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[Ephemeral Beings] Djinn, Offspring of Smokeless Fire

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  • [Ephemeral Beings] Djinn, Offspring of Smokeless Fire

    So, I wrote a thing.

    After months of a game set in the Islamic Golden Age, I've put together all the material I made about the Djinn and wrote what I hope to be enough to use them in a game even without previous knowledge. I wrote them as a new kind of Ephemeral Beings. The mechanics follow the 1st Edition Rules (my game still uses them while waiting for the 2nd Edition Corebooks, sorry!), but I tried to add some basic update to the 2nd Edition rules whenever possible. I wanted to make this stuff useful even to those you that use the 2nd Edition from the start, without having to tinker with the "old" mechanics.

    Here's the first part, with a general overview and a couple of rules. I'll post the second one, which includes some other mechanics, the Numina, the various races and a dozen of sample Djinn in a couple of days, just to make the walls of text a bit more easy to deal with. As always, criticism is welcomed.

    Born of Smokeless Fire

    Djinn occupy an odd place in great scheme of things. They defy easy classification, They have much in common with Spirits and other Ephemeral beings and yet, they possess a degree of will and freedom that belongs more to mankind. It is perhaps best to say that Djinn are a race of its own, a sort of midway point between the ephemeral and the material. At the core, that which defines Djinn and differentiates them from other supernatural beings of not human origin, its their ability to choose, their true degree of free will. Sure, they express it in a way that is deeply different from the human race, but they incontestably possses the privilege and the curse of being able to make their own choices. Spirits don't really have it, being so bound to the nature of what they incarnate. The True Fae imitate it, but they are forced by their own narrative and the fickle expressions of Wyrd. What Angels have can't be called free will either, until of course they decide to really use it (at which point they usually Fall). Even Ghosts, their mortal life notwithstanding, tend to lose it as they suffer the crucible of death and become embroiled in their own passions. Djinn, on the other, are defined by the choices they made, either conscious or unconscious one. A Djinni istinctively chooses which aspect of the world he wants to merge with and has full control on how it uses its power for the duration of its potentially eternal existance. One cannot really blame a Pain Spirit for spreading suffering along its path, while a Djinni is fully aware of what it is doing. The Djinn are not always able to discern the consequences of their action, but the same can be said for humans. Perhaps what is more important is that a Djinni can change. A Efreet that used to slaughter entire armies and put their heads on brass spikes may repent and change its way, and mean it, only to return to its old ways after a millenia after a traumatic encounter with a powerful sorcerer makes it think that all those years of peaceful existance were only a sign of weakness after all. This is exactly what makes Djinn so unpredictable and dangerous. There's no true pattern to discern when dealing with them. Apart from few general trappings of their kind (which a specific Djinni may not follow at all) there is no way to predict what kind of being will come out of the bottle once the seal is removed.

    Djinn don't need to sleep, eat or have sex to procreate, but they still can indulge in those pleasure for the sake of it. They don't need to breathe, don't get sick and are immortal unless slain. Djinn can be female or male. There's no stigma in Djinn's culture about the sexual orientation: a Djinni of a given gender can be attracted to males or females (or both) without other Djinn minding at all. The distinction has no real importance when it comes to procreation, since Djinn can reproduce asexually. Once every 100 years, a Djinni is able to create another like itself—a “child.” This child has the same traits as the parent, though, given free will, is likely to develop a different personality. When a couple of Djinn, no matter what the gender, desires to have a child, they can simply share their procreative power (as in, none of them must have spawned another Djinn during the last century) and generate it. This shared „birth“ often involves a sexual act between the two Djinn, but it does not have to. The child belongs to the same family of Djinn of one of its parents and a share of the powers of both. Djinn are known to being attracted to humans as well and their history is full of examples of romances between the two races (and other...less consensual relationships) but such unions rarely produce offspring. To give an idea, this sort of hybrid birth usually happens only once in a handful of generations. In this exceptional cases, the sexes of the parents have to be biologically compatible from a human point of view, and the child is always human, even if he shows some traces of the power of his supernatural parent.

    The Djinn appearance varies wildy. Some are beings of unparalleled beauty, while others are nightmarish ogre-like creature that terrify anyone who catches a sight of them. By using their powers, Djinn can modify the way they look with ease, making their shape quite fluid. A Djinni often comes to appreciate a certain look after a while, seeing it as its „true“ appearance, the one they prefer to wear. Other Numen allow them to manifest as animals and ordinary humans, with many Djinn having a collection of masks and false identities they love to play with when infiltrating among mankind.

    Djinn live everywhere but they favor remote, uninhabited places. It's in those locations that they can do whatever they want without having to worry about others. Unfortunately for them a Djinni's presence tend to attract attention. Werewolves may mistake them for powerfuld and odd spirits that mess with the balance of the local Shadow (on their part, Spirits tend to be intimidated or wary of Djinn), Vampires, Hunters often look after Djinn to gather knowledge and secrets, Demons see them either as a resource or a danger for their hidden war with the God-Machine and Mages, while always eager to learn more knowledge as well, seem to have an unealthy inclination for forcing Djinn into slavery. This tends to lead even those Djinn who prefer to be left alone into conflict with other supernaturals. Given that, even if they are spread all around the world, the Djinn consider the Middle East as their ancestral homeland, this means they share their history with Irem and the Arisen. While they think of Mages to be their most hated enemy among supernaturals, Djinn and Mummies have met and fought so many times across the ages, that books can be filled with the narration of their clashes. All things considered, whether it's a hoard of relics and treasures, long-lost knowledge or their sheer power, Djinn always have something that other supernaturals want.

    Djinn, behavior and morality

    Trying to apply human morality to Djinn would be a mistake. It comes so close and yet so far. Djinn are not human, but a whole different race with its own principles and customs. Even those Djinn that truly want to interact with humans on their level and wishes no particular harm to them will have an hard time at grasping the nuances of our moral conventions and, even then, might not share them at all (or find them offensive). All that we can do is to elaborate their behavior in broad strokes.

    Perhaps the most important thing to remember is that Djinn are almost always dedicated to a purpose. They are passionate, driven beings and they live each day while being absolutely loyal to their desires. What Djinn want? Everyting and nothing. One might be happy with flying over the sands of the desert, while another won't be satisfied until he proves to be the greatest swordsman of its kind. Some Djinn evenembrace a human religion with a conviction that ordinary believers could only hope to reach. There's no real method to know their aspiration. Some have a plan that stretches across the centuries, others have not really bothered to figure what they want to do. Those who wish to deal with the Djinn have to deal with this fact, so simple and yet so frustrating. The best an occultist can do is to learn how Djinn tend to act and hope to be prepared.

    There are several races of Djinn, and if one comes from one instead of another will behave differently (more about this can be found below), but knowing how to deal with one race, while immensely helpful, will only be useful to a certain point. As a rule of thumb, Djinn tend to be proud and not immune to a certain degree of flattery. They have a deep sense of honor and do not forget slights easily, even if they don't have to act upon them and might be willing to overlook minor ones. An angry Djinni, however, it a terrible thing to behold and it will not stop until it obtains retribution. On the other hand, Djinn usually don't hesitate to reward those who work for them or entertain them. Djinn's gift are sometimes odd and come from any possession that the Djinn in question considers to own, such has half the blood of a man who offended them, but the thought is still there. Even the kind acts of a Djinni are something to be careful of: a Marid who turns your mean brother into a dog so you can whip it hundred times a day expects you to be grateful and happy about it (unless, of course, you want to offend it). Many Djinn have their sort of moral code, with ideas about the difference between servitude and slavery, about how the humans should be treated, how to deal with thieves and what is the right way to use their powers. Each Djinn lives according to this code and its personal conception of honor and a man that agrees with it (or pretends to) will have much easier time to earn the Djinn's respect. A little quirk shared by a lot of Djinn is that they love to hear interesting stories. Unless they're really angry or determined, most Djinn will postpone what they're doing if they have the chance to hear a new tale. It's not like they're bound to (it's not a Ban), just a odd habit they tend to indulge in. A good storyteller is able to keep a Djinn interested for days, and will probaly be rewared for its skill in the meantime. A bad one will be other ways.

    So, are Djinn beyond Good and Evil? Absolutely not. They completely understand those concepts and tend to have strong feelings about them. It's just that, when compared to human morality, the differences of Djinn's morality vastly outnumber the common points. This is what creates a deceiving and uncanny obstacle when trying to understand them. Even those families of Djinn that are most often called evil, like Ghilans and Efreet, are not easily classified from a moral standpoint. Don't make a mistake, members of both households tend to be cruel and ravenous individuals indeed, quite more often than a Jann or a Marid would, but, the truth is, they don't have to. The one exception being those Djinn that belong to the wicked fifth race of geniekind, the Shaitan. Unlike other races, the Shaitan (who aren't an actual race but rather a group) are those Djinn who chose to be forces of corruption and pain, harbingers of destruction in this world and others. An Efreet might not want to change at all, but the potential is still there. A Ghul may feel sorry for its victims and disgusted by its own hunger. A Shaitan cannot and does not want to do that: they're damned and know it, consciously making the choice to become agents of darkness. For a race that tends to evade the bonds of Black and White morality, Shaitan are a veritable nadir of evil, and they're proud of it.

    Faith & Religion

    Djinn live for millenia and know things any scholar would kill to learn, but they are not born with any more answers about the birth of their race and the Universe than other sentient beings. There are Djinn old enough to remember the foundation of Irem and the first nights of the vampiric race (good look finding and persuading them to share what they know, though) but there are still some things even them can't know for certain. Those rare Djinn who could have answers (we're talking about Rank 6+ Djinn here) either don't or keep their knowledge for themselves. With this in mind, Djinn look for a meaning and a greater purpose for their life just as many humans do.

    A considerable number of Djinn find such things within human religions. Most of the Djinn who convert do so for one of the Abrahamic religions, probably due to a matter of exposure and the fact that their race has a place in them that is not in strict contrast with their existance (Islam, obviously, does mention the Djinn on many occasions and says directly that a Djinni who believes in Allah and follow the Quran is on the same Right Path as any other Muslim), but quite a few still believe in older faiths like Zoroastrianism (a number of Shaitan, for example, claim to be agent of Angra Mainyu instead of Iblis), Gnosticism or the Mesopotamian ones. More distant religion have less grasp among the Djinn, both from a geographical and a more practical point of view (it is hard for an immortal Djinni to understand the cicle of reincarnations Buddhism and Hinduism offer) but there's nothing that prevents a Djinni to convert to those as well, if it comes to believe in them. For a Djinni, following the norms of a human religion is not an easy task. Their faith is colored by their inhuman way of thinking and each day they have to fight their impulses and inborn nature. In a way, this makes all their efforts even more remarkable.

    Sidebar: King Solomon and the Djinn

    Solomon, son of David, was a Biblical king known for its wisdom and greatness. According to legends, he was able to summon demons and used them to build his palace, talk to the animals and had access to forbidden knowledge. Denizens of the World of Darkness cannot agree about what Solomon was (many say a Mage, as testified by artifacts and Legacies born out of his legend) but they all agree he had some sort of mastery upon the supernatural world. The Djinn, on their hand, view Solomon has the only man unequivocally worthy of their respect. Both a hated tyrant and a respected enemy for them, Solomon somehow bound hundreds of Djinn to his will, a feat none has come close to match since then. Solomon deciphered the essential nature of djinndom and use it to make wonders possible. Lots of Djinn still remember Solomon clearly and even those who never became part of his household or were born later heed honor to him, an extraordinary man that was able to earn the grudging respect even from the proudest Marid. The Ghilan still tell tales of his wrath, the Efreet wonder how he did what he did and the Shaitan curse his name to this very day, but few are the Djinn who don't have something to say about King Solomon.

