So recently my friend and I got the idea to create Twin brothers that have a bond so strong that when they are away from each other they have some "problems", but we have no idea what problems that could be.
He is a Paladin and I'm a Bard, what could possibly be something new, different that would create a tension in-game, that if we got separated our first thought would be, "I need to find my brother". But also something that does not make the game impossible to play.
Make it their flaw and personality trait that they suffer from anxiety and panic attacks if they're separated and they'll do anything to keep the other safe and close by. You don't need any mechanical penalties. Roleplaying "fluff" is as real and important to your character as you want it to be.
I like InquistivieCoders' idea. Depending on how extreme it is, an idea that came to me is to have two completely separate sets of ideals/bonds/etc. One you use when together, the other set when they are separated.
All depends on how radical a change you want with the separation. It also could be extreme for one twin, and less so for another. Caramon and Raistlin come to mind here; Raistiln doesn't change when he leaves his brother, but Caramon basically falls apart having no purpose to cling to.
I guess it also could hinge on whether this is a condition you change over time.
Cool idea though; I may have to borrow that one for the future.
You may also want to look into the Khenra, a race of jackal-folk from the Plane Shift: Amonkhet document. They have some twin-based powers that might be fun to tack on to your characters.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
This may be a bit cliche, but it always makes for a logical, realistic, and still intriguing set: The bard leans more to the chaotic bent, while the paladin is the moral center. If the two are separated for a year, what happens? Twin-separation flaws become greater until it affects their very personality and they are driven by only core values.
The bard, while a good-natured trickster to start, becomes a rampant charlatan, then gets mixed into personal desires which tailspin into total hedonism and debauchery. What started as a night on the town becomes a meeting with new friends. They love the bard's attitude and they all begin just living for pleasures; carpe diem to extreme. Well money runs out and good looks only go so far. Maybe the bard gets mixed up with some shady characters, or takes a questionable job. Weeks later, the behavior is ingrained and the bard takes these opportunities regularly. This can progress through the staged of Chaotic Good, to Neutral, to possibly Evil as the bard becomes less caring for the will and whim of others and seeks only personal pleasures.
The paladin lives vicariously through the bard's energetic and aloof personality. Ever the pinnacle of duty and morality, the paladin keeps their sibling in check while allowing a modest amount of innocent, harmless fun. Upon their separation, the paladin has no source of positive energy to keep things lively. They experience a dour stoicism comes over their mood over time and eventually sink into a depression only roused by their unfailing sense of duty. In time, they become mechanical, rigid, and emotionless. There is no joy to be found in the world and the only thing they have left to know, the only thing which gets them up every day, is their sense of duty. Unbeknownst to them, this duty hangs like a weight around their neck, a burden which only their sibling was able to lift through their lively antics and carefree lifestyle.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Whenever I create a character with an unusual ability, I try not to define it too early. I like to roleplay the character a little while before I start giving myself a set of challenges. However, I might be tempted to develop a very minor prophecy around it. The Twins heralded something. They themselves are not the vessels. They signal some event. Whatever ability you decide to give them, say Divination dice or reverse Bardic Inspiration dice in which the characters have disadvantage to a roll, might be fun to play with. Or, you leave it. Do nothing. When they're around each other and attack within 5 feet, they receive the benefit of a feat, or two of the Battlemaster features. Or, you could borrow from the Barbarian primal path and give the bard the ability to bestow advantage to friends for a little while, or have damage resistances for a few combat rounds.
If it's cosmetic, and you don't explore it in battle, you run the risk of this property being "there" instead of being "part" of the characters.
If your looking for a bit of background flavor you could have it that the two of you once came across a monster/ pack of monsters/ witch ect who infected/cursed your brother to transform him into a mindless creature and through some inspiration sang a song that prevented the transformation. However, the effects of the song aren't permanent and if you separate or the song isn't played after a certain amount of time then the infection starts to take hold.
Could potentially justify why you're adventuring as well:
You've had a few close calls that has meant you are on the run from hunters.
The reason you chosen your classes is that your brother is becoming a paladin in the hopes that he can overcome the affliction whilst you are mastering your skills as a bard in the hopes that one day you can play a song that will lift the curse permanently.
You could also be adventuring in the hopes that you might stumble upon a cure.
