====== Double-Life ====== The player may decide to play a [[[[start:setting:magic:doubler|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 visible((it can now be use instantly in close-combat without repercussion)) | | 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 [[[[start:setting:magic:doubler|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 [[[[start:setting:magic:doubler|doubler]] can get the control back or change its commands. Examples: tracking, auto-defense, invocation, illusion, ... ==== Permanent mode ==== Their second-life can allow the [[[[start:setting:magic:doubler|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 |