Smuggler

Void logistics ghost.

The Smuggler moves things. Weapons past orbital checkpoints. People past identity scanners. Data past Kadiss audit trails. The Smuggler does not ask what is in the crate. The Smuggler asks where the crate needs to go and how many checkpoints are between here and there. The answer determines the price.

Asset Realisation books the Smuggler as "trade compliance liability -- unregistered." The Nine's customs apparatus exists to tax, control, and restrict the flow of goods. The Smuggler exists to bypass all three. Every inspection Station, every cargo scanner, every customs inspector is an obstacle the Smuggler has already solved: false manifest, shielded compartment, bribed inspector, or route that avoids the checkpoint entirely. The Smuggler's Kadiss record is a work of fiction -- shell companies, dead traders' credentials, import licences for goods that do not exist.

The Smuggler's hidden compartments are works of art. A bulkhead that opens into a void behind the environmental systems. A cargo container whose back third does not appear on any manifest and does not register on any scanner. A crew cabin with a false floor deep enough for a person to lie flat and breathe recirculated air for the eight hours it takes to clear inspection. The Smuggler has hidden everything -- weapons, contraband, fugitives, the occasional experimental xenotech that three different corps would kill to recover -- and nothing has ever been found.

Operating on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor, 8 SP). Light armour and concealable weapons -- the Smuggler is a talker, not a fighter. Prime requisites: DEX (compartment construction) and CHA (the voice that talks the party through the checkpoint).

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesSmugglers can multiclass with Pilot and Fixer archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesDEX, CHA
Prime RequisitesDEX, CHA
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, Concealable weapons

Notes

Archetype Niche: The Smuggler is the party's invisible logistics arm. Hidden Compartment solves the 'how do we get the weapons past security' problem and scales to moving living beings in shielded compartments. Customs Dodge turns checkpoints from obstacles into speed bumps -- the Smuggler talks the party through where other parties fight. Contraband Network provides an economic endgame: passive income, trade routes, and sector-spanning influence. The Smuggler's niche is moving things where they shouldn't go -- the party's gear, the VIP, the stolen prototype -- all invisible to the authorities.

Level Table

Runner

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleRunner
will0
xp0

Mule

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleMule
will0
xp1250

Smuggler

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleSmuggler
will1
xp2500

Blockade Runner

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleBlockade Runner
will1
xp5000

Master Smuggler

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleMaster Smuggler
will1
xp10000

Shadow Hauler

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleShadow Hauler
will2
xp20000

Grand Smuggler

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleGrand Smuggler
will2
xp40000

Trade Ghost

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleTrade Ghost
will2
xp70000

Void Runner

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleVoid Runner
will3
xp110000

High Void Runner

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleHigh Void Runner
will3
xp160000

Trade Prince

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleTrade Prince
will3
xp220000

High Trade Prince

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleHigh Trade Prince
will4
xp280000

Void Chief

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleVoid Chief
will4
xp340000

High Void Chief

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleHigh Void Chief
will4
xp400000

Shadow Fleet Master

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleShadow Fleet Master
will5
xp460000

High Fleet Master

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleHigh Fleet Master
will5
xp520000

Sector Shadow

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleSector Shadow
will5
xp580000

High Sector Shadow

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleHigh Sector Shadow
will6
xp640000

The Phantom Fleet

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleThe Phantom Fleet
will6
xp700000

Supreme Smuggler

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Smuggler
will6
xp760000

Special Abilities

Hidden Compartment

FieldValue
level1
nameHidden Compartment

description: The Smuggler builds hiding places that do not exist on any schematic. Compartments hold up to 10 lbs of cargo per Smuggler level -- in vehicles, cargo containers, buildings, personal gear. Detection requires a Perception or Security check (DC = 15 + Smuggler level + INT modifier). Scanning technology (x-ray, thermal, chemical sniffers) takes a -5 penalty -- the Smuggler knows how scanners work and builds accordingly. At level 5, compartments are shielded against one scanning type (chemical, thermal, radiation, or electronic). At level 10, compartments hold living creatures (up to Small size, 8 hours of breathable air) -- the Smuggler has moved fugitives, stowaways, and once a corp executive's kidnapped child. At level 15, compartments are shielded against all scanning types -- no scanner in the Nine's inventory can find what the Smuggler has hidden.

Customs Dodge

FieldValue
level3
nameCustoms Dodge

description: The Smuggler talks through checkpoints the way others walk through doors. Bureaucracy and Deception as class skills with +3 competence bonus. At any checkpoint, inspection, or customs station, the Smuggler makes a Deception or Bureaucracy check (Smuggler's choice) -- fast-talk, bribe, or paperwork-confuse. DC by security level: routine DC 15, heightened DC 20, military DC 25, lockdown DC 30. Success: the party passes without inspection -- the inspector waves them through, the scanner shows green, the manifest checks out. Failure: standard inspection occurs, but compartments still require their own detection check. At level 8, the Smuggler passes one companion through on their credentials. At level 13, the Smuggler's reputation precedes them -- +5 to the check in systems where they have traded before. The inspector has heard the name and does not want trouble.

Contraband Network

FieldValue
level5
nameContraband Network

description: The Smuggler knows who wants what and who will pay. Black-market value of any contraband item is known at a glance. Buyers for goods legitimate merchants will not touch are located within 24 hours. When transporting contraband, the Smuggler increases the sale price by 10% (stacks with Fixer's Fence). At level 10, the Smuggler establishes a regular trade route between two systems generating 100 rek per Smuggler level per month in passive income -- the route runs whether the Smuggler is on it or not, because the Smuggler has built something that outlasts them. At level 15, the Smuggler's network spans the sector -- goods move between any two points on the trade network at triple the normal price markup. The Nine's customs apparatus has become the Smuggler's distribution network.