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		<title>Vrusk Smuggler - Revision history</title>
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			<title>Terl obar at 19:57, 10 March 2010</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Vrusk_Smuggler&amp;diff=335&amp;oldid=prev</link>
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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 19:57, 10 March 2010&lt;/td&gt;
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			<pubDate>Wed, 10 Mar 2010 19:57:52 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Vrusk_Smuggler</comments>		</item>
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			<title>Terl obar:&amp;#32;Created page with '{| align=&quot;right&quot; |- |style=&quot;background: navy; color: white;&quot; colspan=&quot;4&quot; align=&quot;center&quot;| '''Vrusk Smuggler''' |- |'''STR/STA ''' ||45/45 ||'''PS'''|| +3 |- |'''DEX/RS'''|| 50/50 …'</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Vrusk_Smuggler&amp;diff=41&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;{| align=&amp;quot;right&amp;quot; |- |style=&amp;quot;background: navy; color: white;&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| &amp;#39;&amp;#39;&amp;#39;Vrusk Smuggler&amp;#39;&amp;#39;&amp;#39; |- |&amp;#39;&amp;#39;&amp;#39;STR/STA &amp;#39;&amp;#39;&amp;#39; ||45/45 ||&amp;#39;&amp;#39;&amp;#39;PS&amp;#39;&amp;#39;&amp;#39;|| +3 |- |&amp;#39;&amp;#39;&amp;#39;DEX/RS&amp;#39;&amp;#39;&amp;#39;|| 50/50 …&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: navy; color: white;&amp;quot; colspan=&amp;quot;4&amp;quot; align=&amp;quot;center&amp;quot;| '''Vrusk Smuggler'''&lt;br /&gt;
|-&lt;br /&gt;
|'''STR/STA ''' ||45/45 ||'''PS'''|| +3&lt;br /&gt;
|-&lt;br /&gt;
|'''DEX/RS'''|| 50/50 ||'''IM'''|| +5&lt;br /&gt;
|-&lt;br /&gt;
|'''INT/LOG'''|| 55/55 ||'''Ranged'''|| 25&lt;br /&gt;
|-&lt;br /&gt;
||'''PER/LDR'''|| 50/50 ||'''Melee'''|| 25&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot; colspan=&amp;quot;4&amp;quot;|'''Special Abilities:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
''Ambidexterity, Comprehension 15%''&lt;br /&gt;
|+&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|'''Skills:''' ''(Biosocial PSA)'' &amp;lt;br /&amp;gt;&lt;br /&gt;
''Psychosocial 1, Technician1''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot; colspan=&amp;quot;4&amp;quot;|'''Equipment:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
''Techkit, 322 Credits for bribing and purchases.''&lt;br /&gt;
|}&lt;br /&gt;
People sometimes need to have things imported or&lt;br /&gt;
delivered that run a bit on the wrong side of the law.&lt;br /&gt;
That's where you come in. Your skills allow you to&lt;br /&gt;
bypass security both living and electronic, letting&lt;br /&gt;
you make your money with less risk than others in&lt;br /&gt;
your line of work.&lt;br /&gt;
&lt;br /&gt;
==Character Concepts==&lt;br /&gt;
The starting Vrusk Smuggler has no gear other than&lt;br /&gt;
the Techkit all characters skilled in Technician&lt;br /&gt;
receive. You need money to do your trade... lots of&lt;br /&gt;
money. Now if you can only keep away from those&lt;br /&gt;
gambling tables long enough to actually do your job!&lt;br /&gt;
Hey... I wonder how much you could get for this&lt;br /&gt;
Techkit on the black market?&lt;br /&gt;
&lt;br /&gt;
===The Courier===&lt;br /&gt;
There you were, talking to a casual work&lt;br /&gt;
acquaintance about how he affords all those nice&lt;br /&gt;
hovercycles he collects. He tells you all he does is&lt;br /&gt;
travel around the Frontier and tote about a carry-on&lt;br /&gt;
bag or two, racking up those frequent spaceliner&lt;br /&gt;
miles. After traveling to a new location, he lives the&lt;br /&gt;
high life in fine hotels then picks up another bag and&lt;br /&gt;
comes home. Those really were nice hovercycles.&lt;br /&gt;
&lt;br /&gt;
The next thing you knew, you were on the&lt;br /&gt;
chronocom talking to some guy you only know of as&lt;br /&gt;
Tog (which you’re pretty sure means “voice” in&lt;br /&gt;
Yazirian) and arranging a pickup and drop-off point.&lt;br /&gt;
Sure, you have to front the cash for the starliner&lt;br /&gt;
and hotel, but you’re promised 250 Credits when&lt;br /&gt;
you get back. All you have to do is get past a few&lt;br /&gt;
security scanners and customs agents... should be&lt;br /&gt;
no problem for a Vrusk like you!&lt;br /&gt;
&lt;br /&gt;
===The Dealer===&lt;br /&gt;
You have a thing for art. You don’t care what kind,&lt;br /&gt;
but you understand it. You don’t appreciate it like&lt;br /&gt;
