The Jihad


Author's Notes
Background

(clockwise from upper left: Rustam, Chimera, Ravan, Manticore, Jaculi, Djinn - Jotunheim in background)


Author's Notes

The Jihad was a group created originally by John Ostrander for DC. They popped up in the first issue of the Suicide Squad comic, showed up a couple of times thereafter, and have occasionally guested in one comic or another (like Outsiders).

Why are they here? To me, they make a very suitable group of BNW villains. Evil, fiendish terrorist types on the low power-end of the scale. They're naturals, in other words. So enjoy.

I have the two typical levels of characters here, "Experienced" and "Starting Constructed." Experienced charactes are a lot more powerful than your starting Delta, and have lots more Quirks (both positive and negative) to represent their experience. Starting Constructed characters are built exactly to the specifications for a BNW starting character. You could take them and (your Guide permitting) use them as starting characters in any campaign.

However, I have introduce a third category, "Starting - Unconstructed." These characters are not particularly balanced or even built deliberately to the BNW rules. They are not really "constructed" characters, but don't have enough experience to be...well, "experienced." They're basically built using Guide fiat. I wouldn't recommend using them as Player Characters at any level. They're way too limited to make good PCs.





Background

The Jihad is the code name for a team of Deltas operating out [insert country of your choice]. They are the result of years of experimentation and research by the top scientists of said country.

Plain and simple, the Jihad is a terrorist team. They're not policeman, they're not spies, they're not enforcers, they're not bodyguards. They go, they strike terror, they kill innocents, they destroy public works, they get out. They're not nice, but they'll get the job done.

The Jihad is a valued resource, and not used on a whim. If a bomb can be planted, then a single agent or team of agents will be sent in. No Delta powers are required for that kind of operation. It's when wholescale death and devastation is intended, and a massive blow to national moral is desired, that the Jihad are called for.

To some degree, members of the Jihad are interchangeable. Manticore and Djinn, for instance, were created through scientific augmentation and research, and sustained via a Gadgeteer. If they were to fall, someone else could be called in and similarly modified. In some cases, and to establish an aura of invincibility, the Jihad will choose a replacement with similar powers. Thus, if Jaculi were to be killed, the Jihad would find another Speedster, train her to use explosive javelins, and attach this new "Jaculi" to the team.

Some members, due to their unique powers and skills, are indispensible. Rustam, the team leader, is a unique individual. While certainly someone else would be appointed leader, such a leader (if not promoted from within) would probably have different powers and personality. Agni, Badb, and Chimera also bring their unique powers to the team.

Your typical campaign will probably feature the Jihad striking somewhere in the United States. They are not foolish enough to go up against Delta Prime (or the occasional interfering Defiance cell) direct. They don't telegraph their operations, or stand out in the streets and yell out a challenge. Silent and deadly is their motto.

So a group of Deltas will typically meet the Jihad in mid-operation. If there's a government building to be demolished, the Jihad will be there. Such an encounter will be a fight, plain and simple. The Jihad will probably not be surprised. They expect Delta-level resistance, and consider the chance to rack up a couple of kills as an additional bonus.

It's also possible that the Defiance, or DP intelligence, or the characters' own investigations, may discover some odd shipping activities, or a false passport. In this case, an adventure against the Jihad may be an "intercept." In this case, the Jihad could be caught by surprise headquartered in a warehouse or rundown hotel somewhere.

If assigned to take out a group of Deltas, the Jihad's strategy is to divide and conquer. They will attempt to engage each of the Deltas separately if possible. They will select the Jihad member best suited to deal with that Delta, and send that member off. They will coordinate all such attacks to occur simultaenously so that one escaping opponent can't warn the others. Once as many opponents as possible are taken out in this manner, the Jihad will reform and go after anyone who escaped.




Jotunheim - Jihad HQ

The Jihad operate out of an abandoned German World War 2 fortress called Jotunheim. The fortress is literally hewn out of the side of a mountain in the Jeb. The name translates as "Land of the Giants," for the Germans maintained that only a race of giants could have built it.

