Double-Life
The player may decide to play a doubler, a magic user. The player must decide what is their second-life ability (fireball, butterfly invocation, stag metamorphosis, …). Then trough their life their second-life with evolve to better match the needs of the character. The player gain xp points which are used which unlock up to 10 ranks of double-life mastery.
Double-Life Mastery
Title | Xp | Casting cost | Bonus H/E | Reach | Autonomy | Permanent | Damage | H Regen | Energy reserve | Passive ability | |
---|---|---|---|---|---|---|---|---|---|---|---|
1 | Novice | 1-2 | 4 + D8 | 1 | 1m | 30s | D2 | cast the second-life | |||
2 | Initiate | 3-5 | 3 + D6 | D2 | 3m | 1min | D3 | control the second-life | |||
3 | Apprentice | 6-9 | 2 + D4 | 1+D2 | 5m | 5min | 10e/1h | D4 | 1HP = 4e/h | can have permanent effect | |
4 | Adept | 10-14 | 1 + D4 | 1+D3 | 10m | 20min | 8e/30min | D6 | 1HP = 3e/h | personal passive ability | |
5 | Revealed | 15-20 | 1 + D3 | 2+D2 | 20m | 1h | 6e/10min | 2D4 | 1HP = 3e/30min | 1/4 Stamina | second-life constantly visible1) |
6 | Companion | 21-27 | D4 | 2+D3 | 50m | 3h | 5e/2min | 2D6 | 1HP = 2e/30min | 1/2 Stamina | personal passive ability |
7 | Master | 28-35 | 1 + D2 | 3+D2 | 100m | 12h | 4e/30s | 2D8 | 1HP = 2e/10min | Stamina | reactivity greatly increased |
8 | Grand Master | 34-44 | D3 | 3+D3 | 500m | 1j | 3e/5s | 3D6 | 1HP = 1e/10min | 2 Stamina | personal passive ability |
9 | Twice-born | 45-54 | D2 | 4+D2 | visible | 6j | 2e/1s | 3D8 | 1HP = 1e/min | 5 Stamina | autonomy greatly increased |
10 | Unity | 55+ | 1 | 4+D3 | inf | inf | 1e/instant | 4D6 | 1HP = 1e/s | 10 Stamina | personal passive ability |
Second-Life mode
Control mode
The doubler summons its second-life or takes control of it (if they are a revealed doubler). They can then control their second-life inside their control reach but must maintain focus (periodic Focus test).
fireball, milk telekinesis, beaver mind-control, …
Autonomous mode
The second-life tries to fulfill its commands and disappear after success or after it has depleted its energy reserve. It can go farther than the controllable reach, but then the doubler can get the control back or change its commands.
Examples: tracking, auto-defense, invocation, illusion, …
Permanent mode
Their second-life can allow the doubler to permanently alter the world. They can either create or remove matter or energy or transform something into something else.
- to alter things but without adding effects requiring energy, in this case it is the simple result of you second-life. Example: healing, transformation, …
- to create natural things which does not consume energy, you just need extra energy. Example: permanent invocation, creating matter, …
- to create permanent unnatural matter or effects which consume energy, you need a way to furnish this energy to the second-life either from you or the environment if you do not want it to end. Example: permanent magical invocation, enchantment, …
Double-Life in the game
Passive abilities
Active abilities
To use their second-life the player must follow the following steps:
- Throw the casting cost (in Energy), the player must pay the cost, if energy is not sufficient the player will start consuming their Health.
- Test their Focus
- Given the test result, the player can choose to pay additional energy to add effects (autonomy, power, reach, …)
- The character must keep focusing while the ability is channeled in control mode. In autonomous mode, focus is needed to change the commands.
Focus Test
- Total Failure: you lose control of the effects (against your interest)
- Bad: you lose control of the effects (randomly)
- Blah: you cannot stop the casting + the second-life does mostly what you want
- Not bad: you can stop the casting when you reach 1 energy + the second-life does most of what you want
- Good: you can stop the casting at half the cost + the second-life does what you want
- Excellent: you can stop the casting at any time + the second-life does perfectly what you want
Examples
- “The Sun in the palm of my hand.” Fire → Control of an orb of fire
- “Burp!” Digestion → spit acids and build minerals-organic structures (bones)
- “If you need a hand…” Division → can create autonomous bits of their body sustained by the main body
- “Careful! It's slippery…” Texture → can change the texture and color of surfaces (chameleon invisibility, walking on any surface, slide on any surface, …)
- “Whatever I say.” Suggestion → Oral Control
- “And round, and round, and round!” Water → Water Swirl Snake
- “Kaboom!” Explosion → Explosive arrows, deafening arrows, smoke arrows, …
- “Hope can do more than repel the darkness.” Hope → Combat Booster
- “You just need to find the good rhythm.” Vibration → earthquake, echolocation, deafening cry, heating metal
- “You! And… you!” Attraction → Attract two things toward one another (partial telekinesis, moving like spider-man, communication, trap, …)
Leeching Stones
Leeching stones allow doublers to extract energy from the environment but at the cost of corrupting their mind and body. Each player has a clean body with 20 spots (1-20) and loose clean spots after using the leeching stones (by throwing D20). When all spots are corrupted, the doubler disappears.
Focus + Will Test
- Total Failure: -5 D20 and Large corruption
- Bad: -3 D20 and Medium corruption
- Blah: -2 D20 and Small corruption
- Not bad: -1 D20 and Small corruption
- Good: Nothing
- Excellent: +1 D20
Training
Rank | Xp | Throw Difficulty |
---|---|---|
1 | 1-2 | very hard roll |
2 | 3-5 | very hard roll + 1 |
3 | 6-9 | very hard roll + 3 |
4 | 10-14 | hard roll |
5 | 15-20 | hard roll + 2 |
6 | 21-27 | normal roll |
7 | 28-35 | normal roll + 2 |
8 | 34-44 | easy roll |
9 | 45-54 | easy roll + 2 |
10 | 55+ | very easy roll |