Tank  (Argent)

Species: Mage

Time 10.5
Hit points 2000
Bonus  0
Total 2000
Dice 13 
Sides 12
Recover .10
Spell level All
 

Gender: Male

Type of Character:
Jinn

Character Description: Standing around 5'5" , Albino, body is preportional.

Mental: Very angry, Hates short jokes.

 

History: 

A Jinn is, of course, a creature reported in the ancient times of Arabia and some other cultures. They are  able to fly; are magical; and have a strong affinity for jewels, precious metals and other secrets hidden in the depths of the Earth.

"Genie" is another way of pronouncing the word 'Jinn.' According to Arabian legends, King Solomon (the wisest man of his times) knew Jinns, and received much of his wisdom from them. Aside from the familiar Aladdin and his lamp-Jinn of the Arabian Nights tales, King Solomon of Israel is the best-known westerner reputed to have 'captured' (or perhaps it was 'harnessed') a Jinn for his own service and profit.

The Jinn are powerful free spirits within the Hades hierarchy. They are generally free to come and go and do as they please, as long as their activities don't disrupt the demon community. They are evil, mischievous creatures of magic, linked to elemental forces. They are known to cause disease, drought, and trouble for all mortal creatures whom they consider to be their playthings.

These supernatural beings are found in many dimensions; the paladin world, the elemental plane, and Hades are among their favorites. Like true elementals, the jinn's natural state is that of invisibility. Only warlocks and those with the power to see invisible things can see them. They are impervious to most weapons, but vulnerable to magic and silver. A weapon made of silver inflicts double the injury as a normal sword.

 

THE CURSE......Long ago, the djinn were placed under a curse by a powerful alien intelligence, or so legend tells. This curse forces the djinn to call anybody who can capture them, save their life or provides them with vital aid, their master. The curse also binds them to grant three wishes as rewards for their masters aid; or to gain their freedom. Until the 3 wishes are granted, that particular djinn is bound to that plane of existence and to the person he is obligated to.  

That unfortunately was not Argent's fate because he had been the one that had allowed some one to steal from the the masters gold, was forced into service for 100 years to anyone who could capture him in a his bug form. Most seeing a bug just flattened it and threw it out. Keeping him from being captured. Being small in nature, many thought him a Leprechaun . Chasing him around trying get his pot of gold. Because of this he truly had nothing to fear from any of the sorts and went thousands of years with out ever having to call another master. 

On August 25, 1844 an Italian man a ring maker was creating a special ring for the pope himself. One night as he was closed the store he thought he heard a noise in the back. Moving quickly towards the rear of the store saw a large very ugly white moth flying towards the around the room. Thinking it strange he moved quickly and covered the moth with a shirt, then sliding it into a jar making sure the lid was closed. He carried the moth to the door just about ready to let it go thought how his son might like the moth. Carried the moth to his home . The next day, when he woke the moth laid in the bottom of the jar not moving. He opened the top and said ok moth you get out of there right now. 

Since he did not free Argent simply command him to exit he did as he did he took his true from before Bruno. From that day till now, he has served Bruno's family and Bruno, Argent counts down the last of his days before he once again is free. No one can capture him for at least another 100 years and in the future he will not be so lazy.  It also mean the end of Bruno's immortality he will start to age again now that Argent is no longer keeping him young.

His 100 years passing Bruno Kept his word and freed him, now none can ever be his master, he is now Djiin true to himself alone.

Jinn Magic

Natural Abilities: Natural state of invisible, can turn visible and invisible at will, turn into mist at will, metamorphosis into an insect or other small creature at will, resistant to fire and cold. Night vision to 90 feet, can see the invisible, fly, float and can increase size at will



Skills: literate in Elven, and two other languages of choice, (English and Spanish for him) Streetwise, can track humans, wilderness survival, land navigation, can swim, is known to be a pick pocket, and palming concealment, recognizes weapons of quality, can locate secret compartments, will use a sword and normally has 3 other weapons of choice.

Vulnerabilities: All Jinn are creatures of the twilight and are strongest at night. During the daytime, whether sunny or overcast, all of their powers, abilities, are reduced to half their strength. Jinn are also vulnerable to weapons made of silver (at any time, day or night) Silver coated weapons inflict the most damage, (a weapon of pure silver would add one die to its caster when used on him)

He can conjure things at will more or less like that of a mage.

Weapons: Turk has been in and around the Mafia for almost a 100 years now. He is well versed in almost all weapons. Loves hand to hand and other battle tech. Carries several weapons with him at all times.

Curses, In the start of time Djinns were casters of Curses, they mixed and created curses through out history as the Djinn was cursed so the curses grow within them. (all curses are rituals and most have multiple rolls to create and must be rp'd being created. Also must be out rolled in the same succession to break by someone who has some knowledge of how to break, all curses must have a way to break them and that must be told to the target) 

 

Spells:  Water and Air or his elements

 

1) Wave maker: Can cause the water to rise and fall making waves. (roll of 6)

2) Sculpture: Can Make the water turn into shapes and designs, if use to attack once made can hit but only cause as much damage as water slaping against something could do (roll of 10 to create out roll to strike)

3) Water Hammer: Can make a hammer out of water that is very solid striking down with force on target (roll of 12 to create out roll target to strike does 1.2 damage)

4) Call to water: With this can call the water from someone this will result in their dehydration the higher the roll the more they he/she can pull from target does 1.3 damage (Can  be used as death blow after all points are used.)

5  Water vent: Can cause the water to charge someone filling their nose, eyes, ears , booty any open orifice. (Roll of 16 to ignite must out roll target does serious damage.x 2)(can be used as death blow to explode inside out all points must be used.) 

 

Air

Blast: Can swirl the air around and move it towards a target like a strong blast of air pushing them back (out roll target)

Air Gun: Like the one above but small points of air that will rip into a target like a shell making a nice hole. (out roll target and must mock making like a gun and pulling the trigger)

Dust Devil: Can make a small dust devil causing anything in it's way to be thrown (the higher the roll the stronger the devil, under 6 very weak under 10 a hard breeze, under 15 a strong wind of 20 miles an hour, under 20 a 40 mile wind that can knock over items and things under 500 lbs. under 25 800 lbs,  under 30 1100 lbs, under 35 3000 lbs, under 40 5000 over 40 just about anything in it's path.

Devil Within: Can cause like the water air to rush into someone, and a devil happens in them making it so they can't breath then tearing at their insides. If powerful enough tearing them apart from inside out. (roll of 22 to ignite, must out roll target by 6 to strike. Can be used as death blow after all points have been taken.)

Twister: Can create a small twister that will mess up just about anything in it's path very powerful only lasts for 3 min ( must roll at least a 35 to ignite)

 

Water and Wind

By taking the water and sending cold air over it can create ice,

Ice Balls: Calling to the air sending it over the water making them spin as it goes creating a very hard ball of ice. (roll of 12 to ignite out roll target it to strike)

Ice Needles: Same way call to air and sending it over water making small ice needles that fly towards a target (roll of 15 to ignite must out roll target to strike do normal damage) 

Ice Daggers: by calling to the Air with a little more thought can make actual daggers the daggers are very shape and will drive into the target (roll of 18 to ignite then outroll target to strike)

Ice sculpture: By calling on the air and the water at the same time can freeze the water in an or around an object. Sending the water to make it a complete frozen statue After wards can use the hammer spell to shatter it or any solid object (if this is used as a death blow must have all death points out first,. takes a 22 to ignite must out roll target by 5)

 

 

More coming soon