Roleplayer #20, June 1990
Ifrits
A New PC Race for Fantasy or SF Games
by Chris McCubbin
This race was designed for the new GURPS
Fantasy Folk, but we ran out of room in the book . . . and
this was the one that got cut. But the Ifrits were too good not to publish,
so here they are! This presentation, with general information, campaign
information and a sample character, follows exactly the same format as the
actual Fantasy Folk book.
Ifrits are a rare and mysterious race. Some whisper that they are demonic;
others say they are simply a very strange type of human. They can have the
features and coloration of any human race, and their appearance is usually
attractive and healthy (although a small minority are monstrously deformed).
Ifrits have normal height for their ST without the racial ST bonus, and
normal weight for their ST with the racial bonus. This extra weight is mostly
in the wings and muscles -- Ifrits are usually slender. They are distinguished
by their small horns, distinctly pointed canine teeth, and small wings (typical
wingspan: 4 or 5 feet) which they can fold across their back so they make
hardly a bulge under clothing. Some individuals are also said to have barbed
tails, cloven hooves and other diabolical accouterments, but this may just
be a tall tale.
Advantages and Disadvantages
Ifrits get a +2 each to ST, DX, IQ and HT (20 points each for a total of
80 points). They have the advantages Extended Lifespan (5 points), Magical
Aptitude (15 points), Night Vision (10 points) and Winged Flight: Small
Wings (35 points). They have the disadvantages Bad Temper (-10 points),
Lecherousness (-15 points), Overconfidence (-10 points), Reputation -3 on
the average (-15 points).
It costs 95 points to play an Ifrit.
Psychology
All Ifrits share a strong ego, a fiery temperament and an unquellably mercurial
nature. It is most unhealthy to deliberately insult even the most high-minded
of Ifrits. Their natures are intrinsically passionate; an Ifrit is the most
ardent of lovers, the most loyal of friends, and the most relentless of
enemies. Some philosophers say that an Ifrit is naturally inclined towards
destruction, and is innately better suited to slaying and hindering than
healing and helping. However, whether the individual's destructive energies
are directed against good, evil or both indiscriminately appears to be his
or her own choice.
Because all Ifrits are violent, and many are evil, they are widely feared.
This is an unfortunate oversimplification. Ifrits have the human power to
choose. If many of them are evil, it's because they have been raised in
secret by dark cults, to become dark messiahs -- champions of evil upon
the earth. Such specially conditioned Ifrits are often more evil . . .or
at least more creatively so . . . than real demons.
But often a newborn Ifrit escapes such a fate, and is raised by good people.
Just as with humans, a virtuous upbringing is no guarantee of a virtuous
adulthood, but most Ifrits raised in a loving environment become very admirable
people . . . in a fiery, inflexible, violent way. They become paladins,
adventurers, heroes or martyrs.
Ifrits live twice as long as humans, and mature twice as slowly. The extended
adolescence of an Ifrit is a terrifying time -- consider a young woman with
the keen intelligence and magical ability of an Ifrit, the experience of
a 30-year old, and the mind, body and personality of a 15-year old. The
opportunities for severe mischief boggle the mind.
They are intensely magical creatures, and almost all are accomplished spellcasters.
Many have become mighty wizards. They can master all of the various schools
of magic, but usually avoid Healing and Enchantment spells as unsuited to
their temperaments. As might be expected, spells of elemental fire are tremendously
favored by all Ifrits. Those of evil intent often excel at necromancy.
Their natural strength, speed and vigor, combined with their fiery temper,
make them opponents to be feared in battle. They favor edged weapons --
swords and knives -- both because these are the best weapons to take advantage
of their overall physical prowess, and because they are the most common
enchanted weapons. Ifrits are fascinated by enchanted weapons, and few members
of the race will reach adulthood without having acquired a powerful weapon.
Other magical objects are also of interest to an Ifrit, of course, but their
most profound obsession is reserved for those items capable of dealing destruction
to an enemy.
Few Ifrits excel at craft, art or music. This may be evidence of their intrinsically
destructive nature, or they may simply lack the requisite patience for such
pursuits. Although they are not themselves artistic, often they are connoisseurs,
who surround themselves with rare and valuable things of craft and beauty.
