Possessions :
1 baton sculpté de rune (+10 en focalisation), une lampe contenant un Efrit, une boîte en
acajou contenant un Djann, composants de sort, cinq livres d'histoire (trois en arabe , un en
classique et un en tiléen, « Nagash, gloire et fortune » et « La chut d'Alcadizzar », un livre sur
le culte de myrmidia « Le Juste combat »), un narguilé, diverses fioles au couleurs étranges
(nécessaire d'apothicaire)
Mutations: Peau reptilienne, odeur bizarre,ne supporte pas la lumière du jour(-10/-20selon,-
1mag) .
Carrières : Sifr->Maji->Warlock->Majus (Env 6000xp)
CC CT F E Ag Int FM Soc
/+10** /+10** /+10** /+10** /+15 *** /+30*** /+35*5 /+30*4
46 40 43 50 46 48 61 50
A B BF BE M Mag PD PF
4*** 3***
1 17 4 5 4 3 1 8
Talents: Dark Lore (Deamonology), Dark Magic, Hardy (Inclu), Elemental Attunement or
Dealmaker, Petty Magic (Djinn), Schemer or SuaveElemental Attunement or Keen Senses,
Arcane Lore (Djinn), Fast Hands or Very Resilient, Lesser Magic (Bind Djin, Vomissement,
Yeux du démon),Mighty Missile.
Autres sorts :
Magie mineure :
Entrave : Diff(10)(Bout de corde +1), 1/2 action, Test de F, sinon 1/2 action par round, dure
*Mag.
Pas de côté : Diff(11) (une sauterelle +2), 1/2 action, disparait/réapparait dans un rayon de dix
mètres, 10% de chance d'être emmené dans les royaumes du chaos.
Verrou magique :
Sommeil :
Bitter hearth : (8), 1/2 A, vous faites ressortir les plus bas instinct de votre (vos) cible.
Burning blades : (22), 1A, toute les armes de mêlée de vos alliés brûlent d'un feu qui inflige 2
Dmg en + (96-00=bobo)
Boule de feu, Mag*touche de F4 (5 avec mighty missile)
Feu explosif (16),1/2 A, une source de feu explose brusquement (torche =F2,feu de camp=F4,
Bucher =F8, Immeuble en feu =F10)
Firewalker (6)= permet de passer au travers d'un feu pdt minutes*mag
Inceratin touch (18) ROS p.148
Ring of fire (14), 1/2A, dure une minute et crée un anneau de flammes
Domaine démonique :
Invocation de molosse/monture infernal (11), 2A, coeur d'humain encore sanglant. Reste pdt
1d10 minutes, seul changement dans le profil : 11B
Faveur du chaos : (9), 1A, une amulette gravée de la rune d'un dieu noir (+1) : Pdt 1 minute:
+10 en CC, E, FM ou Soc
Sang bouillonnant : (13), 1/2 A, subit touche*Mag /F4, Proj Mag.+Mighty missile = F5)
Main de destruction : (17), 1A, Main devient noire (F7), +10 en CC.
Tentation du Chaos : (16), 1A, symbole profané (+2), ensorcelle une personne à 24m (droit
un test de Fm pour résister)
Invocation de démons : (25), 2A, coeur de six humanoides (+3), comme pour le molosse
nbr*Mag
Vision d'horreur:(7),1/2 A, petit masque(+1), assome une personne à 24m pdt 1round +1PF
Ramollissement:(11), 2 A, un peu de cire (+1), ramolli n'importe quel objet comme de la cire
poru round*Mag
Talents: Elemental Attunement, Elemental Aura, Hoverer, Frenzy, Menacing, Night Vision,
Specialist Weapon Group (Great Weapon)
Ball of Fire: As a full action an Ifrit may hurl a flaming Ball of Fire at an enemy within 24
yards (12 squares). This is a Strength 4 attack and treated as a magic missile.
• Fire Immunity: As an aspect of the element of fire an Ifrit is immune to all flame
attacks be they, magical or mundane.
• Instability: Djinn are not so solidly linked to the Old World as are mortals, and may
sometimes be forced back from whence they came if a battle goes against them. Any round in
which a Genie is injured in melee combat but fails to inflict any Wounds in return, it must
succeed at a Will Power Test or be banished back to the elemental source which sustains
them, or their masters Artifact of Binding for 24 hours.
• No Legs: An Ifrit has no legs as their lower extremities are comprised of smokey fire.
Therefore their Move Characteristic represents their Hover Move as they cannot walk.
• Flaming Weapons: All of your Ifrit's non- ranged attacks are treated as flaming
attacks. This adds +1 damage to their attacks as well as requires their target to succeed an
Agility Test or catch fire when wounded by the attack. The flames generated by this ability
are considered non-magical fire once the victim is burning and therefore may be extinguished
by normal means.
Possessions :
Un scintillant cimeterre à deux mains.
Djann :
20*advances
CC CT F E Ag Int FM Soc
/+40*** - /+40*** /+20** /+40* /+10 /+20**** /+20*
50 25 50 40 40 30 50 45
A B BF BE M Mag PD PF
/+2* /+7**
2 16 5 4(6) 5 4
• Instability: Djinn are not so solidly linked to the Old World as are mortals, and may
sometimes be forced back from whence they came if a battle goes against them. Any round in
which a Genie is injured in melee combat but fails to inflict any Wounds in return, it must
succeed at a Will Power Test or be banished back to the elemental source which sustains
them, or their masters Artifact of Binding for 24 hours.
• Pass for Human: The Jann have spent many centuries in close contact with the nomadic
tribes of the Great Desert of Araby and are knowledgeable enough about their culture to
blend in with them unnoticed.
• Quality Weapons: The Scimitars of a Jann are treated as Magical, Best Quality weapons
while they wield them.
Martial Savior: Such is the speed of a Jann with their scimitars that if they are within 1
yard (adjacent square) of their master they may attempt to parry a weapon attack directed at
their master as a free action once per round. This free parry does not count against the Jann's
normal limit of a single parry per round.
– • Blade of the Sands: Your Jann's
weapon attack become infused with the unforgiving
power of the desert requiring those damaged by them to succeed a Toughness Test or be
reduced to only taking a half action on the following round.
–
Possessions : Two scimthars