Hellboy
A
Abraham "Abe" Sapien
F Rm30
A Rm30
S Ex20
E In40
R Rm30
I In40
P Am50
Health: 120
Karma 120
Powers:
Abe is amphibious, so capable of breathing in air or water environments with ease.
Telepathy - In. Abe is capable of using telepathy to communicate with others' minds or to feel other presences nearby. If he touches a person, he can mind probe or boost his ability to Mn.
Psychometry - Abe can touch objects to get readings off of them that would be psychic imprints at Am level. Strong imprints can be particularly painful if bad things transpired or if some entity using the object was particularly evil. Abe must roll, in these cases, his psyche to withstand the pain or be stunned for 1d10 minutes, or worse, depending on what is transpiring.
Equipment:
He can acquire various equipment from the Fae, which he currently resides with in Bathmoora.
Skills: Firearms, Martial Arts: A, B, E., Literature, History, Occult Knowledge, Electronics, Survival, Aquatic Biology, First Aid, Linguistics: Several languages, including some Fae speak.
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H
Hellboy
Anung Un Rama ("and upon his brow is set a crown of flame")
F Rm30
A Ex20
S Am50
E Mn75
R Gd10
I Rm30
P Am50
Health 175
Karma 90
Powers:
Body Armor: Hellboy is immune to fire and electricity (though he can take damage if the electricity is used as an attack to knock him back). He also has Ex Body Armor naturally, as a half-demon of his realm known as Sheol.
Regeneration: Hellboy regenerates damage taken at a rate of Rm per round, during a period of rest. This applies for most magical attacks as well though some will do aggravated damage to him that requires him to heal as a normal human. This is rare, such as the mithril weapon Nuada used.
Immortality: Hellboy allegedly cannot die on the prime-material plane, though he can be defeated and if he is destroyed on earth, he will reappear in Sheol. This does not mean he can just come back on his own will, however.
- Hellboy also does not appear to age since he attained adulthood.
Right Hand of Doom - Hellboy's right hand is a key fetter to Sheol and holds the demonic great dragon Ogdru Jahad at bay to a dimension in Sheol. Many years before, Amun had created the hand and bound it to the dragon. He was murdered by other spirits that disagreed with his antics and the hand since then passed down through various beings, even a very early human cult, but the Prince of Sheol (Hellboy's father) gave it to him. The hand, allegedly, will work whether Hellboy is attached to it or not, to open specific gates having to do with Hell, and it is said that if he releases the dragon ever, it will kick off Ragnarok. This is initially what the Nazis wanted of him in the past. The hand is virtually invulnerable, having a CL 1000 resistance to damage. It also can regenerate, if damaged, with the same rules as the rest of Hellboy.
Equipment:
Hellboy carries various equipment that can be used against paranormals, though nowadays he does not work for the Bureau for Paranormal Research and Defense (BPRD) anymore. Occasionally he carries herbs, religious relics made of silver and other trinkets he might have access to, thanks to the Fae allies he possesses.
Good Samaritan- This gun is a 6 shot gun with 22 mm bullets.
- Due to being magically enchanted, the gun is capable of firing one shot -or- multiple shots in a turn which would use 1 bullet. This saves him some on ammo. He can fire up to 6 bullets in one round, losing -1cs per round after 2 bullets have been discharged.
- The rounds that are made for it, which he can pop out and change (only allowing one type at a time) are silver, AP, Explosive and Rune-marked ammo for specific paranormal attacks. The weapon requires a RM30 strength to properly aim and shoot, due to kickback and awkwardness. Anyone with less Str trying takes -2cs per level of Strength that is lower.
Big Baby - An over-sized 6 round gun that fires rockets which say "Suck on this" on them. The weapon fires 2 rockets at a time, each causing Am damage. He shoots this gun with his Hand of Doom and it would be considered highly awkward for anyone else to fire it unless they have very large hands.
Skills: Firearms, Melee, Brawling, Martial Arts A, C, D., Occult, Survival, Cats, First Aid
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Queen Janet of the Pixies
F In40
A In40
S Gd10
E Rm30
R Ex20
I In40
P In40
Health: 120
Karma: 100
Powers: Joan the Wad and Jack-O-Lantern are her parents and she was imbued with high powers to be Queen of the Wild Pixies. She is Unseelie.
