Edge of the Empire Book

(Joyce) #1

A base of operations can also serve as a stockpile of
"odds and ends" that the player characters may need
in the future, even without the group keeping track of
these specific items. The rules for spending Destiny
Points to gain access to minor but valuable pieces of
equipment such as respirators (see page 28) also
rely on the existence of a base of operations. Narra-
tively, its easier to explain finding the rebreather set
tucked away in the corner of a starship's cargo hold
than just having them appear out of thin air.


REST AND RECUPERATION

The galaxy is a dangerous place and a base of opera-
tions serves a vital role as a place a group can return
to and recover from its perils. Often, healing wounds or
recovering from critical injuries takes time and the base
of operations provides a haven where the injured can
spend that time safe from danger. In addition, a base
of operations can house complete medical facilities (as
opposed to emergency medkits and stimpacks) allow-
ing for quicker recovery from injuries. Even the uninjured
can benefit from a place to rest and remove strain.

TRAVEL AND INCOME GENERATION

The Star Wars universe is big—an entire galaxy of exot-
ic locales. One of the reasons EDCE OF THE EMPIRE'S de-
fault base of operations is a starship is so that groups
are guaranteed a means of transportation. Being able
to travel to a new world can open up whole hosts of
new possibilities for adventures. Likewise, having ac-
cess to a starship means the group can take on all sorts
of interesting (and potentially dangerous) paying jobs
such as smuggling, exploring new star systems, and
tracking bounties from world to world. These provide
a steady stream of income for the group, and often
become adventures in their own right.

GROUP IDENTITY

As the group of Player Characters grows and evolves,
it often assumes its own group identity. This can co-
alesce around the group's base of operations. For ex-
ample, if their base of operations is a starship, they
become the crew of that starship, and that's how
NPCs begin to identify them (and hopefully, how they
identify themselves). The same holds true if the base
of operations is a cantina or even a space station.

SELECTING A STARSHIP


As merchants, smugglers, mercenaries, scouts, or ga-
lactic vagabonds, the party's natural base of opera-
tions is a hyperspace-capable starship. Normally, the
party must be in control of their vessel and have some
claim to it. Preferably, they are the owners of the star-
ship, even if they are deeply in debt regarding pay-
ments or are embroiled in other circumstances.

The most common starship a group uses is the light
or medium freighter; an affordable vessel with options
for customization and enough space for the entire
crew. However, it is perfectly possible, and logical, for
mercenaries to use a small-to-medium warship, or for
a scouting party to use a specialized scout ship.
Individual starfighters are not recommended as a
base of operations, due to their single or dual seat
configurations. A CM might allow a squadron in a
mercenary style campaign but the group is still go-
ing to need a place to store these vessels. Very likely
that would be a larger ship that could serve as a base
of operations. Speeders are also not generally appro-
priate, but large speeders may be usable in the right
adventure. A large sail barge, for example, could cer-
tainly work as a base of operations.

Large-scale capital ships such as a Star Destroyer
or Mon Calamari Cruiser may be used as a base of
operations. However, the sheer size and power of such
vessels (not to mention the cost of keeping one run-
ning), should prohibit most groups from obtaining or
using them. In general, the guidelines found on page

HITTING THEM WHERE THEY LIVE

Por GMs, a base of operations also offers the
^opportunity for a classic adventure twist: hit-
ting the PCs at home. This is a tried-and-true
plot twist in movies and literature—mostly
because it works. Threatening the PCs' home
or attacking them at home can make a threat
seem much more real and dangerous. After all,
if a villain attacks them in their "safe haven,"
where are they going to run?

Of course, it's important to use this carefully,
and not overuse it. First, the GM has to give
the group a chance to establish the base of op-
erations as a home. Usually this means waiting
three or more sessions, preferably while the
group is making use of their base of opera-
tions. Until the group takes their base of op-
erations for granted as a place of refuge, there
is little point in imperiling it.

Second, the GM should not make a habit of
attacking a group's base too often (perhaps as
little as once ever). All too quickly, groups be-
come jaded to this threat or stop relying on
their base of operations at all.
Finally, the GM should always leave a way for
the group to either rebuild their base of opera-
tions elsewhere or restore its safety (possibly
by eliminating the threat themselves). A game
that puts a group's backs against the wall but
then allows them to triumph against the odds
can be very enjoyable for everyone involved.

THE GAME MASTER
'EDGE OF THE EMPIRE
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