Name: Miracle and Misfortune
Creator: Aiden D. Xavier
Owner: Edward D. Xavier
Type: Weapon (Thrown/Melee)
Appearance: Both Miracle and Misfortune are boomerangs. The difference between them is their design.
Miracle is a crescent moon-shaped boomerang, however both ends of the boomerang come fairly close together before ending. The middle part if safe to hold but the rest of it has been sharpened. The entire object has four-leafed clover shapes etched on the sides of it (the non-sharp parts). Miracle is roughly 40cm in length from the two furthest away points. The two points are roughly 25cm away from each other.
Misfortune looks more like a typical boomerang, though has one end which is larger than the other. The larger end has been sharpened to behave much more like a blade, whereas the other end is still blunt. The blunt end can be held and caught safely without much damage backlashed to the user of the weapon. The two furthest parts of the boomerang are roughly 50cm apart, whereas the length of each tail of the boomerang is roughly 40cm. Throughout the entirety of the boomerang, Misfortune has been detailed to look as if it was made of broken glass (Though still looking as if made from steel).
Both boomerangs are Steel Hard and, if considered like blades, would be Ryo Wazamono grade strength.
Use: Miracle and Misfortune are used much like any boomerang. Throw the weapon, try to hit people, hopefully it’ll return. Misfortune can be used to either cut the opponent with its sharp side or try to cause them some internal damage or knock them out with the blunt side. Miracle has a few more options available to it. It can either be thrown like a boomerang to attempt to cut the opponent, or can be thrown in a straight line in an attempt to either disarm or potentially trapping the opponent. For example, Miracle can be thrown at a normal human’s arm. If near a wall, the arm may get trapped. Including this, there’s also the fact that Miracle is sharpened on the inside.
During melee combat, the boomerangs can act as a sort of defense. Misfortune, using the blunt end as a handle, can act as a make-shift sword. Miracle, on the other hand, is only really useful for trying to disarm other opponents, trapping them, or stabbing with its two points.
Special abilities: The boomerangs require a certain amount of skill to return to the user. These are detailed below:
-10% Skill: The user may throw the boomerangs fairly accurately, but it’s unlikely for them to return.
-20% Skill: The boomerangs may now return to the user, if the user stays still.
-30% Skill: The boomerangs may now return to a moving user.
-40% Skill: The boomerangs may curve more than once. (Thrown, curve back to user, user lets them continue to go, curve back to user again.)
-50% Skill: The boomerangs may now seemingly curve in random directions. (Thrown directly forward, suddenly curve right)
History: Aiden was a pirate that liked to claim he ruled all the seas of the world and that he was the Pirate King. While his child, Edward, was young, Aiden decided to teach the boy how to fight, how to attack people and things. However, he would teach him to fight in the same way that he learned to fight, with throwing knives. As Edward grew up, he constantly complained that the knives would never return to him and that he had to go over to them to pick them back up. Seeing his child’s plight, Aiden took on his greatest blacksmithing task to date, to create a returning weapon for his child. Taking several weeks to create the pair of weapons, Aiden based some of their design on luck due to Edward’s own fascination with luck and chance. Shaping one of the weapons like a horse shoe, and designing the other to look somewhat like a broken mirror. It took a while for Edward to get used to his new weapons, but he eventually got a hang of how to throw them.
Availability: Exclusive to Edward
Cost:
Name: Loaded Dice
Creator: Archibald Karas
Owner: Edward D. Xavier
Type: Explosives
Appearance: The Loaded Dice look like simple 6-sided dice. However, there are a few differences. For starters, the dice a slightly larger than normal dice. Each die is roughly 3.5cm in each length (width, length, height) and only have a single number on every side. The number of dots on the die signifies what their function is.
The Snake Eye Die only has a single dot on each face.
The Splinter Die has 3 dots on each face.
The Devil’s Die has 6 dots on each face.
Use: Each die has a different function. The function of each die is explained below. All dice have a countdown of 2 posts (Post one would be taking the grenades out and starting the countdown, post two would be the grenades' function working.)
The Snake Eye Die is the least damaging of all the dice. It’s mostly used as a support as the die spews out a black, obscuring gas when it activates. This obscures sight, though does nothing apart from this. The exact details of how the smoke exits the die and how it obscures sight is explained in the special abilities section. The smoke, once having fully escaped, covers an area of roughly 9m^2.
