Help me understand a few thingsT

By Jokael, in Star Wars: Force and Destiny RPG

Hey all, new to SW FFG, played 4 sessions with my family and we did the FaD beginners set, and running Lure of the Lost as follow up. We always played D&D but now transferred to the better system that SW FFG presents us with..

We have most of the mechanics down but I have a few I'm still trying to understand.

  1. Item Qualities - I look at the charts in the CRBs, EotE on hand atm, but do not see any Item Qualities on the lists, are these actually under the Special column? So if this is the case, Breach 1 only works if they get an Advantage on a roll with a LS? What would the IQ of a Blaster Pistol be? I do not see one...
  2. Where are the rules for crafting a charcter's first Lightsaber(LS)? I can not find it in my Fad CRB...
  3. Force Powers - I'm sure this has been spun to death here, but my 16yo daughter made an Ataru Striker with Move/Enhance as Force Powers. So say she rolls a Lightside Force Pip and fails her athletics roll while jumping/rolling/etc... How is that to be narrated? She tried jumping a pit, she missed the Athletics check but succeeded the Force Pip. I did this,"You jump toward the other side of the pit and as you get halfway while in the air, time slows down and you realize you are going to come up short of the other ledge. You reach deep down inside, calling upon the force to guide you and within moments your hand is grasping at the edge of the ledge as your body swings from side to side." Is this how I should be interpreting this? Or would this narration be more like a Triumph?
  4. Force Rating Dice - I understand the reason characters start out at 1 FR/Die, but it seems my kid is getting flustered about not generating any Lightside Pips, and refuses to use Darkside Pips at all. Is there a way to use Destiny Points to help her generate Force when she really needs it?
  5. Reflect Force Talent - How do the Force Talents work? Do you roll a Force Die and just narrate off the die, or if they do not roll a Pip does Reflect or any other Force Talent not work?

BTW, just for fun, my 11yo girl made a Female Wookie who runs around bashing enemies with a lance as a Marauder, she really loves this game. She was rescued from a slave camp by my 16yo girl's character, wife's Healer force user, and 18yo son's smuggler.

I do regularly peruse these forums, as they have helped me understand this game so much more than the books, this is a great community, Thank YOU ALL!

Edited by Jokael

1. Some Item Qualities are "Active" requiring 2 advantage to activate. Others such as Breach are "Passive" and don't require the Advantage to be activated. All this is covered early in the equipment chapter where each Item Quality is given a full description.

2. The basic Lightsaber Crafting rules are in the FaD GM kit. But the new book that's just come out "Endless Vigil" has the much more in depth rules. The core book only has information on modifying your Crystal, not crafting.

3. You my friend passed GM school with top marks. A Despair "may" have been a fall, but even that doesn't have to be. For your situation of a Failure on a Athletics check (I assume she doesn't have the Force Leap upgrades, they don't require a skill check at all, just a power check) the character managing to get a hand hold is great.

4. Everyone does things that they feel conflicted about, even Yoda. But feeling bad for that and trying to do better is an important part of character growth. Using Dark Pips doesn't automatically mean dark side, it can be acting in haste, with a little aggression, or perhaps out of fear.

From a more Meta point of view, the average result on a D10 is 5. So long as a character earns less than 5 Conflict each session they should go up slowly in Morality score. If they earn 4-6 a session then they will probably stay where they are. 7+ and their Morality will tend downwards.

Also remember failure to act can be just as worthy of Conflict as the wrong action.

5. Reflect (and Parry) happens when it's not the characters turn. For Reflect, after the character is hit with ranged energy attack "they can choose to use their Reflect talent. If they do choose too use it then the damage from a hit is reduced by 2+ the number of ranks in Reflect that the character has. The character also suffers 3 strain. The character doesn't have to make any checks, just suffer the strain.

1. as Richard pointed: In the gear book right before the weapon discription. Breach and Pierce are Passive and thus always active.

2. if you don't have the GM-KIT or endless vigil. let them decide on wich hilt they want and let them pay for the parts (prices are listed in the corebook) it then narrativly describe how they use to bild it with the force.

3. Enhance Basis allow to roll her to roll her force dice together with the athletics check and then convert the pips to eather succsesses or advantages. So if she failed the atheltic by one but has one pip shown up no harm the check suceed. If the check failed by two she could convert the pip to an advantage to get the narating you just did.

Just rember it is ONE check, the pips are used to gain addionalt dice symbols.

