High-Tech Thief


Just as with the pirate, the thief is not necessarily an evil person, but is more often than not quite selfish. They make their living in the same manner as the pirate, by taking from those who possess that which the thief does not, but the thief works on a much smaller, more personal scale that the pirate. Few thieves operate in large groups, instead they tend to work singularly or in pairs. The selfish nature of the thief likely prevents him from being able to share his gains with more than a minimal number of people. This certainly contrasts with the pirate who relies on and is willing to support his fellow pirates for mutual benefit. Though guilds of thieves do exist, they are primarily gathering areas for fencing goods and investigating jobs, not for socializing or raising a raiding force. Of course scrounging up an extra hand or two isn't unheard of when someone comes upon a large job worth inviting others in on.

Pirates and thieves are both, well, thieves, and there are a number of similarities between them. Just as there are ruthless and violent pirates, so to are there murderous rogues with little or no consideration for the lives of others. They may covet your property, but beyond that such hoods are rarely discerning. On the opposite end of the spectrum are the Robin Hood type thieves trying to make the galaxy a better place by redistributing the wealth or waging a personal crusade to return items to their rightful owners. The former steal from those who have, be it money, equipment, or resources, and pass it on to the have nots, while the latter usually engages in returning historical artifacts or relics to their rightful owners. Primitive cultures are often the targets of "treasure seekers" and these noble thieves make efforts to return the things taken from them, of course, advanced cultures can also be thus abused and the Robin Hood type thief is always up to the challenge.

Unlike the common thief, burglar, stick-up man or mugger, the high-tech thief is more professional and refined. He relies on advanced technology and intricate planning to eliminate the majority of risks from his endeavors. They are also the only thieves likely to work with others on a regular basis. Tactics and coordination can net shares large enough to keep even the greediest of crooks happy with just his share. Such perfection and teamwork also allow these thieves to set their sights on more involved heists, such as those targets shielded by layers of security, both physical and electronic, but worth tons of money. In many respects, the high-tech thief is accomplished at many of the same skills a spy is. They study their target, assess the strengths and weakness involved in approaching it, and decide on a plan of action which usually involves deception, subterfuge and critical timing. Part electrician, part athlete, part commando, and all guts, the high-tech thief is the bane of many a corporation, museum and bank.

Needless to say, many Hardware characters make excellent high-tech thieves.

Attribute Requirements: I.Q. of 10 or higher. A high P.P. and M.A. might be handy, but are not requirements.

O.C.C. skills
Locksmith (+15%)
Prowl (+15%)
Climbing (+10%)
Surveillance systems (+20%)
Computer operation (+10%)
Computer programming (+10%)
Advanced Mathematics (+15%)
Electrical Engineer (+10%)
Research (+20%)

Hand-to-hand skills are not automatic to the high tech thief and must be purchased with other skills.

Other Skills
Choose seven other skills from the following list. At least two of these must be a additional rogue skills.
Communications: Any (+10%)
Domestic: Any
Electrical: Computer Repair only.
Espionage: Any (+10%)
Mechanical: Basic mechanics, automotive mechanics, and hover vehicle mechanics only.
Medical: First aid only.
Military: None
Physical: Any (+15% where applicable)
Pilot: Basic: Any
Pilot: Advanced: Any, but count as two selections each.
Pilot Related: None
Rogue: Any (+20%)
Science: Mathematics only
Technical: Any
Weapon Proficiencies: Any
Wilderness: None

Secondary Skills: In addition to the above skills, the character can select four secondary skills from the secondary skill list on page 47 of Heroes Unlimited, second edition. As usual, these skills receive none of the bonuses listed above. the character can select three additional secondary skills at levels 3, 6, 9, 12 and 15.

Standard Equipment: Dark colored thermolate suit (keeps heat inside as well as out, reducing thermal signature; +5% to prowl skill), Nightvision goggles, web belt with numerous small, close fitting pouches to hold tools and prevent snags, portable electronics kit, palm computer, spike launch rod or grapple hook gun (both silenced), sidearm of choice (with silencer if a firearm), TGE whisper boots, TGE grip gloves, comfortable mobile armor (A.R. 10, S.D.C. 35, +1 to parry and dodge), compact jet pack, kisentite knife (for prying and utility use as much as fighting),and a hovercycle or other fast vehicle.

Optional Cybernetics: Bionic memory modules (only if a data thief), bionic arm or leg with hidden compartments (matches the character's stats if possible, normal bionic limits apply, and looks completely normal), spike launch rod built into the bionic arm (if the bionic limb is an arm. The normal appearance of the arm limits the line length to 50 ft/15 m). Alternately, the character can opt for bionic memory modules and bionic hands and feet (appear normal and match the character's stats) with hidden tools in the fingers (electronic tools and lockpicks are common) and spider climb capabilities.

Average Salary: 1D4x1000 credits per month for the average high tech thief. Successful thieves will have a more regular income from investments and a steady flow of work/heists, typically 2000 to 4000 per month depending on skill.


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Copyright © 2002, Wayne Breaux, Jr.
Revised: September 21, 2002
URL: http://webpages.charter.net/solstice