Post by Black Sam on Jan 13, 2012 22:40:47 GMT -5
So I'm toying with the Duplicate Self Modifier. I want to "separate" it from Multiple Man, make it more generic. I wanted to make his particular twist on the power a construct of Options, so I decided to toy with it with an MN rating instead of a flat cost.
What I have so far is below. Here's what I'd like from my MURPG peers: What CL would you place it at? What purpose would an MN for it serve besides a mob-action bonus (in other words, I can put on my power-gamer glasses and see right away that there's no point in buying this at more than MN 1 with some fancy Options -- how do I fix that?) Do you think making these changes is worthwhile, or an exercise in futility?
Thanks!
What I have so far is below. Here's what I'd like from my MURPG peers: What CL would you place it at? What purpose would an MN for it serve besides a mob-action bonus (in other words, I can put on my power-gamer glasses and see right away that there's no point in buying this at more than MN 1 with some fancy Options -- how do I fix that?) Do you think making these changes is worthwhile, or an exercise in futility?
Thanks!
Duplicate Self
You can create a number of clones of yourself equal to your MN x2 at will. The default version of this power allows you to create multiple perfect duplicates, all of whom act with one will, sort of a mob mind, speaking with one voice and acting in unison. The duplicates are capable of multitasking on more than a single action (by splitting your stones) – for example, one could loot a safe while the others ganged up on the security guard. The original character can act separately from his duplicates (with different stone allocations), making this power great for getaways and distractions. Unless otherwise noted (see the Options, below), killing a duplicate has no effect on the original.
When three or more duplicates act as a mob, they may add stones equal to half their MN to any Action performed in unison (Close Combat is a good example – Acrobatics not so much!)
Options
+4 CL = Autonomous. Your duplicates can act independently instead of as a group mind – each is an individual character, a copy of the original’s character sheet. Duplicates that are separated from the original are capable of learning independently and having experiences of their own, providing a wealth of possible future situational modifiers for the character once the dupe is reabsorbed. Duplicates generated with this option tend to fixate on a single aspect of the original character’s personality (chosen by the GM!), such as caution or aggressiveness. Autonomous dupes that are killed reduce the original character’s MN by -1, and do 1 red stone of stun damage to the character’s Energy Pool – both penalties are permanent for 24 hours.
+4 CL = Unlimited Dupes. You are not limited in the number of duplicates you can create. This of course has the potential to cause all kinds of trouble, especially when combined with the Autonomous Option.
-1 CL = Stimulus. You require some sort of activation other than an act of will to activate this Modifier. Jamie Maddox require physical impact – even a hand slap is enough. What’s yours?