Tuesday, November 8, 2016

Smuggler 2.0

Smuggler 250 points 2.0

The smuggler is an excellent template, similar to the Fighter Ace in managing to bring both depth and breadth to her niche, and her niche is very clear: she will get you to where you want to be, wherever that is, and she will bypass security to do it. She’s also a reasonably broad character with decent (albeit unconventional) stealth skills, decent combat skills, and solid social acumen.

For power-ups, I wanted to emphasize the different models of smuggling, but I think the template already does that well enough, and pulling them out would unduly damage the template. I wanted to add an aristocratic power-up, as being aristocratic allows one to easily bypass most security counter-measures… but this is already handled by the aristocratic background! So, I’ve stuck with two tried-and-true approaches. Like the Fighter Ace, I’ve added a tinkerer power-up, which means the smuggler is better at handling her own ship. And, furthermore, I’ve given her a gunslinger power-up, representing the traditional smuggler proficiency in the Way of the Galaxy, albeit in a limited way.




Attributes: ST 10 [0], DX 13 [60]; IQ 14 [80]; HT 11 [10].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 13 [-5]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: 3D Spatial Sense [10], Born Smuggler +4 [20], Luck [15]. Spend an additional 25 points on improved DX +1 [20], IQ +1 [20], HT +1 to +2[10/level], HP +1 to +5 [2/level], Absolute Direction or 3D Spatial Sense [5 or 10], Ally (Robot, 50%, almost all the time) [9], Appearance (Attractive or Beautiful/Handsome) [4 or 12], Charisma +1 to +2 [5/level], Cheaper Gear (Any) [1], Combat Reflexes [15], Contact (Aristocrat, Fence, Junk Dealer, Pirate, Port Authority, Skill 12, 15 or 18, 9 or less, somewhat reliable) [1, 2, 3], Contact Group (Criminal Mob, Pirates, Security, Skill 12, 15 or 18, 9 or less, somewhat reliable) [5, 10, 15], Danger Sense [15], Enhanced Dodge 1-3 (Vehicular, Starship) [5/level], Equipment Bond (Starship) [1], Higher Purpose (Deliver the Package) [5], Honest Face [1], Hotshot Pilot [5/level], Gizmos [5/level], Hard to Kill [2/level], Serendipity 1-2 [15/level], Signature Gear (Any) [varies], Signature Ship [varies], Wealth (Comfortable) [10], Wild Talent 1 [20], or upgrade Luck to Extraordinary Luck [30] for 15 points.

Disadvantages: Divide -15 points among Charitable [-15*], Compulsive Behavior (Thrill-Seeking) [-5*], Greedy [-15*], Jealousy [-10], Lecherousness [-15*], Overconfident [-5*], Selfish [-5*], either Social Stigma (Criminal) [-5] or Secret (Smuggler) [-20], Trickster [-15*]; Choose another -30 points from the previous, or from Alcoholism [-15], Callous [-5], Charitable [-15*], Chummy [-5], Code of Honor (Pirate's or Professional's), Compulsive Carousing [-5*], Delusion (“I'll talk my way out of it”) [-5], Gluttony [-5*], Laziness [-10], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty (Team) [-5], Wealth (Struggling) [-10].

Primary Skills: Area Knowledge (Region of Space) IQ+64 [4]-20, Freight Handling (A) IQ [2]-14, Merchant (A) IQ [2]-14, Navigation (Hyperspace) (A) IQ+624 [2]-20, Pilot (Starship) DX+31 [8]-16, Smuggling (A) IQ+44 [2]-18; Divide two points among Electronics Operation (EW), Holdout, or Streetwise all (A) IQ+44 [2]-18 or improve any of the above skills.

