, sprinkled with holy water, gains a semblance of life. The corpse must be "complete"(cannot have decomposed, or be missing any pieces since its death). The corpse can speak, think and act(for the most part) for one hour and only within the area. The corpse cannot attack, will not defend itself, and automatically fails resiliency checks. Corpses animated in this way are typically accepting of the fact of their death and constantly aware of exactly how much of its hour of activity remains. A corpse cannot be affected by this effect more than once.
- Grand Lighthouse[eDC 119, 1 month Delay, Architectural(Any lighthouse)]: Creatures within 12 miles who's field of vision includes the lighthouse, view the world as if it were midday.
- Hallowed Ground[eDC 33, 30 minute Delay]: Undead must succeed at a Willpower check or be unable to enter the area. Undead with the mindless ability automatically fail.
- Healer's Bed[eDC 21, 1 minute Delay]: All effects that remove damage remove 1 additional damage in the area.
- Healer's Formation[eDC 35, 1 minute Delay, Formation(4-11)]: Any magical effect that removes damage may target the Jent Ghun rather than the participants. When this is done, the amount of damage removed is equally divided among the participants. If the effect has a variable effect based on degree of success, as long as the check succeeded it is treated as being the highest result the caster could have managed.
- Holy Structure[eDC 85, 2 week Delay, Architectural(Any church)]: An aura of holy energy extends from the building. Removing 1 point of damage caused in a combat each round within the area. This area also prevents entry by undead.
- House of Horrors[eDC 187, 2 week Delay]: Creates the House of Horrors Genius Loci.
- Infinite Sewers[eDC 209, 3 month Delay]: The area is an infinite internal labyrinth that removes the waste of the connected city to deep depths. Increases overall cleanliness of the associated city; lowering disease and toxin rates. May produce feral or unique monsters on occassion from in the depths.
- King Berlythiram's Ballroom[eDC 77, 20 minute Delay]
- Large Hatchery[eDC 34, 1 week Delay, Architectural(square, 15 hexes long)]: This effect functions as the Small Hatchery except as follows: The room(and the building if the room fills the entire building) has a Willpower defence equal to 5+ the number of eggs present. In addition; any creature that 'works' inside the room(typically tending and checking the progress of eggs) may choose to bar another specific creature or creatures from entry into the room while it is present. This does not work against mindless creatures.
- Last Stand[eDC 22, 10 minute Delay]: All creatures in the area that are considered allies by the creator of the effect are treated as aiding each other on all defence's inside the area. Any aids beyond 1 in this case are treated as miscellaneous +1's to the defender's modifier. A creature can only be affected by this Jent Ghun affect once in their life. So long as the creature remains in the area the effect persists for them.
- Necropolis[eDC 133, 2 year Delay]: Undead in the area gain passive healing as if they were living creatures. Additionally, Undead creatures in the area gain a d6 aid die on all defences against effects that specifically target undead. This area imposes no penalties on living creatures.
- Placid Point[eDC 39, 4 hour Delay]: Animals in the area are treated as friendly by default(just as with domesticated animals). Predators in the area will not attack prey but can leave the area to hunt. This effect does not stop animals fighting to defend themselves. If an animal is killed without its consent in this area, the effect automatically ends.
- Preparation Circle[eDC 77, 30 minute Delay]: The area's magic enhances the mind. Select one skill from the associated list. Creatures using the selected skill in the area roll all tool dice twice and take the better result. If they do not have a tool die for the check, the area counts as a d6 tool. The skills usable with this effect are; Alchemy, Arcane, Arithmancy, Artistry, Engineering, Jent Ghun, Medicine, Omerianism, and Writing.
- Restful Campsite[eDC 55, 1 hour Delay]: Time spent resting inside the area is treated as double for all beneficial purposes.
- Serenity[eDC 33, 10 minute Delay]: The area grants a d6 tool on Willpower checks and defence. Long periods of exposure can be dangerous. Every 2 hours a creature must attempt a Willpower check(without the tool granted by this area) vs DC 14 or be unwilling to leave the area. The DC of this effect increases by 1 for each prior check made.
- Small hatchery[eDC 26, 8 hour Delay]: This area is perfectly climate controlled for the hatching of eggs. The temperature local to each egg is perfect and adapts to shifts in requirements by the egg. The area is also shielded against many exterior noises and adverse weather conditions. As long as this Jent Ghun fills an entire room, sudden external damages are reduced(such as an earthquake not damaging the room or any contents, or flooding stopping at the door).
- Spellmist[eDC 33, 1 hour Delay]: Any time a spell or magical effect is created within the area, the area is filled with a thick fog. This fog counts as a d8 aid die on physical based defences for all within the area. This fog lasts for as long as the magical effect persists in the area, or 1 round, whichever is longer.
- Succeptability[eDC 65, 4 hour Delay]: The DC of effects that would target a creature's Insight, Willpower, or Stamina defences in the area increase by 2. If something would raise the die step of a Jent Ghun effect, it increases this effect's bonus by +1.
- Unbreakable Wall[eDC 95, 1 week Delay]: These walls are unbreakable by anything short of tier 7 magical effects. Weather and non-magical physical effects cannot damage the wall.
- Vitalism Cell[eDC 65, 1 week Delay]: This area functions as a d8 tool for checks and defences with either Stamina or Willpower, selected when the area is created. Alternatively, it can function as a d6 tool for both skills. All three versions apply to resiliency checks.
- Wake Room[eDC 85, 1 month Delay, Architectural(square, 10 hexes long)]: The area functions as the Final Wake effect except that corpses affected are active for 3 hours instead of one. The presence of a Mortician or Priest increases this to 5 hours. If a graveyard is present within 10 hexes of the effect, affected corpses cannot become undead thereafter.
- Watch Zone[eDC 35, 5 minute Delay]: Creatures within the area gain the Darkvision stealth ability and the area counts as a d8 tool for senses checks.
- Watered Farmland[eDC 35, 1 minute Delay]: Crops organized and grown using this effect do not require watering and cannot become overwatered. This effect lasts until the crops need to be replanted.
- Wealth Corner[eDC 19, 1 day Delay]: The area grants a +1 aid bonus for trade checks.
- Well Watered Well[eDC 14, 1 minute Delay]: A well augmented with this effect produces water of the quality it last produced. If this water is contaminated or dangerous, it will need to be cleaned as normal. As long as this effect remains in place, water can be drawn from the well as often as necessary.
- Wishing Well[eDC 65, 4 hour Delay]: A well augmented with this effect functions as a Well Watered Well. In addition, those using the well and bearing spare coins they can afford to lose, must make a DC ? Willpower defence or drop some such coins in the well[This does not increase trade strain]. A creature taking coins from the well[decreasing trade strain by 3] cannot benefit from aid dice until the coins are all returned. Forcing someone else to take coins on your behalf causes you to suffer the penalty in their place. The Well may also choose to freely bestow any number of these coins on someone in need when they take from the well without bestowing the penalty. This reduces the beneficiaries trade strain by any amount of the well's choosing from 1 to 8.