Techno Thief Yes... you'll find it a most enjoyable game. -Atad Shamran, Techno Thief
Class SkillsThe Techno Thief's class skills are Bluff, Craft(any), Concentration, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Jump, Hide, Move Silently, Spot, Listen, Apraise, Intimidate, Knowledge(any), Open Lock, Perform, Profession (Any), Search, Sense Motive, Swim, Tumble, Use Magic Device
Skill Points at 1st Level: (8 + int)x4
Skill Points at Each Additional Level: x8+ int
Hit Dice: d6
Level | Base Attack Bonus | Fort Save | Will Save | Ref Save | Special |
1st | +0 | +0 | +0 | +2 | Stolen System, Mechajack I, Sneak Attack +1d6 |
2nd | +1 | +0 | +0 | +3 | Mechajack I, Spirited, Spirit |
3rd | +2 | +1 | +1 | +3 | Sneak Attack +2d6, Trapfinding |
4th | +3 | +1 | +1 | +4 | Mechajack II, Bonus Feat |
5th | +3 | +1 | +1 | +4 | Sneak Attack +3d6 |
6th | +4 | +2 | +2 | +5 | Mechajack II, Spirit |
7th | +5 | +2 | +2 | +5 | Sneak Attack +4d6 |
8th | +6/+1 | +2 | +2 | +6 | Mechajack III, Spirit |
9th | +6/+1 | +3 | +3 | +6 | Sneak Attack +5d6 |
10th | +7/+2 | +3 | +3 | +7 | Mechajack III, Bonus Feat |
11th | +8/+3 | +3 | +3 | +7 | Sneak Attack +6d6 |
12th | +9/+4 | +4 | +4 | +8 | Mechajack IV, Spirit |
13th | +9/+4 | +4 | +4 | +8 | Sneak Attack +7d6 |
14th | +10/+5 | +4 | +4 | +9 | Mechajack IV, Spirit |
15th | +11/+6/+1 | +5 | +5 | +9 | Sneak Attack +8d6 |
16th | +12/+7/+2 | +5 | +5 | +10 | Mechajack V, Bonus Feat |
17th | +12/+7/+2 | +5 | +5 | +10 | Sneak Attack +9d6 |
18th | +13/+8/+3 | +6 | +6 | +11 | Mechajack V, Spirit |
19th | +14/+9/+4 | +6 | +6 | +11 | Sneak Attack +10d6 |
20th | +15/+10/+5 | +6 | +6 | +12 | White Star Neviim |
Weapon and Armor Proficiencies: Simple weapons, mechas and ballistic guns.
Stolen System: The Techno Thief
steals mugs plunders borrows until they die “finds” a mecha of dubious/unknown origin, probably with a suspiciously fresh coat of paint, serial numbers erased and matching the general description of another mecha disappeared recently, sometimes they don’t even bother with any of those and just pilot their latest acquisition as it is. It works as either a Real Robot or Super Robot. Use your Techno Thief level to determine the kind of robot your Stolen System can emulate, including Arsenal Options. Your Techno Thief levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes, changeable at each level up. The Techno Thief can
steal change Arsenal weapons and accessories at any organization the provides them. The Stolen System must have one of the following quirks, changeable at level up:
Untested-All of the Stolen System’s weapons gain the Volatile property (weapons that already had the Volatile property are only good for one shot), but since nobody’s seen something like it yet, it’s also immune to the Scan spirit and knowledge checks take a -10 penalty against it.
Mass Produced- The Stolen System counts as a mass-produced model as per the Mecha Mook, but in return finding replacements is relatively easy so if it is destroyed the Techno Thief can find a replacement of the same level in 10 minutes.
Hot Stuff-Whoever you “borrowed” this from wants it either back or destroyed at all costs, makes it publically known far and wide and is powerful enough to matter, so most people either won’t want any business with it or will attack it on sight. However one other lesser organization (to be discussed with the DM) will become friendly towards you in the basis of the enemy of my enemy is my friend.
Obsolete-Maybe it was hot stuff back on the day, and it’s still working so it’s reliable, but spare parts are hard to come by and it’s plagued with compatibility problems. Arsenal access is reduced by 1 tier but gain a +2 bonus to all saves. You can’t pick this quirk if you don’t have access to at least Arsenal I.
