KING
Doppelprince

Doppelprince

Fiend · Crown of Deceit

T5d12Sovereign

The rarest and most dangerous agent of the Crown of Deceit, the Doppelprince does not merely copy an identity - it consumes it utterly, absorbing memories, skills, and magical signatures while the hollowed original drools in a hidden cellar.

Tier 5  ·  Role Sovereign  ·  Pool Vigor 10 / Vitality 30  ·  AC 14  ·  ATK +9  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor10Tier + Heart mod, regenerates
Vitality3010 + 4 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+9d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit14+Cunning 22
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body18+4d8
Mind20+5d10
Sense20+5d10
Heart20+5d10
Cunning22+6d12
Fate8-1-d3

Passives

Passive

Total Assumption

Over days of proximity it consumes a victim's memories, skills, and mannerisms, leaving a blank-faced shell hidden away. It wears that identity perfectly, down to voice and scars.

Passive

Crown's Chosen

Immune to all detection magic; it registers as whatever the viewer expects. Its one tell: it cannot create anything genuinely new, only repeat what its victim knew.

Maneuvers

Maneuver

Stolen Authority

Issues a command with the stolen identity's full weight. Creatures who would normally obey that person must save (DC 19) or comply for 1 round.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Identity Annihilation

Telegraph · disrupt d6 · Mind save

One creature within 30 ft must save (DC 19). On a failure it takes 5 damage and forgets who it is until the end of its next turn: no name, no allies, no trained abilities. On a success it takes 1 Vigor damage and loses one memory of the Doppelprince's choosing.

Reactions

Reaction

Identity Flicker

When asked something its victim could not have known, it must save (DC 19) or flicker, showing its true form of polished bronze for 1 round. While flickering, its immunity to detection is suppressed.

Tactics

GM tactics

The Doppelprince operates over weeks and months, not rounds. It spends years preparing to replace leaders - kings, generals, high priests. In combat, it uses the full authority of its assumed identity to command allies against the party. It uses Identity Annihilation to neutralize anyone who has seen through its disguise. Its weakness is questions about events that occurred after the replacement - exploit this to force Identity Flicker and reveal its true nature.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 14+ (Cunning 22).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.