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Old 04-25-2012, 08:29 PM   #1
Alden Loveshade
 
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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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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