Post by Iris|Kairi on Apr 11, 2009 1:28:12 GMT -5
.weapons.and.blacksmith.
.weapon.qualities.
.the.blacksmith.
.the.effects.
.purchasing.
.slots.
.elements.
.status.effects.
.conversions.
These are special types of upgrades within the formal guidelines and for additional development of a character's growth around their weapons. As a disclaimer, normal character abilities can still focus around the character's weapons and giving them magic/making them stronger, etc. These are simply extras that can be utilized if desired to free space elsewhere.
Anyone not worried about this extra possibility need only place "Average" in the weapon quality section of their character's template and move on.
.weapon.qualities.
Characters who have more than one weapon will be asked to distinguish in the character profile template between their "Primary" weapon(s) and any of their "Secondary" weapon(s).
Primary weapon(s) will have levels called their quality. Quality will range from Average to Fine to Excellent to Supreme. All weapons will begin with Average quality. A stronger quality will allow the player to add abilities specifically to their weapon without using up slots in their character abilities section. Higher qualities don't make one weapon stronger than another in actual combat though.
.the.blacksmith.
The Blacksmith Shop known as Hephaestus' Forge located in the Marketplace will serve the purpose of upgrading your character's primary weapon(s). By paying munny for a "Weapon Refinement" to upgrade to the next level the Greek god of the blacksmith's fire will sell his services to set specific types of abilities or effects into the weapons themselves.
The effects of a weapon gaining new abilities may be explained IC by the player however they choose, or not at all. Quality refinement is OOC but the player may choose to change the appearance of their weapon from the refinement if they desire to make it an IC progression as well.
.the.effects.
There is no difference in fighting power between an Average weapon or a Supreme one. All that changes are the options to add in a certain amount of abilities to a weapon directly instead of using a character's ability slots.
.purchasing.
When bought, a refienment gives the option of putting one or more weapon abilities on a primary weapon. The ability created is restricted to being about the weapon itself, such as a spell that can only be cast from it, some effect it has on the wielder, or a power it will exert under certain conditions. These will be judged for qualifying as weapon abilities by the staff on a case-by-case basis. Players may still make weapon-based abilities as a part of their character's main ability set, but Weapon Refinement abilities must always be weapon-centric.
.slots.
Average weapons have no slots and any gained by upgrading always carry into the next level. Fine weapons may have one weak ability. Excellent weapons add a moderate ability and an Element option to that. Finally, Supreme weapons add a strong ability and a Status Effect option.
Abilities for the weapon use the same template as character abilities. Simply submit one with your refinement purchase identifying it as a weapon ability and it will be placed in the character profile's weapons section between your primary weapon(s) and secondary weapon(s).
.elements.
At Excellent quality you have the option of adding an element to your weapon. This does not cause that element to appear when using it, such as fire bursting from a blade. It also does not change a weapon attack to magical damage. What does happen is that whenever a weapon with an element attacks a target with an elemental weakness or resistance that matches it then that weapon's physical damage is modified as necessary.
However, weapon's won't be able to handle an element if they already have abilities of a different elemental nature on it, so if you want to add Fire Element to your weapon make sure all of its weapon abilities are either fire elemental, non-elemental, or a mix of both.
When adding an Element you simply need to declare its element and it will be placed in the character profile's weapons section between your primary weapon(s) and secondary weapon(s), above your weapon abilities.
.status.effects.
At Supreme quality you can add a Status Effect to your weapon. This does not add a status effect to every attack. In order to afflict a target with the the status(Which will be created by the player) the user disables all of their weapon's abilities(Not Element) and causes it to glow with a very soft magical light. This lasts for up to three turns and if a target is struck by the weapon on their body/clothes during that time then the status effect activates on them. The weapon's glowing state will also end and its abilities will reactivate at that time. This status-inflicting state has a cool-down waiting period to use it again of three turns from when it was last used if the affliction was unsuccessful and three turns from when the status effect ended on the target is it was successful.
When adding a Status Effect use the character abilities template without the Strengths or Uses sections, just naming the status and describing its effects. once approved it will be placed in the character profile's weapons section between your primary weapon(s) and secondary weapon(s), below your weapon abilities.
.conversions.
If an element or a status effect isn't desired on an Excellent or Supreme quality weapon then the player may buy a conversion of that effect from the Blacksmith to turn it into another weak ability on their weapon instead. This can also be undone for free at any time, though it won't allow you to generate 2 elements or 2 status effects on one primary weapon.