The Splinter Die has the middle explosive force compared to the three dice, though also provides the least utility. Upon being activated, the Splinter Die explodes with the force equal to that of a single cannonball. The explosive force travels in a spherical direction, with the radius of the blast being roughly 1 meter. Within the die is also small pieces of sharp metal. These metal pieces are iron hard, but are only roughly 1cm in length and fairly lightweight. The shrapnel moves at an initial speed of roughly 20mph (20% speed) but accelerates to 35mph (50% speed) through the explosive force. The shrapnel travels roughly 1.5 meters in all directions before falling to the ground.
The Devil’s Die has the highest explosive force and is used purely for that. Upon being activated, the die explodes with the force equal to that of three cannonballs. The explosive force travels in a spherical direction from the die, with the radius of that blast being roughly 2m. The explosive force, even if not damaging to some people, will likely still cause dizziness and a concussion-like feeling in people.
Special abilities: The dice must be thrown from the user that is using them. To do this, requires part skill (arcing) and strength. To determine how far the character can throw the dice, add both the skill and strength of the user and divide the stat by 10. That’s how far the user can throw the dice in meters. For example, a character has 20% strength and 30% skill, the user can then throw the dice 5 meters.
For the smoke on the Snake Eye Die, the escape is gradual and stays in the area for a certain amount of time before fading. The smoke escapes via the dots on the faces of the die. The smoke escapes post by post, giving penalties to vision as the smoke increases. More smoke does not increase the effects of the penalty, just gives a larger area in which the smoke covers.
Post 1: Smoke has barely escaped (-5% penalty to sight)
Post 2: Smoke has emerged more (-15%)
Post 3: Smoke has almost completely escaped (-30%)
Post 4: Smoke has completely escaped (-40%)
Post 5: Smoke lingers.
Post 6: Smoke gradually disappears (-20%)
Post 7: Smoke disappears.
The Splinter Die offers next to no special abilities apart from lingering shrapnel left on the ground after the explosion. If the character is barefoot, they may damage themselves if careless. Any person trying to avoid the shrapnel would take -10% penalty to Speed and Agility.
The Devil’s Die mostly deals with a large amount of explosive force, however, due to the sudden change in very little movement to a sudden movement for the brain, any characters caught within the blast are likely to suffer from concussion-like symptoms. Depending on the target’s endurance, different effects would take place. If endurance is not listed, take the endurance of the closest one rounded down. Eg, 20% has the same effects as 10%
-0% Endurance: Most likely dead. If somehow not dead, then definitely unconscious.
-10% Endurance: If epicenter, most likely dead. If not, most likely unconscious. If somehow not, lack of motor controls, nausea, blurred vision and disorientation.
-30% Endurance: If epicenter, most likely unconscious. If not, nausea, blurred vision and disorientation.
-50% Endurance: If epicenter, blurred vision and disorientation. If not, disorientation.
-70% Endurance: If epicenter, disorientation. If not, slight light sensitivity.
-90% Endurance: If epicenter, slight light sensitivity. If not, most likely no effect.
The epicenter of the blast counts as having your head within 20cm of the die as it is activated. The duration of these effects depend on how close you were to the blast. If the character was not within the epicenter, the effects last for a maximum of 5 posts. The further away you are from the epicenter, the shorter the duration with a 2 post minimum duration. Epicenter effects always last for 5 posts. Unless unconscious, as that will more than likely last until you can safely get away from combat. Unless dead…that’s kind of permanent. Sorry.
All dice are activated by pressure. A firm squish from a normal human of 10% strength would activate the die. Any non-Dwarf standing on the die would also likely activate them. If pressure is kept on the dice, the count still ticks down 5 seconds before activating.
History: Upon collecting the bounties from Edward’s parents, Archibald took in Edward, not wishing to orphan the boy. After a while, Archibald began to train the boy. He taught him to use the environment and to disable enemies with devices. After showing Edward how to use the grenades, Archibald decided to design special ones for Edward. After being together for several years, Archibald learned of Edward’s strange fascination with luck and games of chance. Deciding to make a better fit for him, Archibald designed the grenades like dice, using different numbers of dots to denote what the different dice do.
Availability: Exclusive
Cost:
The Snake Eye Die:
The Splinter Die:
The Devil’s Die: