'Umar, a Desert Bandit
Characteristics: Int 0, Per +1, Pre 0, Com +1, Str +1, Sta +1, Dex +3, Qik +3
Size: 0 Age: 28
Confidence Score: 1 (3)
Virtues and Flaws: Outlaw; Improved Characteristics (x3), Puissant Guile, Puissant Stealth, Social Contacts (criminals), Tough, Warrior; Avarice (major), Close Family Ties; Reckless
Personality Traits: Avarice +3, Reckless +3, Loyal (+2 to gang/tribe, –2 to others)
Reputations: Bandit 2 (local)
Combat:
Knife: Init +3, Attack +10, Defense +9, Damage +2
Short Sword: Init +4, Attack +12, Defense +10, Damage +5
Short Sword on Horseback: Init +4, Attack +15, Defense +13, Damage +5
Soak: +4
Fatigue Levels: OK, 0, –1, –3, –5,
Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Abilities: Arabic 4 (merchants), Area Lore: Sahara 3 (merchant trails), Athletics 2 (run), Awareness 2 (opportunity, Berber 5 (bandits), Brawl 5 (knife), Carouse 1 (stay sober), Charm 1 (wit), Folk Ken 2 (nomads), Guile 4+2 (infiltrate groups of travelers), Legerdemain 2 (slight of Hand), Ride 3 (speed), Single Weapon 5 (short sword), Stealth 3+2 (sneak), Survival 3 (desert)
Equipment: Knife, short sword and camel
Encumbrance: 0
Appearance: 'Umar might disguise himself as a pilgrim, merchant, hermit, or laborer to infiltrate a group of travelers. His goal is to lead them into an ambush set by his fellows.


Magic Might: 30 (Auram)
Locus: An oasis in the Egyptian Sahara
Characteristics: Int +1, Per 0, Pre +1, Com +1, Str +2, Sta +2, Dex +1, Qik +2
Size: +1
Season: Autumn
Confidence Score: 1 (3)
Virtues & Flaws: Magic Spirit (Jinni); Arcane Lore, Educated, Improved Characteristics (x2), Inspirational, Large, Well Travelled; Indiscreet, Magical Air*, Optimistic (major); Carefree
Magical Qualities and Inferiorities: Focus Power, Gentle Air, Greater Powers (x2), No Fatigue, Ritual Power, Shapeshifter, Ways of the Oasis; Gift of Tongues, Improved Powers (x2), Personal Powers (x3), Second Sight, Variable Power (x2); Reduced Abilities (x2), Restricted Power
Personality Traits: Carefree +3, Enthusiastic +3, Optimistic +3, Honorable +2, *Inspiring +2 (Presence), Loyal +2, Brave +1 * Essential Trait
Reputations: Benevolent 3 (local) Combat:
Knife: Init +2, Attack +2, Defense +2, Damage +4
Soak: +2
Wound Penalties (material form): –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+)
Abilities: Arabic 5 (poetry), Area Lore: Egypt 3 (Sahara), Arts Liberales 2 (grammar), Athletics 2 (leaping), Awareness 2 (alert), Bargain 3 (services), Brawl 3 (knife), Charm 3 (wit), Concentration 2 (powers), Coptic 4 (nomads), Dominion Lore 2 (Solomon), Finesse 3 (grace), Folk Ken 3 (nomads), Greek 4 (ancient), Guile 4 (fast talk), Infernal Lore 1 (Iblis), Leadership 2 (inspiration), Magic Lore 4 (jinn), Penetration 2 (Lord of Winds), Philosophiae 2 (natural), Second Sight 4 (spirits), Shapeshifter 3 (whirlwind), Theology: Islam 1 (jinn)
Powers: Several powers are the same as for the 'afarit, so refer to the descriptions given earlier.
Corporeal Veil of the Jinn, 0 points, Init –3, Corpus:
With a Shapeshifter score of 3, Da'ud can manifest as large as Size +4 or as small as –5. He can take three additional forms, including a dove, a whirlwind, and a beggar. He is easily identified no matter what form he takes.
Fabrication, 5 points, Init –8, (various)
Da'ud is able to craft Fabrications up to level 25
Flight, 0 points, Init –1, Various Da'ud uses a flying carpet or carries himself with a gust of wind, depending on his mood.
Invisibility, 0 points, Init 0, Imaginem, Fast Cast
Jinni's Leap, 0 points, Init, Corpus, Fast Cast
Lord of Winds, points equal to Magnitude, Init + (2 – Magnitude), Auram:
Da'ud can duplicate Creo and Rego Auram spells up to level 25. Focus Power (25 levels, Fast Cast)
Aura of Refreshing Breeze, 0 points, Init n/a, Auram
R: Touch, D: Constant, T: Ind Da'ud is constantly surrounded by a refreshing, sweet-smelling breeze.
CrAu10 (Base 1, +1 Touch, +3 Constant, +1 Unnatural); Personal Power (10 levels, –1 cost)
Equipment: Clothing, jewelry, knife Encumbrance: 0
Vis: If killed, Da'ud leaves behind a plume of white smoke containing 5 pawns of Auram. However, like all jinn, killing the material form does not destroy him.
Appearance: Da'ud appears as a jovial nobleman dressed in finery and jewels.
Da'ud is the caretaker of the Blessed Oasis, a location in the middle of the Egyptian Sahara that attracts lost wanderers. He assists the needy and is helpful to others who treat him with respect. He does expect to be rewarded for his service, but he never mentions it. It doesn't need to be anything extravagant; something as simple as a poem or a minor token of appreciation will suffice. If none is given, the wanderers will not be able to locate the oasis again.
plies for a planned trip into the desert. They do have trouble finding a local guide, especially if they make it known that they will be traveling off the usual trade routes in search of a city believed to exist only in legend.
Al-Bawiti
Regardless of where the characters began their journey, the last bastion of civilization before entering the desert is the village of Al–Bawiti. Though the weather is hot, this is not yet the desert. These are dry plains and grassland. The rural folk are nomadic goat herders, and have a few sources of water that they guard jealously. Al-Bawiti is the characters' last opportunity to rest, load up on supplies, and gain information.
This leg of the journey can be glossed over if desired. However, if the storyguide needs to find a way to oc-
