Michael Surbrook
susano @ guisarme.net
Visit Surbrook's Stuff for all of your HERO needs.
"Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."
Johannes Kepler
But they are still humanoid. Two arms, two legs, one head.
With your shield or on it.
Avatar courtesy John T.
What would I need to do to make this a good PC?
What help can you give me in figuring out what I should name this character? I would like the name to be Middle Eastern.
How would I got about figuring what my character's INT score would be if I was wanting the character to have certain I.Q.?
Should he have the Susceptibility: Submerged underwater 3d6 damage Instant (Common)?
What do you think of him having the follwing as a complication? He is forced to call anybody who can capture him, saves his life, or provides him with vital aid, his "master." The curse also binds him to grant their "master" three wishes as a reward for the mortal's help or in order to end his obligation and regain his their freedom . Until the three wishes are requested and granted, that he is bound to that plane of existence and to the person to whom he is obligated.
What should I look picture to help out in making my Ifrit originally but still having a basis in the mythology and legends of the Ifrit?
What kinds of skills would you see an Ifrit having? Right now he has the following skills.
10 CuK: Islamic Studies 19-
10 KS: Myths and Legends 19-
Last edited by Meadyaon; Feb 3rd, '12 at 12:04 AM.
Have a good player for it.
Not sure about names.
INT isn't so much about IQ, but about how fast the character can think on its feet.
If that is what you want him to suffer, sure.
The ability to grant wishes can be a game breaker and is better for GM controlled NPCs. Djinn have a nasty tendency to alter wishes to the wisher's detriment.
With your shield or on it.
Avatar courtesy John T.
I am going to play this character.
I thinking the following was how the three wishes worked. He cannot actually produce something out of thin air as most people believe . Rather, he uses his powers, cunning and evil ways to find and get what is requested of him.
A strong sense of the campaign in which he will be played so you can design abilities that are in keeping with that campaign, and ensure he has a personality and motivations that are consistent with the tone of that campaign.
"Ifrit" sounds middle eastern, doesn't it?
You would first ask the GM if he has any guidelines linking INT to IQ. As Greywind notes, there is no direct link in the game. An 8 INT scientist could be a Nobel prize winner, but he has to work his way through the concepts - he doesn't quickly grasp them and tune them to his own research. Assuming the GM has such guidelines, you would set his INT to meet the IQ desired in that game. Assuming he does not, you would select an Intelligence as desired and write in the background "He has a XXX IQ". How and why he had someone test his IQ so he could know what it is could make for some interesting backstory.
If you and the GM agree that being submerged will be a common event (the type that comes up almost every game), and you are comfortable with frequently losing 10 STUN (on average), sure. If not, perhaps you should consider a lower frequency and/or less damage.
I think he will be obliged to provide such aid on a very frequent basis. I would expect, in a team-based game, that there will be numerous occasions where teammates will, if not save his life, at least provide vital aid. Being captured is part of the Supers genre. I also think the terms should be defined between your GM and yourself with greater precision (is an Entangle or Grab "captured"?; is helping him over some hurdle arising due to his lack of cultural knowledge "vital aid"?)
Your personal creativity is the only thing that can make the character "original". Of course, this also depends largely on one's definition of "Original". A kindly, altruistic Ifrit, thinking always of others and never of his own selfish interests, would seem highly original, as it would fly in the face of the stereotype. A devout Catholic Ifrit, converted during his wanderings of the Earth would also seem highly original. Perhaps he wants to be a dentist!
It depends on the background of the Ifrit. Does it use fire magic? Then "KS: Fire Magic" seems appropriate. Does he have intuitive logic leaps (partially simulating that high IQ)? Sounds like Deduction. Perhaps a prior master forced him to serve as a chef, so he has PS: Chef. If he possesses a wide-reaching knowledge of the modern world, he might know many languages, cultures and areas. If not, he could have none. A knowledge of other planes where he spends his time might be reasonable.
KS: and/or PS: Dentistry, if he's always really wanted to be a dentist!
Emphasis added. "Evil ways" doesn't strike me as a great PC in many games, especially many Supers games. What motivates the Ifrit to be a four colour Superhero (assuming that is the game he is being played in - without knowing the parameters of the game you intend to play the character in, we can't make a lot of concrete suggestions)?
Last edited by Hugh Neilson; Feb 3rd, '12 at 05:29 AM.
Ifrit is his his temporary name until I can find a good name for him. Is there good Genie or Arabic name generator out there?
I meant that he cannot actually granted wishes but has to use his power to go about granting wishes. Meaning that is a people wished for ten thousand dollar he would have to rob a bank to get them money. If that is too much then I will get rid of it.
I am setting this PC up so when a game comes along I can play him play right away him. If I could get away with it I would like him to be evil but not all out evil. In D&D terms he would Lawful Evil. If he has to be good I will make him that way. I see his alignment as being Chaotic Good if he was goo. What could be some reasons for a an ifrit to be a hero. I have worked out that Ifrit has the power Shape Shift which let assume a human form.
For names try googling common or top ten arabric names. I did that for Canadian surmanes for the Amazing Darkon.
