Mechanic Explanation:
Weapon Stats: Self-Explanatory. These are the Stats of both your weapons. They can be increased or decreased through certain actions. What they are will be determined by what type of weapons get chosen.
Weapon Powers: Once again, self-explanatory. These are the powers that you have as weapons. They can range from being able to set yourselves on fire, to having bonus damage against a specific enemy type, to being able to float in the air. You spend XP to unlock Powers, but you gain them through your actions and decisions during the Quest.
For example, if you kill a lot of Goblins, you'll unlock Power called "Goblin Slayer" which gives you a bonus against that enemy.
Powers that have already been unlocked can be upgraded once you reach a higher tier. Some might even branch off into two or three separate Powers you can choose from based on what you do.
There are two types of Powers: Separate and Twin.
Separate Powers are unique Powers that can be held within each weapon but can't be used by the other. This is affected by what each weapon is used for. For example, if the left-handed weapon is mostly used to slay Demonic creatures, and the right-handed weapon is mostly used to slay Angelic creatures, then each blade would gain a Power that gives them a bonus to harming Demons or Angels respectively. The upside is that these powers can be used without the Wielder needing to have both weapons on them at the time. However, conflicting powers can cause...problems. Separate Powers will be color coded according to the weapon they are for (Blue for left-handed and Red for right-handed).
Twin Powers are powers that both weapons can use when they are together. They are generally more powerful than Separate Powers and can be used to accomplish amazing feats. These Powers are affected by things that you do in tandem as Twin Weapons. If you both work together to kill a Dragon, you will unlock an ability related to that team work (such as being able to turn your Wielder into a dragon for a time). The downside is that your Wielder must have both of you on them to use these Powers. These powers will be color coded accordingly as well (Purple).
Current Weapon XP: The experience you gain when you are used as...well weapons. You gain this through normal means. Completing story objectives, accomplishing Quest (both given and found), and defeating foes. You spend XP to unlock new Powers that you have gained/discovered.
Maximum Weapon XP: This is how much total XP you've ever had. It will track the amount of XP you've gained over the course of the Quest. Once it hits a certain threshold, you'll unlock the next tier of Powers. It can't be depleted.
Wielder Stats: Stats for your wielder. Self-Explanatory and will be set later.
Link with Wielder: How linked you are with your wielder emotionally. The higher your link the more connected you are, the more likely she is listen to you, and the more Telepathic BS you can pull off (i.e. being able to speak to each other across long distances, even when separated). If at any point your wielder dies, and you get a new one, the Link will restart at 0. I have plan for your first wielder to live for a while, but anything can happen.
Wielder XP: Just like how you have XP, so does your wielder. The more they fight with you, complete Quest, and accomplish story objectives, the more skilled and experienced they become. They can spend this XP to improve their own abilities and stats. You don't have any direct control over this, you can give suggestions to them when it's time.
Dice: I will mostly be using d100s for things, however the dice can differ when it comes to other things (damage dice, initiative, etc.). Higher numbers are better.
Combat: Combat will work like this:
Part 1: Battle Start, I'll roll initiative for your Wielder (1d20 + Wielder's Dex + any other bonuses from you or otherwise). If you've surprised the enemy, then you can use this phase to activate Powers and give suggestions to your Wielder. If you are surprised, then your Wielder won't be able to roll Initiative until after the first round of combat.
Part 2: On your Wielder's turn, you can give them tips/instructions/orders on what you think would be the best course of action right now. This can be who you think they should hit first with you, whether you think they should run away, or anything else you can think of. Whether they listen or not is based on their Link and what they believe is the best course of action. This is also when you'll decide what Powers you will activate, if you didn't get the surprise.
Part 3: If your Wielder attacks something, I'll roll 2d100 + other bonuses to see if she hit with either of you. All you need to hit or succeed at anything is a 45 or above. If she did, you guys roll your damage dice + any bonuses. Then I'll subtract the enemy armor (if they have any) and that will be how much damage they take.
Two Weapons, Two Voices: Since you are inhabiting two weapons, you will not merely vote for what one weapon says. Instead, you have the option of choosing which weapon your vote will be for. There are three different colors for the weapons; Blue, Red, and Purple. If you want to speak out of the left-handed weapon, color your vote Blue. Color it Red for the right-handed weapon. Purple is color for when either you both agree on a course of action, or when you plan to work in tandem to accomplish something neither of you could alone.
Disagreements and debates are allowed, but if it gets too out of hand, I will step in.
If you choose to speak through a specific weapon, please stick to voting in that color for that weapon. It'll keep things from getting too complicated and makes things easier for me to keep track of.
The Purple color can be used by anyone at any time, since it represents you working together.