Post by Arazlam Durai on Sept 27, 2015 16:27:06 GMT -8
THIEF
Primary Weapon Types: Knife
Armor Class: Light
The thief is a class whose skills are not learned by arduous amounts of study or grueling training. The hard knocks of being a pickpocket typically involve desperation, skill, and luck. Put those elements together and you have the quintessential thief in the making. The most common kind of thief comes from common stock, but there are rare circumstances where even individuals of privilege take joy in the thrill in the art of stealing.
Thieves are born by a desire to justify taking what they need to survive and learning in a trial-by-fire manner. Many have bounties on their heads, but the best ones are the kind that are never caught. You won’t find mentors willing to teach you the hard knocks of illegal activities with this class. As far as they’re concerned, you learn by doing and figuring it out on your own.
Players of thieves have to post their character performing the act of stealing. You cannot commence battles or conversation, and then walk away pulling out some random object claiming that you stole it. The only time that would be considered permitted is if you are stealing from low-level NPCs for daily interaction purposes.
You have to know what you're stealing, where it's located on the other character's body, and then during the interaction subtlety hint when you are nabbing the item. A targeted character may only detect the attempt to steal if they have any type of natural reflexes in their skill set combined with character level. Players are to assume reasonable detection given the character’s specific class and the skills involved. Any disputes can be settled by asking the administration, staff, or War Captains.
MAIN SKILLS
These skills may each only be attempted once against the same individual in combat regardless if successful or not. Once out of a combat situation the thief may attempt as many times as they please in a story setting. But if combat engages due to being caught, the previous types of attempts are considered “used” and not available to try again until out of combat.
- Gil Taking: The ability to pick-pocket money from another character without them noticing. They are guaranteed one chance of absolute non-detection per day and must sub-note it at the bottom of their post.
- Steal Heart: Charms an individual in aiding the thief in some manner. Like the orator, the player-character must RP this process out in full. (Master class ONLY)
- Steal Helmet: Nimbly finds a way to pilfer and conceal a helmet. Cannot be stolen off of an individual who is actively wearing it and engaging in battle with the thief.
- Steal Armor: Finds a way to loosen and pilfer pieces of armor. Understands rudimentary techniques on being able to wear it just long enough to walk off with it in tow. Cannot be stolen off of an individual who is actively wearing it and engaging in battle with the thief. (Master class ONLY)
- Steal Shield: Fancy handwork allows you to attempt to disarm the shield while in combat. The highest success comes from when it is not in use. Individuals with natural weapon or guard reflexes gain a better success rate at keeping their shield in hand.
- Steal Weapon: Fancy handwork allows you to attempt to disarm the weapon while in combat. The highest success comes from stealing the weapon when it is sheathed or not in use. Individuals with natural weapon or guard reflexes gain a better success rate at keeping their weapon in hand. (Master class ONLY)
- Steal Accessory: The thief learns the art of carefully removing an accessory from an individual while they are wearing it even while in combat. The higher success chance comes from accessories that “dangle” or are work loosely. Items such as rings have a much lower success rate, and are also not entirely feasible during direct combat with the individual.
- Steal Experience: Permits a thief to tag along on propositions despite not being present initially to accept it. They may garner part of the credit even if they do nothing to assist the party in being successful. However, the thief must follow them along on their journey so that they may witness the proposition play out, which may permit them to assist if they wish, and they must be present at the end to accept the credit along with the rest of the party. The thief may not be in two proposition places at the same time. (Master class ONLY)
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OTHER SKILLS
- Caution: Receiving a serious physical strike, the thief boosts their defenses, halving damage during the next strike taken against them. During this time the thief cannot attack back.
- Gilgame Heart: The Gilgame Heart is a special stone mined from a small cave in Ivalice that the Thieves’ Den once had dominion over. It radiates an aphrodisiac-like toxin that can affect the mind of a person who ingests or inhales the powder made from the stone. The victim becomes charmed and attracted to the stone’s radiation, causing a person to not think clearly when they’re in the presence of an individual that possesses one. The effects last for one hour per character level of the thief, or can be cured by administering an antidote. When the toxin is cured or wears off, it causes extreme vomiting for the next 24 hours. May only use once per day. (Master class ONLY)
- Catch: Thief can intercept a thrown item if it happens to pass over in their general direction. Or, if the item is thrown at them, they will never fail at catching it, even when in mid-action. (Master class ONLY)
- Secret Hunt: This is the only skill that allows you to poach the correct way, securing the value of the item being poached. For master thieves, their poaching permits the full reward or bounty since they are able to skin the animal correctly. Those who have it as their supplemental class only reap half of the bounty as there are some flaws that are apparent but can be overlooked and sold to merchants for a lower price.
- Move +2: Permits them to try and outrun someone who wears heavy or medium armor. (Master class ONLY)
- Jump +2: Allows a thief to jump their entire height.