If she used a dark side pip to generate a sucess you could narrate that she called upon the force out of the fear of falling.

you never fail a force check you only decide to use or not to use the pips.

4. Darkside points don't mean your childs are going to be evil sith! that's very important to remember them. a Black pip is no failure at all, they are just easier to get.

But if you want them to get more whities, you'll have to house rule that like: both start wit an FR of 2 or instaead of an Upgrade on a check for a Destinypoint they may roll one mor Force dice.

5. Richard nailed it ^^

Your Fun part... why do I have now the picture of an 2 meter tall bloodthirsty Wookie with an pink hairribbon in my mind.... ;)

Edited by Nightone

Here are some quick answers: (edit- it was not that quick since two people posted while I was writing)

1. Yes, the item qualities are in the special column. Passive qualities do not require advantages to activate, so breach is always functioning. The item quality for a blaster pistol is stun setting, I believe. I am afb right now.

2. The general lightsabre crafting tradition is "send them on a quest for a crystal and buy a hilt." If you want rules for dice rolls they are in the GM kit and the Endless Vigil book.

3. Enhance lets the user add the force pips as successes to their roll. They could feel the force giving them strength and still hesitate at the edge. Actually falling would be a despair.

4. Dark side pips just mean using emotions to activate the Force, rather than calm. Usually this is in the form of anger or fear, but there is no reason it could not be any other emotion. The dice are there to get you to tell a story after all. As the character advances and gains more force dice they can free themselves from emotion if they want.

5. Force talents only require rolling if that is in the description. Reflect only requires that the user expend the strain.

Hopefully this helps.

Edited by Ulric dOrien

Thanks for the quick and great replies.

1. Some Item Qualities are "Active" requiring 2 advantage to activate. Others such as Breach are "Passive" and don't require the Advantage to be activated. All this is covered early in the equipment chapter where each Item Quality is given a full description.

2. The basic Lightsaber Crafting rules are in the FaD GM kit. But the new book that's just come out "Endless Vigil" has the much more in depth rules. The core book only has information on modifying your Crystal, not crafting.

3. You my friend passed GM school with top marks. A Despair "may" have been a fall, but even that doesn't have to be. For your situation of a Failure on a Athletics check (I assume she doesn't have the Force Leap upgrades, they don't require a skill check at all, just a power check) the character managing to get a hand hold is great.

4. Everyone does things that they feel conflicted about, even Yoda. But feeling bad for that and trying to do better is an important part of character growth. Using Dark Pips doesn't automatically mean dark side, it can be acting in haste, with a little aggression, or perhaps out of fear.

From a more Meta point of view, the average result on a D10 is 5. So long as a character earns less than 5 Conflict each session they should go up slowly in Morality score. If they earn 4-6 a session then they will probably stay where they are. 7+ and their Morality will tend downwards.

Also remember failure to act can be just as worthy of Conflict as the wrong action.

5. Reflect (and Parry) happens when it's not the characters turn. For Reflect, after the character is hit with ranged energy attack "they can choose to use their Reflect talent. If they do choose too use it then the damage from a hit is reduced by 2+ the number of ranks in Reflect that the character has. The character also suffers 3 strain. The character doesn't have to make any checks, just suffer the strain.

  1. Thank you, I'll read that over again and learn the qualities better.
  2. I have the FaD GM Kit but haven't spent much time in it yet, and I'm going to order EV right now!
  3. Yeah if she generated a Despair with a Force success I was prepared to have her pull her arm out of her socket, either way she was going to make the jump, but I am trying to let the dice help narrate. I try to think of situations that may arise in game to help narrate different outcomes, before dice are rolled. It is truly fun. I do this while not playing, just thinking of a situation, roll the dice on my dice phone app and challenge myself to narrate it. All new to me but working on it.
  4. I understand now your interpretation of the Dark Pips, I'll use that just about word for word when I explain it to the force users in the group, they all are afraid to use the black pips.

Please Explain the Meta again with the Conflict, so 5 Conflict per session does not necessarily increase the Morality score on the character? I don't have my FaD book on hand atm, I'm at work and only brought the EotE CRB with me. Just did a forum search and came across a thread. So I guess the characters with Morality at the end of each session are to roll a D10 to reduce their Conflict/Morality score toward Light Side if they didn't do anything grievous? I guess that I missed this in the book.

So say she earned 2 conflict and rolls a 6 at end of session, she now drops 4 points of Morality closer to Light Side? 50 Morality to start + 2 Conflict - 6 D10 roll = 48 New Morality? The higher the Morality the closer to Darkside correct? So if she rolled a 1 her Morality would be 51?

