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The Mockers • View topic - Thievery Promod™ Item Descriptions

Thievery Promod™ Item Descriptions

Thievery ProMod discussion, visible to all but only approved posters may contribute.

Thievery Promodâ„¢ Item Descriptions

Postby Rodent » Sun Dec 19, 2010 5:19 pm

Here is an updated document that details the equipment available in thievery and its various uses.

It reflects changes already made, and possible changes that are still to be made within pro mod. The writing style may be too tongue in cheek for some, so be warned.

Due to the costing system being unfinished, I have left all prices out of the list.

THIEVES :

Blackjack

When combined with the element of surprise, the blackjack allows for a one hit take down. A quick blow to the back of an unhelmeted guard will knock him out cold. The charged hit technique provides a wider attack angle, as well as the power to remove a helmet. (removing a helmet does NOT disable a guard).
Efficient blackjacking goes hand in hand with stealth. While a thief is visible to them, guards are less susceptible to attacks from the side. Though the blackjack is now optional, few thieves will forgo the means to keep guards honest.

Sword

The weapon of choice for thieves who prefer a more permanent solution to the guarding menace. A single click performs a slash, while a charged hit does an overheard attack that deals more damage. The sword can be used to block uncharged attacks from guards, and has been known to even block the errant bolt! AI guards can be taken down with a charged hit followed by a quick slash, provided that they are unalert. Due to the weight and overt nature of the weapon, thieves are not only slowed, but also made visible with a drawn sword. Caution is recommended to thieves who choose to purchase this item, as many a sword thief has been thwarted by the burlier guarding class.


Broadhead Arrows

When fired at full draw, this deadly arrow is capable of eliminating unalert AI guards with a single shot to the back. A human will take two fully drawn shots in the back to eliminate. Apart from its more obvious uses, clever thieves can use this arrow to momentarily distract guards. Being an offensive arrow type, nocking this arrow will make a sound that can alert human and AI guards alike.

Water Arrows

Empowered with a water crystal, this utility arrow is primarily useful for extinguishing torches; giving yourself more shadow to hide in. By shooting a nearby surface, a thief can also put out firebolt flames as well as flares. Water arrows can also be used to disable whistler traps or wash away tell-tale blood splats.
Water crystals are known to form around damp locales, and can be used to replenish a dwindling stock of water arrows. As they are non damaging in nature, drawing back on a water arrow is completely silent.

Vine Arrows

By shooting a a vine arrow into a wooden surface, this specialised arrow allows thieves to scale previously inaccessible heights and create new pathways through a map. Although silent to fire, The thunk of the vine splitting wood, as well as the strain of the rope under tension are both audible to alert guards. Vines can also be used to block doorways, by shooting an overhanging beam, provided it's out of reach to guards. Once embedded in wood, a vine arrow can be retrieved and reused by thieves, or destroyed by guards.

Moss Arrows

The arrow of choice for thieves with a green thumb, This silent arrow deploys a patch of moss onto a surface. Moss serves two purposes; not only removing caltrops, but dampening all movement sounds in the vicinity. Guards are able to destroy moss with judicious use of fire, while thieves can enlarge a fledgling patch with tender treatment from water arrows.

Decoy Arrows

The versatile decoy arrow provides thieves with a tool to divert the attention of guards elsewhere, providing thieves with an unobserved escape, or perhaps even entry. The decoy now has two modes of operation. When fired into an area of light, it will permeate the noise of thief footfalls , confusing and alerting guards. When fired into a patch of darkness, a silhouetted thief will appear, luring guards with the prospect of a clumsily hidden thief.

Crack Arrows

The second offensive arrow type and thus audible, these arrows are treated with a hallucinogenic compound that completely disorients both human and AI guards for 15 seconds. Contact with any surface creates a toxic cloud that remains in play for 35 seconds, allowing for the use of area denial strategies.


