If they have contacts in the rebellion, rebels can always use money. If they have imperial contacts impys can always send the tax man.
Too much money? Can there be such a thing?!?
10 hours ago, SEApocalypse said:350,000 credits is one nice small sil 5 ship with a hangar, fully decked out and maybe a sil 3 shuttle on top. It is a rather small, a rather moderate sum. A homestead starts at 50,000 credits and is going to eat up a lot more credits afterwards, even if it can generate a steady income which is worth the investment.
350,000 credits is a rather moderate sum, the same way 350,000€ is a rather moderate sum in the real world. You can buy a lot of hot toys with it, but on larger scale of things, it usually not even enough for a nice house with garden in a decent location. Actually, it not even covers the building ground in those good exurbs just to start building that house with garden if the garden has any significant size.´The same applies for star wars. It is a lot of money for personal gear, it just the tip of the iceberg for any long-term development plans, but it most certainly can help the group to decide on what their long-term and retirement dreams are. Do they build a rebel base, start their shipping empire with their fist medium freighter, do they settle down on some colony planet and start their homestead business there or do they buy a space station? Or do they just save up to buy the best sil 4 ships they can get their hands on, together with with the best weapons, mods, and 75k a piece sniper rifles, bounty hunter guild memberships and a armed ground transport with prisoner cells?
Many options, but this kind of credits basically ask the groups for their future plans. They finally made enough to start working on their characters dreams instead of just their living expenses.
Yep. I'd get your hands on a Medium freighter (silhouette 5), instead of a small freighter. My personal favorite is the YZ-900 (no official stats for FFG yet, but there is a great version here .) If you want to stick with officially released ships for FFG, I'd suggest the YZ-775.
double post
Edited by Tramp Graphics6 hours ago, Tramp Graphics said:Yep. I'd get your hands on a Medium freighter (silhouette 5), instead of a small freighter. My personal favorite is the YZ-900 (no official stats for FFG yet, but there is a great version here .) If you want to stick with officially released ships for FFG, I'd suggest the YZ-775.
I wanted to upgrade to the C-ROC from No Disintegrations. It's an incredible ship for the price, with really solid base stats and the hard points for lots of upgrades (6). The rest of the group wanted to stick with something Silhouette 4 though, since the C-Roc and most silhouette 5 ships require a bigger crew and they didn't want to have to hire a bunch of NPC crew mates, and you loose the option of a bunch of manoeuvres once you go above silhouette 4.
We're sticking to Edge of the Empire stuff only, so no Age of Rebellion or Force and Destiny material barring special permission.
I'm not trying to go “oh look at how much we've earned.” It's not a credstick measuring contest. In our case 330k is about 10 times what we've earned in the rest of the campaign combined. Admittedly we're still only about 11 games in, and this was the payoff of a 5 game adventure path, but it still represents a radical shift in the player character's financial means. Where before our nest egg was the bucket'o'blasters, now we'll have a nest egg in the bank that can replace an entire ship and our non-unique gear if things go **** up. Someone stealing the ship goes from “we have to get it back or we're screwed,” to “do we want to get it back, or just buy a new one and pay the thieves back when it's convenient?”
In some RPG's money comes and goes easy. In DnD the steadily rising arc of wealth gain makes losses unimportant, since you'll shortly be making ten times what you lost once you gain a level or two. Edge of the Empire has no solid guidelines as to what money should be had at what “level,” so it's left up in the air. This can be good, or bad, depending how much guidance and hand holding you want. Meanwhile in Shadowrun what you earn is usually immediately sunk into replacing lost or wrecked gear, buying expendable stuff, paying off debts, bankrolling the next job, and if you have some left over the occasional upgrade. While your earning does go up over time, it's not as dramatic as DnD, and you generally don't tend to have a lot of excess money for long if ever. In both cases it's a conceit of the setting. In high fantasy the protagonist acquiring a literal dragon hoard and winding up with priceless artefacts or owning a castle isn't all that much of a surprise, while in the generally dystopian Cyberpunk, the protagonist is usually scraping by.
I actually like the idea of keeping the character, if not poor, then concerned about their ability to pay for the things they need, assuming it's the type of RPG where that's ever an issue. FATE for example doesn't measure money, and Rogue Trader (another FFG product) only measures it in iterations of “lots” and doesn't generally reduce your wealth level with normal purchases. Needing to keep food on the table and get that thing that will give you the edge you need in the next mission are good driving forces for not only taking risky jobs, but also giving moral decisions another dimension. Taking the high road might make it hard to keep yourself afloat, or force you to do something else unsavoury later.
Edited by Spatula Of Doom
The YZ series ships only need a crew of 8 at most, and can be operated by a crew of 2 in a pinch. Heck, with the right mods, you can get the crew requirements down to 1.
Edited by Tramp GraphicsTell the rest of your party you know a Gank that can "make stuff happen" and for a small deposit of 200,000 credits will promise your money back 10 fold in just a few weeks time and transfer the money to me. I promise you wont regret your investment
But yeah my character has 47 credits to his name, and only about 9K in the "party fund" to pay for big deal stuff or repairs and the like. I've been squirreling it away since day one (sometimes known and sometimes unknown to the rest of the party) just to keep us afloat with repairs and fuel and medical supplies and bribing customs when needed. So far its tight but we've made it and even got some nice gear but its tough right now to make any "big purchase" dreams, heck we still havent been able to spare the credits to fix the annoying whine coming out of the refresher (i may be a tech, but i draw the line at fixing the refresher that gets used by a wookie)
44 minutes ago, Tramp Graphics said:The YZ series ships only need a crew of 8 at most, and can be operated by a crew of 2 in a pinch. Heck, with the right mods, you can get the crew requirements down to 1.