Forgive me, like I said I'm new and bought 2 CRBs(EotE/FaD), BtR, JoY, CotGK adventures, FaD GM Kit, and Nexus of Power, plus 6 Accessory Decks. I am trying to read and absorb all the information as much as I can.

5. Reflect - Force Talent, how does the Force part play into these types of talents? Is it just for narrative purposes, explaining how they can Reflect a blaster bolt? I see the other Force Talents explain the Force Die Roll.

Your Fun part... why do I have now the picture of an 2 meter tall bloodthirsty Wookie with an pink hairribbon in my mind.... ;)

Yeah her Wookie is 2m tall with blue/pink and purple ribbons flowing through braided hair. Her description. Even has her lance wrapped in same colored ribbons. She likes to accessorize.

Thank you again! Appreciate your time and valuable information all!

Edited by Jokael

So say she earned 2 conflict and rolls a 6 at end of session, she now drops 4 points of Morality closer to Light Side? 50 Morality to start + 2 Conflict - 6 D10 roll = 48 New Morality? The higher the Morality the closer to Darkside correct? So if she rolled a 1 her Morality would be 51?

No, as Morality increases the closer you are to the light. So if Morality was 50, after the session it would be 50 - 2 + 6 = 54

Note that many people feel this allows a pretty quick rise to a light side paragon. However, it does give plenty of room to use those dark pips when you need to.

Also, if your player is frustrated about the pips, keep in mind this is by design. A young Force user is much better off using powers that don't require rolling at all, but instead Commit the Force die. Examples are Enhance, using the Commit feature to raise Brawn or Agility; or Sense, using the Commit features to boost offense and defence. If you think about how the movies and animated shows show Force progression, these two are central powers. Later, as they learn more control (ie, gain a Force Rating), they can more reliably generate white pips to use active powers like Move.

So say she earned 2 conflict and rolls a 6 at end of session, she now drops 4 points of Morality closer to Light Side? 50 Morality to start + 2 Conflict - 6 D10 roll = 48 New Morality? The higher the Morality the closer to Darkside correct? So if she rolled a 1 her Morality would be 51?

No, as Morality increases the closer you are to the light. So if Morality was 50, after the session it would be 50 - 2 + 6 = 54

Note that many people feel this allows a pretty quick rise to a light side paragon. However, it does give plenty of room to use those dark pips when you need to.

Also, if your player is frustrated about the pips, keep in mind this is by design. A young Force user is much better off using powers that don't require rolling at all, but instead Commit the Force die. Examples are Enhance, using the Commit feature to raise Brawn or Agility; or Sense, using the Commit features to boost offense and defence. If you think about how the movies and animated shows show Force progression, these two are central powers. Later, as they learn more control (ie, gain a Force Rating), they can more reliably generate white pips to use active powers like Move.

I see I was doing Morality backwards, thanks. I'm not really worried about the Paragon part anytime soon, but this will help their flexibility with the dark pips.

Yeah I see that growth in the movies and animated shows for force users. You know how some people are, they see it in movies and expect it. But I'll explain that to them as well.

This Commit part you are speaking of, is that a commit the die but not worry about rolling anything? Yeah I'll definitely read that chapter more after work, on 11th hour from 12hour shift.

Thanks!

My people never seem to get dark side pips and neither do the dark side force users they battle. SAY WHAT

Your Fun part... why do I have now the picture of an 2 meter tall bloodthirsty Wookie with an pink hairribbon in my mind.... ;)

BTW, just for fun, my 11yo girl made a Female Wookie who runs around bashing enemies with a lance as a Marauder, she really loves this game.

This immediately sprang to mind:

Wookiee%20female_zpszbzzkx0d.jpg

Regarding an unwillingness to use dark side pips - I heard the dm on the dice for brains podcast doing this and adapted for my game: when someone refuses a darkside pip, try offering them a little something extra. For example, my player rolled dark side on sense to get an npc's emotional state. They wanted to not use it, so I offered to give them emotions and a passing surface thought (even though they didn't have that upgrade). They used the ds pip then. I like this method because of the overt temptation.

This Commit part you are speaking of, is that a commit the die but not worry about rolling anything? Yeah I'll definitely read that chapter more after work, on 11th hour from 12hour shift.

