Ifrits
A New PC Race for Fantasy or SF Games 
by Chris McCubbin 
This race was designed for the new GURPS Fantasy Folk, but we ran out of room in 
the book . . . and this was the one that got cut. But the Ifrits were too good not to 
publish, so here they are! This presentation, with general information, campaign 
information and a sample character, follows exactly the same format as the actual 
Fantasy Folk book. 
Ifrits are a rare and mysterious race. Some whisper that they are demonic; others say 
they are simply a very strange type of human. They can have the features and 
coloration of any human race, and their appearance is usually attractive and healthy 
(although a small minority are monstrously deformed). Ifrits have normal height for their 
ST without the racial ST bonus, and normal weight for their ST with the racial bonus. 
This extra weight is mostly in the wings and muscles  Ifrits are usually slender. They 
are distinguished by their small horns, distinctly pointed canine teeth, and small wings 
(typical wingspan: 4 or 5 feet) which they can fold across their back so they make hardly 
a bulge under clothing. Some individuals are also said to have barbed tails, cloven 
hooves and other diabolical accouterments, but this may just be a tall tale. 
Advantages and Disadvantages 
Ifrits get a +2 each to ST, DX, IQ and HT (20 points each for a total of 80 points). They 
have the advantages Extended Lifespan (5 points), Magical Aptitude (15 points), Night 
Vision (10 points) and Winged Flight: Small Wings (35 points). They have the 
disadvantages Bad Temper (-10 points), Lecherousness (-15 points), Overconfidence (-
10 points), Reputation -3 on the average (-15 points). 
It costs 95 points to play an Ifrit. 
Psychology 
All Ifrits share a strong ego, a fiery temperament and an unquellably mercurial nature. It 
is most unhealthy to deliberately insult even the most high-minded of Ifrits. Their natures 
are intrinsically passionate; an Ifrit is the most ardent of lovers, the most loyal of friends, 
and the most relentless of enemies. Some philosophers say that an Ifrit is naturally 
inclined towards destruction, and is innately better suited to slaying and hindering than 
healing and helping. However, whether the individual's destructive energies are directed 
against good, evil or both indiscriminately appears to be his or her own choice. 
Because all Ifrits are violent, and many are evil, they are widely feared. This is an 
unfortunate oversimplification. Ifrits have the human power to choose. If many of them 
are evil, it's because they have been raised in secret by dark cults, to become dark 
messiahs  champions of evil upon the earth. Such specially conditioned Ifrits are often 
more evil . . .or at least more creatively so . . . than real demons. 
But often a newborn Ifrit escapes such a fate, and is raised by good people. Just as with 
humans, a virtuous upbringing is no guarantee of a virtuous adulthood, but most Ifrits 
raised in a loving environment become very admirable people . . . in a fiery, inflexible, 
violent way. They become paladins, adventurers, heroes or martyrs. 
Ifrits live twice as long as humans, and mature twice as slowly. The extended 
adolescence of an Ifrit is a terrifying time  consider a young woman with the keen 
intelligence and magical ability of an Ifrit, the experience of a 30-year old, and the mind, 
body and personality of a 15-year old. The opportunities for severe mischief boggle the 
mind. 
They are intensely magical creatures, and almost all are accomplished spellcasters. 
Many have become mighty wizards. They can master all of the various schools of 
magic, but usually avoid Healing and Enchantment spells as unsuited to their 
temperaments. As might be expected, spells of elemental fire are tremendously favored 
by all Ifrits. Those of evil intent often excel at necromancy. 
Their natural strength, speed and vigor, combined with their fiery temper, make them 
opponents to be feared in battle. They favor edged weapons  swords and knives  
both because these are the best weapons to take advantage of their overall physical 
prowess, and because they are the most common enchanted weapons. Ifrits are 
fascinated by enchanted weapons, and few members of the race will reach adulthood 
without having acquired a powerful weapon. Other magical objects are also of interest 
to an Ifrit, of course, but their most profound obsession is reserved for those items 
capable of dealing destruction to an enemy. 
Few Ifrits excel at craft, art or music. This may be evidence of their intrinsically 
destructive nature, or they may simply lack the requisite patience for such pursuits. 
