Features of the Duplicant-Pilot Link
For a character to control a duplicant, he or she must lie down and wear a steel skullcap etched with draconic iconography, to which is attached a blindfold and muffling ear covers. A flat stone shard marked with the person’s name (in draconic) is placed on the person’s chest, and then a drop of witchoil must be poured into a divot in the stone. That draws a fragment of the subject’s soul into a duplicant bearing a witchoil reservoir marked with the same name.
- You and the duplicant have the same pool of hit points. If either your real or synthetic body is injured, similar injuries will appear on the other body, and the same goes for healing. If the duplicant falls to zero hit points, it is destroyed—there are no death saves or dying states involved. A safety feature will sever the pilot’s connection at the last possible second, leaving them at 1 hit point.
- While linked, you are generally unaware of the surroundings of your real body, though under ideal conditions, you can distantly hear sounds nearby your unconscious form. You are considered helpless in this state.
- Your duplicant’s appearance mimics your own, though this may have workarounds. Though the duplicant’s true form is a blank construct body, its sophisticated technology allows it to take on new shapes without being magically detectable as using illusions or shapechanging magic. In fact, duplicants radiate no magic aura at all (unless the pilot does).
- A duplicant copies all the worn magic items of its wearer (rings, armor, neck, etc), but wielded items require proxies. A duplicant only needs to pick up something of similar size and shape to mimic an enchanted implement or melee weapon in its pilot’s possession (a broom handle can become a longsword, for instance), though ranged weapons require a closer match (a pistol can mimic an enchanted handcannon) and need access to non-improvised ammunition.
Character Sheet Changes
It should be noted that while duplicants themselves aren’t alive, they transfer much of their stimuli to their ‘pilot’ by necessity. A duplicant doesn’t need to eat, for example, but if its pilot stays connected long hours without meals, the duplicant will reflect any deleterious effects of starvation plaguing its pilot. In this way, many attacks or other effects that wouldn’t normally harm a construct will easily harm a duplicant, including poisonous gasses, powers that make a creature bleed, and etc.
- Your origin, type, and keywords change to “natural animate (construct).” This does not bar your ability to use powers, feats, or other benefits and effects that rely on your race, origin, etc.
- You gain darkvision, and blindsight 5.
- You are immune to disease.
- Your maximum healing surges/day drop to 2.
- You gain resist 10 all, so long as you aren’t bloodied.
- While bloodied, you gain vulnerable 10 all, your defenses drop by 5, and you take a -5 penalty to all saving throws.
- You may sever your connection as a standard action, in which case the duplicant slumps (but does not fall prone) and becomes a ‘blank;’ an obviously fake mannequin-like frame of jointed metal.