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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
how to simplify maybe: base ability just gives +1 action per round, cannot be attack or movement. losing some amount of health also removes this benefit.
or: keep 2 different health pools but give 3 FEA each instead of 5. at least simpler than 2 different mrw stats.
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Doubleheader | Multiple heads. | |
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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. 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: You cannot 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. minus-circleSplit Health: Each of your two selves has its own health pool of Flesh, Energy, and Attention. Unlike a full regular creature, however, a head has a maximum of 3 Flesh instead of the normal 5. When you get attacked, the attacker can choose which of your selves to target. plus-circleThe Perks of Being Single: Both heads have access to all the abilities you know, share the same inventory, have the same combat ratings (Melee/Remote/Whelm) 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). 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. |
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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. |
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