Sand Clones
Sand Clones (Major) by Stone Gargoyle
1.Creating Sand Clones: The hero can sculpt duplicates of himself out of sand and animate them as if possessing the Art: Sculpture skill of 70%, +1% per level. When doing so, the sculptures rise out of the sand without him touching them. These duplicates are obviously made of sand and will not fool anyone into thinking they are the hero unless dressed in clothing or held in sacks made to look like clothing. If attempting to make them look human, the hero must roll a skill check (Disguise at +20% or at the base skill level if the hero does not actually possess the skill). They are not in any way intelligent, merely being puppets controlled by the hero.
Range: The hero can shape existing sand into humanoid shape up to a distance of 300 feet, plus 5 feet per level, line of sight. He can only keep them in humanoid form while they are in range.
Duration: The hero can only shape and control the sand for his ME number in minutes, plus one minute per level. They will revert to normal sand if the hero moves out of range, releases his control, is knocked unconscious or is killed.
Number of uses of power: The hero can only create up to his maximum number of clones an number of times equal to his ME attribute number, plus one time per level.
Number of clones per batch: The hero can create and control his ME number in clones at any given time, plus one clone per level. Cannot create more once this limit of active clones is reached.
Attacks: Each active clone is created seperately, requiring one attack/action when created as a detailed puppet. He then uses 1 melee attack/action per melee round in concentration to maintain their humanoid shape. Attacking with the clones uses up an attack of the hero's but he can attack with all the clones at once when attacking a single target. If not sculpting the clones or using them as puppets (see Inactive Clones below), the hero can raise as many as his ME number of clones at once, plus 1 clone per level.
2.Inactive Clones: Inactive clones can be raised around an opponent to trap them, or to form a protective barrier against an attack. These clones can be raised rapidly and in greater number than active clones.
- SDC: 250 each. Take half damage from physical attacks.
- AR: 14
No other attributes or abilities apply, as these clones are clearly immobile. Inactive clones cannot be made into active ones, though an inactive clone may be possessed by the hero directly ( See possess Clone subability below).
Special Duration: Inactive clones are basically sculptures and do not collapse once abandoned or once the hero is knocked unconscious or killed. They will retain their shape until destroyed or knocked down.
3.Active Clone Abilities: The clones are basically humanoid of the same build and height as the hero creating them, resembling him and mirroring his mannerisms.
- IQ, MA and ME: Not applicable, as they are merely puppets. Clones do not have access to the hero's memories, skills of HtoH training.
- PS, PP and PE: Equal to the hero's ME number. Strength is considered Extraordinary for the purpose of lifting and carrying and for calculating damage. The hero's ME bonus will act as the strike, parry and dodge bonus. Sand clones gain a +3 to strike.
- PB: Equivalent to the hero on a successful Art: Sculpture roll; otherwise are -2d4 PB.
- Speed: Sand clones move at a speed equal to one third the hero's normal movement, but this speed cannot exceed the hero's ME number.
- Attacks: Sand Clones cannot attack unless the hero uses an attack of his own to make them do so. The clones cannot move on their own, other than facial and body gestures, and stand motionless when not being directed to do something.
- Senses: The hero cannot use the clone as a sensory device when controlling it and does not actually sense or see things through it. Sand clones can absorb sand to heal up to 3d6 damage.
- Horror Factor: 8
- SDC: 250. Takes half damage from physical attacks.
- HP: Not applicable.
- Weight: Twice the hero's weight, +1d6X10 lbs.
- Limitations: Sand clones must be created from existing areas of sand, such as a desert or beach and cannot be used outside of the sand for more than the hero's ME number in feet, plus 1 foot per level. If on land, the sand clone will leave a sandy trail, as well as make noise walking (+10% to anyone tracking a clone).
4.Possess Clone: The hero can elect to create a single clone and possess it for his ME number in hours as if it were his own body.
Adjustments to clone: The hero's IQ, MA and ME are transferred to the clone, as are his combat skills and HtoH, as well as all his memories and other skills. Can attack as per the hero's normal attacks.
All other attributes are as normal for the clone. When the clone's SDC is depleted, his energy will return to his normal body.
Limitations: As above. The hero still thinks of himself as human and does not get the abilities of APS Sand such as Sand Behemoth and Manipulate Shape, etc. He must remain in his basic humanoid shape to use the power. If he loses bodily integrity (such as being blown up) he cannot reform the clone and simply returns to his body.
5.Other Abilities and Bonuses:
- +1d4 ME
- Hero is himself resistant to sand blasts and earth baed attacks (half damage)
- +2 to save vs. possession and mind control
- +10% to Desert Survival
- +4 or +20% to balance checks on sandy surfaces
GM Option: The GM may allow sand based attacks to be used by the clones as he sees fit. As this can overly power the Sand Clones, GMs should consider this carefully before allowing sand attacks to be used by the clones in their games.
- Sand Storm: Use the subability of APS Sand (PU1 p. 59). Note that this attack effectively destroys the clone.
- Sand Blast: Use the subability of APS Sand (PU1 p. 59). Each blast will subtract 5 SDC from the clone's total SDC.
- Sand Blind: Use the subability of APS Sand (PU1 p. 59). Each blast will subtract 3 SDC from the clone's total SDC.