CUSTOM SMUGGLER 

Smugglers are the lifeblood of the galaxy’s black markets and shadow economies—risk-takers, charmers, and rogues who make their fortunes moving the forbidden and the valuable through the cracks of civilization. They operate in the gray space between law and chaos, ferrying contraband, weapons, spice, and secrets through patrol zones and blockades, often one step ahead of customs officers or bounty hunters.

Their ships are fast, patched-together freighters or sleek couriers, modified for speed, stealth, and escape. Hidden compartments, falsified transponders, and a well-timed bluff are their tools of trade. To survive, smugglers rely as much on their wit and nerve as on their blasters or engines; a silver tongue can open as many doors as a well-placed bribe.

Smugglers form loose networks—never true organizations, but webs of contacts, debts, and favors. They trade information in dimly lit cantinas, make uneasy truces with pirates or syndicates, and sometimes even strike covert deals with governments that publicly condemn them. Loyalty among smugglers is rare but fierce; a trustworthy partner is worth more than gold, and betrayal can echo across systems.

Many see themselves as free spirits—outlaws not by malice but by choice, refusing to bow to authority or restriction. Others are simple opportunists, chasing credits wherever the risk is highest and the reward greater. Yet for all their self-interest, smugglers embody a certain romantic defiance: the belief that in a galaxy ruled by power and control, there will always be room for those bold enough to slip through the cracks—and fly fast enough to get away with it.

REQUIREMENTS 

Zippers, buttons, closures 

  • Need to be removed, hidden, or covered.  These are not in universe except on specific canon characters.  Attachment points are rarely seen. 
  • Velcro is our friend.

 Snaps 

  • These are seen on occasion. If they are showing, they must be minimal and ideally the color matches the clothing part they are attached to. 

 Weathering  

  • Costume must be weathered and must be consistent throughout. Can range from slightly dirty to very weathered (so long as can be explained).

Aesthetics – Smugglers are all rogues and pilots in some fashion, so clothing should be light, to seem able to be worn for extended periods of time in a star ship and most importantly a pilot seat.
So nothing bulky, mostly fabric based, and won’t get easily caught on surfaces.  

Also, they generally have a roguish gun slinger vibe, so gun belts and blasters are a signature part of the build.   

Weapon  

Primary weapon must be of blaster pistol or hand-cannon design, scope is optional.  

  • Must resemble Canon/Legends style blasters. 
  • Nerf guns/toy  bases must be highly modified and no longer resemble the base weapon.  ◦ Base weapon must be modified to fit with “SWarsy” aesthetic.

Belt  

  • May be either waist or low-slung belt  
  • If a low slung belt is used, a secondary waist belt must also be used.  
  • Must have a large metal (or metal appearance) buckle on front.  
  • Must have at least 1 (one) accessory attached. 
  • Imperial Officer belts are allowed. 
  • Code Disk must be removed from the buckle. 

Holster 

  • May be waist or thigh mounted from a belt or solid design attached to                                             the leg. 
  • May enclose primary weapon (Traditional) or hold weapon magnetically (TOR)  

Below are options and the criteria they must follow if chosen. 

Base clothing – Choose one or two piece

One piece

Flight Suit option 

  • Flight suits are a one piece option, must look in universe and must meet the same criteria as shirts and pants.

Two piece

Base Shirt  

  • Base shirt should be of simple design. 
  • T-shirts and V-necks are not allowed. 
  • Mandarin collar is allowed. 
  • Sleeveless, short sleeve, or long sleeve are accepted.  

Pants  

  • No Jeans.  
  • Modern military style are permitted but must be solid color and exposed rear pockets  should be removed or hidden.  
  • Stripe or Corellian Blood Stripe are acceptable along the seam line of pants. 
  • Back pockets are allowed on a case-by-case basis, closures must be hidden.
  • Legs are typically tucked into the boot/spat.

Foot ware (Choose one)

Boots 

  • Length should be above the ankle up to just below the knee.  
  • Leather or leather like material. 
  • No exposed laces, buttons, or zippers (inner leg zipper accepted).  
  • Other materials may be permitted on a case-by-case basis.  
  • Spats or enclosed shin armor accepted in lieu of full boot.  

Ankle boots

  • Must fit the aesthetics of the costume and approved by Inquisitor team before submission to Dark Trials.
  • Leather or leather like material. 
  • No exposed laces, buttons, or zippers (inner leg zipper accepted).  
  • Other materials may be permitted on a case-by-case basis with the provided reference.

Optional Additions

Vest, Jacket, and/or Long Coat

  • Must be made from leather/leather like material OR heavy fabric like canvas.  
  • Zippers should be of low-profile design to minimize visibility or hidden and are subjected to review for approval.
  • Quilted fabric of contrasting color may be applied to shoulders, arms, or sides.  
  • Quilted padding or leather-like pauldrons may be attached over jacket/vest
  • Armor plates may be attached that doesn’t count towards limit.
    • Must be in the form of either reinforced or exterior padded shoulders 

Armor

  • No more than 2 pieces of armor may be “borrowed from canon/legends. (i.e.  Stormtrooper shoulders, Snow Trooper chest armor, etc.
  • 2 fully custom armour parts counts as 1 towards the limit.
  • Each location counts as one “Piece” unless a pair from the same source is in the same location.
    • Torso front and back
    • Shoulders
    • Bicep
    • Gauntlets
    • Thighs
    • Shins
  • Boot covering does not count towards this limit
  • Cybernetics do not count towards the armor limit

Accessories (Below are examples and not exclusive options)

Communication Device, Slicing tool, Droid scrambler, Datapad, Pouch, Macrobinoculars,  Grenade/Detonator, Customized pendant or rank badge (from former service), Primary  Weapon ammunition, Secondary Weapon ammunition (only applies if secondary  weapon is present), Sabacc dice, Droid Caller, etc.

Secondary weapon 

  • May have a blaster pistol, hand-cannon, scattergun, shotgun, or blaster carbine.  
  • If the secondary weapon is one-handed, an appropriate holster is required.
    • May be attached to the existing gun belt, bandoleer, or around the ankle. 

Melee weapon 

  • Maybe a simple knife in design or a virbo-weapon.  
  • Inclusion of a melee weapon does not remove the primary blaster requirement. 
  • Lightsabers of any kind are not allowed. 

Bandolier

  • Must be constructed from leather, leather-like material, or canvas type material.
  • Should have 1 or more Accessories attached and/or holster for secondary weapon. 
  • May be placed over or under the jacket/vest. 

Hat 

  • Wide brim hats like ones Cade Bane has worn accepted.  
  • No traditional Cowboy hats will be accepted.  
  • Should have customizations such as antennas, armor plating, or gadgets  attached. 

Goggles or vision enhancement devices:  

  • May be worn, attached to optional hat, or slung around neck.  
  • No swimming goggles.  
  • Sports goggles should be modified beyond immediate recognition  

Gloves 

  • No real-world logos should be visible.  
  • Comm pad may be installed on cuff.  

Cape 

  • A cape must cover shoulders and full back for flourish and flash if desired. 

Helmets

  • Unless clearly an in-universe pilot helmet or alien physiology requires one, helmets are prohibited. 

Alien Physiology 

  • Masks or prosthetics resembling canon/legends species may be used.  
  • Body paint may be used.  
  • All alien species pieces (i.e. hand, feet, mask, prosthetics) must be of high quality and appearance.  

All  costumes and applications are judged on a case-by-case basis. 

Deviations from the  above CRL can and will be accepted when medical conditions require it.