the connoisseurs with all the fat bank accounts, but&lt;br /&gt;
you do understand it.&lt;br /&gt;
&lt;br /&gt;
So some thug comes up to you on the street with&lt;br /&gt;
his silly “Psssst.... wanna buy a watch?” approach,&lt;br /&gt;
and there you see it: a diamond in the rough. An&lt;br /&gt;
antique chronex. You smile and shell out 20 Credits&lt;br /&gt;
so the yazirian goon can get his next fix.&lt;br /&gt;
&lt;br /&gt;
The next thing you know, you’re seated in front of a&lt;br /&gt;
wealthy collector, knowing right where the exit is if&lt;br /&gt;
things go wrong. He’s offering 200 Credits, but you&lt;br /&gt;
know people almost as well as you know art. You&lt;br /&gt;
notice the opened crate of gallo-fur coats in the&lt;br /&gt;
corner and smile, knowing a place where you could&lt;br /&gt;
sell that for a fortune. “I’ll tell you what, since I like&lt;br /&gt;
you, I’ll sell you the chronex for 200 if you throw in&lt;br /&gt;
a crate of the gallo-fur coats. My mom likes coats.”&lt;br /&gt;
&lt;br /&gt;
You’re pretty sure that contact who likes the gallofur&lt;br /&gt;
has some Dralasite vapor drugs he’s been trying&lt;br /&gt;
to get rid of...&lt;br /&gt;
&lt;br /&gt;
You live your life buying contraband from couriers&lt;br /&gt;
and thieves, selling it to those who know what to do&lt;br /&gt;
with it. Your morality doesn’t limit you: if you sell a&lt;br /&gt;
crate of laser rifles to a dictator, that’s just&lt;br /&gt;
business. You’ll take your fistful of Credits and walk&lt;br /&gt;
past his rival warlord sitting in the chair tied up and&lt;br /&gt;
gagged, never to say a word to anyone. Its a&lt;br /&gt;
dangerous life you’ve chosen, but it’s one with a lot&lt;br /&gt;
of profit.&lt;br /&gt;
&lt;br /&gt;
===The Kidnapper===&lt;br /&gt;
When your grandfather was alive, it was his&lt;br /&gt;
business. He helped refugees on Gollywog escape&lt;br /&gt;
the Blue Plague when the planet was under&lt;br /&gt;
quarantine. His heart was in the right place, but he&lt;br /&gt;
may have been partially responsible for that&lt;br /&gt;
plague’s widespread effect.&lt;br /&gt;
&lt;br /&gt;
Now the business has passed on to your father, and&lt;br /&gt;
you work for him. You are a smuggler of a different&lt;br /&gt;
type – one who specializes in the smuggling of&lt;br /&gt;
people. You help create false identities for the&lt;br /&gt;
people you smuggle, or talk your way through&lt;br /&gt;
customs and immigration with a smooth tongue and&lt;br /&gt;
a handful of credits.&lt;br /&gt;
&lt;br /&gt;
Recently, you were sent on a mission from your&lt;br /&gt;
father to grab a target and “escort” her to Kraatar.&lt;br /&gt;
But when you arrived with your unwilling traveling&lt;br /&gt;
companion, you found that she was being sold into&lt;br /&gt;
slavery. You drew the line, fled, and now your&lt;br /&gt;
father is furious with you for ruining the reputation&lt;br /&gt;
of the family business...&lt;br /&gt;
&lt;br /&gt;
===The Reluctant Hero===&lt;br /&gt;
All you wanted was an easy couple hundred credits.&lt;br /&gt;
You owed a gambling debt to some very powerful&lt;br /&gt;
people, and couldn’t stay in one place too long. So&lt;br /&gt;
when the young mysterious man approached you&lt;br /&gt;
asking for some aid getting to Yast in the Athor&lt;br /&gt;
system, you immediately gave him a price. To your&lt;br /&gt;
surprise, he offered double what you asked, adding&lt;br /&gt;
that there could be no questions asked. You added&lt;br /&gt;
up all the expected expenses in your mind and knew&lt;br /&gt;
it would be profitable enough to pay off that&lt;br /&gt;
gambling debt at last!&lt;br /&gt;
&lt;br /&gt;
So you called in some favors, greased a few palms,&lt;br /&gt;
and got you and your new friend passage on a&lt;br /&gt;
mining vessel that happened to be going that way.&lt;br /&gt;
All should have been easy...&lt;br /&gt;
&lt;br /&gt;
Then came the UPF ships. Not the scouts and&lt;br /&gt;
fighters, but a Frigate of considerable armament.&lt;br /&gt;
The captain of the ship wanted to turn you both over&lt;br /&gt;
to avoid entanglements, but you looked at the&lt;br /&gt;
young man’s fear and somehow knew he&lt;br /&gt;
desperately needed to get to Yast, no questions&lt;br /&gt;
asked. You sigh... a deal’s a deal.&lt;br /&gt;
&lt;br /&gt;
“Head over to those asteroids, Captain, I’ll go below&lt;br /&gt;
and see what I can do to get more out of these&lt;br /&gt;
engines. I’ll double what you asked for our&lt;br /&gt;
passage.”&lt;br /&gt;
&lt;br /&gt;
You try to live your life as a selfish gambler, but&lt;br /&gt;
your intentions always get marred by your big heart.&lt;br /&gt;
