Ihab Ia'ara, an 'Afrit Merchant
Modified Characteristics: Com +1, Str +1 Modifications to Virtues & Flaws: add Merchant, Puissant Bargain, Minor Essential Flaw: Poor Fighter (–3 Dexterity in combat), plus Avarice (minor)
Personality Traits: Avarice +3, Decorous +3, Crafty +2 (Communication), Loyal+1, Brave –1, Poor Fighter –3 (Dexterity)
Modified Abilities: Bargain 4+2 (sell),
Brawl 3 (wrestle), Charm 2 (wit), Farie Lore 1 (artifacts), Guile 4 (half truths)
Equipment: Fine robes, jewelry, knife, cart of mysterious wares.
Appearance: Ihab has red skin and the devilish appearance common for an 'afrit, yet his demeanor instantly indicates his role as a merchant. He dresses in fine silk robes and wears many jewels.


Magic Might: 50 (Ignem) Locus: City of Brass
Modified Characteristics: Int +1, Per +1, Pre +3, Com +1, Str +7, Sta
+5, Dex +2, Qik 0
Size: +4 (as manifested) Confidence Score: 5 (11)
Modified Virtues & Flaws: Add Daimon, Great Stamina (x2), Improved Characteristics (x3), Magical Master, Puissant Leadership, Self Confident, Magical Monster, Major Essential Flaw (Easily Amused), Wrathful (major), and Close Family Ties; plus Oversensitive (note that this places the Malik above the normal Virtue & Flaw
limit, but they are still balanced)
Modified Qualities & Inferiorities: add Greater Immunity to steel weapons, Greater Power (x2), Focus Power (x3), Sihr, Vis Mastery, Improved Abilities (x12), Improved Characteristics (x3), Improved Confidence (x3), Improved Powers (x6), Personal Power (x2), Variable Power, Restricted Power, and Remove Reduced Abilities (x10). Ways of the (Land) pertains to the City of Brass.
Personality Traits: Easily Amused +6 (–6 to Intelligence to pay attention or make good decisions when being entertained), Wrathful +5, Fierce +3 (Essential Trait, +3 to Strength when overcoming opposition), Brave +2, Loyal +1
Reputations: Mighty 4, Fierce 3, Easily Distracted by Entertainment 2
Combat:
Fist: Init 0, Attack +8, Defense +6, Damage +7
Scimitar: Init +2, Attack +12, Defense +7, Damage +13
Soak: +5
Wound Penalties (material form): –1 (1–9), –3 (10–18), –5 (19–27), Incapacitated (28–36), Dead (37+)
Modified Abilities: Area Lore: City of Brass 4 (politics), Area Lore: Egypt 4 (ancient days), Artes Liberales 4 (astronomy), Awareness 3 (treachery), Bargain 5 (magical bargains), Brawl 5 (fist), Carouse 3 (power drinking), Charm 3 (impress), Concentration 4 (powers), Dominion Lore 4 (Solomon), Etiquette 4 (courtly), Faerie Lore 4 (jinn), Finesse 3 (grace), Folk Ken 3 (desires), Guile 5 (twisted truth), Infernal Lore 3 (Iblis), Intrigue 5 (plots), Leadership 5+2 (jinn), Magic Lore 6 (jinn), Penetration 4 (Ignem), Philosophiae 4 (moral), Profession: King 5 (feasts), Second Sight 5 (spirits), Shapeshifter 5 (persona), Sihr 18 ('afarit), Sin-
gle Weapon 5 (scimitar) Modified and Unique Powers:
Aura of Fear, 0 points, Init n/a, Mentem R: Per, D: Constant, T: Spectacle The Malik emanates an aura of awe and fear. This must Penetrate, and those who are affected to refuse to approach him unless they make a successful Brave Personality trait roll against an Ease Factor of 12. CrMe35 (Base 4, +3 Constant, +4 Spectacle); Personal Power (35 levels, -4 cost)
Corporeal Veil of the Jinn, In addition to the standard forms, The Malik can assume the shape of a lynx and an ancient Phoenician prince. He can vary his Size to as large as +6 or as small as –9.
Domination, 1 or more points, Multicast, Penetration
Fabrication As a variable power, the Malik is able to craft fabrications up to a level of his Might score of 50.
Fiery Aura of the 'Afrit, 0 points Flight, 0 points, Fast Cast
King of Fire, points equal to magnitude, Init (– Magnitude), Ignem The Malik has spontaneous magical power as defined by a Major Magic Focus in Fire. The maximum level of effect is 50, and he can use the Mastery Abilities
jinn are fond of luxury and indulge in extravagant eating and drinking, wearing scandalous clothing, and displaying immodest manners.
Jinn of the wild are elemental spirits of the land, usually tied to some natural feature such as an oasis, a mountain, or a stretch of desert. This sort of jinni is a true genius loci. As such, it cannot venture far from the land it is bound to unless it forms a magical bargain or is somehow coerced. These are the sorts of jinn that are of the most interest to the Sahirs (both Hermetic and non-Hermetic), and are easy to identify as jinn using Magic Lore or an appropriate Area Lore. These wild spirits are the most primal manifestation of the jinn. By comparison, the bottled jinn seem tamed by civilization.
