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Offline Black Philip

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Djinn WIP
« on: January 25, 2020, 07:20:37 PM »
DJINN
"Your wish is my command, but be careful what you wish for."

                                                                   

Rarity:
Djinn are almost extinct, and therefore incredibly rare. No more than two Djinn at a time are recommended, and if you want to play one you must message RPC Admin to approve your concept before sheet creation. Depending on how Free Djinn feel compared to witches, more Free Djinn than two may be allowed once balance tested.

Classification:
Fae, Spirit

Note: There are no half breeds. Djinn who parent a child with a different species will receive a full-blooded child of that species, no exceptions.

Note: This species does not have to be played traditionally or religiously. Djinn are an important and vibrant part of both pre-Islam and Islamic religious traditions, but similar to Angels and Dark Angels they do not have to played as they would be in real religious practice. That being understood, if you would like to play a Djinn connected to those faiths and peoples, this is also allowed, as the Djinn would've been involved in mortal religions and faiths during their history on this earth.

For the sake of continuity among all members playing Djinn, the title of 'Allah' belongs to the first and most powerful of the Djinn but is not necessarily the God referenced in the mortal Abrahamic texts., and is not the 'god' of the heavenly plane from which Angels and Dark Angels hail.

AKA:
Jinn, Genies, Tricksters, Wishing-Wells, Bali, Devils

Origin:
Djinn are not Demonic or Angelic in nature, but do share a cosmic origin point with both. It is believed by some Djinn that they were created to act as this plane's guardians against both Angels and Demons. The Djinn were formed from the fires and gases of the cooling earth as it formed into a life sustaining planet. This cosmic energy took form, and made Allah, the first one. From them, all other Djinn were made.

Allah made the primal Djinn first, bestowing upon them untold power, only slightly less than their own. The primal in turn, made lesser children to entertain them, and so free Djinn began to walk the earth. The free Djinn had children with other Djinn and so a new race was unleashed onto the world around the time mortals developed civilization. The majority of free Djinn settled near modern day Iran, and spread across the world from this origin point.

The primal Djinn and their children reeked havoc upon mankind, and so a solution was developed. A mortal sorcerer from the Assyrian empire developed the 'ritual of binding.' This spell allowed the caster to force a Djinn into a metal vessel. Once bound to their prison, the Djinn would have no choice but to grant their masters three wishes. This ritual is in circulation even today, but is very hard to acquire.

This exploitation of the Djinn also resulted in destruction and havoc, and so many metal vessels were hid away, to prevent the various Djinn's power from being misused. Many bound Djinn are lost to history, waiting to be discovered in ancient hiding places. Other bound Djinn are privately traded, and auctioned to the highest bidder. A bound Djinn can only be freed by their master wishing them free. Many Djinn were hunted down and killed, and others just bred with humans instead of other Djinn, resulting in a drop of the Djinn population. This has led to only a few hundred free Djinn left on the earth, with most still living in the Middle East.

Lifespan:
Djinn that are bound to a vessel are immortal as long as the vessel remains intact. If freed, the Djinn would begin aging.

Free Djinn age at a rate of 7 Djinn years = 1 Human year (eg. A Djinn that looks like they're 20 is likely to be 140 years old)

Appearance:
Djinn have two forms available to them, human form and Djinn form.

Human Form: Djinn are important to middle eastern cultures, and so many Djinn hail from these areas of the world. However, Djinn have spread across the globe, and therefore come from people of all cultures and backgrounds. Djinn tend to have tattoos and piercings, most of which are for magical purposes. Djinn also tend to favor brightly colored clothes, and flashy choices. They are normally beautiful looking humans, dazzling people who look at them.

Djinn Form: Djinn forms represent the Djinn's inner nature, and many are either beautiful or monstrous. Djinn forms range from ethereal shadows, to blue skinned giants in robes. Some Djinn are stunning and sensual, covered in diamonds or nude. Other Djinn have animals as their Djinn forms. Djinn forms are obviously supernatural and would raise eyes in front of ignorant mortals. Djinn only have one Djinn form, and can not change their form.


Free Djinn, Human Form
 
Creation:
A Djinn can be made in two ways.

1. A child of two Djinn is always a Djinn, of similar power to it's parents. This is the primary way Djinn have been made, but it also explains why they are going extinct. Less and less Djinn are finding each other to create more Djinn. Most of them mate with humans.
2. A person who wishes to become a Djinn will become a Djinn, of similar power to the Djinn who granted the wish. This is rare but not unheard of, and has created some powerful and important Djinn.

Characteristics:
Djinn are connected to the Fae, finding common blood with other elemental formed beings like Nymphs. Since their power is cosmic in nature, all Djinn are also part spirit, and are deeply connected to the spiritual realms of the world. Ghosts tend to like Djinn, and Djinn can sometimes move into worlds of the dead.