Secondary Skills: Beam Weapons (Pistol) (E) DX+1 [2]-14; Spacer (E) IQ [1]-14, Stealth (A) DX+1 [4]-14; Vacuum Suit (A) DX+1 [4]-14; One of Brawling (E) DX+1 [2]-14, Boxing (A) DX [2]-13 or Karate (H) DX-1 [2]-12; One of Wrestling (A) DX [2]-13 or Judo (H) DX-1 [2]-12; Choose one of Savoir-Faire (High Society or Mafia) (E) IQ+2 [4]-16, Acting or Fast-Talk both (A) IQ+1 [4]-15, Diplomacy (H) IQ [4]-14, Carousing (E) HT+2 [4]-13, Sex-Appeal (A) HT+1 [4]-12; Choose four from among Fast-Draw DX+22 [2]-16, Beam Weapons (Projector or Rifle), Forced Entry, Gunner (Beams) all (E) DX+1 [2]-14, Free-fall (A) DX [2]-13, Escape (H) DX-1 [2]-12, Area Knowledge (Any) (E) IQ+54 [2]-19, First Aid both (E) IQ+1 [2]-15, Navigation (Land) (A) IQ+33 [2]-17, Administration, Artillery (Guided Missile), Connoisseur (Starships), Electronics Operation (Comms, EW, Security or Sensor), Electronics Repair (Security), Mechanic (Starship) all (A) IQ [2]-14, Law (Galactic) (H) IQ-1 [2]-13, Intimidation (A) Will [2]-13, Scrounging (E) Per+1 [2]-15, 1or Urban Survival (A) Per [2]-14 or improve any of the above skills by one level to [4].

Background Skills: Computer Operations (E) IQ [1]-14, Pilot (Contragravity) DX6 [0]-12 and a 20-point background lens

Corvette Techniques: A total of 10 points on any of the perks or techniques below.

Perks: Corvette Switchboard [1], Duct-Tape Savant [1], Feel of the Ship [1], Light Jumper [1], Maverick, Old Space Hand [1], Smooth Jump [1], Smuggler Lane [1], Soar like a Leaf [1], Standard Operating Procedure (Calibrations or Primed to Go) [1],

Techniques: Escape Manuever [1-4], Evasive Maneuvering [1-4], Hiding [2-6], Point Defense [1-4], Precision Firing [1-3], Stunt [2-5].

*Adjusted for Self-Control Rating
1: +1 from 3D Spatial Sense
2: +2 from 3D Spatial Sense
3: +3 from 3D Spatial Sense
4: +4 from Born Smuggler
5: +1 from Combat Reflexes
6: From default

Smuggler Power-Ups

Corvette Tinkerer 25 points

Advantages: Choose 20 points from among IQ +1 [20], Artificer 1-2 [10/level], Quick Gadgeteer (Corvette Tinkerer -80%) [10], or Gizmo (Spaceship Gadgets) 1-3 [5/level]

Skills and Perks: Spend any remaining advantage points and 5 additional points from the following skills and perks:

Perks: Duct-Tape Savant [1], Equipment Bond (Toolkit), Standard Operating Procedure (Calibrations) [1]

Skills: Armoury (Force Shields, Heavy Weapons, Vehicular Armor), Electrician, Machinist or Mechanic (Starship) all (A) IQ+1 [4]-13, or Engineering (Starship) (H) IQ [4]-12

Gunslinger 25 points

Advantages: Gunslinger (Blaster Pistols only -60%) [10]

Skills and Perks: Spend any remaining advantage points and 5 additional points from the following skills and perks:

Perks: Duct-Tape Savant [1], Equipment Bond (Toolkit), Standard Operating Procedure (Calibrations) [1]

Skills: Improve Beam Weapons (Pistol) to (E) DX+4 [12]-17 for 10 points.

Gunslinger Arts: Spend 5 points on the following perks, skills and techniques.

Perks: Bank Shot, Fastest Gun in the Galaxy (Pistol), Gun Schtick (Twirl), Gun Whisperer (Pistol), Lightning Fingers (Pistol), Off-Hand Weapon Training (Pistol), Quick-Sheath (Pistol), Skipshot, Weapon Bond.

Skills: Fast-Draw (Pistol) (DX/E)


Techniques: Combat Driving [2-5], Dual-Weapon Attack (Pistol) [2-5], Fast-Firing (Pistol) [2-3], Motorized Combat [2-5], Quick Shot [1-4], Targeted Attack (Pistol/Hand) [2-5], Targeted Attack (Pistol /Weapon) [2-5].

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