Magic Weapons v2
Jul 2, 2014 9:06:51 GMT -6
Post by Richter Abend on Jul 2, 2014 9:06:51 GMT -6
It’s time for another announcement!
In addition to our earlier lore change that fleshed out magic, and thus magic weapons, we’re making one more change that's a bit more player-centric.
As magic weapons are now each home to spirits that fuel the magic they are capable of producing, and are thus each painstakingly handcrafted to accommodated said spirits, every magic weapon is unique. No two magic weapons are exactly alike, though some are similar to each other. To better show this, we are requiring every magic weapon to have a mini-profile written into its owner’s journal describing the weapon. Here is the journal template”
Name:
Magic:
Tome:
Physical Description:
Personality:
Origin:
Post Count Obtained:
Name is, obviously, the weapon’s name, while Magic is the type of magic your weapon contains, whether it be light, dark, or anima.
Tome is the specific tome of powers that your weapon possess. For example, a fire axe would be of the Volcanon tome, while a light sword that allows the wielder to blind and sear their foes would be of the Shine tome. Because of the update tying of magic weapon to tome, magic weapon users that wield dark or light weapons and want to focus more on sheer destructive force can now select from “Ellight” and “Elflux” tomes. These tomes are unofficial tomes that represent the weapons focus on the Light and Flux magic, specializing in straight offense for the purpose of weaponization.
Physical Description is how your weapon looks. It can be a picture if you have one that perfectly fits the image you’re going for, but text is acceptable as well.
Personality describes the quirks of your weapon. After all, due to the spirit that lives inside, the weapon is a semi-sentient being that bonds with its user over time. This section is essentially a detailing of all the little thing your character can come to know about their weapon. This can include what emotions it responds to (i.e. Richter's axe flares in response to rage), what type of person it syncs most easily with, how it fights (i.e. A fire sword that bursts into flame when uses vs a fire sword that super heats sans flame when used), etc. It's ultimately up to you. If you want, you can even flesh out this section more and more as you progress, as a representation of the journey of growth taken by your character and their weapon.
Origin is how your weapon came to be. Who made it? Why did they make it? If you don't know and want to leave it up to mystery, or just don't care to describe it, tell how your character found it. Did your character have it commissioned by a master mage-smith? Did they find it in a crate of weapons in a smuggler's warehouse? Did they pry it from the hand of a dead foe? The possibilities are endless.
Post Count Obtained is a bit different. In addition to the above roleplaying changes, there's one significant gameplay change. In order to fit in with the Basic/Advanced/Master growth of magic tomes, a magic weapon's power is now unlocked over time. While a weapon's basic capabilities are unlocked from the get go, it takes 100 posts from the initial obtaining of the weapon to unlock a weapon's advanced powers, and 100 posts from there to unlock a weapon's master abilities.
In addition to our earlier lore change that fleshed out magic, and thus magic weapons, we’re making one more change that's a bit more player-centric.
As magic weapons are now each home to spirits that fuel the magic they are capable of producing, and are thus each painstakingly handcrafted to accommodated said spirits, every magic weapon is unique. No two magic weapons are exactly alike, though some are similar to each other. To better show this, we are requiring every magic weapon to have a mini-profile written into its owner’s journal describing the weapon. Here is the journal template”
Name:
Magic:
Tome:
Physical Description:
Personality:
Origin:
Post Count Obtained:
Name is, obviously, the weapon’s name, while Magic is the type of magic your weapon contains, whether it be light, dark, or anima.
Tome is the specific tome of powers that your weapon possess. For example, a fire axe would be of the Volcanon tome, while a light sword that allows the wielder to blind and sear their foes would be of the Shine tome. Because of the update tying of magic weapon to tome, magic weapon users that wield dark or light weapons and want to focus more on sheer destructive force can now select from “Ellight” and “Elflux” tomes. These tomes are unofficial tomes that represent the weapons focus on the Light and Flux magic, specializing in straight offense for the purpose of weaponization.
Physical Description is how your weapon looks. It can be a picture if you have one that perfectly fits the image you’re going for, but text is acceptable as well.
Personality describes the quirks of your weapon. After all, due to the spirit that lives inside, the weapon is a semi-sentient being that bonds with its user over time. This section is essentially a detailing of all the little thing your character can come to know about their weapon. This can include what emotions it responds to (i.e. Richter's axe flares in response to rage), what type of person it syncs most easily with, how it fights (i.e. A fire sword that bursts into flame when uses vs a fire sword that super heats sans flame when used), etc. It's ultimately up to you. If you want, you can even flesh out this section more and more as you progress, as a representation of the journey of growth taken by your character and their weapon.
Origin is how your weapon came to be. Who made it? Why did they make it? If you don't know and want to leave it up to mystery, or just don't care to describe it, tell how your character found it. Did your character have it commissioned by a master mage-smith? Did they find it in a crate of weapons in a smuggler's warehouse? Did they pry it from the hand of a dead foe? The possibilities are endless.
Post Count Obtained is a bit different. In addition to the above roleplaying changes, there's one significant gameplay change. In order to fit in with the Basic/Advanced/Master growth of magic tomes, a magic weapon's power is now unlocked over time. While a weapon's basic capabilities are unlocked from the get go, it takes 100 posts from the initial obtaining of the weapon to unlock a weapon's advanced powers, and 100 posts from there to unlock a weapon's master abilities.