    Djinn and Sanctuaries

    Many of the stories about Djinn that narrate of flying cities, cave filled with wonders and other hidden abodes are in fact talking about the Djinn Sanctuaries. Sanctuaries are little pocket universes that the Djinn use as their personal residence. Though they have an entrance that is anchored to a specific point in the material, Sanctuaries are immaterial, undetectable and exist between the layers of reality, far from the physical world. Sanctuaries are fixed in place and located whenever a Djinn decides to dwell. They are permanent but, since a Djinn can only have of at a time, they are able to erase a previous one if they want to. As to what happens to those who were inside when the little universe crumbles on itself, no one can say. Mortal usually cannot enter a Santuary, but can stumble inside one by mistake by somehow finding its entrance or by being draggend inside by a Djinn. Inside a Sanctuary, time is at a standstill, meaning that those who are inside don't need to eat or drink and don't age at all. The Size and shape of Sanctuaries varies according to the power of its owner (Rank x 200 Yards). Several Djinn can also pool together their Sanctuaries in order to build a bigger one, often under the guide of a powerful Djinn or more. A Djinni trapped inside a vessel loses its previous Sanctuary automatically, only to use its vessel as the new one. Vessel-made sanctuaries are empty and oppressive spaces, though, not something most Djinn are happy to return to. Inside a Sanctuary, a Djinn has not to roll or spend Essence to manifest, use its Influences and can do so as a reflexive action.

    Djinn derive Willpower, Corpus, Defense and Resistance from these three traits in the same way that ghosts do. Their Size can vary dramatically. Djinn reckon Speed as Power + Finesse + a species factor, which varies, depending on the form the being takes, usually ranging from 5 to 10, with no upper limit (Djinn can be big).While the various kinds of Djinn differ only in their motives and in the powers they use, Greater and Lesser Djinn do vary in power. Lesser Djinn (Rank 1 – 3) appear far more often.
    Rank Trait Limit Attribute Dots Maximum Essence Numina
    5 5 – 8 10 1 – 3
    •• 7 9 – 14 15 3 – 5
    ••• 9 15 – 25 20 5 – 7
    •••• 12 26 – 35 25 7 – 9
    ••••• 15 36 – 45 50 9 – 11
    Djinn also possess Influence as Spirits and Angels do.

    Djinn have no Morality trait, but they do have Virtues and Vices. Most Djinn regain Willpower from Virtues and Vices in the same way that mortals do. They regain all their spent Willpower points by fulfilling their Virtue, or one point for indulging their Vice. Ghilan and Efreets, on the other hand, gain Willpower in the opposite way. They regain one point of Willpower from acting according to their Virtue or all of their Willpower from acting in line with their Vice. Shaitan regain Willpower according to which race they belonged to before swearing loyalty to Iblis. Djinnuse Numina, which work in the same way as the powers commanded by ghosts and spirits.
    In their „natural“ state, due to their bizarre existance as beings neither human nor exactly spirit, Djinn have no bans and banes. That said, there are countless ways into which a Djinni can acquire them during their existance, sometimes willingly, and thus almost all the Djinn out there have a Ban and a Bane. A Djinni who does not is either a newborn or extremely strong and lucky, and both occurrences are remarkably rare.

    WoD 1st Edition:

    • A spirit must spend a point of Essence per day to survive. This expenditure usually takes place at moonrise. If the spirit has no Essence to spend, it falls into slumber until it manages to gain Essence somehow, such as by being immersed in a new flow of Essence.
    • Spirits use Essence to use their Influences.
    • Spirits can use Essence to temporarily boost their traits on a one-for-one basis. Each such boost lasts for one scene.
    • A spirit that has fled into the physical world must expend one point of Essence per Rank per hour as long as it remains ephemeral (which is to say, without possessing a host body or using the Numen: Fetter). Djinn, by virtue of their "closer to the material" nature, only have to spend one point of Essence per Rank per day. It cannot regain this lost Essence until it either gains a fetter or crosses back into the Shadow. If a spirit loses all its Essence while in the physical world, it passes into slumber and is drawn back across the Gauntlet into the spirit world, losing a point of Corpus from the rough transition. Djinn return to Twilight instead.
    • As long as a spirit still has some Essence, it isn’t destroyed when reduced to zero Corpus, but rather discorporated.

    WoD 2nd Edition: Djinn can spend and lose Essence as any other Ephemeral being. The ways they can regain Essence are specified below

    Essence and Rukh

    The Djinn refer to the kind of Essence they process as Rukh. According to the Djinn, the Rukh is a sort of energy wowen into all the aspects of reality, the blood of Creation, but can be harvested by them only under some specific circumstances. The exact difference between Rukh, the type of Essence used by other ephemeral beings or even other kinds of energies like Mana, Pyros or Sekhem is not exactly clear and might even be a mere cultural distinction that only belongs to the Djinn, but most supernatural academics tend to agree it is something in between. Rule-wise, it is treated as Essence and the only distinctions that matter are the way in which Djinn can acquire it.

    A Djinni without a Ban can only recover Essence by stealing it from other Djinn (The attacking entity rolls Power + Finesse, contested by the victim’s Power + Resistance. If the attacker succeeds, it steals up to the successes in Essence, as long as the target entity has Essence remaining to lose) or by being exposed to the Rukh. For a Djinni, Rukh is literally everywhere, but only a huge condensed amount of it enough is able to fill their reserves of Essence. For practical purposes, this means the Djinn regains a point of Essence for everyday it spends in proximity of pure, unbridled supernatural energy (something not easy to find indeed) or an object empowered by such kind of power. Many Djinn hoard piles of magical artifacts for this very reason. Storytellers who use Djinn in non-mortal games should decide in advance if and to which degree the Djinn can feed on the energies of the gameline in question. Keep only in mind that this option is not the most efficient one for, and it should remain quite difficult and specific to satisfy its requirements. Magical items like a Mummy's Relic or a Werewolf's Fetish should probably be appropriate, but magical energies in their raw state are only viable when in a high amount indeed. Some energies, like Pyros, Mana or Sekhem, are suitable for all kind of Djinn, but others, like Plasm, Wyrd or Aether, are probably better suited to specific races of Djinn like the Ghilan or the Marid.

    Left with only this option, a Djinn is forced to avoid using its power and never leave the source of the energy, otherwise he'll slowly wither away. This is why the vast majority of Djinn decide to sacrifice a bit of their freedom and acquire a weakness in order to broaden their options. Most of the time this is a conscious choice (even if sometimes it can be forced upon, see below) but when it happens the Djinn acquires a Ban (and a Bane, if you're using the 2nd Edition rules“). The Ban and Bane reflect the nature of the Djinn and often the conditions that brought it to acquire them as well.

    When a Djinni acquires a Ban, no matter the reasons behind it, it must choose an aspect of the material world, something intrinsecally related to its nature and personality. The proximity to this aspect allow the Djinni to recover essence as if they were in proximity of magical energies. Technically speaking, the resonance between the now declared nature of the Djinni and a specific natural feature or phenomenon allows the being to extract the Rukh that hides inside it. Particular aspects of the natural world, like fire, gold, sand, the darkness of a cave or a thunderstorm are among the most common choice, but more abstract aspects like pain, faith or music are not unheard of. When a Djinni acquires a Ban, it defines him, becoming a part of his nature as much as his Virtue and Vice. In fact, Virtue and Vice (or Vice and Virtue for Ghuls and Efreet) and the aspect of the world it accepted within itself when taking the Ban are the three pillars upon which the Djinn's identity stands. There will be more examples when speaking of the differents races of Djinn. Almost all Djinn eventually choose to take a Ban at some point of their life (usually very early, without thinking very much about it) in order to make existance easier for this very reason. It is not considered a weakness to bind themselves with an aspect of the world, and many Djinn are proud of this shared nature, protecting what empowers them and seeing other Djinn who share their connection as brethren souls.. Additionally, a Djinn can recover Essence by:

    -Performing a service or fullfilling an oath to somebody else. The amount of Essence varies according to the difficulty of the task, ranging from 1 (gift somebody with clothes that would suit a prince) to 5 (eradicate the Sultan's palace from its foundation and move it away). A Djinni has not to have a Ban in order to perform a service, but will only recover Essence if it has it. Anyways, a Djinni forced to do so, such as one summoned and bound by a sorcerer, is obliged to take a Ban if it had not one already. Since most Djinn will already have a Ban before being summoned, their opinions on this event vary: some hate to be tainted this way, others don't mind much. Generally speaking, Djinn don't like to be bossed around in the first place.

    -Spending a day within Rank x3 yards from its vessel. A few Djinn choose to inhabit a vessel, but most are forced into it. Either way, whenever a Djinn is bound to a vessel, it gains a Ban if it had no one before. See below for more details on Djinn and vessels. The vessel itself does not count as a magical objects for the purpose of regaining Essence for the Djinni itself, but it could do so for other Djinn. Given the solitary nature of Djinn this eventuality rarely happens, but the World of Darkness is a big and weird place after all.

    WoD 2nd Edition:A Djinni with a vessel treats it not unlike a Ghost would treat an Anchor. He does not suffers Essence Bleed when within Rank x3 yards from it, but it does not make it regain Essence. Abjuration simply forces the Djinn inside the vessel, but the condition cannot be suppressed unless the vessel is destroyed. Without a vessel, Djinn act according to the Resonant Condition as spirits do

    Note that all this conditions are cumulative, so a Djinn can recover plenty of Essence if the right conditions are met. For example, a Djinn related to the depths of the earth who spends a day inside a lamp buried in a cave and surrounded with magical artifacts would regain 3 Essence per day.

    WoD 2nd Edition: Djinn usually work like Spirits when it comes to Manifestations, meaning most of their activities rely on their Influences and the Resonant or Anchor Conditions, depending on whether they have a vessel or not. Anything matching the description of one of a Djinni’s Influences, the aspect of the world to which the Djinni has connected to when it gained a Ban or the kind of supernaturally charged conditions that would allow even a Ban-less Djinni to regain Essence count as Resonant. All this changes when a Djinn gains a vessel, in which case it can only be tagged with the Anchor Condition and Manifest according to it.

    Djinn, Vessels and Magic

    There are plenty of tales about Djinn trapped into all sorts of wondrous artifacts. Legends of rings and lamps that grant their owner the servitude of a Djinni are so well known that even those who have no real knowledge of the Djinn are aware of the fact that they can be bound into these Vessels. Djinn are not Spirits nor Ghosts and yet, much to their chagrin, they are still subjected to some of the weaknesses those others ephemeral beings have. Bans and Banes are the most self-explainatory but, to the Djinn, risking to be imprisoned inside a Vessel is even worse.

    The art of Djinn entrapment is a closely guarded secret sorcerers go far to protect, up to killing those who dare to steal their knowledge. Binding a Djinn is not easy and it's not something everyone can do. First of all, the wannabe Djinn owner must be able to somehow control ephemeral beings in the first place. Either from Cruac, Arcana, Gifts or Contracts, that's the basic requirement. Mortal occultists can try to bind a Djinn, but they better have done their preparations very well. Mages, while the most competent candidates of the bunch, can affect Djinn with their Arcana if they have the requisite level both in Spirit and Forces and, in the case of Marid, Prime as well. Mages have a penchant for Djinn binding but, while the rewards are great, it requires adequate magical prowess. The sorcerer must also prepare a Vessel.

    There are a few requirements for an item to being a suitable Vessel. First, it must be fireproof. Any non-flammable material works, with metal being the traditional choice. In case of bottles, chests and otherwise „openable“ items, it must also be watertight. Third, it must be forged by the sorcerer that's is trying to bind the Djinn, with the specific intention to use it as a Vessel. Any attempts to use an object made by others incurs a -2 penalty when binding the Djinn. Fourth, the sorcerers must inscribe on the Vessel some sort of seal. Ideally, the seal describes the Djinni' True Name (which would grant the owner significant leverage over the Djinn, represented as no penalties given by the Djinn's Rank when trying to bind it) but, since True Names are not exactly easy to find, Djinn handlers traditionally use the Seal of Solomon. If the seal is removed or broken, the Djinn is freed. Destroying a Vessel is not an easy task, though. It can't be damaged by its own occupant at all and receive a bonus in Durability equal to (2+ the Djinn's Rank). Using proper rituals or adding all sorts of limitation to the entrapment, as limiting the number of tasks a Djinn can make for a single person or establishing a certain point after which the Djinn is free to leave the Vessel and never be bound again by the same sorcerer, grant bonuses to the binding, ranging from +1 to +5.

