Income & Assets

By MKX, in Game Masters

Just wondering what people's thoughts are on 'how much' PC's should be able to get from reasonably high-risk, difficult jobs like illegal salvage, treasure hunts and so forth? A lot of the adventures I'm writing would include relatively uncommon components they could use to make other things with and possibly lead onto other adventures if they wanted.

There's a few factors I include in the group makeup in that they're fairly rubbish at negotiation and don't have any of the trader-type careers, so selling legal materials will mean they get bent over a bit and tend to go for swapsies of like for like value most of the time.

But good old hard cash for lower-end xp PC's (<200) would be reasonable per person so they don't get what they want all the time to keep them keen and angry, plus I don't really want full-blown military armour running around just yet on the off chance they find some.

I generally made the payout a function of how wealthy the employer is, with continued success usually leading to the more big time employers. With that said, I've paid as little as 3k (didn't cover ship repairs) and as much as 25k.

Have you thought about introducing a patron who in return for occasional favours will happily make available the means to repair and maintain their ship and even consider their more wilder ideas but in return would expect something in return?

For example lets take the Beyond the Rim adventure, your PCs have headed out to investigate where that hyper pod message indicates where the treasury ship is and they're brought out of hyperspace by a former Separatist Carrier using a modified satellite based interdictor.

Taken aboard you're introduced to its Captain who in return for a little help will back them up in return for them signalling them after they've found the target.

One of the players is interested in obtaining a suit of laminate armour (after all this is Edge and not everyone uses extra obligation to buy everything they think they need before playing... you know like decent armour! okay thats a bit far fetched but stay with me here! :P ) of course being a PC he tries his luck negotiating with the Captain earning a success and two threat so she takes him to one side and agrees to his request in return she wants him to locate one specific crew member off the missing treasury ship which if successful she'll happily provide him with 2 or 3 modifications to his armour and weapons.

The problem is the crewmember she wants found is her son who Harsol had aboard his ship to insure she would do everything possible to protect his ship, now 20 years later she wants to find Harsol, if her son is dead she will take him and anyone left on the wreck bodily apart so I guess its better that PC knows she isn't going to doublecross him and the crew isn't it... well as long as they're nowhere near Harsol when she gets there and god help the Imperials if they're between her and Harsol as a Frigate isn't going to last long against the three Munificient Separatist carriers she still has under her command...

Oh forget that last part will you?

I hope to run that myself at some point in the near future! ;)

Sorry about that, I tend to get a little carried away!

I'd was thinking offering them an advance of 5,000 credits with an additional 45,000 credits for completing their mission, but between taking the job and completing it, you just know something is going to go wrong... ;)

For me it should be enough to keep them afloat with a possible few prizes along the way but nothing should be more valuable than the contacts, allies and friends they make along the way...

Edited by copperbell

Dangerous Covenants gives the base cost for mercenary work and leg-breaking jobs. IIRC, a short job for a team of PCs ranges from 5,000-20,000 credits depending on the PCs' capabilities, the risk involved, and other factors.

Thanks fellas they're kind of the figures I was looking at, I've completely re-written the Beyond the Rim adventure to-suit our space hobos, the figures in that where a little high in some areas as I'm making it a bit more of a treasure hunt/mixed in with Apocalypse Now.

But figuring theres about 10 of them if you include NPC's that want their share (or will cause trouble) and off-screen PC's, it should work out ok with a few judicious bits of equipment breakage, a ship share towards mods/repairs and maybe the odd dismemberment to cut into their profit margin. A few lumps of stuff they can sell, but would probably prefer to use in making some neat bits of kit as well I think would take a little lump out of the 'actual' end credit figure.

Mind you, the follow up adventure could have a good profit margin, but it involves annoying quite a few organisations to the point of homicadal rage, so they'll earn it in the long run :)

Someone here a while ago made a good point that they keep their players credit-poor but happy with equipment.

I like this tactic as well, because I can't foresee what my players might buy with 100,000 credits, but because they spent 3 sessions and nearly died saving a group of orphans from a dangerous force cult on naboo, the local governor was happy enough to donate an old, used naboo fighter to the group.

So no credits, but they got the starfighter they sorely needed (6 players in one YT-1300 does not a happy group make) and I didn't have to worry that they'd just try and bribe every single NPC they came across with the equivalent in credits.