Ifrits, as a group, love learning and new knowledge, and almost all are
literate. Many will also write, and some have produced notable literary
classics, an exception to the racial tendency against creative pursuits.
Rarely, however, is an Ifrit book poetry or a story. Usually they're factual
works on learned subjects. The arts of war and magic are by far the most
popular subjects, but Ifrits have also produced notable works of science,
engineering, history, artistic criticism and philosophy.
Many Ifrits are profoundly religious. They worship, as a rule, according
to how they were raised. Thus, an evil Ifrit will loyally serve dark masters
-- which encourages those who say the race is demonic -- but a good Ifrit
is likely to be a passionate champion of some non-pacifistic "good"
religion.
Ecology
The genesis of the Ifrits presents many mysteries. Almost all Ifrits are
born to human parents. This happens very rarely -- perhaps one
birth in a million! Ifrits can breed with mankind, though they are not very
fertile. The child of an Ifrit and a human will always appear human . .
. with a tendency to be attractive, healthy, and mageborn. When two Ifrits
breed, the child will always be an Ifrit. However, the race is so uncommon,
and Ifrits get along with each other so badly, that most Ifrits come of
human stock.
Thus, it seems likely that Ifrits represent a very rare recessive gene combination
among humanity. The great-great-great-grandchild of an Ifrit, while appearing
fully human, may give birth to another Ifrit. But some religions, both good
and evil, teach that the Ifrits are not human at all . . . they are the
children of demons! Some who believe this will seek to slay any Ifrit they
encounter. Others will wish to worship or control this "demonic"
force.
This belief makes the race rarer still. Many newborn Ifrits put to death
immediately by terrified or superstitious parents. Most of the survivors
are given up by their parents at an early age and raised under the auspices
of a religious organization. Evil cults want to insure that their child
grows up, as much as possible, with a demonic disposition, free from any
moderating love or human emotion. On the other hand, when a benign religion
stumbles upon a young Ifrit, they will do their best to raise the strange
child as a power for Good.
A very few Ifrits have tails, hooves, and horrible, mask-like visages. It
is notable, however, that all these spent their earliest life under the
direct care of an evil cult. Some scholars believe that such features are
not born to the individual at all, but are produced by magical operations
immediately after the birth, and designed to enhance the demonic appearance
of the child. Others say that an evil Ifrit grows to look evil . . . but
some of the worst villains of history have been beautiful Ifrits.
Ifrits age very slowly, not reaching puberty until after age 20, and achieving
their full growth at about age 35. They begin to age at 100, but twice as
slowly as human beings. Curiously, while Ifrits become weaker and more unstable
as they age, their outward appearance changes little.
Ifrits can eat anything a human can, but usually prefer red meat, either
very rare or raw. Some have a distinct affinity for the taste of blood.
Culture
Ifrits have no indigenous culture. This is hardly surprising, since there
are seldom more than a few dozen alive at any one time. There are tales
of a land of Ifrits, but few believe them . . . because Ifrits do not get
along at all well with one another. Even when two Ifrits happen to have
identical ethics and world-views (which is very unlikely), they usually
still prefer to carry out their respective life-missions far away from one
another.
More often two Ifrits will instinctively hate one another and become lifelong
enemies; roll any reaction between Ifrits at -6. If they team up temporarily
to accomplish some short-term objective, that simply means they will hate
each other all the more fiercely later on. Enmity between female and male
Ifrits runs particularly hot, though there is sometimes also mutual passion.
A Ifrit's interpersonal relationships are usually complex.
Whatever the Ifrits' own true origin, they have little fear of true demons.
Indeed, they seem to hold them in contempt, bullying or destroying the lesser
spirits, and behaving as impudently as they dare to the greater.
Politics
Most races, especially humans, fear the Ifrits. In many human kingdoms,
it is a capital crime to bear or to be an Ifrit. Local reaction to Ifrits
will vary from -1 to -4. However, the human stories about Ifrits always
portray them as mighty warriors and mages, so many humans will react at
+2 to an Ifrit in a situation where combat is imminent.
