Smuggler Archive
Thread: Ideas for the smugglar...
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rysan
Thu Jan 20, 2005 2:55 pm
#1
SMUGGLER IDEAS - RYSAN
----NOVICE SMUGGLAR - UNDERWORLD EFFECTS----
--SMUGGLAR TERMINALS--
Terminals hidden within faction buildings - for example, Jabba's
Palace.
--Fade Away + Fade Away +10--
The Fade away ability lets a smugglar dissapear into the background
for a small amount of time. This will make their TEF invisible for
the predertimed time. +10 means ten seconds invisible.
----PROGRESSION IN THE UNDERWORLD----
When you complete smuggling missions, an UNDERWORLD point should be
When you complete smuggling missions, an UNDERWORLD point should be
given progressing you along the Underworld branch of the profession.
The more points are given for the more difficult missions.
----UNDERWORLD I----
--Luck +1--
A smuggler is a gambler a risk taker, taking the first step into this
profession you need a little extra to help you in the shady deals you
will encounter. The Luck skill mod effects the difficulty level the
Smugglar can access also.
--Vehicle speed +1--
--Vehicle Handling +1--
--Vehicle Handling +1--
A smugglar spends most of there life in space or in transit...
Taking items from place to place, a ounce of extra speed and handling
would be invaluable with a revamp Master Bounty Hunter or Imperial
Troops giving chase.
--Fade Away +5--
The deliveries being smuggled get more valuable with the increase in
The deliveries being smuggled get more valuable with the increase in
luck. They get an extra 5 seconds TEF invisibility when the Fade
Away ability is used.
UNDERWORLD II + UNDERWORLD III + UNDERWORLD IV
Would have the same kind of effects making the Smugglar more elusive
and fast in the getaway.
MASTER SMUGGLER EFFECTS ON UNDERWOLRD
--Luck +1--
--Vehicle Speed +1--
--Vehicle Handling +1--
--Fade Away (smugglar will get a total of 30 seconds)
--Access to faction heads to exchange UNDERWORLD points for status,
--Vehicle Speed +1--
--Vehicle Handling +1--
--Fade Away (smugglar will get a total of 30 seconds)
--Access to faction heads to exchange UNDERWORLD points for status,
loot and other hidden extras.
----NOVICE SMUGGLAR - SLICING----
Slicing is more an Art than a Craft. Therefore all novice smugglars
should be able to slice any weapon, armor, terminal etc - but at a
very low level. Also as slicing is a art - a smugglar should not be
able to make molecular clamps or knives - but be completly reliant on
artisans to craft them.
--MAX SLICE POWER +3--
The power of this slice will have a maximum strength of 3%.
--MAX SLICE ACCURACY +3--
The accuracy of this slice will have a maximum accuracy of 3%
The accuracy of this slice will have a maximum accuracy of 3%
The power and accuracy are multiplied to give the slice overall
percentage - this would mean a maximum slice of 9%.
----SLICING I----
--MAX SLICE POWER +2--
--MAX SLICE ACCURACY +2--
--MAX SLICE ACCURACY +2--
Minimum slice would still be 0%, but the maximum would now be 25%.
----SLICING II----
Although the maximum output is invaluable to a slicer - the knowledge
that there slice isnt going to fall below a certain level is just as
priceless.
--MIN SLICE POWER +3--
--MIN SLICE POWER +3--
--MIN SLICE POWER +3--
This would mean the slicer would be able to offer a slice with a
minimum of 9% and the max of 25% - giving the client a little more
reasurrance.
----SLICING III + SLICING IV----
The progression would result with the Slicer IV being able to offer a
minimum 25% slice and a Maximum of 40% slice.
MASTER SMUGGLER EFFECTS ON SLICING
The master smugglar should be able to slice at the highest level.
Being able to offer the customer a 30% minimum slice and an open
ended maximum slice.
----NOVICE SMUGGLAR - DIRTY FIGHTING----
Pistol XP required still.
The novice smugglar needs to be able to get away, and dirty fighting
should give them the valuable seconds needed.
