Chapter 1 - Class - Character Kits - Thief Kits
Smuggler
Note: This kit is taken from the Complete Thief's Handbook.
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, Fasttalking, 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.