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Sunday, August 27, 2017

The Sneaky Bastard's Guide to the Dream Background (Mage: The Ascension)

Cayce was upside down, and he couldn't much say that he cared for it...The sound of screaming metal that appeared to be filling the world was the sound of Patterson's beloved Jaguar rolling over and skidding and finally stopping. They had plowed into a mailbox.

"Stanzi. John. are you O.K.?
no answer.
" Hey! wake up, guys. the Men in Black will be here any second"
A low moaning marked Constanzi's position.still no answer from Patterson, not good.
"Stanzi...Stanzi wake up!"
"Urrrm, John you stupid Pentaho.Ow!"
"Stanzi!"
"Justin? madre de dios, Justin! John's hurt!"
An icy calm that Justin only felt in the thick of combat settled over him.
"Is he conscious?"
"No."
"Shit, he's the only one of us with life Magick...Is your laptop O.K? Is it running?"
"Yes."
"Find me a Hospital," A car door slammed, a pair of black wingtips approached, "and Hurry.."
* * *
The hallway floor was very cool and invitingly stable. Constanzi considered passing out on it. Her vision was a bit blurry and her head was clanging but even so, her adrenaline wrenched her into an upright position. Justin was already up and running.
" You! I've got a trauma case outside and I need a gurney and a crash cart Stat!"
" Are you a doctor?"
"Question me later rookie! this guy has multiple chest fractures. JUMP!"
Orderlies started moving in every direction. Stanzi was amazed. With a practiced and precise grace, they moved John into the E.R. and began ministering to him.
Justin was in the corner putting on a pair of rubber gloves.
"Are you nuts?" she whispered as she approached, "you don't know anything about medicine."
Justin looked up at her with a stranger's eyes. " You're right. Justin doesn't know anything about medicine....Now get out of my way and let me work."


There is little known and little used background in Mage, it's called Dream. Sure you've heard of it. Ever used it? O.K. maybe but have you really thought about it? Like all ill-defined things it is more than ripe for abuse, So...here, in a nutshell, is a nuts and bolts guide to a poorly understood game Mechanic.

The Collective Unconscious:
There are theories. Of course, as long as we have Hermetics, we are always going to have theories. Among Tradition Mages it tends to go like this:
"There is this deep place within the vast collective unconscious wherein all knowledge great and small resides...it finds its expression in the lives of spirits and mortals. Some call it the Maya, some call it the Dreamtime. Only those who can reach this place with their mind and touch it with their spirit may petition it for the knowledge it holds. Because it resides deep within all things it can and does act through many agents and in some cases will act in a completely unpredictable manner. But it will always nourish those who seek to know."
-a purposefully anonymous Dreamspeaker.

In some form or another, this is basically what most tradition Mages teach their pupils who possess this weird-even-for-a-mage ability. With some variations of course....Euthanatos, Verbena, Akashics, Dreamspeakers, Ecstatics, and most Hermetics subscribe to the above. Celestial chorus, Enochian Hermetics, Kabbalistic Hermetics, and Batini Mages tend to view the process as the will of the divine working through the individual. This, they say, is why you sometimes get weird results. There may be some truth to this theory as well.

Technomages, who as a rule do not consider the collective unconscious sentient and don't believe in God, seek to explain the phenomena itself. Virtuals, Etheric Mages and some Void engineers call this "Comparative processing". the basic reasoning is this; by comparing a situation or problem to every piece of data in my mind and looking for patterns and similarities, I can find solutions to situation and problems that I have no direct knowledge or experience of. (While this reasoning might seem specious, I can tell you from experience that it does in fact work in a limited way. I am an absolute machine at any form of standardized testing because of it. Although it is a stretch to say that because I can repair an outboard motor, so I ought to be able to perform thoracic surgery. Course...I'm not a Mage)

In some cases there Technomages fall back on the idea that all principles and axioms are the same and that gives them the paradigmatic nudge they need. Progenitors have even posited the theory that the proteins that make up our D.N.A. have an unknown capacity for information, that past life experiences are made up from bits and pieces of ancestor memory and that each human being potentially carries the sum of the knowledge of his family tree. This theory has yet to be tested. Of the conventions, Iteration X eschews all theorizing on the subject as the Computer seeks to become a Collective Conscious....Iterators with Dream as a background are very rare and are usually considered a wild element.