    The exception to all this rules is when a Djinni enters a vessel willingly. It's rare, but a Djinn can be persuaded (or coerced) into a Vessel. It may do so to help a human it came to be friend of or to save its own life from destruction. In this case, any item fits.

    Contrary to popular belief, most Djinn trapped in a Vessel are not able to grant wishes (some can, though: see the Wish Numen below) but rather, they offer their service to whoever holds the Vessel and calls for them. A summoned Djinn cannot directly harm its master,will obey to his orders and usually try to complete the tasks at the best of its possibilities but a Djinni's disposition towards the Vessel's owner varies from one to another and changes accordingly to how they are treated. Some Djinn obey without questions, while others do their best to bring misfortune upon their owners and intentionally attempt to pervert their requests. Some even try to intimidate the summoner and make him serve them, even if this usually works only on those poor souls that stumbled on a Djinn's Vessel by happenstance. A Djinni cannot leave its Vessel unless summoned (and even then, must remain within a number of yards equal to their Rank x 10 from it), but is able to leave it if their tasks requires it (which usually does). The way a Vessel's owner formulate its requests is very important, since it determines the amount of freedom the Djinn has when working towards it. It is not always an issue, not at all, but there are plenty of cautionary tales about naive Djinn's masters that have learned the lesson on their skin.
    Last edited by Cinder; 04-30-2018, 12:53 PM.

    Cinder's Comprehensive Collection of Creations - Homebrew Hub

    I write about Beast: The Primordial a lot

  • #2
    The five Djinn Households
    The Djinn race can be divided into five families. To an outsider, the distinction between one family and another might not be evident, but it is blatant for the Djinn and being confused for a member of another household is considered an offense among them. Of these families, only four are different from a „biological“ point of view, with the fifth, the Shaitan, being considered a clan of its own not for how they were born but for their allegiance to Iblis and the forces of corruption. No Shaitan is born a Shaitan (even if they are sure to educate their children to be one) but rather that is the name all Djinn use to call their fallen brethren, no matter which „race“ they belonged to before joining the armies of Iblis. For any Djinn, Shaitan or not, the moment one of them makes such choice, he rejects its previous family to embrace the new one. With that in mind, the five families are the Ghilan, vile corpse eaters and the weakest of their kind, the Janni, the most common of all Djinn (to the point the word „Djinn „ can either refer to all the families of genie as a whole or for this specific one, lending sometimes to confusion), the Efreet, powerful and cruel creatures made of fire, the Marid, the mightiest of all Djinn, and the evil Shaitan.

    Below there is a brief description of the five families, along with a list of suggested Numina for each and two examples of Djinn that belong to that family. Of those examples, one is a bit more typical of its household while the other tries to subvert the stereotype a little, just to show how different Djinn can be even among the same family.

    The Ghuls (proper name Ghilan, singular Ghul) are the weakest of all Djinn (Rank 1 – 3, with few exceptions). Accursed eaters of the dead, the theme of Ghilan is Hunger. Ghilan are consumed by their hunger for human flesh, a need that costantly that obfuscates all their rational thoughts and conditions every aspect of their existance. Ghilan often haunt graveyards and catacombs to find corpses to devour but they also hunt living victims whenever they have the opportunity. Ghilan vary in appearance, ranging from seductive strangers to monstrous beasts, but there's always a palpable aura of savagery and death around them. A Ghul's hunger always finds a way to manifest, subtly or blatantly, whether the Ghuls likes it or not. For the Ghilan, each ounce of flesh they devour is a hopeless attempt to sate the ravenous obssession that torments their souls.

    Suggested Numina: Animal Shape (all Djinn have this Numen by default, but Ghilan use it a lot), Arsenal, Clasp, Command Beasts, Howl, Mortal Mask, Plague Crow

    Choose two of your children, a male and a female, and send them to me. If you refuse, all the children of this town will die before the next month. You have twenty-four hours“
    Mothers tell stories about Pisha, the monster that will snatch children out of their beds when the night is dark, and about how you'll be lucky if you find a single bone after her passage. Many of those stories are true. In some regions, the legend of the decomposing hag covered in once luxurious rags is enough to bolt their doors. When she arrives, she lays siege to the community, killing some, maiming some and and terrorizing the others. Those who try to flee, she devours. After a bunch of days, she comes forward and makes her request: a sacrifice, often one or more children. If satisfied, she will leave with them, never to return (at least for a century or two). Otherwise, she'll make them regret it. Pisha is quite clear about the options she gives. Her victims have to choose between losing some to save most or face ruin. Whether they can live with their choices (assuming they survive the ordeal) is not Pisha's problem.

    Virtue: Prudence (Careful)
    Vice: Gluttony (Ravenous)
    Rank: 2
    Attributes: Power 4, Finesse 3, Resistance 5
    Influence: Earth 1, Death 1
    Corpus: 10
    Willpower: 9
    Size: 5
    Speed: 17
    Defense: 3
    Initiative: 8
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Dust), Elemental Shape, Materialize, Flight, Command Beasts, Howl, Plague Crow, Summon Swarm, Swarm Form,
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 15
    Rukh Catalyst: Open Graves
    Ban: The cry of nocturnal bird causes her to flee the area
    Bane (WoD 2° Edition): Ashes
    Other: Pisha's Sanctuary is a pit in the ground filled with corpses, bones and gore. Simple as that. The place is so stuffed with remains that only the Ghoul can get to the bottom. Sometimes, when a strange light appears in the dead sockets, a few corpses talk and try to climb outside.

    My kindred are treated like vermin from other members of our race. And yes, we are little more than vermin indeed. But there are other worlds; places where we are kings and emperors. All we need is to find the right door“
    Kadath saw something in his dreams. A vast place hidden beneath the ground, a true underworld populated by ghouls, horrible giants with four hands and other monstrosities. He saw vast pillars of granite covered by glyphs and great cities with cyclopean towers. A place where cannibalism and necrophagia are sacraments instead of taboos and where his kind lives openly. He still sees it from time to time, when he manages to find the way in his dream. Ever since, Kadath is trying to get there. He researchers for arcane tomes and forgotten scrolls that might hold any information about the dreamland with an force only equalled by the devouring hunger that haunts the Ghilan. He is a scholar, first and foremost (albeit one with a bestial shape who can eat your heart out) and an outsider as well, for other Ghilan rarely understand his search. Kadath does not care: once he succeeds, they will all see what he saw in his visions.

    Virtue: Hope (Inquisitive)
    Vice: Envy (Rancorous)
    Rank: 3
    Attributes: Power 8, Finesse 9, Resistance 8
    Influence: Dreams 2, Hunger 1
    Corpus: 14
    Willpower: 16
    Size: 6
    Speed: 27
    Defense: 8
    Initiative: 17
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Darkness), Elemental Shape (Darkness), Materialize, Flight, Arsenal, Babel, Dead Eyes, Fearstruck, Lullaby , Underworld Gate
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 20
    Rukh Catalyst: Night Wind
    Ban: Can't hurt those who are asleep
    Bane (WoD 2° Edition): Paint
    Other: Kadath's Sanctuary is made of a number of undeground halls lit by eldritch flames. Strange beings lurk in the dark, observing those who dare to explore the place. The ground is littered with bones and pages of books nobody can read. Some giant stairs lead to the surface but once the doorway to above is in sight, visitors are sent back to the material world as if they awoke from a dream.

    Sidebar: One meal, many hosts
    While these Ghilan are Djinn, there are other things in the World of Darkness that feast on corpses and call themselves Ghul (as the ones in Night Horrors: Wicked Dead or to Neo Tiamat's great work here ). The existance of these other Ghuls put the Ghilan in a sort of chicken/egg situation, with both sides wondering if there's a missing link between them. The Ghilan might be the one who inflicted their inhuman condition upon these undead or maybe they were both cursed by the same supernatural power ages ago. No matter the truth,Ghilan often see Ghuls (and sometimes Vampires as well) as kindred spirits that share thier torment.

    Sidebar: The Devourers
    Few outside the Ghilan know this story, but some say an blasphemous cult hides among the eaters of the dead. Tales whispered across desecrated graveyards and ancient ossuaries describe something that makes even the vilest Ghul unconfortable: a group of Ghilan that embraced their hunger so deeply that they get noticed by something. These Ghilan begin to hear the voice of Ammut, the Devourer and those who listen often insist that the voice was always there, they only had to pay attention. The oblivion goddess offers them a deal: to become her servants and become exalted by their hunger or to remain the vermins they are for the rest of their pathetic, immortal existance. Ammut laughs at those who refuse her offer, but does not care enough to bear a grudge: she simply never speaks again to the Ghul and leaves them be. To those who accept, she grants a purpose and power (Devourers can get to Rank 4 or higher far more commonly than other Ghilan), the price being slavery to Ammut, their generative power and the souls (or Sekhem) of those they devour. Considering that it means losing their freedom, something all Djinn value a lot, and the possibility to spawn others of their kind, something even the Shaitan keep, many of the Ghilan who can hear Ammut in the first place decline the offer, but some do accept. These Devourers join the Shuakhsen among the ranks of Ammut's slaves and become agents of the goddess.

    The most numerous of their race, the Janni tend to be decently strong compared to other ephemeral beings (Rank 2 – 3, sometimes weaker, sometimes stronger). The theme of Janni is Wonder. Clever and curious creatures, Janni incarnate the magnificence of the Djinn race with all their actions. Above all, Janni crave for experience. They wander from place to place, following their desires and thirst for discovery. Whatever they do, the Janni are always dedicated and passionate. Their actions deeply change the lives and the places they come in contact with, an evidence of the consequences even a simple Djinn of modest power can on the world.

    Suggested Numina: Awe, False Wealth, Inspiration, Lullaby, Mirage, Sandstorm

    Master mine, my will is thine. Your wish is my command“
    Unlike many Djinn who have being forced into servitude, the ethereal spirit know as Ariel has come to appreciate it. She does not see it as slavery but as a way to help other and try to improve their lives. The masters that have summoned Ariel from the brass ring that serves as her Vessel found a kind Janni, full of helpful advices and friendly attitude. The term of Ariel's imprisonment allow her to do only three tasks for a single master, so she has seen many, year after year. She tries to see the best sides of all her masters, but those who mistreat her or ask her to complete horrible actions quickly earn her disapproval and, sometimes, her hate. She does not worry too much, since she'll soon change her liege, but she still suffer for this. Those who treat Ariel as an equal earn a friend for the eternity.

    Virtue: Temperance (Helpful)
    Vice: Greed (Hasty)
    Rank: 2
    Attributes: Power 5, Finesse 4, Resistance 5
    Influence: Wind 2
    Corpus: 11
    Willpower: 10
    Size: 6
    Speed: 19
    Defense: 4
    Initiative: 9
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Wind), Elemental Shape, Materialize, Flight, Inspiration, Mirage, Oasis, Pray for Rain, Whisper
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 15
    Rukh Catalyst: Positive emotions such as fun and joy
    Ban: Cannot lie if directly questioned
    Bane (WoD 2° Edition): Snake venom

    Oh, that's nice, but I have a better idea. Of course, it's a little risky, but all the great ideas are. Naturally, the decision is up to you, my friend: I'm just trying to help. Deal the cards while I explain“
    The exact number of those tricked and deceived by Cyrus is something even the Djinn is not sure about. Cyrus is a consummate liar, a gambler, a thief and a hedonist who flies from to town to town, always on the run. He has developed a taste for mortal luxuries and does what he does best everywhere he goes. Cyrus is able at hoarding treasures just as he is at losing them. Part of the fun, after all, is to gain even more from the the work. For him, it's not about how many times he loses: it's all about the times he wins. He's not exactly bad, but he sure is not good either.