Although they are not themselves artistic, often they are connoisseurs, who surround 
themselves with rare and valuable things of craft and beauty. 
Ifrits, as a group, love learning and new knowledge, and almost all are literate. Many will 
also write, and some have produced notable literary classics, an exception to the racial 
tendency against creative pursuits. Rarely, however, is an Ifrit book poetry or a story. 
Usually they're factual works on learned subjects. The arts of war and magic are by far 
the most popular subjects, but Ifrits have also produced notable works of science, 
engineering, history, artistic criticism and philosophy. 
Many Ifrits are profoundly religious. They worship, as a rule, according to how they were 
raised. Thus, an evil Ifrit will loyally serve dark masters  which encourages those who 
say the race is demonic  but a good Ifrit is likely to be a passionate champion of some 
non-pacifistic "good" religion. 
Ecology 
The genesis of the Ifrits presents many mysteries. Almost all Ifrits are born to human 
parents. This happens very rarely  perhaps one birth in a million! Ifrits can breed with 
mankind, though they are not very fertile. The child of an Ifrit and a human will always 
appear human . . . with a tendency to be attractive, healthy, and mageborn. When two 
Ifrits breed, the child will always be an Ifrit. However, the race is so uncommon, and 
Ifrits get along with each other so badly, that most Ifrits come of human stock. 
Thus, it seems likely that Ifrits represent a very rare recessive gene combination among 
humanity. The great-great-great-grandchild of an Ifrit, while appearing fully human, may 
give birth to another Ifrit. But some religions, both good and evil, teach that the Ifrits are 
not human at all . . . they are the children of demons! Some who believe this will seek to 
slay any Ifrit they encounter. Others will wish to worship or control this "demonic" force. 
This belief makes the race rarer still. Many newborn Ifrits put to death immediately by 
terrified or superstitious parents. Most of the survivors are given up by their parents at 
an early age and raised under the auspices of a religious organization. Evil cults want to 
insure that their child grows up, as much as possible, with a demonic disposition, free 
from any moderating love or human emotion. On the other hand, when a benign religion 
stumbles upon a young Ifrit, they will do their best to raise the strange child as a power 
for Good. 
A very few Ifrits have tails, hooves, and horrible, mask-like visages. It is notable, 
however, that all these spent their earliest life under the direct care of an evil cult. Some 
scholars believe that such features are not born to the individual at all, but are produced 
by magical operations immediately after the birth, and designed to enhance the 
demonic appearance of the child. Others say that an evil Ifrit grows to look evil . . . but 
some of the worst villains of history have been beautiful Ifrits. 
Ifrits age very slowly, not reaching puberty until after age 20, and achieving their full 
growth at about age 35. They begin to age at 100, but twice as slowly as human beings. 
Curiously, while Ifrits become weaker and more unstable as they age, thei r outward 
appearance changes little. 
Ifrits can eat anything a human can, but usually prefer red meat, either very rare or raw. 
Some have a distinct affinity for the taste of blood. 
Culture 
Ifrits have no indigenous culture. This is hardly surprising, since there are seldom more 
than a few dozen alive at any one time. There are tales of a land of Ifrits, but few believe 
them . . . because Ifrits do not get along at all well with one another. Even when two 
Ifrits happen to have identical ethics and world-views (which is very unlikely), they 
usually still prefer to carry out their respective life-missions far away from one another. 
More often two Ifrits will instinctively hate one another and become lifelong enemies; roll 
any reaction between Ifrits at -6. If they team up temporarily to accomplish some short-
term objective, that simply means they will hate each other all the more fiercely later on. 
Enmity between female and male Ifrits runs particularly hot, though there is sometimes 
also mutual passion. A Ifrit's interpersonal relationships are usually complex. 
Whatever the Ifrits' own true origin, they have little fear of true demons. Indeed, they 
seem to hold them in contempt, bullying or destroying the lesser spirits, and behaving 
as impudently as they dare to the greater. 
Politics 
Most races, especially humans, fear the Ifrits. In many human kingdoms, it is a capital 
crime to bear or to be an Ifrit. Local reaction to Ifrits will vary from -1 to -4. However, the 
human stories about Ifrits always portray them as mighty warriors and mages, so many 
humans will react at +2 to an Ifrit in a situation where combat is imminent. 
