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duplicator

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  • can move further away from you, exist for longer
  • use attacks/effects through decoy
  • homunculi: can make decoys via energy investment, can fool all senses
  • higher limits of how many decoys at once
  • possess decoy

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Duplicator Make decoy selves.
caret-right Expertise Get advanced abilities.
Enterprises Duplicator School

Duplicator

Protection plus-circleMirror Image: As an action, you create an illusionary duplicate of yourself in any adjacent space that looks, moves, sounds, and acts exactly like you. Nobody can tell you apart from your duplicate, including attackers- they'll have to guess which is the real you or just pick randomly. You can have as many duplicates at a time as you want.

minus-circleShort-Lived: Duplicates expire naturally on their own at the end of the current exploration turn. If a duplicate takes any amount of damage for any reason before its natural expiration, it is immediately destroyed.

minus-circleLimited Autonomy: Your duplicates go where you go and do what you do. They cannot use any abilities or attacks, but will pretend to every time you do in order to hide which of you is real. They cannot ever get more than 1 meter away from either you or another duplicate of you, and if circumstances force them to do so they are immediately destroyed. Duplicates are not self-aware and cannot hold a conversation for long, as they just spout random phrases that you also tend to say.

Total Combat

Utility plus-circleThe Highwayman: You are an expert in dual-wielding mismatched weaponry. When you double attack during a round, you can ignore the normal Energy cost of doing so if your second attack was of a different type (Melee, Remote, Whelm) than your first.

Enterprises

Duplicator 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.
duplicator.1590096157.txt.gz · Last modified: 2020/05/21 15:22 by kyle