If the Stolen System is reduced to 0 HP the Techno Thief will have to undergo some
stealing spree redeeming quest to “find” a new one. If the Techno Thief is at least 4th level, with 10 minutes of fervent searching the Techno Thief can find a lesser replacement, three levels lower than she would normally have access to while on her
stealing spree redeeming quest (including arsenal options) due to not having anything better.
Mechajack I: A Techno Thief
copies borrows develops a bunch of completely 100% original tricks to aid in her job. At levels 1 and 2 pick one of the following. None may be picked more than once unless noted otherwise. Those options, like the higher grades of Mechajack, can only be used while the Techno Thief is piloting her Stolen System or outside a mecha. On the second case, all mu ranges are reduced to feet (so 30 mu becomes 30 feet for example).
Scavenge System-Somebody else’s trash is your treasure. With 1 hour of work you can combine the wrecks of two tier I Real Robots and/or Super Robots/Battleships up to level 3 in one working mecha with the same stats as one of them of your choice, thereafter called the Scavenged System. Since it’s a pretty jury-rigged machine anybody but you takes a -4 penalty on all 1d20 rolls if trying to pilot it, and even then it’s only good for 1d12 hours of working time before falling apart on its own, although the wreck can then be scavenged again with another wreck. By sacrificing extra wrecks during the hour of work, accessories and arsenal weapons up to tier I that belonged to the extra wrecks may be added to the Scavenged System. If it was a multiclass real/super robot, you can only scavenge it up to equivalent level (so up to a tier I real with 2 levels of super/battleship). The Scavenged System counts as a Stolen System for the purpose of using Mechajack abilities.
Swipe System-For all the advanced mecha technology, they seem unable to build a proper lock to the cockpit. You gain a bonus equal to your PL to Open Lock checks made to try to open a mecha that doesn’t belong to you, and if their owner has lower PL than yours, then you automatically succeed if using Open Lock as a fullround action, and automatically succeed on a natural 11+ if doing it as a standard action.
Metal Marauder-Your Stolen System counts as having a Nacht System or Yksvoknym Particles Generator accessory that doesn’t take up a hardpoint. The specific accessory can be changed with 1d12 hours of work. In addition you can smuggle your stolen system wherever you go outside a mecha so it’s always within your reach as a fullround action. Until then it is perfectly hidden behind a fake wall or basement or some other cunning concealment. After it is revealed it’ll take another 1d12 hours to smuggle somewhere else. You may take this option one extra time, the second allows your Stolen System to count as having both a Nacht System and Yksvoknym Particles Generator accessories that don't take up hardpoints.
Metal Mug-It’s usually considered poor sport to take a fellow mecha’s weapon, but you know how to crack the security codes in the run. When you disarm or destroy a mecha (but no-mecha-like organic beings such as einst), you may take one of their weapons (the disarmed weapon in case of a disarm) and equip it in your mecha with no need of extra action, jury-rigging it to your mecha’s size. Those weapons don't take arsenal space and this works even in built-in weapons, but you can only keep up to two such weapons at a time. The one that got their weapon stolen may replace it at any time when they get to change accessories, but if a Metal Mugged weapon is disarmed, then it's ruined for good.
Gato’s Grandeur-Sometimes all it takes is just dressing properly and looking the part. When disguising yourself as a member of another organization and that disguise beats the spot check of the officer at the base with best spot modifier, with 1d12 minutes of work you can use that base to stock up on Arsenal and basic supplies for you and any other pilot allies as well as safe passage. If you start combat there, you and your allies gain an automatic surprise round.
McGillis Madness-You cannot betray somebody you were never loyal to. As long as you can succeed on a Forgery check against the opponent with highest Forgery in an organization, with 1d12 hours of work you can put yourself as one of their trusted workers. You must renew the Forgery check every week, and while it lasts the organization will be friendly to you as long as you don’t openly do anything to betray them. In addition when your Stolen System is Berserk, you become immune to all Fear effects.
Lacus Leftovers-Don’t mind me taking all those fancy new prototypes, just look at how pretty and moe I am! Your Stolen System can now use a Battleship (including ACFs) as a base besides Real Robot and Super Robot (ship's crew can be stolen/persuaded/tricked as well), plus you can use Cha instead of Dex for AC, Reflex saves, Hide, Move Silently, Tumble, Sleight of Hand and ranged attacks.
Ramba’s Rally-Never forget to fight in the middle of a fight. At the start of your turn you can choose to sacrifice any amount of your Sneak Attack Dice to gain the same amount of Leader feats for 1 round, even going above the normal limit, however for the duration your Leader attack bonus only applies against flanked or flat-footed opponents and your Leader AC bonus does not apply to flanked or flat-footed allies. In addition while outside a mecha you can board an enemy battleship bigger than you by moving inside its space. If you succeed then a brutal firefight breaks out between you and the ship's captain. This can be solved in two manners depending on time available for the group.
