http://starfrontiers.info/wiki/index.php?title=Vrusk_Smuggler&feed=atom&action=historyVrusk Smuggler - Revision history2024-03-28T23:12:41ZRevision history for this page on the wikiMediaWiki 1.15.1http://starfrontiers.info/wiki/index.php?title=Vrusk_Smuggler&diff=335&oldid=prevTerl obar at 19:57, 10 March 20102010-03-10T19:57:52Z<p></p>
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</table>Terl obarhttp://starfrontiers.info/wiki/index.php?title=Vrusk_Smuggler&diff=41&oldid=prevTerl obar: Created page with '{| align="right" |- |style="background: navy; color: white;" colspan="4" align="center"| '''Vrusk Smuggler''' |- |'''STR/STA ''' ||45/45 ||'''PS'''|| +3 |- |'''DEX/RS'''|| 50/50 …'2010-02-27T01:05:24Z<p>Created page with '{| align="right" |- |style="background: navy; color: white;" colspan="4" align="center"| '''Vrusk Smuggler''' |- |'''STR/STA ''' ||45/45 ||'''PS'''|| +3 |- |'''DEX/RS'''|| 50/50 …'</p>
<p><b>New page</b></p><div>{| align="right"<br />
|-<br />
|style="background: navy; color: white;" colspan="4" align="center"| '''Vrusk Smuggler'''<br />
|-<br />
|'''STR/STA ''' ||45/45 ||'''PS'''|| +3<br />
|-<br />
|'''DEX/RS'''|| 50/50 ||'''IM'''|| +5<br />
|-<br />
|'''INT/LOG'''|| 55/55 ||'''Ranged'''|| 25<br />
|-<br />
||'''PER/LDR'''|| 50/50 ||'''Melee'''|| 25<br />
|-<br />
|style="background: #eeeeee;" colspan="4"|'''Special Abilities:'''<br/><br />
''Ambidexterity, Comprehension 15%''<br />
|+<br />
|colspan="4"|'''Skills:''' ''(Biosocial PSA)'' <br /><br />
''Psychosocial 1, Technician1''<br />
|-<br />
|style="background: #eeeeee;" colspan="4"|'''Equipment:'''<br /><br />
''Techkit, 322 Credits for bribing and purchases.''<br />
|}<br />
People sometimes need to have things imported or<br />
delivered that run a bit on the wrong side of the law.<br />
That's where you come in. Your skills allow you to<br />
bypass security both living and electronic, letting<br />
you make your money with less risk than others in<br />
your line of work.<br />
<br />
==Character Concepts==<br />
The starting Vrusk Smuggler has no gear other than<br />
the Techkit all characters skilled in Technician<br />
receive. You need money to do your trade... lots of<br />
money. Now if you can only keep away from those<br />
gambling tables long enough to actually do your job!<br />
Hey... I wonder how much you could get for this<br />
Techkit on the black market?<br />
<br />
===The Courier===<br />
There you were, talking to a casual work<br />
acquaintance about how he affords all those nice<br />
hovercycles he collects. He tells you all he does is<br />
travel around the Frontier and tote about a carry-on<br />
bag or two, racking up those frequent spaceliner<br />
miles. After traveling to a new location, he lives the<br />
high life in fine hotels then picks up another bag and<br />
comes home. Those really were nice hovercycles.<br />
<br />
The next thing you knew, you were on the<br />
chronocom talking to some guy you only know of as<br />
Tog (which you’re pretty sure means “voice” in<br />
Yazirian) and arranging a pickup and drop-off point.<br />
Sure, you have to front the cash for the starliner<br />
and hotel, but you’re promised 250 Credits when<br />
you get back. All you have to do is get past a few<br />
security scanners and customs agents... should be<br />
no problem for a Vrusk like you!<br />
<br />
===The Dealer===<br />
You have a thing for art. You don’t care what kind,<br />
but you understand it. You don’t appreciate it like<br />
the connoisseurs with all the fat bank accounts, but<br />
you do understand it.<br />
<br />
So some thug comes up to you on the street with<br />
his silly “Psssst.... wanna buy a watch?” approach,<br />
and there you see it: a diamond in the rough. An<br />
antique chronex. You smile and shell out 20 Credits<br />
so the yazirian goon can get his next fix.<br />
<br />
The next thing you know, you’re seated in front of a<br />
wealthy collector, knowing right where the exit is if<br />
things go wrong. He’s offering 200 Credits, but you<br />
know people almost as well as you know art. You<br />
notice the opened crate of gallo-fur coats in the<br />
corner and smile, knowing a place where you could<br />
sell that for a fortune. “I’ll tell you what, since I like<br />
you, I’ll sell you the chronex for 200 if you throw in<br />
a crate of the gallo-fur coats. My mom likes coats.”<br />
<br />
You’re pretty sure that contact who likes the gallofur<br />
has some Dralasite vapor drugs he’s been trying<br />
to get rid of...<br />
<br />
You live your life buying contraband from couriers<br />
and thieves, selling it to those who know what to do<br />
with it. Your morality doesn’t limit you: if you sell a<br />
crate of laser rifles to a dictator, that’s just<br />
business. You’ll take your fistful of Credits and walk<br />
past his rival warlord sitting in the chair tied up and<br />
gagged, never to say a word to anyone. Its a<br />
dangerous life you’ve chosen, but it’s one with a lot<br />
of profit.<br />
<br />
===The Kidnapper===<br />
When your grandfather was alive, it was his<br />
business. He helped refugees on Gollywog escape<br />
the Blue Plague when the planet was under<br />
quarantine. His heart was in the right place, but he<br />
may have been partially responsible for that<br />
plague’s widespread effect.<br />
<br />
Now the business has passed on to your father, and<br />
you work for him. You are a smuggler of a different<br />
type – one who specializes in the smuggling of<br />
people. You help create false identities for the<br />
people you smuggle, or talk your way through<br />
customs and immigration with a smooth tongue and<br />
a handful of credits.<br />
