2011-08-10, 09:31 PM
kimicatdemon Wrote:Rereading this after a nap, how much you wanna bet the thief hero is linked to the Black wing's member that made that whole dream future thing some how? Like... it could be a rivalry or something...OR GO BEYOOONND.... I dunno. I just think it would be cool to have two people that can mess with "reality" to make people "hallucinate" into something that isn't there/real.
That sounds like this
Alilatias Wrote:Thief Legend: Time Keeper
Background Story
Let's say there was an island below the Temple of Time, inhabited by people that worship the Time Goddess. Every year, there is a festival held in her honor.
The Thief Legend is initially an ordinary citizen of the island that is asked to help with setting up the current year's festivities. He gets a lot of comments about his decision to train in the arts of the Thief, particularly in the use of claws and throwing stars, because most members of his family, including his younger brother and his older sister, tend to end up becoming Mages and Archers due to being attuned to the element of fire.
While running an errand, he notes that there's a lot of ice washing up on the island lately. He then finds a strange bag along the beach. He opens it to find a stone not unlike those found in the Temple of Time. Just then, a strange monster, definitely not from the island, attacks him. However... The stone seems to react, weakening it by slowing it down - and as with all Thieves, being faster is an advantage, so he manages to dispatch it quite easily. Afterwards, he finishes up his errand and tells his family what happened. His brother mentions that he talked to a kind traveler earlier, some sort of archer that said that she was chasing someone 'very, very bad'. His sister suggests going to see the Priest during the festival to find out exactly what the stone is.
During the festival, he speaks to the Priest in the town chapel, who seems absolutely shocked upon seeing the stone. The thief has no idea why, because it looks almost like any other stone from the Temple of Time. He even suggests that it might have fallen from the Temple somehow. The Priest stammers something about melted icebergs from Rien. The thief then remembers what the stone did during the attack, and mentions it to the Priest. Just then, the thief's sister enters the chapel and runs up to the Priest, saying that she and her younger brother were attacked in the outskirts of the town. She says that the attacker was looking for a stone, the one that her eldest brother has, and that the kind traveler that her younger brother mentioned earlier chased off the attacker.
The three then hear some yelling from the guards, yelling for someone outside to halt. The guards are tossed aside like nothing, and a shadowy figure enters. The Priest tells the thief and his sister to hide while he deals with this outsider himself. The Priest also gets tossed aside like nothing - but at least he bought time for the kind traveler to enter. The thief overhears some of the following conversation - something about the attacker being a member of the Black Wings, the kind traveler being a descendant of a legendary archer, and something about the Black Wings member wanting the stone that he found.
The stone then seems to react, showing the thief a vision of a girl wielding a dagger and a shield. She is accompanied by four companions, fighting against a mysterious robed figure. Just as his vision fades away, a fight breaks out in the chapel, and the Archer wipes the floor with the Black Wings member.
After a brief conversation with the Archer, everything gets cleaned up and the festival ends. After telling the Priest about the vision that he just received, the thief is advised to go travel the world, become stronger, and prevent the stone that he holds from falling into the wrong hands. He wonders if the thief finding the stone is part of some divine plan by the Time Goddess. Could the thief already be attuned to the powers of the stone, and manipulate time? Did that stone even belong to that fabled hero..?
The Priest tells the thief to start at Victoria Island. The thiefs brother and sister comment on their jealousy of him being able to leave the island and explore. Right before the thief boards the boat to Lith Harbor, he gets another vision, this time with the same girl from before seemingly attempting to speak to him but he doesnt yet know if the vision is real, and if responding would even do anything. Regardless, the girl instructs him to go to Kerning City and look for the leader of the Thieves of Victoria Island.
(Notice how there's a stairway into the Temple itself? Perhaps there's another stairway down to the island itself. The island would have a boat that goes to Lith Harbor and a flight that goes to Orbis. Obviously there would be a high level quest to gain access to the Temple of Time through the island entrance, preventing low level characters, particularly those of the Thief Legend, from entering the Temple of Time too early.)
Skill Overview
The Time Keeper does not use throwing stars. Due to his family's affinity to fire, he is able to summon stars of fire (sometimes more like obsidian but still flaming hot) and throw those instead. This is the reason why he gets passive weapon attack from his mastery skills instead, meaning that his self-generated stars won't reach the strength of Ilibi until 4th job. (Figured it'd be too freaking cruel for the economy if there were three throwing star classes.)
'Beginner' Skills:
- Recovery: Exactly the same as the Adventurer version.
- Nimble Feet: Exactly the same as the Adventurer version.
- Beginning Throwing Mastery: Weapon Attack +12, Critical Rate +30%
- Journal Entry: Records the HP, MP, casted buffs (including remaining duration, excluding this skill), and current status afflictions of all party members (except death). This is used with the third job skill 'Previous Chapter'. Duration: 600 seconds. (This is obtained after the 3rd job advancement.)
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The high amount of cooldown skills means designing this class could either be a major success in terms of game mechanics, and/or a massive disaster in terms of balance. Ideally, he would have the lowest DPS out of all of the Thief classes - but his support should make him quite valuable to any bossing party. The idea for this class originally started with the Journal Entry and Previous Chapter skills - everything else came afterwards.
First Job:
- Flame Booster: Claw Attack speed -2. Duration: 200 seconds.
