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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.

The Magic of Elves

Are elves Creatures of Magic? While a common and straight forward question, the answer is more complex than most realize. Elves are one of the archaic races along with dragons and titans (both of which are Creatures of Magic), have higher than normal P.P.E., can see in total darkness (even though they're not a subterranean race), and a natural affinity for the mystic arts. This causes many to suspect that elves are naturally magical beings, but not true. The simplest answer is that elves are just a normal race like humans and dwarves. However this is only the most basic of answers, and to better understand the truth we must look at the elven race more in depth.

Elves have existed since the Age of Chaos. During the Age of Chaos the lands were dominated by supernatural beings and creatures of magic. The Old Ones reigned supreme, at the time still countless pantheons of gods waged war against they whose names shan't be spoken, spirits of light ripped a hole in the fabric of the universe and rained down from the heavens to challenge the incarnations of evil, Old One experiments twisted beings into magical monstrosities, changelings (are believed to have) served, dragons and titans worked together to rally the forces of light under one common cause. All of these races are supernatural beings and creatures of magic. Then there were the elves along with the untold number of races that came into existence and blinked out again.

Truly the Age of Chaos was a time of untold magical power, and those who survived the aftermath among their strongest. Yet elves, by their nature, are not creatures of magic. With that said, calling them just another mortal race doesn't do them justice either. Two of the most famous traits of elves are their higher than normal P.P.E. and their natural affinity for magic, but few realize that an elf that studies and hones their magical energies have only an average P.P.E. equal to that of humans and other races.

The reason behind this is that elves naturally draw in the magical energy around them. This happens every second of every day and done as naturally as breathing, so natural that even elves don't realize this is happening. With this natural talent elves are also better at learning and comprehending how to use magic. Studying magic does have its drawbacks however. Learning to cast magic involves learning how to control and channel P.P.E. The important part here is the word control. By controlling their P.P.E. they unconsciously hinder their natural ability to draw in and absorb the energies around them. As a result, even though elves tend to be attracted to magic more than most other races, once they learn the mystic arts they tend to only be average in capabilities.

Even less known is the fact that the power of elves has continued to wane over the millennia. Tales of old often speak of elves performing amazing feats, feats which are physically (and magically) impossible. Most figure that this is just the result of old legends being exaggerated. The truth is that the ability of elves to draw in energy from all around them means that elven power is directly connected to the power of the planet. The more powerful the energy around them the more powerful the elves; and the power of the Palladium World continues to decrease.

During the Age of Chaos, the magical energy of the Palladium World was easily ten times more powerful than Rifts Earth (see Palladium Fantasy Second Edition; page 277). Elves at this time had a power that could rival that of dragons and spirits of light. However, after the defeat of the Old Ones the magic energies of the planet took a dramatic drop. So too did the power of the elves decline. Ever since that day the power of both planet and elves have continue to decrease slowly over the years. If their power continues to decline, there is no telling what the elves may one day degrade into.


The Transformation

Exposure to enough magical energy has a way of transforming an elf into something else. The safest and most beneficial transformations come from prolonged exposure to a consistent supply of energy. One such example is the elves that find their way to Rifts Earth (see Rifts Conversion Book One; Original or Revised). While there is little difference between these elves and the elves of the Palladium World, the difference in planet energy does affect them. On Rifts Earth elves have slightly altered abilities such as being able to fire a bow and arrow faster and even picking up some skills faster. The difference may seem subtle, but makes the elves of Rifts Earth tougher opponents than their Palladium World counterparts. This difference is not some discrepancy or attempt at the powers of the universe for balance, but part of the natural elven biology.

Another example is the Asgardian High Elves (see Rifts Conversion Book Two). These elves due to the high energy of that dimension and, more importantly, their close association with the gods are able to absorb enough energy to be transformed into more powerful beings with supernatural strength, increased life span, and other benefits. Due to all the energy they're able to absorb they're not just more powerful, but transformed into creatures of magic. While elves aren't creatures of magic naturally, with enough energy to draw upon they can become one. It is believed that the elves from the Age of Light possessed a similar level of power to these elves.

