Genie: The Wishing
By John Ladd (dokken@mail.netride.com)
Prelude
He looked around to see his suroundings this time, it had been 3,000 years since his last master; now everything was different. "Who has awakened me" said Kazaam."I have" said Joseph. "Then you are my master, and you are granted 3 wishes" said Kazaam.
"First I want to understand who you are, and where you come from" said Joseph.
"First I am Kazaam, and second I come from Israel" said Kazaam.
"Next, I would like to know how you became a Genie, and what are the extent or your powers."
"Well then, I became a genie over 5,000 years ago in Israel. I had an interlude with one of the sultan's harem and was caught by the sultan himself. The next thing I know I was up to my neck in sand and left to die in the desert. Then all of a sudden there was a gentlemen standing there, he told me he could save me but I had to serve him. I agreed. As for the extent of my powers, I can't make anyone fall in love with anyone, or change history, and I can't change destiny."
History
Before God created man, he created a grand race and God called them Djinni and he gave them great power over their destiny and all manor of life. But the Djinni became cruel to all that god had created so God cursed all the Djinni to serve the next race he created, and bottled them up in all manner of objects. Now the Djinni are fighting back ready to reclaim the world they have lost.
Character Creation
Attributes: 11/9/7Abilities: 20/16/12 (Note: depending on the time you are playing in and how long since the djinni has been in its bottle some abilities should be limited to a genie.
Magic: 12
Backgrounds: 7
Virtues: 7
Humanity: Honor + Wisdom
Willpower: Wrath
Freebie Points: 30 (7/5/2/1)
Magic
For the magic of genies use the Mage spheres and lower the difficulty by 3. Djinni have all level 1 powers automatically. The level six powers for Djinni are listed below, or if you have the write ups for the level 6 powers of the oracles you should use them instead. Also the Djinni can ignore the sphere of Prime for they are beings of Prime incarnate.
Correspondence: Join LocalitiesThe Djinni merge any amount of space and matter of 2 locations. He can also move the transported object to a different location so as not to merge 2 different objects.
Entropy: Philosophical EntropyThe Djinni can destroy ideals on a societal level.(damage from this level is 6x the number of successes)
Forces: Control and Spawn Greater ForcesThe Djinni can create any magnitude of major forces and also has the ability to create the effects of splitting an atom or fission or fusion and etc. (damage from this level is 6x the number of successes.)
Life: Create lifeThe Djinni can create totally new life with sentience.(damage from this level is 6x the number of successes)
Matter: Transform matterThe Djinni can totally change any of the properties of any material.
Mind: Astral formThe djinni can change himself into an astral form with all the abilities and attributes he has in a physical form.
Spirit: Create spirit/recall spiritAll djinni can create a totally new spirit, but only Jenn can recall a spirit from the Shadowlands or Oblivion.
Time: Time ControlThe Djinni has total control over time. He can stop it, reverse it, fast foward it, travel to the past, and travel into the future whatever he wishes.
Innate Powers
- If a Djinni is held to an object then anyone getting a hold of that object is granted three wishes (within ST's allowance).
- The only damage that is aggravated is damage from magic or purely magical creatures such as Dragons, Demons and Angels.
- True Immortality.
- Heal 1 level of damage every minute, and aggravated damage heals at a rate of 1 level every minute, if taken to beyound incapacitated the djinni will take the number of levels of damage x 10 years to reform.
- No form of domination works such as Dominate, Presence and any other power that simulate Dominate.
- See through any form of illusion such as Chimerstry, and obfuscate, etc.
- All Djinni can grant wishes if they so choose.(with the exception of the above)
- No need to eat, drink. sleep, or breathe.
- Take no damage from natural heat or cold and can withstand any amount of pressure or vacuum.
- Strength is equal to Potence.
- Dexterity is equal to Celerity.
- Stamina gives one extra health level per point and is equal to Fortitude.
