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Djinn
  1. Characters
Dream Dealer
Player Character

I'll look deep into your heart and soul to make your wildest dreams come true

Title
Dream Dealer

Type
Player Character

Race
Mage

Age
24

Gender
Male

Appearance

Race
Jamaican-American

Height
6’2

Weight
205

Body type
Runner buff

Cock
11 inches

Balls
7/10 large nuts

Ass
5/10 meh muscle butt

Obsessions
Granting Wishes

Aspirations
hear someone else’s dreams
play a fun trick
make someone smile

Background
Birthplace: Atlanta, GA
Hometown: Atlanta, GA
Parents: Raised by his dad
Siblings: Only Child
Enemy: Nope
BFF: Nope
Kinks: Motherly Women, Milfs
Occupation: Spy

Malik was born of a famous rapper and a journalist, It wasn’t a tryst or something obscene like using the other, no. They were truly in love and he was their love-child, They were the most doting and loving parent anyone could ask for. When he was younger while his mom would tour his father would play a game with him, he could make one wish. His dad would always make it come true, in the best way she could. When his mom would get back she would do the same. When he was thirteen he finally got to go to his mom's show, he and his dad stayed backstage and at the end of the show they wanted to go out and grab a bite to eat, making their way through the crowd was nerve-racking. They hopped into the car and went to go to their favorite restaurant, a little mom and pop burger and shake spot. When they were almost there… The car was sideswiped. He woke up in the hospital to his dad crying over him. He had suffered a concussion and a few contusions, his dad had a broken nose, bruised sternum, and a broken shoulder. His mother, however, was in a coma, all he could muster when he finally got to see her was that he wished he could speak to his momma. The next thing he could see was them in the diner, he cried to her and cried to her but he noticed she didn't seem like what he said got through to her. A few minutes later he was waking up to the nurses again, he fell out apparently, he said his mom granted his wish. He got to talk to her, a few hours later she succumbed to her injuries. His dad would fall into a deep depression, doing his best to be a great dad with a smile on his face. But something had changed in Malik, he knew his dad wasn’t ok, if he tried he could hear it in his dad’s thoughts, He could see it in his dad’s dreams focused at night. When he was sixteen he drove into town to drop off his dad's manuscript for his mom’s biography. Malik had learned to bundle up, disappear into the crowd, people never seemed to notice him anymore, no one but dad. He dropped the manuscript off, the thud scared the publicist but he didn't seem to even notice malik walking out already. Heading to the car someone would “hey kid! you doing that on purpose?” Malik would be shocked that he was spotted and would hear him out. They sat and spoke for what seemed like hours and at the end the man would say to him “ I want you to meet my friends, some of them… make dreams come true. If you could make one dream come true what would it be?” Malik just started crying. “ I want my dad to sleep peacefully at night, I want revenge for my mom, I want to be the one to grant wishes man” he choked out. The man laughed and said “ call my friends, kid, they can help. I’ll tell them to look out for the djinn in the black hoodie. At a young age he would start working with the guardians of the veil, they taught him alongside his actual teachers, he started doing missions for the guardians. When he turned 18 he would tell his dad he was joining the army, he wasn't lying, but it wasn't the whole truth. He’d be traveling, working with guardians, spying, taking down targets, and doing his best to make one wish come true every assignment.

My character notes:
Total Weab and Video game nerd
he's terrible with computers but he makes sure to take time to write a positive review or a review telling the developer/studio/author what they could improve on as nicely as possible.
Lives minimally
In between missions, he walks through hospitals making sure the youth and comatose dream peacefully
Spends a lot of time trading stories with fellow guardians
Is genuinely confused when new people remember him or call out to him

Merits

Consilium/Order Status (• to •••••) - Advantage

Effect: This Merit grants all the advantages of the Status Merit (see p. 107), except it applies to the city’s Consilium or your character’s local Order Caucus. This affords certain protections and advantages under the Lex Magica.