There are three types of Djinn, and you must choose one of them when making your Djinn. It will effect your powers and abilities.

1. Free Djinn - These Djinn are not bound to a vessel and may live out their lives as they see fit. Free Djinn are weaker than bound Djinn, and normally only have mastery of one or two of the six aspects of creation. Therefore their magic is much more limited than bound Djinn or primal Djinn.

2. Bound Djinn - These Djinn are bound to vessels, and must grant wishes to their vessel's masters. They are slaves, locked in golden wrist chains. They control three of the six aspects of creation. Therefore their ability to warp reality is stronger than free Djinn. Bound Djinn are subject to their master's will, and can not harm them in any way. That said, bound Djinn can betray their masters by taking advantage of the ambiguity of a particular wish. Bound Djinn are weaker than primal Djinn, but stronger than free Djinn.

Note: Vessels are items made of metal that house the Djinn's soul. Vessels also provide a pocket dimension home for the Djinn. Common items used for vessels are oil lamps, weapons, jewelry, canes, and other metal items that are easily held. The pocket dimension inside the metal vessel is up to the Djinn to create. To summon a Djinn from it's vessel, the master must rub the item. The Djinn appears first as colored smoke, and then can choose to appear in either it's human form or Djinn form. The Djinn can not refuse a summons.

3. Primal Djinn - These Djinn may never be bound to vessels. They control all six aspects of creation, and can alter space/time as they see fit. Primal Djinn were the original Djinn, and ruled over mortal races like gods. Many passed on elements of their power and created the lesser Djinn. Now, the Primal are all gone or hidden away. It is said one or two of them still roam the world, but they have not been spotted in thousands of years. Primal Djinn can not be created, and can not be controlled unless as part of a specific story, pre-approved by RPC Admin.


Bound Djinn, pictured with metal vessel

Common Personality:
Djinn are all very different, but share a few traits on the basis of being Djinn.

1. Djinn are inherently neutrally aligned, but may end up good or evil depending on actions they take. All Djinn would start off neutral and their actions shape them. They do not understand the polarity of Dark Angels and Angels.

2. Djinn are sometimes called tricksters, but in reality most Djinn are just witty or clever. Bound Djinn have to be incredibly shrewd if they one day want to gain their freedom.

3. Djinn feel kinship with fae and spirits, and will normally regard them better than Demons, Angels and Dark Angels.

4. Djinn are indifferent to vampires, and form opinions based on the individual vampire.

5. Djinn like flashy, pretty things, and often dress themselves in flashy, colorful manners.

Outside of these suggestions, your Djinn's personality is entirely up to you.

Lifestyle:
There are Djinn of all lifestyles and socioeconomic levels. One Djinn might see piety in a simple life, while another will use their powers to gain success and money. Free Djinn either live alone or with other Djinn in small communities. They tend to have almost human lives (eg. going to work, worrying about family, binging Netlfix). Free Djinn use their magic to help people or hurt people as they see fit, including themselves. 

Bound Djinn are slaves, and subject to their masters wishes or desires. They move when their master moves. They live where their master lives. Some bound Djinn make contracts with their masters for more freedom in exchange for advice, or how to exactly word wishes to avoid complexes and or a  paradox. Bound Djinn are free to roam the city they live in, but must return when their master rubs their metal vessel. Bound Djinn tend to spend their lives granting wishes and scheming for freedom.

Primal Djinn have lifestyles that are unknown to us, but some claim they spend their immortality watching the world and learning. 


Primal Djinn

Powers and Abilities:
The Djinn gained their power from the very birth of the cosmos, and are connected to both the big bang, and the earth in it's earliest form, a swirling ball of cooling magma and gas. From these primordial energies, the Djinn were born. Put simply, the Djinn control aspects of creation itself, and are similar to witches in that they practice magic. Unlike witches, Djinn pull their power from the cosmos, not requiring use of their own inner power, or a patron (deity). Witches are normally equal to free Djinn in power. How much power your Djinn will have depends on whether she is free, bound, or primal.

Wishes - The Djinn are most known for their unusual ability to grant wishes. Bound Djinn are the only kind who grant wishes for other people. To grant a wish the Djinn must use the Aspects of Creation, the six cosmic forces that make up reality. A Djinn may use all the Aspects of Creation she knows to grant a wish, but can not grant wishes for aspects she does not know.

For Example, Tiffany wishes for her dead dog Fido to come back to her. The Djinn knows the aspects of spirit and space. First the Djinn reincarnates Fido into a new dog, and then uses the aspect of space to bring the dog to Tiffany. Wish granted. A few more examples of wishes are provided below.