Nephandi Mages take a typically inverted view of the Collective unconscious. They say that the knowledge that they receive is from Oblivion which contains all the knowledge that has ever been lost. While some Euthanatos and some Dreamspeaker are fascinated by the idea they still subscribe to an active rather than a passive force in the cosmos.
Nobody really knows what the Marauders think about the subject but it is a known fact that Dream comes frighteningly easy to them and there are very few who do not have it.

The Real Story:
If you already have the Book of Worlds, then you already know a few things about the Maya and the astral realms. When a Mage accesses his Dream ability he is basically manipulating the underlying structure of the Maya as it relates to him. Naturally, he does both consciously and unconsciously...(it takes an effort of will to achieve but the Mage has no idea how he is doing it or why it chooses to manifest as it does.)
As has been noted in other places sometimes a dreaming Mage will ask for one thing and get something else which may or may not help. Because of the fluid nature of the Maya, and because of the power of the Mages avatar, The Maya must respond but it may respond with whatever tools it has to hand. This usually depends on the specificity of the requested knowledge.
- A desperate Mage reaches out with his mind for enough brawl knowledge to keep from getting his fool ass killed. Nearly every person on earth has been in fight or two so the knowledge leaps into the mind of the Mage and he gets to walk out instead of being carried out.
- a Mage who cannot read Babylonian finds that he must decipher a clay tablet, he calls on the dream score and finds that a linguistic spirit arrives and gives him the knowledge he seeks.
- a Mage who seek knowledge about a particular vampire finds that he is channeling an 18th-century witch hunter. This kind of knowledge borrowing can get very nasty, very quick.

Mages and spirits and wraiths, Oh my!:
The Maya may work through these disparate beings because they each share one thing in common...they sleep and they dream... occasionally spirits and Wraiths must deal with a phenomenon called "Yanking" it has even been posited that Mages who go into Quiet are being "Yanked" themselves. As it happens, a Mage with a high dream score can sometimes make friends with the entities they are borrowing knowledge from or they can make bitter mortal enemies out of them. In almost all cases, many times when a spirit or wraith manifest they are completely unaware of the Mage and unless the Mage has spirit Magick and knows what to look for he will generally be unaware of what is going on too. Awareness of the spirit usually means that the Mage has at least spirit 1 and notices that his own aura has taken on few different colors. ( It should be noted that working spirit Magick on a spirit while you are using Dream to channel him is usually considered an attack, and will awaken the spirit in question who will usually be as mad as a wet chicken. Prime Magicks also have a small chance to awaken them but this is usually much gentler. Spirits like quintessence and awakening to the movement of quintessence can at times put them in a good mood.

Benefits of Dream:
1) An easy way to pick up common lore:
The example above is a good way to illustrate how useful Dream can be in an emergency. But, Dream has other, simpler uses...It is a good way for Mages to pick up languages, not just the languages of countries, but those of the Romani, the howling and barking of Garou language, the languages of computers, and in some cases languages even more esoteric. It's an excellent way for an Etheric Mage to pick up a scientific discipline that he is unfamiliar with for fast use or long research that verges into unfamiliar territory.
Another good way for this ability to be used is to do research. Here's an example;
A Virtual Adept wants to know about Vampires. He takes a few days of staying at home and using Dream to channel information about vampires, and then writing it all down on the old laptop. While the knowledge of Vampire lore fades every night, the data itself does not. As the character encounters more vampires his knowledge of them becomes more complete and fills in some blanks and inaccuracies.He has a ready made library of information that he can draw on and sooner or later that information starts to impress itself on the conscious mind as well. In this way, a player can either choose for the character to halve the cost of the talent, skill, or knowledge or he can choose to spend the full points on it, all at once, up to the limit of the dream score. (At the ST's discretion of course.)

While Dream is an excellent way to pick up pieces of knowledge, It is also good for picking up skills and abilities of a physical nature. This has unique advantages but also unique disadvantages. Channeling brawl is easy but channeling Ballet dancing is not. Channeling guitar is simplicity itself for someone who already plays another instrument and while the technical moves might still remain in the memory, the muscle memory does not. This is why, whenever channeling a strenuous physical activity a Mage must make a stamina roll against a difficulty of 8. Only one success is required. failure on this roll might mean a cramp or lingering stiffness perhaps even a sprain. A botch on this roll might result in torn ligaments or something broken. While it might seem risky to use this ability some Akashics and Euthanatos swear by this method. In their hands, an unfamiliar weapon or some found object becomes deadly.