Yes, the Commit reduces their current Force Rating, which means they can't use it for other purposes. So if they have FR1, and have learned the middle tree in Enhance so they can increase their Brawn, their Brawn goes up by 1 and their FR is zero.

So for Athletics, if they had Brawn 3 and 2 ranks, without the Commit they'd roll YYGF (two yellow proficiency dice, one green ability die, and one Force die). They could then use the pips generated to create either successes or advantages.

However, if they Commit, they roll YYGG (as if Brawn was 4).

It's debatable which is "better". The Commit ensures you never have to spend Strain and flip a DP to get extra successes/advantages...but the green die does have one blank face and the other faces are fixed. Without the Commit you have to decide what to do with the black pips...however, you *always* have at least one pip, and have a pretty good chance of getting 2, and the flexibility of applying them however you want.

Of course, there is always the problem of rolling two Force dice, and needing three pips to achieve what it is you’re trying to do. Regardless of the color, you could still generate just two pips, and be unable to generate enough Force to achieve that goal.

So, yeah — at lower FRs, you want to use more “commit” actions, where possible. Of course, you can’t really keep that die committed all the time — there’s a sidebar in the CRB that talks about being unable to recover Strain if you were to keep that die committed all the time.

For me, I think I would run it such that you can only commit a Force die in “structured time” (e.g., when combat starts), and it automatically de-commits once you leave structured time.

rom a more Meta point of view, the average result on a D10 is 5.

Hi Richard, sorry to be the math nerd in the room, but the average is 5.5. 5 would be the average if it were possible to roll 0 (ie 11 sided die)

1+2+3+4+5+6+7+8+9+10=55. 55/10 =5.5 average if you included 0 then it would give that 11th number that would make the average 55/11=5. If you take the tenth number on the die as 0, then the average is 4.5.

rom a more Meta point of view, the average result on a D10 is 5.

Hi Richard, sorry to be the math nerd in the room, but the average is 5.5. 5 would be the average if it were possible to roll 0 (ie 11 sided die)

1+2+3+4+5+6+7+8+9+10=55. 55/10 =5.5 average if you included 0 then it would give that 11th number that would make the average 55/11=5. If you take the tenth number on the die as 0, then the average is 4.5.

So simple, so obvious, and from a fellow maths lover I'm surprised I missed it. Thank you.

So I guess in light of Syraths correction that means:

Want to be Light Side? Earn 5 or less per session.

Want to be Dark Side? Earn 6 or more per session.

It's a long term view, there is likely to be some large swings every now and then, but it will eventually come back.

I really think this should have been in a side bar of the Force chapter of FaD. It may have helped reduce the number of Players that flatly refuse to earn Conflict, and possibly the view that rolling Dark Pips is a failure.

Your Fun part... why do I have now the picture of an 2 meter tall bloodthirsty Wookie with an pink hairribbon in my mind.... ;)

BTW, just for fun, my 11yo girl made a Female Wookie who runs around bashing enemies with a lance as a Marauder, she really loves this game.

This immediately sprang to mind:

Wookiee%20female_zpszbzzkx0d.jpg

OMG this is so dope, I'm gonna print this for her portrait, she'll LOVE IT!!!

rom a more Meta point of view, the average result on a D10 is 5.

Hi Richard, sorry to be the math nerd in the room, but the average is 5.5. 5 would be the average if it were possible to roll 0 (ie 11 sided die)

1+2+3+4+5+6+7+8+9+10=55. 55/10 =5.5 average if you included 0 then it would give that 11th number that would make the average 55/11=5. If you take the tenth number on the die as 0, then the average is 4.5.

So simple, so obvious, and from a fellow maths lover I'm surprised I missed it. Thank you.

So I guess in light of Syraths correction that means:

Want to be Light Side? Earn 5 or less per session.

Want to be Dark Side? Earn 6 or more per session.

It's a long term view, there is likely to be some large swings every now and then, but it will eventually come back.

I really think this should have been in a side bar of the Force chapter of FaD. It may have helped reduce the number of Players that flatly refuse to earn Conflict, and possibly the view that rolling Dark Pips is a failure.

Got it, thanks again, and I agree a sidebar explaining this may have been a good idea. Luckily though there is such a great community and forum for this game!

rom a more Meta point of view, the average result on a D10 is 5.

Hi Richard, sorry to be the math nerd in the room, but the average is 5.5. 5 would be the average if it were possible to roll 0 (ie 11 sided die)

1+2+3+4+5+6+7+8+9+10=55. 55/10 =5.5 average if you included 0 then it would give that 11th number that would make the average 55/11=5. If you take the tenth number on the die as 0, then the average is 4.5.

