Djanni

 

Djanni are most oft desert dwelling offshoots from nomadic or tribal cultures which come into frequent contact with earthbound genies. Half-jinni are the result of a union between humans and one of these outsiders. They tend to be dignified and prideful, and usually blend in pretty well with either their human and their jann cousins. Half-jinn are quite very rare, due to the fact that conception between the two races is rarely successful.


 

 

Species Name: Djanni, Half Genie, Half Djinn

Type: Humanoid

Physical Traits: They look almost exactly like humans, although they tend to be fair and slightly taller.

Height: 5-7 feet

Weight: 50-190lbs

Abilities: Night vision 90 feet

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 +1, WIS: 3D6 +1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 200 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Djanni never live with other Genies, being shunned as half breeds. They can usually be found in an adventurer band or secretly mixing with humans.

Government: None

Population: 15,250


 

Creating a Djanni character

Step 1: Attributes
Roll attributes as normal but INT and WIS are +1. Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Djanni gain all the following free;

Night Vision - The character can see in low light with absolute clarity at a distance of 90 feet.

Additionally Djanni start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 10 +1 AC
CON Save Bonus 5 +1 per 5 WIS on all CON saves
Illusion 5 The character can create realistic 3D images, sounds and smells of anything the person can imagine anywhere within line of sight with a radius of 2 metres per WIS +5 per level. Although not physical images will look, sound and smell real to the victim. These Illusions can be mechanically detected and recorded by such means as photography or television. The Illusion can take any size or appearance the character desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the character's mind, or an abstract display of light. The character is playing with light itself and can create anything that is visible. Since most people depend on vision to gain information on their surroundings, this power presents the awesome ability to apparently alter the nature of reality. The character can cast his Illusions anywhere though he must be able to clearly see the area where the Illusion is formed if he wants to make it at all realistic
Intimidating 10 This character has greater presence, +1 CHA.
Natural Mana 5 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
SAN Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Save Bonus 5 +1 vs magic per 4 WIS
Spellcast 5 The character starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The spells can only come from Illusion or any Elemental. Other spheres may only be learnt if he takes a Mage class which gives him that training.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races