Prime Requisite: Intelligence & Dexterity
Races: All, however the larger ones, like halftrolls and half
ogres may have a more difficult time.
Description: A Smuggler is a specialist in the illicit movement of
goods, either goods that are themselves illegal (e.g., stolen) or whose
movement is illegal (in some countries, for example, it may be illegal
to move gold bullion; or a Smuggler might secretly move cargo to avoid
paying taxes on it). The Smuggler needs a host of practical skills to evade
authorities, as well as connections in diverse places to acquire and unload
his merchandise on the black market.
Role: The Smuggler plays a vital role in the underworld,
moving goods from place to place. Without the Smuggler, Fences could only
sell to local buyers, which would mean they couldn't deal in exceptionally
valuable goods. This would greatly cut the profitability of theft. Guilds
themselves might not even be able to function, at least not on a large
scale.
There are two general methods of protecting contraband
from discovery: Either you hide the goods within the transportation, or
you hide the means of transportation itself. An example of the former would
be a wagon or boat built with a false floor, beneath which the cargo is
hidden. Hidden transportation would include sneaking oneself over the city
wall late at night, with a pack full of stolen loot to be taken to a distant
Fence; or, perhaps, a simple boat traveling late at night.
Plans for hidden transportation may become elaborate. The trick is to be small and fast. Small makes it more difficult to find you; fast makes it likely that you can get through or, at least, get away, even if you are discovered. Sometimes the best smuggling routes go through treacherous territory or difficult terrain. This means that a Smuggler must be flexible. For instance, he may arrange to bring a canoe or even smaller craft to traverse a swamp or area of many small lakes and streams, portaging when necessary and leaving the canoe behind (and hidden, of course) when he has passed the natural obstacles.
If the Smugglers will pass through dangerous territory
(plagued by bandits, humanoids or monsters, for instance), it is best to
work out some means of protection: Either bring along a couple of thugs
or mercenaries for the difficult parts, or pay "protection money" to the
dangerous parties. Most bandits or humanoids, and even intelligent monsters,
would be perfectly happy to let Smugglers through in return for a cut of
their merchandise.
Or they may tell the Smugglers that they can pass
safely through, and then renege on the deal.
For such a situation, it is best for the Smuggler to have some powerful muscle behind him—like a guild. A great many Smugglers are part of guilds. Guilds that operate in more than one urban center, or in the countryside, usually employ a number of Smugglers just to move people and items within their own networks. They may also have Smugglers who specialize in dealing with other guilds; such Smugglers should have a high Charisma, because they must serve as diplomats as well as businessmen. Finally, there are freelance Smugglers. They may operate between guilds, between guilds and freelance fences, or, on rare occasion, solely among freelance fences.
Remember that a Smuggler operates between fences;
he rarely, if ever, deals directly with thieves or non-"wholesale" customers.
The fence or guild works out deals with prospective buyer fences, and then
hires the Smuggler to make the delivery.
Secondary Skills: Farmer, Fisher, Forester, Gambler,
Groom, Hunter, Jeweler, Navigator, Sailor, Teamster/Freighter, Trader/Barterer,
Trapper/Furrier.
Weapon Proficiencies: Smugglers have the normal
range of weapons open to thieves, and are not required to take proficiences
with any in particular.
Nonweapon Proficiencies: Required: None. Recommended:
Alertness, Animal Handling/Training, Animal Noise, Appraising, Boating,
Direction Sense, Disguise, Fast-talking, Forgery, Gather Intelligence,
Navigation, Observation, Rope Use, Seamanship, Swimming.
Skill Progression: Detecting noise is probably the
most useful of the traditional thieves' skills for the Smuggler. After
that, hiding in shadows and silent movement probably see a lot of use.
Pickpocketing would be least utilized in smuggling.
Equipment: Two items are essential to the Smuggler's
vocation: means of transportation, and means of protecting the contraband
from discovery.
Transportation is usually very basic: wagon or horse
for land, boat for water, and so forth. More elaborate smuggling plans
in the fantasy setting may include air transportation—imagine a Smuggler
who secrets stolen gems out of a city, late on moonless nights, by griffon!
Items from the "Evasions" section of the chapter
on equipment (p. 90) are of great use to the Smuggler. Marbles (if the
surface is right) or caltrops can do much to hamper pursuers, and aniseed
or dog pepper can throw dogs off the trail.
Special Benefits: Smugglers must be exceptionally
alert; they therefore get a +1 bonus to their surprise roll.
Special Hindrances: None.
Races: While demihumans are not prohibited from
being smugglers, there are few that have any reason to be. Any player who
wishes to have a demi-human smuggler should be sure to detail his character
background so as to justify the kit.