So simple, so obvious, and from a fellow maths lover I'm surprised I missed it. Thank you.

So I guess in light of Syraths correction that means:

Want to be Light Side? Earn 5 or less per session.

Want to be Dark Side? Earn 6 or more per session.

It's a long term view, there is likely to be some large swings every now and then, but it will eventually come back.

I really think this should have been in a side bar of the Force chapter of FaD. It may have helped reduce the number of Players that flatly refuse to earn Conflict, and possibly the view that rolling Dark Pips is a failure.

I know you are a O66 listener so this won't be wasted on you, you could always take the quick route and kill a whole village , not just the men, but the women and children.....

rom a more Meta point of view, the average result on a D10 is 5.

Hi Richard, sorry to be the math nerd in the room, but the average is 5.5. 5 would be the average if it were possible to roll 0 (ie 11 sided die)

1+2+3+4+5+6+7+8+9+10=55. 55/10 =5.5 average if you included 0 then it would give that 11th number that would make the average 55/11=5. If you take the tenth number on the die as 0, then the average is 4.5.

So simple, so obvious, and from a fellow maths lover I'm surprised I missed it. Thank you.

So I guess in light of Syraths correction that means:

Want to be Light Side? Earn 5 or less per session.

Want to be Dark Side? Earn 6 or more per session.

It's a long term view, there is likely to be some large swings every now and then, but it will eventually come back.

I really think this should have been in a side bar of the Force chapter of FaD. It may have helped reduce the number of Players that flatly refuse to earn Conflict, and possibly the view that rolling Dark Pips is a failure.

I know you are a O66 listener so this won't be wasted on you, you could always take the quick route and kill a whole village , not just the men, but the women and children.....

Hahaha!!!!

rom a more Meta point of view, the average result on a D10 is 5.

Hi Richard, sorry to be the math nerd in the room, but the average is 5.5. 5 would be the average if it were possible to roll 0 (ie 11 sided die)

1+2+3+4+5+6+7+8+9+10=55. 55/10 =5.5 average if you included 0 then it would give that 11th number that would make the average 55/11=5. If you take the tenth number on the die as 0, then the average is 4.5.

So simple, so obvious, and from a fellow maths lover I'm surprised I missed it. Thank you.

So I guess in light of Syraths correction that means:

Want to be Light Side? Earn 5 or less per session.

Want to be Dark Side? Earn 6 or more per session.

It's a long term view, there is likely to be some large swings every now and then, but it will eventually come back.

I really think this should have been in a side bar of the Force chapter of FaD. It may have helped reduce the number of Players that flatly refuse to earn Conflict, and possibly the view that rolling Dark Pips is a failure.

OMG this is so dope, I'm gonna print this for her portrait, she'll LOVE IT!!!

I can't take credit; I ran across it in 2P51's character artwork thread, liked it, and saved a copy.

If you're using OggDude's character generator, you can import it as the character's portrait (which also appears on the printed character sheet). If you're not using the generator, I'd highly recommend it. There's some work to be done to get it off the ground (data entry), but it's a great way to keep track of the party, build NPCs, build encounters, etc. It's really a great tool for the GM's toolbox.

OMG this is so dope, I'm gonna print this for her portrait, she'll LOVE IT!!!

I can't take credit; I ran across it in 2P51's character artwork thread, liked it, and saved a copy.

If you're using OggDude's character generator, you can import it as the character's portrait (which also appears on the printed character sheet). If you're not using the generator, I'd highly recommend it. There's some work to be done to get it off the ground (data entry), but it's a great way to keep track of the party, build NPCs, build encounters, etc. It's really a great tool for the GM's toolbox.

Yeah I'm using OD's CG, it's great! I have been making pre-made toons now as a noob GM for this game to help understand some classes and mechanics, also to create some NPCs for later.

I've also been gathering and saving all types of player made resources from the player's thread advertising them.

We already have a small portrait of a female Wookie, but I think she'd love a full page print cover sheet of this more!

Thanks for the info and your time, appreciate it!

Edited by Jokael

Another question:

  1. I'm wanting to understand how to utilize the cargo ship, the group is using YT. I plan on rewarding them with rare ores and various other cargo they find on their adventures, but I do not understand how base pricing works per encumbrance point.