Each round the ship captain and Techno Thief can only use Spirits plus make either a full ranged attack or melee charge at each other, both adding their highest mental stat mod to their AC and attack rolls representing rallying crew or other allies to support them as well as half sneak attack to damage, representing dirty fighting through the ship's corridors. The Ship captain cannot command the battleship while fighting the Techno Thief, but can delegate a distinguished officer to do so. Alternatively the Ship Captain can delegate a Distinguished Officer or a willing ally pilot party member inside the battleship to fight the Techno Thief in their stead while the Ship Captain commands the ship. The techno Thief can spend their turn exiting the battleship if things are going awry, but their opponent will be able to make one last full ranged attack/charge at them.
Either the DM or Ship captain provide a 2D map of the main floor of the battleship with at least 4 entrances (one for each side) from where Techo Thief and any of their non-mecha allies that were in the ship's space at the same time will enter at their choice that are all connected somehow by at least 5-feet wide corridors. Some of the battleship’s crew will be rallied for a desperate stand however. For each level of Ship captain 1d12 1st level commoners with no feats nor skills armed with mass-produced firearm are randomly placed inside this area to help defend the battleship, but they must be at least 10 feet away from each other and each entrance, any excess will not participate in the battle. The ship captain and distinguished officers start in positions of their choice but if they take any actions in this map they cannot use their actions to guide the battleship in the same round. Any allied PCs/NPCs that were inside can take the place of one of the fighting crew. Instead of personally acting or guiding the battleship, the ship captain may send attack coordinates to an allied mecha outside that allows the allied mecha to attack any area of the map, dealing half damage to those inside and full damage to the battleship itself.
Killing or disabling the ship captain makes the crew surrender and allows the Techno Thief to take command of the battleship regardless of remaining resistance.
Sneak Attack: As the Rogue ability, progresses as shown in the table.
Spirited: Each level of Techno Thief increases the max number of spirit points of the player by 5. In addition whenever "Spirit" appears on the table the Thief learns one
Spirit.
Spirits can be used as a free action at the beginning of your turn by paying their cost in spirit points (before you take any other action). You recover 5 spirit points per round up to your maximum. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.
A Techno Thief counts as a Real Pilot for spirit cost purposes.
Trapfinding: At 3rd level the Techno Thief gains Trapfinding as the Rogue ability.
Mechajack II: At levels 4 and 6, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack I for each skipped Mechajack II.
Salvage System-You need Scavenge System to pick this, and it allows you to scavenge up to tier II reals/arsenal or lv6 supers/battleships.
Metal Market-With 1d12 hours of negotiation in an urban area you can trade your Stolen System for another of same level, including changing quirks.
Grand Theft Accessory-As Metal Mug, but allows for taking accessories and only one at a time.
Kamille’s Karma- Some people just have the worst luck. You can take a natural 20 on any d20 roll 1/round, but if you do for the next 24 hours all your saves and skill checks automatically fail on a natural 1-2. Using this ability multiples times in a row stacks the penalties, so for example using it 3 times would make you automatically fail your saves and skill checks fail on a 1-4.
Mari’s Marauding-You can sacrifice one upgrade point to change all the other super upgrades of your Stolen System as a fullround action. Those sacrificed upgrade points can only be recovered with 1d12 hours of going around talking to your contacts and cashing in old favors. In addition while your Stolen System is Berserk, you don’t take any damage when you succeed on a save against an effect that makes you roll a save and you still would take damage even if you save.
Magna Marauder-Your Stolen System counts as having a Mirage Colloid, Tactical Hologram or Fake Frame accessory that doesn’t take up a hardpoint. The specific accessory can be changed with 1d12 hours of work. In addition you can smuggle your stolen system wherever you go outside a mecha so it’s always within your reach as a fullround action. Until then it is perfectly hidden behind a fake wall or basement or some other cunning concealment. After it is revealed it’ll take another 1d12 hours to smuggle somewhere else. If you have Metal Marauder, it takes only a standard action to get inside your smuggled Stolen System. You may take this option multiple times, each extra allows your Stolen System to count as having one of the other Magna Marauder accessory choices that don't take up hardpoints.
