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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.

  • Mrw to be split is 75 percent level?
  • Hydra: healing one head heals the other as well, can pass flesh to each other, recovering removes a condition from both. Maybe something more hydra-like? Like losing a head doesnt reduce actions per round at all
  • kuato: choose which head takes any given blow, max one head can be targeted by sny given attack (actually that parts standard)
  • scylla+ghidorah

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.
caret-right Bounteous Provisions freebies.
Enterprises Doubleheader School

Doubleheader

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. If you gain the Cracked condition, maximum Flesh is reduced to 2 per head instead of 3.

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.

doubledVigor Synergy: If you also have the Vigor ability from the Adamant class, each of your heads has 4 Flesh instead of 3.

Enterprises

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.
doubleheader.1593655226.txt.gz · Last modified: 2020/07/01 20:00 by kyle