Rules:Daemon Ifrit
Daemon Ifrit
- These are the official character rules for the Daemon Ifrit. For the story-based description of them, go here.
Common Names: Daemon Ifrit, Daemon(s), Demon(s), Ifrit
Class: Minor Race
Tech Bias: Poor
Available Power Types: Ki
Major Racial Advantages:
Arcane Wards: Ifrits are demons composed entirely of spiritual energy. Though they appear to have physical bodies for all intents and purposes, this is the doing of the magical wards that bind them together and give them shape. While these wards drastically reduce their power, they are also incapable of containing it completely under certain, extreme circumstances. Once the Ifrit has reached 10,000 KiPL, the wards begin to erode. Past this point, a moment of extremely heightened negative emotions such as rage, despair, or hopelessness will cause the ward to shatter. Once it is no longer there to contain the Ifrit's potential, its KiPL is multiplied by 6. Once the ward is shattered, the Ifrit becomes a murderous beast bent on annihilating utterly whatever the source of its negative emotions was. Once either all stamina and/or durability are expended, or the Ifrit's target has been destroyed, the wards regenerate and the KiPL is reduced to its base. The Ifrit can only attain this state once per week, initially.
Degrade Wards: Once the wards have initially shattered, breaching them again can be done with greater ease, though this requires a deeper understanding of them on the Ifrit's part. Because these Daemons are incapable of wielding magic, it can take months for them to understand what a scholar might learn for himself with a casual moment's observation. It is possible to weaken the wards further with pure willpower. (Bias is not applied to these upgrades).
- Minor Degradation: For 60 days, the wards are weakened to the point where the Ifrit can break them if he is experiencing the emotions that led to the initial rupture, though on a lesser scale. For exmaple, if having been willing to kill his enemy before, now only great anger is required. This also allows the wards to be breached three times weekly.
- Major Degradation: For an additional 60 days, the wards are all but completely degraded. Assuming the power of its true form is effortless for the Ifrit now, but still so taxing that it can only be done once daily at the most.
Concentrated Spirit: Ifrits are, like most demons, spiritual beings. Their nature is unique in that they do not have anatomy comparable to most biological mammals on Earth; though they appear to have physical form, they are completely formed from ki. It must be developed to the exclusion of all other power-types, but because of it's specialized nature, also grows more quickly. Ifrits begin play with twice the normal allotted PL, or 3,000 KiPL, and have a base gain rate of 4% KiPL.
Spiritual Affinity: Ifrits learn things more slowly than most races, but are surprisingly adept at the handful of powered tasks they can perform competently. When researching upgrades applicable to Ki energy-based techniques, a single day's worth of PT will be worth two days worth of research. This applies specifically (and only) to the following common techniques; Autocharge, Charge Capacity Expansion, Charge Rate Booster, Collective, Conservation, Drain Reduction, Enflame, Manipulation, Nullifier, Polarize, Speed Booster.
Minor Racial Advantages:
Residue of Origin: Being so intimately intwined with magical energies, Ifrits are capable of sensing it innately. They begin play with 100% KiPL in detection against active magic. They are capable of detecting traces of magic that are no older than three days, though in these instances a power-level cannot be derived from the old 'scent,' only the knowledge that magic has existed in that area or on that person recently.
Unaging: Ifrits are immortal and do not die of old age, though they can be killed and their essences dispersed forever.
Major Racial Disadvantages:
Spirit Body: All Ifrits are magically-bound bodies of spiritual energy. Though they appear physical and have physical substance when interacting with other physical objects, they are truly bodies of energy. Nullifier type effects are effective against their bodily durability, as are abilities that attract or repulse bodies of ki or magic energy, such as polarize. This weakness may not be negated through the use of techniques.
Focused Existence: Ifrits are spiritual beings that are incapable of wielding any other form of power; they lack physical bodies for feats of strength, are of incomparable anatomy to gain psionic power-levels, and are sealed within powerful-magical wards that are so highly-resistant to tampering that they instinctively fear the use of arcane power to the point that they typically avoid it at all costs. They may never possess physical, psionic, or magical power-levels. Power-Linked abilities (such as Basic Teleport) that are learned by Ifrits are learned at a single bias step lower, typically Dismal.
Durality: Because of their odd nature of maintaining their existence, Ifrits are more susceptible to life-threatening injuries than most races. They can only endure 10 days of incap at most. If they incur any more, they die.
Anatomical Variance: Ifrits have such wildly varying anatomy from the phyisical creatures of Earth, that most all medical technology and knowledge is irrelevant to them. They gain no hospital bonus. Only Ki-based healing techniques are effective when used on them. Any others have no effect.
Minor Racial Disadvantages:
Telling Trace: It is very difficult for Ifrits to mask their presence from others; aside from the brightness of their spiritual auras, the wards that bind those auras are also sensible. Ifrits emit a magical energy signature equal to their KiPl at all times. Masking one will not mask the other, and it is necessary to develop techniques to conceal them both if such a thing is every desired.