Arronax’s Abduction-When another pilot ejects from their mecha, as an immediate action you may move to its position and grab it. In addition the Techno Thief never loses their Dex bonus to AC while piloting their Stolen System.
Bonus Feat: At levels 4, 10 and 16 the Techno Thief gains a bonus feat from the list of pilot feats.
Mechajack III: At levels 8 and 10, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack II for each skipped Mechajack III.
Scrap System-You need Salvage System to pick this, and it allows you to scavenge up to tier III reals/arsenal or lv 9 supers/battleships. You may pick this twice, in which case you can scavenge up to tier IV reals/arsenal or lv 12 super/battleships.
Standard System-Instead of a normal Accessory from the arsenal, the Techno Thief may with 1d12 hours of work adapt a mix of civilian and military devices that allow them to select a number of skills equal to 2+1/2 her Intelligence modifier per hardpoint from her Stolen System used. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. The Techno Thief may invest multiple hardpoints in this, selecting additional skills for it to apply each time.
Mega Marauder-Your Stolen System counts as having a Quantum Generator, Crimson Engine or Electronic Disruptor accessory that doesn’t take up a hardpoint. The specific accessory can be changed with 1d12 hours of work. In addition you can smuggle your stolen system wherever you go outside a mecha so it’s always within your reach as a fullround action. Until then it is perfectly hidden behind a fake wall or basement or some other cunning concealment. After it is revealed it’ll take another 1d12 hours to smuggle somewhere else. If you have Magna Marauder or Metal Marauder, it takes only a standard action to get inside your smuggled Stolen System. If you have both Magna Marauder and Metal Marauder, it takes only a move action to get inside your smuggled Stolen System. You may take this option multiple times, each extra allows your Stolen System to count as having one of the other Mega Marauder accessory choices that don't take up hardpoints.
Steal Spirit-When you Sneak attack somebody, they lose 2 spirit points per dice of Sneak Attack damage and you recover that many spirit points.
Lulu’s Looting- Nice super prototype weapon you have there, would be a shame if somebody tore it off... You can add your Int mod to disarm checks and when you would disarm a super robot, you may disarm them of one of their known maneuvers and add them (you automatically learn their known maneuvers when attacking them) to your Stolen System! The victim may still use the maneuver if their pilot knows it, but so can you now. Only you can use such maneuvers and can maintain a number of such stolen maneuvers up to your Int mod in your Stolen System, if you try to get more you must sacrifice one of the older ones.
Kamina’s Carry-If you want to steal the best stuff you need to get really close and personal. You gain the HEATS feat (or one other feat you qualify for if you already had it), plus you can use it on an adjacent enemy mecha as a Fullround action (standard action if you use the Assault spirit)! You need to succeed in an opposed PL+Int mod check to make the connection and another one each round to keep the fusion going. If you fail this check after combining the mechas separate. If you succeed 3 times in a row you can kick out the enemy pilot from inside. In addition while your Stolen System is combined with another Mecha, you’re immune to flanking.
Judau’s Judgement-For each round you fight an opponent (either attacks the other) you gain a cumulative +2 insight bonus to mental skills against them, up to +10. In addition while your Stolen System is Berserk, you only take half damage when you fail on a save against an effect that makes you roll a save and you still would take damage even if you save.
Mechajack IV: At levels 12 and 14, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack III for each skipped Mechajack IV.
Sweet System-Like taking candy from a baby. As a standard action you can open any door/lock similar. Regardless of safety measures, if it has a way of being opened/accessed, you can do it as a standard action as long as it’s not a mecha. Even if it’s a solid wall with supposedly no secret doors, you can “find” one adjacent and open it as a standard action, revealing a passage shaped like you want up to 5 mu per PL.
Supply System-You need Scrap System x2 to pick this, and it allows you to scavenge up to tier V reals/arsenal or lv 15 supers/battleships.
Macro Marauder-Your Stolen System counts as having a Field Dampener or Reality Shifter accessory that doesn’t take up a hardpoint. The specific accessory can be changed with 1d12 hours of work. In addition you can smuggle your stolen system wherever you go outside a mecha so it’s always within your reach as a fullround action. Until then it is perfectly hidden behind a fake wall or basement or some other cunning concealment. After it is revealed it’ll take another 1d12 hours to smuggle somewhere else. If you have at least one other Mechajack Marauder pick, it takes only a standard action to get inside your smuggled Stolen System. If you have at least two other different Mechajack Marauder picks, it takes only a move action to get inside your smuggled Stolen System. If you have at least three other different Mechajack Marauder picks, it takes only a swift action to get inside your smuggled Stolen System. You may take this option multiple times, each extra allows your Stolen System to count as having one of the other Macro Marauder accessory choices that don't take up hardpoints.