Jotunheim contains not only quarters, communication, transport hangars, and training facilities for the Jihad itself, but the scientific teams that provide the Jihad with much of its support. If a Manticore falls in battle, it is here that the Jihad scientists will use special genetic-modification tanks to create a new one. Much of the host government's research into Delta powers is done here.

Because of all this, Jotunheim is a highly-valued resource to the host government. As such, the facility has approximately 60 armed guards, which operate in rotating shifts of 20 armed guards - ten patrolling the perimeter and ten monitoring the security cameras. Since the facility is in an isolated area, and to minimize the security risk, guards are only moved off base to other assignments once every four months.

Other security features include continual internal scanning, motion and infra-red sensors scanning the exterior, areas programmed to self-destruct, and an armory with enough weaponry to repulse a major air assault. The surrounding desert make a land approach unfeasible at best, and impossible at worst. Jotunheim has its own electrical and water supplies, and enough food stored so that it could withstand a siege for nearly a year's time.

Also to minimize security risks, Jotunheim receives very few visitors. The host government has a liaison agent whose job is exclusively to deal with the Jihad: providing them with whatever resources they need and hand-delivering assignments.

Besides a number of internal training facilities (gymnasiums, weight rooms, etc.), the host government maintains a dummy airport about five miles south of Jotunheim. This airport has been built to duplicate a "typical" American airport. From time to time, the Jihad uses the mock airfield to run field exercises. Jotunheim itself has its own airfield, leading out of a hanger in the base of a mountain. The field is long enough for a cargo plane to lift off. That is the Jihad's typical mode of transport when departing on an assignment.

It is believed that
Koschei's center of operations for his world-wide communication center through which he runs his personal army of Deaders is kept here. However, as no one has penetrated Jotunheim to date, this has never been confirmed. However, since it is believed that Koschei also contributes to much of the Jihad's other technological and bio-engineering developments, it is likely that he can at least be found at Jotunheim some of the time.




Rustam (experienced)

Real Name: Unknown
Power Package:
Crusader
Group Affiliation: Jihad
Delta Points: 4
Size: 5
Pace: 9
Smarts: 3d6
Artillery: 2
Area Knowledge (home city): 2
Demolition: 2
Disguise: 1
Language (Native): 2
Language (English): 2
Medicine: 2
Survival (mountains, desert): 2
Tactics: 4
Speed: 4d6
Acrobatics: 1
Dodging: 3
Driving (personal, commercial): 2
Lockpicking (mechanical): 1
Piloting (airplane, helicopter): 1
Quick Draw: 2
Shooting: 3
Speed-Load: 2
Stealth: 3
Spirit: 3d6
Bravery: 4
Faith: 2
Leadership: 5
Perception: 3
Persuasion (Intimidation): 3
Scrutinize: 3
Search: 2
Shadowing: 2
Tracking: 1
Strength: 4d6
Climbing: 2
Fighting (Blade): 6
Running: 3
Swimming: 2
Throwing: 2

Quirks: Alert +3, Authority +3 (Jihad team leader), Brave +1, Cautious -3, Delta, Enemy -3 (various international anti-terrorist groups), Light Sleeper +1, Loyal -3, Lucky +3, Public ID, Registered, Veteran

Tricks: Bulls-Eye, First Move, Righteous Flame

Gear: Colt Python, enough ammo for two complete reloads.

Appearance: Rustam typically wears army camouflage pants and a black t-shirt. He has a mustache but is otherwise meticulously clean-shaven..

Background: Unknown - his name comes from a Persian hero of mythology. It is believed that he served in his country's military (perhaps with Agni - the two seem to have some past connection) until a sniper's bullet put him at the edge of death. Upon reviving, Rustam's power emerged. He was then recruited into the fledgling Jihad, where his overall military expertise was further augmented with training in covert operations. His ascension to the head of Jihad surprised no one.

Personality: Rustam is loyal to his country and his teammates. He lives to serve the former, and won't abandon the latter. He is a hardened military man, and realizes that terrorism is sometimes the only way. He conducts all of his operations with military precision, enforcing discipline as necessary. He is otherwise a quiet somber man, although he will seek revenge on those who act unjustly against his team or his country. He won't let it become personal, however. He merely feels that you have to make sure your enemies know that such actions won't be tolerated.

