Clone

With their pleasing appearance and functional biology, clones fill the roles that in ages past were populated by slaves, migrants, and second-class citizens, without any of the moral implications that come from subjecting humans to such a place in society.

There are numerous clone lines, each created for a specific purpose. These include the Henry line of diligent and durable workers, the Molloy line of skilled cooks and cleaners, the Tenma line of fearless pilots, The Eve/Adam line of sex workers, and the Desai line of patient and intelligent tutors. There are even specialist clone lines created for research or other, stranger purposes.

Clones are kept in check and docile through the use of neural conditioning. While a clone is as intelligent as a natural-born human (and often more), their conditioning ensures that their mind only works a certain way and they can only consider certain responses. If you choose to play a clone, you should decide how restricted your character is by their neural conditioning, and to what extent it guides their actions. On the surface, it might make them peaceable and compliant, not unlike a naive child when faced with conflict, while underneath they might struggle with strange and dark emotions. Some clones may have even broken free of their conditioning, learning through their acts that certain things they thought impossible are completely within their power; such characters can either be wondrous souls discovering the world or dangerous beings without a shred of empathy.

WHY PLAY A CLONE?

In many ways, clones are just like ordinary people, albeit in perfect health and trained to do a single task with unerring precision. To be a clone is to be one copy out of a hundred thousand copies, part of a siblinghood of perfectly identical “yous.” More humanlike and personable than bioroids, clones come preprogrammed with a set of skills, imprinted upon them during their maturation. This makes clones amazing at their chosen profession; they were literally made for it. In the galaxy, clones (like bioroids) are a commodity, and that’s how your character will be viewed by the general population. Clones are owned, and they are treated the same way people would treat an appliance or pet. However, clones have one advantage other androids do not; because a clone is still genetically human, emancipated clones can pass as people. These clones tend to prefer garish or flashy clothing, bold haircuts, and tattoos and piercings: anything to make them look as unlike their thousands of siblings as possible. If you like the idea of playing a liberated rebel hiding in plain sight, an intelligent but naive person experiencing the world for the first time, or someone who sees themself as an improvement over “normal” people, a clone is the right choice for you.

### SPECIES ABILITIES

* Starting Wound Threshold: 9+Brawn
* Starting Strain Threshold: 9+Willpower
* Starting Experience: 110
* Starting Skills: A clone starts with two ranks in each of two different skills at character creation. They obtain these ranks before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
* Underestimated: When making an opposed check, clones add one ADVANTAGE to the results.