Doppelganger Traits

Mutant Type: Intelligence; Dark; +2 to dark overcharge
Skill Bonus: Gain a +4 bonus to Conspiracy checks
Not Really There: Gain a +2 bonus to Reflex defense
Two Possibilities: Whenever you draw an Alpha Mutation card, draw two cards from the same deck and choose which one to keep. Put the other on the bottom of the deck.
Doppelganger Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can use double trouble as a free action.

Doppelganger Powers

DOUBLE TROUBLE Doppelganger Novice
You create a duplicate of yourself for a short time.
At-Will @ Dark
Standard Action Personal
Effect: You create a duplicate of yourself in an unoccupied square within 5 squares of you. The duplicate acts in the initiative order directly after you and can take all the actions that you can take, except that it can’t use doppelganger powers, Alpha Mutations, or Omega Tech. Its statistics are the same as yours, except that it has only 1 hit point. Your duplicate disappears when it drops to 0 hit points or at the end of your next turn.
TWO PLACES AT ONCE Doppelganger Utility
You are literally in two places at once.
Encounter @ Dark, Teleportation
Minor Action Personal
Effect: Choose an unoccupied square within 5 squares of you. You simultaneously occupy that square and your current square. Before the start of your next turn, you can teleport to the chosen square as a free action.
MULTIPLICITY Doppelganger Expert
You surround yourself with a crowd of duplicates, who lash out at and hinder nearby enemies.
Encounter @ Dark, Physical
Standard Action Close burst 3
Attack: Intelligence modifier + level vs. AC
Hit: 2d10 + Intelligence modifier + your level physical damage.
Effect: The burst creates a zone that lasts until the end of your next turn. The zone is difficult terrain for your enemies. While within the zone, you and your allies gain cover from attacks.


Fractured Worlds Fredryck