So /tg/, I had an idea I've been playing with for a few days, and thought I'd give it a shot.
A group of about 25 doppelgangers have assumed the lives of people living in a city, and are working on carrying out what ever plots they want. I'll leave that up to the players to decide what they what to do.
What say you, /tg/?
Vote on what group of people they infiltrate
Looking forward to the bird-squad though.
Two votes for Gnomes
One for Dorfs
and some animal fuckery as well.
Do be honest I didn't even think of animals. I always thought Doppelgangers would see that as below them. BUUUT if it were for tactical purposes, I could understand.
You are a group of 25 Doppelgangers. You have spent the last 3 months slowly working to infiltrate a small town of Gnomes.
Your people have assumed the identify of 4 families of 4. (A mother, father, and two children.)
4 inventors, and 5 have taken the form of house hold pets.
The bodies have been... disposed of.
Your patron God is Marik, the God of Forbidden Knowledge.
So far, you have 0% chance of being discovered.
First things first.
What is your groups master plan?
Heh, this sounds fun.
I say we eat them. Slowly, without them noticing. Run their civilisation and trick them into giving their own kind away to us, so we can eat them.
We eats them, yes.
Okay... let's see.
This gnome town is the equivalent of area 51. The gnomes set up a town to support the people working on a secret magi-tek project. Marik whispered to us of its existence. We're to discover more, but even here most people of the town only know pieces of information that only fall within their responsibility.
AH FUCK I HATE IT WHEN MY PLAYERS HAVE BETTER IDEAS THAN ME
I'm using this.
That being said, lets continue
Your peoples plan is three fold. Sort of.
The Great Marik has whispered to you that great secrets are hidden within this small Gnome town. Secrets that he wants, and you shall give to him.
Also, Gnomes taste good. You wish to CONSUME them.
Once you CONSUME all the Gnomes, and deliver onto Marik the secrets of the Gnomes, you will turn this place into a safe haven for your kind.
5 of you are animals. (3 dogs, 2 birds.)
4 families. All are 2 adults and 2 children.
and 4 Tinkerers. Low ranking scientists on 'The Project'
Now for some rules
Doppelgangers must move slow, and with great care so they are not discovered. So each turn takes a month. You get two actions per month. Plot with great care, anons.
What do you do first?
This is very free form.
Gather information. Any information, get the 'women' to gossip at the local market, get the 'men' to the pubs or whatever, get the children to get some playmates to tell what their daddies do for work.
We need to figure out some key players in this town: is there a mayor, a council, who runs what?
If we know some key figures, we can move in on them.
You decide to mate.
Doppelganger mating is a fickle thing that takes a long time.
ROLL ME DAT D100 SENPAI
Secondly, you begin to spread about, taking on the former lives of your victims.
The 'children' play
the 'men' work and go about chatting at the bar
and the 'woman' gossip at the market.
ROLL ANOTHER D100
Marik smiles on you in your mating efforts.
18 legs are laid by the end of the month. They should hatch around this time next year.
The question is whose house is going to store them?
Doppelganger eggs are rather large, around the size of a small child. You could dig a next below of one of your houses, if you wanted a place to go to be 'normal'.
You spend two weeks learning about the people around you.
Apparently the identities you have taken on are rather simple. You are farmers.
The Tinkerers are very suspicious. How ever most put it off as 'the fuses getting to them'.
You discover that 'The Project' is a working to create the perfect energy source. A new ore has been unearthed and it shows promise to supply the entire Gnome Kingdom with unlimited power. The Tinkerers do little more than put together simple equipment and try to figure out how things broke.
It is now June, the children getting ready to get out of school and 'The Project' is in full swing.
What are your actions?
In the basement of one of your 'families' you break down a wall and dig out a small cave. Its not exactly a great place to hibernate, but with some more effort you could make it work. There is enough room to hide the eggs.
Identifying the lead scientists is by far the easiest task. One of your 'men' asks 'hey, which ones are the head of The Project?'
The 12 men are easily identified.
They work out of a large, underground lab, and are always escorted by four armed guards. Each.
Roll 2d20 to identify the weakest link(s)
I take the best rolls out of 3, just so you know anons.
Finding the weakest link is easy. A young gnome, named Norman. Hes a bit of a loner, spending most of his time working by him self. He longs for a friend. Getting him alone would be easy. Being him might be tricky.
It is now July.
You have built a small nest in the basement of one of your 'families'. It contains 18 eggs, and have identified the 12 most important members of the Lead Research Team, as well as their weakest link.
What do you do?
Are there any bars or such? We could get a job there and put sedatives in the drinks/food of select people (for example the bodyguards) and let them 'sleep it off' out in the back.
One of the 'cats' finds one of Normans bodyguards taking a leak behind the building housing the science lab.
Needless to say, one lose a cat, but gain a Bodyguard.
While the Bodyguard makes nice with Norman, you decide to mate some more.
Mating does't go as well as it did last time. But you manage to puke out a few more eggs.
7. They go into the clutch with the rest of them. They should hatch shortly after the other ones.
Roll 1d20-3 for Friendship with Norman.
Norman is... fickle. To say the least. But you manage to get him to open up to you a little bit. Hes the youngest member of the head of the team, and in charge the Mechanical division. He is often mistreated by others because of his personality and overall awkwardness.
Over the course of the month, he opens up to you more and more. Telling you about his family back home. The Bodyguard Doppel cares very little, but makes a good effort to act like he goes.
By August, Norman considers you his friend, and you know enough about his personality to become him.
What are your actions for the month?