Tactics: Although a leader, Rustam is not adverse to wading in to a fight as necessary. He will typically be at the center of operations, deploying the other members of the Jihad as necessary. Through voice-activated subdermal mikes he stays in contact with his team. He will come to the aid of a teammate if necessary, but won't endanger the overall mission. He is well aware of his limits (which is why he carries a gun to augment his hand-to-hand power), and won't endanger himself.

Quote: "The time has come to learn, American, that no one is safe from the Fist of the Jihad."




Agni (starting constructed character)

Real Name: Unknown
Power Package: Hotshot (variant)
Group Affiliation: Jihad
Delta Points: 3
Size: 5
Pace: 9
Smarts: 2d6
Area Knowledge (home city): 2
Demolition: 3
Language (English): 2
Language (Native): 2
Tactics: 3
Speed: 4d6
Boating (speedboat): 2
Dodging: 3
Driving (personal): 2
Shooting: 5
Stealth: 2
Spirit: 4d6
Bravery: 2
Leadership: 2 Perception: 3
Persuasion (intimidation): 3
Scrutinize: 1
Search: 2
Shadowing: 2
Strength: 3d6
Climbing: 1
Fighting (Barehanded): 3
Running: 1
Swimming: 1
Throwing: 1

Quirks: Addiction -1 (cigarettes), Alert +3, Bad Habit -2 (snaps fingers constantly), Brave +1, Cautious -3, Delta, Enemies -5 (from Veteran - various national anti-terrorist organizations), Obligation -1 (to Rustam), Registered, Secret ID, Self-Confident +2, Wanted, Veteran

Power Quirk:Agni does not "spit" fire, but summons it by snapping his fingers. He can only create a fireball of 1d6 damage as his first action. On each subsequent action that he spends using Hotshot, the damage increases by 1d6, until it reaches the normal 5d6 damage for Hotshot after five actions spent using Hotshot. Once a battle ends, the damage "resets" back to 1d6 for the next battle. Rather than a gag impeding his powers, Agni's version of Hotshot can be nullified by restricting his ability to snap his fingers.

Tricks: Burn Baby Burn, Fast Move, Flaming Hot

Gear: Carries a Colt 2000 with a spare clip for backup, Kevlar Jacket

Appearance: Agni is a fairly non-descript looking man of Iraqi/Irani birth. An eyepatch is his most distinguishing feature. He has a mustache, no beard. He typically wears casual clothing: jeans, jacket, boots, shirt.

Background: Agni gets his name from a Arabian fire ifrit. Little is known of his background, although it is believed he served in the Iraqi or Irani army. It is there, presumably, that he met Rustam. The two are relatively close, and it is believed that Agni owes Rustam some kind of favor. When Agni turned Delta, he was used as a field operative, then eventually transferred to the Jihad at Rustam's request. Since then he has served faithfully.

Personality: Agni is a doer, not a talker. He is content to play the role of second-in-command to Rustam, and has no desire to take over the Jihad. He is reliable and a good military man.

Tactics: Set things on fire. Agni's main role is to infiltrate and then spread terror by flaming first civilians (as he summons up more powerful fireballs) and then buildings. When forced to, he will fight face-to-face with opposing Deltas. But he considers himself too valuable to waste in such a capacity if it can be avoided.

Quote: "Hell is hot. Hotter than you can imagine. Let me give you a taste."




