Gemini

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Gemini[edit]

(Also see Gemini : The Dark Fantasy Role Playing Game.)

Gemini: Definition (Continuum)[edit]

A gemini incident is when a spanner meets himself from the future. Because of the nature of time, you may never go back and visit yourself unless you remember yourself coming to visit you first. Otherwise there would be a paradox. Therefore, it is important to remember that the gemini (the older version of you) is both older and knows much more information than you and you MUST listen and obey ANY commands he gives you. If you do not you will almost assuredly aquire frag (Paradox).

Gemini: Definition (Unknown Game)[edit]

When two demons plot against a demon lord, bad things tend to happen. If the plot runs into some major snags, major bad things can happen. As it was they couldn't stand each other, the only thing they had in common was the desire to obtain power. They were sentenced to life on the surface with the mortals, in the same body.

They went insane the first few weeks and tried to commit suicide, this was what the demon lord wanted, for them to come back and learn their place. They survived, but there was a side effect, they were able to split into two people, for a short time. It appeared that the Demon Lords power was not as great as he thought it was.

They joined Zodiac as a means to conquer the surface, as a prelude to going home and conquering the demon lord that sent them here. They plan and plan, soon they hope to shake the foundations of the Abyss as Gemini.

Gemini PL 15 (225PP)

Init +3; 30ft (Run), 50ft (Teleportation); Defense 19/19 (6 Base, 3 Dex); BAB +6; +10 Melee (6S Punch), +9 Ranged (10S/L Fiery Blast); SV Dmg +5 (12 Protection), Fort +5, Ref +3, Will +2 (10 Protection); Str 18, Dex 16, Con 16, Int 18, Wis 10, Cha 12 (Total 60PP)

Skills: Climbing 2/+6, Computer 1/+20, Gather Information 5/+6, KS: Electronics 2/+21, Disable Device 2/+21, Mystic/Techno Inventor 1/+20, Mechanics 1/+20, KS: Demon Politics 2/+21, AK: Abyss 3/+21, Listen 4/+5, Search 3/+22 (Total 26PP)

Feats: Heroes Luck, Lightning Calculator, Great Fortitude, Iron Will, Indomitable Will, Toughness (Total 12PP)

Powers:

  • Demonic Body (Protection) +10 (Source: Mystical; Extras: Mental Protection, Energy Blast [Fire], Teleportation; Stunt: Duel Damage) (Cost 5 / Total 50+2PP)
  • Super Intelligence +15 (Source: Training) (Cost 2 / Total 30PP)
  • Gadgets +8 (Source: Technology/Mystical; Extras: Expanded Gadgets [x3]; Flaw: Change in Headquarters Only, Gadgets do not Duplicate) (Cost 2 / Total 16PP)
  • Duplicate +10 (Source: Mystical; Extra: Mind Link; Flaw: One Duplicate Only) (Cost 2 / Total 20PP)
  • Combat Sense +3 (Source: Training) (Cost 1 / Total 3PP)
  • Density Increase +2 (Source: Mystical; Flaw: No Incorporeal, Not when Duplicated) (Cost 3 / Total 6PP)