In
the Celestial Order, mankind sits below the Archons, above the animals, and
next to the Jinn. As mankind came from
dust and to dust return, so the Jinn are spirits of smokeless fire, partly
natural and physical, partly aetheric and magical. Like men, the Jinn have
their own hierarchies, governments, and societies, but unlike men, the Jinn
freely wield tremendous magical forces with ease. Considering the incredible power at a Jinni’s
fingertips, it seems impossible the will of lowly men can command such mighty
entities to grant their wishes.
Mastering a Jinn
To
master a Jinni, first, you must find a Jinni. Ever elusive, Jinn seek out
isolated places such as far in the inhospitable desert, deep in the sea, behind
thick storm clouds, or in dark places under mountains. Less adventurous would-be
masters make the Jinn come to them. Old scrolls and secret grimoires hold
invocations summoning certain Jinn by name. Both methods hold equal peril, for
both lead to an angry Jinni.
Mastering
a Jinni requires an opposed test of Presence or Resolve based skills between
the would-be Master and the Jinni. This roll could be modified by any number of
circumstances such as:
-The
Jinni has been summoned to a holy site: +3 black dice to the Jinni’s roll
-The
Jinni is in its home: +3 black dice to the master’s roll
-The
master offers something the Jinni desires in exchange for service: +3 black
dice to the Jinni’s roll
-The
Jinn is currently trapped in a magical prison: +9 black dice to the Jinni’s
roll
-The
master owns powerful magical artifacts or guardians: +3 black dice to the
Jinni’s roll
-More
than one Jinni is present: +6 black dice to the master’s roll
Obviously,
the master must also survive to the fury of the Jinni in order to command it.
It’s possible a master could gain a Jinni’s loyalty through acts of kindness
and friendship. Few understand how a lowly man’s will forces the mighty Jinn
into servitude, but Nithamiyeen holy men say the evil command Jin in their
pride and ignorance, the devout in their holiness and purity.
Wishes
A
mastered Jinni gives its master a pool of wishes for their master to spend as
they desire. A master receives wishes equal to the Jinn’s Quintessence Pool +
the number of the master’s successes over the Jinni’s roll to resist their
mastery. The master spends these wishes
as they desire. If the master does not have enough wishes to cover the cost of
his desire, he cannot wish for it.
Spent
wishes are gone forever, but once a Jinni is in their service, a master can
call up a Jinni again to master it starting the process over again.
-A
master can command the Jinni to perform an action on their behalf. Every wish a
spent by a character before rolling dice negates 1 black die of a single test.
If they spent enough wishes to negate the test’s entire black dice pool, the
character may spend 1 more wish to gain 2 automatic successes. In effect, the
character automatically succeeds the test without rolling.
If
they do not spend the extra wish for an automatic success they must roll the
skill check with the reduced or negated black dice. In this case, the master
only commanded the Jinn to assist them.
-Wishes
can also be spent to negate the skill dice of an opposed roll (for example in
combat). Before any dice are rolled, each wish negates one skill dice. Again,
once all the opponents’ skill dice are negated, the Jinni’s master may spend
one more wish to gain two automatic successes. Also, if the master does not pay
the extra wish for the automatic success they must roll their skill as normal
against the reduced or negated skill dice of their opponent.
-Wishes
may also be used to task a Jinni with simple errands not requiring a skill
test, such as delivering a message, or retrieving an object needed from their
master’s house, These simple tasks cost one wish each. The cost in wishes of
more complicated errands (such a following a suspect, answering questions on
ancient history, or outright killing someone) is up to the Gamemaster. Jinn do
not like to be treated like simple minions. After an errand, the Gamemaster may
roll two dice for Treachery if appropriate, and keep 1 or both results.
-A
Jinni’s master may also wish for riches, valuables, or other desired objects.
If the master wishes for money, the master gets £5 for every wish spent.
-Similarly,
masters can command Jinn to spontaneously create an item desired by its master.
After calculating the cost of the desired item, the master spends enough wishes
to overcome the cost, with each wish worth £5. Note that this is not the value
of the objects raw materials, but how much the finished object costs. A stack
of bank notes or an invitation to an embassy ball may be pieces of paper
covered in ink, but their value is much greater than that.
-Jinn
are capable of tremendous magical feats. If a master desires a spell's effect,
they must spend wishes equal to the spell’s Cost + Difficulty +1 for the Jinni
to automatically and instantaneously cast the spell. Spellcasting commanded by
their master does not cost the Jinn Quintessence.
Treachery
If
resentful to the commands of their master (as most Jinn are), the Jinni causes
his master’s downfall, death, or humiliation by giving their wishes unforeseen
consequences. After each wish commanded, the Gamemaster rolls a die for
Treachery. If the result is a 1, the Gamemaster can change the result of one
test rolled by the Jinn’s master to an automatic Foul Failure. This Foul
Failure can occur in the same session or be spent at a later date to embarrass
or do deadly harm to the master.
New Talent: Jinn Mastery 3
points
You
command a minor Jinni and have a small pool of 10 wishes from its servitude. If
you select this talent more than once, you’ve mastered another Jinni with an
additional pool of 10 wishes. Once their master uses up their wishes these Jinn
must be summoned and forced, cajoled, or pleased into further servitude to gain
more wishes.
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