Solaris RPG
Creature Name:
Ifrit
Classification:
Normal
Available Forces:
Demi, Fauna, Fire, Ice, Lightning, Stone, Sylphid, Water
Available Levels:
25-40
Area(s) Located:
Any

Health:
45
Hit:
6.5
Dodge:
3.6
Body:
.5
Mind:
.5
Spirit:
17.5
Ifrits are made of energy. They technically have no physical body, however the way they cause their element to come together to form its corporal form does make it vulnerable to physical attacks, though magic of opposing elements does deal far more damage.

Being a being made purely of energy, it possesses a limited ability to polymorph its physical form. Not being overly intelligent, their form is usually a gaseous cloud, humanoid, or of a shape it is familiar with, such as an animal it regularly sees. More intelligent ifrits have been reported to actually craft weapon-like limbs like swords of their energy type.

If an ifrit is slain, it loses its physical form as well as the metaphysical grasp of the energy which made it up. Therefore, the energy of the ifrit will simply wisp away, like a partially cast spell. There are no physical remains of a deceased ifrit, neither can it have any physical possessions, for all material objects kept on them would completely be deformed or dissolved by the corrosive energies within the course of a few hours.

The origins of the ifrit have never been officially discovered, however many scholars of old believe in similar theories. The BTM are believed to have created the elemental forces and other forces on Solaris. Some believe that they as well, whether intentionally or not, created the creatures known as ifrits.

These “elemental beings” have been around for as long as anyone can remember, and apparently outlived the Flux. Their saving grace may have come from Krauser Killener’s attempt to rescue as much life in the Book of Solaris, or it may have been that ifrits could very well be part of the structure of Solaris itself.

The habitats of the ifrits are as varied as their types. Listed below are likely places to find each type of ifrit. Fire ifrits are usually found in warmer climates: mountainous regions with active volcanoes; deep, warm caverns; and desert areas. Thunder ifrits are usually found in more open terrains: mountain tops; open plains; and beaches. Sylphid ifrits are usually found in more open terrains or areas of stormy conditions: valleys; beaches; and open plains. Ice ifrits are usually found in colder climates: mountain tops; deep, cold caverns; and occasionally are nocturnal in other areas. Water ifrits are usually found in aquatic regions: beaches; oceans; lakes; and rivers. Fauna ifrits are usually found in areas of rampant wildlife: forests; open plains; and mountains. Stone ifrits are unique in that they are found in almost all areas of Solaris, except for the possible exception of on the surface of the ocean far from land. Demi ifrits are very rare and are usually only spotted near areas of natural or supernatural special anomalies. Very rarely are they also found extremely deep within the crust of the planet, where the gravity seems higher. Let it be known that any ifrit can be found in any area, however, ifrits usually stay where their element is strongest, listed above.

Ifrits have no reason to fight other than self preservation. Never has there been a reported instance of an ifrit acting against any creature. Some ifrits will run at any sign of hostility and fight only if absolutely necessary – these are classified as pacifists. Other ifrits will face a threatening opponent – these are classified as aggressive.

Ifrit’s fighting styles differ greatly, but you can expect to run into magical attacks more than physical attacks. An ifrit will manipulate its energy makeup as well as the energy of its surroundings against an opponent and will also use its limbs to make slamming attacks.

Clever ifrits will be able to use its limited polymorphing abilities to attack or run from an aggressor. For example: a fire ifrit may change into the form of a small bonfire, or a stone ifrit may make itself to look like a stone wall. Again, ifrits are instinctive creatures and rarely use extremely sophisticated strategies for running or fighting.

Ifrits generally make awful pets. Their corrosive makeup that will destroy physical objects that it attempts to keep can cause problems to its master unless he or she has the favored element identical to the ifrit’s natural element. Some are not smart enough to take orders from a master. Also, even very strong ifrits can become very weak it taken to an area where its natural element is barely present. Sometimes, warriors can become emotionally attached to specific ifrits, for example on that has learned to turn itself into a cute kitten. Ifrits as pets are mostly for show and not advised as a combat-heavy pet.

Ifrits are made up of the energy of the planet, presumably as a byproduct of the BTMs. This means that they have no need to reproduce. If an ifrit is killed, then one day the energy used to make it will likely form another ifrit. Ifrits are considered mindless beasts, acting only on instinct and not emotion. Ifrits do not form bonds with other ifrits or other beings, for that matter.

Ifrits have no social structure. They are emotionless being so they feel no need to stick together. However, not having to mate or feed, they have no reason to be territorial so they rarely initiate fights between themselves. On rare occasions, ifrits have been known to band together in times of extreme desperation.

Ifrits take little damage from physical strikes (though they are affected) however take normal damage from elemental force attacks – except for those opposing its natural element which deal far more damage. Attacking an ifrit with its element or similar elements will be ineffective, and possibly helpful to the ifrit.
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