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TMM: Mantra

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Description

Art is my own.

Current Level: 12

JINXES:

Wanted Person: Mantra is wanted in Antiva by the guard and the Crows, and pretty much by everyone. Setting foot there is, really, not a good idea. Mantra may have an 'agreement', but it will swiftly change if he is recognized by any member of the Antivan Crows, Antiva or otherwise.

ABILITIES:

Assassin

Bodyhandler – The assassin is trained at moving dead and unconscious bodies noiselessly, as well as hiding them inconspicuously even with inadequate cover, or propping them up to appear alive and well when viewed from afar. The assassin is also able to easily move bodies larger than the assassin herself, only excluding the heaviest targets.
Expert Garrotte – The assassin is skilled at silently garrotting unsuspecting targets. Any target caught in the assassins garrotte is highly likely to be helpless and controlled, unable to effectively fight back or to make noise to raise an alarm. The assassin may always carry a concealed garrotte wire without drawing suspicion, unless she is strip searched.
NOTE: Untrained characters may attempt garrotting, but are more likely to struggle with their targets and make noise.
Poisoner – The assassin is an expert at handling poisons, and may carry a single poison in a quickly accessible belt or wristband, becoming able to use that poison during combat with a tier 1 attack made in the same turn. This specific poison must be explicitly listed in the characters inventory. The assassin also has exceptional sleight of hand for stealthily slipping poisons into foods. This talent adds 1 poison item slot on top of those provided by Poison Making.

Silent Sprint – When stealthed, the assassin becomes able to silently spring up and make a lightning quick dash to an unsuspecting target's back, up to 20 meters away, either for a regular backstab, or the use of any Tier 1 combat talent. The sprint is very quick and makes no sound, and targets are highly unlikely to react in time. Requires Master stealth talent. Tier 2 Talent, useable only once per quest.

Skirmisher

Saucy Barbs – The skirmisher throws out 6 sharp and heavy metal spikes in a chaotic fan. Multiple enemies can be hit, by one or more spikes. The spikes inflict little damage, but are coated in a cheap and abundant hot spice mix, making even light injuries sting like death. The spikes are too light to penetrate most armors, but one might slip in through cheap chainmail. Friendly fire possible.
Fan of Knives – The skirmisher throws up to 4 heavy throwing knives, at normal accuracy. The knives are heavy enough to do normal attack damage on exposed parts, but they are not very effective against armor.
Running Throw – The skirmisher dashes forward at a sprinting pace, same time employing any tier 1 throwing talent at normal accuracy. The skirmisher has good odds for evading attacks while running. A running throw can only be accurately made to short range.
Swoop – The Skirmisher dashes at an enemy who is fighting an ally, aiming two quick strikes at the enemy before ducking away and running off again. If successful, then the enemy may not retaliate against the Skirmisher the next turn, and becomes a distracted and easy target for the skirmisher's ally. These attacks never count as backstabs. The skirmisher has decent odds for evading any incoming attack while Swooping. May not be used in tight spaces.

And the Kitchen Sink Too! - With crazed effort, the Skirmisher makes 1 use of each of the skirmisher talents that she knows in one turn. Afterwards the Skirmisher must spend one turn recovering from the effort without taking any action heavier than slow walking. During recovery, the skirmisher is an easy target. Tier 2 talent, only useable once per quest!

Intimidate: Master
Bluff: Proficient
Stealing: Proficient
Herbalism: Proficient

Rush – The rogue rushes at an enemy, attempting to duck under incoming attacks and kick at the enemy's legs to make him trip over. Strong or heavy enemies may resist the effect.
Subtle Draw – The rogue is subtle enough to draw and hold any dagger or similar small weapon without alerting nearby enemies or NPCs to the threat. May be used for starting sudden attacks in conversation situations etc. Highly alert characters may still notice the weapon and react.
 Master Stealth – Knowing when and how to create harmless little distractions, the rogue can slip right by almost anyone. Highly trained and paranoid guards can still spot the rogue, as can anyone else if there simply is no cover whatsoever available. The rogue CAN stealth in combat, but only with the help of a smoke bomb or other diversion.
Snap Throw – The character suddenly pulls a pair of small and light throwing blades, flicking them at the enemy's head, or an exposed bodypart, both blades in one throw. The blades are light, and ineffective against armor, but they can provide a good distraction. Can be combined with moving and a normal attack. 

Possessions:

0G 55S 23C

A lot of throwing knives.
Garrote wire.
Rations.
Brandy.
A really red shirt.

Gender note: Mantra formerly had a female gender identity, but now presents as male.
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AoEKrossboy's avatar
WHO HOW WHAT WHEN AMG...... HAVE YOU COME BACK?