|A character with this Special Power can create duplicates of himself, which may have the same or different abilities than he does. Examples include a mutant superhero who can produce "carbon copies" of himself, a wizard with a spell that lets him separate his "astral form" from his body, or the ability to create a "double" of one's self out of psychokinetic energy. Duplication does not cost END to use.|
For purposes of Duplication, the original character - the character who "produces" the Duplicates - is the "base character." The base character creates all Duplicates; Duplicates do not come from other Duplicates.
BUYING AND BUILDING DUPLICATES
The cost for Duplication, which only the base character pays, is 1 Character Point for every 5 Character Points the base character is built with (including points from Disadvantages and the points spent on Duplication). The character may buy more Duplicates; this costs +5 Character Points for up to two times the number of Duplicates (i.e., 5 Character Points for x2 Duplicates, 10 Character Points for x4 Duplicates, and so on).
Example: Threepeat (a 250-point character) has the ability to create two Duplicates of himself. The first Duplicate costs 50 points (250/5). The additional Duplicate costs 5 points (one Duplicate for the base cost, x 2 the number, or 2 Duplicates, for +5 points). Each of the Duplicates is built on 250 points. Therefore Threepeat and his Duplicates each have another 195 points to buy other abilities with.
Duplicates are built on the same Base Points as the base character, and should have the same amount of points' worth of Disadvantages as well. For example, if Threepeat is built on 100 base points plus 150 points of Disadvantages, his Duplicates are also 100+150 point characters. A Duplicate's Disadvantages are the same as the original form's, unless the GM permits otherwise.
Duplicates do not have the Power Duplication themselves, nor any ability to create other Duplicates, unless they pay for it separately. However, unless the GM permits otherwise, for ease of use all Duplicates must "pay for" the cost of the base character's Duplication ability. Otherwise, the Duplicates would end up with more points to spend on other abilities than the base character himself has.
Example: Threepeat's Duplicates are all built on 250 Character Points, just like he is. However, each of them has to "spend" 55 of those points on Duplication, just like Threepeat does, so that each of them has another 195 points to spend (the same as Threepeat). But that does not give them the ability to Duplicate themselves; it's just part of the cost accounting for Threepeat's overall Duplication power. If they want to Duplicate, they have to buy Duplication separately out of their 195 remaining Character Points.
Duplicates Built On Fewer Points Than The Base Character
A character may build Duplicates on less than the base character's full points if he wants. If a Duplicate is built on less than the full Character Points the base character is built on, the cost instead is 1 Character Point for every 5 Character Points the Duplicate is built on, +5 Character Points for up to two times the number of Duplicates.
Assuming the Duplicate is the same as the base characer, just with fewer abilities or less powerful abilities, the Duplication does not require an Advantage, and the GM typically should not require the Duplicate to "pay for" the cost of Duplication as outlined above. However, if the GM believe the Duplicate is significantly different than the base characer, he should require the Duplication power to have the Altered Duplicates Advantage. (In this case, calculate the percentage of points that can differ based on the Duplicate's total points, not the base character's total points.)
Building a Duplicate on less than the base character's full points may mean the Duplicate needs fewer points in Disadvantages than the base character. If this is appropriate, the GM can permit the character to take fewer points in Disadvantages. However, it may also be appropriate to require the Duplicate to take all of the base character's Disadvantages, even if he gets no points from some of them, as a way of properly defining the Duplicate. The final decision is up to the GM.
Duplicates Built On More Points Than The Base Character
With the GM's permission, a character may buy Duplication to create a Duplicate who's built on more Base Points + Disadvantages than the base character has. This should be rare, but the GM may allow it as a way of properly constructing some interesting character concepts.
Regardless of how the Duplicate spends his points, building a Duplicate on more points than the base character is automatically considered a 100% alteration, requiring the +1 form of the Altered Duplicates Advantage (see below). Furthermore, the base character must pay 1 Character Point for every 1 Character Point above the base character's point total (including points spent on Duplication). (Since the base character pays the extra cost, the Duplicate doesn't have to justify the extra points with extra Disadvantages, but he must still have as many points in Disadvantages as the base character.)