Dwarves scorn the Ifrits as an abomination, reacting at -4 with a strong
tendency toward violence. The sylvan races also react at -4, but they will
flee or avoid rather than attack. Some Elven tribes, however, have been
known to raise Ifrit children, ensuring that they remain free of evil influences
during their early years.
Of the major races, only the Goblins truly admire the Ifrits. Their fascination
with all things magical and mysterious gives them an intense curiosity about
the race -- sometimes to their detriment. Goblins will always react at +
1 to an Ifrit.
Of course, evil races tend to prize the Ifrits. Dark Elves and Bales both
seek out Ifrits as slaves and champions. Orcs look up to them with an almost
worshipful fear. Gargoyles feel a certain kinship with the winged, horned
Ifrits, and can easily be led from their usual indolent lives into evil
ways by a charismatic and unscrupulous Ifrit.
[Sidebars]
Ifrits in the Campaign
Ifrits should keep the adventurers guessing. They can be built on anything
from 150 to 1,000 points, so the characters never know exactly how powerful
they are. More importantly, the party should never know exactly where the
Ifrit stands or what he's thinking. No matter how long the party's known
the Ifrit, or how many favors he's done for them, they should never be entirely
sure of his friendship and good will. If the party seems to be becoming
complacent about their relationship to an NPC Ifrit, the GM should take
it upon himself to teach them the error of their ways.
Meeting a Ifrit is very unusual -- even a traveler can go a lifetime without
meeting one. The GM should see that his PCs arc suitably impressed upon
encountering their first Ifrit.
Ifrits react normally to all other races. Most other races react to them
badly; see Politics in the main text. An individual
Ifrit may eventually gain a Reputation which will outweigh his racial reaction
penalty. Individuals who happen to know one Ifrit are likely to assume that
any other one they meet is a similar individual . . . which is usually a
bad mistake.
The Ifrits are the ultimate generalists. They can be equally outstanding
as wizards, warriors, thieves, rangers, bounty hunters, bodyguards and assassins.
There are a few professions they'll be much less likely to succeed in --
trader, because of other races' prejudices, and healer, because it goes
against their temperament -- but designing an exception to those rules could
be an entertaining challenge. One thing about all sorts of Ifrits: they'll
all be at least a little magical.
They are outstanding as Allies, Enemies and Patrons. Of course, if the Ifrit
is an "official" Patron, Ally or Enemy, the players are entitled
to know a little more about his motivations . . . a little.
Ifrits can also work, with few or no changes, in a science fiction
campaign. They can represent a mutation, a "created" form of human,
or simply an alien race.
Ifrit PCs
Despite the high racial point cost, it is actually quite possible to have
a viable Ifrit PC in a 100-point campaign. The player should simply leave
the characteristics and advantages alone (Ifrits already have plenty of
both), take the full amount of disadvantages, and split the remaining points
between combat skills and spells. The result will be a reasonably well-rounded
fighter/mage type who can also fly and see in the dark. He would probably
be a very young and inexperienced member of his race.
However, Ifrits can be used to much greater advantage in a cinematic or
higher-level campaign. Such a flamboyant race also fits in much better in
a more extravagant setting. As mentioned above, once they have the requisite
points, an Ifrit PC can excel at almost anything.
The GM does not have to allow Ifrits to exist at all. If he decides they
do exist, and that he will allow them to be PCs, he should not allow more
than one Ifrit in the party at any given time. Remember, there are very
few of them, and they do not get along well with one another.
Finally, the race's advantages and disadvantages have been deliberately
written so they never have to behave in either
an evil or a dangerously erratic manner. Ifrits are unpredictable, but that
does not mean they have to be loose cannons. If the character is endangering
the party or indulging in sociopathic behavior under the player's excuse
that it is in his racial character to do so, the GM should correct the misconception.
Ifrit Adventure Seeds
Little Hellion
A major religious organization, or perhaps a martial religious order like
the Knights Templar, is planning a "preemptive strike" against
a dark cult of considerable mystic power. This operation is meticulously
coordinated, and based on extensive intelligence information (perhaps previously
gathered by the PCs). Across the kingdom, every known shrine or base of
the evil cult will be attacked simultaneously. The adventurers are assigned
a small but pivotal role in the operation.
