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Oct 07, 2010 19:40

Fairly good with technology; an engineer-inventor-mechanic of sorts.
Can pilot an airship, though likely irrelevant.
With good speed and stamina, he can use most weapons, but has a particular fondness for and skill with guns. His aptitude for magick in general is very low, in the game, and so it is nonexistent in Anatole.

Balthier’s Quickening (or Mist-Knack) http://finalfantasy.wikia.com/wiki/Quickening (a limit break, applicable only in combat or emergencies) may or may not be effective with Anatole’s version of Mist.

Balthier has the following equipment on him when he arrives:
  • His equipped gun, Fomalhaut.
  • A mini toolkit he’d been using to try to fix the Bahamut’s Glossair Rings.
  • And fannypacks- er belt pouches with some unfortunately useless gil, a bootknife, some personal knickknacks (including a handkerchief and a comb), and his shots/ammunition. (This can be seen in his artwork, though the contents are my own speculation)
After arriving, Balthier starts developing:

Light Fingers, an ability that allows him to let his hands and anything of a reasonable size that can be picked up in them become immaterial (ostensibly makes for easier pickpocketing.) Immateriality may make these hands invisible and well, ‘not there’ until they are. This can let Balthier slide his hand inside anything, take something that can be or can nearly be enclosed in his hand, and slide his hand with the item back out.

Open Skies, an ability that allows Balthier to fly (more like levitate, with directional support) up to a few thousand feet in the air for periods of time (it gets progressively harder to maintain it after fifteen minutes, and is very tiring), will develop slowly, and will most likely manifest itself at first as prolonged aerial jumps when, say, running away from a scene and leaping across a set of stairs.
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