- Charisma equals Dominate.
- Manipulation equals Chimerstry.
- Appearance equals Presence.
- Perception equals Auspex.
- Djinni do not need to spend anything to use their powers.. They don't have a blood pool, Quintessence or any other type of power source. They also do not take any form of Paradox when using magic.
Backgrounds
The following backgrounds are the only ones I think make any sense for a genie: Age (I have done some adjusting to this see below), Status (in the djinni society), Bottle (explained below), Allies (Djinni allies), Name ( how respected you are in the djinni society), Nobility.
AgeThe only thing I am changing is how old you are. If you take this background everything else stays the same.* | 51-350
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** | 351-750
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*** | 751-1500
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**** | 1501-3000
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***** | 3000+
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BottleThe object in which you are chained to.- | You don't want to know. Just enough room for you and barely enough for that.
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* | Small, very little room, no luxuries (small wine bottle, Flask, compass, etc.)
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** | Adequate, enough room to do what you need, a few luxuries (wine bottle, oil lamp, boom box, etc)
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*** | Nice, plenty of room, enought luxuries to make you not want to be disturbed (pony keg, tv, etc)
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**** | Luxurious, lots or room several infact, as many luxuries as you need and a few more (keg, entertainment system,etc.)
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***** | NO bottle. Somehow you are free. You are a Jenn, a Djinni that has been given his freedom.
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Name- | You are no better than the other supernaturals and no one trusts you.
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* | You are accepted among the Djinni but have done nothing noteworthy.
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** | Your feats are remembered; the ones with lesser names bow to you.
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*** | Your name is respected and the older ones will listen to you.
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**** | The oldest sometimes call to you for advice.
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***** | When you speak everyone quiets down and listens.
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Nobility- | You have no nobility.
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* | You are a Malik in Djinni society.
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** | You are a Sheriff in Djinni society.
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*** | You are a Shiek in Djinni society.
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**** | You are an Emir in Djinni society.
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***** | You are a Beys in Djinni society.
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Virtues
Each of these have a corresponding attribute group that these stats may be used as Willpower in that corresponding area.
Honor (Social)* | You have no honor.
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** | You have a sick and twisted sense of honor.
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*** | You believe there is honor among thieves.
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**** | Your word is your bond.
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***** | You would rather die than break you word.
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Wisdom (Mental)* | Incompetent
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** | Rash
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*** | Unwise
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**** | Competent
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***** | Wise
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Wrath (Physical)* | Vengeful
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** | Hateful
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*** | Spiteful
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**** | Contemptious
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***** | Forgiving
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Note
Society
The Djinni once had a grand and glourious society but when god intervened and cursed them he wiped all existence of the Djinn from the planet.The Vizier is the only one that god did not punish for he did not like what the Djinn were doing and many times had punished a Djinni for his acts. The Vizier is a most truely powerful being. The ability to write up this being is impossible. Just think Antedeluvian and multiply that by a factor of 2. He is the most powerful being to exist except for god. (Note I would not allow the playing of the Vizier unless you are playing an Antedeluvian campaign.)
Relations
Vampires: Why would anyone want to continually be a leech on the mortal society.Lupines: Misguided souls. Don't they know that there must be good and evil.
Mages: One of my kind bestowed the knowledge they have to them.
Wraiths: Poor souls; they can't find a final rest. We pity them.
Immortals: They aren't Immortal. The only true Immortals are us.
Cursed: We can give them a final rest, all of them.
Dragons: They think they're so powerful. What they don't remember or admit to is they were our pets once and will be again.
Changelings: Cute aren't they.
Mummy: They make us laugh. They only have a glimpse of true power. What they don't know is they are so close to mages.
Cenobites: They have tried our patience. They must be destroyed.
Nightbreed: They are children lost in a sea of nightmares.
Angels/Demons: They are jealous infidels. They have the same power but don't have any imagination or will. They will all perish once all my kind are released.