Animal & Plant Speech: Can talk to animals or plants with a roll of Un. Pixies are especially connected to the wild life.
Flight: Pixies can fly at Ex air speed. She can use this to dodge with a +1cs to Agility or Fighting.
Short-range Teleport - Janet can teleport to distances she can see or has been to recently within 4 areas. Mn ability. She may teleport others, with each person placing a -1cs to the roll. She must be able to touch them to do so.
Pixie Fire - She can make herself glow and if touched when it is activated, it will do Gd dmg.
Pixie Dust - Pixie dust has various affects such as allowing others to fly temporarily. The effects last commonly for 24 hours. Flight granted is at Ex airspeed. It can also be used to cause effects similar to allergies, such as itchy skin or inducing sneezing at a Mn level to resist vs Psyche of the victim. She may also use pixie dust to help lay curses or blessings on people or animals or plants with a +1cs to rolls.
Glamour - As a Pixie/Fae, Janet is capable of using Glamour to change her appearance to that of a mundane human or to grow her size to that of up to a large human in size. She may use this also to disguise as an animal or plant. +1cs to her psyche to roll how well it works. She may not use this to disguise as a particular human but may use it to duplicate another Fae on a Yellow Succ. A person rolling to see through the disguise rolls Psyche.
True Sight - As a Fae, Janet can see through many illusions, note wards and magical doors etc with a psyche roll, when near them. If she is not paying attention, she may not get the roll just automatically.
Equipment
Mystic Mace: Made of mithril, this mace does +1cs her strength in damage and is made of Un material. The weapon can glow like a torch if she wills it. It exudes a feeling of hope and morale to allies in order to resist fear or apathy (Mn roll versus opposite effect).
Skills: Martial Arts A-E, Melee, Spec: Mace,
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J
Johann Kraus
(inside suit/outside suit)
F Ty6/Rm30
A Ty6/Rm30
S Ex20/Rm30
E Un100
R Ex20
I In40
P Am50
Health: 190
Mental Health: 90
Karma: 90
Powers:
Ectoplasmic Form - Johann is a ghost, essentially, and therefore cannot be harmed by mundane physical means when in an incorporeal state, though magical weapons will strike true. However, note his limitation. He also requires no sleep or food and will not age, since he possesses no body. He can be outside his suit for limited times.
Teleplasty - Johann can use his ectoplasm to grant temporary bodies to ghosts and he is able to use it to take over mechanical/electrical objects with an In chance.
Medium - Johann can speak with the dead with ease. Mn ability.
Limitation: Johann wears a special containment suit to deal with his situation of being a spirit that can break down over time and dissipate without the suit. Ectoplasm does not wish to remain on the prime-material plane so exposure does threaten to weaken or even dissipate him utterly. As long as he is in the suit, he can create more ectoplasm to do power stunts such as giving temporary forms to other spirits, but without the suit, he must find a container to be in or else he risks losing himself.
Limitation: Due to his state, stronger beings can try to seize his ectoplasma and use it for their own means to become corporeal temporarily and wreak havok. These beings are demons or entities of nastiness from the astral plane. His psyche versus these attacks to take him over is reduced to Ex.
Skills: Occult, Martial Arts A, B, D, History, Bureaucracy, Medicine, Military Strategy and Tactics
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L
Liz Sherman
F Ex20
A Ex20
S Gd10
E Rm30
R Ty6
I Ex20
P In40
Health 80
Karma 66
Powers:
Pyrokinesis - Liz does not always have control of her pyrokinesis. For years, she buried it and tried to hide the abilities through prayer and force of will. However, accidents happened and BRPD has worked with her to try to get her to stop being ashamed of her abilities and use them to some degree, though to hide them from humanity. Since her departure from BRPD, and going with Hellboy, her powers are more in her control but it will still be an effort if she is emotional. She has not learned to fine tune it to do small tasks other than say lighting her hand or a singular object.
- Singular small actions require a Rm30 roll.
- Unrestrained actions require Mn roll.
- Damage can range from the small actions as Ty, or up to Un, depending.
Skills: Occult, Martial Arts A, B, Firearms, First Aid, Surviva
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N
Prince Nuada
F Am50
A Am50
S Rm30
E Am50
R Gd10
I Am50
P In40
Health: 180
Karma: 100
Powers:
Immortality: Nuada has lived for thousands of years and has not aged. He can be killed but it will not be due to aging.
