The Gemini Demon: A Phase World race. SWADE

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Sgt 86Delta
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The Gemini Demon: A Phase World race. SWADE

Post by Sgt 86Delta »

The Gemini Demon or Gemini Twins
Splynn Dimensional Market wrote:Tyk and Tak are brothers who are members of a race called the Gemini Demons. Gemini Demons are born in pairs and each pair is sympathetically linked. They possess minor psionics including Sense Time, Sense Dimensional Anomaly, Total Recall, and Mind Block, plus three Sensitive powers of choice. They are also naturally inclined to learn magic and their link allows one to augment his magic with that of the other and vice versa. Tyk is a Techno-Wizard. Tak is a Temporal Wizard. They have pooled their abilities to produce Techno-Wizard devices which are functional watches and possess Temporal Magic power! All resemble old-style pocket watches (or lockets) with the flip-top cover and belt chain. They are considered to be very fashionable.
(Rifts - World Book 21 - Splynn Dimensional Market)
An ages old legend states that a Gene Splicer lost a bet to a Demon Lord. For losing the bet the Gene Splicer had to create a species of Demon that was smarter and more technically savvy than any current Demon. What came of the Gene Splicer’s creation was a species of Demon, known as the Gemini Demons.

The Gemini Demons or Gemini Twins are found singularly and in pairs throughout the Three Galaxies. One of the pair is always forward and outgoing, a real charmer. The other is quiet, reserved, and methodical. They are always Arcane inclined with one of them being psionic and the other of some PPE based background.

Smart Twin
Positive Racial Abilities
  • Arcane Background (Psionics or PPE):
    Exposure to strange energies, studies at a magical school, or gifts from divine or spiritual entities sometimes grant champions their own powers and abilities. Such events lead to the Arcane Background Edge and the development of supernatural abilities. See Chapter Five for a complete description of Arcane Backgrounds, powers, and how to use them.
  • Artificer:
    Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, brew a potion that can heal an ally’s Wounds, or even bless a holy relic with divine grace.

    Artificers can create wondrous items and devices using the Arcane Devices system found on page 152 of SWADE.
  • Genius:
    Gemini Demons have a reputation for being gifted survivors adept at dabbling in a little bit of everything. The cleverest of them are true Renaissance people and make all unskilled checks at d6 (instead of d4−2).
  • Intelligent:
    Gemini Demons are highly intelligent, beginning with a d6 Smarts. This makes their natural maximum for this Trait d12+1.
Negative Racial Traits
  • Racial Animosity (Major):
    Ancient enemies, Gemini Demons and all other demon species in the Three Galaxies have a long running hatred of each other. Other Demons see the Gemini Demons as a symbol of weakness and therefore the Gemini Demon suffers a −2 on Persuasion checks when dealing with all other Demon species.
  • Wanted (Major):
    Easily the most hunted species of demon in the Three Galaxies, the Gemini Demons are sought after as slaves for other Demons.
  • Restricted Path (Minor):
    This Twin can take no other Arcane Background.
Charming Twin
Positive Racial Abilities
  • Arcane Background (Psionics or PPE):
    Exposure to strange energies, studies at a magical school, or gifts from divine or spiritual entities sometimes grant champions their own powers and abilities. Such events lead to the Arcane Background Edge and the development of supernatural abilities. See Chapter Five for a complete description of Arcane Backgrounds, powers, and how to use them.
  • Artificer:
    Those who tangle with supernatural forces sometimes find ways to imbue powers into items. They may turn an ordinary blade into a magic sword, brew a potion that can heal an ally’s Wounds, or even bless a holy relic with divine grace.