The cult has been raising a Ifrit child from birth. The party is to raid
the remote sanctuary where the child is being raised, and deliver him (alive,
if possible) to the attackers. The attackers have assured the PCs that the
child will be treated kindly and raised properly; whether this is really
true, and whether the PCs believe it, is another question.
The raid itself will be tough enough -- the adventurers will have to face
physical, spiritual and magical guardians. Once they've performed the extraction,
however, their lives will really get miserable. The child is 10 years old,
with the physical stats of an 8-year-old (see p. B14) and the body and disposition
of a recalcitrant 5-year-old. He's already a 100-point character, with most
of that going to fully-mastered spells. He's angry, scared out of his wits,
intelligent, resourceful, and absolutely determined to get free and then
see that his captors get what they deserve.
It's a three-day trip from the evil sanctuary to the rendezvous point, without
a mystically-active juvenile doing everything he can to make
the party's life miserable.
To Hell and Back
Infernal forces have stolen a mystical talisman of great power from the
archmage who was guarding it. The talisman has been delivered to a powerful
demon lord in the underworld. If this creature unleashes the power of this
item at the proper time, the world will be plunged into chaos. The stars
will be in the proper alignment in just two weeks.
Being too old to undertake the mission himself, the archmage engages a Ifrit
of his acquaintance to retrieve the object. The Ifrit can't do it alone,
however, and he recruits the PCs to assist him.
The Ifrit knows his way around the netherworld (he jokes that he has family
there) and he has a workable plan, but the players are still, after all,
in hell, and things are going to be tough. A particularly sadistic GM might
have the Ifrit killed or removed from play at a crucial moment, leaving
the PCs to fend for themselves.
Character Example
Tarya
Tarya is a young Ifrit in her mid-30s. A young lady of exceptional beauty
and charm, she has a delicate oval face, large blue eyes and naturally-curly
platinum blonde hair, which nicely compliments her small, ivory-white horns
and pinkish-white wings.
Tarya was left at the entrance to the cave of a holy hermit at birth, and
stayed with the old man until his death 10 years ago. Although she was fond
of her foster father, she is neither particularly good nor evil. At his
death she wandered to the nearest city, and was completely smitten with
the excitement of urban life. She currently works as a mercenary mage to
finance her expensive tastes.
She does not work for individuals or organizations she considers unworthy.
Her magical style is literally flashy, consisting mostly of Fire and Light/Darkness
spells (with a few healing spells learned from her foster father). She fights
unarmored, with a shortsword and buckler. She likes to fly and to rest on
high perches.
Tarya is a 220-point character suitable for use as an NPC encounter, or
a PC in a campaign of that level.
Characteristics
ST 12, DX 13, IQ 14, HT 13.
Advantages
Alertness +2; Appearance (Very Beautiful); Charisma +3; Extended Lifespan;
Literacy; Magical Aptitude 3; Night Vision; Toughness; Winged Flight.
Disadvantages
Absent-Mindedness; Bad Temper; Greed; Jealousy; Lecherousness; Overconfidence;
Reputation -3.
Quirks
Always Wears White; Likes High Places; Keeps Nails Extremely Long.
Skills
Bow-12; Brawling-12; Buckler-12; Carousing-12; Dancing-13; Detect Lies-12;
Fast-Talk-13; Knife-12; Knife Throwing-12; Savoir-Faire-13; Sex Appeal-12;
Shortsword-13; Stealth-12; Streetwise-12; Ventriloquism-13.
Grimoire
Breathe Fire-15; Cold-15; Continual Light-15; Create Fire-15; Darkness-15;
Explosive Fireball-1 5; Extinguish Fire-15; Fireball-15; Flame Jet-15; Flash-15;
Heat-15; Ignite Fire-15; Lend Health-15; Lend Strength-15; Light-15; Minor
Healing-15; Recover Strength-15; Resist Fire-15; Shape Fire-15.

(Back to Roleplayer
#20 Table of Contents)
Copyright © 1997 by Steve Jackson Games.
All rights reserved.
Steve Jackson Games |
GURPS |
Roleplayer Index