Illusionary Horde
Illusionary horde [Major] by Iczer
'Ok..lets swarm him guys'
The character can create dozens of duplicates of himself and send them on simple tasks where their numbers work against their foes.
Each duplicate created has the following statistics:
- IQ 5
- ME (not applicable)
- MA 5
- PS 12
- PP 12
- PE (not applicable)
- PB equal to the character
- Spd equal to the character
- HP: none not alive
- SDC: 1d4 each.
- Attacks per melee 2
- Combat bonuses: HTH basic level 1. Though the character will appear to be using moves pulled straight from the character's repetoire, even appearing to weild weapons. In any event, the character inflicts a mere 1d6 damage in combat. Each member looks exactly like the character when created, including equipment and apparent wounds.
- Traits: The duplicates are mindless, but carry the character's aura, so they can be sensed by their lack of mind, but see aura does not differentiate them. They are immune to effects that require any ME based saving throw. As beings made up of force of will and light, they are immune to poison and do not need to breathe. they smell like dust, and have no heartbeat, and their heat signiature is uniform and low and these are means by which they may be detected.
Number of duplicates: the character can make 1d4 duplicates a level, with a maximum of his ME, +10 duplicates per level in any given day.
Tactics: While considerably weaker than the character, and far more fragile, the mob can perform a number of uses. A mob can be directed to only one chore at a time. they cannot split up to perform seperate tasks
- Many hands make light work: The mob can perform menial chores, as long as they require no real complex thinking. digging ditches, posting letters etc. they are enthusistic, but as dumb as a crate of hammers (no skill use beyond physical skills)
- Mob: between 1 to 8 duplicates can swarm an individual at a time. they attach, grab, bite and tackle the target to the ground. A mob makes a strike roll with a bonus of +1 for every member in the mob. a mob is -2 to be parried. If the mob strikes, then the target is tackled and pushed to the floor inflicting 1d4 damage plus one per member of the mob, costing the target 2 actions and dropping his initiative to 0. The target may break free as usual, each attempt, success or fail, shatters one of the duplicates.
- Split up: By dashing in all directions at once, the character provides cover for himself. targets unable to sense duplicate from original will be unable to determine exactly who it is they should follow
- Gang up: Rather than roll dozens of attack rolls every round, the character can split mobs into groups of 4 which enjoy +1 to strike parry, dodge initiative and damage per extra member.
- Interfere: When attacking with up to four duplicates, the duplicates can interfere with an opponent's fighting, reducing their parry dodge roll and initiative by one per duplicate aiding the character. they cannot make other actions in any melee round they perform this task, but may leap in front of attacks to save the original (which automatically destroys them, BUT reduces incoming damage by 2d4 per dupliacte that performs this. Roll1D20 and add +6. if this is higher than the strike roll thenit leaps in the way.
Duration: copies last indefinately as long as the character remains within 30 feet of them. out of this the copies llast one melee round per level before they start to falter (they take 1 SDC damage every melee round after this.)