Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage  18 DEX 24 13- OCV: 6/DCV: 6 25 CON 30 14- 20 BODY 20 13- 20 INT 10 13- PER Roll 13- 20 EGO 20 13- ECV: 7 25 PRE 15 14- PRE Attack: 5d6 2 COM -4 9- 12 PD 4 Total: 12 PD (12 rPD) 12 ED 7 Total: 12 ED (6 rED) 4 SPD 12 Phases: 3, 6, 9, 12 14 REC 2 50 END 0 53 STUN 0 Total Characteristic Cost: 170 Movement: Running: 10"/20" Flight: 20"/160" Leaping: 8"/16" Swimming: 6"/12" Cost Powers 20 Bite: HKA 1d6+1 (2 1/2d6 w/STR), END 2 8 Claws: HKA 1d6-1 (1d6+1 w/STR); Reduced Penetration (-1/4), END 1 40 Immunity To Fire: Energy Damage Reduction, Resistant, 75%; Set Effect (only versus fire; -1/2) 9 Immunity To Harm: Damage Resistance (12 PD/6 ED) 8 Heavy: Knockback Resistance -4" 87 Taking To The Air: Flight 20", x8 Noncombat, Variable Special Effects (Limited Group of SFX; force of will, wings, or whirlwind; +1/4), Reduced Endurance (0 END; +1/2) 8 Long Legs: Running +4" (10" total), END 1 4 Strong Swimmer: Swimming +4" (6" total), END 1 40 Body Of Smoke: Desolidification (affected by affected by lightning and wind), Reduced Endurance (0 END; +1/2); Cannot Pass Through Solid Objects (-1/2) 5 Can See In The Dark: Nightvision 36 Become Invisible: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2); No Affect Versus Those Who Have Kohl Applied To The Eyes (-1/4) 19 Body Of A Jinn: LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat) 5 Breathes Air And Water: LS (Expanded Breathing: breathes water) 84 Shape Shift Into Anything: Shape Shift (Sight, Hearing and Touch Groups, any shape), Imitation, Instant Change, Makeover, Reduced Endurance (0 END; +1/2) 120 Shape Shift Into Anything: Variable Power Pool, 60 base + 60 control cost, Cosmic (+2); Limited Class Of Powers Available (powers depend on shape shifted form; -1/2) 4 Reach: Stretching 1", Reduced Endurance (0 END; +1/2); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) Talents 21 Speak Any Language: Universal Translator 14- Skills 10 +2 with HTH Combat 3 Conversation 14- 3 High Society 14- 2 Survival (Desert) 13- 2 WF: Common Melee Weapons Total Powers & Skill Cost: 538 Total Cost: 708 75+ Disadvantages 0 Hunted: other Jinn and Angels 8- (As Pow, Watching) 15 Physical Limitation: Confined By The Seal Of Solomon (Infrequently, Fully Impairing) 5 Physical Limitation: Large (3-4m tall, -2 DCV, +2 to PER Rolls to perceive) (Infrequently, Slightly Impairing) 15 Psychological Limitation: Evil and Malicious (Common, Strong) 15 Psychological Limitation: Self Indulgent (Common, Strong) 15 Reputation: a Shaitain [devil] and not to be trusted, 11- (Extreme) 568 Experience Points Total Disadvantage Points: 708 OPTIONS Cost Powers 8 Handsome/Beautiful: +16 COM 90 Illusions: Mental Illusions 12d6 (Human class of minds), Reduced Endurance (1/2 END; +1/4), Area Of Effect (8" Radius; +1); Does Not Provide Mental Awareness (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4), END 6 56 Move Instantly: Teleportation 20", x2 Increased Mass, x64 Noncombat; Must Pass Through Intervening Space (-1/4), END 7 3 Acting 14- 3 Disguise 13- 3 Mimicry 13- 3 Persuasion 14- 3 Seduction 14- 3 Ventriloquism 13-
Ecology: Jinn live much like humans do, either alone or in cities ruled by kings and administered by councilors. Most Jinn dwell in the desert, although some live in caves, the mountains, under rivers, on isolated islands, in graveyards, marketplaces, deserted ruins, dry wastes, and wells. They are very long lived and can be either male or female. It is presumed the Jinn reproduce much like humans do, although some legends state their numbers are fixed and Jinn neither marry nor mate.
Other Names for the Jinn include: Afreet, Afrit, Dgen, Djinn, Dschin, Efrit, Genie, Ginn, Iblis, Ifreet, Ifrit, Ifritah (female), Jann, Janna, Jinnee, Jinni, Jinniyah (female), Jnun, Marid, Maridah (female), Shaitain, Shaytan, Si'lat (female).
