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Rashid bin Omar al-Ifrit
Cost Characteristic Value Roll Notes
20 STR 30/70 15- / 23- Lift: 1600.0kg/409.6tons; HTH: 6d6/14d6; END: [3/7]
30 DEX 20 13- OCV: 7  DCV: 7
20 CON 20 13-
10 BODY 15/23 12- / 14-
5 INT 15 12- PER Roll: 12-
0 EGO 10 11- ECV: 3; Mental Defense: 12
10 PRE 20 13- PRE Attack: 4d6
-1 COM 8 11-
24 PD 30   Total: 30 PD (30 rPD)
26 ED 30   Total: 30 ED (30 rED)
20 SPD 5   Phases: 3, 5, 8, 10, 12
2 REC 11   Running: 6" / 12"
5 END 50   Swimming: 2" / 4"
5 STUN 45/53   Flight: 15" / 30"
Ifrit | Summary
Real Name: Rashid bin Omar al-Ifrit Hair Color: Bald
Concept: Metamorph / Mystic Eye Color: Red
Affiliation: Fatwa Height & Weight: 6' 7" / 26' (2.01 m / 8 m) / 220 lbs / 28 tons (99.79 kg / 25,546 kg)
Played By: NPC Nationality: Unknown
Created By: Noah Thorp Place of Birth: City of Brass
GM: NPC Date of Birth: Unknown
Cost Powers END
90 Mystical Powers: Multipower, 90-point reserve
6u 1) Giant Size: Growth (+40 STR, +8 BODY, +8 STUN, -8" KB, 25,546 kg, -4 DCV, +4 PER Rolls to perceive character, 8 m tall, 4 m wide), Reduced Endurance (0 END; +1/2) (60 Active Points)
4u 2) Grant Wishes: Major Transform 3d6 (Anything into Anything, Another Wish or Similar Magic), Improved Target Group (+1) (90 Active Points); No Range (-1/2), (Only on Willing Targets; -1/2) 9
5u 3) Intangibility: Desolidification (affected by Fire, Magic, and Mental Attacks), Reduced Endurance (1/2 END; +1/4) (50 Active Points) 2
4u 4) Invisibility Spell: Invisibility to Sight Group , No Fringe, Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1
5u 5) Shape Shift: Shape Shift (Sight Group, any shape), Instant Change, Reduced Endurance (0 END; +1/2) (52 Active Points)
8u 6) Throw Fire: Energy Blast 8d6, Reduced Endurance (1/2 END; +1/4), Personal Immunity (+1/4), Explosion (+1/2) (80 Active Points) 3
15 Djinn Powers: Elemental Control, 30-point powers
15 1) Djinn Skin: Damage Resistance (30 PD/30 ED) (30 Active Points)
30 2) Ifriti Resistance: Energy Damage Reduction, Resistant, 75% (60 Active Points); Only Works Against Limited Type of Attack (Fire and Heat; -1/2)
40 3) Fiery Aura: Energy Blast 4d6, Damage Shield (Offensive; +3/4), Continuous (+1) (55 Active Points) 5
15 4) Mystical Flight: Flight 15" (30 Active Points) 3
44 Immortality: Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing)
10 Mind of the Djinn: Mental Defense (12 points total)
Cost Talents
20 Gift of Tongues: Universal Translator 12-
Cost Skills
3 Acting 13-
3 Breakfall 13-
3 Concealment 12-
3 Conversation 13-
3 Deduction 12-
0 Everyman Skills
AK: Saudi Arabia (Ancient Times) 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Arabic (Idiomatic, native accent)
[Notes: Native Language]
PS: Mystical Creature 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]
3 High Society 13-
3 KS: Djinn 12-
3 KS: Islamic Mysticism 12-
3 KS: Occult Knowledge 12-
3 Oratory 13-
7 Persuasion 15-
3 Shadowing 12-
3 Stealth 13-
300+ Disadvantages
15 Distinctive Features: Monstrous Appearance
5 Distinctive Features: Mystical Aura
20 Hunted: Five Pillars 8-
15 Physical Limitation: Movement and Powers Are Blocked By Seals
15 Physical Limitation: Otherworldly Creature, Requires Special Medical Attention
15 Psychological Limitation: Arrogant and Overconfident
15 Psychological Limitation: Holds Mortals In Contempt
15 Psychological Limitation: Fear of Confinement
15 Social Limitation: Secret Identity
20 Social Limitation: Slave
65 Experience Points
Ifrit | Points Summary
Characteristics Cost: 176 Base Points: 300
Powers Cost: 291 Disadvantages: 165
Talents Cost: 20 Total Experience: 65
Perks Cost: 0 Spent Experience: 80
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 43 Total Points: 530

Ifrit is a demon of sorts, specifically a djinn. Long ago his kind were fairly common on the Arabian Peninsula, as there was a gateway to his world hidden deep in the desert. Ifrit and its kind caused terrible mischief among the various nomadic tribes making a legend for themselves. However with the coming of the Islamic faith, the djinn or ifrit as these demons were commonly known, were being captured by an unknown mystic. This mystic was going around sealing the djinn in leaden bottles. Then the bottles were returned to the hidden gateway where the djinn were sent back to their world; never to return. None of the djinn ever escaped the mystic.

Ifrit was the last of the djinn to be captured by the mystic. However, the mystic had become quite old, and died before sending Ifrit back to its home world. Ifrit remained trapped in the leaden bottle for centuries. While Ifrit raged against his prison he could not free himself. A few years ago, Imam had discovered the bottle while traveling in Jordan. Imam freed the djinn from its bottle, and Ifrit would have slain Imam, but Imam had his own magic and was eventually able to defeat the djinn. Ifrit has sworn to serve Imam for a thousand and one years for freeing the djinn from the mystic's bottle. However, Ifrit is always plotting to free itself from the oath and lay havoc on the mortals.


Ifrit is an arrogant being who thinks that it is the center of the universe. It knows that all mortals are weak and could never actually harm it. Ifrit holds all mortals with the utmost contempt. However, Ifrit enjoys lying and tricking mortals and tries to hide its arrogance. Ifrit can be quite cruel and vengeful like most its kind. Its one great fear is that it might once again be trapped in the leaden bottle. Ifrit also hates being used as a servant.


“Mortal, you do not know the power that you now confront.”


Ifrit is a mystical being known as a djinn. As a djinn, Ifrit has a wide range of mystical abilities, including the ability to easily alter its appearance in a number of different ways, but not in a way to impersonate anyone in particular. Ifrit can also grow to an immense stature. As a giant Ifrit becomes even stronger than it already is. Then with a mere thought Ifrit can become completely immaterial. Attacks against Ifrit in such a state pass harmlessly through it. Ifrit can become totally invisible as well. Those without exceptional senses will not ever be able to find him. As a djinn, Ifrit can fly and is practically immortal.

Being a djinn, Ifrit has the ability to grant wishes for others. However, Ifrit is usually unwilling to do so, or twists the meaning of the wish to make the wisher regret making him grant the wish. It can surround itself in a fiery aura and can create balls of fire out of thin air. Ifrit uses these balls of fire as a weapon.


In his natural form Ifrit is terrifying to behold. He appears as a huge demon made of living basalt. The only clothing that Ifrit wears is a pair of red pantaloons held up with a yellow sash. He normally walks barefoot and leaves burn marks wherever he treads, unless he's trying to be stealthy. Growing from his head are a pair of horns, and his mouth is full of pointy sharp teeth. Ifrit's eyes lack a pupil and look like glowing embers which flash when he's angered.

Of course Ifrit can assume any form to disguise his otherworldly existence.