SMUGGLER


The smuggler is fundamentally a combination confidence man and thief. The character makes a living acquiring illegal items, hiding them from the authorities or those looking for them, and selling and/or transporting the items to the purchaser. The smuggler may also engage in the acquisition and selling of information and the hiding and/or transporting of fugitives. These brigands learn to think on their feet , use words carefully and to their advantage (many are masterful liars), and develop a poker face. Most have spent hours practicing how to try to remain calm, innocent and composed looking when facing down the law or an accuser.

While some smugglers may be considered freedom fighters, helping rebels and underground networks by acquiring, hiding and selling weapons, food and supplies, most are selfish mercenaries and thieves who don't take sides and sell to the highest bidder. The most cutthroat, resourceful and daring may cooperate with both sides of a conflict! After all, the longer a conflict lasts and the more heated it becomes, the greater the potential for profit (and greater the danger for all parties involved, as well as the cost in lives).

Depending on the situation, contraband can include books, food, and medical supplies to weapons, cybernetics and drugs. Despicable smugglers may work with body-chop-shops and encourage, create or make "acquisitions" from cyber-snatchers. Most smugglers don't ask questions about the history of an item or the ethics of the supplier. These villains will smuggle and sell anything or anybody for the right price, without regard to whom it may hurt.

While many smugglers may have skills in thievery, most operate as con-men and middle men, hiring other thieves and mercenaries to actually procure the item. However, depending on the character's disposition and abilities they can be active thieves, spies and fighters.

Smuggler O.C.C.

Rank: Civilian Ranks or possible Military Rank
Race: Any Race.
Alignment: Typically anarchist or evil. The alignment of a criminal character is restricted to anarchist or evil. They use their skills and connections for personal gain with little or no regard to who may get hurt. Characters of an unprincipled or good alignment will only use his/her skills against the enemy. The character will NEVER use his abilities to rob, hurt, trick or endanger good or innocent people.
Attribute Requirements:I.Q. 10, M.E. 10, and M.A. 13 or higher.
Gender: Any
O.C.C. Bonus: + 1 on initiative, but only when palming, or involving streetwise or concealment.

Common Skill Set:

  • Language: Native
  • Literacy: Native
  • Mathematics: Basic (+30%)
  • Computer Operation (+10%)
  • Racial History: Native
O.C.C. Skill Set: Basic training skills and skill bonuses common to all characters who take the Smuggler O.C.C.
  • Literacy: One language of choice (+20%)
  • Languages: Speaks four of choice (+20%)
  • Law: General (+10%)
  • Detect Ambush (+15%)
  • Detect Concealment (+10%)
  • Escape Artist (+5%)
  • Disguise (+10%)
  • Concealment (+10%)
  • Palming (+10%)
  • Streetwise (+16%)
  • Radio: Basic (+15%)
  • Radio: Scramblers (+10%)
  • Cryptography (+10%)
  • Computer Hacking (+10%)
  • Pilot: 2 of choice (+10%)
  • W.P.: Two of choice
  • Hand to Hand: Basic (Hand to Hand: Basic can be changed to expert at the cost of two "other" skills or martial arts or assassin if evil for the cost of three skill selections.)
M.O.S. Skill Set: (Military Operational Specialty): Each M.O.S. represents the character’s area of special training. Pick one of the following if the character has a Military background. A list of skills and bonuses appears under each M.O.S. description presented in the Skills Section. Read them all and select the one you reel best fits your characters personality and goals.

Civilian Occupational Speciality(C.O.S.): Choose one C.O.S. before choosing O.C.C. Related Skills, this is the area that the Civilan has specialised in for a career or job. A list of sk1lls and bonuses appears under each C.O.S. description presented in the skills section

O.C.C. Related Skill Set: These are additional skill choices related to the character's occupation and background. Select three at level one, plus one additional skill at each subsequent level.

  • Communications: Any (+10%)
  • Computers: Any (+10%)
  • Cultural: Any ( +5%)
  • Domestic: Any ( +5%)
  • Electrical: Basic only
  • Engineering: Basic Only
  • Espionage: None, other than O.C.C. skills
  • Horsemanship: Any
  • Industrial: Any
  • Magical/Religious: None
  • Mechanical: Basic only
  • Medical: First Aid or Paramedic Only
  • Medieval Civilization: Any
  • Military: None (Unless Character has Military Background then Any (+5%))
  • Naval: None (Unless Character has Military Background then Any (+5%))
  • Physical: Any
  • Pilot: Any (+5%)
  • Pilot Related: Any
  • Rogue: Any
  • Rural: Any
  • Science: Any
  • Spacial: Any
  • Stage Magic/Performing Arts: Any
  • Technical: Any (+10%, +20% on literacy and language)
  • Weapon Proficiencies: Any
  • Wilderness: None
Secondary Skills: Select 6 skills from the Skills list level 1, plus one additional skill at each subsequent level. These are additional areas of knowledge and do not get any bonuses, other than possible bonuses for having a high I.Q. All Secondary Skills start at the base skill level.

Standard Equipment: A suit of personalized body armor (any kind), military fatigues, and a wardrobe of casual, dress and travel clothes (wardrobe can be worth 2D4 x 1000 credits; probably only a fraction is taken on trips or military assignments). Also a hand-held computer, a full size portable computer, language translator, PDD pocket audio recorder, pocket flashlight, note pad, pens or markers , gas mask, air filter, tinted goggles , knapsack, backpack, canteen and some personal items.

Weapons: A vibro-blade or neuro-mace, handgun and energy rifle of choice.

Monthly Wages: Well trained and well paid, smugglers can make between 15,500 and 20,500 credits a month.

Personal Savings: 2D4x100 in credits and black market items worth 3D4x1000 credits.

Cybernetics: None to start. The smuggler may opt to get some simple implants, optical enhancements or black market items; few have bionics, but that's a personal choice.

Experiance Table:

LevelExperience
10-2,000
22,001-4,000
34,001-8,000
48,001-16,000
516,001-24,000
624,001-36,000
736,001-56,000
856,001-86,000
986,001-110,000
10110,001-140,000
11140,001-170,000
12170,001-210,000
13210,001-255,000
14255,001-310,000
15310,001-390,000


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