Friday, March 7, 2025

SOMEONE ELSE’S SHOES (GLoG class: DOPPLEGÄNGER)

    Whether through the mundane means of a well-stocked disguise kit, the magical means of metamorphic power, or the psychic means of a dissociative split, you contain multitudes.

SKILLS: Sleight of hand, climbing, or music.

EQUIPMENT: Carving knife, tailor’s kit, a past-life trinket (see below).

A: SECOND SKINS (+1 IDENTITY), MOLT.

B: MIMESIS, +1 IDENTITY.

C: PHYSIOMORPHY, +1 IDENTITY.

D: CULTIVATED, DUALITY or CHAMELEONIC, +1 IDENTITY.


SECOND SKINS. You have an alternate IDENTITY you can occupy with a day of rest. This IDENTITY has its own appearance, temperament, background, and set of connections as appropriate. Every LEVEL, develop another IDENTITY. (Your base character counts as an IDENTITY you can occupy, MOLT, etc. If you MOLT your base character, consider the next IDENTITY you occupy your base character.)


MOLT. If you were to die while occupying an IDENTITY, you can declare that that IDENTITY died instead. You can’t occupy them again, but you survive with 1 HP.


MIMESIS. You can convincingly, but not perfectly, mimic anyone you’ve had at least an hour’s conversation with. Like an IDENTITY, you can assume their mannerisms with a long rest. Anyone with reason to doubt you could roll to discover you for who you are.


PHYSIOMORPHY. Roll stats for each of your IDENTITIES. While you’re occupying a given IDENTITY, you have their stats. (When you’re using MIMESIS, use your own stats.)


CULTIVATED. Each of your IDENTITIES gains 1 TEMPLATE in another CLASS. (Your base character does not.) Choose a CAPSTONE TEMPLATE, either DUALITY or CHAMELEONIC.


DUALITY. Choose only one CAPSTONE TEMPLATE. When you occupy a new IDENTITY after a long rest, you can direct one of your other IDENTITIES to perform a simple task in the area (spread a rumor, buy something, murder someone unsuspecting). By the time you next occupy a new IDENTITY, they’ll have completed their task, and everyone will have seen them do it.


CHAMELEONIC. Choose only one CAPSTONE TEMPLATE. You can occupy a new IDENTITY with an UNDERTAKING (dungeon turn).


PAST LIFE TRINKETS. Start with one. Roll a d20.

1 A pot of air-dry clay.

2 A deed to a 1 house 2 tavern 3 manor 4 castle in a distant province.

3 An archeology kit.

4 A parchment star map. It moves to stay accurate.

5 A baleful wind in a bottle.

6 A taxidermied bear mask.

7 A normal-looking coin. Has three sides.

8 A missing pinky, cut off by your old gang.

9 A locket with a piece of mermaid hair.

10 A mouse branded with an ankh.

11 A silver pocket knife.

12 A set of manacles.

13 A rubber ball.

14 A set of woodcarver’s tools.

15 A bestiary, half-filled.

16 An oar, twice-repaired.

17 A dead opossum, half-made into jerky.

18 A pocket watch inscribed with the words “TOO FAST”.

19 A raw diamond the size of your fist.

20 Something more auspicious. Roll a d6.

1 LIVE YOUR TRUTH. A meditative +1 shortsword. Blood it draws coagulates and animates. Each blood imp has HP equal to the damage dealt to create it, and wills only malice. 

2 HEARTS ARE ENGINES. A cheery +1 cutlass. Drive it into the ground; a cleansing acid rain will fall there in a week. 

3 A genie in a bottle, one wish left. 

4 A ring that lets you bend metal like rubber. 

5 A thimble, holding a lake’s worth of water. 

6 A bag of holding, filled to the brim with marbles.


For my 200th post, a class whose templates have been in draft since the year I started blogging. Thanks for reading, and happy gaming.

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