Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Taloc Sa'Koro
#3
It has been a few days since we submitted the picture proving we are two separate people so I'm doing a quick bump. Also, after some thought, I've modified the move slightly, leaving the poisons optional rather than always active.

Ire and Woe (600 OM): Physical Strength, Debuff Proficiency
Taloc's weapons of choice, Ire and Woe are a short sword and dagger, respectfully. Truly rare to see one without the other, the 20 inch long blade of Ire was forged from the same billet as the 12 inch Woe and were designed to be used in tandem. The blades are naturally light and easy to swing, doing little damage, but boasting a high speed and requiring little effort to swing them.
In their hilts are several enchantments designed to deliver poisons into the target, though as of yet, only one is currently working. While he's not sure why the others aren't, Taloc is happy that the one that does is the paralysis poison, even if it is to a drastically reduced degree. The poison is activated by changing his grip on the hilts, pressing down on a series of hidden buttons along the hilt and, while complicated at first, it allows near instant activation and changing amongst the enchaments. Upon contact with the target the paralysis poison will cause muscle spasms throughout their body, effectively breaking the concetration of his target as well as leaving them stunned for one second. Once the poison has been used, it requires five seconds for the blades to recharge enough energy for the effect to happen again.
'Your only friends are your weapons, and even they should be kept at arm's length.'
In battle it is important to keep a sharp blade

But it is by far more important to keep a sharp mind.


Messages In This Thread
Taloc Sa'Koro - by Taloc - 02-21-2018, 06:00 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)