Simulacrum

Quick Reference

Racial Statistics
Description
Combat
Habitat/Society
Ecology

Creating Simulacrum Characters

There are two ways to create a Simulacrum: "Random" Simulacrums should be rolled up as per the table below. Skills can be determined randomly or as the Game Master sees fit. When creating the Simulacrum of a specific person, use the same attributes as the person in question.

Player character Simulacrums are rolled up normally. A character who opposes the Chaos Lords will be considered a traitor or a fool. Thus, if captured by Dark minions, the character will be tortured before he or she is finally slain. It might even be possible for one player to run a normal human and for another to play his Simulacrum, but that means the Simulacrum must return to the Chaos Lands every other day or trade places — or one must kill the other (or let himself die), so this option is only recommended to mature role-players.

Alignment: Any; when creating a specific individual's Simulacrum, roll percentiles (or choose one):

Number of 6 sided Dice:
RaceI.Q.M.E.M.A.P.S.P.P.P.E.P.B.SPDPERLUCK
Same as Counterparts RaceSame as CounterpartSame as CounterpartSame as CounterpartSame as CounterpartSame as CounterpartSame as CounterpartSame as CounterpartSame as CounterpartSame as CounterpartSame as Counterpart

Alignment: see above table
Hit Points: Standard
S.D.C. Base: Same as Counterparts Race
Natural A.R.: Same as Counterparts Race
Horror Factor: 14
O.C.C.'s Available: Same as Counterparts Race
Special/Natural Abilities: Same as Counterparts Race
# Of Attacks: Same as Counterparts Race
Damage/Attack: By Weapon
Bonuses: Same as Counterparts Race
Magic: As per O.C.C.
Psionics: Standard
Average Lifespan: See Description
Value: None
Languages: Same as Counterparts Race
Habitat: Same as Counterparts Race
Frequency: Rare
Organization: Same as Counterparts Race
Activity Cycle: Same as Counterparts Race
Diet: Same as Counterparts Race
Enemies: Simulacrums who fight the Chaos Lords as well as Heros, other Humanoids and even Guardians.
Allies: Simulacrums who serve the Chaos Lords as well as Hounds, Houndmasters, Night Princes, Hollow Men and humanoid cultists.
Height: Same as Counterparts Race
Weight: Same as Counterparts Race
Treasure: Same as Counterparts Race
# Appearing: Same as Counterparts Race
Favourite Weapons: Same as Counterparts Race
Racial Skills: Same as Counterparts Race
back to top

Description:

The most common denizens of the Chaos Lands are Simulacrums who look exactly like normal Humanoids, although slightly paler. More extraordinarily, they look exactly like specific people living on the Prime Material Plane. Millions of people on the Prime Material Plane have an exact double living in the Chaos Lands!! The exact proportion is not certain, but some students of the Chaos Lands believe that between twenty and thirty percent of all adult Humanoids have a Simulacrum. Children and pre-teen Simulacrums also exist, but they are very rare, accounting for less than two percent of the population. The similarities go beyond physical appearance. Simulacrums know most of what their Humanoid doubles know. Their skills, abilities and capabilities correspond almost exactly with their counterparts' knowledge. Even their personalities (and alignment) are somewhat related, although some Simulacrums tend to have a twisted version of their doubles' personality, exhibiting the worst traits, including many that are typically repressed or buried in the normal person's psyche. Many Simulacrums are the exact opposite of their doubles (this means that some Simulacrums of evil people will actually be moral, decent beings). Others are completely similar, both physically and mentally. So where do the Simulacrums come from? The few sages who have become aware of these creatures' existence have dozens of possible theories. The Simulacrums might be creatures of psychic energy who somehow "capture" a Humanoid being's thoughts and make them flesh. Or they could be living counterparts of the Humanoids of the Prime Material Plane just like the Chaos Lands may be the counterpart of the Prime Material Plane — an alternate Prime Material Plane. Sages aware of the legends of the Formless Ones, speculate that these beings were given human form by the Chaos Lords, who magically created a race of pseudo-Humanoids using living people as "models." Beyond their appearance and personality, some of the other traits of the Simulacrums further confuse those who try to understand them. For example, if a Simulacrum manages to cross over to the Prime Material Plane, he will die in less than two days unless his double is killed or one of them (human or Simulacrum) goes back to the Chaos Lands. The legends dealing with doubles and how meeting them would mean the death of one or the other, are deadly accurate. To live on the Prime Material Plane, away from their hellish existence, a Simulacrum's double must die. A few fortunate Simulacrums have managed to cross over after their double was killed in an accident or some other "natural" cause. However, in most cases, the Simulacrum seeks out his double, murders him or her, and takes their place.

