Techno-Wizard Thief O.C.C.

Through the past several decades, the magic arts of Techno-Wizardry have developed into many different branches in different parts of the world or even different regions of North America. One such tangent was the Techno-Wizard Thief, who uses his magical and technical abilities to make himself an extremely capable rogue, scoundrel, and city rat. He is the scourge of the magic society and is very proud of it.

Techno-Wizard Psionic Powers

  1. The Techno-Wizard Thief gets the following psionic abilities: tele-mechanics, presence sense, mind block, and alter aura.
  2. I.S.P.: Roll 4D6 plus the character’s M.E. number to determine the base Inner Strength Points. The techno-wizard is considered a minor psionic and gains another 1D4 I.S.P. per each additional level of experience.
  3. Saving throw versus psionic attack: As a minor psionic, the character needs a 12 or higher to save vs. psionics.

Techno-Wizard Magic Powers

  1. Initial Spell Knowledge: In addition to techno-wizard powers, the character has a solid understanding of spell magic and how to tap into ley lines and nexus points for additional P.P.E. The techno-wizard is not the master of spell magic the Ley Line Walker or Shifter are, but is still pretty capable. It is not a lack of understanding in magic that limits the techno-wizard’s spell casting abilities, but his orientation. Consequently, his spell casting abilities are not the same as other spell casters. Spell Casting Penalty: All spell ranges, durations, M.D.C., S.D.C., and damage are half when cast as a spell or ritual rather than channeled through a TW device.
  2. A techno-wizard thief is primarily interested in those spells he or she can use in making himself a more formidable thief and spends much of his or her time building and modifying devices to that end.

    At level one experience, the character knows the following spells: blinding flash, globe of daylight, fire bolt, concealment, call lightning, energy bolt, energy field, impervious to energy, telekinesis, invisibility: simple, energy disruption, and escape.

    At third level a total of two additional spells can be selected from levels 1-4. The techno-wizard thief will be primarily interested in those spells that will increase his proficiency in stealth and cunning. 

  3. Learning new spells. Additional spells may be bought or learned at any time, regardless of his current level of experience. The character will never learn summoning or circles. 
  4. Magic Bonuses. +2 to save versus horror factor. +1 to save versus magic at levels three, seven, ten, and thirteen. +1 to spell strength at levels four, eight, and twelve. 
  5. P.P.E.: Like all men of magic, the techno-wizard thief is a living battery of mystic energy that he can draw on to create magic. Permanent Base P.P.E.: 2D4x10, in addition to the P.E. attribute number. Add 2D6 P.P.E. per each additional level of experience. Of course, the mage can also draw P.P.E. from ley lines, nexus points, and other people when available. 

Alignment Restrictions: Selfish or evil only

 Attribute Requirements: I.Q., M.E. and P.P of 11 or higher 

O.C.C. Bonuses: +1D4 to P.P. and M.A., +10 to S.D.C.

O.C.C. Skills:

Basic Electronics (+5%)
Basic Mechanics (+5%)
Language, 1 additional (+5%)
Pilot, 1 of choice (+10%)
Pick Pockets (+15%)
Pick Locks (+10%)
Concealment (+15%)
Prowl (+10%)
Streetwise (+15%)

Hand to Hand must be learned as a separate skill. Basic costs one other skill, Expert two, and Martial Arts or Assassin three.

O.C.C. Related Skills: Select ten other skills, but at least three must be espionage or rogue. Plus select one additional at level three, level six, level nine, and level twelve.

Communications: Any (+5%)
Domestic: Any
Electrical: Any except Robot Electronics, each counts as 2 skills
Espionage: Any except Sniper, (+10%)
Mechanical: Any except Robot Mechanics or Weapons Engineer, each counts as 2 skills
Medical: First Aid and Criminal Sciences only
Military: Any except Armorer and Nuclear, Biological and Chemical Warfare
Physical: Any except Acrobatics and Wrestling
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: Math only
Technical: Any
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills: The character also gets to select five secondary skills from the list above without the benefit of the bonuses in parentheses.

Standard Equipment: work clothes, a set of fatigues, goggles or sunglasses, multi-optics band, magnifying glass, large and small flashlight, six signal flares, mini-tool kit, knapsack, back pack, 1D4 small sacks, one large sack, pocket mirror, a silver cross, six wooden stakes and a mallet, canteen, binoculars, air filter and gas mask, pocket laser distancer, a pocket digital disc recorder/player and both a video and still-frame camera. Current fashion among techno-wizard thieves is leather jackets and body piercing, much like the city rat.

Armor can be light with two TW enhancements. The character also starts with a light TW vehicle (usually a motorcycle or dune buggy) with two enhancements.

Weapons will include a survival knife and two TW weapons. The character will also have several TW espionage devices of his design.

Money: the techno-wizard thief starts with 2D4x1000 in credit, 1D6x100 in black market items and 1D4x1000 in crystals and gems. TW thieves tend to hoard their money.

Cybernetics: Starts with none and will avoid them at all costs. Bio-systems will be the priority if prosthetics become necessary.

Experience: Use TW experience table