TEXT: WILD CARDS - SCARE SHEETS
  1
  	
  THE RIGHTEOUS DJINN
  SCARE ShEEt: thE RIghtEouS DjInn
  hIStoRy
  The Righteous Djinn’s origins are largely obscure. He 
  comes from somewhere in the Middle East and speaks with 
  the accent of a peasant.
  The Djinn has a full, thick black beard and grey eyes. His 
  personal banner is blood red with a yellow crescent moon 
  and an eight pointed-star formed of scimitar blades.
  He has no personal life, living merely to serve as a weapon 
  of the Caliphate.
  The Djinn falls to Drummer Boy’s sonic assault in the third 
  battle of the Aswan conflict.
  PERSonAlIty
  The Righteous Djinn is fierce, unrelenting, and cruel. He 
  is utterly devoted to the Caliph, but it should be noted that 
  this means the office. He is not attached to the particular 
  person holding the office. He is not well-educated, disdain-
  ing modern mores.
  PowERS & AbIlItIES
  The Righteous Djinn can absorb the powers of other aces by 
  touching them. The transference is fast (less than a minute), 
  but a passing, casual touch is not sufficient. The Djinn must 
  will the absorption to take place and maintain unbroken 
  concentration during that time. As the transference takes 
  place a number of dark, smoky tendrils waft from his victim, 
  wreathing the Djinn. Once it’s completed, the drained ace’s 
  body is dry, gray, and shriveled, crumbling into dust if force 
  is applied to it. The powers he’s absorbed are listed here, as 
  close as possible to the order in which they were acquired:
  1. With physical contact, the Righteous Djinn can force a 
  sense of warmth, well-being, and weakness onto a vic-
  tim, rendering the victim helpless long enough for his 
  draining power to take effect. It’s not known what ace the 
  Djinn stole this power from.
  2. Armed with the ability to cause lethargy, he gained 
  superstrength from Sharon Cream, the Israeli ace who 
  was the strongest woman in the world.
  Sir,
  In the Egyptian matter, there are three factions to consider: the Ikhlas al-Din informal civilian militia, the regular Egyptian 
  Army, and the Army of the Caliphate. Distinctions between the groups are not clear-cut. For instance, there is no doubt 
  the Ikhlas al-Din militia operated with at least the tacit approval and probably the clandestine support of the Egyptian 
  government, carrying out genocidal anti-joker policies the regime didn’t dare to air openly.
  Similarly obscure are the origins of the Caliphate’s most powerful ace, the Righteous Djinn, who could be compared to 
  the Radical (Tom Weathers) in terms of potency.
  Fortunately for the jokers of Egypt, Fortune’s rag-tag band of aces were able to prevail, though not without 
  experiencing grievous losses, and the jokers who survived the deadly march to southern Egypt found a new homeland 
  in what’s now known as Old Egypt.
  Sincerely,
  Jamal Norwood
  SCARE operative
  
