The Jinn
The Jinn is powered by the Fuse box being turned on. If you turn on the Fuse box the Jinn can use it's abilities. It cannot turn off the Fusebox unless it overloads it by turning on to many lights. Otherwise that box is going to stay on!
Abilities
While in the same room as the Player it will zap the sanity of the player by 25% and will cause a EMF 2/5 at the Fusebox!
During a Hunt if the Fusebox is on, The Jinn has a line of sight with the player and is more than 3 Meters away the Jinn will get a speed boost to close the gap. Once it's more than 3 meters away the ghost will slow down heavily.
Tells
Will never turn off the Fusebox (Unless overloading it) and will get speedboosts during a hunt as long as it can see the player
Game Description
A Jinn is a territorial ghost that will attack when threatened. It has also been known to be able to travel at significant speed.
Evidence
- EMF Level 5
- Ultraviolet
- Freezing Temperatures
Hunt Sanity
This Ghost hunts if sanity is equal or lower than:
50%