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Manyfist

Thief WIP

Mar 25th, 2015
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  1. Thief Jump (WIP)
  2.  
  3. Drop-In - You have no memory, no history.
  4. Keeper Enforcer - The hounds of the Keepers, an organization dedicated to ending corruption.
  5. Blessed Pagan of the Trickster God - Partially divine Pagan, who hates technology and progress.
  6. Hammerite - Machine enthusiast who uses technology for betterment of mankind.
  7.  
  8. Drop-In
  9. 100cp (Free) Stealth- You have the training and knowledge to quiet your step, and stick to the shadows. You automatically know how much light or how much shadow/darkness you in. It's near impossible to spot you if you stick in the shadows.
  10.  
  11. Thief Fighting - You're no trained killer, but you can hold your own in a fair fight for short period. Your main training is how to club someone from behind to silently take down the person, or for lethal take downs you can slit the throat with your dagger. When found out, your dagger is fast but won't save you from prolonged fights. Additional you have had training to fire a bow, and maintain it.
  12.  
  13. 200cp - Acrobatic - The City is full of wannabe thieves that get caught, because they don't know how move about. You however have had the training to really traverse the city, by the rooftops. You can do insane parkour feats that many would be jealous of. Years of this has honed your body increasing your strength, agility, and reflexes.
  14.  
  15. 300cp - Swooping - What to do when you need to go from shadow to shadow? This almost supernatural ability is the answer. You're able to "swoop" from shadow to shadow within short distances, a great way not to get caught.
  16.  
  17. 300cp - Deadeye Aim - The bow is ironically one the best weapons for a thief. While it's hard to engage distances, this isn't a case for you. There's an almost invisible line that details the arc of your arrow. You can also zoom in by 5x to get a better look and clearer shot. Your arrows also seem to be of sturdier stuff, allowing you to recover arrows almost every time they're used. This also works on other ranged or throwing weapons.
  18.  
  19. 600cp - Blessings - You have several blessings that affects your abilities in beneficial ways. Pagan Blessing - By firing a moss arrow you can induce the growth of vegetation much faster and larger area. Hammerite Blessing - By firing a broad head arrow it will cause metal that can rust, to instantly rust. Blessing of Unbinding - Bless your blackjack or other blunt weapon with ability to unbind the magic of golems, summoned creatures, and magical item for short period. Choose One, get discount on others.
  20.  
  21. Keeper Enforcer
  22.  
  23. 100cp (Free) Stealth- You have the training and knowledge to quiet your step, and stick to the shadows. You automatically know how much light or how much shadow/darkness you in. It's near impossible to spot you if you stick in the shadows. This comes with additional knowledge of clubbing someone over the head, instantly knocking them out.
  24.  
  25. 100cp - Keeper Knife Training - you're trained to use of daggers. This training includes how to disable opponents, killing them silently, and how to accurately throw with using a dagger.
  26.  
  27. 200cp Studious - Keepers are studious folk, they hold a large collection of books, scrolls, and drawings. Because of this, they've developed techniques to study large quality of information, and quickly, while retaining most the information correctly. Because of this when you study, it takes you half the time it would to master something as without this perk.
  28.  
  29. 300cp Observant - As the sentry for the Keepers, you have your eyesight enhanced. This allows you to spot tracks more easily, see by candle light as if a well lit room, and all but the darkest shadows are hidden from your eye. Your hearing is improved allowing you to pinpoint distant sounds, and all but the quietest steps escape your notice.
  30.  
  31. 300cp - Glyph Enhanced - Your body is enhanced, your strength and endurance have increased to peak human. Allowing you to quickly hold your own against any person, and never give up a pursuit. This has an additional side benefit of allowing Telepathy between those of similar training, allowing you to act as one.
  32.  
  33. 600cp - Glyph Magic - You've been trained in the secret art of glyph magic. By writing it down on a surface you can activate the magic. Eventually your skill might grow to the point where you can "draw" in the air. There are Battle Glyphs that are utilized in battle, such as attacking or for defensive purposes like invisibility. Utility Glyphs allow you to augment something, such as augmenting a statue with animation, or closing another glyph. Stationary Glyphs are permanent they allow things like locking a door, or a chair to the ground, or perhaps even opening a secret door. These are just some the possibilities.
  34.  
  35. Blessed Pagan of the Trickster God
  36.  
  37. You are blessed by the Trickster, a god of Nature and lord of Pagans. All skills slowly deteriorate when away from nature, which happens a lot faster if you use technology other than simple weapons or tools. Sleeping inside a city will cause it to deteriorate even faster. You'll be able to recover from all deterioration of these abilities by sleeping in a park, or out in nature for a night.
  38.  
  39. 100cp (Free) Naturewalk - Your connection to nature has allowed you to live harmoniously with the land, you know how to step through a forest or cave system without making much sound. You know what is edible, and how build or find shelter. Additionally you can climb vines, and trees with ease. More time you spend out in nature, better you become at all this.