Note that these are only some of the names for the Jinn. Many other creatures of Arabic myth are said to be different forms of Jinn. The Ghul (see) is one example.
Personality/Motivation: Jinn can be either good or evil, although neither are to be trusted. Good Jinn are devout Muslims, and have been known to fall in love and marry humans. Evil Jinn, commonly called shaitans, try to ensnare humans though lies and deceit, spread pestilence, and generally cause mischief and suffering throughout the world.
Jinn can be summoned and controlled by sorcerers, and many Jinn are sealed in such items as lamps and bottles. The Seal of Solomon can be used to confine a Jinn in objects such as these, while calling upon Allah may drive them off. Those Jinn summoned by sorcerers will serve willingly if well-treated and given respect. Otherwise, the sorcerer must use force.
Powers/Tactics: Due to their great size and strength, Jinn are fearless in combat. They are normally armed with swords on a scale to their size, but even a weaponless Jinn can use his great claws and teeth in battle. Normally Jinn travel about in the form of a whirlwind, which renders them immune to physical attacks. Before they attack a Jinn will transform into a physical form, counting on his appearance to frighten and demoralize foes.
Those Jinn who wish to strike unexpectedly will use their shape shifting ability to appear as an animal, such as a cat, dog, hyena, serpent, or wolf. Female Jinn tend to appear as beautiful women, although it is said they will have the feet of a camel. Jinn will use their powers of invisibility to torment a foe, striking suddenly and retreating, or taunting their opponent while remaining hidden from view.
If forced to flee the Jinn can become a column of smoke, turn invisible, or fly away. Rumor states some Jinn can create illusions, while others are said to be able to cross vast distances instantly.
Appearance: Jinn are supernatural spirits, said to be formed from "smokeless" fire by Allah. Natural shape shifters, they may appear as almost anything, while their natural form depends on their nature. Good Jinn are handsome and beautiful, while evil Jinn are grotesque and horrific, combining the worst features of man and beast.
Designer's Notes: Most people hear the world Jinn (of genie) and immediately think of a giant smiling man who lives in a magic lamp and grants three wishes. Although some Jinn did live in lamps and bottles, and were able to grant wishes, the typical Jinn was nowhere near benevolent. The Tales of the Arabian Nights (also known as One Thousand Nights and a Night) feature Jinn of all shapes and sizes. Most are enormous in size, with one described as standing on the earth while his head brushed the clouds, while another is said to have legs like the masts of a ship. Normally of a malicious disposition, the Jinn usually aren't fought physically, but more often defeated through trickery.
Arabic myth contains numerous references to Jinn. They come in many forms, from the familiar humanoid who coalesces from smoke, to horrific monsters having the appearance of a man divided in half vertically. Jinn having specific habits are given specific names. Water-dwelling Jinn are known as Ghawwas, while those venturing out at night are called Ghuls.
Due to their varied nature, GMs should feel free to alter the sample write-up in any number of ways. A specific Jinn could be even larger than the one presented here, or smaller. It may not be as smart, or might be quite intelligent. Additional skills are possible, as well as Talents like Bump of Direction, Danger Sense, Eidetic Memory, and Simulate Death. Their powers are such that GM's might consider using a Variable Power Pool, thus allowing the Jinn to do nearly anything (such a Power Pool should have the advantages of "No Skill Roll Required" and "Can Change Powers as Zero-Phase Action"). A Variable Power Pool could also be used to represent the Jinn's ability to grant wishes, although most wishes are probably some form of Transform.
Game Masters should find the Jinn to be one of those creatures who can be dropped into almost any setting with ease. They are tailor-made for Fantasy Hero campaigns set in the Middle East or a close analog, but GM's could also use one in a Pulp Hero setting (those adventuring archeologists are always digging up strange bottles and lamps), or in a Golden Age of Champions game (see the previous statement about adventuring archeologists). Of course, one could use a Jinn in a modern-era Champions game, and for a truly unusual change of pace, imagine the result of a cowboy finding a brass bottle with a lead stopper at the local oasis in an Old West desert...
Jinn are known to occasionally marry and mate with humans. The child of such a union will be blessed with several magical powers, including: the ability to fly, the ability to walk through walls, and greatly reduced aging.
In HERO System terms, these powers could be bought as follows:
29 Taking To The Air: Flight 12", x4 Noncombat, END 3 23 Walking Through Walls: Desolidification (affected by all attacks), Invisible to Sight Group, SFX Only (+1/4), Reduced Endurance (0 END; +1/2) (70 Active Points); Does Not Protect Against Damage (-1), Only To Walk Through Walls (-1) 4 Reduced Aging: LS (Longevity: 1600 Years)
Such characters are perfect for high-powered fantasy settings, or as the origin story for an unusual Champions character.
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