Fae Magics: As an Unseelie Fae and Elf noble, Nuada has been trained in using Fae magics that can be curative or harmful depending. +1cs to psyche for such rolls, to include healing effects, curses, blights or blessings, elemental etc.
Glamour: As a Fae, Nuada can choose to use Glamour to change his appearance to others. If just toning himself down in the mundane world, he can roll Un. If trying to imitate someone else or to be other than his mundane 'mien' would be, Am. Glamour tends to not work on Fae and can be seen with a successful psyche roll, if the intention is to disguise oneself vs Fae.
True Sight: Nuada and Nuala both can see through many illusions or magical disguises, as is common among Sidhe/Elves to do. Mn roll for such sight. This can also detect wards or the proverbial secret doors, and note magical items.
Mechanical Aptitude: Nuada is very apt at making rather 'steampunk' mechanical objects or weaponry. His rolls for this are at an In40.
Psychometry: In(40) level to touch objects and get telepathic imprints off it.
Regeneration: Nuada has trained himself to recover quickly from wounds, healing Gd dmg per round at rest.
Speak Languages: With a roll of Psyche, a spoken language may become understood with exposure to the Fae. This also applies to plants or animals.
Limitation: Twin Link: Nuada and Nuala are soulbound to one another, one being the Seelie side and the other Unseelie. They share souls and if one takes damage physically, the other also takes it. Damage taken to either Nuada or Nuala is considered -2cs of what would be taken normally -but- both twins take the damage. If one twin dies, the other will as well.
- Both twins are mentally bonded as well and may track one another or telepathically communicate with one another, though distance is a factor to consider. Tracking should be a roll of Am when at a distance of one another, or less, depending on GM call. Telepathy at close range is Mn, though the farther away, the lower it gets. Some magics may interfere with this.
Equipment:
Skills: Stealth, Military Strategy and Tactics, Mercenary Tactics and Strategy, Mechanics, Electronics, Survival, First Aid, Botony, Biology (though from the Fae perspective), Alchemy, Occult, Leadership, Martial Arts, A-E, Acrobatics, Melee, Spec: Spear and sword, Linguistics: Several languages, including Fae languages, Politics, Bureacracy.
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Queen Nuala
F Ex20
A Rm30
S Ex20
E In40
R Ex20
I Am50
P Am50
Health: 110
Karma: 120
Powers:
Immortality: Nuala does not physically age. She may be killed by conventional means, however.
Fae Magick: Nuala can cast most Fae magicks at Mn level, which can range from offensive spells, defensive spells such as shields, healing arts, alchemy potions, healing, mental healing, curses etc.
Glamour: As a Fae, Nuala can choose to use Glamour to change his appearance to others. If just toning herself down in the mundane world, she can roll Un. If trying to imitate someone else or to be other than her mundane 'mien' would be, Am. Glamour tends to not work on Fae and can be seen with a successful psyche roll, if the intention is to disguise oneself vs Fae.
Telepathy - In or Mn with touch. Nuala is telepathic and can read minds, link people together, sense people in her vicinity. By touch, she can do mind probes and more difficult telepathic functions.
Psychometry - Mn ability to read objects and get psychic impressions.
True Sight: Nuada and Nuala both can see through many illusions or magical disguises, as is common among Sidhe/Elves to do. Mn roll for such sight. This can also detect wards or the proverbial secret doors, and note magical items.
Speak Languages: With a roll of Psyche, a spoken language may become understood with exposure to the Fae. This also applies to plants or animals.
Limitation: Twin Link: Nuada and Nuala are soulbound to one another, one being the Seelie side and the other Unseelie. They share souls and if one takes damage physically, the other also takes it. Damage taken to either Nuada or Nuala is considered -2cs of what would be taken normally -but- both twins take the damage. If one twin dies, the other will as well.
- Both twins are mentally bonded as well and may track one another or telepathically communicate with one another, though distance is a factor to consider. Tracking should be a roll of Am when at a distance of one another, or less, depending on GM call. Telepathy at close range is Mn, though the farther away, the lower it gets. Some magics may interfere with this.
Skills: Cellphones, Leadership, Bureaucracy, Nobility, Occult, Linguistics: Mainly Fae languages, but can understand human tongues instinctively, Politics, Botany, Biology, Melee, Spec: Knife, Martial Arts A-E, Medicine, Alchemy.