  40.  
  41. 100cp Primitive Weapons - You've been trained as a warrior to your people, you know how to properly maintain a bow, and fire it. As well you know the basics of swordsmanship. More time you spend in nature, better you become at fighting.
  42.  
  43. 200cp Nature's Friend - As ally of the Trickster, all animals and beasts ignore you unless you cause them harm to them or to another beast within sight. They treat you as one their own, and will attack anyone that attacks you. Doesn't work on intelligent beasts. More time you spend in nature even the more intelligent ones will see you as friend, and will eventually cause all mindless undead to treat you as one their own.
  44.  
  45. 300cp Summon Animals - The Trickster has given you command over the beasts, you're able to summon wild beasts with a simple whistle, this sharp and loud whistle causes several beasts to come to your aid. Assuming they can hear it, as the range is very limited. However more time you spend in nature, more beasts answer your calls and from further away. Eventually you'll be able to call undead with similar call.
  46.  
  47. 300cp Grow Magical Plants - While not quite magic in itself, you have the ability to grow magical plants from any seed. These plants range from simple Eyeball plants that act as watchdogs, able to see and detect motion even in darkest night. Or perhaps the thistetad is more your speed a flesh eating plant that reaches out and stabs those that do not have Nature's Friend, and then devours the flesh of it's victims. Or perhaps you'd like a plant that will diffuse any magic, and induce a sleep when two or more flowers are arranged. The possibilities are endless, these plants grow within a day. More time you're in nature faster and better these plants are. Eventually you might be able to create sentient plants.
  48.  
  49. 600cp Pagan Magic - The Trickster has granted you the knowledge of magic. With this you're able to damage your enemies, and heal your allies. These of course aren't the only things you can do, but all abilities that are free or discounted for the Trickster, are enhanced. This normally requires a staff or wand to focus your magic, but for you? The Trickster has given you portion of his power allowing you to forgo that. You become stronger longer you're in nature.
  50.  
  51. Hammerite
  52.  
  53. 100cp (Free) Willful - Progress is the key to everything to a Hammerite, and your will is such that you're able to see through to that very nature. Because of this you have an iron will, to match your iron hammer. Your faith is such that you will never waver if you set your mind to something, and you're incredibly resistant to anything that would dull or change your mind.
  54.  
  55. 100cp Builder's Language - You're able to learn other languages rather easily by working together with another person, and by building something simple. Once the machine is complete they are able to speak Hammerite, an archaic language that is the language of the Builder himself. To outsiders they are unable to understand you, and when you do talk to the uninitiated your style of language is very formal and archaic if you so choose to.
  56.  
  57. 200cp Built Like Iron - As a novice your betters make you go through rigorous training, reforging your body into something akin to iron. Your strength is increased, and you're one the toughest men around other than your fellow Hammerites. You are also trained in maintenance of all machinery.
  58.  
  59. 300cp Hammerite Magic - Hammerites aren't that big on flash magic, but they are big on buffs. With this you're able to hand out buffs to your allies, making them glow with divine light. When you or your ally is blessed they hit harder, and become much harder to injure. Should you instead bless your weapon or your allies, all damage they do is increased and against Undead it's very effective in making sure they stay dead.
  60.  
  61. 300cp Artificial Limbs - You have advanced knowledge on how to create artificial limbs, and even organs. These function just like the original versions, but can be upgraded if enough time and energy is spent on it. For instance, artificial heart will act as a secondary heart so if your heart gives out it keeps ticking. One upgrade could possibly be is filtering any toxins in the blood. Eyes however can't see color, it's one mystery that has escaped the Hammerites technology.
  62.  
  63. 600cp - Builder's Children - You've learned the secrets of the Builder, and you're able to create truly advanced technology such as Mechanical Soldiers, Security Cameras, and Worker Robots. You can build even the most complex machine using the simplest parts, and having a steam engine power them forever. It is truly an age of steam.
  64.  
  65. Undiscounted
  66.  
  67. 100cp Lockpicking - You're able to pick the locks of just about anything that's not magically locked. Your rate of success is higher if you use thieves tools.
  68.  
  69. 200cp Focus - By concentrating real hard, you can enter a focus mode. Certain things such as switches, buttons, or anything else that is intractable will glow bright white, allowing you to more easily see things that they may not be able to see without using focus. Additionally you're able to see "sound". This can only be used for at least half a minute before needing to rest for at most half a minute before using it again.
  70.  
  71. 300cp Elemental Crystals - The Trickster has given you the ability to "grow" elemental crystals, pick one Fire, Water, Earth, and Air. You're able to grow these crystals within a week, one crystal is able to be mined. This produces enough crystals to be attached to a quiver of arrows. Fire arrow, lights things on fire. Water arrow, puts out fire. Earth arrow is Moss Arrow, it creates a carpet of vegetation that masks your sound. Air arrow is Gas Arrow, it creates a small gas cloud that's powerful enough to knock someone out. Can be taken multiple times.
