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Old 04-25-2012, 07:29 PM   #1
Alden Loveshade
 
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Default My Friend the Doppelgänger

I have a character who's building a Doppelgänger and I'd like some opinions (or a more-or-less official GURPS ruling) on how that works.

By the spell (M62), "The Doppelgänger has all the attributes, skills, and knowledge of the original, with the exception of magic; it has no Magery and cannot cast any spells."

The "attributes, skills, and knowledge" does not mention and thus would seem not to include Advantages. But then why does it say the Doppelgänger "has no Magery" if that could be assumed? And if we can't assume that one Advantage is not included, then would it have other non-restricted Advantages of the original? (Some, like positive appearance, I would assume).
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Old 04-25-2012, 07:40 PM   #2
jeff_wilson
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Default Re: My Friend the Doppelgänger

I'm guessing the intent of no magery or spell casting is to prevent enchanters from making circles of self-Doppelgangers, and that most other advantages and abilities would be reflected in the duplicate.
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Old 04-25-2012, 07:42 PM   #3
Refplace
 
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Default Re: My Friend the Doppelgänger

General convention that magic can not make magic.
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Old 04-25-2012, 07:50 PM   #4
sir_pudding
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Default Re: My Friend the Doppelgänger

Quote:
Originally Posted by Alden_Loveshade View Post
And if we can't assume that one Advantage is not included, then would it have other non-restricted Advantages of the original? (Some, like positive appearance, I would assume).
It basically has to. It looks like you, so it should get all of your Appearance based traits, it has your knowledge so it should get all of your Languages and Cultural Familiarities. Since these must be true it would be silly to say that it can't also have Mathematical Ability or whatever.
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