This means that normal elves exposed to similar power as the Asgardian High Elves for a prolonged period of time can gain similar abilities and powers. Once transformed an elf is not likely to lose that power. So an Asgardian High Elf is not likely to lose his/her power (at least not much) if separated from their source of power for too long, but the child of an Asgardian High Elf born away from home will not automatically inherit the parent's powers either. The child will need to be exposed to the same levels of power over an extended period of time to truly transform.

These transformations tend to take years of consistent exposure to energy more powerful than those found on the Palladium World before full results can be obtained. Some minor signs may be observed after the first few months, with a gradual increase of new abilities over time. Those who have studied magic and learned to control the flow of P.P.E. within them will take two to three times longer to transform due to their unconscious resistance, but excess energy can still seep when they let their guards down (such as in their sleep). This is at least true for the gradual increase of power, which also happens to be the safest and (typically) most beneficial.

There is a second type of transformation, one that results from a sudden and explosive burst of surrounding magical energy. The burst transformation happens in one brief instant and, while it can be beneficial, more often than not has negative results. Such sudden bursts of intense mystic energy floods the elf's body with an excess of energy. This wild and untamed energy has unpredictable results. The body of the elf instinctively reacts and tries to protect itself. Too much sudden energy is a danger, so the body tries to adjust however it can to safely channel that energy. This triggers a transformation.

How the body reacts though will vary from elf to elf. Take the example of someone being frightened. One person may jump and scream, another runs away, another freezes in place, another loses control of bodily functions, and the list goes on. The same holds true in this situation. Instinct takes over, and instinct is something no one can predict until it happens. Only the foolish attempt to do so.

Fortunately, events powerful enough to trigger this type of reaction are rare. Simply being on or near a ley line won't be enough, not even with prolonged exposure or during peak hours such as midday (noon) or midnight. On the other hand, something like being on a ley line nexus at midday on the summer solstice during a partial solar eclipse is bound to trigger such a reaction. Due to the rarity of such events, few know of these effects and the burst transformation. This can result in an elf unknowingly stumbling into such a situation unaware of the dangers.

While being exposed to natural events of increased P.P.E. are the most common result of a burst transformation; they're not the only method. A mage can intentionally infuse an elf with massive amounts of energy in an attempt to trigger such a reaction. This requires large amounts of energy as it needs to flood the entire area with excessive magical energies, or a method to deliver it directly into the elf (this would require a special invention). Some of the monstrous Old One creations are believed to have been elves transformed in this manner during cruel experiments (or twisted jokes) by the Old Ones.

Elves who have studied magic are less vulnerable to this type of transformation. Their control makes it difficult for them to be overwhelmed and they don't absorb excess energy in general. For this to happen the elven mage must have already reached his/her maximum (three times their base!) and still attempting to access more energy. This doesn't have to be a conscious attempt to transform, but an attempt to cast a powerful spell that requires a lot of P.P.E. and unaware of the consequences. During this supercharged period and a moment of peak mystical energy in the area, even a skilled magic user can be overwhelmed into a burst transformation.


Burst Transformation (Random Roll Table)

01-05% Hyperdensity: The elf's body absorbs all the energy and transforms it into something less dangerous, in this case added density to his/her mass. While the size and shape of the elf remain the same, the body mass becomes denser. This increases weight as well as durability. Due to the increase in weight and body density, opponents must roll a 12 or higher to strike when attempting to body flip/throw or body block/tackle the elf. Double the character's normal S.D.C. With the added weight and density, the character has a slower foot speed (reduce Speed attribute by 20%) and too heavy for a traditional horse to carry. In addition, some structures may not fully support the character's new weight.

06-10% Power Plant: Overwhelmed by the powerful magical energies, the elf reaches out to anything that can hear his/her plea. The earth itself responds. Plants, vines, and other types of vegetation stretch up from the ground and surround the elf in a protective cocoon. These plants absorb the remaining energy and help shield the elf. Even after the threat passes, the elf remains forever transformed and retains a connection to the earth and its vegetation. The elf gains all the abilities of the super power: Plant Control (see Heroes Unlimited Revised Second Edition; page 285-286 for details), except no S.D.C. bonus. This transformation has led many to the false belief that all elves have some natural attunement to nature.

