Cold Guild Courier
Career: Scum
Homeworld: Void Born
Cost: 100 xp
Peerless smugglers among stars of the Calixis Sector, the Cold Guild’s business is simple: transportation. Its membership is made up of anonymous crewmen, corrupt officials, petty merchants and even a few ships’ captains, and its history goes back centuries. The Cold Guild’s existence is something of an open secret, and though they may be outlawed by the Arbites and publicly decried by Chartist Captains, they persist, in no small part, because of their usefulness to many powerful groups and hidden factions. Of course, the Guild itself plays no favourites. Rarely bothered with petty contraband, the Guild specialises high-profit, high-risk cargos such as illegal arms and contraband, but for a price. It can be hired to move anything from people on the run, to small cargoes that cannot even pass through more conventional smuggling means. Be it the hunted renegade noble travelling as a corpse on a barge of the dead, to the vilest of most proscribed delights hidden in a fallen priest’s aquila chain, the Guild can always find a way to make the crossing, and cares nothing for the consequences if their employers cannot meet their steep price.
Many Inquisitors, who have need of infiltrators and couriers to acquire the highest grade of information, find former Guilders to be great assets. In the hunt for proscribed and dangerous items, an expert eye for hiding places is also extremely useful. Though valued for their unique skills, some are reluctant to recruit from these groups, not just for their unsavoury pasts, but because the long periods of travelling in cryonic suspension or in cramped holds, as is oft-required by the Guild, take their toll on the health of their agents.
Characteristics: Increase Perception by +5, but reduce Toughness by –5.
Talents: You gain Concealed Cavity, Peer (Void Born), and Talented (Concealment) at the start of the game.
Homeworld: Void Born
Cost: 100 xp
Peerless smugglers among stars of the Calixis Sector, the Cold Guild’s business is simple: transportation. Its membership is made up of anonymous crewmen, corrupt officials, petty merchants and even a few ships’ captains, and its history goes back centuries. The Cold Guild’s existence is something of an open secret, and though they may be outlawed by the Arbites and publicly decried by Chartist Captains, they persist, in no small part, because of their usefulness to many powerful groups and hidden factions. Of course, the Guild itself plays no favourites. Rarely bothered with petty contraband, the Guild specialises high-profit, high-risk cargos such as illegal arms and contraband, but for a price. It can be hired to move anything from people on the run, to small cargoes that cannot even pass through more conventional smuggling means. Be it the hunted renegade noble travelling as a corpse on a barge of the dead, to the vilest of most proscribed delights hidden in a fallen priest’s aquila chain, the Guild can always find a way to make the crossing, and cares nothing for the consequences if their employers cannot meet their steep price.
Many Inquisitors, who have need of infiltrators and couriers to acquire the highest grade of information, find former Guilders to be great assets. In the hunt for proscribed and dangerous items, an expert eye for hiding places is also extremely useful. Though valued for their unique skills, some are reluctant to recruit from these groups, not just for their unsavoury pasts, but because the long periods of travelling in cryonic suspension or in cramped holds, as is oft-required by the Guild, take their toll on the health of their agents.
Effects
Apply all of the following changes to your character:Characteristics: Increase Perception by +5, but reduce Toughness by –5.
Talents: You gain Concealed Cavity, Peer (Void Born), and Talented (Concealment) at the start of the game.
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