From: Andrew South <llew@werple.mira.net.au>


I have an Arabian-style country in my world, and at one stage, when play 
wandered into this region I was forced to detail some more skills. 
They're certainly not suitable for every occasion but might be useful if 
anyone else has similar regions in their own campaign. There is a third 
skill, the 'Ulama (Islamic Scholar), but as yet it remains unfinished. 
Even so, I thought I'd send in the Dervish and Wali for anyone who wants 
to make use of them.

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DERVISH (Islamic Mystic) 
 
Dervishes are questors after spiritual attainment. Their way is not the 
well-trodden path of orthodox Islam. Instead, they search for ultimate 
truths in the hope of attaining enlightment and the blessing of Allah. The 
Koran is always the cornerstone of their faith and beliefs, but many 
Dervishes place unusual interpretations on certain key passages. Their 
school of thought is known as Sufism, and it has a long and complex history 
whose roots are tied up in the mysticism that was widespread in Arabia 
before the arrival of Mohammed. Sufism’s origins have led many orthodox 
Muslims to condemn and revile the Dervishes. Like-minded groups of Dervishes 
therefore tend to congregate together in isolated areas, forming secretive 
cults whose activities are never revealed to the world at large. Characters 
who choose this skill will need to join such a cult if they wish to progress 
in their search for truth. 
 
1. A Dervish must act in accordance with Islamic doctrine, as interpreted by 
the cult to which they belong. 
 
Islamic doctrine is discussed at some length under the 'Ulama skill. In 
general, a Dervish must follow the same guidelines. The beliefs of Dervish 
cults usually differ from orthodox Islamic doctrine in one or more respects, 
and in these cases the Dervish will be expected to behave in accordance with 
the teachings of the cult to which he belongs. The GM must take care to make 
the character’s responsibilities clear in these cases. 
 
2. The abilities which can be used by a Dervish are dependent on Rank. 
 
 
Rank    Ability            FT Cost
  0     Prayer                -
  1     Guidance              1
  2     Initiation            -
  3     Secret Prayer         2
  4     Dance              Special
  5     Communion             3
  6     Self-Mastery          -
  7     Self-Healing          4
  8     Free Spirit        Special
  9     Read Minds      3 + 1/minute
 10     Hypnosis              6
 
3. The abilities usable by a Dervish operate in the following manner. 
 
Prayer: This ability gives the Dervish a constant awareness of both  the 
exact time of day, and the precise direction of the Holy City (Mecca). 
 
Guidance: After ten minutes of prayer, this ability allows the Dervish to 
receive a general indication as to whether a particular action is likely to 
be beneficial or harmful. The success chance is equal to the Dervish’s 
Perception + (Rank x 5)%. 
 
Initiation: Upon acquiring Rank 2, the character becomes a fully-fledged 
member of the Dervish cult to which they belong. A solemn ceremony normally 
accompanies their initiation. The character will be taught the cult’s wird 
or hizb (secret prayer) at this time, but will not master its use until Rank 
3. 
 
Secret Prayer: Known as a wird or hizb, a secret prayer is known to only the 
Dervishes of a particular cult. Each cult has a different prayer, and each 
confers a different benefit. The GM should decide upon the secret prayer’s 
effects when detailing the cult. Some examples of abilities that might be 
conferred are as follows.
 
.	A +2 bonus to the character’s Willpower for a period of 1D5 Rounds. 
.	A 30% increase in the character’s ability to resist effects requiring a 
roll on the Fright Table, lasting for 1D5 minutes after the prayer is 
uttered. 
.	A 5% increase in the success chance of the next action the character 
attempts immediately after uttering the prayer. 
 
A secret prayer can be pronounced at any time, but requires the use of a 
Pass action on the Tactical Display. It confers no benefit when uttered by 
those whose faith or knowledge is inadequate, and so cannot be taught to 
others unless they also choose to become Dervishes. It should be noted, 
however, that revealing a cult’s secret prayer to an outsider is generally a 
crime punishable by a slow death. 
 
Dance: The Dervishes are well-known for this strange ritual, and although it 
is spectacular to watch, its purpose is very serious. The aim of the dance 
is to attain communion with Allah. It requires the character to chant and 
perform a whirling, spinning pirouette until exhaustion sets in. The 
character must begin dancing when fully rested, and must continue until all 
their Fatigue is exhausted. Fatigue is lost at the rate of 4 points per 
hour. When all Fatigue has been exhausted, the character has a Perception + 
(Rank x 3)% chance of experiencing a divine vision. Regardless of whether or 
not the attempt was successful, the character will then collapse and fall 
into an exhausted sleep. 
 
