This is an old revision of the document!
Two creatures, one body. Separate health pools, mrw, etc. Shared resources and inventory. Mrw split between heads? Might be a decent way to make each weaker. Can take 3 actions a turn, no more than 2 per head. Move actions move both, obviously.
could this go another way? like treat extra heads as special resources instead of split creatures. might be simpler, also gives a more thematic hydra implementation. maybe just for that ACTUALLY NO Overgrowth in Regenerator is a fine hydra simulator conceptually speaking
.
.
Doubleheader | Multiple heads. | |
---|---|---|
caret-right | Bounteous | Provisions freebies. |
Enterprises | Doubleheader School |
Utility | plus-circlePolycephaly: You have two heads, effectively making you two creatures that share a single body. Each of your two selves has its own 5 points of Flesh/Energy/Attention. When you get attacked, the attacker can choose which of your selves to target. plus-circleExtra Actions: Having two heads means a lot more processing power. You may take three actions per round instead of the normal limit of two, split as you prefer between your two different selves. minus-circleAction Restrictions: No individual head can take more than two actions per round, nor can you take more than two movement actions in a single round total. Since both heads always occupy the same location, a single movement action moves both. Attacking a second (or third) time during a single round still incurs the normal double-attack penalty regardless of which heads are doing it. plus-circleThe Perks of Being Single: Both heads have access to all the abilities you know, share the same inventory, and draw from a shared pool of resources (Provisions/Supplies/Mojo). Any attack capable of hitting multiple targets (such as most Whelm-type attacks) treat you as just a single creature and damage only one of your selves instead of both (the attacker chooses which one as usual). minus-circleSplit Expertise: Your combat ratings (Melee/Remote/Whelm) are not shared by both your heads, but split between them as evenly as possible. For example, if you are level 6 then each of your two heads has 3 points to assign to combat ratings as you see fit. You can keep them mostly identical or as different as you want (make one head a melee specialist and the other a whelm type, maybe). plus-circleHalf Dead: If one of your two selves is reduced to 0 Flesh, they are knocked unconscious and you can only take 2 actions per round until they wake up. Any effect that restores Flesh to an unconscious head will revive it. You do not die until both heads have been reduced to 0 Flesh. |
|
---|---|---|
Doubleheader School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
---|