1. So to pull the curtain back a bit, I am flexible on what weapons can do by 'default' just so characters who start with no combat-focused powers can still fight and because I think it would be a bit much to nickel and dime everything – if someone has a gun as a weapon, for example, I don't think they need an extra power to fire it. When it starts getting to the point of having extra battle utility (charging up to do extra damage, targeting more enemies at once) is where it would need to be a standalone power. This is because when characters take part in plot-relevant boss fights, I use dice rolls and such to manage things and I factor a power's rank into the dice result. So it's to make things easier on me when running combat stuff at the end of the day and for fairness's sake in terms of making sure everyone is around the same level of power at 'base'.
12. That's our Kozakura! I bbbbelieve we may have another character or two doing something similar but. Don't quote me on that.
15. Once they're gone, they're just gone, unfortunately! Characters can definitely still feel some emotional deja vu when repeating past actions but those memories can't be recovered.
16. Anytime they like! Since 'experienced' status is a recognition of mastery, if an experienced Dreamer is happy to buckle down and get started, they're free to just go ahead and give it a try.
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12. That's our Kozakura! I bbbbelieve we may have another character or two doing something similar but. Don't quote me on that.
15. Once they're gone, they're just gone, unfortunately! Characters can definitely still feel some emotional deja vu when repeating past actions but those memories can't be recovered.
16. Anytime they like! Since 'experienced' status is a recognition of mastery, if an experienced Dreamer is happy to buckle down and get started, they're free to just go ahead and give it a try.