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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 | Cerberus | Three heads. |
caret-right | Hydra | Heal faster. |
caret-right | Kuato | Choose which head gets hit. |
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. If you gain the Cracked condition, maximum Flesh is reduced to 2 per head instead of 3. When you receive any effect that restores lost Flesh or Energy, it gets restored to just one head at a time. 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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Utility | plus-circleTriple Style: You have three heads instead of two, further increasing your total processing power. You may take four actions per round instead of three. minus-circleAblative Actions: If one of your heads is reduced to 0 Flesh, you can take only 3 actions per round. If two heads are reduced to 0 Flesh, you can take only 2 actions per round. minus-circleFurther Split: Your heads all have a maximum of 2 Flesh instead of 3. If you have the Cracked condition, maximum Flesh is reduced to just 1 each. |
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Protection | plus-circleRapid Regrowth: Any time Flesh or Energy is restored to one of your heads, an equivalent amount is also restored to the other. plus-circleAuto-Resuscitate: If one of your heads is reduced to 0 Flesh, it automatically regains 1 Flesh at the end of the current exploration turn at no cost to you so long as your other head survives. |
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Protection | plus-circleHidden Mastermind: Your heads are very talented at coordinating, or maybe one of them is simply incredibly protective of the other. When you are targeted with any attack, you choose which head takes the blow instead of the attacker choosing. | |
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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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