The GM must devise suitable visions when this ability is used successfully. 
The revelations will be similar in nature to those seen by Wali through the 
use of the Vision ability. They are generally an expression of Allah’s will, 
but are also often prophetic in nature. The character may simply be 
overwhelmed by an ecstatic sense of wonder at Allah’s magnificence. On the 
other hand, they could be filled with a holy purpose that sends them on a 
lifelong quest. 
 
Communion: Communal prayer is an important part of Islam, and amongst the 
Dervishes it has great power. Upon acquiring this ability, a Dervish becomes 
strengthened and revitalised during regular prayer sessions (salat) with 
fellow cult members. Following such a session, the Dervish may increase any 
characteristics and/or skills of their choice, subject to the following 
limitations. 
 
.	The total increase possible in all skills and characteristics is equal to 
the Dervish’s [Rank – 2], or 1 per fellow cult member participating in the 
salat, whichever is less. The GM should note that only initiated cult 
members (i.e. those who have achieved Rank 2 or higher) are counted for 
this purpose. 
.	The Dervish may not increase any skill or characteristic beyond the 
highest value held by the individual cult members participating in the 
salat. If the Dervish has the highest score or Rank, no increase is 
therefore possible. 
.	The Dervish skill itself cannot be enhanced by the use of this ability. 
 
The increase in skills and characteristics bestowed by the use of this 
ability will last until the next time salat is due to be performed. 
 
NB: For purposes of this ability, a "fellow cult member" means a Dervish 
belonging to the same cult. Dervishes who have not yet been initiated (Ranks 
0 and 1) don’t qualify in this regard. 
 
Self-Mastery: This ability allows a Dervish to ignore physical pain and 
discomfort through mastery of self and faith in Allah. In game terms, this 
confers a number of benefits, which are as follows. 
 
.	Pain Resistance. A Dervish with self-mastery cannot be Stunned, and will 
not be affected by pain-inducing magic (such as an Agony spell or a Harm 
Entity spell). 
 
.	Heat/Cold Resistance. The Dervish can exist comfortably in extremes of 
temperature (such as freezing cold or burning heat). The character’s 
ability to withstand the ravages of such environments is enhanced, but 
they can still be afflicted with frostbite or sunstroke after prolonged 
exposure (normally [Rank + 10] hours, depending on the severity of the 
prevailing conditions). The Dervish also suffers [Rank – 5] less damage 
points than usual from heat or cold-based attacks. 
 
.	Immunity To Torture. Torturing a Dervish with self-mastery is an exercise 
in futility. If the character doesn’t wish to speak, no amount of pain 
will convince them to do so. 
 
Most Dervish cults believe that use of this ability is an excellent way of 
demonstrating the power of their faith in Allah to others. Walking across 
hot coals and lying upon beds of nail are two of the methods most commonly 
employed. 
 
Self-Healing: This ability allows the Dervish to recover 1D10 points of 
previously lost Endurance. The character must engage in concentrated 
meditative prayer for a period of (30 – [Rank x 2]) minutes to bring the 
healing into effect. 
 
Free Spirit: Known as dhikr, this ritual involves devout prayer and the 
repetition of the name of Allah until the soul of the Dervish flies forth 
from his or her body. The freed soul exists on the astral plane, and is 
connected to the Dervish’s body by an ectoplasmic cord. While it roams free, 
the Dervish’s physical body remains in a death-like trance. The effects of 
the dhikr are very similar to those of the Spirit Projection ritual (WhR-2), 
which should be consulted for further particulars on the operation of this 
ability. The Dervish is always treated as having Rank 0 in the use of the 
ritual. The dhikr requires [D+2] hours of uninterrupted prayer before the 
spirit of the Dervish will be liberated. Each such hour of prayer costs the 
Dervish 2 Fatigue points. If all the character’s Fatigue is exhausted before 
success is achieved, then the attempt fails. The Dervish may try again once 
he or she has rested. 
 
Read Minds: After long years of mental discipline and constant prayer, Allah 
lays bare the minds of others to a master Dervish. The Dervish must be able 
to see the creature whose thoughts he wishes to read, and has a Perception + 
(Willpower x 2) + (Rank x 4)% chance of doing so successfully. No resistance 
is applicable. If the ability succeeds, the Dervish will become aware of the 
target’s suface thoughts and emotions. The majority of such mental activity 
takes place at a sub-verbal level, so knowledge of another’s language is not 
strictly necessary in such cases, although it certainly helps. 
 