Example: Returning to Threepeat and his two Duplicates, suppose one Duplicate was going to be a 300-point character rather than a 250-point one like the original form and the first Duplicate. That increases the cost of Threepeat's Duplication to 210 points (base cost of 50, +5 for two Duplicates, +50 for points in excess of 250, +1 Advantage for 100% point alteration). That leaves the base character and Duplicates with only 40 more Character Points to spend (or 90 points, for the 300-point Duplicate).
To make it easier to calculate the cost of a Duplicate built on more points than the base character, the GM may want to use the character's allowable total starting points (350, for a Standard Superheroic campaign) as the breakpoint, even if the base character starts with fewer points than that. (If a character buys Duplication after the game begins, use his current total points.)
It takes a Half Phase action to create a single Duplicate. A character can create two Duplicates per Phase (one with each Half Phase Action) if he's willing to spend his entire Phase creating Duplicates. A character can create more than one Duplicate per Half Phase Action if he buys the Rapid Duplication Adder (see page 156).
When a character creates a Duplicate, the Duplicate appears right next to him in the same hex. The character can choose the Duplicate's point of appearance (in front of the character, to the left, behind him, and so on), and can vary the point of appearance from use to use of the power (or even from one Duplicate to another when creating multiple Duplicates). The Duplicate, when created, faces the same way the character is facing when he creates him.
After a Duplicate appears, he must spend the rest of the Segment in which he appears "orienting" himself, and can't do anything that Segment. Thereafter he can act as normal for his SPD. For example, if a Duplicate with SPD 5 is created in Segment 12, he gets no action in Segment 12 (he's orienting himself), but gets his usual Phase in Segment 3. A Duplicate cannot Abort while orienting, but could Abort to a defensive Action in a Segment after the Segment when he appears, but before he can first act.
Duplicating And Injury
If a character has suffered injury (i.e., the loss of BODY, END, and/or STUN) before he Duplicates, this affects his Duplicates. Divide the damage taken between the base character and his Duplicates. If the Duplicates and base character recombine before any healing takes place, the base character becomes fully injured once again (in other words, an injured character can't Duplicate and then recombine, using the "averaging" feature to partly heal himself). If the base character or a Duplicate is healed (in whole or in part) before they recombine, average the damage each one has suffered, then apply that to the base character. This rule applies even if the Duplication has the Altered Duplicates Advantage.
Example: Threepeat and his Duplicates each have 12 BODY. Threepeat, while not Duplicated, suffers 6 BODY damage. When he Duplicates, the damage is averaged over each of his three selves, mean each is down 2 BODY. If he recombines before any of them heal in any way, Threepeat still has a 6 body injury. However, if the Medic heals Threepeat's 2 BODY injury while he (Threepeat) is Duplicated, when Threepeat and his Duplicates recombine you average the damage suffered, so Threepeat has lost ((2 + 2 + 0)/3) 1 BODY.
At some point a character with Duplication will want some or all of his Duplicates to rejoin his body. This is called recombining. It takes a Full Phase for Duplicates to recombine, no matter how many Duplicates recombine. For example, if the base character has created 16 Duplicates, all 16 can recombine with him in one Full Phase Action. Both the Duplicates and the base character must take the Full Phase Action to recombine.
To recombine, Duplicates must be at 1/2 DCV and touching each other. Once they recombine with the base character, Duplicates effectively cease to exist; their self-affecting powers (such as Healing Regeneration) don't keep working, and they can't affect the world in any way. However, powers they activated before they recombined but which they do not control, such as Uncontrolled powers and powers on Continuing Charges, keep functioning until they end normally.
After Duplicating, the base character may not combine with one of his Duplicates and "vanish"; he always remains in existence. For example, if base character A creates Duplicates B, C, D, and E, A cannot combine with C to leave only B, C, D, and E. If A and C combine, C "vanishes" and A remains.