Ravan (experienced)

Real Name: Ravan
Power Package:
Martial Artist
Group Affiliation: Jihad
Delta Points: 3
Size: 5
Pace: 10
Smarts: 3d6
Academia (Kali): 4
Area Knowledge (Delhi): 2
Demolition: 2
Gambling: 2
Language (Hindu): 2
Language (English): 2
Medicine: 2
Security: 4
Survival (jungle): 2
Survival (city): 3
Tactics: 2
Weaponsmith: 3
Speed: 5d6
Acrobatics: 5
Dodging: 4
Escaping: 2
Lockpicking (mechanical & electronic): 2
Martial Arts (barehanded): 6
Martial Arts (blade): 4
Quick Draw: 3
Sleight of Hand: 2
Stealth: 5
Spirit: 4d6
Bravery: 3
Faith (Kali): 5
Perception: 4
Persuasion (intimidation): 2
Persuasion (seduction): 1
Scrutinize: 2
Search: 3
Shadowing: 3
Streetwise: 1
Tracking: 2
Strength: 4d6
Climbing: 3
Running: 3
Swimming: 2
Throwing: 4

Quirks: Arrogant -3, Beautiful +1, Bloodthirsty -2, Contact +2 (cult of Kali in Delhi), Crazy -2 (obsessed with the "Kali-Yuga"), Death Wish -5, Delta, Destined for Greatness +5, Double-Jointed +1, Duty (to sensei), Gear +2 (knives, garrot, pickaxes), Greedy -2, Lusty -1, Public ID, Registered, Rich +4, Self-Confident +2, Sharp Ears +1

Tricks: Bulls Eye, Find Weakness, Meditation,

Gear: Garrot, Kris Knife (as a Hunting Knife), 4 Exploding Pickaxes (damage as a Machete, may be thrown and detonated as a Grenade)

Appearance: A black-haired, mustached Hindu in his mid 20's. He typically wears baggy white clothing in battle. When wining and dining, he wears nothing but the finest suits.

Background: Ravan rose to prominence in Delhi, where his birth was heralded among the local Kali cult as a fulfillment of ancient prophecy. He was trained to be the ultimate Thugee, but he soon became disgusted with the primitive cult methods. Resolving to bring the Cult of Kali into the 20th Century, he scorned their esoteric ways. Taking contracts for money, he soon acquired a rich lifestyle for himself. He also updated the cult's technology, using exploding pickaxes to bury his victims rather than in the traditional manner. However, he still has great respect for the prophecies and for Kali, and believes that he was born to fight the "Avatar of Chaos." Ravan soon sought greater challenges outside of India, and offered his services to the Jihad. He believes that through them he may fight and defeat the Avatar, and prevent the Kali-Yuga, the "Age of Chaos," from beginning.

Personality: Ravan is a fanatic, believing that the Kali-Yuga can be averted if he amasses enough corpses. When not killing people, he lives the lifestyle of the jet set, and can usually be found with a woman on his arm and a drink in his hand.

Tactics: Ravan is an assassin, plain and simple. He sneaks in, kills someone, and sneaks out. He is not adverse to sneaking in and killing lots of someones (for a thousand more years each), and his fighting skills let him do so. He is also a professional, and won't let his bloodthirst interfere with an assignment given to him by Rustam, however.

Quote: [killing another victim] "A thousand years more, oh Kali."




Koschei the Deathless

Real Name: Unknown
Power Package: Unknown (presumably Gadgeteer)

Group Affiliation: Jihad
Delta Points: 3
Size: N/A
Pace: N/A
Smarts: 2d6
No statistics or skills are given for Koschei as they are not relevant. Koschei is and should remain a mysterious never-seen figure. Opposing Deltas will only meet his Deaders, never Koschei himself.

Quirks: N/A

Tricks: N/A

Gear: 50 Deader Activation boxes, 1 Deader Control Center with world-wide range

Appearance: Unknown.

Background: Nothing is known of Koschei. It is believed he is a Gadgeteer who has created his own version of Deader technology. On the other hand, he may be a Genius using Deader technology developed by Jihad scientists. Or he may have some completely different Power. Or he may not even be a Delta at all. No one knows. It is believed that he is responsible for much of the technological expertise that the Jihad employ and have been created with. However, that is speculation. His name comes from legends of a Russian sorceror who was immortal because he kept his soul in a jewelled egg rather than in his body. This suggests some Russian connection. But it may be stage dressing intended to mislead.

Personality: As transmitted through his Deaders, harsh and brutal, almost mechanical. Then again, he is acting through Deaders and transmitting his voice through a long-distance radio. So this may also be misleading. On the other hand, he may be some kind of artificial intelligence. No one knows.