Flashbomb

When thrown accurately, the flashbomb can be used to completely blind human guards for a maximum of 8 seconds, with a lesser fade effect for 5 seconds. AI are even more severely effected, remaining completely neutralised for 15 seconds. Care is to be taken when deploying a flash, as thieves are not immune to its effects.

Health Potion

A red elixir with rejuvenatory qualities. This draught will slowly heal a thief over time, with one potion healing approximately a quarter of maximum health. Due to its unfortunate taste, this potion can only be taken with an excessive amount of gagging.

Catfall Potion

Upon consumption of this delicious green potion, all actions taken by a thief become completely silent, with the sole exception of splashing in water. Although it doesn't grant nine lives, this potion can be also used to make impossible leaps of faith, as it negates fall damage.

Invisibility Potion

The invisibility potion contains the very essence of shadow. Silent to drink, it grants thieves ten seconds of complete invisibility. Any action of an offensive nature, such as swinging a weapon, or firing an arrow will immediately cancel the effects of this potion. Damage received will also cause a thief to flash visible momentarily.

Breathing Potion

Although it appears to consist of nothing but water, this potion momentarily creates an artificial atmosphere in the lungs of the imbiber. The effects of this are twofold: Drowning thieves will be granted respite, and Thieves also become immune to lingering crack clouds for a short duration.

Speed Potion

The nauseating sweetness of this potion may prevent silent quaffing, but this yellow brew is eminently useful in providing a surge of speed for a fleeing thief. Movement speed will be boosted greatly for a few seconds, while gradually returning to normal for the remainder of the potion's effect. Note that utilising various weapons will still cause appropriate speed reduction.

Lockpicks

These are the tools of the trade for any self respecting thief. Lockpicks can be used to open locked doors or to disarm any mine traps found laying about. Care is advised when using these in the presence of guards, as picking a locked door produces noise, with mines being even louder still.

Scouting Orb

When deployed, a scouting orb provides thieves with an extra corporeal eye from which they can scout remote locations for traps and enemy movements. Care must be taken while operating an orb, with thieves becoming completely immobilised for the duration of a viewing.


Telescope

While seemingly only a viewing tube with slight magnification, this item is the only thing that stands between success and utter failure. The secret to utilising this spy glass is known only to a select few. What IS common knowledge however, is that the greatest thief of each generation will always carry one on important missions.

Ration

Commonly found in the form of a wedge of cheese. Rations, whether purchased or purloined, have the ability to heal hungry thieves a modest amount.


------
continued
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Postby Rodent » Sun Dec 19, 2010 5:20 pm

GUARDS


Sword

The preferred armament for the traveling guard. The relative lightness of a sword allows for unhindered movement while chasing thieves. Although not as powerful when compared to a mace, many guards find that the extra mobility more than compensates. Like most melee weapons in thievery, the sword has two modes of attack; a quick slash, and a slower, more damaging charged hit.

Mace

The mace is the ideal weapon for an ambushing or camping guard. When charged for an overhead swing, the mace is capable of doing horrific damage to opponents. A thief on the receiving end of a charged hit is mere moments away from death. Though deadly in close quarters, the mace can be a liability on the hunt, as the sheer weight of the weapon slows movement.


Standard Bolts

Simple yet effective. This bolt is the most devastating ranged weapon in the guarding arsenal.

Tag Bolts

A thief struck by a tag bolt becomes illuminated with a blue flame. With nowhere to hide, death is almost assured unless a large body of water is handy. (Water arrows have no effect on tag bolts). In a pinch, tag bolts can be used as a small temporary light source, though this method can be unreliable.

Disruption Bolts

Instilled with a paralytic compound, not only does this bolt briefly slow a thief, but completely negates the effects of any potion a thief has used. A guard managing to kill a jumping thief by neutralising a catfall potion would surely be the envy of all his peers!