Recombining and Injury
When Duplicates and the base character recombine, you must average their BODY, STUN, END, Charges, Endurance Reserves, and the like, if different. If one Duplicate is Stunned or Knocked Out, the combined character will be Stunned or Knocked Out. This rule applies even if the Duplication has the Altered Duplicates Advantage, but not if the Duplication has the No Averaging Limitation (see page 156).
If a Duplicate is built as an Altered Duplicate, and naturally happens to have more BODY, STUN, Charges, or the like than the base character, his recombining with the base character cannot improve or increase the same attribute for the base character. If the original and a single Duplicate have different totals for something you should average, average the damage or loss each one has suffered, then apply that to the base character.
Example: Kasdrevan uses a spell to create a clone of himself, bought as Duplication. Kasdrevan has 10 Body, but his much hardier clone has 20 BODY. During a battle, Kasdrevan suffers 4 BODY in wounds, and the Duplicate takes 12 BODY in wounds. When they recombine, average the damage taken. Since ((4 + 12)/2 = 8), the recombined Kasdrevan has lost 8 BODY. Time for a Spell of Healing!
If a character has injuries after recombining, and uses his Duplicatioin again before he fully heals that damage, you should apply the rule stated under Duplicating and Injury, above. Alternately, if you want to keep track of each character's damage, when they recombine you can use the normal healing rules to determine how much of his wound each Duplicate would have naturally healed, and use that instead.
For attacks that affect a base character or Duplicate but which don't involve injury per se, apply these rules in the most consistent way possible in light of what happened to the character. For example, suppose an evil wizard uses Transform to turn one of Threepeat's Duplicates into a frog. You should average the Transform "damage" between Threepeat and the Duplicate; thus, Threepeat ends up partly Transformed. But track the healing of the Transform damage normally (assuming it heals like ordinary BODY damage). If Threepeat Duplicates again before the Transform has worn off, Duplicate-2 remains a frog, but Threepeat is back to his normal self.
If a Duplicate is killed, the others cannot revive him by recombining - he stays dead; the character has lost a part of himself. If he later spends points to buy more Duplicates, calculate the additional number as if the death(s) had not occurred. For example, suppose a character has eight Duplicates. One Duplicate is killed. If the character pays another +5 Character Points to double the number of Duplicates he has, he now has 15 - the 16 he'd ordinarily have for paying +20 Character Points, minus the one who died.
If the base character dies while Duplicated, what happens to the Duplicates depends on the special effect of the power. They may simply vanish forever, but as a default rule the Duplicates already in existence lose the ability to combine back together; they just become a group of characters whose "creator" no longer exists.
OTHER IMPLICATIONS OF DUPLICATION
Each Duplicate is as free-willed as the base character. The player plays each character simulataneously, and must have a complete character sheet for each Duplicate (or some other method of keeping track of the actions and states of the various Duplicates). Typically, Duplicates are exactly the same as the character who created them, but may differ if the base character buys Duplication with an Advantage (see below). Other characters cannot determine which is the base character, and which are Duplicates, unless the Duplicates change appearance in some way.
Duplicates have no special "psychic link"; they must communicate by talking (or through any form of communication they pay points for, such as Mind Link). Nor do Duplicates receive a bonus to Coordinate attacks (see page 378), though they frequently by the Skill Teamwork.
The base character has access to, or otherwise retains, the memories of his Duplicates while they're combined with him.
Duplication and Equipment
If a base character and his Duplicates all have a particular item of equipment - say, an energy rifle - it's possible one of them could lose his equipment or it could get broken, while they're Duplicated. (For the use of Charges, see above.) When they recombine, as long as at least one of them still has an intact rifle, the base character has one. Items taken away from one of the characters do not "disappear" when he recombines, they remain in the possession of whoever took them. (However, the GM should not allow characters to create hoards of wealth or tons of material for free using Duplication.
Typically, recombining repairs or replaces any broken or lost equipment, but the GM may rule otherwise. For instance, if the character re-Duplicates before recovering the lost items, the Duplicates who lost them don't have their equipment anymore. Similarly, Duplicates who had broken equipment would find that it's still broken (so the character should, when he has some spare time, Duplicate and have everyone make repairs, so that he's ready when the next crisis occurs).