<br />
Recently, you were sent on a mission from your<br />
father to grab a target and “escort” her to Kraatar.<br />
But when you arrived with your unwilling traveling<br />
companion, you found that she was being sold into<br />
slavery. You drew the line, fled, and now your<br />
father is furious with you for ruining the reputation<br />
of the family business...<br />
<br />
===The Reluctant Hero===<br />
All you wanted was an easy couple hundred credits.<br />
You owed a gambling debt to some very powerful<br />
people, and couldn’t stay in one place too long. So<br />
when the young mysterious man approached you<br />
asking for some aid getting to Yast in the Athor<br />
system, you immediately gave him a price. To your<br />
surprise, he offered double what you asked, adding<br />
that there could be no questions asked. You added<br />
up all the expected expenses in your mind and knew<br />
it would be profitable enough to pay off that<br />
gambling debt at last!<br />
<br />
So you called in some favors, greased a few palms,<br />
and got you and your new friend passage on a<br />
mining vessel that happened to be going that way.<br />
All should have been easy...<br />
<br />
Then came the UPF ships. Not the scouts and<br />
fighters, but a Frigate of considerable armament.<br />
The captain of the ship wanted to turn you both over<br />
to avoid entanglements, but you looked at the<br />
young man’s fear and somehow knew he<br />
desperately needed to get to Yast, no questions<br />
asked. You sigh... a deal’s a deal.<br />
<br />
“Head over to those asteroids, Captain, I’ll go below<br />
and see what I can do to get more out of these<br />
engines. I’ll double what you asked for our<br />
passage.”<br />
<br />
You try to live your life as a selfish gambler, but<br />
your intentions always get marred by your big heart.<br />
You try not to get involved, but inevitably become<br />
the center of adventure and intrigue. You’re a<br />
rogue, a scoundrel, and a damned good oracard<br />
player... and unfortunately a reluctant hero.<br />
<br />
==Development==<br />
===Developing Abilities===<br />
Work on increasing that Personality score. You’re<br />
not a warrior, you need to be able to talk your way<br />
out of trouble as much as possible. When the<br />
bullets and blasters start firing, you want to make<br />
sure you’re on the winning side. Making friends is<br />
important to you, and making enemies is just bad<br />
business sense.<br />
<br />
COMPREHENSION!!! Get this score up quickly, as it<br />
helps you get the low-down on what’s really going<br />
on during a business deal.<br />
<br />
===Developing Skills===<br />
Increasing your Psychosocial skill will help you be<br />
able to talk your way past trouble. Increasing your<br />
Technician skill will help you with all the technical<br />
requirements of smuggling: security scanners,<br />
creating smuggling compartments on ground<br />
vehicles, and defeating security systems. Taking<br />
some skill in Computers will help you with the<br />
establishment of multiple identities, for yourself or<br />
for those people you wish to smuggle.<br />
<br />
And don’t forget about getting some skill in a<br />
weapon or two. It’s one thing to sell a crate of<br />
gyrojet pistols. It’s another thing to pick one up and<br />
shoot an enemy. To be an effective smuggler,<br />
sometimes you’ll need to be good at both of those<br />
things.<br />
<br />
===Equipment===<br />
Don’t go too crazy and buy up all sorts of military<br />
equipment, though a concealed weapon or two<br />
never hurt. Make sure you keep Credits on you at<br />
all times. Your character probably feels less than<br />
comfortable about banks or other forms of<br />
investment. You want your Credits the old<br />
fashioned way: in your hand or in your pocket. You<br />
never know when there will be a guard to bribe or a<br />
vehicle to rent. Getting things from point A to point<br />
B isn’t as easy as walking a straight line; it takes<br />
savvy. And savvy takes Credits. Fortunately, you<br />
have both.<br />
<br />
Since you’re not a combat monster yourself, it might<br />
be a good idea once finances allow for you to get<br />
some hired muscle. Credits will buy loyalty, and<br />
loyalty will mean protection. A couple of guys<br />
standing behind you with automatic rifles can<br />
sometimes help convince someone of just about<br />
anything.<br />
<br />
When you can really afford it, get a combat robot to<br />
be your bodyguard. It costs more, but robots can<br />
be made to do amazing things in the modern<br />
Frontier.<br />
<br />
==Edges and Flaws==<br />
Here are some suggestions for some edges and<br />
flaws, for those characters in games using these<br />
optional rules:<br />
<br />
===Edge: Friends in High Places===<br />
You know people who know people. Invoke this to<br />
get out of trouble at the right moment... or to get<br />
some information or a price off your head. Or use it<br />
to get some Credits by calling in a favor.<br />
<br />
===Flaw: Gambling Debt===<br />
You owe someone money. Not just anyone, but a<br />
guy who has the means to get it back. You’ll<br />
occasionally run into thugs in the employ of your<br />
debtor, and they might want to hurt you. The<br />
referee invokes this flaw in order to force<br />
involvement from the powerful figure to which you<br />
owe the debt.<br />
<br />
<div style="float:right; border:thin solid black; background: #eeeeee;"><br />
Thanks to AesirRaven for the suggestions and effort,<br />
and for coming up with the stats for both the<br />
Dralasite Martial Artist and the Vrusk Smuggler.</div></div>Terl obar