Thief Crystal

Thief

"It's a little tight, but the price was right."

In any world where some people have more than others, you'll find thieves. Sneaky, clever, and cautious, they bring a scoundrel's knowledge to an adventure, with a knack for being one step ahead of every dirty trick the villain might decide on. Whether they rob enemy clans, kidnap princesses, prey on Imperial soldiers, or cruise the airways as a legendary Sky Pirate, there's no limit to the scheme a Thief might cook up.

The Thief is a job that supports the party by taking what belongs to others and providing them to the party. As the party presumably uses these things to save the world, there's absolutely nothing wrong with this. As they advance in expertise, they learn a variety of abilities to let them spread havoc in the enemy ranks, like buying time with a quick distraction and a shout of "What's that over there!" or tricking the enemy into thinking their big tough knight just hit them in the head. Their quick reflexes and inherent speed make them deadly with lighter weapons.

+3 ATK +1 VIT +6 SPD 0 MAG 0 SPR +60 HP +40 MP

Equipment

Dagger, Ninja Blade, Claw, Boomerang, Light Armor

Bare

Strength: Light, Critical 4, Impact
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set

Set 1 Resist Confuse 4, Resist Charm 4
Set 2 Evasion 2

Thievery

Annoy

Ability Slot Cost: 3
Type: Action
Technique, Status
Target: Single
40D F15 MP: 60

Annoy functions as if it were a status with a duration of (4). The Thief may only have a single Annoy status active any given time - a second use of Annoy will remove the duration of the status on the previous target instantly. When an enemy is suffered from Annoy, anytime the thief is hit for damage by an ability, the enemy in question receives 1/2 of the total damage taken as well, which ignores any situational modifiers, elemental defenses, defense modifiers, armor or m.armor or any other sort of defensive property.
CoS: 100
Adjustment: +20 MP per tier above 1.

Aura Steal

Ability Slot Cost: 4
Type: Action
Technique, Effect: Dispel, Steal.
Target: Single
50D F20 MP: 105

The Thief snatches at the magic surrounding an opponent, transferring all positive statuses affecting them to himself. That is, Aura Steal dispels all positive statuses affecting the opponent, and the Thief then gains each status dispelled in this way, with the same timer. If Aura Steal strikes a target currently benefiting from an Auto-Status property, the Thief gains that status (U) and inflicts "Seal Auto-Status" (U) to the monster. The same effect occurs against targets with SoS-Statuses, as long as they are currently in SoS condition.
CoS: 70
Adjustment: +35 MP per tier above 1.

Blindside

Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
7+[W]D F[W]

The Thief slams his weapon into the enemy, distracting it temporarily. Blindside deals normal weapon damage - the first time an ally strikes the enemy with a damaging action before that enemy's turn, that action inflicts +25% damage.
CoS: 80

Bully

Ability Slot Cost: 3
Type: Action
Technique
Target: Single
40D F15

The Thief attempts to bully a foe into submission, threatening it not to attack him. Bully is used on a single targets, and its effects only apply to the targets next action. If the target uses a move which target the thief, there is a default 70% CoS (checked before actually using the move) that the target will instead perform a Wait action again. The CoS can be modified based on the strength of the monster.

CoS Modifier Monster's Strength
+10 Easy enemies
-10 Tough enemies
-10 Mini Bossess
-20 Bosses

CoS: 70 (Default)

Mug

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Steal
Target: Single
[W]D F[W]

The Thief slices through the opponent and snatches their money at the same time. Mug deals normal weapon damage and steals an amount of Gil equal to half the Gil value of the target - this does not affect the amount of money they drop upon defeat. (It's their secret stash.) Mug does not produce Gil against targets who have already been successfully Mugged.
CoS: 65

Robber's Evidence

Ability Slot Cost: 2
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]

The Thief performs an attack empowered by their recent criminal history. Robber's Evidence inflicts normal weapon damage to a target, with a +25% situational modifier earned for each Steal action they have performed in this battle since the last time they used Robber's Evidence. This might be anything from an exploding treasure chest to a razor-sharp knife in the back.
CoS: 80

Steal Equipment

Ability Slot Cost: 3
Type: Action
Technique, Steal
Target: Single
40D F15

The Thief snatches a piece of equipment from the enemy, taking an item from one of the enemy's slots: Which slot depends on what Outfitting system is in place.
Equipment: Produces a new piece of Equipment - either a weapon, shield, armor, or possible even ammo or an accessory.
Bare: Produces either a Throwing item, Use item or Ceremonial Katana.
Remodeling: Takes the item in one of the enemy's "Loot" slots, GM's choice as to which. A given enemy only produces one piece of loot from Steal Loot per battle.
CoS: 65

Steal Heart

Ability Slot Cost: 4
Type: Action
Technique, Effect: Charm, Steal.
Target: Single
50D F20 MP: 105

The Thief, with a sly wink, focuses his efforts into stealing the heart of his opponents (metaphorically, of course), if only temporarily - inflicting Charm (4).
CoS: 70
Adjustment: +35 MP per tier above 1.

Steal Item

Ability Slot Cost: 3
Type: Action
Technique, Steal
Target: Single
40D F15

The Thief snatches an item from the enemy, taking the item in that enemy's "Item Slot".
CoS: 85

Trick Attack

Ability Slot Cost: 3
Type: Action
Technique, Weapon, Status: Provoke.
Target: Single
7+[W]D F[W]

The Thief hides behind an ally and delivers a quick lashing attack, enraging the target. Choose an ally. Trick Attack deals normal weapon damage and Provokes (1) the target onto the chosen ally, as if it was them that did the Provoking.
CoS: 80

Supports

Backstabber

Passive Slot Cost: 4
Type: Support

If on the Thief's turn he targets the last enemy to have taken an action, the thief receives 1 rank of accuracy, 1 rank of critical, and a +25% situational modifier against that enemy.

Chain Bonus

Passive Slot Cost: 4
Type: Support

Anytime the Thief successfully uses an ability against an enemy, a Chain Bonus is set up it. The first time that an ally hits the enemy with a damaging ability, it receives a +25% situational modifier. Chain Bonus' effect instantly ends upon being struck for damage, or upon the enemy taking a turn - whichever comes first.

Treasure Hunter

Passive Slot Cost: 2
Type: Support

Increase the CoS for Item Drops after a fight by 10. Treasure Hunter's effects can only be received once for the entire party, so having multiple Thief's with Treasure Hunter learned will not increase the drop rate by more than 10.

Reaction

Abandon

Passive Slot Cost: 5
Type: Reaction
Stance
Target: Self
Trigger: Being hit by a action that inflicts damage

After being stuck, the Thief is now on guard. The Thief, after damage is applied, enters a stance until his next turn which gives 4 ranks of Evasion and Magic Evasion
CoS: 100

Caution

Passive Slot Cost: 5
Type: Reaction
Stance
Target: Self
Trigger: Being hit by a action that inflicts damage

After being stuck, the Thief is now on guard. The Thief, after damage is applied, enters a stance until his next turn which applies a 3/5 Defense Factor to himself.
CoS: 100

Ability Grid

Seed_THF_Crystal_Grid.png
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