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Abraham "Abe" Sapien
F Rm30
A Rm30
S Ex20
E In40
R Rm30
I In40
P Am50
Health: 120
Karma 120
Powers:
Abe is amphibious, so capable of breathing in air or water environments with ease.
Telepathy - In. Abe is capable of using telepathy to communicate with others' minds or to feel other presences nearby. If he touches a person, he can mind probe or boost his ability to Mn.
Psychometry - Abe can touch objects to get readings off of them that would be psychic imprints at Am level. Strong imprints can be particularly painful if bad things transpired or if some entity using the object was particularly evil. Abe must roll, in these cases, his psyche to withstand the pain or be stunned for 1d10 minutes, or worse, depending on what is transpiring.
Equipment:
He can acquire various equipment from the Fae, which he currently resides with in Bathmoora.
Skills: Firearms, Martial Arts: A, B, E., Literature, History, Occult Knowledge, Electronics, Survival, Aquatic Biology, First Aid, Linguistics: Several languages, including some Fae speak.
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H
Hellboy
Anung Un Rama ("and upon his brow is set a crown of flame")
F Rm30
A Ex20
S Am50
E Mn75
R Gd10
I Rm30
P Am50
Health 175
Karma 90
Powers:
Body Armor: Hellboy is immune to fire and electricity (though he can take damage if the electricity is used as an attack to knock him back). He also has Ex Body Armor naturally, as a half-demon of his realm known as Sheol.
Regeneration: Hellboy regenerates damage taken at a rate of Rm per round, during a period of rest. This applies for most magical attacks as well though some will do aggravated damage to him that requires him to heal as a normal human. This is rare, such as the mithril weapon Nuada used.
Immortality: Hellboy allegedly cannot die on the prime-material plane, though he can be defeated and if he is destroyed on earth, he will reappear in Sheol. This does not mean he can just come back on his own will, however.
- Hellboy also does not appear to age since he attained adulthood.
Right Hand of Doom - Hellboy's right hand is a key fetter to Sheol and holds the demonic great dragon Ogdru Jahad at bay to a dimension in Sheol. Many years before, Amun had created the hand and bound it to the dragon. He was murdered by other spirits that disagreed with his antics and the hand since then passed down through various beings, even a very early human cult, but the Prince of Sheol (Hellboy's father) gave it to him. The hand, allegedly, will work whether Hellboy is attached to it or not, to open specific gates having to do with Hell, and it is said that if he releases the dragon ever, it will kick off Ragnarok. This is initially what the Nazis wanted of him in the past. The hand is virtually invulnerable, having a CL 1000 resistance to damage. It also can regenerate, if damaged, with the same rules as the rest of Hellboy.
Equipment:
Hellboy carries various equipment that can be used against paranormals, though nowadays he does not work for the Bureau for Paranormal Research and Defense (BPRD) anymore. Occasionally he carries herbs, religious relics made of silver and other trinkets he might have access to, thanks to the Fae allies he possesses.
Good Samaritan- This gun is a 6 shot gun with 22 mm bullets.
- Due to being magically enchanted, the gun is capable of firing one shot -or- multiple shots in a turn which would use 1 bullet. This saves him some on ammo. He can fire up to 6 bullets in one round, losing -1cs per round after 2 bullets have been discharged.
- The rounds that are made for it, which he can pop out and change (only allowing one type at a time) are silver, AP, Explosive and Rune-marked ammo for specific paranormal attacks. The weapon requires a RM30 strength to properly aim and shoot, due to kickback and awkwardness. Anyone with less Str trying takes -2cs per level of Strength that is lower.
Big Baby - An over-sized 6 round gun that fires rockets which say "Suck on this" on them. The weapon fires 2 rockets at a time, each causing Am damage. He shoots this gun with his Hand of Doom and it would be considered highly awkward for anyone else to fire it unless they have very large hands.
Skills: Firearms, Melee, Brawling, Martial Arts A, C, D., Occult, Survival, Cats, First Aid
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Queen Janet of the Pixies
F In40
A In40
S Gd10
E Rm30
R Ex20
I In40
P In40
Health: 120
Karma: 100
Powers: Joan the Wad and Jack-O-Lantern are her parents and she was imbued with high powers to be Queen of the Wild Pixies. She is Unseelie.
Animal & Plant Speech: Can talk to animals or plants with a roll of Un. Pixies are especially connected to the wild life.
