Duplication

:introduced on B51 in 4e
Duplication is an exotic mental/physical Advantage that allows you to split into two or more bodies (“Dupes”), each possessing your full knowledge and powers (but not copies of your equipment, unless you buy a special enhancement).
==Range==
:Projected Form uses 10 y to split/merge which could be good precedent
The distance from the user that new duplicates are created and the distance at which they can merge was not explained in Basic Set. The closest guideline would be B101 which gives a default range of 100 yards and a default area of 2 yards.
9 September 2010 user Juballa inquired at 12:03pm asked about the range of merger (not creation) and wanted to know if it was touch (and if an enhancement could make it further) or further (and if a limitation could make it closer) by default.
"Not another shrubbery" replied 12:36 thinking merger could be done at ANY distance and suggested -10% to make it require touch. SuedodeuS disagreed 1:22pm thinking touch should be the default.
1:47pm NAS replied to Sue:
:I assume that dupes are summoned nearby by default
:(my ruling in the past has been that each must be within arm's reach of another when created).
:That does make it seem like the same requirement should then apply to combining.
:OTOH, it also seems that the implied limitless range of the default 'sympathetic injury' suggests that recombination should be allowed at any range.
:TBH, I could see ruling it either way.
:I will check with Kromm and get back later
NAS is referring to how it works without the No Sympathetic Injury enhancement. It's unclear what he references
Figleaf23 agreed 1:56pm with SuedodeuS, and went further in insisting that touch should also be required for creation too. He voiced a warning about allowing Ranged enhancement on Duplication as that could essentially be used as "teleportation" (ie Warp)
NAS replied 3:35pm saying he received a PM from Kromm:
:The intent is that the forms literally, physically merge when you turn off the advantage.
:That requires them to be proximate.
:I'd use the "within 10 yards" clause of Alternate Form with Projected Form, I think, to give it a fudge factor.
==Special Enhancements==
*Construct (+60%)
==Special Limitations==
*Sequential(-40%)
==References==
*Basic Set pg 50
*GURPS Powers pg 48
==quotes==
===PK===
2006 http://forums.sjgames.com/showpost.php?p=318747&postcount=4
Duplication X means that there can be X+1 of you in existence at once. Your dupes do have the Duplication advantage, by necessity, because that's part of the reason there can be X+1 of you -- it isn't justification for them to get to make additional dupes.
..
someone once suggested using the Ally Groups rules for handling chars who can have hundreds of dupes. I endorse this house rule heartily in four-color supers games and other such genres
..
Look at the Can Carry Equipment enhancement from Powers (you can also find it on various advantages in Characters). It is logical to allow that enhancement on Duplication, allowing a certain degree of "equipment" to dupe with you. If you want to limit it to just clothing, that's Can Carry No Encumbrance (+10%) limited by Only To Copy Clothing (-50%), or +5%. Call it a new enhancement to avoid munchkinism:
Clothed: Your dupes appear wearing your clothing, as long as it weighs no more than your Basic Lift. +5%
===Kromm===
2007 http://forums.sjgames.com/showthread.php?p=470233&highlight=Allies
===Otaku===
http://forums.sjgames.com/showthread.php?t=150588 mentions Fugue
==see also==
*Construct
*Multiplication
*One-Man Armies
Category:Advantages
Category:Exotic Traits
Category:Mental Traits
Category:Physical Traits
Category:Special Modifiers