    Virtue: Hope (Patient)
    Vice: Greed (Treacherous)
    Rank: 3
    Attributes: Power 6, Finesse 10, Resistance 5
    Influence: Sand 2, Desire 1
    Corpus: 13
    Willpower: 11
    Size: 7
    Speed: 26
    Defense: 6
    Initiative: 15
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Wind), Elemental Shape (Golden Sand), Materialize, Flight, Awe, False Wealth, Imitation, Implant Delusion, Mirage, Mortal Mask
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 20
    Rukh Catalyst: Gold
    Ban: Cannot resist a bargain if he thinks the conditions are fair or to his favor
    Bane (WoD 2° Edition): Gifts, such as something that was donated to somebody else out of generosity
    Other: Cyrus' Sanctuary is a cave filled with all sorts of treasures and wonders.

    Among the strongest of their kind (Rank 3 – 5, with some legendary Efreet being higher), the Efreet are one of the proudest Djinn households. They are infamously known to be cruel and sadistic; vengeful creatures of fire and brass. The theme of Efreet is Domination. More than other Djinn, Efreet firmly believe in the superiority of the strongest. They despise weakness and any behavior they associate with it. If a Efreet wants something he takes it, woe to anything that stays in its way. The Efreet delight in tormenting those weaker than them. The Efreet seem to have an affinity for the element of fire, to the point all of them have at least a point of Influence related to fire, either literally or metaphorically. One Efreet might express this connection through influence over flames, while another might be more apt to encourage wrath and fury. This also mean that the percentage of Efreet that choose something flame-related as their Rukh Catalyst is abnormally high. Some wonder if this is the way Efreet express their pride and try to reconnect to the Smokeless Fire they were born from. Other Djinn (often Marid, since they usually are strong enough to make fun of the Efreet and face the consequences) point out that the Smokeless Fire probably was not a mere flame but something more, but the fact remains.
    Suggested Numina: Arsenal, Blast, Chariot of Fire, Cloud of Smoke, Fearstruck, Firestarter, Stalwart

    Jarjaris, Scourge of Kings and Destroyer of Realms
    You dare to defy me? I'll teach you what happens to those who disappoint me!“
    Long ago, when time was young, Jarjaris had a lover, a princess of the Efreet race as beautiful as she was cruel. Together, they entertained themselves with the suffering of the weaker beings, sowing pain and misery. When she disappeared, the wrath of Jarjaris set nations aflame. He tortured hundreds while looking after her, hoping to learn clues of her whereabouts and the name of her kidnappers. Jarjaris could not allow them to steal what belonged to him and go unpunished. The thought that perhaps she could have left on her own will has never crossed the Efreet's mind. Whatever the case, he was unsuccessfull: she seemed to have vanished from this world, each trail a false one or a puzzling lead into a labyrinth of thorns. Her Rukh was gone, as if she was rewritten outside history. Jarjaris has never stopped looking since but has kidnapped many women to become his wives in the meantime, taking them to their Sanctuary and discarding them when he gets bored or they do something to trigger his temper. He spends most of his time around the world looking for traces of his first lover or potential new ones and doing whatever he enjoys to do, no matter who gets hurt in the meantime. Those who dare to oppose Jarjaris become his nemesis of the month, gaining all his attention, with all the consequences it entails.

    Virtue: Justice (Unforgiving)
    Vice: Lust (Obsessive)
    Rank: 4
    Attributes: Power 13, Finesse 9, Resistance 9
    Influence: Fire 4
    Corpus: 19
    Willpower: 24
    Size: 10
    Speed: 32
    Defense: 9
    Initiative: 18
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Fire), Elemental Shape, Materialize, Flight, Bestial Metamorphosis, Blast, Clasp, Cloud of Smoke, Chariot of Fire, Fearstruck, Rain of Fire, Stalwart
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Twilight Form
    Max Essence: 25
    Rukh Catalyst: Brass
    Ban: Can't use any Numina or Influce for a scene after he hears the name of his long lost companion
    Bane (WoD 2° Edition): Baboons bones and weapons made of of them
    Other: Sanctuary is an underground castle surrounded by fire. It's here that the Efreet brings each of his „wives“, but he himself spends little time here.

    Zahirah, once known as the Mistress of Terror and Scorching Death
    People can change, or so I've heard. I have my doubts an Efreet can do the same, but I'm trying. It's already hard enough without you testing my patience. Don't force me to return on my old path. No, it's not a menace, just a fair warning I won't repeat twice“
    Zahirah is a legend among the Efreet, a fury that obliterated entire armies, slayed hundreds of families, defeated dozen of Marid in duels and instilled fear in the hearts of man, Djinn and spirit alike. Then, a cabal of sorcerers managed to capture her. They imprisoned the Efreet inside an hidden temple into the bowels of a volcano and forced her to act as a living battery for the place's arcane defenses. She remained there for millenias, unable to do anything more than scream her rage and frustration for thousands of human lives. When a group of adventurers freed her, Zahirah left without saying a word. After all that time, she sure had the occasion to think about her existance. The sorcerers who trapped were dead and she found herself not wanting to exact vengeance on their distant descendants. Without a purpose, she felt no need to return to her old life. Zahirah says that she's waiting for an epiphany but, for now, she's happy to walk among mortals and live as one. She's an aamar, a Djinn that pretends to be human. The Efreet simply wants to experience what is like to be human, with all our weaknesses and conventions. She crafts little mortal identities and lives undercover, only discarding her mask when she's inevitably forced to do so. It's a difficult existence, under all aspects, but Zahirah tries not to use her powers at all. She has to return to her true shape at times to collect the Rukh that allow her to stay materialized for so long, but she sees this as an annoying necessity. Zahirah does all she can to avoid trouble, but it's not always easy. Many criminals and bad men had no time to regret trying to hurt Zahirah or the people she grew fond of. She avoids all Djinn, but will not deny her identity if one approaches her.

    Virtue: Hope (Curious)
    Vice: Wrath (Violent)
    Rank: 5
    Attributes: Power 15, Finesse 12, Resistance 13
    Influence: Magma 5, Fear 4
    Corpus: 25
    Willpower: 27
    Size: 12
    Speed: 36
    Defense: 12
    Initiative: 25
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Fire), Elemental Shape, Materialize, Flight, Arsenal, Blast, Howl, Immolate, Mortal Mask, Regeneration
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Twilight Form
    Max Essence: 50
    Rukh Catalyst: Lava
    Ban: Cannot refuse a challenge
    Bane (WoD 2° Edition): Weapons of obsidian
    Other: Zahirah's Sanctuary is a tower of iron, brass and stone erupting from a volcanic wasteland. Dread beings, spectres and automatons moved by heat live on the upper floors, but the inferior ones are empty and covered in ashes. Zahirah has not returned to her Sanctuary for millenias and has no intention to do it soon.

    The Marid are, without doubts, the strongest of all Djinn households (Rank 4 – 5 and beyond). They are also the less common, but what they lack in number they make up with their might. Marid theme is Power.Each Marid is a force to be reckoned, an entity that shatters the balance of power among supernaturals with its mere presence. In a way, they are not that different from natural disasters: when a Marid acts others can usually do is to hope that after their wake there will be enough left to pick up the pieces. Marid are aware of their strenght and often have the pride and arrogance to match it. While they are not inimical to mankind as often as Ghilan and Efreet are, the Marid usually don't care about humans either. They tend see humans the same way we see ants and notice them just as frequently. When they manifest, their forms show the huge amount of power they possess. Be it a giant so tall it touches the clouds, a tapestry of lightning woven in humanoid shape, a colossus than part the sea with a wave of its hand or a many-armed warrior made of pure, scorching light, a Marid's appearance is always impressive. Even their behavior is similarly striking: Marid are showy, a bit prone to pointless manifestations of power and extreme in all their actions. They can't really help it, since the roaring energy that animates them is too pure and unbridled to not be expressed. An Efreet uses its terrible power to impose its will on the world, while a Marid is that terrible power.
    Suggested Numina: Arsenal, Awe, Chariot of Fire, Resurrection, Sandstorm, Stalwart, Terrible Chorus, Wish

    Amara, Celestial Maiden of Retribution
    What happened to you was wrong and cruel. Rejoice, because hereby I swear to hunt your persecutors and their families to the farthest corners of this world, until their household is no more.“
    Amara is a noble spirit made of starlight. Centuries ago, she was trapped into a crown by a sorcerer-king until when, decades later, a pious old man released her. Amara was astonished that a little man helped her out of generosity instead using the Vessel to become her new master, but the man explained her the teachings of his faith, who spoke of generosity and piety. In those, Amara found a sense to her existance and she has lived under their dogmas ever since, trying to repay the kindness of the old man by helping those in need. The problem is, the Marid is a little too extreme and lives on a whole different level than those she's trying to help. Sometimes, turning the mean stepsisters of a poor girl into dogs is not the best solution. Amara is not cruel, but she honestly believes that wicked actions must be severely punished and that if she can be the one to administer retribution, she's obliged to do so. The fact that her actions tend to go far beyond the reasonable needs to be pointed out for her, at which point she usually apologies and tries to find other ways. She's equally happy to reward the few good men she mets, even if they not share her personal beliefs. Amara means well, but sometimes her help only exchanges a problem for another.

    Virtue: Faith (Righteous)
    Vice: Wrath (Merciless)
    Rank: 5
    Attributes: Power 13, Finesse 12, Resistance 15
    Influence: Light 3, Punishment 4
    Corpus: 26
    Willpower: 27
    Size: 11
    Speed: 35
    Defense: 12
    Initiative: 27
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Fire), Elemental Shape (Light), Materialize, Flight, Arsenal, Bestial Metamorphosis, Clasp, Chariot of Fire, Omen Trance, Second Sun, Speed, Terrible Chorus
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 50
    Rukh Catalyst: Faith
    Ban: Every year, for a month at Amara's discretion, the Marid cannot use any Numen or Influence before the sun sets.
    Bane (WoD 2° Edition): The broken remains of the Vessel she was imprisoned in
    Other: Amara's Sanctuaryis an island floating in a cloudless sky, covered in beautiful buildings and temples. The place is empty, if not for the birds and the cats that wander around.

    Akraig, Caliph of Kindness and Isolation
    This land is peaceful, its inhabitants kind. The creatures that live here wish you no harm. Please, let us be and leave. I'll show you the way“
    Akraig is considered powerful even among the Marid. This titan rarely emerges from the waves and, even the, few are able to stop him. A man did, once. That man was king Solomon. The king bound Akraig into a Vessel and made him one of its servants. At first, Akraig despised his captor and longed to return to the ocean and its inhabitants but there's was no denying Solomon was a wise and kind man that showed respect to his captives and equals alike. This made serving him disturbingly easy. The Marid grew fond of Solomon and came to share the king's vision enthusiatically, protecting him from harm and promoting his cause in the ephemeral worlds. Each considered the other a close friend and, when Solomon sensed that his end was nigh, he released Akraig from his Vessel, not wishing for the Marid to be imprisoned away from his beloved seas. Akraig remained at Solomon's side until his death neverthless, helping the elder man as his body was failing and keeping his declining health secret. After Solomon's death, he returned to live under the ocean, keeping care of the animals and relishing the memory of his old friend. He prefers to be left alone, but raise to protect the seas and those who suffer given the possibility. Akraig cares not for those who come looking for him hoping to harness his power, but is known to be willing to hear what people who claim to be inheritors of Solomon, like the Clavicarius or the Mine Keepers, have to say. The Marid will be quite disappointed if they prove to be unworthy of the ancient king, but will just leave with a sad look on his face unless provoked.

