Thief

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K
Posts in topic: 3
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Joined: Wed Oct 06, 2010 8:33 pm
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Thief

Post by K » Tue May 27, 2014 9:31 am

Bio
Race: Thrasise (thræ-sis, similar to hume, but almost exclusively nocturnal, typically short, low in bone density, bearing supersonic hearing and voice boxes for echolocation, obviously bat-like, slightly shorter lifespans, and requiring a more protein-heavy diet)
Height: 4'9"
Weight: 60 lbs
Age: 17
Origin: Flecol Subterrane (cave) and Fourth District of Klecsall (city), Xeyule (nation), New Ragdan (continental airship), Galaxy CY-236, Ursa Eioneus (name of universe and dimension)
Attachments
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K
Posts in topic: 3
Posts: 648
Joined: Wed Oct 06, 2010 8:33 pm
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Post by K » Sun Jul 06, 2014 3:38 am

Inventory
Armor:
Eseit is a common material from Thief's homeland that is really a metal, but has properties that make it behave more like heavily adjustable latex. Manufacturing products from the material is heavily dependent on the forge and somewhat dependent on the tailor. The result is a flexible, aerodynamic, hydrodynamic, lightweight, yet still protective bodysuit that covers everything but the head, including the wings. Mind you that it is magnetic, unlike, you know, latex. The Thrasise have an annual (Their years are a bit shorter than Houcm's.) holiday by the name of Fiammetta, in which every kid that has had his/her coming-of-age ceremony (age 13), called Loryss, since the last celebration of Fiametta is given an eseit suit. Their parents/guardians then take the kids home from the little festival and outfit them for the first time, treating the sleeve and stocking ends with a philtre of what the thrasisian people call "willsap," a simple distillation of some proteins and the sap of what they only know as a "will tree." The ends inflate to what you see in the pic and gain that green glow in the center when the sap is applied appropriately, which means that the suit has been successfully bound to the kid's body and mind. As a result, the suit causes damage to be spread across the wearer's body evenly, the wearer's agility is boosted, and the wearer mentally controls the following functions:
  • When the clothing is damaged, it can sap the wearer's physical stamina and spend the energy to repair itself. This is often a priority because nothing is worn underneath.
  • The whole suit can change colors. The pic shows the default color scheme, but the wearer can manipulate the entire look. Sure, it takes a lot of mental energy to account for all the nuances that make up some convincing camouflage, especially if shifting on the move, but it may be worth it.
  • A white, astral body (looks like the afterimages behind her in the pic) can be projected up to half a meter in front of the wearer. It mimics the wearer's movements and can apply some physical force, but is mostly too weak to be effective for fighting. It is, however, strong enough to press a switch or steal an item, which allows the wearer to conduct these actions with a little more elbow room for safety.
  • The little, amplifier-like objects on the wing armor send out pulses of magic that specifically identify sound waves that originate from the wearer (by movement, speech, whatever), and reduce their amplitude, effectively drowning them out without providing any actual noise of their own. The effect is not terribly strong; the wearer could talk loudly enough that they sounds like they're just talking quietly, but they don't have to. Rather than always having to strain their voices, they can mentally toggle the reverse-amplification effect.
Weapons:
Fusion Dagger- This looks like an ordinary, glass dagger. It's really an indestructible fusion weapon. The same enchantment that gives it indestructibility also reduces the power factors of the original weapon and everything that is fused into it. Fusing another weapon in only costs some chakra or mana, some concentration, and a couple seconds of holding them together. Diffusion is not currently an option. This fusion knife is the kind that morphs at will into one of the other daggers that is fused into it in order to get the corresponding elements and effects, though the power factor is always the combined total of all the reduced values, which is less than the average for a special knife. The following listed daggers are already fused into it.
Wide Animator- It deals 125% damage to undead targets, and other targets are assaulted by magic that incites necrosis wherever the blade cuts for four seconds, after which the afflicted area is instantly mended. Cutting across the same location will stack the time limit.
Elemental daggers- The picture shows which name corresponds to which element and design. None of them have any special effects; they're just elementally affiliated.
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Wildstar (Version 1.0.6-β)- The laser sight is negligibly more visible than that of a Crimson Trace sight. It's toggled by the wielder's will. The device in front of the trigger and below the barrel is a loading module. Whatever you put into that hole is magically osmosed into the first available chamber. If it fits, it shoots. It's much like a shotgun, in that manner. There is also a power cable (not depicted in the picture) that plugs into there and an ordinary wall socket (three prongs, including the ground), which is used to charge up shots of blue lightning at a rate of one charge per two hours. In addition to filling its eight chambers with magically organized and empowered lightning bolts or whatever else Thief jams into there (Note that, if Thief presses her thumb against the trapezoidal piece that is above the handle, an internal computer system links to her psychically so that she knows what is loaded in each chamber and can mentally control the cylinder to rotate in place, allowing her to switch between elemental and non-elemental shots at will.), there is a magical battery in front of the trigger and beneath the cylinder that holds up to twenty-two charges, which magically osmose into available chambers. At the start of the game, Thief has already charged up all thirty shots. The other pros and cons of this gun are that the attachments make its weight a bit uncomfortable over long nights of high activity, but its low recoil helps to compensate, it's negligibly above the average power factor, it's highly accurate, and it has an enchantment that very slightly reduces structural damage and adds a very slow auto-repair, which is important when firing unorthodox ammo. Being semi-automatic and having a rapidly revolving cylinder, its firing rate is whatever Thief pulls, with a maximum of one shot per tenth of a second. As is typical for special guns, it applies the wielder's strength to its power and deals physical damage.
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K
Posts in topic: 3
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Joined: Wed Oct 06, 2010 8:33 pm
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Post by K » Sat Nov 08, 2014 6:27 am

