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.
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:
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.
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:
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.
Level | Experience |
1 | 0-2,000 |
2 | 2,001-4,000 |
3 | 4,001-8,000 |
4 | 8,001-16,000 |
5 | 16,001-24,000 |
6 | 24,001-36,000 |
7 | 36,001-56,000 |
8 | 56,001-86,000 |
9 | 86,001-110,000 |
10 | 110,001-140,000 |
11 | 140,001-170,000 |
12 | 170,001-210,000 |
13 | 210,001-255,000 |
14 | 255,001-310,000 |
15 | 310,001-390,000 |
Mechanoid Space Homepage Character Occupations |