Uncle Jimbo's Bug Huntin' Range
High character High concept High violence |
Clones
The process of growing and maturing a clone, disposing of the failures from each batch and teaching it or implanting its memories is no doubt interesting in itself. However, most heroes' interactions with clones will involve the full-grown adult (either meeting one, or playing one). Thus the place to start is to describe clones as creatures. Biotechnicians of Progress Level 7 reckon commercial production of a functional human adult clone to take two years, comprising 18 months of accelerated growth in nutrient medium and 6 months of neural and immune maturation in a climate-sealed creche environment. During the maturation period, the clone can also begin rapid induction of motor and language skills, ready to commence a suitably adapted and chemically-supported program of primary schooling. Records from the Second Galactic War suggest that Thuldan biotechnology can reduce this process to as little as a year for certain specialised genotypes with lowered skill requirements. Clone Line The GM should describe the clone line, giving the ability scores of its original (to derive these from an already generated clone, see Prime below) and a number of mutant traits that are common to the clone line. Clones may be produced without genetic modification or with various genetic changes added by their creators (an engineered clone line). All clone lines have Slight Progeria (see below) and Weak Immunity as common drawbacks. An unmodified clone line might have 1d6 typical Ordinary Advantages, and 1d4-1 other typical Slight Drawbacks. An engineered clone line might have 2d4 Mutation Points of typical Ordinary or Good Advantages and 1d6 Mutation Points of extra typical Slight or Moderate Drawbacks. The Gamemaster should only choose the mutant attributes that seem appropriate for her campaign and concept for the clone line. Progeria (New Mutant Drawback) The character ages more quickly than others. The character's starting age is the median age for a Young Adult for his species and Progress Level (in the Gamemaster's Guide, page 21, average the two lowest numbers in the table). However, for the purpose of suffering penalties (but not bonuses) due to age as described in the Gamemaster's Guide, the character's age is counted as double (Slight), triple (Moderate) or four times (Extreme) its actual value. Marginal Clone A Marginal Clone begins with ability scores that are each 2 points lower than the scores for his clone line, and has an extra 3 points to allocate to ability scores. Each of the clone's starting ability scores may not exceed the ability scores of the clone line. A Marginal Clone has two of the typical mutant drawbacks of his clone line. Most Marginal Clones use the skill ranks from one of the Marginal SCM templates. Ordinary Clone An Ordinary Clone begins with ability scores that are each 1 point lower than the scores for his clone line, and has an extra 3 points to allocate to ability scores. Each of the clone's starting ability scores may not exceed the ability scores of the clone line. Thus, an Ordinary clone has 3 ability scores equal to those of his clone line original and 3 ability scores that are 1 point lower. The player may choose (if an unmodified clone line) to have one of the mutant advantages of his clone line, determined as the GM prefers, and if she does so, she also must take one random mutant drawback typical of the clone line. Clones of an engineered clone line must take mutant advantages and drawbacks. Ordinary Clones may be played as heroes. Good Clone A Good Clone begins with ability scores that are each 1 point lower than the scores for his clone line, and has an extra 7 points to allocate to ability scores. Each of the clone's starting ability scores may be up to 1 point higher than the ability scores of the clone line. The GM may choose to add to the clone 2 of the mutant advantages of his clone line, determined randomly or according to the needs of the scenario, and if she does so, she also should add one random mutant drawback typical of the clone line. Clones of an engineered clone line must take mutant advantages and drawbacks. Most Good Clones use the skill ranks from one of the Good SCM templates. Amazing Clone An Amazing Clone begins with ability scores that are each 1 point lower than the scores for his clone line, and has an extra 9 points to allocate to ability scores. Each of the clone's starting ability scores may be up to 2 points higher than the ability scores of the clone line. The GM may add to the clone character one of the mutant advantages of his clone line, determined randomly or according to the needs of the scenario. If she chooses to add 2 of the mutant advantages of his clone line, she also should add one mutant drawback typical of the clone line. Clones of an engineered clone line must take at least one mutant advantage. Most Amazing Clones use the skill ranks from one of the Amazing SCM templates. Prime The original creature from which an already-described clone was derived begins with ability scores that are each 1 point lower than the scores for the clone, and has an extra 9 points to allocate to ability scores. Each of the prime's starting ability scores may be up to 2 points higher than the ability scores of the clone. At the Gamemaster's discretion, the prime may share one mutation that the clone has (this should be an Ordinary advantage if the clone is from an engineered clone line). Most Prime characters use the skill ranks from one of the Good or Amazing SCM templates. |