Example Wish 1 A Djinn grants the wish, I wish my rival could know my pain by using the aspect of mind to simulate that pain, and create illusions of any physical marks or suffering.

Example Wish 2 The wish, I wish there was an end to the drought, is granted by the Djinn using the aspect of element to bring forth rain until the drought is ended.

Example Wish 3 I wish to be immortal, is granted by using the aspect of time to stop aging, and the aspect of spirit to prevent death.

How To Choose Powers - The kind of Djinn you play determines how many aspects of creation your Djinn can bend.

Free Djinn - Free Djinn may select one or two aspects of creation. A free Djinn may never have more than two. All Djinn are born with one aspect of creation already mastered, likely one that their parents knew. If you choose two aspects for your Djinn be aware they should not be young (less than 25 Djinn years), as it would've taken time to master a second aspect of creation as a free Djinn.

Bound Djinn - Bound Djinn may select three aspects of creation. A bound Djinn may never have more than three. All Djinn are born with one aspect of creation already mastered, likely one their parents knew. The other two aspects are learned during the Djinn's long imprisonment in their metal vessel. A Bound Djinn that is freed losses touch with one aspect, reducing down to two known.

Note: Bound Djinn can only use their powers to grant wishes, not for themselves beyond minor illusions and parlor tricks.

Primal Djinn - Primal Djinn know all six aspects of creation, and can warp space/time to their will. If they did, we wouldn't know it, as they'd make us all believe things were the same as they've always been. Primal Djinn's powers are listed below for alternate reality threads and RPC Admin approved story lines.

The Aspects of Creation

The Aspects of Creation are six different schools of Djinn magic, and explain what a Djinn can do, or not do. These basic aspects make up powerful forces within our universe, and are what make up reality itself. Since Djinn command cosmic power, they tap into the aspects to bend reality to their will. All Djinn have some control over reality, but only primal Djinn have complete mastery.

1. Space - This aspect deals with magic connected to the realm of space, and functions normally along rules of physics and distance. Djinn who've mastered this aspect can defy distance and physics.
  • Teleportation - Djinn can teleport in a manner they see fit. Some might open actual portals. Other's might disappear in a puff of smoke. Distance is unlimited, but can be stopped by wards, glyphs, or other magic to keep out pests. They can also only teleport on the earthly plane.
  • Summoning - Includes calling forth items or people from other places.
  • Banishment - Can banish people or things to other places on the earthly plane.
  • Seeing - The Djinn can see into other places on the earthy plane, but can be stopped by wards, glyphs, or other magic designed to keep out pests.
  • Cosmic Barrier - Djinn who've mastered space can also keep others out of their own space. Djinn can summon a magical barrier that keeps out unwanted pests or foes. The barrier normally covers a two story dwelling, but can be expanded if enough meditation/casting time is done. This barrier is portal proof, but can be destroyed by equally powerful magic from a witch, or other Djinn.

2. Mind - This aspect deals with the electrical and psychic energy of the mind, allowing the Djinn who've mastered it to influence the thoughts, perceptions, beliefs and feelings of others. Reality is what we perceive it to be, so the mind is a powerful aspect in it's creation.
  • Illusions - The Djinn can create complicated and believable illusions that effect all five senses. Only those with either the vampire discipline Auspex, or divination magic can see through them. They last for as long as the Djinn requires but can not effect the physical world. They can cause fear, intimidate, charm or delight. One Djinn might make a garden in winter smell like fresh roses. Another might choose to let children see Santa. Darker Djinn might torment victims with illusions of dead loved ones, or simulate loud traffic passing by a person's window who can't sleep. Be creative, but know they are only illusions.
  • Passions - Djinn can sometimes incite emotional responses or increase or decrease the size of an emotional response. A spat between lovers can end in murder. A child may have the happiest day of it's life. This emotional manipulation can also be turned to fear, or sadness, depending on the Djinn's will or the wish being made.
  • Control - The Djinn can influence people's thoughts, changing them as they see fit or the wish demands. This power is temporary, with the truth always coming out in the end. Still, when people wish for someone to love them or like them, this is the power the Djinn uses. Djinn can take over people's body's in a form of possession for about eight hours, their physical body being in a coma at the time. Only vampires can resist this power, and only if they are 250 and above AND have practiced their mental powers/disciplines. Advanced Telepathy, Dominate and Fortitude would all work. Please use reasonable roleplay and consider people's character restrictions before using this power. See general rules around wishes for more advice on responsible play.
  • Telepathy- Djinn can communicate telepathically over great distances if they have this aspect.
  • Mental Blessings and Curses- The Djinn can heal a broken mind (eg. traumatic brain injury, dementia, stroke damage). This form of healing works on mortals and supernaturals alike. Similarly, a mind can be warped and destroyed, rotted from the inside, resulting in brain damage or death. Only vampires can resist this power, and only if they are 250 and above AND have practiced their mental powers/disciplines. Advanced Telepathy, Dominate and Fortitude would all work.

