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Author Topic: Smoking Sulfur(Fandom: X-Men)[Light: Exotic]  (Read 771 times)

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Offline JagTopic starter

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Smoking Sulfur(Fandom: X-Men)[Light: Exotic]
« on: July 27, 2012, 03:23:56 pm »

When the leader of the Ifrit tribe is banished as punishment for crimes that exceed their rules, a new leader steps up to govern the largest tribe of Djinn on the 'bad luck' side. His goal is to not only upset the balance of good and bad in the world, but he intends to convert (by force, if necessary) all the Djinn of the remaining good tribes to his side. This is no easy task, but he knows once the balance of good and bad is thrown off balance far enough, they will have no choice but to join him.

In the past, the evil tribes have used casinos to inflict bad 'luck' upon humans to gain strength. This isn't good enough anymore. The new leader realizes that if he wants complete control, he will need to do more than give a little bad luck. He intends to start with something big. Something that has happened in the past and failed other Ifrit leaders. He intends to crash the stock market and then the banks of the world. To throw the world into a new economic depression. Because when humans are economically in the bad, they tend to be bad overall.

To accomplish this, he needs to ally himself with people who are more technologically advanced than his people. He goes so far as to do the one thing the Djinn hates the most. To be bottled and placed in the service of a human. Much to his own good luck, the human who finds and frees him happens to be a Gamma-Level Mutant with a grudge against the world. The Djinn reveals himself for what he is, evil desires, and all. He promises to punish the normal humans for their mistreatment of the mutant kind in exchange for access to the places he needs. By going this route (being the 'slave' of a human), the Djinn does not break any real laws among their kind. No matter what sort of manipulation is used to make the mutant wish the things he does, the fact is that the human wished for it, and the Djinn must grant it.

While these dealings go unnoticed to the normal, human population, they do not go unnoticed by the mutants and Djinn of the world. Both sides see the threat happening, but do not realize that the other is involved. Save for one mutant. Charles Xavier. He knows of the existence of Djinn and is on rather good terms with the leader of the Good Djinn. He asks for their help in the situation and is sent one of their elder members and younger members. The younger Djinn is a halfbreed and niece (or nephew) to the elder one. The younger is their apprentice and their powers have only recently emerged.

While at Xavier's institute, the young Djinn is told to walk around and get familiar with the setting since they will likely be there a bit while Xavier and the elder Djinn discuss the situation. It doesn't take long for a familiar, and comforting, scent to catch the Djinn's nose. It's the smell of sulfur and flameless smoke. The very things they owe their kind's existence to.

Following the scent, they come upon a rather strange sight (even for them). A blue-skinned demon doing acrobatic tricks in a tree for some young mutants entertainment. Not only does he move with great agility, but every so often a strange noise that can only be described as 'BAMF' fills the area along with the smell of sulfur as the demon appears in a new location in the tree.

At first, the Djinn mistakes the blue mutant to be an ancient Djinn since her/his uncle tells stories of how Djinn looked in the past, but breeding with humans for so long has made them more human-like. This causes the Djinn to berate the mutant after the children leave for using his magic so frivolously.



