====== 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 |