Flight: Pixies can fly at Ex air speed. She can use this to dodge with a +1cs to Agility or Fighting.
Short-range Teleport - Janet can teleport to distances she can see or has been to recently within 4 areas. Mn ability. She may teleport others, with each person placing a -1cs to the roll. She must be able to touch them to do so.
Pixie Fire - She can make herself glow and if touched when it is activated, it will do Gd dmg.
Pixie Dust - Pixie dust has various affects such as allowing others to fly temporarily. The effects last commonly for 24 hours. Flight granted is at Ex airspeed. It can also be used to cause effects similar to allergies, such as itchy skin or inducing sneezing at a Mn level to resist vs Psyche of the victim. She may also use pixie dust to help lay curses or blessings on people or animals or plants with a +1cs to rolls.
Glamour - As a Pixie/Fae, Janet is capable of using Glamour to change her appearance to that of a mundane human or to grow her size to that of up to a large human in size. She may use this also to disguise as an animal or plant. +1cs to her psyche to roll how well it works. She may not use this to disguise as a particular human but may use it to duplicate another Fae on a Yellow Succ. A person rolling to see through the disguise rolls Psyche.
True Sight - As a Fae, Janet can see through many illusions, note wards and magical doors etc with a psyche roll, when near them. If she is not paying attention, she may not get the roll just automatically.
Equipment
Mystic Mace: Made of mithril, this mace does +1cs her strength in damage and is made of Un material. The weapon can glow like a torch if she wills it. It exudes a feeling of hope and morale to allies in order to resist fear or apathy (Mn roll versus opposite effect).
Skills: Martial Arts A-E, Melee, Spec: Mace,
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J
Johann Kraus
(inside suit/outside suit)
F Ty6/Rm30
A Ty6/Rm30
S Ex20/Rm30
E Un100
R Ex20
I In40
P Am50
Health: 190
Mental Health: 90
Karma: 90
Powers:
Ectoplasmic Form - Johann is a ghost, essentially, and therefore cannot be harmed by mundane physical means when in an incorporeal state, though magical weapons will strike true. However, note his limitation. He also requires no sleep or food and will not age, since he possesses no body. He can be outside his suit for limited times.
Teleplasty - Johann can use his ectoplasm to grant temporary bodies to ghosts and he is able to use it to take over mechanical/electrical objects with an In chance.
Medium - Johann can speak with the dead with ease. Mn ability.
Limitation: Johann wears a special containment suit to deal with his situation of being a spirit that can break down over time and dissipate without the suit. Ectoplasm does not wish to remain on the prime-material plane so exposure does threaten to weaken or even dissipate him utterly. As long as he is in the suit, he can create more ectoplasm to do power stunts such as giving temporary forms to other spirits, but without the suit, he must find a container to be in or else he risks losing himself.
Limitation: Due to his state, stronger beings can try to seize his ectoplasma and use it for their own means to become corporeal temporarily and wreak havok. These beings are demons or entities of nastiness from the astral plane. His psyche versus these attacks to take him over is reduced to Ex.
Skills: Occult, Martial Arts A, B, D, History, Bureaucracy, Medicine, Military Strategy and Tactics
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L
Liz Sherman
F Ex20
A Ex20
S Gd10
E Rm30
R Ty6
I Ex20
P In40
Health 80
Karma 66
Powers:
Pyrokinesis - Liz does not always have control of her pyrokinesis. For years, she buried it and tried to hide the abilities through prayer and force of will. However, accidents happened and BRPD has worked with her to try to get her to stop being ashamed of her abilities and use them to some degree, though to hide them from humanity. Since her departure from BRPD, and going with Hellboy, her powers are more in her control but it will still be an effort if she is emotional. She has not learned to fine tune it to do small tasks other than say lighting her hand or a singular object.
- Singular small actions require a Rm30 roll.
- Unrestrained actions require Mn roll.
- Damage can range from the small actions as Ty, or up to Un, depending.
Skills: Occult, Martial Arts A, B, Firearms, First Aid, Surviva
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N
Prince Nuada
F Am50
A Am50
S Rm30
E Am50
R Gd10
I Am50
P In40
Health: 180
Karma: 100
Powers:
Immortality: Nuada has lived for thousands of years and has not aged. He can be killed but it will not be due to aging.