2) Recovery of lost lore:
Among Mages, this is known as "Knowledge Dowsing". While this is an invaluable tool to some Mages it is not without its perils as I'll explain in a bit. At times this ability can be used to unearth lost languages, lost history, or even lost geography(!) There have been some cases of people channeling dead persons and writing symphonies while under the influence of "Automatic Writing" Most Mages write these episodes off as a Wraith ability called "Skinriding" but this is not always the case.

3) Past life contact:
There have been documented cases of Mages who have gone to channel an ability and found that they possessed it in a past life and then finding that they are beginning to remember things of that life while that knowledge is being channeled... As any Game master who reads this will realize, this is not always a good thing. While Euthanatos, Verbena, and Akashic Mages seem to have fewer problems in that respect even they are not immune and any Widderslainte who peers back into their other lives is in for a horrifying ride. Etheric Mages and Virtuals sometimes have to battle past lives to remain in the traditions. This is basically a door that the game master may choose to open at any time and in some ways, it can very good or bad for the character. At times solving old past life conflicts can help with the struggle for Arete or it can help psychological problems disappear but it can also be an invitation for the former life to Shanghai the present life. Be warned.

Perils of Dream:
1) Susceptibility to outside influences:
When a Mage opens himself to dreaming, he is essentially dropping most of his spiritual defenses to act as an antenna for whatever the Maya sends. Some entities know this or can sense this. For this reason and this reason only it is unwise to attempt to use dream near a Nihil or a severely Wyrm infested area. When a Mage uses Dream, his ability to fight off external possession is reduced by 2 for the purposes of resisting Puppetry, Domination, or Possession charms of spirits or other forms of coercion. The only exception to this is Mind Magick. The dream users spiritual defenses may be dropped but this does not mean that his mental shields are disabled at all. However this can be circumvented with spirit Magick and/or some spiritual help. Mages with a dream score of 4 or above find that their auric fields are particularly thin... as such, they often have a permanent -1 for resistance even when not using their dream score. When they use it, they are also subjected to the -2 penalty.

2) Specificity breeds problems:
One thing that most Mages who have studied this phenomena can readily attest is that the more specific the knowledge sought, the more problems can arise. Mages who suppose that Dream is an easy road to lost lore often end up in extended Quiets. Let me give you a couple of examples. Lets say that your Mage wants to channel Chinese, Since there are billions of people who speak Chinese, this language just drops into his mind and he can speak it like a native. Lets say that this same Mage need to decipher something written in ancient Mayan, since this knowledge is known by maybe a hundred living people, the Mage is most likely to be contacted by a deceased Mayan, or a linguistic epiphling, and the Mage might take on certain elements of that spirit personality for the duration...and sometimes beyond. Lets say that the Mage wants to decipher a strange stone tablet with old glyph marking that predate mankind. Since no human ever knew that language, the Maya channels something that did... the Mage then screams "Purple hairy SPIDERS!", drives his fingers into his eyes and then starts tearing Doissetep keep apart stone by stone....

You run into the same problems with knowledge as it becomes more personal. lets return to the example of the virtual adept who wants to know about vampires. If he just wants to know general vampire lore he's liable to get it free. If he wants to know about the vampires of a particular place or group he might end up channeling the City Father Totem of that city or he might " yank "some spirit that has links to the group, in the case of Giovanni or Samedi this will probably be a ghost, in the case of thaumaturgically adept vampires, some other type of spirit might be yielded. In some cases the knowledge might come from the sleeping mind of a ghoul close to the group or clan. This can be a disaster if the sleeping ghoul is from one of the Sabbat ghoul families as many of them are thoroughly bent if not outright insane. If the Virtual adept wants to know information about one particular vampire he definitely runs the risk of channeling someone slain by that vampires and maddened by years or decades of frustration. Worse, if the Vampire has Necromancy as a discipline, word may get back to him. The Mage might even be unwittingly influenced by the necromancer through the wraith.(hey, are you frightened yet?)