  72.  
  73. Gear
  74.  
  75. Hammer (50cp) (Free Hammerite) - Giant hammer with four cogs as heads.
  76. Short Bow (50cp) (Free Drop-In) - This is a small self bow made out of yew.
  77. Quiver (50cp) (Free Drop-In) - Sack that holds up to 100 arrows/daggers/bolts.
  78. Sword (50cp) (Free Pagan) - This is a one handed sword.
  79. Sword, 2h (50cp) (Discount Pagan) - This is a larger sword.
  80. Throwing Daggers (Free Keeper) - Daggers perfectly suited for throwing.
  81. Repeating Crossbow (300cp) (Discount Hammerite) - A powerful crossbow that is able to fire at semi-automatic function, it automatically pulls back the draw.
  82.  
  83. Elemental Arrow/Daggers/Bolts (Moss, Fire, Gas, Water) (100cp) (Discount Hammerite, Pagan) - Six of one the Elemental Arrows
  84. - Moss Arrow/Daggers/Bolts - Strangles an opponent, or creates a mossy grass muffling footsteps
  85. - Fire Arrow/Daggers/Bolts - Sets things on fire, great for undead.
  86. - Water Arrow/Daggers/Bolts - Puts out fires, and causes moss from moss arrow to grow in size.
  87. - Gas Arrow/Daggers/Bolts - Explodes into knock out gas, or covers the area with flammable gas.
  88.  
  89. Thief Arrows/Daggers/Bolts (Rope, Noisemaker, Broad head, Blast Arrow) (100cp) (Discount Drop-In, Keeper) - Six of one Thief Arrows.
  90. - Rope Arrows/Daggers/Bolts - Has a rope that deploys while it's in motion until it hits something, good for climbing up stuff.
  91. - Noisemaker Arrows/Daggers/Bolts - Hollow tipped that when in motion it creates a loud whizzing sound.
  92. - Broad head Arrows/Daggers/Bolts - Lethal arrowhead
  93. - Blast Arrows/Daggers/Bolts - Projectile with explosive tip, when it strikes it explodes loudly, sending shrapnel everywhere. Good for distraction and for damage.
  94.  
  95. Stealth Clothes (50cp) (Free Drop-In, Keeper) - Stealthy clothing
  96. Hammerite Uniform (50cp) (Free Hammerites) - Standard uniform, white cloak with a cog, trousers, and tunic.
  97.  
  98. Climber Gloves (200cp) (Discount Pagan/Keeper) - Allows you to climb up vertical surfaces.
  99.  
  100. Poison Arrow/Dagger/Bolt (100cp) (Discount Pagan/Keeper) - You have six poisoned projectiles, it first slows down the target, before they become unconscious, it then paralyzes the lungs. The effect is almost always lethal.
  101.  
  102. Brass Eye (300cp) (Discount Drop-In/Hammerite) - Replace one of your eyes with a false eye made of brass and cogs, it's a wonder of technology. You're able to see in the dark, as well take it out the socket allowing you to see around corners.
  103.  
  104. Drawbacks
  105.  
  106. +0cp Reboot - For some reason you've landed in the Thief reboot-verse, it's not too bad, just it's not great. You'll be there when there's a certain explosion. I hope you're far enough out.
  107.  
  108. +100cp Un-mastered Graphics - The original Thief wasn't bad graphically for it's day, but everything looks like it was straight out of the original Thief.
  109.  
  110. +100cp Taffer - For some reason everyone has the worse cockney accent, you can't understand a lick of what they say. Just know you'll be called a taffer at every third word. Works both ways, they can't understand you either.
  111.  
  112. +200cp Loading Screens - Every now and then you'll be stuck, unable to move, but aware of your surroundings. It's only a few seconds, but it's always happens when you enter a new area. Sometimes, you'll relive the same day, only to have everyone know your actions ahead of time.
  113.  
  114. +200cp Plague Bearer - You're typhoid mary if I ever saw one. You're immune, but it does wonders for your appearance. You have painful boils that randomly pop, your hair if any falls out in clumps. Also you have a killer cough. I hope you like living in the sewers. You can't actually transmit any plague, just everyone thinks you can.
  115.  
  116. +300cp Hunted (Hammerite, Pagans, Keepers, or Garret) - Pick one, you're reviled by one these groups. They will throw everything in their power at you, and wish you dead. They will make your life very difficult, as they'll eventually develop techniques to counter your powers.
  117.  
  118. +300cp Pacifist - You're unable to kill any living thing, this includes monsters that aren't undead. I hope you have means for non-lethal, because should you kill even indirectly a single living creature, your jump ends.
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