Tactics: Koschei never goes into the field. He communicates with Rustam via radio. His tactics are simple. Members of the Jihad (Ravan is usually glad to oblige) with kill a local indigent, and attach a Deader control box to the corpse. Koschei then animates it. That Deader then kills someone else, and attaches a Deader control box to that corpse. Then the two corpses go out and kill two more people...and so on, and so on. Koschei can simultaneously control up to 50 Deaders in this manner. Whatever control apparatus he uses is sufficient that each of the 50 can be individually maintained and take separate actions.

Quote: "Koschei the Deathless commands your death."




Chimera (experienced)

Real Name: Unknown
Power Package: Teleporter

Group Affiliation: Jihad
Delta Points: 3
Size: 5
Pace: 9
Smarts: 5d6
Area Knowledge (home city): 2
Disguise: 2
Etiquette: 1
Forgery: 2
Language (English): 2
Language (Native): 2
Navigation: 5
Security: 2
Tactics: 2
Speed: 3d6
Acrobatics: 2
Dodging: 5
Lockpicking (mechanical): 1
Stealth: 3
Spirit: 4d6
Bravery: 2
Mimic: 2
Perception: 3
Persuasion (bluff): 2 Persuasion (charm): 3
Scrutinize: 2
Shadowing: 2
Strength: 2d6
Climbing: 1
Running: 1
Swimming: 1

Quirks: Alert +3, Beautiful +1, Cautious -3, Delta, Glass Jaw -3, Light Sleeper +1, Registered, Secret ID

Tricks: First Move, Make an Impression, New Friend, Teleport Friend

Gear: None

Appearance: Chimera typically wears a purple shirt and leotard pants, and a simple bandana-like mask, leaving her upper head exposed. She has flowing dark-brown hair. She appears to be Caucasian, or at the least very light-skinned.

Background: Very little is known of Chimera's background. She first came to public prominence as a member of the Jihad. She apparently doesn't associate much with her other teammates, or discuss her history with them. It is believed that her power is her own, rather than a Jihad scientific augmentation.

Personality: Chimera is basically quiet and withdrawn.

Tactics: Chimera is the Jihad's combat teleporter. Her job is to get them in and out, not to engage in combat herself. She does engage in infiltration missions, so that she can catch a glimpse of areas she will be teleporting into. In those cases, she will don whatever clothing is necessary. She will avoid combat at all costs. This is perfectly okay with the rest of the Jihad, as she assures them of an emergency escape route if necessary.

Quote: "Rendezvous in ten minutes, per Rustam's orders. I'll wait 30 seconds, then move on to next coordinates."

(Notes: Yes, I know the original Chimera was in fact an infiltrator. However, there is a definite necessity for a teleporter in a terrorist group. If the Guide wants, feel free to make her a infiltrator, or have one of your player character Teleporters take the role instead to infiltrate the Jihad.)



Manticore (starting - unconstructed)

Real Name: Unknown
Power Package: Power Suit wearer
Group Affiliation: Jihad
Delta Points: None
Size: 6
Pace: 8
Smarts: 2d6
Area Knowledge (home city): 2
Language (native tongue): 2
Speed: 3d6
Shooting: 3
Spirit: 3d6
Bravery: 3
Persuasion (intimidation): 4
Scrutinize: 4
Search: 1
Shadowing: 1
Streetwise: 2
Strength: 3d6+5
Climbing: 3
Fighting (barehanded): 5
Running: 3
Throwing: 2

Quirks: Bloodthirsty -2, Delta (sorta of), Obvious, Registered, Savage -3, Secret ID, Slow as Dirt, Tough +2, Ugly

Tricks: None

Gear: Manticore Genetic Modifications, resulting in the following:
Growth: +1 to Size
Armor: 10/- (face is unprotected)
Powerful: Add +5 to Strength rolls
Grenade Launcher:: Manticore's tail contains a weapon which is in all ways identical to a Grenade Launcher
Claw Shooters: Manticore can "fire" his claws as if he is using a Colt Python. He has eight total rounds of "ammo"
Note: neither of Manticore's gun-weapons can be reloaded in the field
Dirt Slow: -2 from all Speed rolls for initiative
Ugly: -2 from all friendly persuasion rolls, +2 to hostile persuasion rolls at Guide's option
Obvious: As the -3 Quirk

Appearance: Big, orange, bestial, and ugly.

