d20 Goodman Games The Complete Guide to Dopplegangers.pdf
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Credits
Writer:
Keith Baker
·
Cover Artist:
V. Shane
·
Interior Artist:
Andy Hopp
Copy Editor:
Joseph Goodman
·
3.5 Editor:
John Cooper
·
Graphic Designer:
Duncan Fielden
Special hanks to Lee Moyer
Introduction 2
Physiology 2
Youth: ‘Doppelganger’ 3
Adult: Mimic 3
Elder: Doppelstadt 4
The Mechanics of Shapeshifting 4
Body Weaponry 4
Social Structure 5
Doppelstadte 6
Spawning Chambers 6
Mental Communion 6
Memory Wells 7
Avatars 7
Gestalts 8
Orphans 8
Cultural Habits 9
Language and Telepathic
Communication 9
Motivations 9
Doppelganger Myths: The Zeitgeist 10
Rites and Rituals 11
Crime & Punishment 11
Memorials 11
Testimonials 11
The Many Faces of the Doppelganger 11
Urban Doppelgangers: Living Cities 11
The Urban Lifecycle
Interactions with Humanoids 17
The Process of Expansion 18
Exploring a Grove 18
Character Classes 18
Dungeon Doppelgangers 18
The Dungeon Lifecycle 18
Dungeon Doppelgangers 19
Dungeon Mimics 19
Dungeon Doppelstadte 19
Interactions with Humanoids 20
The Process of Expansion 20
Character Classes 20
Doppelganger, Dungeon 20
Other Subspecies 21
Combat Strategies 21
Natural Abilities and General Tactics 21
Blindsight
Protean Warrior 29
Requirements 29
Class Skills 29
Class Features 29
Skills 30
Feats 30
Campaigns 32
Settings 32
Adventure Hooks 33
Conversing with Doppelgangers 34
Designing Doppelganger
Communities
34
Sample Node: Blackborough
35
Blackborough NPCs
35
Blackborough Adventures
37
Appendix I
37
21
Doppelganger Variations
37
Shapeshifting
21
Doppelganger, Rustic
37
Sticky Situations
22
Doppelganger, Urban
38
Telepathy
22
Doppelstadt
39
Caution and Self-Sacrifice
22
Fighting Doppelstadte
40
Urban Doppelgangers
22
Mimic, Gestalt
41
Advanced Telepathy
22
Life’s a Stage
22
Appendix II
42
Psychological Shapeshifting
23
The Firebrand
42
Unarmed Combat
24
Requirements
42
Expansion Massacres
24
Class Skills
42
Forest Fires and Gang Warfare
24
Class Features
42
12
Rustic Doppelgangers
25
Dealing with Firebrands
43
Urban Doppelgangers
12
General Tactics
25
Urban Mimics
12
When Nature Comes to Town
25
Urban Doppelstadte
13
Doppelganger Characters
25
Interactions with Humanoids
13
Urban Doppelgangers as a
Botches and Scapegoats
14
Character Race
25
Shadow Wars
14
Doppelganger Racial Traits
26
The Process of Expansion
15
Exploring a Living City
15
CharacterClasses
27
Character Classes
16
Geistspeakers
27
Rustic Doppelgangers: Groves
16
The Zeitgeists
27
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The Rustic Lifecycle
16
Gestalt Domain
28
Rustic Doppelgangers
16
New Spells
28
Rustic Mimics
16
Channel Personality
28
Rustic Doppelstadte
17
Imbue with Skill
28
D
oppelgangers have spawned hundreds of rumors
Introduction
and stories. What adventurer doesn’t have a tale
about the time he fought a doppelganger assassin,
stopped one from impersonating the duke, or was
surprised by a doppelganger disguised as his friend? But
these accounts leave many questions unanswered. What
do doppelgangers do when they aren’t assassinating
or impersonating people? Why do they work for
humans — and how do prospective employers find them,
anyway? Are there Doppelganger communities?
his book examines the psychology and motivations
of these mysterious creatures. It looks at the lifecycle of
the doppelganger, and reveals the existence of biological
variations of the creature. For the fact of the matter is
that there are doppelgangers all around — that they are
far more common than people believe.
A point of clarification: the word “doppelganger” is
used for two purposes in this book. As you will see in
the next chapter, the doppelganger is a particular stage
in the lifecycle — the stage at which the creature is the
most active and during which it impersonates living
creatures. When capitalized it is used as a general term
to describe the entire species, including mimics and
doppelstadte.
Complete details on the new feats, skills, and classes
mentioned in this book can be found in the chapter
on character creation. Statistics for the new forms of
Doppelganger can be found in Appendix I.
What do you truly know?