3) The Oneira:
Some of the dream lords have a vested interest in certain types of knowledge, while Channeling Mages do not have an effect on the Maya itself, some of the Oneira take a keen interest in the kinds of knowledge that goes out especially if it is part of their particular bailiwick. One Oneira was known to hunt a particular Mage for stealing lost stories from the Maya. The Oneira sometimes take a notice in the antics of particular Mages and ultimately it is an incredibly bad idea to annoy them as you gotta sleep sometime.
It is rumored, that the Oneira also protect some knowledge from being accessed. The Akashic Record possesses a legend about a contingent of their Mages that traveled into the Maya and consulted a Chinese Oneira about the best way to keep others from learning the roots of Do. The Oneira, was paid a tribute,(what this was is different in each version of the legend) and in return he has kept that knowledge safe. Apparently, this is an extremely rare procedure and there are only a bare half dozen things that are flatly not accessible by the use of Dream. Few even know what they are. Do is one. Knowledge of Iteration X's Computer Root commands is another. (no-one is sure exactly how they pulled this off.) The lost spirits of the Bunyip, Croatan and the past lives of Silent Striders also remain lost in the mists of the Maya. No one knows who guards them.
                                                                                * * * 
Justin was tired as he stripped off the gloves. Constanzi had gotten a Verbena friend to prepare a few things and as soon he was taken to his room they would minister to him and then get the hell out of there.

"Are you O.K?" She queried, " You went a little weird there for a minute."
" I got a surgeon who died a few years ago, he knew the hospital. He's still sort of in here."
Stanzi shivered. "Is that good or bad?"
"Well..." He grinned, " You see that cute nurse over there?"
"Yeah. So."
" Well, I plan to ask her out."
"Why."
" Cause I remember what she was like in bed. The Doc did a good deed for John, and now I'm going to do a good deed for him...and me."
"Pig."
" All part of the service." Justin Cayce said as he smiled and walked away.

Tuesday, August 22, 2017

The Sally Rivers Show

The Sally Rivers Show
The Appearance:
 A typical, ordinary, daytime talk show with a demographic skewed towards out-of-work black people and poor white trash. Most of the shows are geared towards incendiary topics to stimulate argument with the guests, audience and professional "experts" The hostess of the program is, of course, a bubbly vivacious young woman with no training, an occasional weight problem, a tendency to man-bash, and a penchant for asking "have-you-stopped-beating-your-wife-yet?" questions.
It's rude, It's crude, and It's rating are going through the roof....
The Reality:
Sally Rivers is the result of a test marketing of "GET THIN" pills. they were discontinued because the Fomor that they were creating were wildly unstable.
Sally is one of the few success stories. She has a unique fomori power in that she brings out the absolute worst qualities in people without becoming an obvious target. The program airs on OMNI-TV and is beginning to garner an insane amount of the market share. The Program also acts as a platform for many books put out by so-called self-help experts which actually are extremely damaging. Many of these books are put out by Dawnbreak press.(a subsidiary of Vesuvius Publishing)
Many audience participants are dosed with minute amounts of Fomorach.(candy given out before the show.) Guests on Sally's show usually alternate between, paid actors, attention seeking weirdoes, who will lie about anything to get on T.V. and a few people with serious problems. These people usually go home shattered or worse than before.  Other people tend to have a massive cathartic reaction akin to participating in a "Two Minute Hate" which makes them want to go back for more.

Titles:
*You made love to my sister and I want you out!
*Bisexuals and the couples who love them.
*My child looks like a freak!
*My parent looks like a freak!
*You made love to my brother and I want you out!
*I married a Homosexual!  (Obviously not about Homosexuals in marriages with other homosexuals.)
*Secret Crush
*My girl is a slut!
*My boy is a dog!
*Young and Pregnant! (tied with Secret Crush for the cause of most suicides.)
*Safe Sex? I don't think so!
*That's not my Child!
*Strippers and their families.
* I want to tell you off! (part 23)

Campaign Use: This is what I call a "drop-in" Usually this show is one of those things that is background noise in the World of Darkness. Hollow Ones watch it for fun, Caitiff watch it to feel better about themselves. and it's on the T.V. at the house of any poor person that the characters visit. This is one of those things that may never develop into an adventure at all....However
If you've laid the groundwork when the truth becomes known it should shock the P.C.'s into action just by its utter pervasiveness if not by its sheer insidious nature.

