Naseem the Genie
Naseem is an ancient spirit and creature of magic from the deserts of Iran. He has survived the wars that appear to have destroyed his kindred, mostly by the virtue of the Gem he calls home having been lost during their disappearance. When he last walked among men, The muslims and Zorastrians were at war, and the genies were in the thick of things. Naseem is a devoted Zorastrian, though that may just be the after affects of a previous master's command.
The gem he lives in was found by a Jew who immigrated to Israel a year ago. The man was shocked to discover Naseem living the the gem, and the jewel ended up in the hands of the zionists, who have used Naseem as a secret weapon.
Note: Naseem has something of a leaky memory, and it takes him a moment to remember how to do things he hasn't done for a while (This is where modular abilites comes from).
710+21+1151-50+49+109+ 10 unspent =2000
Code:
Attributes [710]
ST 10 [0]
DX 15 [100]
IQ 17 [140]
HT 10 [0]
HP 10 [0]
Will 20 [15]
Per 15[-10]
FP 10 [0]
ER 150 [450]
Speed 7 [15]
Move 7 [0]
Languages and Cultures [21]
Persian [0]
Greek [6]
Egyptian [6]
English [4]
Hebrew [4]
cultures
Persian [0]
Modern [1]
Advantages [1151]
Insubstantial (affects substantial +100%, native insubstantial,magic -10%) [144]
Magery 10 [105]
Unkillable 2 [100]
Extreme regeneration (+100% ER, -10% magic) [285]
Modular Abilities 10 (Reduced Time +20%) [120]
Compartmentalized mind +4 [200]
Magic Resistance 5 [25]
Mana Enhancer 1 [50]
Unaging [15]
Immune to Metabolic Hazards [30]
Regrowth [10]
Handsome (Impressive +3) [12]
Absolute Direction [10]
Photographic Memory [10]
High Pain Tolerance [10]
Ambidexterity [5]
Doesn't Breathe [20]
Unfazable [15]
Indominable [15]
Disadvantages [-50]
Reprogramable [-10]
Dependency (Gem, Weekly) [-40]
skills [49]
Innate Attack (Projectile) E DX -17 [4]
Body Sense H DX -16 [8]
Brawling A DX -17 [8]
Thaumology VH IQ+M -27 [8]
teleport VH IQ + M -26 [4]
teleport other VH IQ+M -26 [4]
Wrestling DX A 15 [2]
Detect Lies Per H 15 [4]
History(Ancient Persia) IQ H 15 [1]
Theology(Zorastransim) IQ H 15 [1]
Diplomacy IQ H 16 [2]
Tactics IQ H 15 [1]
Poetry IQ A 16 [1]
Saviore Faire IQ E 17 [1]
Spell List (1 point each) [109]
A couple of issues come up with magic and modular abilites:
1) does number of spells on count for the mage or for each compartment? (This is a tossup, I have no idea)
2) can a spell be maintained when it isn't known, but was known when cast? (I would say yes, based on the mechanics for 'steal spell', but its your call)