Doppelganger

(Generated 14 times)
Namelist None
Tags
Classic fantasy
Rank Skilled
Race Human
Cult rank None
Notes These creatures are able to assume the shape of humans, non-humans, and humanoids alike through a form of shape changing mimicry, transforming their bodies even into the weapons, armour, or clothing possessed by their victims. For this reason, they are unable to drop or otherwise discard ‘carried’ items, but if out of sight may absorb them back into their bodies to convey the appearance of having discarded them.The natural form of the doppelganger is generally humanoid, with frail bodies, thick grey hairless skin, and large bulging cat-like yellow eyes. able to read minds as per the Read Thoughts spell at will, and uses this ability to gather information about its victim before assuming its form. It does not gain any skills possessed by the subject, instead attempting to fool others using the Acting skill to mimic the mannerisms of the individual in question. A successful Insight roll used on the target during the use of telepathy makes all Acting skill rolls 1 grade easier. The doppelganger is able to take the form of any humanoid target between half and twice its SIZ, duplicating both its form and any equipment carried or worn, after which it will attempt to kill the original and assume its place. If this proves unsuccessful, it will create as much confusion as possible, causing doubt as to which is the original. Resistance to Sleep and Charm: Willpower Rolls to resist sleep and charm spells 2 grades easier. They may drop this resistance and accept the magic’s effects if they choose.
CreatorJInkyz
Stats
STR 3d6+2
CON 3d6+2
SIZ 2d6+6
DEX 3d6+2
INT 2d6+8
POW 3d6+6
CHA 2d6+6
D20Hit locationArmor
01-03 Right leg 2
04-06 Left leg 2
07-09 Abdomen 2
10-12 Chest 2
13-15 Right arm 2
16-18 Left arm 2
19-20 Head 2
Attributes
Movement 6
Natural armor Yes

Non-random features

ListFeature
Ability ***Shape-shifter*** Can shape-shift to named forms. Costs it 1 Magic Point per shift. Cannot change SIZ unless specifically mentioned. Takes 1d6 rounds to complete.
Ability ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence.
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (Mythras Core 214-218)
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased
Ability ***Gaze Attack(Mesmerism)*** Direct eye contact (Willpower contest). Victim failure - remain motionless, unable to react or save themselves.
Ability ***Magic Drain*** Drain temporaryMagic Points or spells from the target

Standard skills

Athletics STR+DEX+4d10+10 Brawn STR+SIZ+4d10 Endurance CON+CON+8d10
Evade DEX+DEX+8d10 Influence CHA+CHA+8d10 Insight INT+POW+8d10
Locale INT+INT+8d10 Perception INT+POW+10d10 Stealth DEX+INT+9d10
Unarmed STR+DEX+6d10 Willpower POW+POW+6d10

Professional skills

Acting CHA+CHA+6d10+20 Bureaucracy INT+INT+8d10 Disguise INT+CHA+8d10+4
Seduction INT+CHA+10d10

Custom skills

Language(local) INT+INT+8d10 Customs INT+INT+4d10+10

Combat styles

Sneaky StrikeSTR+DEX+8d10

Weapon options

1-handed weapons

Amount: 3
Dagger (1)
Fist (1)
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Fist 1h-melee 1d4 S T - Stun Location Y Y 0 0 Arm
Claws 1h-melee 1d4 S T - Bleed, Grip Y Y 0 0 Arm