3. Spirit - This aspect of deals with souls, and the nature of life and death. Djinn who have mastered this aspect are sometimes called Reapers, and are often the bridge between the spirit world and our own.   

  • Healing Touch - With this power the Djinn can heal any wound, as long as the target is not dead. This power appears divine but is still elemental in nature. This power can also not heal a broken mind if the cause of the damage is magical, inter psychic, or purely psychic.
  • Blight- The Djinn can cause plague, pestilence and blight. This power is often how a Djinn will kill a hated foe, or fulfill a wish that someone or something should suffer. This power can be resisted by vampires if they are 250 or above, and have practiced their physical powers/disciplines.
  • Spiritualist - The Djinn who control this aspect can see and talk to all manners of spirits. They can also summon spirits to talk if they have a piece of hair or clothing. Ghosts tend to like them and want to make them happy, and many Djinn with this aspect work as mediums. Djinn who control the aspect of spirit can enter realms of the dead, exploring and learning from different afterlife's.
  • Death Ward -
The Djinn can grant a cursed form of immortality. The effected person will never die, and will heal all wounds, becoming immortal. However, the person is bound to a metal vessel, and if that vessel is destroyed their soul is destroyed as well.
  • Reincarnation - While Djinn can not bring back the dead, they can reincarnate any soul that exists on this plane. This power is often appealing to people as a wish to avoid moving on (eg. I wish when I die that you will reincarnate me).

4. Element - The aspect of element, or sometimes called the aspect of matter, functions normally by the laws of nature and chemistry. Djinn who've mastered this aspect have dominion over nature and matter, and their powers can effect things like weather, tidal waves, forest fires and storms, as well as density and weight.

  • Lesser Elemental - The Djinn chooses an element (fire, earth, water, air) and summons an elemental of their same height and general proportions. The elemental will obey commands from the Djinn, or the Djinn's master, for one hour. The kind of element effects the elemental's abilities. Fire shoots projectiles, water provides a shield, air keeps foes at a distance of ten feet, and earth acts as a body guard.
  • Weather Control - The Djinn can change the weather in the area to it's will. For the purposes of RP, the Djinn can change the weather for one scene, reverting back to the normal weather of the city once the scene ends.
  • Elemental Weapon -
  • Lightning Projectile
  • Plant Control and Growth

Lesser Fire Elemental

5. Time -

6. Reality - Off limits except to Primal Djinn.

Limitations and Weaknesses:
 
Vessel Limitations:
  • Vessels must be metal. No exceptions.
  • Vessels are cursed items, housing souls against their will. They will feel cursed to those who can sense such things.
  • If a vessel is destroyed while a Djinn is bound to it, the Djinn dies a horrible death.
  • If a vessel is stolen the Djinn always obeys the new master. There can never be two.
  • Bound Djinn can only grant wishes for masters, and can not use their power for themselves beyond parlor tricks.

Wish Limitations:
  • Wishes granted by Bound Djinn can not change history, as that power is reserved only for Primal Djinn.
  • Wishes granted by Bound Djinn can not effect aspects of reality unknown to the Djinn. If the wish includes aspects outside the Djinn's control the wish fails.
  • Wishes granted by Bound Djinn can not alter large elements of reality directly, as that is the sixth aspect and off limits to all but Primal Djinn. Wishes must be filtered through the other five aspects of reality (see general wish rules).
  • The master must hold the metal vessel and say the words "I wish," or a wish won't work.
  • Nobody can wish for more wishes, ever. Furthermore, if a Djinn has granted three wishes before, no other bound Djinn will grant you wishes ever again.
[li]As a suggestion, if you want to play out a crazy, reality changing wish, take it to the alternate universe page. Some crazy wishes can end up there!
[/li][/list]

Weaknesses:
  • Free Djinn can be killed like mortals. They are not invulnerable under normal conditions. Bound Djinn retreat to their vessels when physically destroyed.
  • Free Djinn are not immortal, and die of old age.
  • All Djinn are bound to respect character permissions of other players within reasonable roleplay.
  • Djinn can be warded against by witches, making them unable to approach certain places, or even grant wishes if the witch is powerful enough.
  • All Djinn require a mind altering substance in order to meditate and gain new cosmic knowledge.
Be a sadist. Now matter how sweet and innocent your leading characters, make awful things happen to them — in order that the reader may see what they are made of.
- Kurt Vonnegut Jr.


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