If a character has a Gadget Pool Variable Power Pool, and he allocates it to a particular assortment of devices, his Duplicates do not have those same devices when he Duplicates. They each have unallocated Gadget Pools (this also applies if, for some reason, the base character has no gadgets - his Duplicates still have their own Gadget Pools). When they get Actions, they can choose how to allot their Pools (subject of course to any Limitations or other restrictions on that process, based on how the Gadget Pool is built). The GM may alter this rule in the interest of drama or speeding up game play if necessary.
If a character obtains an object or piece of equipment during a game, his Duplicates do not have that same object when he Duplicates. Generally, the GM should not allow characters with Duplication to use it to create copies of objects or equipment they have not paid Character Points for.
A Duplicate may allocate his own personal Gadget Pool, or pick up some object or piece of equipment, while he's in existence. If so, when he recombines, objects paid for with Character Points (such as the Gadget Pool devices) recombine with the Duplicate and "vanish". Other objects are "dropped" by the Duplicate - they're left wherever he was standing when he recombined, and the base character can retrieve them if he wishes. (In other words, characters cannot use recombining as a quick-and-easy method of destroying or hiding objects.)
Duplicating and Experience Points
Duplicates do not earn Experience Points in the usual fashion. Normally, only the base character receives Experience Points. If he wants his Duplicates to improve along with him, he must spend some of his Experience Points to increase the value of his Duplication (typically 1 point for every 5 Experience Points earned). Alternately, the GM may assign Experience Points to the original form and any Duplicates that participate in an adventure, and require the player to keep track of which Duplicates have more Experience Points.
Example: Threepeat earns 20 Experience Points from adventuring. He's now a 270-point character, but his Duplicates are only 250-point characters. To make them 270-point characters he will have to spend 4 Experience Points to improve his Duplication (270/5=54, as opposed to the 50 points he spent on Duplication originally). So, Threepeat's player decides he'll spend the next 4 Experience Points Threepeat earns to improve Threepeat's Duplication.
Adjustment Powers: For purposes of determining the maximum effect an Adjustment Power like Aid can have on a single character, Duplicates are considered separate characters.
Typically a character should not be allowed to use an Adjustment Power to increase the number of Duplicates he (or another character) can create. However, the GM may choose to allow this (he might require the character to pay for the Can Apply Adders Advantage, even though the buying of additional Duplicates is not an Adder).
If a character's Dupliation is Dispelled, Drained, Suppressed, or Transferred, all Duplicates in existence immediately vanish (but see the rules on page 108 about reducing powers not bought in increments). When the Suppress stops functioning, the Duplicates immediately re-appear.
Absorption: If a character has Absorption that feeds into his Duplication, it works like any other Absorption, adding points directly to the Duplication. Since Duplication works by having every point spent on it count as 5 points for puroses of building the Duplicate(s), that means every point Absorbed likewise increases the points available to build the Duplicate(s) with by 5. The GM may perfer to forbid characters to buy Absorption that affects Duplication to preserve game balance.
Multiform: A character could have an alternate form that has Duplication-based power, even though the true form does not have a Duplication-based power. In that case, if the character's in his alternate form and Duplicates, and the alternate form changes back to the true form (which lacks the Duplication power), the Duplicate vanishes. For this reason, the GM should only let the base character change form if he's in contact with his Duplicate, and/or spends a Full Phase (as if recombining), or meets any other restrictions that seem appropriate for the special effect.
The same applies if the true form has Duplication, but changes to a form that does not while a Duplicate exists. To prevent this sort of thing from happening, the character should buy Duplication for his alternate form(s) as well. In that case, the Duplicates remain. They do not change shape themselves, unless they have a power that allows them to do so and choose to use it. If a character wants to buy Duplication for his additional form(s) solely to maintain the existence of his Duplicates, he can take a -1 Limitation on the power as bought by the additional forms.
