Smuggler Astral Plane
Before becoming an adventurer, you made your coin moving contraband right under the nose of sector authorities. Your reasons for smuggling might've been nuanced- perhaps you moved medical supplies and arms to rebels on a rim world instead of banned luxury goods to the highest bidder in a cosmopolitan spaceport- but regardless you picked up a certain set of skills that makes you an invaluable asset to an adventuring party that needs to quietly move from port to port and not draw the attention of nosy badges.
Claim to Fame
Every smuggler has that one tale that sets them apart from common criminals. By wits, piloting skill, or a silver tongue, you lived to tell the story— and you tell it often. You can roll on the following table to determine your claim or choose one that best fits your character.
d6 Accomplishment
1 Spirit of the Kindori - You smuggled stolen explosives in the body of a dead space whale being pulled behind a fishing ship. After you delivered the goods, the corpse suddenly exploded, sending Kindori meat chunks raining for half a mile.
2 Blockade Runner - You once piloted a ship filled with heisted art through the middle of a battlefield while yodeling into your comms to confuse combatants.
3 The Recruit - You enlisted in another nation's navy for the purpose of smuggling stolen jewels to a distant port. You attained a minor rank before disappearing from the navy and making your way here.
4 Gold-Hearted - You agreed to transport a family escaping a war. The baby began to cry at a checkpoint, and you gave the guards all your gold to let you pass.The family never found out about this gesture.
5 Playing Both Sides - You once smuggled crates of weapons, each destined for an opposing side in a regional ground war, at the same time. The buyers arrived within moments of each other but did not discover your trickery.
6 Mercy Mission - Receiving a distress call from a nearby moon being wracked by volcanic eruptions, you dumped a crime lord's cargo of stolen laser weapons to rescue a team of scientists and the herd of soon-to-be-extinct beasts they were studying. The scientists went on to synthesize a cure for Snifflepox utilizing the herd's saliva. You were able to smooth things over with the crime lord when the Snifflepox vaccine was given to her sickly son, and you are publicly associated with the criminal syndicate after accepting a commendation from the interplanetary senate for your efforts in the rescue of their science team "on behalf of your benefactor." The crime lord got good press, and you became a folk hero.
Feature: Down Low
You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.
Remove these ads. Join the Worldbuilders Guild
Comments