  2
  WILD CARDS - SCARE SHEETS
  	
  THE RIGHTEOUS DJINN
  3. Sayyid, the crippled giant who was once the Nur’s best 
  friend, always struggled to support the weight of his 
  gigantic body. In the 1980s an American ace shattered 
  both his legs and he never walked again. Reinforced with 
  Sharon Cream’s strength, the Djinn could support 
  Sayyid’s gigantic form without effort. The Djinn 
  stood thirty-five feet tall at Sayyid’s funeral, but 
  can grow as tall as sixty feet.
  4. Soon after Egypt joined the Caliphate, several 
  of the old Port Said aces disappeared myste-
  riously, among them Khôf, who looked 
  like death incarnate and had the abil-
  ity to cast a pall of fear over multiple 
  minds. Another power gained at 
  this time is the ability to regenerate 
  wounds with concentration.
  5. The ability to change into a raging 
  sand storm was gained when he 
  killed Simoon in the third Battle of 
  Aswan. He can also partially trans-
  form, making his body as insubstantial 
  as the wind but keeping his form.
  AllIES
  The Caliphate (both the people and 
  officials) can be counted on to 
  help the Djinn if necessary. He 
  thought his fellow Caliphate ace 
  Bahir was an ally, and died without 
  discovering Bahir was also secretly 
  his enemy Lilith.
  EnEmIES
  The Caliphate’s enemies are the Righteous 
  Djinn’s as well, especially Lilith, whose assas-
  sination of the Nur the Djinn couldn’t prevent.
  IkhlAS Al-DIn
  Ikhlas al-Din, Egypt’s fundamentalist Muslim 
  anti-wild card civilian militia, sprang up after 
  rumors that the joker terrorist group the Twisted 
  Fists had assassinated the Nur. (The assassin was actually 
  Noel Matthews, who started the rumors to cover his British 
  intelligence tracks.) They believe jokers to be abominations, 
  sinners punished by Allah, and the religion of the Egyptian 
  jokers, the Old Religion of the Living Gods, blasphemous. 
  A typical quote from of their followers: “You bow down 
  to the Monsters accursed of Allah, and our Caliph’s 
  holy blood is on your hands.”
  Every member of the militia wears a green and 
  black keffiyeh.
  The political arm of the Ikhlas al-Din is swept 
  to victory in the Egyptian elections, partly 
  on its promise to drive the Living 
  Gods and their worshipers from the 
  cities and towns of Egypt. They’re 
  successful, but most of the jokers 
  survive the expulsions. The jok-
  ers’s leaders, among them Sobek the 
  crocodile, Horus (an ex-officer of the 
  Egyptian Air Force who has wings too 
  weak to allow him to fly), and Tawaret 
  the hippopotamus goddess, decide to 
  lead the jokers away to Upper Egypt.
  The militia harasses the refugees all 
  the way south, raiding their camps, 
  picking off stragglers, burning vil-
  lages and poisoning wells along the 
  way to deny them food and supplies. John 
  Fortune and his allies alleviate the carnage as 
  best they can but can’t stop it.
  thE EgyPtIAn ARmy
  The formal Egyptian Army, relatively 
  well-equipped and well-trained, joins 
  the Ikhlas al-Din in the final stages of 
  herding the jokers southwards. Once 
  the refugees have nowhere left to retreat, 
  the Army presses the attack at Aswan.
  Everyone (Fortune, his aces, the 
  Living Gods, and the poorly armed 
  jokers) plays a role in the Egyptian 
  Army’s defeat, but Simoon and Earth Witch particularly 
  distinguish themselves. Simoon’s windstorm sweeps the 
  Egyptian troops into disarray and knocks their attack heli-
  copters from the sky. Earth Witch opens up huge cracks in 
  the ground that consume a significant percentage of the 
  Egyptian forces.
  Name: Unknown
  WC Name: The Righteous Djin
  Occupation: Living weapon
  WC Status: Ace
  Base: The Caliphate
  Ethnicity: Unknown
  