11-15% Grey Scale: To protect against the flood of energy the body transforms and puts up a physical barrier as a shield. Every inch of flesh is replaced by grey scales that are tough yet flexible, similar to a snake. These scales help to protect the elf by acting as natural armor against all threats without reducing any of the character's mobility. The scales grant a Natural Armor 13 and an additional 30 S.D.C. Despite the practicality, the appearance of the grey scales can be visually disturbing. Reduce the character's P.B. attribute by 2 (minimum P.B. 1).

16-20% Odd Color Hair: Despite the overload of magical energies, the character remains mostly unchanged. The only noticeable difference is a change in hair color. Elves traditionally have only black or dark brown hair, and an odd hair color will make the elf stand out. This will make the character easy to pick out of a crowd, as well as suffer possible social stigmata, depending on the region and culture involved. Roll on the following table to determine the exotic hair color.

01-08: Green.

09-16: Streaked with white.

17-24: Light blue.

25-31: Bright flame red.

32-39: Stark white.

40-47: Hot pink.

48-54: Bright yellow (like the sun).

55-61: Silver.

62-69: Dark blue.

70-77: Purple.

78-85: Orange.

86-92: Gold.

93-98: Bluish white like a ley line.

99-00: Metallic (in appearance and texture); roll again to determine color.

21-25% Odd Color Eyes: Traditional elven eyes are dark in color with very little variety. Taking in all the extra energy and trying to expel it left a permanent mark by altering the character's eyes. While this provides no physical benefit or penalty, this makes the character easy to identify and may cause conflict within traditional elven communities. Some may even think the elf is possessed or a shape shifter!

01-10: Green.

11-20: Red.

21-30: Blue.

31-40: All black (no other color).

41-50: Yellow.

51-60: Purple.

61-70: White (others may think the elf is blind).

71-80: Silver.

81-90: Gold.

91-95: Mood eyes; the eyes change color depending on the elf's mood. This makes it difficult to hide his/her emotions.

96-00: Glowing; the eyes glow at all time, roll again to determine color.

26-30% Odd Skin:

01-10: Pale white

11-20: Spotted (like a leopard)

21-30: Grey

31-40: Stripped (like a tiger)

41-50: Two tone; one light color for underbelly, neck, face, and hands, a dark one for the rest of the body.

51-60: Light green tint.

61-70: Tough, lumpy skin that detracts from physical beauty; -2 on P.B. attribute.

71-80: Charcoal black.

81-90: Thin skin; veins can be easily seen through the skin.

91-00: Fur; 1D4 inch(es) long, the hair grows so thick that covers almost the entire body except face, bottom of feet and palms of hands.

31-35% Deformity: The elf's body can't handle the stress of the transformation. As a result the body becomes misshapen with some pieces bigger and smaller than others, almost as if staring through some twisted fun house mirror. Reroll the character's Physical Beauty using only 2D6 for the new attribute. Note: If this new roll is by some chance higher than the elf's original P.B. (rare, but not impossible), then ignore the reroll and simply reduce the original P.B. attribute by 3 points (minimum P.B. 1).

36-40% Glows in the Dark: Even though the surge of magical energy has passed, the energy has left a glowing aura of magic around the character. During daylight or in brightly lit locations this is hard to see, but when it's dark the character glows with a blue-white aura of magical energy that is visible for all to see. This makes stealth all but impossible for the character. -40% to prowl in darkness.

41-45% Loss of Hair: All hair on the head, face, and body falls out and never grows back.

46-50% Aged: The stress from the transformation ages the elf prematurely. Even though time has not changed, the elf's body physically ages 3D6x10 years of additional age.

51-55% Frozen in Time: All that energy has had an unusual effect on the elf's body. Instead of altering the elf in some way, the energy has locked the character into a type of temporal stasis. From that day forward, the elf does not age. This means the character can literally live forever, causing some to believe that elves are immortal. The character can still suffer new wounds and potentially die, but heals at an amazing four times the normal rate as if the body is racing to return to that locked state. While this sounds like a good thing, there are downsides to consider. Because the elf's body is stuck the same way, that means any wounds and/or diseases remain as well. These wounds and diseases won't get any worse, but they'll never get any better either. The character is effectively locked in that moment of time. Also, the character's mind is also trapped at that moment. While the character can learn, it's hard. The character is forgetful and levels at a mere 1/10th their previous rate.

