Norseman Central
Djinn (m)

Version 4.0

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Typical Djinni (m)
(as found in the ring)

Fighting: 

Rm

Agility: 

Mn

Strength: 

Rm

Endurance: 

Un

Reason: 

Rm

Intuition: 

In

Psyche: 

Am

Health: 

235

Karma: 

125

Resources: 

N/A

Popularity: 

0

Known Powers:
Matter Creation: In. Using this ability a Djinni (plural Djinn) can;
  • Create nutritious food, once per day, for up to 12 people.
  • Create pure water or the finest of wines, once per day, for up to 12 people.
  • Create fabrics, and other soft goods, including silks totaling up to 16 cubic feet, once per day.
  • Create wooden items, totaling up to 9 cubic feet, once per day.
  • Create up to 100 pounds of metal, whose duration is based upon the strength of the material. (Gold lasts 1 hour, Djinni steel lasts about an hour). Again, a typical Djinni can do this once per day.

Create Illusions: Mn. These illusions are both visible and audible and last, even without concentration, until it is touched.
Invisibility: Am
Gaseous Form: Am
Wind Walking: Am
Whirlwind: Un. Once per day, the Djinni can create a whirlwind, which it can ride or even direct at will from a distance. The whirlwind is a cone-shaped spiral, measuring up to 10 feet across at its base, 40 feet across at the top, and up to 70 feet in height (the djinni chooses the dimensions). Its maximum speed is Unearthly, with Monstrous maneuverability.. The whirlwind’s base must touch water or a solid surface, or it will dissolve. It takes a full turn for the whirlwind to form or dissolve. During that time, the whirlwind inflicts no damage and has no other effect. The whirlwind lasts as long as the djinni concentrates on it, moving at the creature’s whim.

If the whirlwind strikes a creature, it takes Excellent damage for each round of contact with the whirlwind. A Djinni can ride its whirlwind and even take along passengers, who (like the Djinni) suffer no damage from the buffeting winds. The whirlwind can carry the Djinni and up to six man-sized or three genie-sized companions.

Airborne creatures or attacks receive a -1cs penalty to attack and damage rolls against a Djinni, who also receives a + 4 bonus to saving throws against gas attacks and air-based spells.

Reality Manipulation: Un. This is the only ability that Djinns are required to use in aid for their captors (ring wearers, bottle owners, etc). Djinns are not required to use this ability more than once per day. One note, since most Djinns that are imprisoned resents this fact, and while required to grant wishes to the wearer of the ring can get very picky about the wording of that wich. (If a Djinni wants, it can interpret the wish for a 'chic with long legs' as an osterich)


Role-Playing Notes:
Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the GM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite.