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From: Chad Crayton  <pom@xxxxxxxxx.xxxx>
Date: Mon Dec 6, 1999 4:23pm
Subject: [SWRPG] New Race - Djinn'I


The Djinn’I are a short, lithe species of near-humans. They are thin and agile. Their muscle mass is more compacted than a human, allowing them human standard strength with seemingly weaker frames. They generally have a pale complexion, sometimes with a slight blue or violet hue. Their build and appearance is very similar to human children aged 12-16.
      They are a naturally emphathic race, with inborn talents close to those of the Jedi. In fact, during the age of the Old Republic the Djinn’I were close friends of the Jedi, and pairings between the two were not uncommon. Sentimental and caring, the Djinn’I were known for their open hearts and diplomacy. All were welcome to their world. A popular race in the Old Republic, even if they didn’t travel as extensively as some other races.
      Then came the New Order. They were seen as a threat to Palpatine’s plans because of their Jedi-like traits, cultural personality and popularity. A covert group of Palpatine’s soldiers released a virus onto the planet that nearly wiped the peaceful people out. The virus killed millions, but its true horror was that it left 97% of the survivors sterile. Palpatine moved in a military garrison in order to "quarantine" the planet and "provide aid" to the beleaguered populace.
      Palpatine thought that the Djinn’I would be lost amiss the propaganda his New Order was spreading, and they would slowly die out under the thumb of his garrisons. He was wrong. A group of scientists converged on the planets – led by the famous Alderaanian doctor and scientist Dail Dorlana. While the results of the virus have yet to be overcome, a program of in-vitro birthing was established. It consists of taking the genetic material of two "parent" beings, then combining it and placing it in a "womb" were it will grow to term. Often the children were raised in crèches, at least during the initial repopulation of their homeworld. Now the process is available to would-be parents as well.
      Now it is a world held under the iron thumb of the Empire. The formerly peaceful race has begun to realize that Palpatine was behind their sorrows, and that they are finally strong enough to begin to fight. While not strong enough to join the Rebellion openly, more and more Djinn’I are finding their way off-planet and to Rebel cells. To see their passion directed to fighting the Empire is a frightful thing indeed.
      The Djinn’I do have some disadvantages related to their traits. Since they are so in tune with the Force in their particular way, they cannot be Force sensitive or be taught any Jedi powers. Being naturally emphathic, they also must remain in contact with their own kind or risk insanity. Their traits show themselves as an inborn talent to "read" the emotional state of others, allowing them to be excellent diplomats – or con men. They can also "tag" an object or person, allowing them to be aware of where the tagged item is, and a little about its surroundings. In the case of a person, it also allows them to "read" that person at a distance, and communicate to some limited degree. Jedi’s receive a +2D for any power they target a Djinn’ I with, helpful or harmful (except for those purely physical ones – like TK).
      Djinn’I are also capable of creating the Hocj’nwl (a word in the old, sacred tongue meaning "life-bond"). This is a permanent bond between life-mates. A Djinn’I under a Hocj’nwl is not penalized by being away from their own kind. This bond can be created between a Djinn’I and almost any other being. In fact, a weaker form of this bond has been known to spontaneously form when a Djinn’I has been without contact with their own for a length of time. Either way, the bond can only be broken by the outside help of certain Djinn’I doctor/philosophers.

Djinn’I
Attribute Dice: 12D Dexterity: 2D / 5D Knowledge: 2D / 4D Mechanical: 1D / 3D+1 Perception: 2D / 5D Strength: 1D / 3D+2 Technical: 1D / 3D+1 Special Abilities: Sense Capability : This attunement to the Force gives Djinn’I +2D Perception in any case the GM sees fit or there is a good IC explanation. This is generally useful for con, search, bargain, etc. In rare situations is could be applicable to sneak, but generally this falls outside the effect. Tagging : This allows the Djinn’I to "tag" a number of objects/people equal to their Perception, round pips down. This "tag" allows a Perception roll to ascertain the position, status and surroundings of the tagged item.

Story Factors:
Cannot be Force Trained : Inborn talents keep Djinn’I from ever being Force sensitive or trained in any Jedi skills. Jedi "sympathy" : Do to their connection with the Force, Jedi receive +2D on any power they use against the Djinn’I – helpful or harmful (excepting those purely physical – such as TK). Or course, this could work both ways. You might want to give Djinn’I an additional +1D Sense Capability when interacting with a Jedi. When linked to a Jedi, they can boost the Jedi’s Sense by +1D. Social Animal : Djinn’I must keep in contact with their own kind. Every six months without contact lowers all non-physical attributes by 1D. A Djinn’I must spend at least 2 months in contact with their own in order to raise those penalties back up +1D. Creating a Hocj’nwl will raise the penalties back every 2 weeks. Spontaneous Hocj’nwl : Every month a Djinn’I is removed from contact with their own gives a greater chance that a spontaneous Hocj’nwl bond will form in order to protect their sanity. If they fail a Perception roll against someone, or someone successfully rolls a Perception roll against the Djinn’I (con, fast-talk, command, seduce, etc.), the Djinn’I must immediately make a willpower roll vs. a difficulty of months as difficulty steps. Example : Dyanni (a Djinn’I) tries to bargain with Fed and fails her roll. She has been out of contact with her own for two months. Two months = two difficulty steps, meaning she has to roll willpower vs. an Easy difficulty. Three months would make it a moderate, and so on. Automatically raise the difficulty by one step against Jedi’s.
      A spontaneous Hocj’nwl bond is almost as strong as a planned one. It can quite disorientating to both beings involved. The Djinn’I is overcome by feelings of admiration and sometimes amorous qualities. The other being starts feeling the Djinn’Is emotional state, picking up iconic imagery, etc. If the other being is willing, the bond will strengthen and become more familiar to them both. If the object is not willing, and fights the bond – the Djinn’I will be in danger as the negative feedback of the bond sends them closer to the edge. The Djinn’I will start feeling obsessive towards the object, and will do anything to get closer to them and strengthen the bond. Sterile : As a result of the virus, almost all Djinn’I are born sterile. Hunted : Since their home world is still considered quarantined, all off-planet Djinn’I are hunted by Imperials.

----
First race I've created for SWRPG. Tried to balance them out, what do you think?   Should throw an interesting twist at Jedi characters, especially if a spontaneous Hocj’nwl bond pops up. <g>

Prophet of Murphy

  Message 53 of 2629    


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