I am working on developing two old characters (I was suggested to use follower for the sister or duplication with can not be recombined, opinions?) I used in an old campaign (with some new ideas) into the new rule system (6th Ed).
It's a young brother and sister, telepathically linked. The brother, fastball, I am planning on developing a bunch of abilities around baseball analogies. The sister, flaw, was originally designed with Find Weakness (usuable by others, telepathic link to the brother, roll for others to use via verbal cues). However, find weakness is no longer offered in the ruleset. Any suggestions on how to simulate this.
The concept is as follows: Flaw is a young girl virtually unnoticed (invisibility, detect on a roll) carrying a doll. She watches as her much more aggressive brother gets into trouble doing stuff he should not be doing, mommy would not approve. During the battle, he gets insights from her that make him more and more effective as time passes. It's all unintentional, neither of them realize it happens. There telepathic link is only emotional, no thought projection. He knows when she is in trouble, vice versa. The other ability I plan on giving her will be simplified healing (with ressurection, roll for it to be effective bonus to roll for those she cares about, less so for someone mean) - she cries and her tears can heal others. And lastly, a psionic area effect attack if someone is really mean (ie, hurts her brother (with a BIG bonus to damage if god forbid you try to take her dolly away).
My original concept for Fastball was friction control. He could reduce/amplify the effects of friction on any object or person. The primary purpose was to create effects like a blast (baseball) thrown which rather than doing less damage at distance did the reverse as the ball would speed up. He would carry a few baseballs - but a rock would suffict for his ranged attack (blast): fastball, slider, curve (the only differences being OCV bonuses) and the ranged increase to damage. A bat with a few different swings: bunt - low knockback attack, home run - EXTREME high knockback attack, base hit (standard attack) and foul ball (indirect attack). Originally, using friction he could amplify the running speed of someone, slow someone, reduce effective damage, etc... Not certain I want to stick to that original concept anymore.
I was thinking of giving him a few different abilities now that I am going to play him in a campaign (originally he was a filler character).
"Play Ball" - verbal and somatic requirements to summon (duplicates) a team. I have not decided if I should just make 8 duplicates or give them specific abilities (catcher, short stop, first base, etc... open to ideas).
Possibly a sptiting chew, blindness attack. Might not fit, but I like sensory deprivation attacks.
Entangle based on tossing a leftover piece of chewed gum and getting the enemy stuck.
Fastball will have a high DCV. Kids are always difficult to hit and catch.
I need to flesh these kids out, but I am looking for ideas from anyone who has anything to add/suggest. Or if you have any ideas of things I have not considered, throw them in the mix.
I was going to give fastball a glove as well, but really could not figure out what I would do with it. I also considered reflection/deflection with the bat, but I am having a hard time picturing it.