Post by gloom on Feb 19, 2005 1:42:51 GMT -5
I'm attempting to recreate a character from an old '80s comic D.P. 7 (Displaced Paranormals 7). Some of the older players may remember it. I forget the character's name but he ended up being called Anti-body by the end of the series. I'll researched the details later. Anyway, I needed to create a way for him to created energy doubles, a modification of Duplicate Self but much more limited (hence the reduced cost). This is what I've started with. Keep in mind this is a rough draft and I've added some variation for others to use. It should make more sense when I've finished the character. Feel free to comment on my initial take on it.
Energy/Elemental Double
Cost = 10 stones
Description:
Create autonomous energy doubles at will. The number of doubles allowed is finite unlike duplicate self. You can create a number of doubles equal to the health at the time of creation. The doubles can exist for a number of hours equal to the health of their creator (at the time of creation) times 2. After that time they must be reabsorbed by their creator begin evaporating (loosing one health point of its own per hour until dissipating) loosing all information/memories it may have attained. If unable to return to their host they may try to find another one temporarily (this is left up to the GM and can lead to other role playing opportunities. Such consequences could be the mutation of the temporary host, the creator’s identity being shared with the temporary host, insanity, ect) These doubles are mostly featureless (simple eyes, subtle muscle tone, mimicked hair if any, ect) and resemble some form of energy (electrical, darkforce, ect) or element (ice, water, ect.). Doubles can attack physically but are also vulnerable to physical attacks. Doubles are incapable of verbal communication and are self-contained life forms (they do not eat, sleep or breath). Each double tends to have one aspect of the creator’s personality exaggerated, such as caution or aggressiveness. Each double killed reduces your white stones by one for 12 hours, to a minimum of 1 white stone (In other words, losing doubles can mess you up, but it won’t kill you). You may reabsorb the doubles, gaining their memories in the process. The doubles may also transfer their memories by touch, either to the creator or other willing subjects. They share the same abilities as their creator (STR, INT, ect) but none of the actions or modifiers. Some variation can occur within the abilities with the exception of durability (this trade of is on a point-to-point basis. I.E. Host: Int. 6 Str. 2 Agl. 5 Spd. 2 / Double: Int. 2 Str. 7 Agl. 3 Spd. 3)
Option: Other actions or modifiers can be purchased for the energy doubles at the standard –1 for linking to this power. Only the doubles would be able to use them.
Option: To share an action with the host (such as close combat) it costs an additional 3 stones each. Modifiers cost 5 stones each.
Energy/Elemental Double
Cost = 10 stones
Description:
Create autonomous energy doubles at will. The number of doubles allowed is finite unlike duplicate self. You can create a number of doubles equal to the health at the time of creation. The doubles can exist for a number of hours equal to the health of their creator (at the time of creation) times 2. After that time they must be reabsorbed by their creator begin evaporating (loosing one health point of its own per hour until dissipating) loosing all information/memories it may have attained. If unable to return to their host they may try to find another one temporarily (this is left up to the GM and can lead to other role playing opportunities. Such consequences could be the mutation of the temporary host, the creator’s identity being shared with the temporary host, insanity, ect) These doubles are mostly featureless (simple eyes, subtle muscle tone, mimicked hair if any, ect) and resemble some form of energy (electrical, darkforce, ect) or element (ice, water, ect.). Doubles can attack physically but are also vulnerable to physical attacks. Doubles are incapable of verbal communication and are self-contained life forms (they do not eat, sleep or breath). Each double tends to have one aspect of the creator’s personality exaggerated, such as caution or aggressiveness. Each double killed reduces your white stones by one for 12 hours, to a minimum of 1 white stone (In other words, losing doubles can mess you up, but it won’t kill you). You may reabsorb the doubles, gaining their memories in the process. The doubles may also transfer their memories by touch, either to the creator or other willing subjects. They share the same abilities as their creator (STR, INT, ect) but none of the actions or modifiers. Some variation can occur within the abilities with the exception of durability (this trade of is on a point-to-point basis. I.E. Host: Int. 6 Str. 2 Agl. 5 Spd. 2 / Double: Int. 2 Str. 7 Agl. 3 Spd. 3)
Option: Other actions or modifiers can be purchased for the energy doubles at the standard –1 for linking to this power. Only the doubles would be able to use them.
Option: To share an action with the host (such as close combat) it costs an additional 3 stones each. Modifiers cost 5 stones each.