THE ECONOMY AS AN ADVENTURE HOOK
T
ogether, the galactic economy is a living thing, al-
most like the Force itself. Every resource, and its
transportation across planets or systems to those
who want to buy it, isn't just some dry fact about a
distant world—it's a seed for an adventure.
Coruscant, for example, is a world with few natural
resources left for its trillion inhabitants. This means
freighters loaded with food and water must travel
to the planet daily to provide for its masses. The
Imperial officials on Coruscant must manage these
resources, providing for their officials and their fami-
lies first, and allowing additional supplies to filter
down to the "rabble" living in the undercity.
What happens if that supply is diminished? Imag-
ine an ambitious up-and-coming crime lord who
wants to rule the Coruscant underworld. With a
small fleet of pirate vessels he can secretly target
some of the suppliers in the spacelanes above
the planet, depriving the citizens below of food
and water.
Legions of common men and women in the
streets begin to grow hungry and thirsty, and
then begin to get violent. The crime lord lets the
trouble rise to its boiling point. There are riots
in the streets, fires in the financial districts, and
battles between the mobs and Imperial troops.
There are many opportunities for adventure
in such an environment. The Player Characters
might be hired as pirates by the crime lord, or
guards for the incoming shipments. Or they
might be able to reduce some Obligation with
their own criminal connections by infiltrating the
pirates and exposing the rival. They might even
use their own smuggling skills to bring food and
water to the starving people—and turn a decent
profit in the process!
terGalactic Banking Clan (the ICBC). Characters can
add value to a cred stick at linked branches located
throughout the galaxy; these sticks are generally se-
cure. They are extremely difficult to tamper with even
by the savviest slicers. Only the most elite criminal or-
ganizations can alter or manufacture fake chips, and if
caught, they are dealt with immediately and severely
by ICBC security forces. The bank's rapid and draco-
nian tactics are almost always backed by the Empire,
local government forces, or both.
MOTIVATIONS
There are two major motivators for the scoundrel-heroes
of EDCE OF THE EMPIRE—Obligation and credits. Obliga-
tion is discussed in detail in Chapter II, and often in-
volves financial responsibilities such as owing a debt to
a Hutt crime lord. But even most scoundrels without
financial Obligations are looking for a payout. Some
are interested in raw credits and the easy life they think
wealth will bring them. Others have their shifty eyes on a
faster ship, a hidden base on a fringe world, or perhaps
even a dowry for an expensive slave-bride.
Most jobs the party takes on should have relatively
low cash rewards (see Keeping the Crew Hungry on
page 151). Commodities such as replacement hyper-
drives, new droids, ground transport, or even space-
ships can be awarded instead—or they might be
gained by taking on more Obligation (or by starting
with it). This grants the party access to the tools they
need to take on new adventures but avoids stockpiles
of cash that would keep them from taking on new jobs.
Rarity
S
ome items are naturally more difficult to purchase
than others based on where a character finds him-
self at the time. After all, the galaxy is a big place and
the vagaries and intricacies of galactic trade mean that
some items that are easy to find in certain locations are
very difficult to find in others. Of course, some items
are rare no matter where one goes and, likewise, some
items are always common and inexpensive.
Rarity in EDCE OF THE EMPIRE is a simple way of measur-
ing how difficult an item can be to find on a scale of 0-10,
with 0 being the easiest to track down and 10 being the
hardest. Of course, whether or not an item is available for
purchase should never solely be a matter of rolling dice.
Instead, the needs of the plot make it at least partially
the Came Master's decision. However, for simple items,
rarity provides an easy way for the GM to determine
whether something is available and let the players easily
track items down. Finding an item on a world requires a
Negotiate check (although the GM may allow the charac-
ter to use an appropriate Knowledge skill check instead).
Table 5-1: Rarity lists the rarities, the difficulty
of the check to find items with those rarities, and ex-
amples of items with those rarities. Table 5-2: Rar-
ity Modifiers lists some general modifiers that can
be applied to an item's rarity, based on location and
the technological status of the world where the item
GEAR AND EQUIPMENT
EDGE OF THE EMPIRE