IE: They find 4 crates of a rare Durasteel which I would like to price out at roughly $1k creds each (this seem like too much money?) And so how much Encumbrance should 4 crates take up on a ship's Encumbrance threshold? Is an Encumbrance threshold default as 1 crate per point?

What pricing system do you guys use for rare/exotic treasures found on adventures as rewards? I want them to interact with traders and develop relationships with a few to keep the smuggler/trader interested while he watches the Jedi and Wookie kick butt in combat, want to make sure he feels he is important to the group.

IE: They find 4 crates of a rare Durasteel which I would like to price out at roughly $1k creds each (this seem like too much money?) And so how much Encumbrance should 4 crates take up on a ship's Encumbrance threshold? Is an Encumbrance threshold default as 1 crate per point?

Encumbrance and how that relates to cargo ships is a vague and sometimes contentious point.

IMO, the best thing to do is whatever works for your story, and not really worry about the rest.

Make those crates as large or small as necessary to fill the amount of cargo space you think is appropriate. In the future, if you have a similar problem but for story reasons the crates need to be larger or smaller, you can handle that by saying it’s scrap and therefore takes up a lot more room, or maybe it’s higher grade pure ingots and therefore takes up a lot less room, or whatever you need for your story. Or maybe the crates themselves are higher or lower level of technology, and therefore the same material takes up more or less space, due to the way it’s packaged.

Mechanically, there are some rules, like loose items take up their individual encumbrance because they’re just scattered over the floor, but once you put them in a container you can have ten times as many items for the same amount of Encumbrance — think about a bunch of rifles dumped on the floor, versus a bunch of rifles that are nicely crated and stacked and secured in place.

Then those crates could potentially be put into an even larger container, for another increase of 10x. But that larger size container might be the equivalent of a 53 foot semi trailer, and how many of those can you realistically put into your hold?

What pricing system do you guys use for rare/exotic treasures found on adventures as rewards? I want them to interact with traders and develop relationships with a few to keep the smuggler/trader interested while he watches the Jedi and Wookie kick butt in combat, want to make sure he feels he is important to the group.

Again, there are a few rules regarding buying and selling of cargoes, but the most important thing is for you to do what works for your story.

Another question:

  1. I'm wanting to understand how to utilize the cargo ship, the group is using YT. I plan on rewarding them with rare ores and various other cargo they find on their adventures, but I do not understand how base pricing works per encumbrance point.

IE: They find 4 crates of a rare Durasteel which I would like to price out at roughly $1k creds each (this seem like too much money?) And so how much Encumbrance should 4 crates take up on a ship's Encumbrance threshold? Is an Encumbrance threshold default as 1 crate per point?

What pricing system do you guys use for rare/exotic treasures found on adventures as rewards? I want them to interact with traders and develop relationships with a few to keep the smuggler/trader interested while he watches the Jedi and Wookie kick butt in combat, want to make sure he feels he is important to the group.

It may not be immediately useful to you, but Fly Casual, the Smuggler splatbook, has a section on running smuggling jobs, cons, scams, heists, and all sorts of nefarious ways to make (and lose!) credits. There's also a really nice section on building reputation, which I think is a great touch for a smuggler/outlaw.

Essentially, it works like this: the PC(s) get a percentage based on the rarity of the cargo, more for Restricted, less for Unrestricted. Then they make a Negotiation roll to figure out what modifiers apply to their payout percentage; if they Negotiate well, they can earn more. If they roll poorly, they won't get as much. Likewise, their performance can affect their payout as well. Arriving early or late, getting inspected, damaging or losing some or all of the cargo, etc. will all affect the percentage they get. This works just as well for ordinary legal cargoes as it does for smuggled illegal goods.

This is great because it will allow the party's performance to directly affect their income - they're earning it, you're not just giving it to them. At the same time, you can direct their income stream by determining the value of the cargo they're hired to move/smuggle. Any complications just open up more storytelling opportunities.

All that aside, I don't really have a good feel for cash rewards, myself. Most of my PCs are interested in "stuff," not so much in cash. I tend to gloss over things like fuel, berthing costs, BoSS fees, etc. unless it's really germane to the story, so we just kind of assume that whatever jobs they have is paying enough to cover their operating expenses while they search for the Macguffin.

Edited by SFC Snuffy

Ok I think I understand now, I do not need to try and stress the details like I'm used to in other games when it comes to economy, for the most part if I do it may hinder the story flow. I'm not a math guy, but when I see limits on encumbrance and such I am usually a stickler with those numbers.

Again, I really appreciate your assistance all!