Star Wars: Edge of the Empire Rule Book

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TABLE 5-1: RARITY


Rarity Check Examples
0
Simple (-)

Glow Rod
i

Simple (-)
Long-range Comlink
2
Easy (4)

Medpac
3

Easy (4)
Scanner Goggles
4
Average (44)

Blaster Pistol
5

Average (44) Blaster Rifle

6
Hard (4^4)

Cybernetic Limb
7

Hard (4^4)
Bowcaster

(^8) Daunting (4444) Thermal Detonator
9
Daunting (4444)
Personal Stealth Field
(^10) Formidable (44444) Package of Lesai
is being sought. Some worlds may impose individual
modifiers as well. Modifiers can bring an item's rar-
ity above 10. At this point, the difficulty of the check
remains at Formidable, but the GM may upgrade the
difficulty once for every rarity beyond 10.
THE BLACK MARKET
Not all goods are available on all planets. A city might
outlaw weapons within its limits, and most planetary au-
thorities forbid thermal detonators. Selling illegal goods
is dangerous but lucrative for those with nerve. Finding
them means dealing with greedy thugs and criminals.
Exactly what is illegal on each world is up to the
Game Master or may be specified in that world's de-
scription. Finding an illegal item typically requires a
Streetwise check. The difficulty generally depends on
the rarity of the item (See Table 5-1) but the difficulty
can increase based on the world's law enforcement
capabilities (as determined by the GM).
Selling illegal goods also requires a Streetwise check
with the same difficulty as above. If three or more '§>
or a ^ are rolled, something has gone wrong; the
buyer tries to rob the characters or the local police
arrive to arrest these brazen criminals, for example.
TABLE 5-2: RARITY MODIFIERS
Rarity Modifier Circumstances
-2 PrimaryCoruscant, Duro, or Corellia Core world such as
-1 Other Core world
-1 World on primary trade lane



  • 0 Colony or Inner Rim world

  • 0 Civilized world
    +1 Mid Rim world

  • 1 Recentlyway world settled world, out of the

  • 2 Outer Rim world

  • 2 Frontier world

  • 3 Wild Space world

  • 4 Uncivilized world
    Black market items always require a Streetwise check
    to find, and may cost far more than the list price de-
    pending on their scarcity on a particular world. This
    varies from place to place, so the Game Master must
    determine if an item is restricted or not, to what degree,
    and what the difficulty is to track it down. Some items
    are marked with an (R) in their price, which means they
    are restricted and always count as black market items.
    Most black marketeers have established patterns, cus-
    tomers, and habits that allow them to stay in business.
    The Player Characters might not have these connections,
    and may even be selling to a criminal who plans on turn-
    ing around and reselling the goods again. For that rea-
    son, PCs selling illegal items net one-quarter of the listed
    price with a successful Streetwise check, one-half with #
    and three-quarters with & & & or higher.
    Truly exotic and illegal items, like rare animals or
    exotic pets, can be sold for higher values, but these
    are set based on the story and the difficulty it took to
    find them. The rules above present the general rules
    for buying and selling most illegal items.
    SELLING AND TRADING
    Selling legal items follows similar guidelines to selling il-
    legal ones. Player Characters can generally sell an item
    for one quarter of its cost on a successful Negotiation
    check, increasing that to one-half with & and three-
    quarters with # & & or more.
    There are some cases in which the PCs might wish
    to engage in trade; buying multiple items at one lo-
    cation, then selling them at another location where
    they are rarer. These actions can be handled narra-
    tively, but if the GM wishes to use some mechanical
    TABLE 5-3: INCREASED COSTS WHEN TRADING
    Rarity Increase Cost Increase

  • 0-1 XI

  • 2 X2

  • 3 X3

  • 4 or higher X4
    GEAR AND EQUIPMENT
    'EDGE OF THE EMPIRE

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