Un jeune garçon marchait dans les rues, les mains derrière la tête, et son esprit s'affaiblissait. Whistling pouvait être entendu de lui alors qu'il marchait gentiment passé les bâtiments... quand soudain, un M.R.I. Van s'est tiré et a inondé leur équipe de collection. Tout le M.R.I. est maintenant juste un abattoir pour le superalimenté et presque tous les super-héros et super-villain à la fois le savaient. Comment ils ont été capables de leur résister, personne ne sait, mais ce qu'ils ont, c'est des connexions et des armes à démarrer. En un instant, le M.R.I. 'Équipe de la collection', ou mieux adaptée; 'Squad de la mort', a rapidement entouré le garçon.
Avec un fort, "Lève tes mains, monstre!", ils visaient tous les yeux. Élevant les mains au-dessus de lui, le jeune homme se tenait juste là, et a permis à un des officiers de s'approcher et de le menotter. À peine l'officier l'avait-il fait, le garçon sourit, et avec des réflexes rapides de foudre, sauta et laissa tomber un coup de pied à l'officier tout en brisant les menottes avec une forte poussée si l'électricité. Presque répondre sans délai, le M.R.I. feu ouvert. Rapidement, il a utilisé les officiers comme bouclier dans le chaos, gardant ses mouvements calmes et stables. Quand il a fini le M.R.I., il n'y avait plus qu'un seul homme, qui tremblait de peur.
Le garçon s'est craqué et a glissé sur des gants de métal. "Qui êtes-vous... vous... vous n'êtes qu'un gamin... un pipsqueak!" Soupirant, le garçon est passé... seulement pour être un homme de vingt ans avec une stature courte. "Tout d'abord... le nom est Zeus! J'espère que tu n'oublies pas ça. Deuxièmement, tu ferais mieux d'espérer que tu n'oublies pas ça, parce que je vais t'arracher les dents pour m'appeler à bout!" Comme sur son signal, il s'est cogné le bras en arrière et l'a tiré comme un canon avec son électrokinésie. "Dites à mon père que j'ai dit bonjour, voulez-vous?" Il a fait signe à l'homme frappé et s'est enfui, atteignant sa radio. "Ce Zeus à S.U.P.E.D., quelqu'un m'entend?" Bien qu'il ait agi assez calmement, il a toujours été excité quand il a parlé ou était près d'un S.U.P.E.D. Héros... En fait, l'un de ses rêves était de devenir comme eux... pour devenir l'un des plus grands.
Personal Information
Real Name: Arkhtan al'Djinni
Hero Alias: The Djinni
Aliases: Ark, The Genie of the Lamp
Age: Immortal. At least 2000 years old.
Sex: Male
Date of Birth: August 14th
Relatives: None

Floating at typically 6-7 feet tall, and (?) pounds, The Djinni is a sight to strike fear into the hearts of friend and foe alike. (Or so he likes to think.) It's hard to put a definite description on him, because he likes to change shape based on the mood, location, or just whatever he feels like.

Warning: Do Not Rub
Arkhtan al'Djinni is a very dramatic person (thing?), fond of colored smoke, explosions, mirrors, and light shows. He rarely takes anything seriously, and is easily distracted. He is fond of tricks and pranks, and greatly dislikes hurting people or animals.
Born, created, or randomly materializing out of thin smoke, nobody (even himself) knows how the Djinni came to be. He first appeard in Babylon, around 1894 b.c., and from there, caused a trail of myths and tales all across the middle east. While not the only one of his kind, the Genie of the Lamp is reputed to be the dumbest weakest laziest most powerful of all the djinn. He takes most of his fame from the story of Aladdin, where he performed feats such as palace-building, palace-teleporting, lady-stealing, and food-creating. (He tells me to point out that the princess' name was not Jasmine, and wasn't really that pretty.)
At the end of the story, it is said that the gracious Aladdin released the Djinni, sacrificing his last wish for the good of the enslaved. Yea, right. He just said that so nobody would come looking for the lamp. To give the guy credit, it worked pretty well. Nobody even thought about coming for the most dangerous powerful tool in the universe. Aladdin's descendants squeezed every last drop of usefulness out of the poor Djinni, until eventually throwing him into the sea, to be lost forever.
-Two Years Before Present, Utopia City-
A chipped clay lamp washes up onto the beach near the city, and is temporarily collected by a young child, before being unceremoniously deposited into a nearby trash bin. The bin is collected, the trash inside is compacted, the lamp breaks, and voila! I'm a free Djinni! There's plenty to do in a bustling, modern-day city of superheroes, and I had a lot of catching up to do after my hiatus. So, in the guise of a foreign tourist, and supported by a small amount of conjured jewels, I rented a large highrise downtown, and set out to live the life. Well, as is the case when you have all the power of the cosmos at your command, you get pretty bored of "normal life". Also, I discovered that after a couple years without any wishes but my own, my power was starting to fade. So, I hid inside a fancy lamp, teleported to the S.U.P.E.D. HQ, rang the doorbell, and waited for a response.
Combat Information
Equipment: N/A
The power to grant any wish. Usually with the aid of powers like:
Teleportation: The Djinni can teleport himself and any items he is carrying but either de-and-rematerializing, or by the aid of a gigantic whirlwind.
Shapeshifting: As he is made of smoke and magic, the Djinni can transform into any shape, size, and color he wants. Since it's basically an illusion, he gets no stronger or weaker by what size he is, and doesn't gain any new abilities of what he transforms into. However, he is already as strong as a giant, and he has, or can mimic, the abilities of most creatures, real or imagined.
Immortality/Indestructability: Nothing can kill the Djinni, since any impact, blade, laser, acid, etc strong enough to break him simply dissipates him into an incorporeal form, from which he returns unscathed.
Conjuration: The Djinni of the Lamp can conjure everything from castles to candy, from weapons to water, from sand to snow, from... You get the point. simple things such as food, jewelry, and mindless servants.
Granting wishes gives a djinni its power. When not granting a wish, the power of The Djinni is limited to minor conjurations, teleporting only himself, illusions, and his ever-present immortality. Also, he has a weakness relating to containers. If someone can trick him into a bottle, bag, box, etc... and seal it, they can keep him trapped indefinitely. The reason Arkhtan stays in a lamp is because it has no seal, therefor bypassing the entrapment.