ADVANTAGES AND ADDERS
Easy Recombination: A character who has Duplication with this +5 Character Point Adder can recombine any or all of his Duplicates as a Half Phase Action at 1/2 DCV (the character and Duplicates must still touch). For +10 points, the character can recombine any or all of his Duplicates a a Zero Phase Action at full DCV (but must still touch).
Altered Duplicates (+1/4 to +1): Duplicates may have different abilities, personalities, equipment, memories, or Disadvantages than the base character if the base character buys Duplication with this Advantage. They can even have their own Duplication power separate from the one that created them.
For a +1/4 Advantage, from 1-25% (i.e., up to one-fourth) of the Duplicate's points can be spent differently (and/or one-fourth of his Disadvantage points can differ). For +1/2, from 26-50% (i.e., up to half) of the Duplicate's points can be spent differently (and/or half of his Disadvantage points can differ). For +1, 51-100% of the character's points (and/or Disadvantage points) can differ. These percentages are guidelines, not absolutes; the GM may alter them as he sees fit.
Example: Elemental Man, a 350-point character, can create four 250-point Duplicates that are completely different from him (the cost is 120 points [50 to create the first Duplicate, +10 points for 4x the number of Duplicates, +1 Advantage]). Each of the four forms represents one of the four elements (earth, air, fire, water). and has its own unique powers and appearance. Elemental Man's original form has powers from all four elements, and acts as "leader" of the Duplicates. Each Duplicate has 250 points to spend on its abilities; Elemental Man himself has 230 points to spend (350-120).
Typically, even a character with the Altered Duplicates form of Duplication still spends the same points as the base character on Duplication (but gets no benefit from them, as described above). However, the GM can allow a character who takes the 100% of Altered Duplicates to not pay points for Duplication that way.
With the GM's permission, a 100% Altered Duplicate could be of a "form" or "type" different than the base character. For example, the base character might be human (and thus built as a standard character), while his Duplicate is an Automaton, Base, Computer, or Vehicle.
If an Altered Duplicate wants to take different Disadvantages than the base character, the GM should examine them carefully before allowing him to do so. He should make sure the Duplicate doesn't take a lot of Disadvantages that "vanish" when he recombines.
The GM may choose to allow some minor changes in Duplicates without the need for this Advantage. Examples include different clothes, different hair or skin coloration, a few Character Points spent differently, or perhaps changes in powers' special effects. Most GMs allow cosmetic differences in a Duplicate's appearance or garb for no additonal cost.
Personal Immunity: If a base character has an Attack Power with Personal Immunity, as a default rule his Duplicate's are not immune to the power. However, as noted on page 266, the GM can rule that Personal Immunity extends to some "extremely similar" powers, and in many cases "identical" powers possessed by Duplicates would probably qualify.
Ranged: Characters cannot buy ths Advantage for Duplication.
Ranged Recombination (+1/2): A character who has Duplication with this Advantage can recombine any or all of his Duplicates at Range, without touching. The Range is limited to (Active Points in Duplication/5 in inches); the character does not have to have Line of Sight to his Duplicate(s). Duplicates must still be at half DCV and take a Full Phase to recombine. Ranged Recombination is blocked by any Hardened barrier unless the character purchases the Advantage Armor Piercing for his Duplication.
A character whose Duplication has Ranged Recombination can also buy Increased Maximum Range to extend the range over which he can recombine. The GM may also allow characters to buy MegaScale for the same purpose.
Rapid Duplication (+1/4 or more): As noted in the main text, ordinarily characters can only create one Duplicate per Hlaf Phase Action. For every +1/4 Advantage, a character can create x2 the number of Duplicates in a Half Phase. So, for +1/4, he creates 2 per Half Phase (or 4 in a Full Phase Action); for +1/2, he creates 4 per Half Phase; and so on.