Hypnosis: This ability allows a Dervish to place others into a trance-like 
state in which they are subject to suggestion. Eye contact is necessary. The 
ability has a (Willpower x 2) + (Rank x 4)% chance of success. A passive 
resistance is allowed, but a -10% penalty applies. Once the subject has been 
hypnotised, the Dervish can make mental suggestions which the subject will 
readily accept unless they conflict directly with his or her best interests. 
Again, knowledge of the target’s language is not absolutely necessary, but 
it does greatly simplify matters. The subject will remain suggestible for as 
long as the Dervish continues to concentrate, and will continue to implement 
suggestions for 24 hours after they were made, even when no longer 
hypnotised. 
 
4. Dervishes may attempt to convert unbelievers to their faith and/or cult. 
 
The GM rolls percentile dice to determine success or failure; the 
character’s Base Chance is equal to his Willpower + (Rank x 2) – Potential 
Convert's Willpower. The ability will convert non-Muslims to Islam, but it 
can also be used to win Muslims over to the doctrine taught by the Dervish’s 
particular cult. Player characters are not bound by the result when this 
ability is used upon them. 
 
5. The Experience Point Costs for the Dervish skill are as follows. 
 
Rank	EP Cost	Rank	EP Cost 
	0	800	6	8000 
	1	400	7	10000 
	2	1000	8	12500 
	3	2500	9	15000 
	4	4000	10	17500 
	5	6000 
 
The Experience Point costs for Ranks 0 and 1 are halved if the character 
possesses the ‘Ulama or Wali skill at a Rank equal to or greater than the 
Rank being purchased. 

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WALI (Islamic Prophet) 
 
The concept of an "Islamic Prophet" is actually something of a contradiction 
in terms, for one of the cornerstones of Islamic belief is the acceptance of 
Muhammad as the last and greatest of Allah’s prophets (the "Seal of the 
Prophets"). Despite this, in the years following Muhammad’s death, a theory 
of Islamic "sainthood" arose. The basis for this belief was founded in the 
Koran, and the great spiritual masters came to be known as Wali, meaning a 
Friend to Allah. Such persons could intercede with Him on behalf of others, 
and their intercession could have visible results in this world. 
 
Wali are usually driven by a powerful inner vision, and tend to be intensely 
charismatic. They often arouse adulation and devotion amongst the Muslim 
world, but they also often arouse fanatical conflict and bloody wars. Such 
is the lot of one who is driven by desires that few understand. 

1. Wali must generally act in accordance with Islamic doctrine. 
 
Islamic doctrine is discussed at some length under the ‘Ulama skill. In 
general, a Wali must follow the same guidelines. Some latitude is permitted 
here, particularly as the character attains higher Rank. The beliefs of Wali 
often differ from orthodox Islamic doctrine, in matters that might seem 
trivial to an outside observer. This is not the case, and terrible wars are 
sometimes fought over such matters. 
 
2. The abilities which can be used by Wali are dependent on Rank. 
 
 
Rank     Ability                   FT Cost
  0      Prayer                       –
  1      Guidance                     1
  2      Revelation                   –
  3      Blessing                     4
  4      Vision                       –
  5      Divine Protection            –
  6      Fanatical Followers          –
  7      Voice Of The Prophet        10
  8      Jihad                        –
  9      Healing Touch                1
 10      Banish/Bind Spirit          10
 
4. The abilities useable by Wali operate in the following manner. 
 
Prayer: This ability gives the Wali a constant awareness of both  the exact 
time of day, and the precise direction of the Holy City (Mecca). 
 
Guidance: After ten minutes of prayer, this ability allows the Wali to 
receive a general indication as to whether a particular action is likely to 
be beneficial or harmful. The success chance is equal to the character’s 
Perception + (Rank x 5)%. 
 
Revelation: Upon reaching Rank 2, the Wali will become aware of his or her 
mission in life, usually through a powerful and unforgettable vision or 
omen. Revelation is a soul-searing experience that fills the character with 
a burning sense of purpose, and it will often determine how the character 
spends the remainder of his or her life. The specific nature of the 
revelation is best left to the GM, but consultation with the player is 
recommended. Wali that have experienced revelation gain +1 to their 
Willpower, and are rendered immune to magical fear (i.e. never need to roll 
on the Fright table).
 