Fae Magics: As an Unseelie Fae and Elf noble, Nuada has been trained in using Fae magics that can be curative or harmful depending. +1cs to psyche for such rolls, to include healing effects, curses, blights or blessings, elemental etc.
Glamour: As a Fae, Nuada can choose to use Glamour to change his appearance to others. If just toning himself down in the mundane world, he can roll Un. If trying to imitate someone else or to be other than his mundane 'mien' would be, Am. Glamour tends to not work on Fae and can be seen with a successful psyche roll, if the intention is to disguise oneself vs Fae.
True Sight: Nuada and Nuala both can see through many illusions or magical disguises, as is common among Sidhe/Elves to do. Mn roll for such sight. This can also detect wards or the proverbial secret doors, and note magical items.
Mechanical Aptitude: Nuada is very apt at making rather 'steampunk' mechanical objects or weaponry. His rolls for this are at an In40.
Psychometry: In(40) level to touch objects and get telepathic imprints off it.
Regeneration: Nuada has trained himself to recover quickly from wounds, healing Gd dmg per round at rest.
Speak Languages: With a roll of Psyche, a spoken language may become understood with exposure to the Fae. This also applies to plants or animals.
Limitation: Twin Link: Nuada and Nuala are soulbound to one another, one being the Seelie side and the other Unseelie. They share souls and if one takes damage physically, the other also takes it. Damage taken to either Nuada or Nuala is considered -2cs of what would be taken normally -but- both twins take the damage. If one twin dies, the other will as well.
- Both twins are mentally bonded as well and may track one another or telepathically communicate with one another, though distance is a factor to consider. Tracking should be a roll of Am when at a distance of one another, or less, depending on GM call. Telepathy at close range is Mn, though the farther away, the lower it gets. Some magics may interfere with this.
Equipment:
Skills: Stealth, Military Strategy and Tactics, Mercenary Tactics and Strategy, Mechanics, Electronics, Survival, First Aid, Botony, Biology (though from the Fae perspective), Alchemy, Occult, Leadership, Martial Arts, A-E, Acrobatics, Melee, Spec: Spear and sword, Linguistics: Several languages, including Fae languages, Politics, Bureacracy.
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Queen Nuala
F Ex20
A Rm30
S Ex20
E In40
R Ex20
I Am50
P Am50
Health: 110
Karma: 120
Powers:
Immortality: Nuala does not physically age. She may be killed by conventional means, however.
Fae Magick: Nuala can cast most Fae magicks at Mn level, which can range from offensive spells, defensive spells such as shields, healing arts, alchemy potions, healing, mental healing, curses etc.
Glamour: As a Fae, Nuala can choose to use Glamour to change his appearance to others. If just toning herself down in the mundane world, she can roll Un. If trying to imitate someone else or to be other than her mundane 'mien' would be, Am. Glamour tends to not work on Fae and can be seen with a successful psyche roll, if the intention is to disguise oneself vs Fae.
Telepathy - In or Mn with touch. Nuala is telepathic and can read minds, link people together, sense people in her vicinity. By touch, she can do mind probes and more difficult telepathic functions.
Psychometry - Mn ability to read objects and get psychic impressions.
True Sight: Nuada and Nuala both can see through many illusions or magical disguises, as is common among Sidhe/Elves to do. Mn roll for such sight. This can also detect wards or the proverbial secret doors, and note magical items.
Speak Languages: With a roll of Psyche, a spoken language may become understood with exposure to the Fae. This also applies to plants or animals.
Limitation: Twin Link: Nuada and Nuala are soulbound to one another, one being the Seelie side and the other Unseelie. They share souls and if one takes damage physically, the other also takes it. Damage taken to either Nuada or Nuala is considered -2cs of what would be taken normally -but- both twins take the damage. If one twin dies, the other will as well.
- Both twins are mentally bonded as well and may track one another or telepathically communicate with one another, though distance is a factor to consider. Tracking should be a roll of Am when at a distance of one another, or less, depending on GM call. Telepathy at close range is Mn, though the farther away, the lower it gets. Some magics may interfere with this.
Skills: Cellphones, Leadership, Bureaucracy, Nobility, Occult, Linguistics: Mainly Fae languages, but can understand human tongues instinctively, Politics, Botany, Biology, Melee, Spec: Knife, Martial Arts A-E, Medicine, Alchemy.
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