    Virtue: Charity (Kind)
    Vice: Sloth (Solitary)
    Rank: 5
    Attributes: Power 15, Finesse 15, Resistance 15
    Influence: Water 5, Weather 5
    Corpus: 40
    Size: 25
    Speed: 40
    Defense: 30
    Initiative: 30
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Water), Elemental Shape, Materialize, Flight, Awe, Blast, Earthquake, Lullaby, Stalwart, Storm, Regeneration, Wish
    Manifestations: Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 50
    Rukh Catalyst: Depths of the sea
    Ban: Akraig cannot harm others in the presence of a child. He can still defend himself, but any action that could damage others is forbidden.
    Bane (WoD 2° Edition): A nail carved from the bones of a whale killed solely for the purpose of harming Akraig
    Other: Akraig's Sanctuary is a marvelous palace at the bottom of the sea, filled with wonders and strange creatures. Akraig can swim outside, but is always careful to not let his guests drown by opening the wrong door.

    The Unconquered
    The fire priests could not tame me, the followers of the storm god ran at my sight! I have seen the birth and death of more civilizations than your race can possibly remember! Kneel before me, mongrels, for I am the Unconquered!“
    Most Djinn don't live a long life without choosing an aspect of creation to merge with. It is just too difficult to acquire Rukh wihout doing it, not to mention that being defeated and imprisoned imposes the condition on the Djinn by force. The Unconquered is not of those Djinn. A legendary Marid whose story is known to all Djinn, the Unconquered appears as a colossus made of blinding energy and crackling plasm. He boasts a claim few other of his race can: the Unconquered was never defeated, bound or forced to accept a compromise. He is, under all aspects, pristine. The Unconquered is rarely found on the material plane but when he does, he gets noticed. Fast.
    Note: the Unconquered is a very powerful Djinni and, as such, does not have traits. It has a Virtue and Vice only to act as a guide to how to portray it. It has no Ban nor Bane, but he also has to spend large amounts of time away from this world to recharge his Essence Pool. The process it's up to the Storyteller even if, considered his strength, the PCs have better to avoid getting in any kind of confrontation with the Marid.

    Virtue: Fortitude (Undefeated)
    Vice: Pride (Eternal)
    Rank: 6
    Ban: None
    Bane: None
    Other: The Unconquered's Sanctuary is a giant pillar of azure flames caught in the storm's eye of a tempest of insane proportions. Sometimes, alien stars can be seen throught the clouds, but there's no way to get outside.

    The Shaitan are a blight upon the world, a household composed by Djinn of all the other families who have sworn upon their soul to become heralds of death and sorrow, corrupters of mankind and nemesis to all living beings. The agents of Iblis have set themselves on a path from which there is no return and they are going to walk along it right into the maw of oblivion. Since they come from other households, Shaitan's power can vary a lot: some are lowly deceivers that rely on their cleverness while others are bastions of infernal might. Becoming a Shaitan allows a Djinn power to increase drastically. Some of the most infamous ones were were just weak Ghilan or simple Janni once. The theme of Shaitan is Corruption. Each Shaitan lives to contaminate and twist every aspect of creation. They are vicious beings that feast on the pain of other beings, cunning tempters that enjoy to lead their victim on the road to damnation. The Shaitan have a special hate for human race, their main goal being corrupting it to the point human civilization will fall upon itself. While their appearance can be seductive, their hearth is rotten. Other times, the looks of a Shaitan match those of its souls. A Djinn becomes a Shaitan when it surrenders wholly to the darkest aspects of its nature. Pride, lust, hate and resentment are the kind of things that shape a Shaitan's existence. For them, there is no hope of salvation, simply because they gave up that by their own will in the first place. Shaitan enjoy every single tear, every single death and every single broken soul they are responsible of, with no exception.
    Suggested Numina: Babel, Bestial Metamorphosis, Dessiccation, Fearstruck, Howl, Implant Delusion, Plague Crow, Terrible Chorus, Whispers

    Perhaps is was just a dream, a joke of your eyes. The point is, though, what if it was not?“
    Ahzrukhal wants more. He covets what others have and can't stand their happiness. Whenever he sees somebody with a good life or something they care about, he can't help but to hate them with all his soul and try to bring misfortune upon them. Since he was a lowly Ghul, he knew hunger and desire where only a part of the picture: satisfying those needs while the others are suffering is the only way he can conceive behaving. Ahzrukhal is not particulary strong, but he's smart and has created a network of criminals who report what they know to him. He kills from time to time, either out of boredom or hunger but vastly prefers to trick its victims to ruin their life themselves. The Shaitan seeds doubt and jealousy in the minds of men, sets them forth and waits for the results. For him, they all deserved it but, and he's quite candid on this, he would have done it anyways even if this was not the case. Ahzrukhal just plainly hates those who are not him.

    Virtue: Faith (Tireless)
    Vice: Envy (Jealous)
    Rank: 2
    Attributes: Power 4, Finesse 6, Resistance 3
    Influence: Jealousy 1, Smoke 1
    Corpus: 8
    Willpower: 7
    Size: 5
    Speed: 20
    Defense: 6
    Initiative: 9
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Smoke), Elemental Shape, Materialize, Flight, Babel, Cloud of Smoke, Implant Delusion, Mirage, Mortal Mask, Utter Damnation, Whisper
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 15
    Rukh Catalyst: Emeralds
    Ban: If forced by undeniable proof to confess his machinations, Ahzrukhal will stop talking for a century. This only triggers if he does not want to confess in the first place.
    Bane (WoD 2° Edition): Wine
    Other: Ahzrukhal's sanctuary are a number of ornated rooms of a palace without windows. The place is far too opulent and there's a palpable sensation of „wrongness“ in the air. The food is strange, like wine that is not really wine, and the silent servants never remove the masks they wear.

    Zenebatos, Blade of the Truth, Slayer of the Empyreal Host
    We are the horde that will raze the heavens. We will topple the Archons from their thrones and, by the name of Iblis, mine will be the hand on the sword that pierces the heart of the Demiurge“
    A lowly Janni, weak and insignificant, discovers that our world is lie, a deception enforced by a tyrannical creator for its own cruel amusement and egotistical projects. He can't do much to fight this truth but, in Iblis and its servants, founds both power and companionship. That Janni was Zenebatos. Now a mighty Shaitan, Zenebatos is a seasoned warrior, a sworn enemy of the agents of the Lie. Zenebatos fights the good battle by finding and killing the most powerful servants of the Demiurge in this world, the angels. This translates in practicality with the Shaitan murdering every single being that looks fitting for the part. In his crusade, Zenebatos has destroyed spirits, qashmallim, angels of the God-Machine and even some ochemata. The kind of prey he hunts is not easy to find, though, but Zenebatos has learned some tricks during the years. He knows that angels are often on a mission or look after other supernatural beings. Zenebatos finds these creatures and tortures them until they give him a lead or wounds and uses them as a bait. For Zenebatos, any being that is not a Shaitan is a nuisance and acceptable collateral damage at best, or another slave of the Demiurge that must be destroyed at worst.

    Virtue: Fortitude (Determined)
    Vice: Pride (Extremist)
    Rank: 4
    Attributes: Power 13, Finesse 7, Resistance 15
    Influence: Torment 4, Wisdom 2
    Corpus: 25
    Willpower: 28
    Size: 10
    Speed: 30
    Defense: 15
    Initiative: 22
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Iron), Elemental Shape, Materialize, Flight, Arsenal, Blast (Iron Knives), Clasp, Howl, Otherworldly Gate, Stalwart,
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form
    Max Essence: 25
    Rukh Catalyst: Blood-drenched weapons and items
    Ban: has no Defense against attacks made by those who destroyed an angelic being
    Bane (WoD 2° Edition): Bones of martyrs
    Other: 's Sanctuary is an oppressive space, a dark and cold desolation where monolyths of white marble inscribed in dead languages silently float through the air. Screams can be heard, but there's no trace of their origin. From time to time, feathers and drops of blood fall from the sky.

    Juzam, Lord of the Moonless Nights
    Three months from now, I will come to collect my prize. Expect my visit when the darkness comes.“
    You've heard the story. A lamp, with a genie inside it. When you rub the lamp, the genie comes out and grants wishes. Except this genie is not trapped in the lamp. The lamp is a trap, yes, but for those unlucky enough to find it. The horned ogre that answers when summoned, showing himself in his towering form, loves nothing more than to deceive his victims and use their greatest wishes to make their worst nightmares real. Juzam was technically a Marid once, but he has always been a Shaitan as much as long anybody remembers. He devised his little trick ages ago, his own personal way to mock both mortal arrogant enough to think of Djinn as servants and those of his race that got trapped into Vessels. Since he is not really bound to his lamp, Juzam is not forced to do anything and nothing stops him from hurting his „master“, but he usually plays with them for a while before revealing the ruse. Juzam is a hero for the Shaitan, a paragon of wickedness with a soul as dark as the shadows he clads himself with.

    Virtue: Prudence (Clever)
    Vice: Greed (Wicked)
    Rank: 5
    Attributes: Power 15, Finesse 14, Resistance 14
    Influence: Darkness 5, Cruelty 1
    Corpus: 36
    Willpower: 29
    Size: 22
    Speed: 39
    Defense: 14
    Initiative: 28
    Armor: None
    Numina: Animal Shape, Elemental Immunity (Darkness), Elemental Shape, Materialize, Flight, Clasp, Command Beasts, Dement, Fearstruck, Fetter, Howl, Implant Delusion, Resurrection, Wish
    Manifestations (WoD 2° Edition): Discorporate, Materialize, Possess, Twilight Form, Fetter, Unfetter
    Max Essence: 50
    Rukh Catalyst: Places that were never touched by the light
    Ban: Juzam has no Defense if him or his Fetter are under the sunlight
    Bane (WoD 2° Edition): The heart of any descendant of the first human Juzam ever killed.
    Other: Juzam's Sanctuary is a dead volcano, a giant peak surrounded by darkness and wrapped in an eternal night.

    Sidebar: Yes, but which side are they on?
    The Shaitan would say they are on the side that matters. Jokes aside, one cannot help but to wonder where exactly the Shaitan belong in the vast moltitue of factions inimical to life in the World of Darkness. The truth is, they really don't belong. They don't serve the Abyss, don't work for the Maeljin and stay away from Ammut. They despise infernal devils, shartha and Strix alike. And yet, the Shaitan are known to use all those beings as allies from time to time. The Shaitan come close (really, really close) to the same agenda inhabitants of the Inferno and the Shadow Wounds have but, to them, it is unconceivable to truly be their ally. They serve Iblis and no other. Iblis is their lord, it is one of their kind and the only power to which they will kneel. Shaitan believe in the same ideal of Djinn supremacy and vengeance towards the Universe usually associated with their leader. If this encourages them to exploit the power of other dark beings for their own purpose, so be it.

    Sidebar: Iblis, Devil-King of the Shaitan
    It's not like Djinn have a chat with Iblis before joining the Shaitan's ranks. Even for them, the Adversary is a mythical entity, not somebody they can interact with. They all know, though, that Iblis is far too real and, what's worse, that it is active and busy. Iblis stalks this world and those around it, bringing forward a plan that was hatched eons ago. Nobody knows where myth and truth begins when talking about Iblis. He seems to hate mankind more than anything else and tries to unmake Creation under all its aspects. Wheter to annhilate it or to remake it in another shape more fitting for his desires, none can say. What everyone can agree on is that it is insanely powerful (the same Rank of the Maeljin at least, probably higher). No being has spoken directly to Iblis and lived to tell the tale, but there are stories. Legends of villages erased from night to dawn, the body of its inhabitants crawling with maggots and insects whose buzz gives sound to a voice that sings hymns to the Devil-King, of storms made of black sands and teeth that blot out the sun, of corpses inside the mass graves that stand and walk as if they were one and cities devoured by the desert never to be found again only because their rulers tried to avoid an oath made by their ancestors millenia before. Those few Shaitan that heard the messages of Iblis in the history of their household are considered true prophets among their kind.

