Saboteur (Makeshifter)

Saboteur is a Makeshifter Career in Drachenjäger. Though not particularly following the common practices of modern day makeshifting, the saboteur career focuses on the manipulation of technology in the saboteur's favour through tampering and reverse engineering. Makeshifters heed caution from the word of a saboteur in town, as it could mean the desecration of their contraptions through many means. Specialized in the art of causing trouble, saboteurs can meddle with machinery to gain the upper hand for their party, integrating variables of stealth in order to optimize their success.

## Saboteurs in Eurom

What is somewhat considered blasphemous in the modern world of makeshifting, saboteurs have been around just as long, if not longer than the fundamentals of makeshifting. Saboteurs as a term was not always sound, territories initially referred to them as 'sappers', though the term eventually flourished during the Red War, when Germania was overrun by Britannia, and Avant deployed sappers to meddle with the equipment and machinery of the opposing forces to offer Germanians time to breathe, and delay attacks from the Britannians. In modern day, Saboteurs are depicted as the outlaws, crooks, and rascals, working for underground organizations and dirty money to do their work.

## Saboteur Features

Listed are the features for the Saboteur Career.

### Saboteur Training

Upon becoming a saboteur at 5th Level, your preparations have allowed you to increase your Dexterity. Add +1 to your Dexterity Score.

### Unauthorized Tampering

At 5th Level, you learn the foundation of your troublemaking. Using your skills, you can make an Intelligence check to access, and tamper with generators that power buildings and security devices to shut them off, or re-route the power to a different source. Generators are sources of power that must be found before being tampered with, and often require investigation or perception checks to discover. They're often located within buildings, or nearby outside.

### Grand Theft Auto

At 10th Level, your understanding of the automobile has helped you to learn how to hot-wire engines. This technique works successfully on any machine powered by an engine when making an Intelligence check, and by doing so, you can turn engine-powered machines on or off. If the engine is damaged, or there isn't anything in the machine to fuel the engine, then you can not manipulate the engine with hot-wiring until the it is refueled.

Alternatively, you can rig vehicles to explode.

### Black Hat

At 15th Level, you've perfected a silent approach to your dirty business, learning how to remove panels quietly and operate machinery with covert stealth. When you tamper, or hot-wire machines, you automatically become hidden. Every turn that you spend hidden while tampering or hot-wiring, you must perform a Dexterity (Stealth) roll in order to determine whether or not you are still hidden from other creatures.

### Remote Control

At 20th Level, you've perfected the design to an illusive gadget known as an Illicit Device, which allows you to remotely control any machine that you've tampered or hot-wired within 30 feet. You can now craft Illicit Devices, as well as place them on machines in order to gain access to their functions and controls. When leaving the 30 foot radius, the Illicit Device will become dormant for the period of time in which you're outside of its area of effect. Upon returning to the 30 foot radius, it will reactivate and allow you to assume control of whatever it has been placed on.