Simulacrums are not born or created; they seem to manifest spontaneously in the Chaos Lands, usually at some point in their double's youth or early adult life. The Simulacrum then ages at the same rate as their human double. However, if the human double dies or is slain, the Simulacrum is frozen at the age of their demise and lives for as long as a century without growing older. Most Simulacrums in the Chaos Lands are in a permanent state of daze, seemingly unaware of their nature and their abilities. Their lives in the Chaos Lands are nightmarish mockeries of the lives of their doubles. The creatures get up every "morning" and go to work, eat, and play. They are constantly victimized and bullied by the more powerful and independent dwellers of the Chaos Lands. Sometimes, Hunters and other predators use Simulacrums for "target practice" before transferring to The Prime Material Plane to kill their human doubles. The fact that the mortality rate among Simulacrums is higher than among Humanoids might explain why only one-third to one-fifth of all The Prime Material Plane adults have a living double in the Chaos Lands. When the Chaos Lords need the services of a Simulacrum, the unfortunate is brought before them and "awakened" through psionic stimulation and torture. Awakened Simulacrums realize who and what they are and are filled with an urge to go to The Prime Material Plane, which they regard as a heavenly world where they can find happiness. Many of them will gladly serve the Chaos Lords for a chance of living in the "World of Light," as they call The Prime Material Plane, even for a short while. Most awakened Simulacrums feel a combination of jealous hatred and envy towards their doubles, and will happily murder them. Once in a while, Simulacrums awaken spontaneously. Several different circumstances can bring about this event. Sometimes, the death of their The Prime Material Plane double will create a form of psychic backlash that will snap the Simulacrum out of his daze. Being brought to The Prime Material Plane (usually by accidentally being swept up by a dimensional anomaly) will automatically awaken the Simulacrum — who will realize he has 48 hours to either return to his world or replace his double if he is to survive.

Not all Simulacrums are evil monsters. Many who awaken decide to oppose the Chaos Lords and either form underground movements in the City-States or sometimes join forces with Heros and other enemies of Chaos on the Prime Material Plane or in the Chaos Lands. Not all awakened Simulacrums feel compelled to go to the Prime Material Plane and slay their counterpart (or they can control these urges). An awakened Simulacrum can live in the Chaos Lands indefinitely without killing his humaniod mirror image on The Prime Material Plane. Likewise, if the Simulacrum travels to the Prime Material Plane and his human counterpart travels to the Chaos Lands, both can continue to exist without conflict. Simulacrums of a good alignment who are accidentally swept to the Prime Material Plane or sent there by the Chaos Lords, can resist their murderous urges and lust to survive and not kill their counterpart. In such instances, the creature shrivels up, dies and vanishes 48 hours after his arrival to the Prime Material Plane.

As villains, the Simulacrum character makes great spies and assassins. Humanoids who know about them must constantly worry that someone among them may actually be a visiting enemy Simulacrum, or worse, has killed a friend or ally and has taken his/her place in their organization or in the world. The vast number of these creatures can only add to the level of suspense, drama, suspicion and paranoia of the game setting — begging the question, "Are we all whom we seem to be?"

Combat:

As Stated, Simulacrums know most of what their Humanoid doubles know. Their skills, abilities and capabilities correspond almost exactly with their counterparts' knowledge. See the racial description for the details on the counterparts race.

Habitat/Society:

As Stated, Simulacrums know most of what their Humanoid doubles know. Their skills, abilities and capabilities correspond almost exactly with their counterparts' knowledge. See the racial description for the details on the counterparts race.

Ecology:

As Stated, Simulacrums know most of what their Humanoid doubles know. Their skills, abilities and capabilities correspond almost exactly with their counterparts' knowledge. See the racial description for the details on the counterparts race.

Return to the beastiary

Return to Arčthane