  WILD CARDS - SCARE SHEETS
  3
  	
  THE RIGHTEOUS DJINN
  When the day’s over the Egyptian Army is broken. But the 
  Righteous Djinn and the Army of the Caliphate are only 30 
  miles to the north, and approaching fast.
  thE ARmy of thE CAlIPhAtE
  The Nur al-Allah is born in the late 1940s in Syria. He starts 
  a fundamental Islamic sect he uses as a base upon which to 
  build his political power. He envision the return of a caliph-
  ate extending through the Arabian Peninsula, the Middle 
  East, and northern Africa. By the early 1980s he rules all of 
  what was once known as Syria, as well as parts of Jordan and 
  Saudi Arabia. He gains more ground over the ensuing years, 
  but is ultimately assassinated by the British intelligence agent 
  Noel Matthews (in his Lilith guise). Subsequent rumors 
  (started by Matthews) that the Twisted Fist joker terrorist 
  group was responsible for the killing initiate the genocide of 
  the Egyptian joker population.
  After the Nur’s death the Caliphate is ruled by his son, 
  Abdul-Alim, impolitely if accurately known as Abdul the 
  Idiot. He commits Caliphate troops to the purge of the 
  Egyptian jokers, and they join the Ikhlas al-Din for the sec-
  ond and third Aswan battles.
  The first of these confrontations takes place a few days after 
  the defeat of the Egyptian Army, as the Caliphate forces 
  attempt to overwhelm the defenders. Fortune’s forces stop 
  the attack but the Aswan Low Dam is breached. Although 
  the Caliphate army is stopped from crossing the Nile and 
  reaching the joker camp, the ace known as Hardhat is 
  washed away by the surging waters and is never seen again. 
  Earth Witch is wounded and cannot take part in the cli-
  mactic battle afterwards.
  Fortune’s forces are augmented by the unexpected arrival 
  of Drummer Boy, who eventually plays a central role in the 
  Righteous Djinn’s defeat. Virtually all the aces and a num-
  ber of jokers face-off against the Djinn, Simoon sacrificing 
  her life in an attempt to bring him down. Drummer Boy’s 
  sonic powers eventually prove more potent than the Djinn’s 
  stolen ones, and the Djinn’s unexpected death sets the 
  Army of the Caliphate fleeing in terror.
  After Matthews (in his Bahir guise) rescues the U.N. 
  Secretary-General, who’d been held in “protective custody” 
  by Caliph Abdul-Alim, the Caliph suffers a fate identical to 
  that of his father, and an older, more conservative, man is 
  elevated to the title of Caliph.
  POWERS
  Draining Grasp: Grab-based Affliction 14 (Resisted and Over-
  come by Will; Dazed, Stunned, Incapacitated, Dead), Con-
  centration, Extra Condition (fourth-degree), Limited to one 
  degree per failed check) • 14 points
  Giant: Growth 12, Permanent • 24 points
  Stolen Powers: Variable 6 (30 points), Free Action, Limited to 
  aces he has drained • 48 points
  Colossus: Growth 4, Stacks with Growth (8 points)
  Healing: Regeneration 10, Sustained (10 points)
  Sandstorm: Burst Area Damage 10 (sand blasting), Insub-
  stantial 2 (gaseous) (30 points)
  Terror: Visual Area Affliction 11 (Resisted and Overcome by 
  Will; Dazed, Defenseless, Incapacitated) (22 points)
  thE RIghtEouS DjInn 
  PowER lEvEl 11
  StREngth
  StAmInA
  AgIlIty
  DEXtERIty
  fIghtIng
  IntEllECt
  AwAREnESS
  PRESEnCE
  12/16*
  12/16*
  0
  1
  6
  0
  0
  1
  SKILLS 
  Expertise: Military 4 (+4), Intimidation 4 (+5/+13*), Perception 
  2 (+2), Ranged Combat: Guns 33 (+4), Stealth 4 (+4/–12*)
  ADvANTAGES 
  Benefit 2 (Caliphate ace), Fast Grab
  OffENSE 
  INITIATIvE +0
  Unarmed +6
  Close, Damage 12/16*
  DEfENSE 
  Dodge
  0/–2*
  fortitude
  12/16*
  Parry
  0/–2*
  Toughness
  12/16*
  Will
  6
  *At full Growth
  COmPLICATIONS 
  motivation—Responsibility: The Djinn enjoys using his pow-
  ers and taking new powers from other aces, but always at the 
  direction of the Caliph and in the interests of the Caliphate.
  Overconfidence: Entering the final Battle of Aswan, the Righteous 
  Djinn had never been defeated in open combat. He had no reason 
  to think that battle would be any different, and acted accordingly.
  Abilities 16 + Powers 86 + Advantages 3 + Skills 9 + Defenses 
  12 = 126
  