Blessing: This ability allows a Wali to call down the blessing of Allah upon 
all those within earshot who are allied to his or her cause. Thereafter, if 
the cause is a just one, all those affected will gain a bonus to the success 
chances of all actions they undertake towards that cause. The bonus is equal 
to one-half of the Wali’s Rank, and lasts for a like number of hours. It 
does not assist towards actions that contravene Islamic teachings, even if 
such actions will advance the Wali’s cause. 
 
If the Wali calls down the blessing of Allah upon a selfish or frivolous 
cause, or a cause that is in direct conflict with Islamic doctrine, those 
affected will suffer a penalty to their success chances rather than a bonus. 
In extreme cases, the resulting consequences may be significantly worse. 
 
Vision: Upon receiving this ability, the Wali becomes so attuned to the Will 
of Allah that he or she begins to experience holy visions. The character 
must select one of the following two methods through which the visions will 
take place. 
 
Fasting. In order to behold a vision, the character must do entirely without 
food, and only drink enough water to sustain his or her life. The chance of 
a vision occurring via this method is a cumulative (Rank)% per day. While 
fasting, the character loses 1 point of Fatigue per day (Endurance when 
Fatigue is exhausted). These points are regained at the rate of 1 point 
every 2 days when the character begins eating and drinking properly. 
 
Sleeping. The character has a (Rank)% chance of experiencing a vision during 
each night’s slumber, regardless of whether or not this is desired. 
 
It is incumbent upon the GM to devise suitable visions beheld by characters. 
They are generally an expression of Allah’s Will, but are also often 
prophetic in nature. The result could be no more than the character being 
overwhelmed by an ecstatic sense of the splendour and majesty of Allah. On 
the other hand, the character could be filled with a holy purpose that sends 
him or her on a lifelong mission. Such matters are for the GM to decide. 
 
Divine Protection: The Islamic faith holds that Allah protects and defends 
his most devout servants. Upon attaining this Rank, therefore, the Wali 
gains the ability to have unfavourable dice rolls ignored and re-rolled. 
During any one roleplaying session, this ability can be used a number of 
times equal to the Wali’s (Rank – 4). Any dice roll may be affected, 
regardless of who it is made by, provided the Wali is directly involved. No 
single dice roll can be affected by this ability more than once, so the 
second roll is always final. 
 
Fanatical Followers: Upon attaining Rank 6, the reputation of the Wali 
begins to attract followers who are fanatically devoted. One follower is 
gained initially, and a cumulative one per Rank is gained thereafter (i.e. 1 
at Rank 6, another 2 at Rank 7, a further 3 at Rank 8, etc). Fanatical 
followers are totally obedient to the Wali’s will. They will defend their 
master or mistress from all danger, at the cost of their own lives if need 
be. They are always devout Muslims; beyond this, the GM must assign them 
appropriate character scores and skills. 
 
Voice Of The Prophet: Upon acquiring this ability, the Wali gains the 
ability to enthral and sway the opinions of others through the sheer force 
of his or her personality. In order to use the Voice of the Prophet, the 
character must be able to speak freely for as long as it takes to justify 
the point he is trying to make. The GM should require the player to act out 
this speech before permitting the ability to take effect. 
 
When the Wali begins speaking, all those within earshot who are able to 
understand must make a Willpower roll (difficulty factor of 1). Those 
who fail will stand dumbfounded and entranced, unable to do anything except 
listen to the words delivered by the Wali. Characters that are of the Muslim 
faith do not gain the benefit of a Willpower roll. 
 
On completion of the Wali’s speech (which may last for anything up to an 
hour), all present must attempt a second Willpower roll. Those who fail will 
be profoundly moved and affected by the speech, and will do their best to do 
whatever the Wali has suggested. The difficulty factor on this second 
Willpower roll is dependent on how far these suggestions deviate from the 
listener’s normal behaviour. For example, a speech to devout Muslims, trying 
to convince them to repent for their lapses of faith, is likely to attract a 
difficulty factor of 1 or even lower. At the opposite extreme, trying to 
convince a group of cowardly goblins to storm a dragon’s cave would probably 
attract a difficulty factor of 5. Characters that are of the Muslim faith 
should generally be assigned a lower difficulty factor than those who are 
not. 
 
Those not swept away by the speech will be left with a strong impression of 
its power and the charismatic personality of the speaker. Depending on their 
disposition, they may be disposed towards friendliness, or could denounce 
the Wali as a dangerous fool. In places where passions run high, it would 
not be uncommon for a brawl or riot to break out once the Wali has finished 
speaking. The GM must allocate probabilities for such occurrences taking 
place. 
 