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So recently my friend and I got the idea to create Twin brothers that have a bond so strong that when they are away from each other they have some "problems", but we have no idea what problems that could be.
He is a Paladin and I'm a Bard, what could possibly be something new, different that would create a tension in-game, that if we got separated our first thought would be, "I need to find my brother". But also something that does not make the game impossible to play.
Make it their flaw and personality trait that they suffer from anxiety and panic attacks if they're separated and they'll do anything to keep the other safe and close by. You don't need any mechanical penalties. Roleplaying "fluff" is as real and important to your character as you want it to be.
The Forum Infestation (TM)
I like InquistivieCoders' idea. Depending on how extreme it is, an idea that came to me is to have two completely separate sets of ideals/bonds/etc. One you use when together, the other set when they are separated.
All depends on how radical a change you want with the separation. It also could be extreme for one twin, and less so for another. Caramon and Raistlin come to mind here; Raistiln doesn't change when he leaves his brother, but Caramon basically falls apart having no purpose to cling to.
I guess it also could hinge on whether this is a condition you change over time.
Cool idea though; I may have to borrow that one for the future.
You may also want to look into the Khenra, a race of jackal-folk from the Plane Shift: Amonkhet document. They have some twin-based powers that might be fun to tack on to your characters.
This may be a bit cliche, but it always makes for a logical, realistic, and still intriguing set: The bard leans more to the chaotic bent, while the paladin is the moral center. If the two are separated for a year, what happens? Twin-separation flaws become greater until it affects their very personality and they are driven by only core values.
The bard, while a good-natured trickster to start, becomes a rampant charlatan, then gets mixed into personal desires which tailspin into total hedonism and debauchery. What started as a night on the town becomes a meeting with new friends. They love the bard's attitude and they all begin just living for pleasures; carpe diem to extreme. Well money runs out and good looks only go so far. Maybe the bard gets mixed up with some shady characters, or takes a questionable job. Weeks later, the behavior is ingrained and the bard takes these opportunities regularly. This can progress through the staged of Chaotic Good, to Neutral, to possibly Evil as the bard becomes less caring for the will and whim of others and seeks only personal pleasures.
The paladin lives vicariously through the bard's energetic and aloof personality. Ever the pinnacle of duty and morality, the paladin keeps their sibling in check while allowing a modest amount of innocent, harmless fun. Upon their separation, the paladin has no source of positive energy to keep things lively. They experience a dour stoicism comes over their mood over time and eventually sink into a depression only roused by their unfailing sense of duty. In time, they become mechanical, rigid, and emotionless. There is no joy to be found in the world and the only thing they have left to know, the only thing which gets them up every day, is their sense of duty. Unbeknownst to them, this duty hangs like a weight around their neck, a burden which only their sibling was able to lift through their lively antics and carefree lifestyle.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Whenever I create a character with an unusual ability, I try not to define it too early. I like to roleplay the character a little while before I start giving myself a set of challenges. However, I might be tempted to develop a very minor prophecy around it. The Twins heralded something. They themselves are not the vessels. They signal some event. Whatever ability you decide to give them, say Divination dice or reverse Bardic Inspiration dice in which the characters have disadvantage to a roll, might be fun to play with. Or, you leave it. Do nothing. When they're around each other and attack within 5 feet, they receive the benefit of a feat, or two of the Battlemaster features. Or, you could borrow from the Barbarian primal path and give the bard the ability to bestow advantage to friends for a little while, or have damage resistances for a few combat rounds.
If it's cosmetic, and you don't explore it in battle, you run the risk of this property being "there" instead of being "part" of the characters.
It's a very cool idea.
If your looking for a bit of background flavor you could have it that the two of you once came across a monster/ pack of monsters/ witch ect who infected/cursed your brother to transform him into a mindless creature and through some inspiration sang a song that prevented the transformation. However, the effects of the song aren't permanent and if you separate or the song isn't played after a certain amount of time then the infection starts to take hold.
Could potentially justify why you're adventuring as well:
You've had a few close calls that has meant you are on the run from hunters.
The reason you chosen your classes is that your brother is becoming a paladin in the hopes that he can overcome the affliction whilst you are mastering your skills as a bard in the hopes that one day you can play a song that will lift the curse permanently.
You could also be adventuring in the hopes that you might stumble upon a cure.