Mecha Mug-When an adjacent enemy ejects for whatever reason, you can prevent their mecha from being destroyed and take it. In addition when an allied mecha attacks an enemy inside your melee reach, the enemy provokes an attack of opportunity from you.
Hell’s Hijack-With 1d12 hours of work, you can find a base as a Support Staff of your Techno Thief level of your choice where there wasn’t supposed to be any and get it working for you. Only one such base can remain operational at a time however, when you find another the previous one “strangely” is wiped from the map.
Heiva’s Heist- When you succeed on a Feint check against an opponent, you can force them to follow you and they can’t attack you for 1 round (they can still attack others if they can keep up).
Uso’s Usurpation-While outside your mecha if you can get adjacent to an enemy mecha you can force open their cockpit and attack them. Nobody else can intervene in this fight and whoever’s left standing in the mecha can pilot it. You also add your PL and Int mod to any Bullrush checks in such a fight and when piloting your Stolen System.
Mechajack V: At levels 16 and 18, the Techno Thief can pick one of the following abilities, or alternatively take two Mechajack IV for each skipped Mechajack V.
Million Meseta Marauder-Your Stolen System counts as having a Sistema Voyeur accessory that doesn’t take up a hardpoint. In addition you can smuggle your stolen system wherever you go outside a mecha so it’s always within your reach as a fullround action. Until then it is perfectly hidden behind a fake wall or basement or some other cunning concealment. After it is revealed it’ll take another 1d12 hours to smuggle somewhere else. If you have at least one other Mechajack Marauder pick, it takes only a standard action to get inside your smuggled Stolen System. If you have at least two other different Mechajack Marauder picks, it takes only a move action to get inside your smuggled Stolen System. If you have at least three other different Mechajack Marauder picks, it takes only a swift action to get inside your smuggled Stolen System. If you have at least four other different Mechajack Marauder picks, it takes only a free action to get inside your smuggled Stolen System.
Synthetic System- You need Supply System to pick this, and it allows you to scavenge up to tier VI reals/arsenal or lv 18 supers/battleships.
Sugar System-Mind you taking candy from a baby isn’t as easy as people make it sound. But you’ll still do whatever it takes to collect your reward. You ignore hard terrain, aren’t slowed down while tumbling, when you roll a natural 20 on an attack the target must make a Reflex save with DC 10+1/2 HD+Int mod or die and in the first 7 rounds of combat you gain a +7 luck bonus to attack rolls, AC and saves.
Self Steal-When your Stolen System would be destroyed or you would die, you can fake your destruction/death by succeeding on a Hide roll against the attacker’s Spot. If you succeed everybody thinks you’re dead/destroyed including through magic means but you’ve actually just slipped out and will pop back anywhere you’ve ever been in 1d12 hours.
Pilot Possession-When you would defeat/destroy an enemy mecha, you may force its pilot to make a Will save with DC 10+1/2 HD+Int mod. If they fail, they’re captured by you but you can make it appear as if they died along their mecha. From there with 1d12 hours of brainwashing you can rewrite their memories and set them with a new identiy and purpose while keeping their abilities, although you can’t make them a direct minion of anybody else. So something like “attack this country” would be fine but not “obey my orders”.
Raraiya’s Ravening-While your Stolen System is Berserk when you Sneak attack somebody, you can deal damage to an ability score of your choice equal to your to int mod.
Garrod’s Gathering-Everything’s going your way. You gain Secondary Subpilot as a bonus feat if you meet the prerequisites (if you already had it, you gain another feat you qualify for), except the subpilot can be an arcane, divine or psycho pilot and instead of spirits they can use one spell/power each round while riding your Stolen System. If you already had Secondary Subpilot, you can retrain their levels, representing the sudden awakening of their latent abilities.
White Star Neviim: At 20th level the Techno Thief has stolen enough stuff to build themselves their own private planetoid, a roughly 40 kilometers/25 miles/21120 mu diameter sphere with an artificial enviroment inside and has a fly speed of 300 mu (space only). Otherwise it has the same properties as a Ship Captain Colony Ship ACF of same level. In addition 1/day as a free action the Techno Thief can grant themselves any one Mechajack ability of their choice for 1 hour.