Slow-Starter Weapon

This is a magical weapon designed to grow in power over the course of a battle. In the first round or two of combat, it isn’t that impressive, but in extended fighting, its wielder is likely to become a major force on the battlefield.

D&D

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is +1 to hit and damage. On the second it is +2; it is +3 on the third, and so on, all the way up to +7 on the seventh round. On round 8, the bonus for the weapon does not change, but it does do an additional d6 in damage on a critical roll. This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the crit bonus after 1 round without use, then losing a +1 per round until it is down to +1.

Note also that the weapon only works this way if it is used in combat against a real opponent who means to harm them.

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Tunnels and Trolls

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is normal. On the second it gains 2 adds over and above anything normal for its weapon type; On the 3rd, it adds 4 more total, and so on, all the way up to +20 on the 11th round. On round 12, the adds do not change, but its wielder does do 2 on any spite damage inflicted with the weapon. This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the spite bonus after 1 round without use, then losing a 2 adds per round until it is down to normal.

Note also that the weapon only works this way if it is used in combat against real opponent who means to harm them.

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Worlds of Hurt

This is an unusual item in that it can take the form of any type of hand-held  weapon, except a projectile missile (though it may take the form of a bow, sling, etc). Once it is taken in hand, it automatically transforms to the immediate preference of the wielder and remains in that form unless she wills it to change. It can be changed once per round, doing so instantly at the will of the user.

On the first round of combat, the weapon is +1 to hit and damage. On the second it is +2; it is +3 on the third, and so on, all the way up to +8 on the eighth round. On the 9th round, the bonus does not change, but the value of the third dice is tripled (instead of doubled) in the event of a critical success on an attack.  This does not change for the remainder of the combat.

Should combat cease, the weapon loses its benefits at the same pace, first dropping the crit bonus after 1 round without use, then losing a +1 per round until it is down to +1.

Note also that the weapon only works this way if it is used in combat against a real opponent who means to harm them.

A Slow-Starting weapon always has the trait of “Stalwart.”