All Jinn have the Free Virtue of Magic Spirit (Jinni), which includes the effects of Magical Air. All Jinni also have the Major Virtue of Ways of the (Land) plus the Major Flaw of Greater Malediction: Bound by Bargains. Since these two are universal to all jinn, the 'afarit presented here have taken these as a Major Quality and a Major Inferiority. This is to make it easy to create a wide variety of different 'afrit characters based on a simple template and some notes on specific individuals (Characteristics, Virtues, Flaws, and any additional Abilities &/or Powers). Magical Characters are able to take General and Supernatural Virtues and Flaws as Qualities and Inferiorities. A bottled jinni must take Greater Malediction (Bound in Bottle) as a Major Flaw.
Jinn often possess a wide variety of powers, including taking material form,


of Fast Cast, Imperturbable, and Multicast, as if he had a Mastery score of 4. This counts as two Focus Powers taken together, each increased to level 50 and Mastery Abilities taken twice.
Focus Power (2 x 50 levels; 2 x each: Fast Cast, Multicast)
Oath Swearing, 10 points, Init –10, Vim R: Touch, D: Mom, T: Group, Ritual
Enforces the power of a solemnlysworn oath between two or more parties. All parties must agree to the oath of their own free will, and it must Penetrate the Magic Resistance of all parties to take effect If a participant in the oath tries to act in direct contravention of it, he immediately becomes aware of this. If he carries on regardless, then he is struck with a Minor Flaw. This Flaw can be removed by re-swearing the oath in front of the original participants. This power persists until there is no further record of the oath, either in the memories of the participants or in written form. New participants may be added to the oath by swearing to it in the presence of the creature, if it pays the original Might cost again. The Might Points spent on Oath Swearing regenerate normally. No Hermetic equivalent: Ritual Power.
Presence, 0 points, Constant, Imaginem: R: Arc, D: Constant, T: Ind
The Malik is aware of everything happening in the streets of the City of Brass, in his Palace, around the city walls as far as someone standing on the wall can see, and up along the Forgotten Road up unto Sight range from the Basalt Pillar. The Restriction to this power is that he cannot perceive what happens inside the other buildings of the City of Brass. The effect of this power is that the Malik is present everywhere in this realm, so his senses are not blocked by Magic Resistance; the senses are not magical.(see Realms of Power: Magic, page 103).
InIm30 (Base 2, +4 Arc, +3 Constant, +1 Non Hermetic); Greater Power (30 levels, –3 Cost)
Replenish the Faithful Servant, variable points, Init –3, Vim
R: Voice, D: Mom, T: Ind
The Malik is able to transfer Might to a jinni of the City of Brass within range of his voice. If replenishing another's Might Pool, the cost is an equal number of points. The Malik cannot increase the Might Score, but can restore damage done to the score by ablative magic. In this case, the cost is an equal reduction in the Malik's Might score (though this is replenished when the Malik forms a new aspect)
ReVi20 (Base 10, +2 Voice); Greater Power (20 levels, –2 cost, Restricted Power)
Sihr, Supernatural Ability
The Malik possesses the Solomanic art Sihr, explained fully in The Cradle and the Crescent, page 46. By using Might or Confidence points, the Malik can easily summon an 'afrit with a Might of 25 or less and command it to perform a single task. Summoning more powerful 'afrit is possible, but more prone to possible failure.
Smite with Fire, 0 points, Fast Cast, Multicast
Vis: 5 Rego, 10 Ignem
Appearance: The Malik has black skin and long red hair like a horse's tail. He has two eyes like burning coal and a third eye that looks like a lynx's eye in the middle of his forehead. With the legs and torso of a man, the Malik has two pairs of arms, one human and one lion. He has a pair of huge, vulture-like wings.
flying, invisibility, and conjuring wealth and other items. Jinn also often possess powers with one or more elemental Forms (matching the alignment of its Might score). The template presents powers typical of an 'afrit from the City of Brass, and other common powers of higher ranking 'afrit are described in individual entries.
Not all jinn are aligned with the Magic Realm. There are Faerie Jinn, as mentioned, but there are also Jinn affiliated with the Infernal Realm. Further details, as well as guidelines for creating jinn aligned to other supernatural realms and additional examples, are provided in The Cradle and the Crescent, Chapter four.
Ihab Ia'ara, an 'Afrit Merchant
Ihab travels about the city with a floating cart of wondrous items. For trinkets of minor power, he accepts payment in vis or trade for a Hermetic item. Exotic and powerful items demand higher prices, such as dangerous quests or subtly insidious bargains. The nature of a special item should be determined by the storyguide as fits the needs of the story at this point; something to help the characters do something they cannot do on their own, or something cursed that hinders the characters and creates further complications.