You try not to get involved, but inevitably become&lt;br /&gt;
the center of adventure and intrigue. You’re a&lt;br /&gt;
rogue, a scoundrel, and a damned good oracard&lt;br /&gt;
player... and unfortunately a reluctant hero.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Developing Abilities===&lt;br /&gt;
Work on increasing that Personality score. You’re&lt;br /&gt;
not a warrior, you need to be able to talk your way&lt;br /&gt;
out of trouble as much as possible. When the&lt;br /&gt;
bullets and blasters start firing, you want to make&lt;br /&gt;
sure you’re on the winning side. Making friends is&lt;br /&gt;
important to you, and making enemies is just bad&lt;br /&gt;
business sense.&lt;br /&gt;
&lt;br /&gt;
COMPREHENSION!!! Get this score up quickly, as it&lt;br /&gt;
helps you get the low-down on what’s really going&lt;br /&gt;
on during a business deal.&lt;br /&gt;
&lt;br /&gt;
===Developing Skills===&lt;br /&gt;
Increasing your Psychosocial skill will help you be&lt;br /&gt;
able to talk your way past trouble. Increasing your&lt;br /&gt;
Technician skill will help you with all the technical&lt;br /&gt;
requirements of smuggling: security scanners,&lt;br /&gt;
creating smuggling compartments on ground&lt;br /&gt;
vehicles, and defeating security systems. Taking&lt;br /&gt;
some skill in Computers will help you with the&lt;br /&gt;
establishment of multiple identities, for yourself or&lt;br /&gt;
for those people you wish to smuggle.&lt;br /&gt;
&lt;br /&gt;
And don’t forget about getting some skill in a&lt;br /&gt;
weapon or two. It’s one thing to sell a crate of&lt;br /&gt;
gyrojet pistols. It’s another thing to pick one up and&lt;br /&gt;
shoot an enemy. To be an effective smuggler,&lt;br /&gt;
sometimes you’ll need to be good at both of those&lt;br /&gt;
things.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Don’t go too crazy and buy up all sorts of military&lt;br /&gt;
equipment, though a concealed weapon or two&lt;br /&gt;
never hurt. Make sure you keep Credits on you at&lt;br /&gt;
all times. Your character probably feels less than&lt;br /&gt;
comfortable about banks or other forms of&lt;br /&gt;
investment. You want your Credits the old&lt;br /&gt;
fashioned way: in your hand or in your pocket. You&lt;br /&gt;
never know when there will be a guard to bribe or a&lt;br /&gt;
vehicle to rent. Getting things from point A to point&lt;br /&gt;
B isn’t as easy as walking a straight line; it takes&lt;br /&gt;
savvy. And savvy takes Credits. Fortunately, you&lt;br /&gt;
have both.&lt;br /&gt;
&lt;br /&gt;
Since you’re not a combat monster yourself, it might&lt;br /&gt;
be a good idea once finances allow for you to get&lt;br /&gt;
some hired muscle. Credits will buy loyalty, and&lt;br /&gt;
loyalty will mean protection. A couple of guys&lt;br /&gt;
standing behind you with automatic rifles can&lt;br /&gt;
sometimes help convince someone of just about&lt;br /&gt;
anything.&lt;br /&gt;
&lt;br /&gt;
When you can really afford it, get a combat robot to&lt;br /&gt;
be your bodyguard. It costs more, but robots can&lt;br /&gt;
be made to do amazing things in the modern&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
==Edges and Flaws==&lt;br /&gt;
Here are some suggestions for some edges and&lt;br /&gt;
flaws, for those characters in games using these&lt;br /&gt;
optional rules:&lt;br /&gt;
&lt;br /&gt;
===Edge: Friends in High Places===&lt;br /&gt;
You know people who know people. Invoke this to&lt;br /&gt;
get out of trouble at the right moment... or to get&lt;br /&gt;
some information or a price off your head. Or use it&lt;br /&gt;
to get some Credits by calling in a favor.&lt;br /&gt;
&lt;br /&gt;
===Flaw: Gambling Debt===&lt;br /&gt;
You owe someone money. Not just anyone, but a&lt;br /&gt;
guy who has the means to get it back. You’ll&lt;br /&gt;
occasionally run into thugs in the employ of your&lt;br /&gt;
debtor, and they might want to hurt you. The&lt;br /&gt;
referee invokes this flaw in order to force&lt;br /&gt;
involvement from the powerful figure to which you&lt;br /&gt;
owe the debt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; border:thin solid black; background: #eeeeee;&amp;quot;&amp;gt;&lt;br /&gt;
Thanks to AesirRaven for the suggestions and effort,&lt;br /&gt;
and for coming up with the stats for both the&lt;br /&gt;
Dralasite Martial Artist and the Vrusk Smuggler.&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Sat, 27 Feb 2010 01:05:24 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Vrusk_Smuggler</comments>		</item>
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