Doppelgänger

Each of these servants—often courtesans or entertainers—has been given a skin by their aes master, who attached it with such skill that the only obvious tells are quickbronze loops that pin closed the single slit down the neck and spine. Sometimes, these poor souls accompany changelings on their incursions into mortal lands.

Genetic Ancestor(s)
Origin/Ancestry
Elfwrought

Combat
Brawn
Agility
Perception
Intelligence
Willpower
Fellowship
45 [6]
40 [5]
50 [6]
45 [5]
40 [4]
40 [4]
45 [5]
  • Melee: +20
  • Ranged: +20
  • Athletics: +10
  • Toughness: +10
  • Coordination: +10
  • Eavesdrop: +10
  • Scrutinize: +10
  • Resolve: +20
  • Charm: +20
  • Disguise: +10
  • Guile: +20
  • Dodge: 60%
  • Parry: 65%
  • Damage Threshold: 8/14/20/26
  • Fur or hide +1: 9/15/21/27
  • Movement: 9
  • Initiative: 14
  • Size: Normal
  • Peril Threshold: 7/13/19/25
  • Type: Accursed
  • Risk: Basic
  • Longbow: 65% - Distance (Ranged 18 strides) - Load (1 AP) - Damage 1D6+6 - Finesse
  • Longsword: 65% - Distance (Melee Engaged) - Damage 1D6+6 - Adaptable, Defensive, Biting (2)
  • Rapier: 65% - Distance (Melee Engaged) - Damage 1D6+6 - Fast, Finesse, Disarming


 

IRON BANE: Bane dice (D10s that explode on ‘9’ or ‘10’) are rolled instead of Damage dice when weapons of iron or steel are used against this creature. This Damage cannot be mitigated or healed by any of the Traits of this creature.

PAIN IS POWER: This creature ignores the effects of the first Injury they receive in combat. Make a Peril-induced Resolve test for all who witness this at –10 for a Moderate Injury, –20 for a Serious Injury, or –30 for a Grievous Injury.


 

MASK OF FLESH (3 MISFORTUNE, NON-COMBAT ACTION): A person the Blackbirds had thought of as an ally and a human is actually a creature that has stolen their skin and replaced them. The true nature of the betrayer might not be revealed right away, but the Fateweaver knows what they truly are and what motivates them.

METAMORPHOSE (5 MISFORTUNE, 3 AP, SPECIAL ACTION): The last weapon in a doppelgänger’s arsenal: should they be found out or put to the sword with no other options available, the creature may choose to crack the crystalline seed at the center of its brain to instantly and permanently transform into a cù-sìth. Any damage accrued by this creature is fully healed once it transforms.