As for skills, if he's been in a bottle for a long time, he may not have a bunch of skills at all. The psy lim seemed interesting and appropriate. As for evil ways, did you mean perhaps devious? Just because he is forced to do it, depending on who requests it, he might be very literal, or very figuritive. I.e. for friends, he would go by the spririt of the request and enemies, down to the letter.
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
http://www.seventhsanctum.com/gens/namer.html
http://www.angelfire.com/tx/afira/arabic1.html
Try using Google to search for "Arabic Name Generator" and you'll find more.
I recommend getting rid of it.
Well, I'd pretty much say no to such a character in my games. I prefer people play heroes -- troubled heroes to be sure -- but heroes. I'm not a big fan of "evil" PCs for the most part. Also, "What could be some reasons for a an ifrit to be a hero?" is a question you need to answer, not me. It's your PC. In addition, you'd best check with any GM before trying to bring your Ifirt into a game. It's possible he won't even fit into the game world. For example, you could get away with a true Ifirt in the Champions universe, but not in the world of Gestalt.
Michael Surbrook
susano @ guisarme.net
Visit Surbrook's Stuff for all of your HERO needs.
"Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."
Johannes Kepler
So why does he have to rob a bank? There is no other way he could leverage his powers to earn money legitimately?
Given how common the result would be, I would suggest a much more restrictive definition, if this is maintained at all.
The devil is LE. I would say the devil IS "all out evil". Alignment is not a concept in Hero - it is the character's personality, typically incorporating psychological and other complications, which would typically indicate "good" and "evil" of the character.
So he's honorable and obedient to authority if he's evil, but flexible, resentful to authority and irresponsible if he's good? It doesn't sound like you've figured out what makes this character tick. Not knowing the character's mindset and personality makes it very difficult to assess his reasons for being a hero. From what you've described, he doesn't sound much like a hero to me. As a GM, I would ask you what motivates your character to be a hero. He's YOUR character, so his motivations are YOUR responsibility.Originally Posted by 3e D&D
I'd side with Susano on this. It's a pretty rare game where evil, villainous characters are a good fit. They are normally the adversaries, not the protagonists. Supers tend to be a more black & white genre than most, making this an even more significant issue. As a GM, especially dealing with a new player, the question "what makes your character a hero" is one I would expect you to have a solid handle on.
The other question you should be prepared to answer is what would motivate your character to work with the rest of the team, and what would cause the other PC's to want you as a teammate. If all you can offer is "he's powerful", well, there's lots of powerful potential teammates out there.
What would be some ways to flesh this character out?
What if he was a human transformed into an Ifrit?
Give him a personality, a history, a motivation for being a hero (if this is a supers game) and a reason for fighting crime, saving people, going on adventures, and the like. If he was a human, who was he before? What was he like? How did he get changed? What can he do to change back? Does he believe that with great power comes great responsibility?
Try filling out the standard description block used for all published characters:
Background/History:
Personality/Motivation:
Quote: “”
Powers/Tactics:
Appearance:
And see what that brings you.
Michael Surbrook
susano @ guisarme.net
Visit Surbrook's Stuff for all of your HERO needs.
"Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."
Johannes Kepler
I'm amazed at what I learned, when I sat down and actually read the rules!
Warning--unless explixtedly stated, all comments are made to 5th ed rev.
How can I improve on the following which just might be how the character became an Ifrit. in 1675 in Iran he made a wish for power and found himself turned in to an Ifrit.
I want him to slow discover all of all his power as an Ifrit. Should he have a sheath or mantle of flame covering his body in Ifrit? What powers besides fire- and smoke-based powers should he have? What could I look at online for help in make less fire- and smoke-based in his powers? He has only two power which are not related to fire and smoke or being his Ifrit body. Those power are as follows.
40 Assume Human Form: Shape Shift (Sight, Hearing, Touch and Smell/Taste Groups, limited group of shapes), Imitation, Makeover
15 Flight 12m, No Turn Mode (+1/4) (15 Active Points)
He has the following do to the fact he has no legs
-12 Only Flies: Running -6" (-12 Active Points)
-2 Only Flies: Swimming -6" (-2 Active Points)
Based on the Arabian Nights I've read, this doesn't work. A wish for power would make him a king, and humans don't become Ifrit. In a comic universe, it could be more complex. Also, this makes the PC over 400 years old. Long enough to have amassed a lot of Skills, Perks, Powers, and what not. A more comic origin might have him become an Ifirt last week due to... a curse, a mis-worded wish, an spell from an evil magician, or something like that.
Your questions in order of being asked:
1) Do you want him to have a body covered in flames? These are questions you need to ask yourself based on your concept of the character. If you want a mythological Ifirt, I'm pretty sure the answer is yes. But he might be able to turn it off and on.
2) What powers do you want him to have? Once again, this is where you need to think about the character and decide what he is besides "he's an Ifirt."
3) Online? I think you're going to need to invest in Champions Powers to get what you're looking for. There aren't a lot of powers listed online that I know of.
These powers are fine, but realize that the Assume Human From lets him look like just about anyone he wants. He can be just about anybody, which is—one again—a power you need decide fits your concept of the character.
Michael Surbrook
susano @ guisarme.net
Visit Surbrook's Stuff for all of your HERO needs.
"Provide me with ships or proper sails for the celestial atmosphere and there will be men there, too, who do not fear the appalling distance."
Johannes Kepler
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