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Quests Of Change
Quests Of Change

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False Doll (Alpha 0.3)

Found within the Manor of the Collector of Dolls, False Dolls are constructs under the control of the Collector herself and are created to subtlety influence dolls within the Manor. Animate mannequins, False Dolls are constantly coated in an illusion that causes them to appear as though they are an overly feminine member of any humanoid race.

While the Collector of Dolls loves when her dolls interact, gossip, and participate in various activities around the manor, sometimes they don't always act just quite as the Collector would hope. In such instances, she may employ the use of specially created constructs to help sow ideas in the thoughts of her dolls, subtly pushing them towards a given goal while making them think it was their idea all along.

The artificial nature of a False Doll limits its methods of communication. Much like a toy doll with a pull-string, a False Doll only knows a limited number (usually roughly twenty) phrases that primarily pertain to the idea it was create to spread. For example, the phrases known by a Doll Created to encourage consuming a newly available transformative or mind altering baked good may contain phrases pertaining to hunger, food, and sweets. Though their limited communication methods encourage them to avoid the spotlight in conversation, subtly chiming in with occasional ideas, they can uniquely expand their available phrases, replicating any sentences they've previously heard, though in their own voice. This has caused the Collector to re-use many False Dolls that have eavesdropped on years worth of conversations, allowing them to appear nearly indistinguishable from an authentic doll.

Though these mannequins are particularly frail, if "new dolls" ever detect suspicious behavior from a False Doll, they offer two fail-safes.  Firstly, the magics that animate False Dolls naturally create a calming aura that disincentivizes violent action, making those near it calm and at peace. However, if a particularly strong-willed individual were to cause harm to a False Doll, as its illusion fades and its true form is revealed, the magics that kept the False doll together enter the creature who harmed it. While these magics don't alter the body of that creature, it allows the Collector of Dolls to easily monitor that creature in the same manner she could track the False Doll. More notably, until this magic is removed, that creature is only capable of speaking phrases known by the False Doll when it was first created.

In some cases, the Collector of Dolls will send False Dolls to interact with and influence even her most trusted and favorite dolls such as those that lead the various cliques within her manor.

Tier-One Enemy

Movement: 4

Combat Stats:

HP: 1

Will: 1

MP: 0

Strength: 1

Mind: 8

Defense: 1

Resolve: 1

Finesse: 8

Evasion: 8

Speed: 8

Utility Stats:

Awareness: +3

Diplomacy: +5

Knowledge: +0

Physicality: +0

Subtlety: +5

Resistances And Weaknesses: None

Inventory:

-1d3 to three items created by the Collector of Dolls

Abilities:

Aura of Pacifism: 

Creatures with 12 or less resolve can't attack the False Doll or target it with harmful spells or effects as long as they are within three spaces of it. If a creature with 13-20 resolve wishes to attack the False Doll or target it with a harmful spell or ability while within this aura must first roll 1d3. On a roll of a 1, they are unable to attack or target the doll that turn. Creatures that are immune to mind-altering effects are unaffected by this ability. 

Illusory Appearance:

As a construct, the False Doll is an animated mannequin. However, an illusion is constantly overlaid atop this creature, making it appear as a normal humanoid of a race chosen by the GM. However, if a spell, ability, or affect allows a creature to detect or peer through illusions, the true form of this creature is viewed. 

Limited Communication:

The False Doll is only capable of speaking 20 pre-chosen phrases determined by the GM and phrases that it has previously heard spoke before.

Collector's Tracking:

As a one-handed action, the Collector of Dolls gains knowledge of this creature's current location. Additionally, if this ability is used outside of combat, the Collector of Dolls can view a projected illusion that depicts the last minute from the perspective of the False Doll. The Collector of Dolls automatically preforms this action (with no use of action required) if the False Doll is defeated.

Magic Transference: 

If the False Doll is defeated, the magics animating it are transferred to the creature that defeated it. While these magics are within a creature, that creature gains the False Doll's Limited Communication and Collector's Tracking features. These magics can be removed by a creature if they undergo a ritual of purification performed by a member of the Satin Sisterhood.


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