    Numina and Manifestations
    Here's a list of Numina describing the powers Djinn can have. Along with their Influences, Djinn are potentially quite versatile. All Djinn get the Materialize, Animal Shape and Flight Numen for free (as in, they don't count for the maximum number of Numina they can have). Djinn with a Ban also get the Elemental Shape and Elemental Immunity Numen as well, usually associated with the element they've choose to be bound with when taking the Ban (or something thematically close). While most Numina are available to all Djinn, some are appropriate only for a specific household, as detailed below.

    (WoD 2° Edition): All Djinn are able to use the Discorporate, Materialize and Twilight Form Manifestation effect , at least. Djinn with a Ban also get the Seek Numen for free. Like Spirits, Djinn base their Manifestation on the Resonant Condition. A Djinn bound to a Vessel, on the other hand, can only use the Anchor Condition granted by the Vessel to use Manifestations but, when on a task are always considered under the Condition, even if far away from the Anchor (see above for more details about Vessels). They also cannot use the Fetter or Unfetter Manifestation: they're too deeply bound to their Vessel to do so.

    Animal Shape:with the expenditure of 1 Essence and a successfull Power + Finesse roll, the Djinn can disguise itself as a an animal for a number of hours equal to the roll's successes. The disguise tends to be a little odd, because Djinn often forget to perfectly behave like animals when in this shape, but it usually won't cause concern unless the witnesses already have reasons to suspect something's wrong. If that's the case, they may make a Wits + Composure roll penalized by the Djinn’s Finesse to realize that something is wrong.

    Arsenal: Through the expenditure of two Essence points per scene, the Djinn can create ephemeral weapon like claws and barbs, or even more complex creations like swords or spears out of its Corpus. All this weapon are only an extension of the Djin's body and are considered part of the Djinn itself. Its “unarmed” attacks gain a +1 bonus and inflict lethal damage, adding the “9-Again” rule to each strike.

    Awe: The Djinn's presence paralyzes those who view it with holy (or unholy) terror. Spend three points of Essence and roll Power + Finesse. All those who can see the Djinn 'scontest the roll with Presence + Composure + Supernatural Trait. Anyone who gains fewer successes than the Djinn is unable to move or speak for one turn, either from awe (as, unwilling, they prostrate themselves before the genie) or all-consuming fear (as their legs turn to jelly, their throats dry up and their backs turn to ice). If the Djinn achieves an exceptional success against a target, the effect lasts for three turns.

    Babel: The demon can make it impossible for its target to speak coherently. Spend 1 Essence and roll Power + Finesse + Infernal Rank – the target’s Resolve + Supernatural Trait. Every success prevents the victim from speaking intelligibly for a minute. Try as she might, she simply spouts random syllables.

    Bestial Metamorphosis: A Djinnwith this Numen can turn a living being (including a mage, but not a Promethean, vampire or werewolf) into an animal. Spend 10 Essence and roll Power + Finesse. If the mortal wishes to resist, his player can roll Resolve + Stamina. If the Djinn succeeds, the mortal becomes an animal of the Djinn's choice and most likely looses her ability to vocally communicate with humans, but retains its intelligence. If the target gets more successes than the Djinn, the Numen fails to work.

    Blast: Be it a wave of pestilential wind conjured by a Ghoul, a scorching column of fire of a Efreet or a ball of glowing, fiery energy thrown by a Marid, a Djinn with this Numen is able to strike opponents at a distance. The range is equal to 10 yards per point of Power, and the Djinn suffers no penalties for range. The Djinn rolls Power + Finesse to hit and may add one dice to the roll for every additional two point of Essence the Djinn spends to fuel this power. The damage is lethal.

    Chariot of Fire: With this Numen, a Djinn can whisk a character away, gathering her up in a circle of smokeless fire, and depositing her anywhere else in a matter of seconds. Spend four Essence and roll Power + Finesse. If the Djinns passenger doesn’t want to be carried away, she can resist with a roll of Resolve + Stamina + Supernatural Trait. If the Djinnsucceeds, it lifts its subject up in a spectacular display of screaming wind and lashing fire. The wind and fire stop as suddenly as they began, and the passenger is gone. The Djinn drops its passenger anywhere on Earth, in the material world or in Twilight, seconds later. The passenger has no say in where she is left. The Djinn may even use this Numen to disappear and reappear anywhere she has ever personally visited.

    Clasp: This Numen allows a Materialized Djinn to wrap a target in a crushing embrace. The Numen works like any brawling attack. The Djinn uses Power + Finesse, rather than Power alone (which takes the place of Strength + Brawl; see the World of Darkness Rulebook, p. 157). If the Djinn’s player spends a point of Essence, the Djinn’s Brawl attacks cause lethal damage instead of bashing damage for the rest of the scene.

    Cloud of Smoke: A Djinn with this Numen can create a cloud of black, burning smoke to darken an area, blotting out all light sources, and leaves the field in pitch blackness. The Djinn spends 2 Essence and rolls Power + Finesse. By default, a one success cloud is five feet in diameter, and causes a -1 penalty to all sight-based actions for all those found within. Once rolled, allocate additional successes to add five feet of diameter to the cloud, or thicken the cloud and add an additional -1 penalty to all sight-based actions. Additional Essence can be spent and additional rolls can be made to increase the area and potency of the space. The Djinn is immune to the cloud’s effects.

    Command Beasts: The Djinn can directly control an animal. Spend two Essence and make a roll of Power + Finesse. For every success the Djinn gains, it can control one animal, body and mind, for one scene. The player can spend one Essence to extend the duration of this power to 24 hours.

    Desiccation:This Numen allows a Djinn to withdraw fluids from its opponent’s body. The range is five yards per point of power. Roll Power + Finesse; the number of successes determines the number of points of damage the target takes from loss of fluid. The damage is bashing. Due to a lack of real biology, vampires and the Created may contest the spirit’s roll with Stamina + Supernatural Tolerance; however, if the Djinn wins the contest, the supernatural loses a point of Vitae or Pyros in addition to taking bashing damage.

    Elemental Immunity: Many Djinn are associated with a specific element that resonates with their nature. Those Djinn are often quite resistant to any sort of damage their element might cause. When a Djinn is targeted by an attack made with the choosen element, add the spirit’s Resistance to its Defense. The Djinn’s Resistance is also automatically subtracted from environmental exposure as well. For example, a Rank 2 fire elemental with a Resistance of 6 could sleep in a burning chemical plant with no ill effects (see the World of Darkness Rulebook, p. 180).

    Elemental Shape: With this Numen the Djinn becomes a hybrid of a chosen element and herself. Spend 2 Essence and roll Power + Finesse to activate the Numen. For any attacks that wouldn’t normally hurt the element (like a gun against fire, for example), the attack does half damage, rounded down. If she uses her body to cause harm, it acts as a weapon with a damage rating equal to the successes rolled, rounded down. Since Djinn often obtain this Numen after taking a Ban, this also mean that they can use it to mutate into shapes composed of more abstract elements, in which case the form is an idealized visual representation of such element, like a skin made of knives for a Djinn that merged with Pain.

    End Disease: The Djinncan use this Numen to remove all disease from a living being. Spend one point of Essence and roll Power + Finesse. If the roll is successful, the Djinnheals any disease the subject may have, no matter how trivial or serious, treatable or incurable. If the disease is of supernatural origin, such as the result of a supernatural being’s machinations, theDjinn must spend three Essence to cure the disease.

    False Wealth: With the expenditure of one point of Essence and a successful Power + Finesse roll, the Djinn is able to conjure any amount of illusory wealth (gold, gems, etc.) and use it to deceive the observers, which have to beat the activation's successes with a Wits + Composure roll to see through it. The false treasure simply disappear after a number of hours equal to the activation's sucessesses.

    Fearstruck: This Numen allows a Djinn to cause an opponent to become paralyzed by fear. The Djinn spends a point of Essence and then rolls Power + Finesse; the targeted opponent contests the roll with Presence + Composure + Supernatural Tolerance. Success renders the victim unable to move or speak (or even scream) for one turn. Exceptional success indicates that the victim freezes in place for three turns.

    Fetter: This Numen secures a Djinn inside an object. Rather than Materializing, the Djinn remains its ephemeral self in the material world. Once fettered, the Djinn can remain in the physical world almost indefinitely. The Djinn activates this Numen by spending a point of Essence. The Djinn must choose an object within five meters of its current position and spend an additional Essence to fetter itself to the object. The Djinn can stay fettered in the material world for as long as it likes, unless the fetter is destroyed, in which case the Djinn immediately discorporates and starts to re-form back in the Twilight. The Djinn is invisible and intangible while in the material world. The Djinn may never move more than five meters from its fetter, lest the link be lost, forcing the Djinn back into Twilight. A fettered Djinn may materialize and move the fetter around while physical. While in material form, the Djinn may move more than five meters from its fetter, but must be back within that radius when its materialization ends.

    Flight: a common Numen among Djinn, this power allows them to hover or fly at its ground speend, at no cost.

    Firestarter: The Djinn causes flammable materials to combust. This Numen costs one Essence and causes one small fire to break out per activation success within the entity’s Power in yards.

    Howl: This Numen enables a Djinn to let out a blood-curdling howl that causes an opponent to panic and run. The spirit spends a point of Essence and then rolls Power + Finesse – the opponent’s Composure. If the djinn wins the contest, the victim must flee the spirit’s presence for a number of turns equal to the number of successes achieved.

    Lullaby: The Djinn can make somebody fall asleep merely by looking at her. Spend 1 Essence and roll Power + Finesse against the victim's Wits + Stamina. If the Djinn wins, the target passes out for a number of turns equal to 10 minus her Resolve score. The target falls into a light slumber from which she can be awakened easily: any noise beyond the ambient or touch to her person will startle her from sleep. Note, however, that she can avoid falling asleep (and taking the penalty) if the target’s player chooses to reflexively spend a Willpower point at the time of Sleep’s activation. Once asleep, however, Willpower cannot save her slumber. If the Djinn scores an Exceptional Success the target cannot spend the Willpower to prevent slumber. In addition, she can only be awakened via injury to her person.

    Materialize: This Numen allows the Djinnto take on a solid form. Until it uses this Numen, it cannot be physically attacked or take any physical action. The Djinn spends three Essence and rolls Power + Finesse. If the roll succeeds, the Djinn can remain materialized indefinitely, until it chooses to cease being material.

    Mirage: This Numen allows the Djinn to create an illusion. The Djinn spends a point of Essence for each target it wants to influence and pictures the mirage it wants to create in its mind. This may be a sight, sound, or even a person meant to interact with the target. The Djinn makes a contested Power + Finesse versus the subject’s Wits + Composure + Supernatural Advantage roll (multiple target rolls separately). For each success the Djinn rolls in excess of the target, the illusion affects one of the subject’s senses. The mirage is utterly compelling, but if the vision does something notably unusual the Storyteller may allow the target a Resolve + Composure roll to realize that his senses are lying to him.

    Mortal Mask: This Numen disguises a Materialized Djinn as a human and can be used at the same time as the Materialize Manifestation Effect. Using the Numen costs 1 Essence and the human seeming lasts for activation successes in hours. The human “costume” is flawed — witnesses may make a Wits + Composure roll penalized by the entity’s Finesse to realize that something is wrong. Characters able to sense the entity in Twilight do not suffer a penalty to the roll. This Numen can only be used to create a generic human mask, not to replicate an existing person (that's the Imitation Numen below)

    Imitation: A Materialized Djinn with this Numen can take on the semblance of a human the Djinn has met. Spend one point of Essence and roll Power + Finesse. Those who know the imitated person might see through the deception. Players of such characters make contested Wits + Empathy rolls. The number of successes is compared to the roll for this Numen. If the Djinn wins, the deception holds. If not, the viewer realizes that something is wrong with his acquaintance, though he probably won’t be able to put his fi ger on what.

