Melee Weapons
8 Votes


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Comments: 8
Ideas: 0
Rating: 4.25
Condition: Normal
ID: 474


January 16, 2007, 5:02 pm

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Cheka Man

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Elegant weapons from a more elegant age. Their mystic power is woven from the ancient dueling code. While not the most powerful enchantments ever created, they are some of the most respected.

These are ancient bladed dueling weapons from a society long lost. These blades come in a variety of sizes and shapes, with the most common being daggers (the most common of all), rapiers, bastard, and longswords. They are all distinguished by three features: the black and reddish sheen to the blades, the black hearts of their guards, and the red stones in the pomels. There are thousands of the weapons known to exist today. 

The unique dueling code of this ancient era is manifested in these blades. It is a code of weapon’s length (never attack with a weapon longer than that of your opponent), never retreat (to do so would lose all honor), and that your opponent’s life is yours to judge upon victory.  These weapons provide magical weapon’s skill and speed, and powerful healing and healing suppression abilities.  

These weapons hold a reputation for “honor”.  Those that wield them will be seen as “honorable” - even though their honor code is very different from the BlackHeart’s- and held to a higher standard.  Many a noble or religious warrior has searched for a such a blade, to show that they are right minded and honorable. Only those who believe in their honor will utilize these weapons on a regular basis. (Note: The weapons do not enforce any code (except the one they re-enforce with magic). It is just popular misperception of the weapon. 

One or two Master Swordsman wielded BlackHearts simply because of their equilizing gifts and their ability to heal opponents.  The many legendary stories of The ElvenGrandMaster HewhoLivesandBreathesSharpSteel-whichdrawsEnemyBlood-andProtectsInnocents have done much to enhance the reputation of BlackHearts. 

Magical Properties:

There are four properties:

1) When fighting another person, the BlackHeart will automatically hit a target (apply damage normally), if the target’s weapon is larger (or more effective) than the BlackHeart. So the wielder of a BlackHeart Broadsword, would score automatic hits against targets using long swords, great swords, poleaxes, halbards, battle axes, etc. Against weapons of the same size or smaller, attacks must be made normally. Defensive action can be attempted, but they are serious penalties. 

2) BlackHearts will not allow you to disengage and retreat until the oppenent/ target allows you. If you attempt to, the weapon shocks the owner with damage equal to twice its weapon strike. Now backing up or moving and still fighting is allowed, even though it might be at a run.

3) BlackHearts have a third property. Damage done by a BlackHeart can only be magically healed IF the wielder allows. This includes death and dismemberment, so various spells to solve these issues will be blocked by magical resistance. This block continues until the owner release it OR the BlackHeart meets another weapon in combat.

4) BlackHearts’s last property is that it can also give back damage. The target can be given back half the damage done (or one critical/ killing strike healed). Thus a forgiving BlackHeart wielder can magically heal half the damage they have done to the target, or repair a lost limb, or even bring someone they killed back to life (though this must be done nearly immediately). This healing must be given before the next time the BlackHeart meets another weapon in combat.

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Comments ( 8 )
Commenters gain extra XP from Author votes.

May 18, 2004, 8:24
I really love these kind of things. It helps define the world and the people that live it. It gives them life outside the generic uses of many NPCs and helps breathe life into the world.

Love the weapon, don't really like magics 1 and 2. Seems a bit extreme on 1, and I understand the reasoning on 2 but just disagree. I really like 3 and 4.

Instead of shockign them, maybe the gem dims or something when they have dishonered themselves. So that the weapons are well known and the shiniest of gems is the most noble of fighters while the darker ones are still severly noble, but not to the standards of others in the same league. Not sure I like the idea, but throwing it out there.
May 18, 2004, 9:11
Agree with Strolen. Not much more to say than I love it!

May 18, 2004, 11:05
The first one DOES seem a bit extreme to me too. That a person fighting with a dagger of this kind would almost always hit his target. But when you think about it, damage made with a dagger isn't so much that you can't stand it. It would be even better if the damage was half the weapons original with this kind of a hit, though.

I just have one question to ask. If you throw this kind of a dagger at your opponent wielding a sword, will it always hit?

May 19, 2004, 4:46
Nope. It is a code based on dueling in hand to hand.

And remember, you can block or dodge said weapons (if your game system is sophisticated enough to include such options as active actions). The weapons strikes as per a master, so blockable/ dodgable is still tough.
Voted Mourngrymn
November 3, 2005, 16:39
I really like this item/ weapon. I agree that the first ability while explainable is a little excessive. Auto hitting has never been a liking to me. Now giving an greater descreased ability to defend against it may be a better option. The bigger/ heavier the weapon the harder it is to defend against the BlackHeart. While a smaller, lighter weapon may have a bonus to defend/ attack agaisnt the weilder of the BlackHeart.

I like Strolens idea of the gem showing the inner nobility/ honor of the weilder by how bright the gem glows. If a gem is dull and has no shine or glow, then you know the person weilding it will possibly show no quarter and is only out for on thing.

4.5/5 I love it.
Voted valadaar
December 4, 2006, 11:11
Interesting, but the whole 'Always Hit' idea is excessive. Simply indicating that against longer weapons, the weapon receives a significant bonus would be more general and a little less jarring. Terms such as 'Always' and 'Never' always bother me in roleplaying rules...
December 4, 2006, 12:12
Well if you are not playing D20, and are running games with actually parrying and dodging rules, you can count it as a skill of 20 or less (100%) with a chance to block/ dodge at your normal levels. So it will always be a succesful strike, but without always doing a full hit. But with that level of skill, overcoming the difference of the rolls does become harder.
Voted Cheka Man
February 11, 2007, 15:47
At last I have got around to voting on this.

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