Dwarves scorn the Ifrits as an abomination, reacting at -4 with a strong tendency toward 
violence. The sylvan races also react at -4, but they will flee or avoid rather than attack. 
Some Elven tribes, however, have been known to raise Ifrit children, ensuring that they 
remain free of evil influences during their early years. 
Of the major races, only the Goblins truly admire the Ifrits. Their fascination with all 
things magical and mysterious gives them an intense curiosity about the race  
sometimes to their detriment. Goblins will always react at + 1 to an Ifrit. 
Of course, evil races tend to prize the Ifrits. Dark Elves and Bales both seek out Ifrits as 
slaves and champions. Orcs look up to them with an almost worshipful fear. Gargoyles 
feel a certain kinship with the winged, horned Ifrits, and can easily be led from their 
usual indolent lives into evil ways by a charismatic and unscrupulous Ifrit.  
[Sidebars] 
Ifrits in the Campaign 
Ifrits should keep the adventurers guessing. They can be built on anything from 150 to 
1,000 points, so the characters never know exactly how powerful they are. More 
importantly, the party should never know exactly where the Ifrit stands or what he's 
thinking. No matter how long the party's known the Ifrit, or how many favors he's done 
for them, they should never be entirely sure of his friendship and good will. If the party 
seems to be becoming complacent about their relationship to an NPC Ifrit, the GM 
should take it upon himself to teach them the error of their ways. 
Meeting a Ifrit is very unusual  even a traveler can go a lifetime without meeting one. 
The GM should see that his PCs arc suitably impressed upon encountering their first 
Ifrit. 
Ifrits react normally to all other races. Most other races react to them badly; see Politics 
in the main text. An individual Ifrit may eventually gain a Reputation which will outweigh 
his racial reaction penalty. Individuals who happen to know one Ifrit are likely to assume 
that any other one they meet is a similar individual . . . which is usually a bad mistake. 
The Ifrits are the ultimate generalists. They can be equally outstanding as wizards, 
warriors, thieves, rangers, bounty hunters, bodyguards and assassins. There are a few 
professions they'll be much less likely to succeed in  trader, because of other races' 
prejudices, and healer, because it goes against their temperament  but designing an 
exception to those rules could be an entertaining challenge. One thing about all sorts of 
Ifrits: they'll all be at least a little magical. 
They are outstanding as Allies, Enemies and Patrons. Of course, if the Ifrit is an 
"official" Patron, Ally or Enemy, the players are entitled to know a little more about his 
motivations . . . a little. 
Ifrits can also work, with few or no changes, in a science fiction campaign. They can 
represent a mutation, a "created" form of human, or simply an alien race. 
Ifrit PCs 
Despite the high racial point cost, it is actually quite possible to have a viable Ifrit PC in 
a 100-point campaign. The player should simply leave the characteristics and 
advantages alone (Ifrits already have plenty of both), take the full amount of 
disadvantages, and split the remaining points between combat skills and spells. The 
result will be a reasonably well-rounded fighter/mage type who can also fly and see in 
the dark. He would probably be a very young and inexperienced member of his race. 
However, Ifrits can be used to much greater advantage in a cinematic or higher-level 
campaign. Such a flamboyant race also fits in much better in a more extravagant 
setting. As mentioned above, once they have the requisite points, an Ifrit PC can excel 
at almost anything. 
The GM does not have to allow Ifrits to exist at all. If he decides they do exist, and that 
he will allow them to be PCs, he should not allow more than one Ifrit in the party at any 
given time. Remember, there are very few of them, and they do not get along well with 
one another. 
Finally, the race's advantages and disadvantages have been deliberately written so they 
never have to behave in either an evil or a dangerously erratic manner. Ifrits are 
unpredictable, but that does not mean they have to be loose cannons. If the character is 
endangering the party or indulging in sociopathic behavior under the player's excuse 
that it is in his racial character to do so, the GM should correct the misconception. 
Ifrit Adventure Seeds 
Little Hellion 
A major religious organization, or perhaps a martial religious order like the Knights 
Templar, is planning a "preemptive strike" against a dark cult of considerable mystic 
power. This operation is meticulously coordinated, and based on extensive intelligence 
information (perhaps previously gathered by the PCs). Across the kingdom, every 
known shrine or base of the evil cult will be attacked simultaneously. The adventurers 
are assigned a small but pivotal role in the operation. 