Other than the 775 are any of them in Edge of the Empire books? As I mentioned, we're not really using outside material.
The 775's good as a warship, but not much else.
40 minutes ago, Kamin_Majere said:Tell the rest of your party you know a Gank that can "make stuff happen" and for a small deposit of 200,000 credits will promise your money back 10 fold in just a few weeks time and transfer the money to me. I promise you wont regret your investment
But yeah my character has 47 credits to his name, and only about 9K in the "party fund" to pay for big deal stuff or repairs and the like. I've been squirreling it away since day one (sometimes known and sometimes unknown to the rest of the party) just to keep us afloat with repairs and fuel and medical supplies and bribing customs when needed. So far its tight but we've made it and even got some nice gear but its tough right now to make any "big purchase" dreams, heck we still havent been able to spare the credits to fix the annoying whine coming out of the refresher (i may be a tech, but i draw the line at fixing the refresher that gets used by a wookie)
Right up till the end of the last game we were in much the same boat. At the start of the Jewel of Yavin adventure path, our party fund was 7 k and change, and our nest egg was a bucket'o'blasters (a dozen blaster pistols of various size and one carbine). Myself and one other player lucked into one good piece of gear each in one adventure, worth 4 grand each, but other than that we all had pretty basic stuff.
Jumping from that to 330k is a pretty big leap, and the reason why I started this thread.
Yeah in the grand scheme its not a ton of money, but 300K could greatly affect a group that it up till that point "just getting by". A new ship could eat away most of it with the right mods and paying a professional to ensure the work is right instead of relying on the dice could blow through almost all of it if you went crazy with it. and unless you did a ton of ship based stuff that wouldnt overly skew the adventure. We have a ship but we are more a run and hide in space kinda group over making our presence known in space kinda group so we could technically have a star destroyer and it wouldnt change much of how our adventures go.
Personal gear wise though thats change everything kinda money. Full on custom armor and weapons for everyone level of money, or buy a few cheap ships and start our own smuggling ring/legit trade runs level of money.
With a windfall like that i'm not sure how I'd handle it overall. Probably a nice modded ship and keep the rest in an emergency fund after doling out like 10K to each of the party members. That way they get to play rich for a little or buy one or two super awesome things they want, and overall hopefully you dont go crazy with it and start making the game a cake walk. Or you could go with the start a smuggling/trade business. It might not be flashy but according to how you play it out might lead you guys to new adventures dealing with that, or even make certain things cheaper to buy long run or even making exceptionally rare things easier to obtain because of business/smuggling contacts. And would be a nice constant income even if you paid the ship captains like 80% of the profits (to mostly stop betrayal and to make sure you get pretty solid talent) and only want a 20% cut of the jobs just to keep money flowing in but at a slower rate if the GM agrees to it
Well we did pick up an extra 20 obligation in the adventure, so we're probably going to use a good chunk of that money just to pay down some obligation. At about 5,000 credits per point of obligation, knocking off 20 obligation is 100k right there.
The new ship already cost us 50k after trade in, and I'm planning another 55k worth of attachments and mods all told. Then we were thinking of getting some sort of Sil 3 ship to attach to it as a runabout/fighter or something. Haven't really discussed exactly what, but safe to assume 50-80k there.
And that's most of the money already without even touching business investments and toys.
My scoundrel is still running around in heavy clothes and padded armor, just because I didn't see him spending much time in friggin military grade armor without a pressing need for it. Even if he had it, he usually wouldn't wear it. Draws too much attention. For similar reasons he doesn't pack much more than a modded out heavy blaster pistol and a holdout with filed front sights. I might get that one blaster pistol that can shoot at long range, but we have a little difficulty making availability tests due to not having a negotiator.
The only toy I'm really looking forward to is a pair of rocket boots, which just seem cool without being all bulky like a jetpack.
Beyond that, meh.
He's more of a rapscallion than a gadgeteer, so getting all the crazy rocket launchers and combat drugs and sealth cloaking devices isn't really in his idiom.
But then again I'm only one member of the group.
On 4/17/2017 at 2:00 PM, Spatula Of Doom said:We have been using availability rules, and actually have no negotiator, so getting high rarity stuff has been more luck than anything. The closest we have is a Twi'lek hired gun with presence 3. The player is considering a rank or two in the skill, or even maybe taking Entrepreneur some time. For now, we're having a much easier time with finding restricted stuff with streetwise (Scoundrel for the win).
Why don't you just _buy_ a Negotiator? There are droids to do that. When our AOR group got rich the first thing we did was buy a droid to buy stuff for us. We quickly earned back the Cr 12,000 it cost us just by negotiating better prices for the extra stuff we took from Imperials who, er, "No longer needed it."
On 4/21/2017 at 5:47 PM, Spatula Of Doom said:Other than the 775 are any of them in Edge of the Empire books? As I mentioned, we're not really using outside material.
The 775's good as a warship, but not much else.
The YZ-775 is currently the only one with official FFG stats. The YZ-900 has a number of different unofficial stats for FFG, that different people converted from the original D20 stats. One of the best is from This is the Blog You're Looking For , and can be found here . My signature character owns a modified YZ-900. That site also has their own version of the YZ-775 which is closer to the original D20 stats for that ship too; particularly in terms of passenger capacity.