Your character’s position affords her certain access to her Caucus or Consilium’s stores. She can access Artifacts, Imbued Items, mentors, libraries, Grimoires, and other magical resources. The Storyteller should assign an Availability rating to the item your character seeks, related to the power level or regular Merit rating. Consider your character’s Status dots as Resources for the purpose of procuring these magical resources (see Acquiring Services, p. 228). Availability ratings assume the service or Merit will be assigned on a temporary basis (for a single story); add •• for permanent requisitions. The group assumes she’ll return it when done with it, or make amends if it’s destroyed or lost. Merits suitable for requisition include Alternate Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow, Sanctum, Library, Advanced Library, Safe Place, Familiar, and Resources, all with Availability equal to their dot rating. The Storyteller decides if your character’s group has access to a particular magical resource; rank doesn’t summon magical storehouses into being.

Order Status unlocks certain Merits and advantages unique to that group. As well, certain spells are taught to Order members; learning them outside the Order can be difficult at best, dangerous at worst. Usually, Order Status comes with a position of responsibility. This varies from city to city by Order.

Finally, Seers of the Throne Status adds to the character’s Resources for acquiring mundane items and services.

Sleepwalkers may only buy the first dot of a single version of this Merit. A character may normally have Status in a single Order. If a character works closely with a second Order, however, she may buy the first dot of their Status but no more, and may not use them for requisitions.

The Orders are both global organizations and locally compartmentalized. If a character uses Order Status in a Caucus other than her home one, reduce her effective rating in this Merit by –1 if the Caucus is a member of the same Consilium or Assembly, –2 if it is a member of the same Convocation, and –3 if it is unrelated. 

Dream (• to •••••) - Advantage

Prerequisites: Composure •••, Wits •••

Effect: Once per chapter, your character can dig within her dreams for prophetic answers to primordial truths. She may enter her own dreams without a meditation roll when she sleeps, and if she has a basic understanding of something she wishes to divine from her dreams, you may use this Merit. Your character must sleep or meditate for at least four hours. Then, ask the Storyteller a yes or no question about the topic at hand. He must answer accurately, but can use “maybe” if the answer is truly neither yes nor no. Depending on the answer, you may ask additional questions, until you have asked questions equal to your Dream Merit dots. 

Familiar (•• or ••••) - Advantage

Effect: Your character has been bonded to a Familiar, an ephemeral entity (a ghost, spirit, or Goetia) that has agreed to partner her in exchange for safety from bleeding Essence. Design your familiar with the rules for ephemeral entities in Chapter Six; it may be wholly in Twilight or Fettered to an item or animal. Two dots in this Merit indicate a Rank 1 entity. Four dots indicate a Rank 2 entity. 

High Speech (•) - Advantage

Effect: The character can use High Speech as a Yantra in spellcasting (see p. 120)

Meditative Mind (•, ••, or ••••) - Advantage

Effect: Your character’s meditation is far more fulfilling than for other characters. With the one-dot version of this Merit, the character does not suffer environmental penalties to meditation (see p. 75), even from wound penalties.

With the two-dot version, when the character has successfully meditated, she gains a +3 bonus on any Resolve + Composure rolls during the same day, as she’s steeled herself against the things in the world that would shake her foundation.

At the four-dot level, she only needs a single success to gain the benefits of meditation for the day, instead of the normal four. 

Mystery Cult Initiation (• to •••••) - Advantage

Cults are far more common than people would like to admit. “Mystery cult” is the catch-all term for a phenomenon ranging from secret societies couched in fraternity houses, to scholarly cabals studying the magic of classical symbolism, to mystical suicide cults to the God-Machine.

Mystery Cult Initiation reflects membership in one of these esoteric groups. The dot rating dictates standing. One dot is an initiate, two a respected member, three a priest or organizer, four a decision-making leader, and five is a high priest or founder. If you wish your character to begin play in a cult, work with your Storyteller to develop the details.