It'll generally go like this, The characters befriend someone who likes the show or maybe has a real problem. Maybe the N.P.C. is one of the assorted hangers-on of a Hollow One's cabal who's one of those aforementioned attention seeking weirdo's. They go to the show, get dosed with fomorach (in minute increments) and either go through withdrawal or they go back to the show...over and over again. Soon it becomes a problem as the Fomorach begins to twist them up inside. Only characters with hearts of stone will ignore this hideous transformation. Verbena will go buck wild when they hear about this.So will local Garou. And of course, it's always possible that when they go to deal with the problem they might even find themselves working at cross purposes just long enough for a Pentex Strike team to turn up.


Saturday, August 5, 2017

Superior Modifications (Mage:The Ascension)

Superior Modifications


- Gentlemen. Recently it has been my privilege to go on a cross-country trip. And in doing so I have had an opportunity to meet with, and inspect a number of our Laboratories. Some of the Modifications that our inventive young minds have created for the use with our standard Superior templates were to my mind astonishing. I have taken the liberty of compiling a list of these for our common use and I hope that they will expedite the ascension war and your own research. Accreditation of the Doctors involved and genetic blueprints are in the appended file.

-Lionel Fisk.(Aneurysm@ prog.lab.1138.web)

 1) Increased Countermagick:

As most of you who have worked in Damage Control know, the standard Superior has countermagick Symbols drawn on the protein of the D.N.A. This is what gives them their magical resiliency. Of course, this makes them resistant to further tinkering. Many of these permutations, unfortunately, require the Erasure of these symbols. However, A lab in Tucson, Az. has discovered a way to increase the magickal protection for these clones for long term spying. Often a number of these clones can be used to create a magick-proof lynch mob or strike team. Would that we had access to these lovely creations during the Burning times. The process involves ritual Scarification of the internal organs and scripting counter-magickal symbols on the interior of the flesh and the exterior of the bones. It has been further theorized that a comprehensive Tattooing process could yield further Countermagick but this theory is unfortunately impractical and has yet to be tested. [ I.C. clones possess 4 dice of countermagick instead of 2. Most other forms of enhancement will not work in conjunction with this one. However, Progenitors normally use I.C.clones with other forms of altered clones.]

2) Regeneration: One of our labs in Montana has had recent difficulties with local Werewolves. These trials did yield some viable samples of genetic material. The program director has managed to crack the regenerative Gene with some success. [ Regen Clones are capable of regenerating 1 non-aggravated wound level per turn. Regen clones are often fitted with other forms of enhancement and can occasionally kill Garou if they attack in swarms. Aggravated damage, asphyxiation, Decapitation and total systemic shock are the only ways to destroy these clones. Unaccountably, Regen Clones often possess bad tempers and they have inherited a vulnerability to silver.They suffer aggravated wounds against these weapons. Regen Clones cannot have counter magic, but do not take Unbelief damage.]

3) Increased adrenaline: Often used on strike team and sentinel style clones, This form is often mated to a number of other Enhancements. [ these clones possess 5 "charges" of super-charged A.C.T.H. Each turn that they wish to use this they must make a Stamina roll. one success is sufficient, but the diff goes from 4 to 9 as each use increases the diff by one. The effect is similar giving the clone Celerity 2, Potence 3, and Fortitude 2 for that turn only. Clones of this sort are often irritable and easily provoked. After combat, these clones will be ravenous and sleepy and will be unable to initiate many actions involving heavy physical activity. they also are unable to spend willpower. Clones of this sort do not have countermagick and may take unbelief damage if witnessed in action.]

4) Reduced Pain Receptor: An idea taken from one of our Iterator Colleagues. This kind of enhancement is often used in conjunction with most types of combat Clones. This Type of enhancement removes pain receptors from the clones body. The clone can feel no pain and is thus hard to slow down in a combat situation. the downside of this is that often the clone will take damage and simply not be aware of it. There is an anecdote about a clone that had set itself on fire and did not become aware of what was going on until its vision became obscured. In the process of walking around, the flaming clone destroyed most of a laboratory. [ these clones do not take penalties from wound levels at all. penalties might be otherwise imposed though.(such as a clone attempting to sprint on a broken leg.) These clones may have countermagick as the Attenuation of pain receptors is a simple Neurosurgical process. In addition, they do not take Unbelief Damage.]