Abilities
Action
Bombardment- Thief tosses her gun into the air (How high she wants to throw it is a matter of how much potential range she wants versus how much accuracy she prioritizes.) and generates a magical copy right next to it. They both auto-fire at random enemies five times over 2.5 seconds, then the copy dissipates and the real one flies back to Thief. The cost is a tiny amount of chakra or mana, but also keep in mind the fact that the copy's shots don't come from thin air; they are drawn from the battery. Thief therefore needs at least 13 shots available, one for each of the real chambers and five for the copy to take from, or else this ability is disabled. The shots deal damage as though they had been fired manually.
Dismantle- Thief enchants herself with some mana or chakra. For the next two minutes, structural damage that she inflicts is multiplied by 1.5.
Drill Slice- Thief performs a knife attack in which the blade is wrapped in an orange aura. Upon striking, the aura spins outward, forming what looks like a metaphysical drill, then dissipates. The result is that the attack has a 10% defense pierce effect (only 90% of the target's DEF is counted for damage). Since its only cost is a tiny amount of concentration, Thief very rarely has any reason to refrain from using this with every attack.
Mend- For a little mana, Thief can project a small, white pulse of magic that goes to herself or an ally within 5 meters and restores a little tissue health. Of course, the healing is based on her magical power.

Passive
Moonlight Shower- As long as it's nighttime, every ten seconds, lunar magic cleans foreign objects off her suit and other equipment. The purification factor is terribly low, so it won't do anything special, but it can generally handle a blood stain over the course of a couple minutes.
Putrefaction Rejuvenation- As long as Thief is within 25 meters of a corpse, she gains a little physical stamina, health energy, and tissue health over time. The rate is about half that of Regen or Organize, but having all three renew at any rate for free is nice.

Stats:
PS- slightly high
MS- high
HE- slightly low
MA- low
CH- slightly low
STR- slightly high
DEF- low
MAG- low
RES- slightly low
SPD- tremendous

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