CHARITY
The Twins
A widely feared Virtue, Charity immediately stands out among their peers due to their unique situation. Charity is functionally the same person that occupies two bodies - or alternately two separate people with the exact same personality and physical appearance down to each individual strand of hair. They may even share emotions and may pre-emptively react or talk from one or the other body as if by reflex. This is because Charity’s high defiance, Entwine, while extremely powerful, forces a merger of its users so that over time, they become perfect twins - an amalgam of the two, blended together, physically and mentally. Since Charity’s abilities work over any distance, they are often deployed separately to different engagements across the globe, although they prefer to work together.
It is common knowledge that there have been several generations of Charities over the years, since at least 1850, and neither of their bodies are the original. When one dies, CAIN mandates a replacement from a select pool.
By bonding with Charity, you have put yourself on this list. Congratulations!
LIKES:
Fashion
Arguing Online
Travel
Rainy Days
DISLIKES:
Justice (Virtue)
Faith (Virtue)
Boring People
Long Conversations
FAVORITE FOOD:
High Tea
Pork Dumplings
BOND
STRICTURES
Ignore for one roll by taking 1d3 nonlethal stress
When possible, you must participate in teamwork or set up.
You roll 0d when trying to hide, stealth, or avoid notice.
BOND ABILITIES
- You can engage in telepathy with any single executioner you have skin to skin contact with.
- Gain the Entwine defiance.
- At the start of a mission, you can pick an agenda ability from any other party member. For the rest of the mission, you can use this agenda ability as your own.
- Powers that target ‘self’ can now target any executioner you are Entwined with.
HIGH DEFIANCE
☆ ENTWINE (Instant, 1 Mission)
You entangle your mind with another’s in a loving embrace. Without spending a burst, choose another willing executioner. For the duration of the mission, gain the following effects:
- When one of you gains or loses stress or spends or gains a burst, you may spend or assign it to either person, no matter the distance. Harm, stress, etc, supernaturally appears on each other’s bodies. Anything transferred like this cannot be reduced in any way.
- You can telepathically communicate with that person over extreme distance. You also feel any strong emotion they feel reflexively, even involuntarily.
However:
- When one of you gains an affliction or hook, both of you gain that affliction or hook.
- When one of you gains strain, you both gain that amount of strain.
- If either of you suffer strain overflow or instant death, this defiance breaks for the rest of the mission. It cannot be ended otherwise.
After the mission, even if this power broke early:
- Both of your physical appearances change to match the other (your eye or hair color, age, gender, height, body or face shape, etc). Each of you chooses a feature to share with the other. The process takes about three days and is unpleasant*.
*Prolonged use of this power over time will lead to a physical and mental merge that is described by Charity as the purest form of bliss. This has not been verified by Temerity.