--Melee defence--
--Ranged defence--
--Ranged defence--
Both modifiers should be included as a smugglar requires unarmed and
postils to get novice status.
--UNARMED KNOCKDOWN +5--
--Pistol Melee Knockdown--
A pistol whip to the back of the kneck knocking down someone that
gets in there way.
--Random flurry 1--
Several random shots that act in a similair way as suppression fire
but with slightly more effect.
----DIRTY FIGHTING I----
--Melee Defence--
--Ranged Defence--
--Ranged Defence--
Increasing the defences at close and distant range.
--Dodge--
--Aiming while Moving--
--Aiming while Moving--
Both modifiers should be included as the Smugglar will spend more
time running than engaged in combat - mostly there enemies will
outnumber them 10-1...
--UNARMED KNOCKDOWN +5--
--Feign Death + Feigh Death +45--
Same as now.
--Panic Shot--
Will stun enemy!
--DIRTY FIGHTING II--
--Melee Defence--
--Ranged Defence--
--Ranged Defence--
Increasing the defences at close and distant range.
--Dodge--
--Aiming while Moving--
--Aiming while Moving--
Increasing dodging and aiming while moving.
--Feign Death + Feigh Death +5--
--Low Blow--
Same as now.
--DIRTY FIGHTING III--
--Melee Defence--
--Ranged Defence--
--Ranged Defence--
Increasing the defences at close and distant range.
--Dodge--
--Aiming while Moving--
--Aiming while Moving--
Increasing dodging and aiming while moving.
--Feign Death + Feigh Death +10--
--UNARMED KNOCKDOWN +5--
----DIRTY FIGHTING IV----
--Melee Defence--
--Ranged Defence--
--Ranged Defence--
Increasing the defences at close and distant range.
--Dodge--
--Aiming while Moving--
--Aiming while Moving--
Increasing dodging and aiming while moving.
--Feign Death + Feigh Death +10--
--Last Ditch--
This shot should do serious damage to an enemy but also to your own
mind pool. Maybe a loss of 75% to your mind results in a 50% damage
to all opponents HAM.
MASTER SMUGGLER EFFECTS ON DIRTY FIGHTING
Even though a master smugglar you still dont have the straight out
power to go toe to toe with masters of elite combat professions or
hybrid combat professions. Yet within any circumstance they will
have the ability to launch an assault that will give them the time to
escape their attackers clutches.
--DAMAGE MITIGATION BOTH RANGED AND MELEE--
--Melee Defence--
--Ranged Defence--
--Ranged Defence--
Increasing the defences at close and distant range.
--Dodge--
--Aiming while Moving--
--Aiming while Moving--
Increasing dodging and aiming while moving.
--Feign Death + Feigh Death +10--
--UNARMED KNOCKDOWN +5--
--Knee Cap Assault--
A cone attack which takes out enemies knee caps, capable of knocking
multiple targets down. Minimal damage but invaluable to escape
multiple targets.
--Random Flurry 2--
A cone attack that will stun, dizzy and disarm multiple enemies.
Another invaluable attack for a smugglar to escape its enemies.
----NOVICE SMUGGLAR AND SPICES----
To come soon.
yimaz
Thu Jan 20, 2005 3:05 pm
#2
Got some nice idea's in there, welcome to the smuggler community. You will find we are full of shi.....I mean idea's for a full and solid re-vamp. 
Polarbear868
Thu Jan 20, 2005 3:23 pm
#3
great ideas, but talk is cheap, none of what you want will come
Akiram_Glockem
Thu Jan 20, 2005 4:21 pm
#5
I like the interesting, well-thought out ideas. The only problem I have is this: It's spelled Smuggler, not Smugglar, that just grates a nerve with me for some reason, don't quite know why. Other than that I look forward to seeing your ideas on Spices.
rysan
Fri Jan 21, 2005 7:04 am
#6
What can i say i cant spell! Or maybe cos i'm English... (just an excuse)!
cheers for the posts...
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