56-60% No Magic: In an attempt to shield him/herself from the intense mystical energy, the elf instinctively seals off all access to P.P.E. This means that the elf can no longer absorb energy from around them, but it also means that the elf can no longer channel personal P.P.E. reserves either. With the lifeblood to their art cut off this can be the end of the line for magic users, and impacts others such as Palladins to a more limited degree. Reroll the character's permanent base P.P.E. using only 2D6. Note: If this new roll is by some chance higher than the elf's original P.P.E. (rare, but not impossible), then ignore the reroll and simply reduce the original P.P.E. attribute by 3 points (minimum P.P.E. 2).

61-64% Reborn: With magic infusing the character's every fiber, the body uses that energy to recharge and rejuvenate the character. As a result, the character reverts to an earlier age. The character is now only 3D6 years old. Not only is this physically debilitating, but the trauma of the experience also reverts the character's mind to a blank slate. This means the elf must relearn everything all over again. All O.C.C. abilities, skills, special training, and other talents are lost and must be relearned, or the character can take a new path.

65-68% Extra Appendages: The body adjusts any way it can, and uses all that excess energy to transform the body. New limbs grow from the body, along with the necessary skeletal and muscular designs necessary. These new limbs can take some time adjusting to, and often require 1D4 weeks before fully adapting. During the training period the extra limbs may get in the way and/or knock things over.

01-20: Extra arms (2). The elf grows one extra set of arms (four arms total). After the training period the character gains an additional attack per melee, but only if using these extra arms in combat.

21-40: Extra arms (4). Four extra arms (for six arms total) grow from the elf's body. The chest cavity tends to extend slightly to accommodate these extra arms (add 1D4 inches to height). After the training period the character gains an additional two attacks per melee, but only if uses these extra arms in combat. Those who have witnessed this transformation and the Jeridu (Land of the Damned Book One: Chaos Lands) suspect that there may be some connection between the two.

41-60: Vestigial tail. The character's tail is an out of control troublemaker that is always in the way. It is at least half as long as the character is tall, and it has none of the useful features of a prehensile tail (see below) and is constantly bumping and knocking things over, getting snagged or hitting those around the elf (no damage, just annoying). When used as a weapon, either accidently or deliberately, it only does, at most, one point of damage and gets NO bonuses to strike, parry, or dodge. Moreover, the character is -5% to prowl and hide.

61-80: Prehensile tail. These characters have grown an additional appendage, a tail. While it may be difficult to conceal, the tail does have some advantages. Like the prehensile tail of a monkey it can seize and grasp, helpful for carrying things or helping to climb.  The tail cannot be used to untie rope or string, nor fire a weapon. However, it can be used to turn knobs, press buttons, and even provide an extra attack/action per melee. Such attacks should take the form of snaring an opponent's feet or hands, snatching objects or weapons, and even binding hands or strangling. It is also possible to hold blunt objects and use them as a club. Note: No hand to hand skill, or attribute bonuses apply when striking or parrying the tail.

Bonuses: +1 to strike and parry with the tail. The tail itself is +5 to dodge. Adds +20% to climb when the tail is used. The tail is quite strong, able to support the character's full body weight when suspended above the ground (dangling by his tail like a monkey). However, it can only carry the equivalent of one third of the character's body weight (typically about 60 lbs/27 kg). It can drag weights up to one half of the character's body weight, but speed is reduced by 1/3. Tail length: 3D4 feet (3 to 12 feet; 0.9 to 3.6 m). Tail appearance: Any; monkey-like, devil-like, furry, flat, or anything the player or game master feels appropriate.

81-00: Small horns. Protruding from the forehead are 1D6 horns spaced out along the characters forehead. Regardless of the number of horns, the character can inflict 1D6 damage when using the horns as a weapon, such as with a head butt.

69-72% Chronic Pain: The flow of energy has left a lasting side effect on the elf's body. Due to constant pain (of varying levels), the character suffers -1 to the P.E. attribute, -1 on initiative, and -5% on all skills (the pain is distracting and debilitating). On the plus side, the character is so used to pain that he/she can endure great deals torture and severe injury gaining +4 to save vs. pain, and +5% to save vs. coma/death.

73-76% Mind Over Energy: With all the P.P.E. flooding through the elf, the body is able to take that energy and convert it a different type of energy. Instead of a physical change, the character's mind undergoes the change and develops psionic abilities. If the character was already a psychic, this can spontaneously develop new abilities.