    Artificers can create wondrous items and devices using the Arcane Devices system found on page 152 of SWADE.
  • Charismatic:
    Your hero is likable for some reason. She may be trustworthy or kind, or might just exude confidence and goodwill. You get one free reroll on Persuasion rolls.
  • Spiritual:
    Gemini Demons are highly spiritual, beginning with a d6 in Spirit. This makes their natural maximum for this Trait d12+1.
Negative Racial Abilities
  • Racial Animosity (Major):
    Ancient enemies, Gemini Demons and all other demon species in the Three Galaxies have a long running hatred of each other. Other Demons see the Gemini Demons as a symbol of weakness and therefore the Gemini Demon suffers a −2 on Persuasion checks when dealing with all other Demon species.
  • Wanted (Major):
    Easily the most hunted species of demon in the Three Galaxies, the Gemini Demons are sought after as slaves for other Demons.
  • Restricted Path (Minor):
    This Twin can take no other Arcane Background.
Optional Edge if Geminis are encountered as a Pair
What Is Yours Is Mine:
  • One or both of the Twins can take this edge.
    Requires an Action to use. Touch Only
    A Twin with this edge can drain PPE/ISP from his/her twin, directly converting into PPE/ISP for his/her own powers. The PPE/ISP points must be used on the next available action.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Freemage »

What did you price Genius at? That is huge, frankly.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Pender Lumkiss »

I would think it would be at least 6 pts. But I would vote no on the genius thing. Just give some smarts die increases. Or maybe the psi x skill and focus thing. Leave the genius to the vagabonds.
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Pender Lumkiss »

Restricted path is fine to include but that seems like a 0 point negative modifier. Good for flavor but lets find something in addition to it that actually would be a draw back.
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Pender Lumkiss »

Where is the D-bee major negative modifier?

Uhh bad rep?

Inhuman physiology?
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Sgt 86Delta »

N2S: Take the SWADE Rifts D'Norr and tweak it.
D’Norr

Though not supernaturally connected to evil
in any way, the D’Norr are more colloquially
referred to as “Devilmen” due to their
distinctive heads and faces. They have an
elongated cranium dotted with tiny spines
extending up and back from the forehead
(dark red for males, purple for females),
and two small horns above the brow. Their
overall skin tone is tan-red, and the males
have a series of tiny spines on their chins.
All have dark blue eyes and pointed ears.
D’Norr are known, by those willing to
know them, as intelligent, compassionate,
and drawn to nonviolent pursuits and
social interaction. Many seek a pacifist’s
path, at least as much as possible in such
a dangerous world. Most seek out new
experiences, new people, and new ideas.
Due to their open nature and sensitivity,
they are more susceptible to moments
and sights of true horror but have a
natural affinity for magic.
Alien Physiology:
The physiology of D’Norr is quite alien, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price. (-2)

Devilish Charmers:
D’Norr are smart and affable, making them naturally quite charming. They begin with the Charismatic Edge. (2)


D-Bee (Major):
The initial reactions to D’Norr typically start at Unfriendly, or Hostile for human supremacists. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. (-2)

Horns:
D’Norr have horns that cause Str+d4 damage, see Natural Weapons in Savage Worlds. (1)

Intelligent and Spiritual:
D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1. (4)

Natural Arcane Affinity:
D’Norr have a bonus of +5 PPE naturally, whether they pursue a magic path or not; this bonus PPE is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a D’Norr Ley Line Walker would begin with 25 PPE). (2)

Restricted Path:
The D’Norr have no capacity for psionics and cannot access ISP. (-1)

Sensitive:
Due to their inherently sensitive nature, D’Norr are particularly susceptible to Fear, suffering a −2 penalty when making such checks. (-2)
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Sgt 86Delta »

Demonic Physiology:
The physiology of a Gemini Demon is quite unique, even for a Demon, giving those unfamiliar with their biology a −2 penalty to Healing and cybernetics checks. Juicer and Crazy augmentations (Earth-Tech) don’t work for this race. Compatible medical supplies/services and cybernetics cost double the listed price. (-2) [Alien Physiology]

Devilish Charmers:
D’Norr are smart and affable, making them naturally quite charming. They begin with the Charismatic Edge. (2)


Not Accepted, Even by Their Own Kind:
The initial reactions to Gemini Demons typically start at Unfriendly, or Hostile for Demon Nobility. Those with an Unfriendly or lower Reaction will refuse to sell wares or provide services such as healing, repairs, etc. Failed social checks with Hostile parties often result in violence. (-2) [D-Bee (Major)]