Background: Apparently the man who was genetically altered into Manticore was a Greek national and a mercenary before joining the Jihad. Little else is known of him, nor does anyone really care to find out.

Personality: Bloodthirsty, savage, and animalistic - just like his namesake. Manticore is basically a "beast" at every level, although he has been programmed to be loyal to the Jihad.

Tactics: Wade in and start killing. He has no real smarts per se, but Rustam typically points him in the right direction and lets him go. The Jihad can sometimes pass through customs and such merely as themselves, but Manticore typically gets shipped ahead in a crate, usually drugged into a near-comatose state. One or two "accidents" at airports have occurred when he woke up early. This typically serves to bolster the Jihad's reputation even more.

Quote: "*RRRgghhhh*"

(Notes: Yes, he's kinda powerful. Manticore pushes the upper envelope of Gadgeteering, and his totally beastial nature tends to balance the high Delta/power level somewhat. This is not a Gadget package I would allow a PC to have, in case you wondered.)




Badb (starting - unconstructed)

Real Name: Unknown
Power Package: Screamer
Group Affiliation: Jihad
Delta Points: 4
Size: 4
Pace: 8
Smarts: 2d6
Area Knowledge (Belfast): 2
Disguise: 1
Language (English): 2
Language (Gaelic): 2
Survival (city): 2
Speed: 3d6
Dodging: 4
Shooting: 4
Stealth: 3
Spirit: 3d6
Faith: 1
Perception: 3
Persuasion (charm): 4
Scrutinize: 2
Scrounging: 2
Shadowing: 2
Streetwise: 2
Strength: 2d6
Climbing: 1
Running: 3
Swimming: 1

Quirks: Arrogant -3, Bloodthirsty -2, Delta, Frail -3, Lucky +3, Registered, Secret ID, Young -1

Tricks: Knockdown, Make an Impression, Rattle Brain

Gear: None

Appearance: A young girl, approximately 10-12 years ago. She has red hair, green eyes, and typically wears a plain dress.

Background: The girl who was renamed "Badb" by the Jihad was an orphan in Belfast. Her powers manifested during a Protestant raid on the Catholic headquarters where her parents were keeping her. Now, however, Badb could care less about the Irish "troubles," but is glad to inflict terror and suffering such as she has felt, on whoever she encounters. She was taken in by the Jihad's scientists, and her minor powers augmented to a killing level.

Personality: Badb is a sociopath, plain and simple. She serves with the Jihad because they give her a convenient outlet for her bloodlust, and because they'll kill her if she doesn't obey them. Plus, in truth, she has nowhere else to go. The Jihad is her only real family. She really doesn't care about any of them, to the point where she would go to someone's rescue. But she doesn't mind having them around.

Tactics: Badb uses her youth and innocent appearance to get close to people...and then kill them. Swiftly and violently. She's not much of an up-front figher, and is basically a non-combatant.

Quote: "Ye can take care of me, ma'am...all the way to the grave."

(Notes: This interpretation of Badb is a bit tricky, since there is no real empathic-killing power in BNW per se, and it might be classed as an Alpha-Class Power in any case. This interpretation is somewhat closer to her original presentation, where she simply terrorized her opponents until their brains leaked out their ears with a kind of psychic overload. This version is somewhat weaker than the one that appeared in Suicide Squad. If they ever come up with a "fearmonger" type power, or I create one, Badb will probably get updated to have it. For right now, though, her powers seem to be more physically lethal than psychically troubling.)



