Doppelganger
  1. Abilities

Doppelganger

Atavism

The Inguma are a (comparatively) young Family, but one of their greatest weapons is something that humanity has always feared: the idea that something might take on their face and mannerisms and replace them. The Inguma with this Atavism can bring that fear to life, creating autonomous (albeit temporary) doubles of a chosen target.

Dice Pool: Wits + Medicine – Stamina

Action: Extended, target successes 5 + Size, one roll per hour (normal effect); instant (Low Satiety and Satiety expenditure)

Normal Effect: The Beast replaces a person with a substi- tute under her control. She must render her victim unconscious and take him somewhere private — many prefer to use their Lair if possible. The Begotten uses the sleeping victim as a template, crafting a doppelganger from her preferred materials. Some use mud and clay, others grow replacement humans in giant seed pods.

Roll Results

Dramatic Failure: The doppelganger dies in gestation, poisoning the Beast’s connection with his Horror. Any further attempts at creating doppelgangers for the next (10 – Lair dots) days suffer –2 to rolls.

Failure: The Beast can sense that the doppelganger is failing to thrive. He may gain the Fatigued Condition and further focus his energies to make it work or abandon the attempt.

Success: Successes are accumulated as the clone gestates towards its birth.

Exceptional Success: The gestation progresses extraordi- narily. The player may reduce target successes by the Beast’s Medicine dots, reduce the time per roll by 15 minutes, or have the doppelganger gain the Inspired Condition when it awakens.

When the Beast achieves sufficient successes, the doppelganger awakens, naked and curious. It has all the Attributes, Skills, and non-supernatural traits of the original, and lives as long as its template remains unconscious. Doppelgangers display the personality of their original, but obey the Beast’s commands without question. The Beast can maintain a number of doppelgangers equal to her Lair dots.

Low Satiety: The Beast experiences what her doppelgang- ers sense. She has a general impression of where each one is located, what they are doing, and their state of being. She can concentrate on an individual doppelanger and experience the world through its senses. The Beast maintains awareness of her own body while exploring her creations’ senses. This effect only comes into play if the double is created while the Beast’s Satiety is low; if the Beast creates the double under the normal Satiety rules and then spends some, this effect does not become available.

Satiety Expenditure: The Beast’s Horror takes control of a doppelganger, while the Beast herself falls into a deep sleep. The Beast then controls the doppelganger, wherever it may be, and may use any of her powers and abilities for the remainder of the scene. The Beast has no access to the Skills or memories of the doppelganger, however. At the end of the scene, she can spend additional Satiety to continue the effect or allow the Horror to leave the body and return to the Lair (at which point the Beast’s human body wakes up). If the Beast was actually in her Lair (and thus Merged with the Horror) when she used this ability, she has a third option: Reform her body within the doppelganger’s shell, clawing her way out in a spray of gore.