The Voice Of The Prophet can be used but once per day. 
Jihad: This is the ability to call the entire Islamic world to jihad, a Holy 
War. It is the duty of all Muslims to fight in defence of their religion, 
and jihad is regarded as an unavoidable obligation. There must be 
provocation from the parties against whom Jihad is called. The extent of the 
offence can be exaggerated, but this is a matter between the Wali, his 
conscience, and Allah. 
 
Jihad is not a small-scale thing. It is not possible to call down a Holy War 
upon the head of Hassan the camel trader, who cheats people in the market 
every morning. Holy wars are fought to avenge attacks from neighbouring 
territories, or to reclaim sacred land that has fallen into the hands of 
infidels and idolaters. Wali who call jihad for trivial or unimportant 
reasons become the target of mockery and ridicule as word of their 
foolishness begins to spread. 
 
All things being equal, a Wali can generally expect about [D+5] x 100 
fighting men to arrive per month in support of a reasonable jihad. It 
is difficult to generalise, however, because the response can be influenced 
by a great many factors. Muslims who might be tempted to bury their heads in 
the sand will join up in droves if their homes and livelihoods are under 
imminent threat. A call to attack a powerful country with well-trained 
troops will probably meet with a less enthusiastic response than a call to 
attack a weak and poorly defended country. The reputation of the Wali who 
calls the jihad, though, is probably the single most important factor. The 
GM should carefully consider the actions of the Wali in his or her career to 
date when deciding how the Islamic world reacts to the call for a jihad. Any 
previous Holy Wars fought at the Wali’s instigation will certainly be very 
relevant in this context. 
 
Healing Touch: This ability will simultaneously cure infection, cure 
disease, and cure 1D10 points of Endurance. Success is automatic in all 
cases, but the Wali can only use the ability on others. 
 
Banish/Bind Spirit: By invoking the name of Allah, this ability allows a 
Wali to either banish or bind extraplanar creatures (such as demons, devils, 
djinn, efreeti, elementals, and so on). The banishment or binding can be 
directed at only one entity at a time. Both abilities have a success chance 
equal to (Willpower x 2) + (Rank x 4). 
 
A successful banishment will result in the affected creature being 
immediately expelled back to its plane of origin. However, this ability is 
so draining that the Wali will permanently lose 1 point of Fatigue each time 
it is successfully used (in addition to the normal Fatigue cost). 
 
A less debilitating alternative is for the Wali to bind the entity 
concerned. This involves invoking the power of Allah to magically seal the 
entity within a small container of some kind. The binding can be done with 
or without conditions. If an entity is bound without conditions, it will be 
released and free to do as it wishes once the container in which it is bound 
is opened. An entity that is bound with conditions will be let loose once 
its container is opened, but it is then obliged to fulfil the terms that the 
Wali set upon its freedom. Examples of such conditions include 1,001 days of 
servitude to whomever has the container, or the granting of 3 wishes. The 
conditions cannot name specific persons or tasks, and must be phrased in 
very general terms. The power that constrains the entity is Allah’s, and it 
is He that decides when the conditions for the entity’s release have been 
satisfied. Cruel or unjust conditions are likely to be totally ineffectual. 
 
Affected entities may attempt to passively resist the effects of a 
banishment or binding. A bonus of 10% applies to the entity’s resistance 
if the Wali is attempting to perform a binding with conditions. 
 
5. Wali are made welcome in most civilised areas of the Muslim world. 
 
Wali may obtain free lodgings in any town or village within the Muslim world 
for as long as they wish. 
 
6. Wali may attempt to convert unbelievers to their faith. 
 
The GM rolls percentile dice to determine success or failure; the 
character’s Base Chance is equal to his Willpower + (Rank x 3) – Potential 
Convert's Willpower. Player characters are not bound by the result when a 
this ability is used upon them. 
 
7. The Experience Point Costs for the Wali skill are as follows. 
 
Rank	EP Cost	Rank	EP Cost 
	0	1000	6	9750 
	1	500	7	12000 
	2	2000	8	15000 
	3	3000	9	18750 
	4	4500	10	22500 
	5	6750 
 
The Experience Point costs for Ranks 0 and 1 are halved if the character 
possesses the ‘Ulama or Dervish skill at a Rank equal to or greater than the 
Rank being purchased.

DJA
holwinkle@oocities.com