wildestmods: (kodama)
wildestmods ([personal profile] wildestmods) wrote2021-07-27 12:18 am

MAGIC WEAPONS


MAGIC WEAPONS

If a player opts for their character to get a magic weapon, they will arrive in the setting and find themselves suddenly in the possession of a weapon that confers some limited abilities and/or powers.

Players may only choose (1) weapon or weapon set and must choose whether it is blessed or cursed (it cannot be both). If it is more than one weapon, it must be a weapon that comes in a natural set like dual-wielded daggers.

Magic weapons can't be as advanced as a gun or blaster; they can only be as advanced as a crossbow. However, they can be weapons from any culture, so characters aren't limited to medieval European weapons. They can also be fictional weapons (like a bat'leth from Star Trek).

If the character has a weapon in canon that isn't more advanced than a crossbow, they can retain it and have it gain magical abilities, or keep some of its canon magical abilities, as long as they fall under the game's requirements for magic weapons.

Magical items like amulets from a character's canon are not considered weapons. The mods may allow the magical item to be found in the game as a special reward from plot participation, or the item's powers can be conferred on a weapon, but they can't have a canon non-weapon magical item treated as a weapon.

A magic weapon is a good choice for players with characters that have no fighting skills, that want something other than magic or superpowers, as these weapons will grant your character the ability to fight without need for training.

Magic weapons have some abilities that are universal and some that are specific to whether they are blessed or cursed.

Magic weapons stay the same power level throughout the game. Magic weapon users can only have (1) item as an AC reward for each AC.


BOTH WEAPON TYPES

Both blessed and cursed weapons confer expert-level ability to wield them to the wielder. That means the character can start smacking orcs and other evil beings around like a pro instantly. They only possess this knowledge when the weapon is in their hand and cannot remember it when the weapon is put down. This natural skill also includes muscle memory. However, this natural ability is still beholden to the character's innate tactical thinking and judgment.

Both blessed and cursed weapons can return to the wielder. However, circumstances can prevent this or make it more difficult, such as a weapon being pinned under something heavy or stuck in something, bound or blocked magically, or separated a great distance very suddenly so that it has far to travel. (Think Thor's hammer from Marvel.)

Both blessed and cursed weapons can only have their magic activated by the wielder they're bonded to. Other characters that pick it up will find that none of its magical abilities work for them. For anyone other than the wielder the weapon is bonded to, the magic weapon will only work like a normal weapon.

Both blessed and cursed weapons that have projectiles have those projectiles magically replenished. A blessed bow can come with a quiver of magically replenishing arrows or all the arrows that are shot from it can be made of magic or some form of energy.

Both blessed and cursed weapons are exempt from any power gains. They start with a single set of abilities at set levels that are consistent throughout the game.

Both blessed and cursed weapons are resistant to breaking. However, they are not unbreakable. Plot events can potentially lead to characters' cursed or blessed weapons breaking. If this ever happens, there are magical blacksmiths in the setting that can potentially repair damage.



BLESSED WEAPONS


When a player chooses a blessed weapon, alongside the traits that both weapon types possess, they may choose for the weapon to confer (1) positive ability/status effect to the wielder. Players have some room to get creative here.

POWER/EFFECT EXAMPLES:
The weapon turns into a white hot brand that can melt through swords and enemies
The weapon is able to cause an explosive effect on enemies (such as if it's a magic arrow) that can damage a group of at least five enemies per shot.

This ability/status effect state can typically only be activated for 5-10 minutes at a time, though it can be activated 3-4 times throughout the day if a character has a chance to rest. On average this means activating it once a fight, as long as the character has a rest between fights.


CURSED WEAPONS


Players that opt for cursed weapons can have a slightly more powerful ability/status effect that it confers, but at an increased cost. If a player chooses a cursed weapon, they must choose both a positive effect, and a negative curse effect that happens with prolonged or heavy use.

POWER/EFFECT EXAMPLES:
Completely unbreakable light-weight armor made of magical fields that protects a character from head to toe
The ability to set anything on fire that the weapon touches. Anything, including things like weapons and metal armor.

This ability/status effect can safely be activated for 15-20 minutes at a time, and 3-4 times throughout the day, without any ill effects. However its use can be sustained for a longer time each time, or it can be used more frequently, but at a cost. If a character pushes the use of their cursed weapon longer, it will confer a curse effect.

CURSE EXAMPLES:
Bleeding from the eyes, ears, and nose
A short period of paranoia or mental instability that kicks in when the character finally reaches a state of rest
A character losing their voice for a full hour, day, or even week, depending on use
Temporary blindness

A character continually pushing the use of their cursed weapon and repeatedly getting the curse effect risks making the curse permanent.