[FOCI]

Spawns

The Strange

Sometimes you can't trust anyone but yourself. It's good to have allies, but what ally is more invested in watching your back than you—or at least, a version of yourself that you spawned from your own flesh? You can spawn clones, which not only help you out in a fight, but also aid you in puzzling out problems, lending a hand when necessary, and sometimes even comforting you when you need a shoulder to lean on.

The gene grafts that gave you your powers also give your eyes and fingernails a strange reddish hue. You wear loose clothing that doesn't get in the way of you spawning off a copy of yourself.

Spawners are often spinners because they enjoy having a rapt audience, but any type finds it useful to have extra help.

Connection

If this is your starting focus, choose one of the following connections.

Equipment

Ruk clothing, light armor, one weapon of your choice, an umbilical, and an account with 30 bits. And a clone.

Minor Effect Suggestion

Your clone trips the target and knocks it to the ground, or pushes the target out of immediate range (your choice).

Major Effect Suggestion

Your clone makes an immediate attack against the target.

Tier 1

Friend in Yourself Enabler

Your clone accompanies you and follows your instructions. The clone looks, talks, and acts like you, but it is not as effective as you in many ways. It evokes your descriptor and type, but it doesn't actually have those abilities. It is a level 2 creature with a target number of 6 and a health of 6, and it inflicts 2 points of damage.

You'll probably make rolls for your clone when he takes actions. A clone in combat usually doesn't make separate attacks, but helps you with yours. On your action, if your clone is next to you, he serves as an asset for one attack you make on your turn.

If your clone dies, you can spawn another in 1d6 days. A subtle psychic bond you share with your clone enables it to think, which restricts the number of active clones you can have at once (normally just one).

Tier 2

Psychic Bond Enabler

The psychic bond you share with your clone improves. Through the bond, you can communicate telepathically at any range within the same recursion. If you wish to temporarily intensify the bond, you can use an action to sense what your clone senses until your next turn.

Tier 3

Helpful Clone Enabler

If you attempt a task and get help from your clone, even though your clone is not trained or specialized in that task, you benefit as if it was. Regardless of how trained (or untrained) you are for the task, if your clone spends its action to help you, the difficulty of the task you attempt is reduced by one step.

Tier 4

Covering Clone Enabler

Your clone is more concerned about your well-being than its own, and if it is standing next to you when you're attacked, you have cover—the difficulty of Speed defense rolls is decreased by one step. If the attack would hit you without the cover provided by your clone, the attack hits your clone instead.

Improved Clone Enabler

Your clone increases to level 4. As a level 4 creature, it has a target number of 12 and a health of 12, and it inflicts 4 points of damage.

Tier 5

Force Spawning (5 Might points) Action

You force a clone to spawn from you in a matter of seconds, even if you already have one or more active clones. But Force Spawning is immensely taxing, and you are pushed one step down the damage track until after your next recovery roll. The resultant clone is a level 3 creature that is another clone of you, but it lasts only a minute. As a level 3 creature, it has a target number of 9 and a health of 9, and it inflicts 3 points of damage. When it expires at the end of a minute, it slumps like melting wax

Action to initiate.

Tier 6

Psychic Transfer (5 Intellect points) Action

You can switch minds between yourself and your clone within long range through your psychic bond. You have access to all your skills and abilities while in the body of your clone. Your original body is treated as the level 5 clone (though it has all your equipment), and your mind in the clone body is treated as if it was you. You can make the switch permanent or switch back as a separate action.

Improved Clone Enabler

Your clone increases to level 5. As a level 5 creature, it has a target number of 15 and a health of 15, and it inflicts 5 points of damage.

GM Intrusions: Rarely, clones take on lives and consciousnesses of their own. Allies sometimes lose track of who is who.