The cult has been raising a Ifrit child from birth. The party is to raid the remote 
sanctuary where the child is being raised, and deliver him (alive, if possible) to the 
attackers. The attackers have assured the PCs that the child will be treated kindly and 
raised properly; whether this is really true, and whether the PCs believe it, is another 
question. 
The raid itself will be tough enough  the adventurers will have to face physical, spiritual 
and magical guardians. Once they've performed the extraction, however, their lives will 
really get miserable. The child is 10 years old, with the physical stats of an 8-year-old 
(see p. B14) and the body and disposition of a recalcitrant 5-year-old. He's already a 
100-point character, with most of that going to fully-mastered spells. He's angry, scared 
out of his wits, intelligent, resourceful, and absolutely determined to get free and then 
see that his captors get what they deserve. 
It's a three-day trip from the evil sanctuary to the rendezvous point, without a mystically-
active juvenile doing everything he can to make the party's life miserable. 
To Hell and Back 
Infernal forces have stolen a mystical talisman of great power from the archmage who 
was guarding it. The talisman has been delivered to a powerful demon lord in the 
underworld. If this creature unleashes the power of this item at the proper time, the 
world will be plunged into chaos. The stars will be in the proper alignment in just two 
weeks. 
Being too old to undertake the mission himself, the archmage engages a Ifrit of his 
acquaintance to retrieve the object. The Ifrit can't do it alone, however, and he recruits 
the PCs to assist him. 
The Ifrit knows his way around the netherworld (he jokes that he has family there) and 
he has a workable plan, but the players are still, after all, in hell, and things are going to 
be tough. A particularly sadistic GM might have the Ifrit killed or removed from play at a 
crucial moment, leaving the PCs to fend for themselves. 
Character Example 
Tarya 
Tarya is a young Ifrit in her mid-30s. A young lady of exceptional beauty and charm, she 
has a delicate oval face, large blue eyes and naturally-curly platinum blonde hair, which 
nicely compliments her small, ivory-white horns and pinkish-white wings. 
Tarya was left at the entrance to the cave of a holy hermit at birth, and stayed with the 
old man until his death 10 years ago. Although she was fond of her foster father, she is 
neither particularly good nor evil. At his death she wandered to the nearest city, and 
was completely smitten with the excitement of urban life. She currently works as a 
mercenary mage to finance her expensive tastes. 
She does not work for individuals or organizations she considers unworthy. Her magical 
style is literally flashy, consisting mostly of Fire and Light/Darkness spells (with a few 
healing spells learned from her foster father). She fights unarmored, with a shortsword 
and buckler. She likes to fly and to rest on high perches. 
Tarya is a 220-point character suitable for use as an NPC encounter, or a PC in a 
campaign of that level. 
Characteristics 
ST 12, DX 13, IQ 14, HT 13. 
Advantages 
Alertness +2; Appearance (Very Beautiful); Charisma +3; Extended Lifespan; Literacy; 
Magical Aptitude 3; Night Vision; Toughness; Winged Flight. 
Disadvantages 
Absent-Mindedness; Bad Temper; Greed; Jealousy; Lecherousness; Overconfidence; 
Reputation -3. 
Quirks 
Always Wears White; Likes High Places; Keeps Nails Extremely Long. 
Skills 
Bow-12; Brawling-12; Buckler-12; Carousing-12; Dancing-13; Detect Lies-12; Fast-Talk-
13; Knife-12; Knife Throwing-12; Savoir-Faire-13; Sex Appeal-12; Shortsword-13; 
Stealth-12; Streetwise-12; Ventriloquism-13. 
Grimoire 
Breathe Fire-15; Cold-15; Continual Light-15; Create Fire-15; Darkness-15; Explosive 
Fireball-1 5; Extinguish Fire-15; Fireball-15; Flame Jet-15; Flash-15; Heat-15; Ignite 
Fire-15; Lend Health-15; Lend Strength-15; Light-15; Minor Healing-15; Recover 
Strength-15; Resist Fire-15; Shape Fire-15.