Here we sit, surounded by guards. You believe that
I will tell you the mysteri f my people, and you will
rord them with parchment and ink. hat is your
first mistake — your reliance on words, your belief
that you can ign a shape to the world. You have but
one form, and you want all qutions to have a single
answer. But thy don’t. Life is about change — about
mysteri that you cannt understand. Look at me
now. Am I your lover? Look at me now. Am I your
riend? No, you are thinking. I have simply stolen his
aearance — I am trying to trick you. But can you be
certain? Is your riend still at the inn? Or am I the one
you have known for years? Am I the one o guarded
your back in the batle at Balen Moor? I can tell you the
words you said at the end f that batle, en we were
alone in the dark drenched in sweat and blood. But was
I there? Was it real? How can you know?
I can see your thoughts. How simple and flat thy
are — as two-dimensional as the words you are writing.
You believe that you and your companions captured
me, that you foiled a lt against the leader f this
city. But at if there was no lt? What if I was the
duke all along — and the man you “rtored” to power
was just anther f my kind, standing in the shadows
and waiting to take my lace? Is there anyone in this
city o you truly know — about om you have no
doubts atsoever?
What about the city itself? Has it ever occured to
you that the city might have its own thoughts, its own
ideas? What if I was simply part f the city — laying
a role and waiting for the nt act to begin? I see you
don’t believe me. Is it harder to accept this than to
imagine that the guards o stand around us are also
part f the city, and that in a moment thy will kill
you? Bause bth f the things are true…
Physiology
A Doppelganger is a telepathic, asexual creature that
possesses the power to change its shape. Doppelgangers
are fundamentally magical creatures that have evolved
through the interaction of arcane and natural forces.
A Doppelganger’s body is made up of undifferentiated
cells that shift form to meet the needs of the moment.
It forms bones, sensory organs, and anything else it
requires from its general mass. A Doppelganger has
nothing that a human would recognize as a brain; its
consciousness is a field spread throughout its entire
being. his field cannot be split; a piece removed from
a Doppelganger becomes dead flesh, and will not revert
to its original form.
he lifecycle of the Doppelganger is more complicated
than most people realize. A Doppelganger goes through
three stages of development. In addition, there are a
number of distinct subspecies of Doppelganger, each
— he last entry in the journal of loremaster Kenta Barri
2
adapted to a specific environment. he three most
common varieties are the urban Doppelganger, which
has adapted to live around sentient humanoids; the
rustic Doppelganger, which blends in with the natural
world; and the dungeon Doppelganger, a more primitive
subtype dwelling underground. All subspecies go
through the same three stages, but vary in appearance;
the pictures in this chapter are of the urban
doppelganger.
Regardless of subspecies or
stage of development, these
creatures have a number of
shared abilities. he dis-
associated conscious-
ness of a Doppelganger
renders it immune to
sleep
or
charm
effects.
Doppelgangers can
operate freely even
in complete darkness.
Many believe that the
creatures can see in the
dark, but in fact their sens-
es are more highly evolved
than that. A Doppelganger
“sees” using its telepathic sense,
perceiving inanimate objects by their
lack of thoughts. his provides the creature with
blindsight with a range of 60 feet. It should be
noted that these telepathic abilities are magical in
nature — not psionic powers.
a doppelganger is telepathy; it “sees” through telepathy
and mentally communicates with other doppelgangers.
A doppelganger can hear sounds even without visible
ears; it feels the vibrations against its skin. As for
the missing mouth, Doppelgangers of all ages
consume food by engulfing it; a doppelganger
simply creates a “mouth” as necessary, then
absorbs and dissolves the food. Doppelgangers
are omnivorous.
After a certain amount of time has
passed, doppelgangers become more
introspective. Eventually, their abil-
ity to maintain a mobile form slips
away. For most doppelgangers, this
occurs after about twenty years.
his process can be voluntarily
triggered, and many dop-
pelgangers choose
to advance to
the next stage
to meet the
needs
of
their
com-
munity.
A doppel-
ganger does
not sleep; in-
stead it enters
a meditative state
similar to the trance
employed by elves. A dop-
pelganger requires four hours of
trance per day.
Youth: ‘Doppelganger’
his is the first stage of the Doppelganger lifecycle.
As it gestates, an embryonic doppelganger
adjusts to a particular environment. It adapts
to interact with the other creatures that share this
environment; its telepathic and shapeshifting abilities
are honed to focus on these creatures, and even its
natural form is altered to a shape more suited to its
new home. he urban doppelganger is designed to
interact with sentient humanoids. Its natural shape
is a bipedal mockery of human form — completely
hairless and covered with gray, oily skin. A typical urban
doppelganger is about five and a half feet tall; it appears
to be spindly and frail, but it is pure muscle and bone
beneath the skin and is surprisingly strong and fast. he
only facial features it possesses are two large, white eyes
that lack any visible pupil. his lack of features does not
adversely affect the creature. he primary sense used by
Adult: Mimic
he second stage of the Doppelganger lifecycle is
familiar to adventurers — but few make the connection
to the doppelganger. his is the mimic — a slow-moving
shapeshifter that can assume the form of inanimate
objects. Most adventurers know of the dungeon mimic,
which is more aggressive and less intelligent than its
urban and rustic relatives. In its natural state, a mimic is
a blob of oily gray flesh with a mass that can range from
three hundred to two thousand pounds. It usually relies
on its telepathic senses and vibrational hearing, but it
can create eyes if necessary.