5) Abrasive Skin: often used only on Horizon realm clones. this was achieved by splicing in Shark D.N.A. Less than pleasant to look at, but they do get the job done. The Void Engineers have found a multitude of uses for these Clones in their Aquatic theater Operations. Coupled with gills, and a few of the other enhancements, these make excellent underwater shock-troops. [ The flesh of the clone has a number of rough hook-like projection. Touching the flesh can do a health level of damage and in Hand to hand combat add +3 to brawl damage. Cm cannot be taken, and the clone will take unbelief damage if observed. Note that damage taken from these does count as aggravated.]

6) Chromatophores: Of only limited use as the clone must be nude to be effective. This is a common enhancement for other non-humanoid creatures. A South Carolina Amalgam has created aquatic clones with this enhancement with a great degree of success for use against offshore targets. [ the clone has dermal cells which adapt to their surroundings. Cm cannot be taken, the clone does not take unbelief damage. when in use add 3 dice to its Stealth pool.

7) Sub-dermal armor: Used often for heavy attack troops. Not recommended for use with clones that are a substitute for people unless that person is an extreme Endomorph. Confers an amount of damage reduction via the introduction of Bio-silicates in pockets under the flesh and in the hollows of the body. Clones of this sort will sink in water. [ this enhancement protects the clone as if he were wearing class four armor, Subtract 2 from dex the clone does not take unbelief damage and cannot have Cm.

8) Natural weaponry: This covers a bewildering array of physical attack mechanisms that have been bred into strike clones, the most common variety being retractable fangs and claws. with a bit of de-melanization and some metabolic tinkering, we can make ersatz vampires and with other forms of enhancement, Ersatz Werewolves. Although, natural weaponry doesn't stop there. I have been informed by doctors who have created clones with prehensile tails, patagia and even one doctor who is attempting to give a clone quills. [ Some of the clones with the wilder forms of enhancement will take unbelief damage, whereas others with subtle manifestations will not. Ersatz Garou and kindred are usually spottable by those races although they could pass to the uninitiated or to others outside that race. Ersatz Garou have been known to trigger the Delirium but this is a lesser version and has a +3 on the scale. Clones attacking with natural weaponry do count as supernatural beasts for the purposes of Aggravated damage.]

9) Emitters: Doctor Nedra Sellars came up with a clone that had been engineered with its own set of super-concentrated Musk sacs. From what I understand, this modification has been used against Garou and Tradition Mages alike with great success. The effective range is 40 feet. [ no Cm, No unbelief damage until exposed. effects identical with Vomit gas.

10) Gills: A natural for underwater operators, often combined with Increased visual spectrum, and pressure hardening for a more complete package. also good to combine with abrasive skin and/or Chromatophores. [ The gills are often hidden in the hair, the pelvis, and the armpits, No Cm. No unbelief damage.]

11) Poison Sacs: I have seen Clones that could sweat virulent contacts Hemo and Neurotoxins. there are also modifications that enable a clone to spit contact poison up to 30 feet and there are clones who can make their blood extremely poisonous to kindred. There is a research project jointly held between us and Iteration X to create clones that can broadcast non-organic compounds. [ "Spitters" cause 3 dice of aggravated damage and possibly blindness, they have 4 charges before they must rest to replenish. "Sweaters" and"Chalices" natural replenish their toxins. Chalices cause 2 levels of aggravated damage to their drainer for each Bp drained but there is an onset time of several hours. Often they are in their coffin by that time and may never rise again.(torpor) Sweaters cause tear gas symptoms in those who come in contact with them in addition to normal damage Unbelief damage is entirely dependent on exposure. Spitters sustain it most often, while Sweaters rarely do and Chalices never do. No Cm.]

12) Carrier agent: you must receive prior approval of your project director before implementing one of these clones. If you are not very careful, you could cause a widespread epidemic. this is basically a clone that carries powerful versions of many types of Virus that it is immune to. The clone retains control of its own release vectors,( but unfortunately once the virus is passed on, the cat is out of the bag.) often these clones are equipped with many different types of Virus. Seducers are often equipped with a pheromone control package and a host of potential STI's. While infiltrators are often equipped with anthrax, polio, or Chaos Agent. [this is one of the few types of clone that can possess countermagick, this is because the virus has a separate life pattern and many are custom tailored to fit their host. Unbelief does not affect these clones as there is precedent in history (Typhoid Mary, an experimental subject who got loose.) Approval for the use of these clones is very rare and termination of that clone's life is personally overseen by Damage Control.)