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(+1)

If it wasn't clear: I don't think the diversity in play is a bad thing! Once you take down one simulacrum though, I assume the player will be inclined to seek combat to take down the others as well. At least some of the NPCs will be inclined to help them overthrow the status quo either way. 

What's the intended power level of a simulacrum?

Oh for sure!

In my prep document, I had written that Simulacrums were similar to Cultists in terms of power level, as a combat first party might end up facing 10 of them at once if they try to interrupt the ritual directly. I do see now that I missed including that in the doc though. I also wanted to bake in the critical weakness as a way to take them out without direct combat, allowing them to be taken out rapidly without much difficulty. There's enough of them available that I'd like for the party to feel like it's relatively easy to take one out, but difficult to take them out in large numbers. The item that The Talon used is also in The Library. I put that in there so the GM knows they have the ability to bring more in if they feel like it's something The Talon might do while hunting for whoever is killing off his clones.

I think most NPCs would be willing to join the fray against The Talon. I could totally see the adventure becoming a sort of Seven Samurai type of story where they're rallying everyone against The Talon and the simulacrums.