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Move Approval V
Edited in the changes... Can't believe I forgot to put in any form of firing the darts... As for the number of darts increasing per level, I was using Samus as a reference point with projectile numbers.

Ire and Woe (900 OM): Physical Strength, Debuff Proficiency, Ranged 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 slightly curved 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 enchantments. Upon contact with the target the paralysis poison will cause muscle spasms throughout their body, effectively breaking the concentration 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.

Nestled in the cross guard of the weapons are a series of darts as well, six per hilt, along with a crossbow-esqe firing system. Fired with a simple thumb release, these darts are linked to the enchantments every bit as much as the blades are, but offer a ranged delivery option. While looking to be little more than 6 inch long needles, albeit slightly larger and spiraled, they are honed surprisingly well and allow for good distance despite their size. Doing negligible damage on impact, but flying as fast as an arrow, these darts have a max range of 30 meters with each point in tech offering an additional 5 meters to effective distance. Reloading is a simple matter and can be done while still fighting without much difficulty, only requiring a catch to be pulled back. In addition, due to the small size of the darts, they could potentially escape notice during flight.

Writers note: If the poison activated for the darts has a charge, the charge is used regardless if the target is hit or not.

'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.


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Move Approval V - by Jade Harley - 09-08-2017, 08:03 PM

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