Newbie looking for resources and development tools

By dbwhip, in Star Wars: Age of Rebellion RPG

Greetings

Bottom Line Up Front: Is there a resource/guidance on how to develop a commerce/trade mechanic for characters to earn credits?

I am new to Age of Rebellion and crafting my first story after playing the beginner game. I have the core rule book and have done key word searches on this site.

What I am looking for: A) Story building tools and player built scenarios akin to "mission control" on this site for x-wing game. B) Trade mechanics building blocks.

For my first campaign I am looking to have a couple of "once and future" rebels stranded after a shoot down which requires them to earn credits to make their way back to Rebel C4 location. (At beginning of game my characters are not Rebels. They get caught in middle of imperial raid on Fest while on a cargo run. Rebel fighter runs interference allowing them to survive attack, but they loose the ship, they later run in to a dying Rebel pilot who asks them to return a family crest to Rebel commanders....thus the quest to find a Rebel base). Story Arc is they beg borrow steal a ship run cargo to make money and poke at the Imperials as opportunity arises.

Short Version...don't want to re-invent the wheel but the core rule book is light on commerce/economics. There is a "rarity" rule set but it is aimed at gear. I am looking to build an ability to buy low sell high a spectrum of "stuff" (raw materials from outer worlds, finished goods to frontiers). I have a couple of ideas on how to do it (real world stats for example) but I am thinking its already out there.

Thanks

"We are here to serve mankind"

DBW

Go back and check that section on Rarity, you made a common mistake. There is a section titled "Selling and Trading" that talks about multipliers between finalized rarity numbers. That's about bulk selling and buying, not individual item purchases. It's a common error new people to the system make assuming the multiplier is supposed to apply to individual purchases for personal use.

Using that system also works because some talents do things like reduce the starting rarity of an item in exchange for a higher price. Some people look at that and just go "oh, so I can get a disrupter if I'm willing to pay through the nose." If you actually run the numbers on it though, you'll see that even with the talent generated mark up, when applied to bulk purchases, by playing the market to get the highest multiplier for the least additional starting cost, you can make more credits.

Thanks

Some of the wording there made me dismiss it (not for bulk buys or words to that affect) but a re-look makes it a useable starting point. I need to get my head around the Rule book as a common framework within which you do your own thing. It is not going to spoon feed (and thats a good thing). So a little more thought on commodities and development of a "job board" mechanic for cargo runs (vs trading on PC's own dime) and I should be ready to launch.

Thanks

Some of the wording there made me dismiss it (not for bulk buys or words to that affect) but a re-look makes it a useable starting point. I need to get my head around the Rule book as a common framework within which you do your own thing. It is not going to spoon feed (and thats a good thing). So a little more thought on commodities and development of a "job board" mechanic for cargo runs (vs trading on PC's own dime) and I should be ready to launch.

NP, what the forums are here for. All you should really need to do is determine the rarity and cost/enc and you'll be good to go. At the end of the day it's cargo, so it really doesn't matter what it is unless the adventure design specifically requires they crack open the shipping containers and use the cargo to resolve some problem.

Very much in line with what I was looking for...thanks....