The player may decide to play a 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.
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 visible1) |
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 |
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, …
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, …
Their second-life can allow the doubler to alter the world permanently. They can either create or remove matter or energy or transform something into something else.
To use their second-life the player must follow the following steps:
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.
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 |