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duplicator

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  • can move further away from you, exist for longer
  • use attacks/effects through decoy
  • possess decoy

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Duplicator Make decoy selves.
caret-right Homunculi Closer to life.
caret-right Triptych Double the decoys.
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. You can have as many duplicates at a time as you want.

plus-circleSwitcheroo: When you create a duplicate, you can choose to create it in the space you are currently occupying and move yourself into any adjacent space.Nobody can tell just from watching you create a duplicate exactly which one of you is real and which is not.

plus-circleConfusion: Nobody can tell you apart from your duplicate, including attackers- they'll have to guess which is the real you or just pick randomly (the referee always picks randomly). Duplicates cannot use any abilities or attacks, but will pretend to every time you do in order to hide which of you is real. Duplicates are immune to all conditions, but will look/act like they have any conditions that you have.

minus-circleEchoes and Shadow: Your duplicates fool only vision and hearing. Touching a duplicate reveals its true nature, as does using any other sense. If a creature has any extraordinary sense from one of its abilities (such as but not limited to the Survivor's Scent, the Burrower's Tremorsense, or the Undead's Lifesight then it is not fooled by this ability and can easily tell the real thing from the fakes.

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 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.

minus-circleSupplies: Roll a trigger die whenever you create a duplicate with this ability. If the result is 1-3, then doing so costs 1 Supplies. You cannot create duplicates if you have no Supplies remaining.

Homunculi

Utility plus-circleBlood Drops: You can create duplicates out of your own energy rather than your supplies. Every time you create a duplicate, you can choose to spend one Energy instead of rolling to (potentially) spend Supplies. Energy invested in a duplicate in this manner cannot be reclaimed or healed back in any way until the duplicate is destroyed, but once the duplicate is destroyed you instantly heal it back. You can choose to destroy a decoy (and reclaim the invested Energy) freely at any time during your turn if desired. Creating duplicates in this manner does not require you to have any Supply remaining.
Protection plus-circleLife Seeming: Your duplicates are much more real than most- not only do they look and sound like you, they also can fool any other senses as well such as touch, smell, special ability senses, whatever. This is true regardless of whether you choose to create duplicates via Energy or Supplies.

Pawns

Utility plus-circleThis is Getting Out of Hand: Every time you create a duplicate, you create two of them instead.

Triptych

Protection plus-circleThis is Getting Out of Hand: Every time you create a duplicate, you create two of them instead.

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.1590127763.txt.gz · Last modified: 2020/05/22 00:09 by kyle