Djinn (starting - unconstructed)

Real Name: Unknown
Power Package: Gadget/Gadget User

Group Affiliation: Jihad
Delta Points: None
Size: 6
Pace: N/A
Smarts: 2d6
Computing: 3
Language (English): 2
Security: 4
Speed: 3d6
Spirit: 3d6
Perception: 2
Persuasion (intimidation): 4
Scrutinize: 1
Strength: 5d6+2
Fighting (bare-handed): 5

Quirks: Tough

Tricks: Extra Damage, Knock Back, Knockdown

Gear: Djinn Box
All of the Djinn's powers stem from his constructed state, and the Djinn Box that maintains it. The box has a durability of 5/2, and takes 15 points of damage before being destroyed. The Djinn's powers include:
Phaser: Djinn can phase as if he were a Phaser. He cannot "phase" the Djinn Box.
Powerful: Add +2 to Strength rolls. The Djinn is also Brawny and Tough.
Electrical Attack:: The Djinn can do 5d6+5 damage, range touch, ROF: 1. The Djinn uses his fighting (barehanded) to hit with this attack, and then does this damage in lieu of using his Strength. This attack can also be used to short-circuit electrical equipment, including Power Armor. The damage is rolled against a TN, typically 10 (15 vs. Power Armor), but the Guide may alter at his discretion.
Computer Interface: The Djinn may interface with any computer he can touch.
Limited Movement: The Djinn may only move up to 20 feet from his Djinn Box.
Obvious: As the -3 Quirk
Vulnerability to Computers: If in contact with a computer, the Djinn may be counter-programmed and his actions controlled. Such an attempt requires one round, has a TN of 25, and requires that Djinn either be interacting with a computer (he can't break the interface once the attempt begins) that a Hacker can access, or that a Hacker with the Hands-On Trick be in contact with either the Djinn or his Box.
Linked to Box: If the Djinn Box is destroyed or shut down, so is the Djinn.

Appearance: The Djinn appears as the upper torso, arms, and head of a large Arabian man with an eyepatch.

Background: The Djinn is the first "digitalized man." Jihad scientists took the engrams of a volunteer and programmed them into the Djinn Box. The Djinn Box then exudes an electromagnetic protoplasm, giving the Djinn semi-solid form.

Personality: Not much. The Djinn likes to play the role of a "real" Arabian djinn out of the Arabian Nights (laughing boisterously), but otherwise basically does what he is programmed to do. Any personality the original, unknown volunteer had seems to have been erased during the transfer process.

Tactics: The Djinn is typically dropped off somewhere that its electrical abilities can be put to good use - killing electric plant workers, causing power outages, disrupting television transmissions, etc. He has no preferred attack, and is as just as glad to fry someone as rip them apart.

Quote: "I HAVE BEEN SUMMONED FORTH! I MUST DESTROY!"

(Note: Yes, the Djinn is fairly powerful...but fairly limited. He's also not a Delta.)



Jaculi (starting constructed character)

Real Name: Unknown
Power Package: Speedster
Group Affiliation: Jihad
Delta Points: 3
Size: 5
Pace: 10
Smarts: 2d6
Area Knowledge (native desert): 2
Gambling: 2
Language (native): 2
Navigation: 1
Tactics: 1
Speed: 5d6
Dodging: 4
Martial Arts (barehanded): 2
Martial Arts (blade): 4
Martial Arts (club): 2
Riding: 2
Stealth: 2
Spirit: 2d6
Bravery: 2
Faith: 2
Perception: 1
Persuasion (intimidation): 1
Persuasion (seduction): 1
Scrutinize: 1
Search: 1
Tracking: 1
Strength: 3d6
Climbing: 1
Running: 5
Throwing: 5

Quirks: Arrogant -3, Beautiful +1, Delta, Gear +2 (javelins), Glass Jaw 3, Impulsive -3, Public ID, Self-Confident +2, Sense of Direction +1, Registered

Tricks: Burst of Speed, Extra Damage, Knockdown

Gear: Expandible, Exploding Javelins (Defense Bonus +2, Quickness 2, Damage Strength +5, can also be thrown and explode as a Grenade)

Appearance: See picture. Jaculi wears loose pants and boots, and goes bare-chested. He has long flowing black hair and is quite handsome. He wears a bandolier which holds up to four of his expandible javelins at a time.

