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The Companions
Universal Qualities:
Special Attacks
Ageless grace
A Companion’s rating in any given skill is 80%. Cut this in half (40%) if the skill has only been around for 100 years or so. Individual Companions (especially Maimed) may have higher than 40% rating in new skills at GM discretion due to taking the time to learn them more thoroughly.
Either Companion is capable of executing maneuvers requiring years upon years of training such as striking pressure points, acrobatic stunts, or complex combat maneuvers. Assume that each individual possesses ‘martial arts’ for every weapon they can use at a rating equal to their weapon’s skill. This effectively means they always deal double damage (see Slip in memory below for exceptions).
Special Qualities
Perfect ability
The Companions have literally perfected a few common things, such as patty cake, specific songs, and table setting. These things are giveaways as no Companion can fail to do them perfectly. Before play, pick out three or four things likely to come up in your scenario that are not directly aggressive and make these prefect abilities. These should be clues to the players so make sure to pick things they might notice. An Idea Roll can determine a connection between two individuals an investigator has seen perform a perfect ability, such as the placement of silver ware in two different houses (it will be identical).
Slip into memory
It is easy for a Companion to slip into their memories and disregard the present. Anytime one of the Companions is dramatically confronted by a PC, including a combat breaking out, have the PC make a Luck Roll. On a success one or more of the Companions present find the situation similar to one they’ve dealt with before and begin making half-awake speculative statements regarding the situation. Their skills are reduced by half (generally to 40%) in this state and they do not gain the benefits of Ageless Grace (see above). A Companion in this condition continues to talk until they finish their memory, normally 1d6+1 rounds but longer at GM discretion.
Players who know the Companion’s history (perhaps from a Monolog) can attempt to bring on a Slip into memory with an Idea or Fast Talk roll.
Monologue
The Companions rarely get to talk freely with people and the chance to do so is extremely difficult for them to resist. If the investigators have discovered the Companion's secret, no one else is present, and no aggressive action has yet been taken by the players than have the PCs make a party Luck Roll. On a success the Companions begin a monologue about whatever subject is at hand, generally their plan and the details of their background. This is delivered in a somewhat disjointed, wandering fashion. Monologues generally end with "...and now you die." or something similar and combat begins. Any Companions present are caught by "surprise" if attacked before the monologue is finished.
Ageless nihilism
A Companion does not really care about death. It has lost virtually all meaning to them. They do not defend against attacks directed at them unless they have a role to play in their collective lie. Most Maimed have no such role and will make no effort to avoid attacks. Likewise they will not roll to avoid environmental damage. Many will not dive out of the way of a car, stop and roll to put themselves out if on fire, or grasp for purchase if thrown from a rooftop.
Companions never consider friendly fire a problem. If a Companion is in the way of a target during combat than other Companions will shoot, throw, or stab directly through the one in their way without any concern.
In the event that a fatal barrier stands between a targeted character and a Companion (in combat or a chase for example) then the Companion will still attempt to cross said barrier. This might be a wall of fire, swinging blades, or even an explosive on a trip wire. If the Companion crossing the barrier might hurt the player, allow the player a Luck Roll to avoid or reduce the damage (if reasonably possible).
Husband; Adult
Str- 14
Con- 14
Siz- 10 (In their own time, the Companions were among the largest of their people but in the modern era they are at best average height.)
Int- 16
Pow- 15
Dex- 14
Move- 8 walking
HP- 12
Damage Bonus: +1d4
Wife; Adult
Str- 14
Con- 13
Siz- 9 (In their own time, the Companions were among the largest of their people but in the modern era they are at best average height.)
Int- 16
Pow- 15
Dex- 16
Move- 8 walking
HP- 11
Damage Bonus: +1d4
Both:
Attacks:
Fist 80%, 2d3+db
Kick 80%, 2d3+db
Grapple 80%, special
Any melee weapon 80%, see weapon for damage
Any firearm 40% (unless one of the Maimed specialized in firearms in which case GM can set the skill percentage)
Unique Special Qualities
Maimed
Virtually all living adult Companions have some physical scarring or mutilation to distinguish themselves from other instances. The nature of this maiming alters their skills. Any time that their injury would impact a skill, that skill is 50% instead of the usual 80%. Examples would include a missing eye limiting Spot Hidden, a missing leg limiting Climb or Jump, and a hair limp might limit Fast Talk or Persuade. However badly they are scarred their skill is never reduced below 50% unless new injuries are inflicted during game. The Companions have experienced each and every deformity many times in previous memories and are adept at working around them.
Sanity:
0/1; Seeing one of the ‘perfect’ abilities in use.
0/1; having a maimed Companion surprise a player, such as appearing out of the dark or being in a room that was supposed to be empty.
0/1d3; seeing the Companions fight.
1/1d3; Having a Companion Slip into memory or Monolog.
1/1d4; Witnessing an effect of Ageless nihilism.
Husband; Child
Str- 9
Con- 13
Siz- 7
Int- 16
Pow- 15
Dex- 12
Move- 4 walking
HP- 10
Wife; Child
Str- 7
Con- 12
Siz- 6
Int- 16
Pow- 15
Dex- 14
Move- 4 walking
HP- 9
Both:
Damage Bonus: -1d4
Attacks:
Fist 80%, 2d2+db
Kick 80%, 2d2+db
Grapple 80%, special
Any weapon reasonably useable by a being of its size, 50%
In their child stages the Companions avoid combat and social situations. It’s easier for one of the children to give something away by mistake. They generally do not play with other children or play at all if not be observed. If the investigators are poking at the edges of the Companion’s secrets they will likely find they are being followed by children as well as adults.
Sanity:
0/1; Seeing one of the ‘perfect’ abilities in use.
0/1; Seeing two or more same gender, same age Companions side by side and recognizing they are, in reality, identical.
1/1d3; Having a Companion Slip into memory or Monolog.
1/1d3; Fighting one of the child age Companions.
1/1d4; Killing one of the child age Companions.
Babies
Str- n/a
Con- 10
Siz- 3
Int- 16
Pow- 15
Dex- 3
Move- 1, crawl
HP- 6
Damage Bonus: n/a
Weapon: n/a
In their infant forms both Companions share the same stats. Notably they possess most or all their intellectual facilities within moments of birth but lack the physical capability to make use of their knowledge for several years.
While the infants are ineffective during combat they will still try to be useful, calling alarms to other Companions. They also make for frightful flavor visuals such as a baby crawling towards a knife or grasping onto someone’s arm or leg to try and slow them down.
Sanity:
0/1; Seeing one of the babies during it’s ‘exercises’ of trying to speak and vocalize.
0/1; Seeing one of the babies left entirely unattended by adults.
0/1; Meeting the eyes of one of the babies and seeing the intensity of the gaze. Increase to 1/1d3 if it is a group of babies.
1/1d3; Killing an infant Companion does not restore SAN due to them still appearing to be infants.