The creation of a complete clone of a person is a two-part procedure. First, a clone body must be made from a cell sample of the donor and growth-accelerated to full maturity. Then, the mind-transfer must take place to give the clone mental functions higher than base life-functions.
The process begins with the donation of a cell tissue sample. This tissue is examined to assure DNA integrity, then put through a separation/replication process to make an embryo. The embryo is then accelerated in growth - a slow process at first, but speeding up once the clone reaches the physical stage of five years equivalent. Careful monitoring during the growth cycle insures against disease or deformation of the clone. Certain youth disorders, such as acne, can be avoided completely with an adjustment of the chemical growth mix.
The clone reaches maturity in approximately 1,000 hours, appearing to be 25 years old. At this point the clone's metabolic cycle is slowed to preserve the clone in a state of near-suspended animation, waiting for activation. In this state, the clone can be maintained at an aging rate of one hour per month.
A blank clone-mind must be programmed with a set of memories and reflex codes provided by the donor. The act of transferring a person's memories to a clone first requires the donor to transfer the memories to a temporary holding device, such as an MMSD or the-storage units at a cloning facility. Special drugs allow full access to total memory, and the neural patterns are transferred to the holding device (less commonly directly to the clone). The transfer of mind to holding device takes only a few minutes. Mind-to-mind transfer or transferring memories from MMSDs takes 2d hours. Sometimes clones are activated with partial memories, the result of a mistake in the transfer (or just plain bad luck). Replacing these memories requires the initial set of stored memories, time and mental-implantation gear similar to micros.
When a clone first awakens, the first sensations are deadened by drugs to spare the patient the agony of discovering how nerve endings feel when suddenly perceived by the brain. This is to allow the patient to adjust to the new nervous system. There is disorientation while trying to reconcile the last known memory to the present. The new body must activate mental habits of input reduction (filter out background sounds, sights, etc., to avoid sensory overload). After a few questions to make sure the patient is in good health, therapy begins.
There have been cases of newly The experience of cloning is a shocking one. Intense mental and physical therapy is required to allow the patient to become familiar with the new body. This training starts when the patient leaves the vats. New clone bodies have no neural experience with muscle use - tasks as simple as walking are impossibly difficult. Only the drugs deadening the pain allow exercise at all. The pain is caused by the complete lack of scars, calluses and physical use of the new body. Every nerve-ending is new and in perfect order; the patient must become used to the pain until wear and familiarity stop the sensation. Conditioning becomes more strenuous over time, working on strength and coordination recovery. The first month out of the vats has been called "basic4raining with teeth." Mental therapy is also provided, assisting the patient to adjust to his/her new body. The adjustment becomes easier after the first cloning, but there is still a psychological barrier to be overcome; a shock coming from the lack of familiarity with the body (ranging from lack of muscle response to the sudden disappearance of scars and calluses). Consciously and unconsciously, the new body continually reminds the patient that it is new. This newness can have serious mental effects on the patient, ranging from frustration-induced rage when the form doesn't respond as mentally predicted to identity crisis (is this really me? Everything's changed!). Practice and therapy are used to move the patient towards acceptance of the new form, with all its perfections (although many would gladly trade it for their old, less-perfect bodies during this time). Eventually the patients become used to their new forms, confident that they will eventually gain full control of them as they practice. Some clones, endeavoring to make their new forms more familiar, contract for plastic surgery to replace some of their favorite scars and physical landmarks -- many cloning facilities also have plastic-surgery facilities. The Hospitalization article in ADQ 4/4 described some of the physical game-effects of cloning. Those effects are repeated here and new effects added. A newly-activated clone is penalized in nearly every physical action. Reflex rolls are at -2. Gunner and Handgun skills are at -1 (except where the skill is at 0 level, in which case there is no penalty). Martial Arts and Stealth skills are at -2. (Stealth is described in ADQ 4/2; if the penalty drops the skill below base level then the skill is temporarily lost.) Running speed is reduced to 10 mph. The penalties are temporary and go away after six months of normal routine. Physical therapy following cloning reduces the penalty period to two months following one month of therapy. Skill bonuses earned during the recovery period take effect normally. Example: A newly-cloned duelist with Gunner +2 performs at Gunner +1 (because of the cloning penalty) for two months following therapy. During this time, the duelist earns enough Gunner experience for an additional Gunner + 1. The new bonus takes effect immediately, making the duelist Gunner +2. When the two-month recovery period is over, the duelist has his full Gunner +3 bonus. Therapy takes one month and costs $3,000 (this includes living expenses). Therapy takes ten hours per day and cannot be interrupted for more than a day at a time. Interrupting therapy for more than four days of the month negates any benefits of therapy, unless the clone undergoes another month of therapy! Mistakes can be made in cloning and in the process of adjusting to the new body. Roll 2d, subtracting 1 from the roll if the clone didn't undergo therapy: On a 3 to 12, the clone is in perfect shape and the person adjusts well to the situation. On a 2, there is a complication. Complications can be physical or psychological. Roll id: 1 to 3 Physical, 4 to 6 Psychological. Physical problems can often be corrected, although some remain dormant for a time before coming to light. Roll 1d: 1 to 2 - Minor and Easily Corrected - no problem; 3 to 5 - Major - a new clone body has to be grown. This takes a month and costs the same as any other clone body. Gold Cross contracts supply the new clone free if there are any defects. 6 - Dormant Problem - the body has some defect that shows up 1 d months later. The extent of the defect is left up to the referee. Bad vision, spastic or unreliable nerve impulses, abnormal pain responses, headaches, impotence the list is endless. Gold Cross contracts will award damages to clones flawed in this way if the damage is clone-growth-based rather than caused by wear (you can't sue them for nerve damage caused in a crash, etc.). Psychological problems are harder to cure. Roll 1d: Definitions: Curing psychological problems can take months of expensive therapy and counseling. Psychological help takes one hour per day and costs $1,500 per month ($50 per hour-long session). At the end of each month of psychological help, roll id. On a roll of 6, the psychological problem has been overcome and the patient is cured.
Game Effects of Cloning
Cloning Complications