- Quick Stride: Either the flow of time around you is slowing down, or you're speeding up. Either way works. Speed +40 and Jump +23 for 200 seconds.
- Three o' clock: Throws three shards that inflict 65% Fire Damage.
- Slow Burn: All attacks have a 50% chance to slow the enemy by -30 as well as inflicting an additional 30% Fire Damage over Time for 5 seconds. Duration: 200 seconds.
- Flaming Boomerang: Throws a flaming boomerang that inflicts two hits of 80% Fire Damage on up to 3 enemies.
Second Job:
- Flame Mastery: Claw Mastery +50%, Accuracy +120.
- Fire Javelin: Summons two javelins of fire that inflicts two hits of 150% Fire Damage on up to 5 enemies.
- Next Chapter: You seem to be able to manipulate time to the point where you can disappear and reappear a short distance away from where you once stood. (Essentially Teleport, except it can be used in mid-air, but this skill only works in a horizontal direction.)
- Cool Midnight: Fire Damage is converted to Neutral. Duration: 200 seconds.
- Burning Barrier: Surrounds the party in a barrier of flames that lash out at attackers for 500% of the damage taken. (The effect stacks with skills like Power Guard.) Duration: 200 seconds. Cooldown: 300 seconds.
- Distortion: Throws a dark stone with a powerful gravitational field, forcefully pulling up to 6 nearby mobile monsters within a radius of 350 towards wherever it lands and stunning them for 3 seconds.
Third Job:
- Previous Chapter: Resets the party's status to a state recorded by the Journal Entry. This consumes the Journal Entry buff when used. Cooldown: 240 seconds.
- Intermediate Throwing Mastery: Weapon Attack bonus is increased to +22 and Critical Rate bonus is increased to +45%. (Pre-requisite: Beginning Throwing Mastery maxed)
- Timed Efficiency: For the next 45 seconds, all party buffs and attacks used with a cooldown timer will have their cooldown durations reduced by 50% (excluding itself and Previous Chapter). Cooldown: 300 seconds.
- Reflex: Creates a force field that slows down incoming attacks, allowing for extra time for evasive action to be taken, granting the party a 50% chance to evade attacks (works like Shadow Shifter, but obviously won't stack with it). Duration: 210 seconds. Cooldown: 600 seconds.
- Inverse Flow: Throws a copy of the Time Stone that warps up to 5 targeted mobs as close as possible to the very opposite side of the screen from where they were originally standing, inflicting 400% damage in the process. Does not work on immobile monsters or bosses. (This can backfire badly... You really don't want to use this skill if you are at the very edge of a platform and facing towards the monsters, otherwise the monsters will land on you, rather than the empty space behind you.)
- Burning Noon: Summons a hail of fiery crystals to attack monsters, inflicting three hits of 155% Fire Damage on up to 8 enemies. (Essentially a front-ranged Arrow Rain.)
- Six o' Clock: Throws six shards that inflict 115% Fire Damage each.
- Future Preview: You see a preview where two hits of 150% Fire Damage are inflicted on 4 enemies between the current chapter and the Next Chapter. This is a toggled skill. (Unlike Teleport Mastery, this skill only works on monsters that are between the original location and the end location.)
Fourth Job:
- Maple Warrior: Obviously.
- Hero's Will: Obviously.
- Master of Time: Claw Mastery increased to +60%, Weapon Attack bonus increased to +32, Critical Hit rate bonus increased to +55%, and HP and MP is increased by +10%. (Pre-requisites Flame Mastery and Intermediate Throwing Mastery maxed. The Claw Mastery bonus is low because this skill requires 10 SP to max, instead of the typical 30 SP.)
- Crystal Reflection: Summons a crystal behind the Time Keeper that shows a reflection all of the Time Keeper's actions, inflicting 100% of damage inflicted on monsters yet again. Does not include damage inflicted by Scrivener. Duration: 60 seconds. Cooldown: 150 seconds.
- Scrivener: Throws a copy of the Time Stone at a monster that records all damage that the monster takes for 5 seconds. At the end of the 5 seconds, it explodes, inflicting 100% of that damage yet again. Cooldown: 50 seconds.
- Flash Fire: Calls out the partys inner flame, allowing all attacks to have an additional +50% Fire Damage over Time effect for 5 seconds. The effect will stack and change elements accordingly with skills that already have Damage over Time effects built in. Duration: 210 seconds. Cooldown: 300 seconds.
- Searing Stone: Throws a bomb of fire so heated that it inflicts 525% Fire Damage to 6 enemies.
- Still Obsidian: Forms lava into a dark copy of the Time Stone, emitting a force field that sucks out the flow of time within, inflicting 900% Fire Damage on 6 enemies caught inside as well as freezing their movement while they take 150% Fire Damage over Time for 5 seconds. (The freeze effect is different from the actual Ice Freeze status effect, so it'd work on bosses.) Cooldown: 30 seconds.
- End of Time: Summons a magical grandfather clock that stops the flow of time for up to 15 enemies while the Time Keeper throws stars all about the area, which remain suspended in mid-air. When the clock disappears and the flow of time is restored, the stars all rain upon the enemies for 5 hits of 300% damage. Cooldown: 30 seconds. (This attack de-aggroes all monsters that are affected, regardless of which player had the monsters' attention.)