Notes on Djinn

 ✴︎There are three fractions of Djinn. Those of Good Luck, those of Bad Luck, and the governing Djinn between the two are neutral.
 ✴︎Djinn are not "good" or "evil" in the traditional sense. They are different sides of the balance. Sort of like how Fae cannot be good or evil. They simply exist as they are meant to exist. A Djinn doesn't make decisions based on whether something is right or wrong, they make it based on what makes sense for the situation and their alignment.
 ✴︎Djinn can have different natural skin tones. They can appear human or they can appear in more jewel type tones. Blue Djinn are ancient beings who are thought to no longer exist and were the original neutral tribe.
 ✴︎Djinn can be captured. If they purposefully enclose themselves in a space (such as a bottle or jar) and a human released them, they are indebted to that human for three wishes. They can also be forced into bottles or jars as well.
 ✴︎Djinn have no limits to what can be wished for. Good luck Djinn will try their best to ensure the wishes are granted without negative effects, but they cannot always prevent long term effects of wishes. Bad luck Djinn will actively try to make the human suffer and make their wishes faster to get free.
 ✴︎Djinn are not mutants. They use magic that is not wholly accessible to humans, though humans like Doctor Strange are arguably very similar to them.[/li][/list]
 ✴︎The Djinn, like most magical beings, hate salt but also fear iron and steel.
 ✴︎They enjoy telling stories, and are able to be pacified or lured in by exciting tales of suspense. They can be convinced into inaction by the promise of a good story.
 ✴︎Djinn are not fond of cold climates. They like warm spaces and are fond of the smell of smoke, fire, and sulfur.
 ✴︎Some of the Djinn's abilities include:
     ✶Hallucinogenic Touch - The Djinns' main ability. By touching someone, they can induce a series of delusions on the mind of their target, typically causing them to enter in an unconscious, dream-like state. Inside it, a person can re-live their deepest dreams and desires, over and over again, akin to an endless loop. These delusions can also be induced in a more mild fashion, leaving the person awake, but at the risk of having them break on a mental level due to the mix of reality and illusion. There is also an offshoot race of Djinns, who when inducing the delusions, trap people in a dream world of their greatest fears, and feed off it. When touching their targets, they usually leave a blue mark in the shape of a handprint on the victim.
     ✶Shapeshifting - Djinns can change their form to pass as humans.
     ✶Telepathy - They can read people's minds and learn their greatest desires or fears
     ✶Super Strength - Djinns are notably stronger than humans, able to easily overpower them. Even a teenage Djinn is able to overpower a grown man.
     ✶Super Speed - Djinns can move incredibly fast, able to suddenly appear and ambush others.
     ✶Super Senses - A particular type of Djinn that feeds on fear instead of human blood, can smell human fear and can track their prey by following their scent.
     ✶Super Agility - Djinns are more agile than humans.
     ✶Wish Granting - the power to grant Wishes is a Variation of reality magic. The user can grant wishes of others or oneself, manifesting the desires of others and themselves into reality and make their wildest dreams come true. Wishes can come with disastrous consequences despite the human and Djinn's best efforts to prevent it.
     ✶Immortality - Djinns possess an incredibly long lifespan, making them seem immortal. However, the more a Djinn uses their powers, the shorter their life will be. A young Djinn can easily drain themselves into non-existence. An intelligent Djinn can live several thousand years if they are careful.

Notes about Nightcrawler

 ✺We will not be following any specific canon storyline.
 ✺Kurt is the son of Mystique and Azazel.
 ✺I prefer the X2 and Apocalypse/Dark Phoenix Nightcrawlers. I'm willing to play either. We can use the movie storylines as a starting point for how Kurt got to the Institute to begin with, but we won't be following the movie stories.
 ✺Kurt is anywhere from 18-35 for the game, just depends on which Kurt we decide to go with (older Alan Cumming Kurt or younger Kodi Smit-McPhee Kurt).
 ✺Kurt is furry. Yes, these versions of him show him as having scared skin and that's fine. Instead, he is covered in superfine fur. Like peach fuzz. So yes, he still has the scars, but touching him does have that soft, tiny fur feel.

Game Notes

 ☀︎I am willing to play Nightcrawler or the Djinn.
 ☀︎Romance and smut are not the focus, but can be involved. The main basis for the story is just fun, adventure, and drama.
 ☀︎Story can range from Light to Light: Exotic. Not willing to go beyond that. No kinky Kurt.
 ☀︎I am a slow poster. I can go a few weeks or more between replies. If you lose interest in stories fast or expect once a week replies, I'm not the partner for you.
 ☀︎I am slow to respond to PMs too. Just because I'm online, doesn't mean I'm going to message you or reply to you. I pop on during work hours just to lurk.
 ☀︎I love X-Men, but I am not a fountain of knowledge on them. If you're a stickler for Marvel lore, I'm not the partner for you.
 ☀︎Gender of Djinn character is unimportant. Male, female, non-binary, intersex...doesn't matter. Pick what you would like.


☛PM me with interest!
« Last Edit: August 09, 2020, 07:13:14 pm by Jag »

Offline JagTopic starter

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Re: Smoking Sulfur (M/F or M/M) (Fandom)
« Reply #1 on: July 27, 2012, 05:17:47 pm »
I suppose I should add in that I am willing to let other people play the Djinn even if I have not gamed with them, I will just be more inclined to let someone else play the Djinn if they have other games and an O/O page for me to look at. I would love to play Nightcrawler.

Offline Saku

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Oh. My. God. I would love to try out this plot as Nightcrawler!
« Last Edit: July 28, 2012, 09:53:28 am by Saku »

Offline JagTopic starter

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Re: Smoking Sulfur (Canon M/OC F or Canon M/OC M) (Fandom)[Light: Exotic]
« Reply #3 on: March 24, 2013, 04:38:34 pm »
Added another plot bunny.

Offline JagTopic starter

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Re: Smoking Sulfur(Fandom: X-Men)[Light: Exotic]
« Reply #4 on: August 09, 2020, 07:13:57 pm »
Massively updated. O_O

New plot and information.