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.
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Equipment
Dagger, Ninja Blade, Claw, Boomerang, Light Armor
Bare
Strength: Light, Critical 4, Impact
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set
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Thievery
Steal Item
AP: 100
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
Steal Equipment
AP: 100
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
Mug
AP: 100
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
Steal Heart
AP: 100
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.
Aura Steal
AP: 100
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.
Robber's Evidence
AP: 100
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
Trick Attack
AP: 100
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
Assassin's Charge
AP: 100
Type: Action
Technique, Stance.
Target: Self
[W]D F[W]
The Thief enters a stance that last until he next uses a weapon technique. The next time the Thief uses a weapon technique, after it's effects as resolved, the thief then makes two additional attacks against a single enemy that was targeted by the initial attack as a multi-action effect which deal weapon damage with a x0.75 Power multiplier and have a 70% CoS.
CoS: 100
Bully
AP: 100
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.
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CoS: 70 (Default)
Annoy
AP: 100
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 suffering 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.
Supports
Backstabber (Innate)
AP: 125
Type: Support
If, on the Thief's turn, she targets the last enemy to have taken an action, the Thief receives 2 ranks of accuracy, 2 ranks of critical, and a +25% situational modifier against that enemy. If the Thief scores a critical hit while benefiting from Backstabber, increase the damage by an additional +25%.
Ambush
AP: 125
Type: Support
When generating Initiative at the beginning of a combat encounter, do so as if the Thief had 25 more points of Speed. Additionally, the first action taken by the Thief in each battle has its CoS increased by 10, any statuses or enhancement used have their timers increased by +(1), and any damage dealt by the action gains a +25% situational modifier.
Reaction
Abandon
AP: 150
Type: Reaction
Stance
Target: Self
Trigger: Being hit by an action that inflicts damage
After being struck, 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
Traits
Accurate Steal Item
AP: 50
Type Support
Increase the Delay of Steal Item by 2, and increase its CoS by 5.
Accurate Steal Equipment
AP: 50
Type Support
Increase the Delay of Steal Equipment by 2, and increase its CoS by 5.
Accurate Mug
AP: 50
Type Support
Increase the Delay of Mug by 2, and increase its CoS by 5.
Accurate Robber's Evidence
AP: 50
Type Support
Increase the Delay of Robber's Evidence by 2, and increase its CoS by 5.
Accurate Trick Attack
AP: 50
Type Support
Increase the Delay of Trick Attack Item by 2, and increase its CoS by 5.
Swift Assassin's Charge
AP: 30
Type: Trait
Reduce the Delay for Assassin's Charge by 3.
Swift Bully
AP: 30
Type: Trait
Reduce the Delay for Bully by 3.
Swift Annoy
AP: 30
Type: Trait
Reduce the Delay for Annoy by 3.