Mimics are sedentary creatures. A mimic cannot
assume the forms of living creatures, and it cannot
move quickly. It spends most of the time in a state of
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trance, communing with other members of its gestalt
and listening to the thoughts of the creatures around it.
A mimic must attain a certain level of mental discipline
before it can progress to the next stage of life; this can
take anywhere from a few months to a few decades based
on the individual mimic. As a result, a community of
Doppelgangers may contain dozens of mimics scattered
around striving to advance to the next stage.
It does not recover damage when it shifts form. Finally,
it is limited in the range of forms it can assume. An
urban doppelganger can assume any humanoid
form — but it must actually copy the appearance of an
existing creature; it cannot simply add an extra pair of
arms and a set of wings, as a sorcerer could using
alter
self
. Rustic doppelgangers are limited to animal shapes.
he act of changing shape is a supernatural ability and
cannot be performed in an
antimagic field
. However,
maintaining a shape is not an actively supernatural
effect; a doppelganger that enters an
antimagic field
will not revert to its natural form. See Appendix I for
more details on the limitations of specific types of
Doppelganger.
With training, a doppelganger can develop additional
abilities; see the chapter on Doppelganger Characters
for complete details on new feats, the geistspeaker class,
and the protean warrior prestige class.
Elder: Doppelstadt
he doppelstadt (plural doppelstadte) is the final stage
of the Doppelganger lifecycle. It is a communal entity,
formed when multiple mimics fuse together into a
single mass. A doppelstadt duplicates the forms of
vast inanimate objects; urban doppelstadt typically
assume the forms of buildings, while rustic doppelstadt
mimic groves of trees or other natural formations. he
physical abilities of a doppelstadt are extremely limited;
it can shift its internal structure, but this is a painfully
slow process. Its power is its mind; a doppelstadt
possesses impressive mental abilities and maintains a
telepathic network that acts as a psychic anchor for the
community.
A doppelstadt relies on its offspring to fetch the food
it requires. A doppelstadt that is spawning needs a
considerable amount of protein, but if it is not engaged
in reproduction it can survive with less sustenance. With
proper support, a doppelstadt can live for hundreds of
years; the maximum lifespan of these creatures has yet
to be determined.
Body Weaponry
Doppelgangers avoid material possessions that interfere
with their ability to shift form. A doppelganger wearing
armor can shift its facial features and the color or texture
of its skin, but cannot change its overall shape. Further,
it cannot use any of the following feats: Adhesive Slime,
Chameleon, Extend Limb, Slippery, Springheels, or
Wings. As a result, most doppelgangers form armor
and clothing out of their own flesh. If the AC bonus
of the armor does not exceed the natural AC bonus of
the doppelganger, this synthetic armor will pass close
inspection. hus a typical doppelganger can replicate
any form of light armor, hide armor, or scale mail.
Protean warriors or doppelgangers with the Improved
Natural Armor feat can reproduce heavier armor. If
the bonus of the armor exceeds the natural AC bonus
of the doppelganger, the armor may
look
convincing,
but someone who touches it may notice that it feels
thin. his requires a successful Craft (armorsmithing)
check (DC 13). Synthetic armor does not hinder the
doppelganger’s motions in any way, and it does not
inflict an armor check penalty or a chance of arcane
spell failure. A doppelganger always receives its full
natural AC bonus; normally, this bonus comes from the
thickened muscles and bones that lie beneath the skin.
Doppelgangers can also create weapons and shields.
Such a weapon is an extension of the doppelganger’s
body; when it appears to be holding a sword, the hilt is
fused to its palm, and when the blade is returned to its
scabbard it merges with it. A doppelganger “holding a
weapon” cannot be disarmed, but cannot use that hand
The Mechanics of
Shapeshifting
A Doppelganger embodies the phrase “mind over matter.”
he intelligence of the creature is a field that suffuses its
flesh; when it concentrates on a desired form, its body
shifts to match its thoughts. For doppelgangers and
mimics, this is a standard action that does not provoke
an attack of opportunity.
his power has many limitations. Magically, it has
more in common with
alter self
than
polymorph
. A
doppelganger can adjust its muscle and bone structure
and even alter its mass, but its statistics do not change
and it does not gain any of the inherent abilities of
the creature it copies (with one exception: it can form
working gills when in the shape of an aquatic creature).
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