Difference between revisions of "Gemini: The Dark Fantasy Role Playing Game"

From RPGnet
Jump to: navigation, search
 
 
Line 1: Line 1:
=== Gemini: Dark Fantasy Role Playing ===
 
  
Gemini is a fantasy role playing game by Cell entertainment currently out of print.  The setting takes place in a world where the light of The One is in constant struggle with The Darkness.  The church of the One actually embodies good and magic embodies all that is evil.  The land is immersed in half darkness as the firmament has stopped in a state of permanent eclipse.  The land is split into church controlled territories and sovereign controlled territories.  The church and the sovereigns are at varying degrees of peace, and the darkness threatens to envelop all from the north.  The world includes a very different brand of Elves and Dwarves.  The Elves are more like insects than your traditional elves.  There is only one female queen elf and all others are Male.  The amount of independence they have is based on a Seaculum rating indicating the essence of their elders given to them at birth by the queen.  The Dwarves have what is called the curse, and are disfigured in some way.  There is a great deal of racism in the game against dwarves due to much of the metaplot.
 
 
The system is fairly unique combining an instinctive combat system with an open ended magic system.
 
 
==== The Magic System ====
 
The magic system is very open allowing incredible flexible magic by the players simply by adding levels of different aspects.  The aspects of reality are split into:
 
* Fire - ''Incendium''
 
* Air - ''Caelum''
 
* Water - ''Aqua''
 
* Earth - ''Orbis''
 
* Light - ''Lux''
 
* Cold - ''Frigus''
 
* Kinetic Energy - ''Motus''
 
* Heat - ''Aestus''
 
* Sense - ''Animus''
 
* Time - ''Tempus''
 
* Organic Materia - ''Natura''
 
* Dead Materia - ''Res''
 
* Sound - ''Strepitus''
 
 
Adding different levels of aspects provides different effects.  A common fireball would require Incendium to create the fire, Motus to make it fly at an opponent, and one could continue to add levels of Incendium and Motus to increase damage and range of the fireball.  This flexible magic system allows players more control over there spells.  There is no energy or spell slots in this game.  Magic can just be done at will.  The drawback of the magic system is that failure to weave the spell can cause a variety of mental overloads from headaches to instant death depending on the power of the spell.
 
 
==== The Combat System ====
 
 
The combat system includes a paper, rock, scissors mechanic.  The players have 3 choices every combat round.  They may make an all out attack (Rock), defend (Paper), or Feint (scissors).  Depending on the outcome of the strategy chosen, players may still make choices.
 
* If Both players defend...
 
** The fighters circle each other waiting for the other to make the first move and combat moves to the next round.
 
* If both players attack...
 
** The player with the best initiative roll attacks first and the other player may abort his attack to parry or dodge at a penalty.
 
* If both players feint...
 
**  The fighters circle each other attempting to feel each other out but because no player actually tries to block any of the feinted attacks, there is no real attack and combat moves to the next round.
 
* If one player attacks and another defends...
 
** ...and the attacker has a better initiative, The defender only gets a small bonus to his defense.
 
** ...and the defender has a better initiative, the defender has two choices:
 
*** The defender may just defend at a large bonus.
 
*** The defender may defend at a smaller bonus and counterattack with a penalty.
 
**** The attacker may defend this attack at a penalty.
 
* If one player attacks and the other feints...
 
** ...and the attacker wins the initiative, the attacker simply bashes the other player first.  The feint may abort to parry at a penalty.
 
** ...and the feint wins the initiative, the attacker falls for the feint and aborts to parry at a penalty and the feint too attacks at a penalty.
 
* If one player defends and the other feints...
 
** ...and the feint wins the initiative, the defender falls for the fake attack and may parry the real attack at a penalty.
 
** ...and the defender wins the initiative, the defender sees through the feint and gets a small bonus to parry.
 
 
After a few combats this system becomes intuitive to the players and it is relitively fast.  Combat is extremely dangerous, which players are quick to find out, which means a lot of combat turns into players circling each other, all throwing paper.
 

Latest revision as of 10:58, 25 March 2006