Usable On Others: Unless he has GM's permission to do so, a character cannot buy Duplication Usable As Attack to make Duplicates of things he has not paid Character Points for or does not normally possess (for example, the Hope Diamond or the Mona Lisa). If the GM allows this, he should remember that objects created in this way disappear when Duplicates recombine. He should also consider imposing some condition on the Power that causes the Duplicated object(s) to recombine or vanish (this is a -0 Limitation).
If a character buys Duplication Usable As Attack to create Duplicates of his enemies, he does not automatically control the actions of the Duplicate. He controls when the target can Duplicate, and could force the Duplicate and original victim to rejoin if they were in contact. But otherwise, the Duplicate acts as an independent character with the same personality and abilities as the original victim. If the attacker wants to maintain full control of the Duplicate, he must buy Linked Mind Control.
Harder Recombination: If a character wants to take a Limitation to reflect the fact that he has a harder time than normal recombining (such as Extra Time, or Concentration to 0 DCV), he may take the Limitation for half its standard value.
A Limitation that affects the creation of Duplicates (such as Costs Endurance or Extra Time) does not also apply to recombining. The GM may allow (or require) the character to take the Limitation separately for recombining as describe above, or increase the value of the Limitation slightly and have it apply to both.
Cannot Recombine (-0): This Limitation represents a form of Duplication that does not allow the Duplicates to recombine. Typically this is a -0 Limitation, since the benefits and drawbacks to this situation balance out, but the GM may alter the value as he sees fit. Characters cannot take the Always On Limitation for Duplication that Cannot Recombine; by definition Duplication with that Limiation is already "always on."
If you use Cannot Recombine to simulate a body with multiple parts that can attack or function semi-independently (such as a hydra), if one of the Duplicates take Knockback (or is otherwise moved or similarly affected), all of the Duplicates take the same amount of Knockback (or suffer the same effect) - in other words, the "whole character" is affected.
Duplication with Cannot Recombine does not automatically become Inherent. Characters must buy that Advantage for it, if appropriate.
Costs Endurance: If a character buys Duplication that Costs Endurance to maintain, and he runs out of END, or becomes Stunned or Knocked Out, the Duplicates collapse and cannot revive until they recombine with the base character and are re-created. The base character must oversee the recombination process, since the Duplicates cannot come to him and recombine by themselves.
Does Not Work While Duplicate Exists (-1/4): A Base character may take this Limitation for powers he has that do not work when one or more of his Duplicates are in existence.
Feedback (-1/4 to -1): Duplicates created by Duplication with this Limitation all share a bond of some sort. As a result of this bond, all of them suffer any damage that any one of them takes - and if one of them dies, they all die. This is worth a -1 Limitation (or -1/2 if only STUN damage feeds back). Feedback helps to simulate, for example, a form of Duplication that represents a character's ability to be in two places simultaneously. If the Feedback damage (STUN or STUN and BODY) only occurs from injuries to one Duplicate - typically the base character - the Limitation is only worth -1/4.
Feedback applies to any loss of STUN or BODY, no matter what the source (an Energy Blast, and RKA, a Drain, a fall, and so on). It does not extend to non-damage-related effects like Mind Control, nor does it have any effect on beneficial abilities like Aid or Healing.
Focus: If a character buys Duplication through a Focus, and then loses the Focus while Duplicated, the GM must decide what happens based on special effects, common sense, dramatic sense, and considerations of game balance. Typically the Duplicates all vanish.
No Averaging (-0): For a -0 Limitation, No Averaging, a character can define his Duplicates as not averaging with the base character when they recombine. For example, if the base character loses 5 BODY and the Duplicate loses 12 BODY, when they recombine the original is still down 5 BODY. The Duplicate, if "created" again before it would normally have healed 12 BODY, remains injured (track the healing rate as you would for any other character).
Self Only/Only One Body: Characters may not buy Duplication with Limitations such as these as a cheap way of creating a "Multiform." They must use Multiform or Shape Shift to give themselves the ability to change shape.
Accidental Change: With the GM's permission, a character with Duplication could take an Accidental Change Disadvantage to reflect the fact that he involuntarily Duplicates under some conditions.
Dependent NPC: Characters may not buy their Duplicates as DNPCs.