Background: The youth now known as Jaculi was almost killed in a sandstorm, but manifested as a Delta instead. His "Speedster" power was actually less powerful than average, but he was taken in by the Jihad and their scientists augmented his abilities to "normal" Speedster levels. In return for money and fancy lodgings, the youth now works for the Jihad.

Personality: Jaculi is not quite a youth (he's currently about 19), but he has all the arrogance of one. He's cocky, arrogant, and has an eye for the ladies. Still, he obeys Rustam because he knows the Jihad is his route to power.

Tactics: Speed in, kill, speed out. Use explosives as necessary. Jaculi likes to perpetuate the myth that he is as untouchable as the wind, the better to spread terror among a target populace.

Quote: "Could you catch the sirocco? No? Then why do you expect to catch me?"

(Notes: Ironically, this Jaculi ends up more powerful than the comic book version. There was no real way to "depower" him down to his comic book level (where he could only run in 3-second bursts) without making him a non-viable Delta and invoke all kinds of awkward game mechanics.)



Piscator (starting constructed character)

Real Name: Unknown
Power Package: Aquarian
Group Affiliation: Independent Contractor
Delta Points: 3
Size: 5
Pace: 9
Smarts: 2d6
Academia (Ancient Rome): 2
Area Knowledge (Mediterranean): 2
Language (English): 2
Navigation: 2
Tactics: 2
Speed: 4d6
Dodging: 4
Quick draw: 2
Stealth: 2
Spirit: 2d6
Bravery: 2
Perception: 2
Persuasion (intimidation): 2
Scrutinize: 1
Search: 1
Strength: 4d6
Climbing: 1
Fighting (bare-handed); 3
Fighting (blade): 4
Fighting (net): 3
Swimming: 3

Quirks: Addiction -3 (exclusively water breather), Alert +3, Arrogant -3, Brawny +3, Cautious -3, Delta, Double-Jointed +1, Secret ID, Sense of Direction +1, Tough +2, Ugly -1, Unregistered

Tricks: Bull's Eye, Entangle, First Move

Gear:
Armored Vest (5/-)
Trident (Defense Bonus +2, Quickness 2, Damage Strength +5)
Sword
Net

Powers:
Fast Swimmer: +20 to Swimming Pace
Night Vision: Can see normally in the dark
Water Breathing

Appearance: A large Caucasian-appearing man. He typically wears golden metallic trunks, shoulder harness, and helmet. He has a white mesh covering over his mouth. Unlike a normal Aquarian, Piscator has rather large visible gills running up his rib cage, covered by large flaps of skin. Without the helmet, Piscator has black hair, is clean-shaven, and has green eyes.

Background: Piscator is presumably an Aquarian, although he bears little resemblence to the "normal" Aquarian. He has normal-colored skin and facial features, but his gills are far more visible and he is purely a water-breathing individual. He is based out of the Mediterranean area, but the Aquarians around there aren't talking. It is suspected he may be a genetic freak among their kind and an outcast.

Whatever his early history, Piscator has come to fame as a mercenary. He hires his services to any who want them. However, he is on retainer with the Jihad. Many of their missions do not require an aquatic-based Delta. Thus, they never have scientifically crafted a water-breather, or otherwise employ one. However, when the need arises they call upon Piscator to work for them.

Personality: Piscator considers himself a modern-day gladiator, and seems to have a fascination with ancient Rome. However, he represents the more barbaric, brutal gladiators. He has no code of honor, and will do whatever it takes to win. Outside of combat missions, he does not interact with the Jihad, or as far as is known, anyone else. An outcast among a race of outcasts, he is the ultimate loner, finding solace only in the past.

Tactics: Remain underwater and strike unseen. He has sunk many boats and drowned tourists and anyone else on the water as the need arises. Given his inability to breathe air for any period of time, he will typically try to lure an opponent beneath the water, or lure them close enough that he can use his net to drag them down.

Quote: "You may consider yourself superior in the realm of the air, but let us see how you do in my domain."




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