KEEPING THE CREW HUNGRY
F
or the Came Master, managing the economy
can be very tricky. It's important to encourage
the crew to save for big things—a new spaceship,
a bribe into a high-stakes sabacc game, or an entry
fee into an inter-system race—but also keep them
poor enough that they're always looking for the
next big score. It's hard to motivate a party into tak-
ing a dangerous job if they're flush with creds.
One way to accomplish this is to limit the cash
rewards from the missions or jobs they take on.
Rather than awarding the group 10.000 credits for
taking passengers to Duro or completing the Sisar
Run, award them supplies for their ship. Or give
them items that are not intrinsically valuable, but
could pay off Obligation. A cargo of used blaster
rifles might only be worth 1,000 credits, but Borga
the Hutt will take it in exchange for 5 Obligation.
The Came Master might also grant the party the
things they want (or the things the adventure re-
quires them to have) rather than currency. If they
want a bigger and better ship, for example, they
might spy the vessel they want in a local pirate
fleet. If they capture it, they can have it—but they'll
also be pursued by the pirate captain and crew.
These tactics won't always work, of course, and
a successful group will quickly acquire a decent
stockpile of creds. To keep the party cash-strapped
but still allow them to save, earn, swindle, or oth-
erwise win the big prizes they're really after, the
Came Master must occasionally drain their ill-got-
ten gains (or give them chances to do the same).
Carousing: When the heroes go to the next
spaceport for rest and relaxation, or to gather
information for their latest job, they can ca-
rouse—spending their hard-won credits on
drinks, gambling, fine food, and information. This
requires a Charm check. Both success and fail-
ure cost credits, but might also result in valuable
leads on future jobs. The exact amount spent is
set by the Came Master based on the venue, but
should generally be between 50 and 100 credits.
With the character learns something useful
for his current situation or job. such as informa-
tion about guards, helpful contacts, or the lo-
cation of a target. With O. he learns something
unexpected and valuable, such as the number and
schedule of his target's guards, the location of a big
score, or the name of a planet's city or town that
holds some rare item he's looking for.
Each <§) rolled not only doubles the original credits
spent, but likely causes trouble as well—such as a
bar fight, or catching the attention of local criminals.
Obligation: When the party's (or a character's)
Obligation triggers, they may spend credits to help
throw the interested parties off their tail for a short
while if the Came Master allows it. This might be
a bribe to a bounty hunter, a payment to a shady
operative for planting a false trail, or a payout to
someone who might rat them out. The exact price
must be set by the Game Master, and is dependent
on the nature of the Obligation and its current level.
Low levels of Obligation should be relatively cheap
to put off, while high levels are nearly priceless.
Ship Maintenance: Ships are expensive to main-
tain. Battle damage or flying through asteroid
fields can force a captain into bankruptcy if he's
not careful. Rules for repairing and maintaining
ships can be found on page 243.
guidelines for this process, here are some basic rules
covering trading.
Trade works the same whether with black market
(Restricted) items or with legal items. Selling the items
follows the rules for selling items listed above; whether
the items are black market or legal. However, when de-
termining the sell price based on the success of the Ne-
gotiation check, first multiply the cost of the item based
on the difference in the item's rarity between where the
item was bought and where it's sold, referring to Table
5-2 and Table 5-3: Increased Costs When Trading
Then take the new, increased cost and determine the
sell price by the results of the Negotiation check.
Of course, these rules do not account for all sorts of
details, such as buying in bulk, marketing and advertis-
ing, and myriad other factors that may affect prices and
costs. This is why the rules for buying, selling, and trading
are all modifiable by the CM, and subject to his judge-
ment. It is also important to note that these rules only
apply when engaging in commercial trade. If the PCs sell
a cargo load of blasters on a world using these rules, then
later one of them buys a blaster on that world, he would
pay the listed cost, without any increases. Remember,
these rules are for engaging in trade only.
Always remember when engaging in intergalactic
trade that the CM has final say as to how much an item
is worth, which can also be based on narrative factors.
For example, if the PCs collect some E-11 blaster rifles
off dead stormtroopers, they may try to sell them.
However, though a blaster rifle is not (R), it's still ob-
viously an Imperial weapon. Some shopkeepers may
refuse to purchase them, others may offer a criminally
low price for these goods, no matter how well the PCs
roll on their Negotiation check. Finally, some may of-
fer to buy the goods at a reasonable price, then turn
around and sell the PCs out to the Empire.
GEAR AND EQUIPMENT
EDGE OF THE EMPIRE