Horns:
D’Norr have horns that cause Str+d4 damage, see Natural Weapons in Savage Worlds. (1)


Hyper-Intelligent:
Known to be extremely cunning, Gemini Demons start with a Smarts d8, adjust Trait maximum to d12+2. (4)

Intelligent and Spiritual:
D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit. This makes their natural maximums for those Traits d12+1. (4)


Natural Arcane Affinity:
Gemini Demons have a bonus of +5 PPE/ISP naturally, whether they pursue a magic path or not; this bonus PPE/ISP is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a Gemini Demon Ley Line Walker would begin with 25 PPE). (2)

Obsessive Interest:
Gemini Demons begin play with one Smarts based skill of their choice at d4 and gain a +2 when using that skill. (3)

Restricted Path:
The D’Norr have no capacity for psionics and cannot access ISP. (-1)


Sensitive:
Due to their inherently sensitive nature, D’Norr are particularly susceptible to Fear, suffering a −2 penalty when making such checks. (-2)


Loss of the Better Half:
Most Gemini Demons are encountered separetly. The separation from one's twin causes some physical complications and challenges.

His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1). He also suffers a -1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.

On the plus side, his natural instincts to find his twin, grants him 5 extra skill points which may be used for any skills linked to Smarts. (-2) [Elderly (Major)]

This solo Gemini Demon is also less durable than if he were with his twin. Reduce his Toughness by 1. (-1) [Frail]
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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Re: The Gemini Demon: A Phase World race. SWADE

Post by Sgt 86Delta »

Psi-X Aliens
Although it is a crime punishable by death,
Dr. Desmond Bradford secretly engineers
human mutants in his quest to unlock the
genetic basis of psionic abilities. Hidden
away in the bowels of Lone Star, he
conducts ghastly, unethical studies on
innocent humans, including children.

PRODUCTS OF THE LONE STAR
GENETICS FACILITY
The mad doctor’s forbidden experiments
have even involved splicing psionic
human, Psi-Stalker, and D-Bee DNA
into living human pre-teens, because
that is when latent psionic powers
usually begin to manifest. Initially, the
experiments appeared to be on the verge
of a breakthrough. Nearly two hundred
test subjects survived the first round of
treatments, and Dr. Bradford began to
clone the most promising candidates.

As the second batch of clones began
incubating, physical aberrations began to
appear in the first test group. Large, dark
black pupil-less eyes dominated a hairless
head and body. Facial features like lips,
chin, nose, and ears were diminutive,
and the rest of the body’s growth stunted
as well. One test subject wailed he had
been turned into a “Roswell” alien, and
the idea stuck with Doctor Bradford. The
test subjects, though powerful psychics,
were physically inept. All displayed an
addictive personality prone to substance
abuse. Even worse, they exhibited social
developmental disorders and mental
instability.

The entire experiment was a failure, but
Dr. Bradford couldn’t stand the thought
of euthanizing human test subjects.
As a cover story he dubbed them
the “Psi-X Aliens,” and quietly
released them into the Pecos Bad-
lands where they began to pair off
and start families. Their deformities
and disabilities made living
in the shadows of human
cities rough, so most of
the “aliens” carved out
their own insular neigh-
borhoods or formed
wilderness settlements.
The largest band de-
cided to embrace their
fate and settled in
the ruins of Roswell.
There, remarkably, the
strange communi-
ty prospers.

Addictive Person-
ality: Some genetic switch
flipped—all Psi-X Aliens
suffer from Habit (Major).

Dissociative Disorder:
instinctively
dissociate with humanity,
doubting their true
origins—they gain the
Quirk (Minor) Hindrance.

Gemini Demons instinctively
dissociate with demon-kind,
doubting their true
origins—they gain the
Quirk (Minor) Hindrance.

Hyper - Intelligent :
Known to be extremely
cunning, Psi-X Aliens start
with a Smarts d8, adjust
Trait maximum to d12+2.