Designing a Mystery Cult requires three things, at bare minimum. First is a Purpose. This is the defining reason the cult exists. Usually it’s tied in with the cult’s history and recent background. Second is a Relic. This is an item that grounds members’ faith. For example, a piece of the God- Machine, an ancient text bound in human flesh, or the mummified flesh of a saint. The last is a Doctrine. Every cult is defined by its rules and traditions.

In addition to standing, a Mystery Cult Initiation Merit offers benefits at each level of influence. Develop these as well. The following are guidelines; use them to craft your cults:

A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.

•• A one-dot Merit.

••• A Skill dot, or a two-dot Merit (often a Supernatural Merit)

•••• A three-dot Merit, often supernatural in origin.

••••• A three-dot Merit, or a major advantage not reflected in game traits.

Occultation (• to •••) - Advantage

Effect: Your character is unnoticeable and inoffensive on a mystical level. Any time a character tries to read your character’s aura, or otherwise use magic to discern bits of truth within her, subtract your Merit dots from their pool.

Normally, a mage’s spells carry with them a hint of his Nimbus. This Merit allows a mage to hide that, to metaphysically sweep that under a rug. Your character’s Signature Nimbus is faint, vague, and couched in more symbolism and oblique references than other mages’. When someone attempts to scrutinize her Nimbus to identify her or track her, subtract your Merit dots from their rolls. The Withstanding level of sympathy for spells targeting the character has a minimum of her Occultation dots.

Drawback: If your character ever gains the Fame Merit, or becomes noticed by the public at large, you can lose this Merit. 

Patient (•) - Advantage

Effect: Your character knows how to pace herself and take the time to do the job right the first time. When taking an extended action, you may make two additional rolls, above what your Attribute + Skill allows. 

Resources (• to •••••) - Advantage

Effect: This Merit reflects your character’s disposable in- come. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she might have little money to throw around. Characters are as- sumed to have basic necessities without Resources.

The dot rating determines the relative amount of dispos- able funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.

Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs. 

Striking Looks (• or ••) - Advantage

Effect: Your character is stunning, alarming, command- ing, repulsive, threatening, charming, or otherwise worthy of attention. Determine how your character looks and how people react to that. For one dot, your character gets a +1 bonus on any Social rolls that would be influenced by his looks. For two dots, the benefit increases to +2. Depending on the particulars, this might influence Expression, Intimidation, Persuasion, Subterfuge, or other rolls.

Drawback: Attention is a double-edged sword. Any rolls to spot, notice, or remember your character gain the same dice bonus. Sometimes, your character will draw unwanted attention in social situations. This could cause further complications. 

Mind

Dream Reaching (Mind ••) - Spell

Dream Reaching (Mind ••)

Practice: Ruling
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Empathy, Medicine, Persuasion

The mage may enter and share the dreams of a sleeping subject. The mage witnesses the dream, and can influence its direction, though she is not directly a part of the dream. Casting this spell on herself ensures the mage remembers her dreams.

+1 Reach: the mage becomes an active part of the dream, able to take action inside as described on p. 248. Casting the spell on herself induces lucid dreaming if she sleeps during the spell’s Duration, without need for meditation.

Incognito Presence (Mind ••) - Spell

Incognito Presence (Mind ••)

Practice: Veiling
Primary Factor: Duration
Withstand: Resolve
Cost: 1 Mana
Suggested Rote Skills: Empathy, Stealth, Subterfuge

The mage hides the subject’s psychic presence, causing on- lookers to ignore her. When people look at her, they want to avert their eyes, or barely notice her. People cannot remember seeing her when they are no longer looking her way. Beings using supernatural abilities to concentrate on her, including Active Mage Sight, provoke a Clash of Wills.

Mental Shield (Mind ••) - Spell

Mental Shield (Mind ••)

Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Academics, Intimidation, Survival

The mage erects a mental shield that protects the subject from mental attack. The shield provokes a Clash of Wills against any Goetia Numina, Influences, or Manifestations targeting the subject, any Mind spells, and any other supernatural creature’s mind-affecting abilities.

