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Doubleheader Multiple heads.
caret-right Cerberus Three heads.
caret-right Hydra Heal faster.
caret-right Kuato Choose which head gets hit.
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. 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.

Cerberus

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.

Hydra

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.

Kuato

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.

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.1593660543.txt.gz · Last modified: 2020/07/01 21:29 by kyle