01-50: Minor Psychic (same as character creation).

51-85: Major Psychic (same as character creation; without the penalty to skills).

86-00: Master Psychic: As a Master Psychic, the elf needs a 10 or higher to save vs. psionic attacks. Select a total of eight (8) powers from any of the three categories: HealingSensitive, and Physical. The elf also gains ONE Super-Psionic power at levels 2, 5, 9, and 13. Base I.S.P.: 6D6 + M.E. attribute number, plus 2D4 I.S.P. per level of experience.

77-80% Size Change: All the surging energy through the character's body causes an overload. The only way for the body to adapt is to either developing that energy into added mass, growing taller, or to expel that energy and some body mass with it.

01-20: Diminutive nature. So much of the body mass has been lost that the elf is now only 1D6+6 inches tall (max of 1 foot; 0.3 m), and weighs only 1D4 pounds (0.5 kg to 2 kg). This type of transformation may have something to do with how the fair folk first came to be, and why they still view elves as cousins.

21-60: Short, but sweet. A great deal of the body mass is lost, but can still be effective in normal society. The character is now between a gnome and a dwarf in stature, between 2-4 feet (0.6 to 1.2 m) tall and weighs between 50 to 100 pounds (22.6 to 45 kg). Note: See notes for gnome sized weapons for consideration with these characters.

61-00: Larger than life. Elves are known to be tall and slender. However this elf isn't just tall, but giant. The character is now between 8 and 13 feet (2.4 m to 3.9 m) tall (7 feet/2.1 m plus 1D6 feet) and weighs 300-400 pounds (136 to 180 kg). Note: See notes for giant sized weapons for consideration with these characters.

81-84% Supercharge: Taking in every last bit of energy, the elf instinctively pumps the P.P.E. into every fiber of his/her being. Muscles, tendons, heart and every part of the body becomes supercharged, making the elf stronger, faster, and more durable. This grants the bonus of +1D6 to P.E., +2D4 to P.S., +1D6 to P.P., and +4D4 to Speed attributes. The healing abilities of the elf are also greatly increased and can heal twice as fast as normal and receives a +10% to save vs. coma/death. Because the body naturally limits how much you can lift/carry as part of a self-defense mechanism to protect itself, this increased healing allows the elf to lift and carry twice as much as normal. All this power comes at a price though. This supercharge causes the body to burn itself out faster, reducing the elf's lifespan to a mere 10%. While this means the elf has the equivalent of a human life span, for an elf that is just a drop in the bucket.

85-88% Displacer: Ley lines are perhaps the best known source for randomly occurring rifts. However with all the ambient P.P.E. charging through the character's body, the elf has become a living, breathing, walking rift! Others can't access this rift, but at random times the elf will be rifted through time and/or space. Without warning, the elf will suddenly be somewhere else, or at some other time. This is not something the character can control, but happens at random intervals and will be with the character for the rest of his/her life. When these random rifts occur (either decided by the G.M. or decided by other method, such as high stress moments), roll on the following table. Note: This ability can be highly disruptive to a game and Game Masters should consider carefully before allowing it into a campaign, or reserving it for NPC only.

01-20: The character is rifted 1D4 hours into the future, appearing in the exact same spot/location as if nothing happened (other than a loss of time).

21-40: In the blink of an eye the character is rifted 1D6x100 miles away (in any direction) from his/her last known location. Appearing on a ley line is the most common, but not required. No time is lost, other than possibly the time to travel back to where the elf started (if desired).

41-50: 1D6x10 days have passed and the character reappears 30 miles per day away from the point of vanishing.

51-60: Time clones. Whether these copies of the elf are from the near future or the past doesn't really matter, 1D4 copies of the character suddenly rift in the area. These versions can act like normal and even if they die the timeline doesn't appear to falter. One time clone disappears every melee round (15 seconds) as time seems to correct itself.

61-80: The character appears 1D4x10 feet (3 to 12.2 m) away and only lost 1D6 minutes.

81-90: Random dimension.

91-00: Instead of traveling into the future, the character travels into the past! On the Palladium World that may put the elf during the Elf-Dwarf War or even the Age of Chaos, while on Rifts Earth that may put the elf during Chaos Earth timeline, the Golden Age, or even present day.