    Implant Delusion: The Djinn can make someone believe something that isn’t true, or implant a false memory in a subject. Spend two Essence and roll Power + Finesse, versus by the subject’s Resolve + Composure. If the roll is successful, the subject believes whatever the Djinn has just told him to believe. If this belief is something that can easily be proven false (for instance, “lead turns to gold when anointed with this oil”), demonstration of the delusion’s untruth ends the Numen’s effects.

    Inspiration: With this Numen, the Djinn grants a mortal the courage and willpower to do something. Spend two points of Essence and roll Power + Finesse. If the roll is successful, the mortal feels extraordinarily empowered (gaining a bonus towards a task equal to the successes rolled) and believes whatever the Djinn has just told him to believe. Although the mortal isn’t suicidal, he is prepared to die to complete the task. If the roll is an exceptional success, the mortal regains Willpower from doing things that directly follow the dictates of the vision, in the same way as he would from fulfilling his Virtue. The bonus lasts for a number of days equal to the Djinn's Rank, the inspiration and passion, even if not enforced anymore by the power of the Numen, probably lasts longer.

    Oasis: With a mere thought, the Djinn may open a crack in the earth from which a stream of pure and fresh water springs forth. Spend three Essence and roll Power + Finess. On a success, the Djinn creates a genuine oasis, a large body of water big enough to sustain a reasonable amount people and replenishes with time. The oasis lasts for a number of years equal to the success rolled.

    Omen Trance: Once every 24 hours, the Djinn may enter a trance in order to gain a glimpse of the future. The Numen costs one Essence if the Djinn is trancing on its own behalf or 3 Essence if it is searching for omens for another. The activation roll is an extended action, lasting at least one scene. If successful, the Djinn sees a vision of an event sometime in the next week. The visions are predisposed to be warnings of danger.

    Otherworldy Gate: a Djinn with this Numen can open a passage to other worlds, like the Shadow, the Hedge or the Astral. These planes can be dangerous even for Djinn and they usually tend to avoid venturing inside these alien worlds but sometimes the events brim them there. Spend 3 Essence and roll Power + Finesse. The gate remains open for a number of turns equal to the Djinn's Rank, after which it closes, trapping those who crossed it on the other side until they find a way to return.

    Plague Crow: A Djinnwith this Numen can inflict disease upon an unwitting mortal (including mages) with a touch, a kiss or sometimes just a breath. Spend three Essence and roll Power + Finesse, opposed by the victim’s Resolve + Stamina. On a success, the victim suffers from a potentially fatal disease. What the disease is and whether it’s infectious is up to the Storyteller, but it’s always potentially fatal (see the World of Darkness Rulebook, p. 176). If the disease is not terminal and incurable, it should take at least 20 successes on an extended Stamina + Resolve roll to beat, with one roll allowed per week.

    Possession: The Djinn can attempt to possess a living human being and control his or her body for a short time. Spend one Essence point and roll Power + Finesse in a contested roll versus the victim’s Resolve + Composure + Supernatural Tolerance. If the Djinn wins, it gains control of the victim’s body for the duration of a single scene. Use the victim’s available traits (except Willpower points, which are equal to the spirit’s current Willpower points) and dice pools for any action the Djinn wishes to take. If the mortal wins or ties the roll, the Djinn fails its possession attempt. As long as the Djinn has Essence points remaining, it can continue to make possession attempts against a target. If a possessed body is killed or knocked unconscious, the Djinn is forced out and must possess another victim if the Djinn still wishes to act. The most reliable way to break the bond between a Djinn using the Possession Numina and its host is to force the host into contact with the Djinn’s ban.

    Pray for Rain: Rain comes, cool and refreshing, brought by the Djinn. Spend three points of Essence and roll Power + Finesse. If the roll is successful, it begins to rain in an area of about a halfmile radius around the Djinn, no matter how improbable that might be. The rain is at a comfortable temperature for humans, no matter how hot or cold the surrounding area.

    Regeneration: The Djinn can use Essence to heal bashing and lethal wounds on its Corpus. This Numen does not require a roll to activate, but costs 1 Essence and heals one level of damage — the Djinn must reactivate the Numen each turn to heal more severe wounds. Bashing damage is healed first, then lethal.

    Resurrection: The Djinn can raise the dead. Using this Numen, usually possessed only by Marid or powerful (rank 4+) Shaytan, the Djinn stands by the corpse and commands the subject to awaken. Spend 10 Essence and roll Power + Finesse, with a –1 penalty to the dice pool for every full day the subject has been dead. On a dramatic failure, the body animates, but it is a murderous, undead creature, possessed by an unclean spirit from a place that even the Djinnfear to tread. On a success, the dead person lives again. All wounds and diseases are fully healed, and the subject is free to live out the span of her life. A Djinn (usually a Shaytan: Marid are not easy to deal with and don't care much about mere humans, but when they are persuaded to use this power they tend to honor the deal) may decide to intentionally fail the roll, in which case the results are the same of a dramatic failure. The Djinncan raise werewolves and mages from the dead as well, but they lose their supernatural powers, becoming ordinary humans, albeit wolf-blooded or Sleepwalkers, respectively.

    Sandstorm: many Djinn are able to control the sands, perhaps due to a connection to the deserts of their ancestral homeland. A Djinn with this Numen can conjure a massive sandstorm in a matter of seconds. The Djinn must spend 10 Essence and roll Power + Finesse to us this Numen. The storm stretches [successes x 100 yards] distance in every directionand lasting an hour. If there is not sufficient sand in the environment, the Djinn breathes forth a quantity of sand sufficient to lacerate the wind. Darkness and obscurement limit visibility and impose a –3 penalty to perception rolls and ranged attacks within that area. Characters suffer a penalty equal to half the Djinn's successes (rounded up) to all non-reflexive actions attempted within the sandstorm as they are buffeted by the howling, lacerating winds. After every 10 minutes of exposure, characters suffer one level of bashing damage if they are up and active. If they go prone or take shelter in the lee of a large object or structure, they are quickly buried in accumulating sand and begin suffocating. Characters who take bashing damage from gunfire, such as vampires, only take damage once every 20 minutes. The Djinn’s visibility is just as limited as anyone else’s, but he is immune to all the other deleterious effects of the sandstorm.

    Stalwart: The Djinn appears armored in Twilight form and uses Resistance as its Defense score instead of the lower of Power or Finesse.

    Speed: This Numen confers uncanny swiftness upon the Djinn, allowing it to move at a much more rapid pace than usual. The Djinn may spend two points of Essence to move at twice its normal Speed for the duration of the scene. If the spirit spends an additional two points of Essence (for a total of four), the Djinn’s Speed triples for the duration of the scene. This Numen may affect the physical form of a Materialized Djinn, but not a physical fetter.

    Terrible Chorus: Occasionally, the Djinn must make their information openly available and difficult to ignore. With this Numen, a single Djinn can appear to divide into several figures, all of whom sing in unison. Spend three points of Essence and roll Power + Finesse. If the roll is successful, the Djinn appears to be literally dozens of individuals, who sing or speak in unison at tremendous volume. When the Djnn message is over, the extra fi gures vanish.

    Whispers: This Numen allows a Djinn to whisper a message in the ears of nearby humans. All humans with a radius equal to the spirit’s Power in yards can receive this whispered word or phrase. To activate the Numen, the Djinn spends one point of Essence and rolls Power + Finesse. Success indicates that the Djinn can speak a sentence (comprising no more than 10 words). An exceptional success allows for the spirit to speak unhindered for a full minute. Any humans who wander out of the radius can still hear the whisper. Any humans who wander into the radius cannot hear it at all. This Numen cannot be used across the Gauntlet without the use of other Numina that allow it to do so.

    Wish: the most powerful Djinn are spirits of vast power, capabale of fullfilling any wish. This rare Numen, most often possessed by Marid, remarcably strong Efreet or, and woe to anyone who asks them a wish, a few wicked Shaytan, allows the Djinn to make reality shift in direction of another's will. Oddly, this Numen cannot be used to grant wishes to other Djinn: it only works when used on the behalf other entities. If freed from confinement or negotiated properly, a Djinn can spend 30 Essence and roll Power + Finesse. On a success, the Numen works. Simple as that. Too bad that literal or creative interpretation of the wish are well within the scope of this Numen. Reality itself seem to struggle against the power of this Numen. As a rule of thumb, the greater the wish, the greater the odds it will backlash on those who expressed it. The Numen works, and it's a feat of unbridled power few inhabitants of the World of Darkness can rival (it could be used to destroy an Idigam, for example) but there's a point after which some wishes, such as bringing Atlantis back, cure vampirism as a whole or erase the God-Machine, will always backfire spectaculary.

    Corpse Ride: This Numen allows the Ghoul to possess a dead body as other spirits would possess a living being. The Ghoul simply spends three Essence points and enters the body automatically during the course of a single hour. The Ghoul has complete control of the body, but must roll Power + Finesse as soon as he enters the corpse. After a number of days equal to the successes, the corpse begins to deteriorate, losing one Attribute point every three days as the Ghoul power consumes the body. The rotting corpse is very noticeable the more it decays. Once any of its Physical Attributes reach 0, the body disintegrates, and the Ghoul is forced outside it.

    Dead Eyes: Through the reflexive expenditure of two points of Essence, the Ghoul can see ghosts for a scene.

    Swarm Form: This Numen allows a Ghul to break up its body into thousands of tiny parts — it might appear as a mass of whirling razor blades, a flock of starlings, school of piranha or a swarm of beetles. Treat the Ghul’s Power as 1 for feats of Strength. The Ghul’s Defense also drops to 0. The spirit’s speed is halved, but it may gain flight or be able to squeeze through small openings in this form. The Ghul becomes immune to most melee and missile attacks, such as baseball bats and Uzis. Weapons such as torches, flamethrowers or area effect attacks cause the creature damage in this form. The Ghul damages other creatures by enveloping them. A creature caught within the swarm at the beginning of its turn takes damage automatically. Damage is determined by the intensity of the swarm. The swarm begins with a radius in yards equal to the Size of the spirit and does one bashing damage. Each time the radius halves (a standard action), the damage increases by one. Fullbody armor provides half protection, less than full body affords no protection as the small creatures find their mark. This Numen costs two points of Essence and lasts for a scene. Swarm creatures can choose to do lethal damage, by sacrificing their constituent parts. All creatures caught within a swarm suffer –2 to Mental checks. Some Shaitan learn how to use this Numen as well, even if they were not Ghilan to begin with.

    Summon Swarm: a Ghul with this Numen is able to summon a vicious swarm at will. Usually the swarm is made of locust, flies or some other kind of despicable desert vermin, but there are exceptions. The Ghoul must spend three Essence points and roll Power + Finesse. On a success, the swarm appears, crawling outside the sand, brought by the wind and perhaps erupting from the Ghoul's mouth. The Swarm size in yards is equal to three yards plus one for each success rolled and follows the Swarm Rules. It inflicts Bashing damage. Some Shaitan possess this Numen as well and use it to plague the world. Some Shaitan learn how to use this Numen as well, even if they were not Ghilan to begin with.
    GMC: the Swarm may be spread over an area to create the Swarm Tilt (DtD, page 179)

    Underworld Gate: This Numen is somewhat rare, since it's only possessed by remarcably strong Ghilans (Rank 3+) and their kind is usually the weakest of the Djinn race. Still, a Ghoul with this power is able to open a gate to the Underworld. If close to an existing Underworld Gate or place resonant with death (most commonly a graveyard), the Ghoul may spend three Essence points and roll Power + Finesse to open the Gate for the duration of a scene.
    GMC: replace this Numen with the ability to cause the Avernian Gate Manifestion Effect when under the Open Condition

    Immolate: The Efreet's hands can, in an instant, be wreathed in cold Smokeless Fire, which sears flesh and boils blood. Spend three points of Essence. All of the Efreet ’s Brawl attacks cause aggravated damage for the rest of the scene. Some Marid possess this Numen as well, but it's much more common among Efreet.