  4
  WILD CARDS - SCARE SHEETS
  	
  THE RIGHTEOUS DJINN
  CREDItS & lICEnSE
  OPEN GAmE LICENSE version 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz-
  ards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright 
  and/or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted materi-
  al including derivative works and translations (including into 
  other computer languages), potation, modification, correc-
  tion, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be 
  recast, transformed or adapted; (c) “Distribute” means to re-
  produce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” 
  means the game mechanic and includes the methods, proce-
  dures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over 
  the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, the-
  matic elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or reg-
  istered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes 
  the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contrib-
  utor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Ma-
  terial of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that 
  you Use. No terms may be added to or subtracted from this Li-
  cense except as described by the License itself. No other terms 
  or conditions may be applied to any Open Game Content dis-
  tributed using this License.
  3. Offer and Acceptance: By Using the Open Game Con-
  tent You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agree-
  ing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed 
  by this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright hold-
  er’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agree-
  ment with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with 
  a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall re-
  tain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content 
  You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distrib-
  ute any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of 
  this License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any Con-
  tributor unless You have written permission from the Contrib-
  utor to do so.
  12. Inability to Comply: If it is impossible for You to com-
  ply with any of the terms of this License with respect to some 
  or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatical-
  ly if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc. 
  System Reference Document, Copyright 2000, Wizards of the 
  Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax 
  and Dave Arneson. 
  Modern System Reference Document, Copyright 2002-2004, 
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff 
  Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, 
  and JD Wiker, based on material by Jonathan Tweet, 
  Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and 
  JD Wiker. 
  Mutants & Masterminds, Copyright 2002, Green Ronin 
  Publishing; Author Steve Kenson. 
  Advanced Player’s Manual, Copyright 2005, Green Ronin 
  Publishing, LLC; Author Skip Williams. 
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, 
  Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff 
  Mackintosh, Jesse Scoble. 
  Mutants & Masterminds, Second Edition, Copyright 2005, 
  Green Ronin Publishing, LLC; Author Steve Kenson. 
  DC Adventures Hero’s Handbook, Copyright 2010, Green 
  Ronin Publishing, LLC; Author Steve Kenson. 
  Mutants & Masterminds Hero’s Handbook, Copyright 2011, 
  Green Ronin Publishing, LLC; Author Steve Kenson.
  Wild Cards Campaign Setting, Copyright 2008, Green Ronin 
  Publishing; Authors John Jos. Miller and Steve Kenson.
  Wildcards SCARE Sheet #3: The Righteous Djinn, Copyright 
  2013, Green Ronin Publishing; Authors John Jos. Miller 
  and Steve Kenson.
  Wild Cards - SCARE Sheets #4: The Righteous Djinn
  Writing and Design: John Jos. Miller and Steve Kenson
  Development: Jon Leitheusser
  Original Character Creation: Kevin Andrew Murphy
  Editing: Spike Y Jones
  Art Direction: Pauline Benney
  Graphic Design: Hal Mangold
  Interior Art: Sean Izaakse
  Publisher: Chris Pramas
  Green Ronin Staff: Pauline Benney, Bill Bodden, Joe Carriker, Steve 
  Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Jack Norris, 
  Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz
  Wildcards SCARE Sheet #4: The Righteous Djinn is ©2013 Green Ronin 
  Publishing, LLC. All rights reserved. References to other copyrighted 
  material in no way constitute a challenge to the respective copyright 
  holders of that material. Mutants & Masterminds, Super-powered by 
  M&M, Green Ronin, and their associated logos are trademarks of 
  Green Ronin Publishing, LLC.
  The following is designated as Product Identity, in accordance with 
  Section 1(e) of the Open Game License, Version 1.0a: hero points, power 
  points. All characters and their associated images, descriptions, back-
  grounds, and related information are declared Product Identity.
  The following text is Open Gaming Content: all game system rules and 
  material not previously declared Product Identity.
  Green Ronin Publishing
  3815 S. Othello St., Suite 100 #304
  Seattle, WA 98118
  Email: custserv@greenronin.com
  Web Sites: www.greenronin.com
  www.mutantsandmasterminds.com
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Wildcards SCAREsheets/[GRR 9604e] Righteous Djinn.pdf