+1 Reach: The protection afforded by this spell extends to Goetia’s physical attacks.

Psychic Domination (Mind ••) - Spell

Psychic Domination (Mind ••)

Practice: Ruling
Primary Factor: Potency
Withstand: Resolve
Suggested Rote Skills: Expression, Intimidation, Subterfuge

The mage employs limited telepathic projections. She can send simple commands through thoughts and emotions to her subject through a mental link, but not full sentences or complex ideas. The ideas form urges and desires within the subject that he is compelled to act upon even against his will as long as the spell remains active. The commands must be simple, one-word orders — such as to sleep, eat, sit, or defend. The intention of the command is sent to the subject along with the thoughts and emotions.

The subject knows that the ideas are not originating from himself, though he does not necessarily know where they are coming from. These communications can be used to project emotions with “Emotional Urging” p. 160.

+1 Reach: The mage is capable of taking control of her subject, forcing him to take actions against his will. The mage can force the subject to perform one task. The task can be as complex or simple as the mage desires, giving the subject detailed mental instructions on how to go about completing the task. She cannot force the subject to act in a way that would put him in serious danger, or to commit suicidal acts.

+2 Reach: The mage must spend one Mana when casting the spell. As with +1 Reach above, but the mage can force her subject to take any kind of action without limitations. For example, the mage could direct her victim to shoot himself in the head, or to run into a burning building.

Sleep of the Just (Mind •••) - Spell

Sleep of the Just (Mind •••)

Practice: Perfecting
Primary Factor: Duration
Withstand: Composure
Suggested Rote Skills: Academics, Athletics, Occult

The mage controls the subject’s sleep cycle, allowing her to remain awake without ill effects or asleep without being roused for the spell’s Duration. The mage may also control what she dreams about, or create a lucid dreaming state where the sub- ject has control. Anything attempting to enter or influence the dream state provokes a Clash of Wills.

Space

Scrying (Space ••) - Spell

Scrying (Space ••)

Practice: Ruling
Primary Factor: Duration
Suggested Rote Skills: Computers, Occult, Subterfuge

By means of this spell, the mage parts the curtain of the Lie and reveals a distant location to her senses. She creates a “window” that allows her to perceive the subject, much like a television screen. When she casts the spell, she may choose whether the spell is one way, or whether people at the location can see back through the window.

When casting this spell sympathetically, exactly what the mage sees depends on the sympathetic Yantra she employs. Sympathy to a location shows her a broad overview of the area, analogous to a cinematic wide shot, but one that remains static. Sympathy to a person or object tends to show a “close up” of the subject — the window will follow the subject if it moves, but the mage may not be able to make out details of where the subject is or who else might be present.

When cast on a subject within sensory range, the scrying window gives the mage a view as though she were standing right next to the subject. The mage can move this view around as a reflexive action to view the target from any angle she wants.

Casting spells on subjects the mage can see through the win- dow counts as viewing them remotely.

Add Fate ••The mage may make the scrying window selec- tively one-way, allowing only specific people to perceive her from the other side of the window.

Ward (Space ••) - Spell

Ward (Space ••)

Practice: Shielding
Primary Factor: Duration
Suggested Rote Skills: Athletics, Subterfuge, Weaponry

Space is mutable, until a magician wills otherwise. Cast on an area or individual subjects, this spell locks its subject down, preventing the space within from being manipulated. Magic that uses the sympathy of Warded subjects or attempts to warp Warded areas provokes a Clash of Wills. The mage is aware when one of her Wards is attacked.

+1 Reach: The mage may specify a Key that allows use of Space magic on the Warded subject.

+2 Reach: The mage may cast Ward upon an Iris (p. 243) or its Key, preventing the Iris from opening while the Ward remains in effect. Supernatural powers opening the Iris provoke a Clash of Wills.