    Rain of Fire: Fire rains from the sky creating small pockets of fire across the area. The Efreet can attempt to direct the fire at targets. The player rolls Power + Finesse – Defense. Anyone caught by the fire suffers 3L damage automatically. The fires do not last and only remain for a number of turns equal to the Efreet 's Rank.

    Earthquake: a Marid with this Numen can shake the earth and cause powerful earthquakes. Spend 10 points of Essence and rolls Power + Finesse. If the roll succeeds, an earthquake radiates from the Marid for a number of miles equal to the successes. The earthquake rates quite high on the Richter scale, more or less 6.0 or 7.0. That magnitude will cause serious damage in its radius , but most modern structures will still stand after it passes. People caught in in suffer damage to Storyteller's discretion. The Marid is immune to the effects of the Numen.

    Manipulate Time: The Maridcan rewind time a few seconds, so that an event never happened to an individual. Spend 10 points of Essence and rolls Power + Finesse. If the roll succeeds, the subject of the Numen feels time rewind and everything that happened to her — even injuries — reverse. Although the subject remembers what happened, no one else realizes, as the Djinn fractures time and remakes it. The Numen can be also used to stop time, in which case everything but the Marid freezes in place. The Marid cannot directly harm those frozen in time, as their bodies do not give to injury. However, it may lay traps or line up an attack for the moment the effect ends, in which case it denies a target his Defense.There are legends of powerful Marid that have even a greater control over time or that may infuse objects with this power, but nobody knows where the truth lies, especially considering those stories might be referring to specific wishes instead of this Numen.

    Second Sun: the Marid's power is so great it can give brief life to a small sun. The Marid spends 12 Essence and rolls Power + Finesse. Announced by a deafening roar, a blinding sphere of skyfire appears out of thin air. It blinds those who look at it for a number of hourse equal to the Marid's Rank, but bystanders can roll Wits + Composure with a –3 penalty when the sun appears to look away in time. The sphere itself has a radius equal to the activation's successes. It is hot enough to melt metal and the flesh of those foolish enough to touch it (or that are thrown into it), inflicting 5 Aggravated damages per turn of contact. Otherwise, it just radiates enought heat in a (Rank x 5) radius to inflict 5 Lethal points per turn to those in the area. The Numen afflicts creatures in Twilight as well and can be seen even on the other side of the Gauntlet, without ill effects. Creatures vulnerable to sunlight, such as vampire suffer Aggravated damage from the heat waves but, oddly, for creatures vulnerable to fire like Prometheans and Mummy the damage is still lethal.

    Storm: with this Numen, a Marid to summon a powerful storm that takes shape supernaturally fast. The storm obscures vision, obstacles movements and hurts those caught in its wake. Spend 10 points of Essence and rolls Power + Finesse. On a success, the tempest forms and lasts for a number of hours equal to the Marid's Rank, but can be ended prematurely. The storm covers an area approximately equal to a city. It causes environmental penalty to all actions up to -5. Anyone who’s outside in the storm takes one bashing damage per minute of full exposure. Movement is limited; each turn characters must succeed in a Stamina + Athletics roll or be knocked down, characters may only move half their Speed. It can also cause damage to weak structures, floods and widespread devastation. The Marid is completely immune to the effects of his own tempest. He can see through it, and move through it effortlessly.

    Time Window: with this Numen, a Marid can concentrate on an past event or a moment in time and open a temporal rift that allows nearby observers to see what happened as if they were there. Spend 5 points of Essence and rolls Power + Finesse, with a cumulative -1 penalty for each century that has passed. On a success, the Numen works and remote events begin to unfold. Bystanders cannot interfere with the past in any way: all they can do is watch. The Numen allows to show an amount of time equal to a scene. If the Marid wants to show more, it has to pay the Essence cost and roll for each additional scene, otherwise the time rift closes.

    Damnation’s Path: This Numen makes it impossible for its victims to regain Willpower without fulfilling their Vice. While under the Shaitan’s curse, they no longer are able to regain Willpower by fulfilling their Virtue — this Numen does not prevent the virtuous act, but there is no mechanical reward. Fulfilling a Vice restores Willpower as normal. Satisfying a Vice that also leads to a degeneration roll returns all spent Willpower, whether the degeneration roll succeeds or fails. Spend three points of Essence and roll Power + Finesse in an extended and contested roll; each roll represents one hour. If the Shaitan gains the requisite successes between dusk and dawn, the victim is forced onto Damnation’s Path. The number of successes needed by the spirit is equal to the victim’s current Morality times three. To fight off the Shaitan’s influence, the victim rolls Resolve + Composure + Supernatural Tolerance. Her target is the Shaitan’s Power + Rank. If a Shaitan encounters its ban during the duration of Damnation’s Path, the curse is lifted and the Numen fails. Encountering a ban during the “conversion” process likewise ends the struggle. A victim who successfully fights off the Shaitan’s curse (via ban or otherwise) is immune to this Numen for one lunar month.

    Dement: This Numen assaults a person’s mind with a cavalcade of nightmarish imagery, breaking down his sanity in the process. Such images are often personal and culled from a victim’s own memory, although the user sometimes applies images from its own history or “memory” to decide such visions. Use of Dement is a contested action, with opposing rolls being made reflexively. Spend one Essence and roll Power + Finesse versus the victim’s Intelligence + Supernatural Tolerance. If the Shaitan rolls the most successes, the victim gains a mild derangement of the Storyteller’s choice (see the World of Darkness Rulebook, p. 96) for a number of days equal to the successes rolled. If the victim already possesses a mild derangement, the derangement the derangement becomes severe rather than possessing another derangement. If the target of the Numen rolls the most or an equal number of successes, the power has no effect on him, but successive attempts are possible.

    Utter Damnation: This Numen gives a Shaitan the power to destroy any nearby target whose Morality drops to 1. When this happens, make a contested roll between the demon’s roll, Power + Resistance + Rank versus the target’s Resolve + Composure, + a supernatural power trait such as Blood Potency, Primal Urge or Gnosis, if it applies. If the Shaitan succeeds, the target dies instantly. He falls to the ground, rots away in a matter of seconds, or the Shaitan forces him through a short-lived door to the Inferno. This Numen costs 5 Essence.
    Last edited by Cinder; 02-06-2016, 03:18 PM.

    Cinder's Comprehensive Collection of Creations - Homebrew Hub

    I write about Beast: The Primordial a lot


    • #3
      Very interesting. Can't wait for more!


      • #4
        This is very, very good. But I must admit, I'm more than a little irrationally annoyed because this has direct parallels with it and I'm not going to be able to avoid comparing the two, because this is just amazing. I eagerly look forward to what else you've got (and it'll encourage me to work faster too).

        My Homebrew Hub


        • #5
          I always heard Djinn were spirits of the air. It was the Efreet who spirits of fire.

          If you want By Night Studios to release new LARP RULES for NWoD,
          like this post.


          • #6
            Originally posted by Chattnos View Post
            I always heard Djinn were spirits of the air. It was the Efreet who spirits of fire.
            In what I've heard of Islamic views on the subject, all of the types of Genies were originally born of "Smokeless Fire", the same way humans were born of clay and Angels were born of light.


            • #7
              Originally posted by ZealousChristian24 View Post
              In what I've heard of Islamic views on the subject, all of the types of Genies were originally born of "Smokeless Fire", the same way humans were born of clay and Angels were born of light.

              In the texts I've used when doing my research (mostly the Arabian Nights and the Quran) the "Smokeless Fire" is the source from which Allah made the Djinn and almost unequivocally the origin of their race (there's also mention of them being created by the Rokh Bird in the Aladdin's story but that's...odd and unexplained, to say the least). Of course, in the World of Darkness this can lead to all sorts of speculation (was it Pyros? Supernal energy? Something or somebody else?) but all sources agree that there's a difference between ordinary fire and Smokeless Fire (perhaps it's just as simple as the latter being touched by Allah when creating Djinn - which of course is a Big Deal for Islam).

              Also, while most Djinn are known to be able to wield the natural elements, there's not exactly a source that says which race can use one instead of another. It's all a bit hazy, including the distinction between races (sometimes an Efreet is a powerful Shaitan, sometimes it has nothing to do with Iblis), but I had to make some choices since I'm not trying to write a paper on Islamic folklore (not that I'd be able to do so). I tried to be as close to the original myths as possible, but those decisions are a necessary evil to make Djinn work in the WoD. Efreets are almost alway being connected with fire (the first Efreet met in the Arabian Nights breathes rivers of fire and burns a throne room just to announce itself), up to the point where I suggest them to have at least a dot of some fire-related Influence, either literal or metaphorical, but they have no exclusive upon the element. The Marid, when their name appears, are even more complicated, since they kinda have the habit to appear near water sources, but it's not ubiquitous at all, and I can't bring myself to say "Marid = Water" the same way I can accept "Efreet = Fire" as a reasonable approximation. From what I've read, the idea that the races of Djinn are bluntly determined by the element they use, with one race made of air, one made of fire etc., is much more recent. I might be wrong, but I think the source that made that a rule is none other than D&D (nothing wrong with that, just pointing it out)

              That said, It probably be less confusing once I post my take on the Djinn's races. I'm a bit in a hurry right now, so I could only write this brief answer. I'll try to post Part 2 tomorrow, but I have a couple of busy days in front of me, so I'm not sure. I also got your PM, Arcanist: I promise I'll reply you no later than Friday as well.
              Last edited by Cinder; 03-03-2015, 01:49 PM.

              Cinder's Comprehensive Collection of Creations - Homebrew Hub

              I write about Beast: The Primordial a lot


              • #8
                I remember a small couplet that stated that Angels were made of Light , Djinn of the air, ifrit were made of fire and man formed of clay. It Might have been 1001 nights but I don't remember.

                If you want By Night Studios to release new LARP RULES for NWoD,
                like this post.


                • #9
                  another great creation made by Cinder

                  Check my STV content, Or My Homebrew

                  "And all our knowledge is, Ourselves to know"- An Essay on Man

                  I now blog in here


                  • #10
                    Originally posted by Cinder View Post
                    A summoned Djinn cannot directly harm its master,will obey to his orders and usually try to complete the tasks at the best of its possibilities but a Djinni's disposition towards the Vessel's owner varies from one to another and changes accordingly to how they are treated.
                    I particularly like that wish-granting/favour-doing isn't defaulting to "screw over the summoner at all times."


                    • #11
                      Originally posted by Cinder View Post
                      A summoned Djinn cannot directly harm its master,will obey to his orders and usually try to complete the tasks at the best of its possibilities but a Djinni's disposition towards the Vessel's owner varies from one to another and changes accordingly to how they are treated.

                      I particularly like that wish-granting/favour-doing isn't defaulting to "screw over the summoner at all times."
                      Maybe the relationship is more like the ones in Ron Edwards´ Sorcerer


                      • #12
                        Thanks everybody.

                        Part 2 is up, by the way. Looking forward to hear what you think about it. I won't able to comment until later this evening, but since NPCs are kinda my weak point and I wrote a lot of examples up there, I'd really like to know your opinions. One is basically Jules from Pulp Fiction made Djinn, but I could not help myself.

                        Cinder's Comprehensive Collection of Creations - Homebrew Hub

                        I write about Beast: The Primordial a lot


                        • #13
                          I don't have anything profound to say (other than yay, namedrop!), but I am very impressed by the quality and research here. I suspect Djinn are not going to be a major thing in my rainy London game, but when they do show up, I know what system and background I'll be using. Kudos!

                          GM of the Walking Shadow Campaigns
                          New System and Setting Material


                          • #14
                            I have to say, this is amazing. I'm so, so tempted to have Bartimaeus in my WoD now.

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                            • #15
                              Originally posted by ajf115 View Post
                              I have to say, this is amazing. I'm so, so tempted to have Bartimaeus in my WoD now.
                              It is really good homebrew, far better than anything I could hope to create. It does remind me a bit of the most recent Kate Daniels book where she was fighting an old Efreet.