Non Force User - Smuggler

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Non Force User - Smuggler

Post by Guest on Mon May 28, 2012 7:57 pm

Smuggler: Lawlessness became common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these type hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster and that is how the smugler came into being. The life of a Smuggler is always a gamble and now it is a gamble more so than ever.

Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.

Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire, Jedi Order or Jensaarai Dominion however it is not unknown to work with them. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.


Special Abilities:

Starting Abilities: At first level Smugglers receive a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), three Skill points and a Rank in the Blaster Rifles and Simple Weapon Groups.

Special Abilities:

Starting Abilities: At first level a Smuggler receives a Perk of their choice (they must still meet the Perk’s prerequisites, if there are any), three Skill points and a rank in the Blaster Rifles and Simple Weapon Groups.

Blaster Pistol Training: At fourth level a Smuggler gains the ability to use a Blaster Pistol, One Rank in the Blaster Pistol Weapon Group and a Rank in the Precision Combat Form.

Force Training: Smugglers gain the Key Power Sense at first level, Control at second and Alter at third.


Lvl Special Abilities
1 Sense
Starting abilities
2 Control
3 Alter
4 Blaster Pistol Training

Proficiency Points:
C: 4
S: 3
P: 3
T: 3, 4

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