Re: How to Build: Really weird idea!
Thank you all for the ideas so far provided. I would like to take this opportunity to answer some of the questions ya'll posed which would help establish this power;
How often would this power get used?
If at all possible, I would like to make a check every time I use a teleportation spell (which a lot of my powers) with a low probability of occuring. (in combat only)This is due to the character being a refurbished teleportation machine.
What (beyond GM fiat) determines where the NPC is on the friendly-neutral-adversarial scale?
I like the idea presented here in the thread of making a dice check and assigning values (agreed with GM) of how the character would react to party.
What are the odds that an NPC will be at a certain point on the scale?
Equal distribution of probability based on 1d6 roll; 1-2|Friendly, 3-4|Neutral, 5-6|Enemies
What determines which NPC is duplicated?
Perhaps assign archetype characters to a dice roll, and base the NPC assigned on which NPCs previously encountered fall within the particular archetype assigned to that dice roll.
What happens if a Duplicated NPC meets the original?
Duplicate fades.
What if the Duplicate is of significantly different personality?
GM Fiat.
Do personality changes include possible psychosis or similar effects?
Yes. Perhaps a secondary check for insanity.
Does the Duplicate possess all of the NPCs memories?
No.
Is the Duplicate permanent, or do they fade away after awhile?
For balancing reasons, I would like the duplicate to fade away after two rounds of combat.
Other questions;
What will this duplicate do? Aid or hinder combat by attacking, aiding, or ignoring the party altogether. Shall only be used in combat.