====== Double-Life ====== The player may decide to play a [[[[start:setting:magic:doubler|doubler]], a magic user. The player must determine their second-life ability (fireball, butterfly invocation, stag metamorphosis, etc.). Then, through their life, their second-life will evolve to match the character's needs better. The player gains xp points, which unlock up to 10 ranks of double-life mastery. ===== Double-Life Mastery ===== **Rule of thumb** table. ^ ^ Title ^ Xp ^ E casting cost/H regen roll ^ Reach ^ Autonomy ^ Permanent ^ Damage ^ Passive ability ^ | 1 | Novice/Hatchling | 1-2 | 1 | 1m | 30s | | D2 | cast the second-life | | 2 | Initiate/Wriggler | 3-5 | 2 | 3m | 1min | | D3 | control the second-life | | 3 | Apprentice/Fledgling | 6-9 | 5 | 5m | 5min | 10e/1h | D4 | can have permanent effect | | 4 | Adept/Crawler | 10-14 | 25 | 10m | 20min | 8e/30min | D6 | personal passive ability | | 5 | Revealed/Strider | 15-20 | 50 | 20m | 1h | 6e/10min | 2D4 | second-life constantly visible((it can now be use instantly in close-combat without repercussion)) | | 6 | Companion/Climber | 21-27 | 75 | 50m | 3h | 5e/2min | 2D6 | personal passive ability | | 7 | Master/Glider | 28-35 | 90 | 100m | 12h | 4e/30s | 2D8 | reactivity greatly increased | | 8 | Grand Master/Soarer | 34-44 | 95 | 500m | 1j | 3e/5s | 3D6 | personal passive ability | | 9 | Twice-born/Skymaster | 45-54 | 98 | visible | 6j | 2e/1s | 3D8 | autonomy greatly increased | | 10 | Unity/Starfinder | 55+ | 99 | inf | inf | 1e/instant | 4D6 | personal passive ability | ^x ^ Title ^ Xp ^ **Focus** test ^ Total Failure ^ Bad ^ Blah ^ Not bad ^ Good ^ Excellent ^ | 1 | Novice/Hatchling | 1-2 | Impossible | Unconscious | Unconscious | Unconscious | Unconscious | Unconscious | Unconscious | | 2 | Initiate/Wriggler | 3-5 | Overwhelming | Unconscious | Unconscious | Exhaustion | Exhaustion | Exhaustion | Exhaustion | | 3 | Apprentice/Fledgling | 6-9 | Hard | Unconscious | Exhaustion | Exhaustion | Exhaustion | Exhaustion | Low | | 4 | Adept/Crawler | 10-14 | Hard | Unconscious | Exhaustion | Exhaustion | Exhaustion | Low | High | | 5 | Revealed/Strider | 15-20 | normal | Unconscious | Exhaustion | Exhaustion | Low | Low | Full | | 6 | Companion/Climber | 21-27 | normal | Exhaustion | Exhaustion | Low | Low | High | Full | | 7 | Master/Glider | 28-35 | easy | Exhaustion | Low | Low | High | High | Full | | 8 | Grand Master/Soarer | 34-44 | easy | Low | Low | High | High | Full | Full | | 9 | Twice-born/Skymaster | 45-54 | trivial | Low | Low | High | Full | Full | Full | | 10 | Unity/Starfinder | 55+ | trivial | Low | High | Full | Full | Full | Full | ===== 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 alter the world permanently. 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 your second life. //Example: healing, transformation, ...// * You just need extra energy to create natural things that do not consume energy. //Example: permanent invocation, creating matter, ...// * To create permanent unnatural matter or effects that 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 pay additional energy to add effects (autonomy, power, reach, ...) - The character must focus 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, etc.) ===== Leeching Stones ===== Leeching stones allow doublers to extract energy from the environment but at the cost of corrupting their mind and bodies. Each player has a clean body with 20 spots (1-20) and loose clean spots after using the leeching stones (by throwing a 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 |