|Kingdom Hearts Re:Genesis
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|Author:||Gradius [ Sat Jun 30, 2012 11:10 am ]|
Rather than having an armory of randomly acquired blades, weapons in Re:Genesis are bound to the person who wields them on an integral level, heartbound if you will. Such weapons are just plain better than a simple iron sword you buy at the local smithy, whichever of the several flavors you choose to take up. Your weapon is assigned with base stats at the start, and from there grows and develops right alongside you.
The different traits of any given weapon are as follows;
The format your weapon follows. This isn't 'sword' or 'nunchucks', it's more of a genus or family, and your selection at the start of the character's career determines a slinky bonus trait that every incarnation of that weapon gains. The different types of weapon and their unique abilities are as follows;
Level - All weapons exist on a scale of 1 to 10, starting at 1 and growing slowly to mighty, often legendary weapons at 10. The level of your weapon is not relevant to its actual use, but simply a guideline for its base stats. When a weapon levels up, those stats are reconfigured, and the level itself quietly wanders off again until you call upon its arbitrary value once more.
[The Quick Version]
Step 1: Increase Stat A, decrease stats B and C by same amount.
Step 2: Increase Stat B, decrease stat C by same amount.
Step 3: Apply Unique Traits (Double, Defense, ect)
A new character comes in with a level 1 weapon. Each Level has a number associated with it, which is what a weapon of that level will have across the board if unmodified. A level 1 weapon boasts a mighty 3, meaning that it has +3 Accuracy, +3 Strength, and +3 Magic. If you want to replace a stat with Defense, this is the time to do so.
When creating a new weapon, one can opt to raise a stat, at the expense of lowering the other two by the same amount. This will give you, basically, a +3/+3/+3, a +4/+2/+2, or a +5/+1/+1.
This can then be done a second time, lowering one of the two already lowered stats to raise the other remaining by the same amount. You cannot do this if you skipped the above step, and you cannot drain the numbers into the already raised stat. This will give you, essentially, a +4/+3/+1, a +4/+4/+0, a +5/+2/+0, so on so forth.
The second, less math intensive step, is to set any innate traits of the weapon. These function as Permanent Orbs as described above and follow the weapon throughout its life. This is negotiable, but try to keep it to one or two traits, or even just one if it's something particularly ornate. A master list of weapon traits will be kept for posterity, so browse through it and make sure whatever you're asking for isn't too out of line with any of those.
There are two ways to upgrade your weapon, but accomplished through synthesis of Orbs into it.
The first and most common method is simply adding Orbs. Permanent Orbs will add a straight bonus forever and ever, while Temporary Orbs will fill its Current slot, working their magic until they're replaced. Even if you overwrite the current slot, keep a list of all traits that have been applied to the weapon; Retro Orbs can be used to reassign any trait a weapon has had in the past as its current.
The other method involves using Level Orbs to level up the weapon to its next evolution. Level Orbs take different forms depending on who grasps them (To Keybladers they take the form of Keychains, for instance), but they always have the same basic effect. The method detailed in weapon creation is gone through again to reassess the new stats of the armament, but with a higher starting number. Some Level Orbs may also impart new Permanent or Temporary orbs, but outside of these cases, the non-stat traits of the weapon are otherwise unaffected. Unlike other orbs, Level Orbs (like Keychains) do not overwrite one another, instead allowing the user to switch between configured weapons.
Types of Orbs
Orbs come in a few different variaties and are crucial in unlocking the hidden powers of heartbound weaponry. What do they do specifically? Everything. The sky is the limit, and the only constants are mystery and intrigue; You might not even know what exactly an orb does until you apply it, or even generally for that matter. An orbs info block gives it a name, whatever description the GM feels like supplying, and a DC and MP cost for attempted application to a weapon.
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