Health: 80 Karma: 60
Resources: Ex Pop: -10
Double-Sided Coin: Gd material, if Two-Face needs to make a decision, he must flip his coin. Should Two-Face lose his coin, Two-Face cannot act on a decision as well as his Psyche drops to Pr until he finds his coin
Double-Barreled Sawed-Off Shotgun: Ex Shooting, 2 areas
Attraction to the number "2": Two-Face's crimes all have to involve the number 2.
Talents: Law, Leadership, Intimidation, Crime, Guns, Melee Weapons, Martial Arts A, B