Has the ability once per game to give someone the gift of doubles but must select at night.
The player chosen has their ability doubled on the next suitable phase (including the phase chosen).
Abilities that have been gifted by other players cannot be doubled.
The player chosen may not “save” their doubles for another time.
If an ability has been used Dr. Duality can refresh it for that phase only.
The only exception for these rules are abilities that are items.
Ex: Dr. Duality picks the Seer. That night the Seer is allowed to see two players.
Ex: Dr. Duality picks the used Necromancer N2. That same night the Necromancer may act again but not on any other phase.
If the role has two abilities such as Alchemist then a coin will be flipped to determine which ability is doubled.
Ex: Dr. Duality picks the Alchemist. The host flips a coin. The corresponding potion is what they receive. As in, two life potions, one death, and may keep them as long as desired.
If the role is a wolf with a secondary ability they may use that ability twice that night.
Ex: Dr Duality picks the Silencer, that night they can silence two people.
If the role is a normal werewolf then they are given a prime kill. (See Wolverine)
Ex: A regular Werewolf is picked. The night kill cannot be saved but the kill can be redirected.
Any wolf roles with extra kill, passive, or investigative tricking abilities gain nothing from Dr. Duality.
Ex: The Furry Bastard is picked. The player gains no secondary kill or prime kill.
If Dr. Duality is blocked the night they use their ability they are allowed to try again.
Appears at home unless it’s the night they’re using their ability.
This is a larger game role.