89-92% Energy Vampire: Instead of being overwhelmed by all the energy, the body's actually able to handle all the energy and actually comes to like it! The problem is that the body becomes reliant upon such massive amounts of energy. From that day forward the elf must feed on a minimum of 50 P.P.E. a week, preferably 80 to 100 or more. While this can be done by living on a ley line, this is a limiting existence and most will eventually want to move on. This means feeding on living beings. To feed without killing, the elf must hunt down a practitioner of magic, creature of magic, or supernatural being and physically capture the prey, cut it, and drain all its available P.P.E. points Other than the cut (1D6 S.D.C.), minor magic beings and mages temporarily lose all P.P.E. as the Psi-Stalker gorges him/herself on as much as 300 P.P.E. in a single sitting. Against creatures of great magic (hundreds or thousands of P.P.E.) the elf feasts on 300 points and causes another 1D4x100 to dispel into the surrounding area (it's completely gone in 2D6 seconds and instantly gone on a ley line). Losing P.P.E. is a potentially dangerous situation for any magic user, but hardly life threatening. Once the elf begins to feed, he/she cannot stop until all the P.P.E. has been absorbed. The absorption process is rapid and takes approximately 1 second for every 10 P.P.E. absorbed. This means 50 P.P.E. can be absorbed in 5 seconds and 150 P.P.E. can be absorbed in a full melee round (15 seconds).

Note: These elves typically begin feeing on a ley line, but as they start to feed on individuals there is a risk the elf will become addicted to the living P.P.E. Every week of feeding off of living beings, the elf must make a save vs. insanity. A successful roll means the character has no negative side effects. Failure means the elf has become addicted to the P.P.E. of living beings, and feeding on a ley line starts to taste sour. A single failure means the character can still be rehabilitated, similar to a drug addict. However after three consecutive failed saves, the character is hopelessly lost and addicted to feeding on living beings.

Permanent Base P.P.E.: 2D6; needs to consume a minimum of 50 P.P.E. per week to function without fatigue, weakness, or penalty. For every week with less than 50 P.P.E., the elf suffers 6D6 points of damage and cannot heal. After the first week the character's combat bonuses and attacks per melee are reduced by half. The character will continue feeling weak until the character finally dies of starvation (suffers enough damage). Magic users who suffer from this transformation find that all their P.P.E. is burned off as sustenance, leaving them with the new permanent base P.P.E. listed above. This leaves very little energy to cast spells, but once they exceed their hunger requirements they can use the extra P.P.E. they consume to cast magic. These elves need to feed on extra victims to gain enough energy to cast spells, or start killing victims to double the P.P.E. at the time of death.

93-96% Just Around the Corner: Overflow of mystic energies alters the mind and takes shape. The shape this energy takes is the character's experiences worst fears, but only in a form of energy visible only to the character. For 1D4 hours the character is completely debilitated and unable to act. Even after the initial shock, these fears will continue to haunt the character, lurking just in the corner of his/her eye. The character will suffer the loss of one attack per melee, -4 on initiative, and -2 to strike, parry, and dodge for the first 1D6 months. Over time the character will begin to get used to it, even if the fears never truly go away. These fears are unsettling and cause a constant distraction causing the following penalties: -2 to M.E. attribute number, -1 on initiative, and -5% on all skill checks. On the plus side living with constant fears the character has built up a resistance. Any real life situations pale in comparison granting a +6 to save vs. horror factor with an additional +1 to save vs. horror factor every other level.

97-00% Nega-Clone: The massive amounts of energy are just too much for the elf to handle and need to be removed. To do this the excess energy is expelled, and takes the shape of an exact replica of the elf. This copy has the exact same mental and physical abilities, the exact same training and knowledge, and an exact replica in nearly every detail. There are two main differences. The first is that the clone appears as a mirror reflection, which means that a mole on the right cheek of the original will appear over the left cheek of the copy. The second difference is perhaps even more important. Both the clone's alignment and mentality are the opposite of the original, setting the two in direct opposition of each other. While the original is not always aware of what just happened, the clone realizes that the original is a threat to any of his plans and ambitions. If the original is a hero then the clone will be a villain, and if the original is a villain than the clone will be a hero trying to stop him. Whether they like it or not, they have become mortal enemies and, even worse, they already know everything about one another.