Fire Bolts

The infamous fire bolt has long been the bane of thieves, as well as wooden furnishings. That is, until the secrets of its creation were lost in an unfortunate airship conflagration. In light of this disaster, the Mages Guild have provided an interim solution. A straight traveling projectile that spills eldritch blue flame upon detonation. Though the splash is much smaller than that of the original, the bolt travels significantly faster, and is much cheaper to manufacture. The fire bolt is the fastest way to regain control of dwindling sources of light. Most guards however, still prefer the traditional use, which is lighting up invisible thieves.


Helmet

Recent developments in metallurgy have allowed for the creation of a lightweight, sturdy helm that protects against bludgeoning. Though the helmet may break from a heavy blackjack swing, at least a guards skull will not.

Flare

A fast burning taper with the primary function of relighting torches. Flares can also be held aloft in shadows to search for hidden thieves. Scanning the darkness with a flare precludes the use of a weapon, so this strategy may call for backup. A flare can be quickly tossed aside, though it will gutter down to a weak glow on the ground.

Mine

The mine is an ingenious trap that showers unsuspecting intruders with lethal shrapnel. A mine activates briefly after deployment, and is then primed to explode when stepped on. A cunning trigger mechanism ensures that the mine only responds to the soft footfall of a thief.

Caltrops

These wickedly spiked traps are designed to impale anyone who treads on them, causing brief paralysis and a small amount of damage. Simple and effective, these twisted fragments of iron are unable to discriminate between friend or foe. It is therefore recommended that care is taken when placing these traps.

Repair Tools

This invaluable item can be used to not only repair a smashed supply chest or disabled whistler, but also to relocate mines.

Whistler Trap

Cast in the image of guards who have served with distinction, these golden statues are magically attuned to the motion of thieves. A whistler will glow and emit a shrill whistle when a thief is close by.
Whistlers work best when they are hidden, and guards can take advantage of the fact that they work through doors and thin walls, keeping the precious trap safe.

Supply Chest

The supply chest is the source of resupply for all flares and standard bolts on a guard team.
Guards who lose the chest will be severely disciplined, therefore it is recommended that a guard is assigned to stay on supply duty at all times.
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Postby Effaraitsch » Wed Dec 22, 2010 7:53 pm

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Postby Rodent » Wed Dec 22, 2010 9:43 pm

The gulp made by all potions will be revised, currently we are trending towards making them all silent, except for health; with the tradeoff that you can't combine any. (No invis cat!)

I think breath also needs to be noisy due to guards needing to know whether a thief has escaped through a cracked doorway.
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Postby shuggy » Thu Dec 23, 2010 1:29 am

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Postby suibriel » Thu Dec 23, 2010 1:06 pm

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Postby shuggy » Thu Dec 23, 2010 1:45 pm

Having a visual effect that goes for a second or more is a significant disadvantage. If you're going to have a cue, it needs to be extremely short. The inability of thieves to stack potions is the offset of having silent invis, because you can still hear a moving thief, or they can't go very far silently.
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Postby Rodent » Thu Dec 23, 2010 7:30 pm

There is a visual effect, it's when the thief goes invisible!
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Postby suibriel » Thu Dec 23, 2010 7:47 pm

It should be a disadvantage and they should be deployed tactically with penalties for using them offensively. Gulping invis with no sound? What about a potion that allows you to walk through walls?

Not to mention it's going to be off-putting and confusing when guards are chasing thieves and they instantly turn invisible. Did they go into a shadow? Is there an unflarable? Did they lag? There needs to be a cue. Drink potion > Flash white/blue/purple for a moment (maybe 0.6 seconds) > then invisible.

Used correctly the lack of double potions won't mean much tbh - footsteps are barely hearable/distinguishable with multiple people running around.
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Postby Rodent » Thu Dec 23, 2010 11:27 pm

Thieves used to flash visible briefly before using invis in an early version of TUT.

I don't actually mind bringing that back in like beast suggested, so thieves in a shadow need to make sure there's no guard line of sight before using invis pre-emptively.
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Postby shuggy » Thu Dec 23, 2010 11:55 pm

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Postby suibriel » Fri Dec 24, 2010 12:49 am

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