Parallel Lives Cost: Variable. Copyright (c) 1996 by S.D. Anderson <102250.1425@CompuServe.COM> Events in the character's life match those of someone else, perhaps a person of historical importance, perhaps a twin who was separated from the character at birth, a previous incarnation, etc. At quirk level the connection between the character with the disadvantage and the person whose life he "follows" is fairly obvious and similarities easy to find, but they have no real significance. (ie Lincoln had a secretary named Kennedy while Kennedy had a secretary named Lincoln.) Or at least no real significance that the secret masters want revealed at the present time in an illuminated campaign. At higher levels, the disadvantage is akin to destiny. The stronger the relationship to the other character the closer events that occured to one occur to the other. PCs will have to take skills and advantages buy off/acquire disadvantages similar to what the parallel did at about the same stage in life. They don't have to be identical, a parallel who was poisoned at a certain age may have a follower who gets a severe illness instead. A PC may find himself wedding bound because the parallel got married, etc. It's legal to set another PC up as a parallel, but this means the player with the disadvantaged character is obligated to spend experience points along the lines the parallel's player does. Mutually paralleled characters may be allowed on a tentative basis. If the GM decides the character development is proceeding relatively unhindered because the players are too cooperative he may reduce it's value accordingly and give the PCs replacement disadvantages. The cost of the disadvantage is based on the strength of the parallel. -10 pts for a 9- chance of having to spend CP to match the parallel, half that for a 6-, double for a 12- and triple for a 15-.