Known to be extremely
cunning, Gemini Demons start
with a Smarts d8, adjust
Trait maximum to d12+2.

Light Sensitive:
Sensitive to daylight and bright
lighting, Psi-X Aliens must
wear goggles or other protective eye
wear to avoid a −2 penalty to Notice
checks and ranged attacks in bright
light conditions.

Originating from the labs of the Gene Splicers and most having lived ltheir lives within the confines of the Splynn Dimensional Markets, has made Gemini Demons highly sensitive to daylight and bright
lighting, Gemini Demons need to cover or protect their eyes
to avoid a −2 penalty to Notice
checks and ranged attacks in bright
light conditions.

You Are Not Demonkind
Little Green Men: With their striking
appearance and infamous psionic
gifts, Psi-X Aliens face prejudice
from the Coalition and others—as
D-Bees! Initial Reactions to them
typically start at Uncooperative.

With their striking near human
appearance and very suspicious origins, Gemini Demons face prejudice
from all demons. Initial Reactions to them
typically start at Uncooperative.

Low Light Vision: Psi-X
Aliens ignore Dim and Dark
Illumination penalties.

Mind Over Matter: The
diminutive beings detest physical
labor— even walking—and
suffer a −1 penalty to all
Strength (including damage)
and Vigor rolls, and a −1 to
Toughness.

Natural Psionics: Psi-X
Aliens begin with the
Arcane Background
(Psionics) and Power
Points Edges, 15 ISP,
a Psionics skill of
d6, and start with
three powers: mind
link, telekinesis, and
one other power from
the Mind Melter’s list of
psionics. They naturally
telekinetically hover and
move a few feet above the
ground at their base Pace—
at no cost as a free action—
and must concentrate to
walk on their own two legs.
If a Psi-X Alien chooses an
Iconic Framework providing
A r c a n e B a c k g r o u n d
(Psionics), he follows all
the normal rules for the
Framework except three of
his starting powers are those
listed above (even if not normally
allowed by that Framework) and he
gains two additional powers to his
starting total (e.g., a Psi-X Burster
starts with five powers, etc.).

Obsessive Interest: Psi-X Aliens
begin play with one Smarts based
skill of their choice at d4 and gain +2
when using that skill.

Out of It: The Psi-X Aliens suffer from
a developmental disorder leaving
them struggling to understand
societal interactions and norms. They
suffer a −2 to all Common Knowledge
rolls.

Owl-Eyed: Keen vision comes with
the bug-eyes, Psi-X Aliens gain +2 on
sight-based Notice checks.
Psychic Sight: Psi-X Aliens can see
electromagnetic energy and auras,
giving them Expanded Awareness
per the Mind Melter ability, see The
Tomorrow Legion Player's Guide. If they
also choose a Framework with that
ability, they gain +2 on all associated
rolls.

Restricted Path: Psi-X Aliens,
because of their peculiar genetic
makeup, cannot access PPE. The race
cannot take any Arcane Background
which uses PPE or any Iconic
Framework which includes such an
Arcane Background.

Touch of Madness: The Psi-X’s
manipulated DNA creates a chemical
imbalance in the mind that causes
them to roll once on the Crazy’s
Psyche Degradation table.
Sarge's Roles _

GM of a Vauxhall Knights Campaign

Player Characters - Savage Rifts Groups
  • Architect, Chaing-Ku - Vampire Hunters
  • Silverclaws, Wolfen MARS Techno-Warrior - 18th COT
  • Xero X Kalvin, Psi-Stalker Chiller (Burster Variant) - 12th AAT
  • Doc Olliday, D'Norr Cyber Doc/Weird Scientist - 24th COT
  • Luke, In'Valian MARS Rogue Scholar/Super Scientist - 77th CIT
  • Asher Black, Human Information Broker - Level 4: Shattered Dreams
  • Ozzati, Trimadore Techno-Wizard - 7th SET
  • White Castle, Human MARS Rogue Scholar/Legacy Scout - The 32nd
Player Characters - Savage Dimensions
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