Djinn are a unique playable species, taking homage from ancient Arabian mythology. Many stories of the past two thousand years have replaced the terminology with “Genie”, but the original anthropomorphizing of Djinn merely spoke of beings that were equal in nature to humanity. These beings displayed no celestial ability but were just conceptualized as non-humanoids.
SURGE! wishes to expand upon the notion that Djinn were effectively humanoids with cosmetic mutations, intact with mortal souls. Giving them the flair of an “underdog” roleplay opportunity, we felt connected to the species, that somehow most people have felt that need to belong in a world full of judgement and labels.
Djinn are humanoid creatures with mutations that allow them to adapt to certain environments. Their skin tones are infinite and as beautiful as they are numerous. Occasionally they may grow horns, but the visibility of their genetic mutations causes many to fear them.
Djinn are often born with random pigmentations, that are not inherited genetically. Instead, Djinn may have freckles or discoloration patterns inherited from their biological parents, like Vitiligo, and the bone structure that will allow their physical shape to be like their parents. While possible, it is rare for inter-species breeding due to genetic disparities. There have historically been cross-bred spawns of Djinn and other humanoid species. Typical pigmentations associated with Djinn are genetically muted in these cases, but the discoloration and freckle patterns remain a tribute to their genome.
In addition, the other prominent feature of Djinn is the inclusion of demon-like physical qualities. Usually their bodies are pretty toned without effort, as Djinn utilize most of the energy from food consumption to keep up with their genetic mutations that may adapt based on their current survival needs. They can sprout wings for flight, extend their ears for greater acoustic sensitivity, develop gills for traversing water (or living there), or physically change the cones and iris of the eyes for darker conditions. These mutations can adapt in about a day.
Djinn are the ultimate survivalists. Unfortunately, other genetic mutations may occur that are related to core bone structures, and, therefore, cannot be adapted to or from. These are as random as skin pigmentation. Occasionally, Djinn may grow horns, clusters of feathers, sharpened teeth, and a slightly oversized lower jaw for a slightly extended underbite—just as examples. It is due to these primitive-looking features that they have been mistaken for monsters in the wilds. The average life span of Djinn is 80 years.
Due to being mistreated and generally unwelcome in most urban areas, Djinn built their own colonies. Each colony is led by a Warden; the chieftain who asserts the social standards, laws, and protects their people from harm. Despite their appearance, Djinn are a peaceful people. They will take any opportunity to prove that they are not the monsters people think they are.
Djinn are very few in number outside of their own colonies. A Djinn taking residence in a small town would likely have earned the respect of the community and be protected OR be shunned completely. Therefore, they are usually quiet and reserved in mixed company; either aware of the unique balance they have achieved or worried about making their social status worse.
Djinn, while conservative and reserved, are still respectful of the laws and social settings of their environments. As long as characters are in good standing with a Djinn, it is customary for every conversation to end with a light head bow with their eyes closed as a sign and form of respect. Djinn often use this gesture as closing statements instead of saying “goodbye”. Djinn are extremely loyal to anyone they befriend. Other Djinn are treated immediately like family, however it takes considerable effort to sway a Djinn to be less reserved with other species. Anyone a Djinn considers a friend they would effectively die for as their culture has been conditioned by the hardships that come with rare and fleeting bonds.
To wrong one Djinn is to wrong all Djinn. As previously stated, all Djinn are considered kin. Any Djinn that witness or learn of a crime against one of their kind may become immediately unfriendly or hostile. Other species should be especially careful when interacting with their hosts in Djinn colonies.
Djinn are usually benevolent peoples, although it would be easy to understand why a Djinn might turn to violent and malevolent ways. One reason might be that the Djinn feels the need to rid their people of prejudice, or that a member of another species harmed a family member and they plot revenge.
Medium
Each Djinn character begins with +1 to Luck and the ability to change their mutation daily.
The Chosen Trait for a Djinn is unique in the sense that this attribute is effectively the mutation that can change daily. Unlike other species where once chosen, this trait can’t change, a player with a Djinn PC may choose to change this Trait every in-game day or at the GM’s discretion. One of the following traits may be chosen this way:
Wings
Allows the character to fly their standard movement speed in any direction, so long as this mutation is active.
Long, Pointed Ears
Provides a +1 to Survival so long as this mutation is active.
Gills
Allows for breathing both on land and in water.
Provides a +1 to Leathercraft so long as this mutation is active.
Red Iris
Provides thermal vision (character is able to perceive surfaces and creatures even in zero-light environments) so long as this mutation is active.
A Djinn character’s Movement Speed is standardly 10 ft. per action.
When determining the starting HP of a Djinn character, the rolled amount will always be added to 5 Base Hit Points.
A Djinn character’s Recovery Points is standardly +1 HP.
The Djinn Playable Species does not provide any menace for choosing it. The default value for a Djinn character’s Menace score is 0. Menace rules for equipment still apply.