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Taloc Sa'Koro

Name: Taloc Sa'Koro

Spent OM: 9900

Consumed OM (0):

Proficiencies (3000): Physical Strength (1000), Ranged Proficiency (1000), Debuff Proficiency (1000)

Powers (5900/8000): Burst Movement (800), Master Acrobat (400), Foresight (1500), Advanced Super Jump (500), Stealth (1200), Telepathy (1500)

Moves (900): Ire and Woe (900)

Super Moves (0):

Transformations (0):

Assists (0):

Items (0):

Artefacts: None

Bases (0):

Unlocks (0):

Base stats:
ATK: 2
DEF: 1
SPD: 3
TEC: 4
In battle it is important to keep a sharp blade

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


'The target is dead the moment the contract is accepted, the time between then and completion is little more than a formality. Leave no traces you were ever there and let them know the fear of death...'
This is just one of the tenants passed through the hidden village of Koro... Very few know of its location, but its always been easy to make contact. Death is a very lucrative business, and Taloc has always been a very good businessman. Still... There must be honor among the death dealers, that has always been a known fact, else they would ultimately end up destroying themselves.
When something beyond the realms of human come to call, however, there is only so much the best dealers in the realm can do. For a village who has never bent a knee to anything...

'When you cannot defend your own... Always be sure to avenge them.'

(More to come)




Despite his leaner build, he has trained his body long and hard, allowing him to stand toe to toe with just about any normal human.
Well… He is human after all. Wearing minimal protection forces him to rely on dodging and deflecting.
Pushing the limits of human speed, his reflexes and footwork have gotten him out of many a situation that should have killed him.
A true prodigy when it came to the blade, there wasn’t a man alive who could match him in a one on one fight. Before the Omniverse at least...

Fighting style
An acrobatic and incredibly skilled fighter, Taloc knows his tools intimately and uses them effectively. Still inexperienced with the ways of the omniverse, he will fall back on what he knows and what he’s always done. Rarely will he ever overextend himself, rather, relying on attacking the extremities and rendering the target helpless before ever considering moving in to actually finish them off. After all, if you cut the target 20 times you can let them bleed out. Dead is dead, it doesn’t have to be fancy.

Unfortunately for him, his only working enchantment is the paralysis, which he will use liberally. Keeping a near constant countdown going on in his head, this practice allows him to deal heavier blows at a steady pace, using the brief openings to land more vital hits. Exposed tendons and muscle groups in the arms and legs are prime targets that he shoots for. With the addition of the darts, he will wait until an opening presents itself before using the ranged options, and always mask his movements to try and catch the opponent off guard.

In terms of defense, Taloc prefers deflection and dodging, only actively blocking if there’s no other choice. He will use his speed and tactical prowess to his advantage, performing acrobatic feats if necessary, and always looking for a chance to counter attack. To this end, he will actively try to keep his feet on the ground, knowing all too well that it’s almost impossible to dodge in midair.

‘From blood are we born, and to blood we shall return.’


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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