How would an illegal gang/organisation make credits?

By RedEyeManiac, in Star Wars: Edge of the Empire RPG

8 hours ago, EliasWindrider said:

My philosophy on this is that all counterfeit imperial credits will *eventually* be caught, the better the forgery and OTHER PRECAUTIONS (such as literally cleaning credits with bleach to remove your DNA, restriction WHERE you spend the counterfeit credit chips to places with deliberately less than perfect records of their clientele) sets how hard it is to trace the counterfeit credit chips back to YOU (where YOU means the PCs doing the counterfeiting) and those extra precautions (or lack thereof) certainly inform the narrive. If you don't take them in my game, someone is eventually going to be investigating you, if your name comes up once you might get only a cursory glance. But if you make a habit of counterfeiting without taking precautions, the investigators who don't believe in coincidence are going to take notice when your name/dna pops up repeatedly, and then give you a closer look.

The way otherwise undetecabl embezzling gets detected is people who shouldn't have a lot of money are spending a lot of money consistently. Basically stupid behavior gets you caught even if you committed the perfect crime. In the embezzlement example, I mean launder the money with the mob through investment in a dummy corporation that pays back less money then you gave them but more than you claimed to have given them.... or as a one off win BIG at a mob run casino (again you gave them more than you "won" but less than you claimed to have gambled)

But how would you actually do this in your game? That's what I want to know. I've heard tons of very complicated, elaborate, and layered explanations about why counterfeiting wouldn't work, or would be next to impossible, but I've yet to see anyone say how they would actually have the dice play out at the table. I mean, EVERYTHING in this game is super complicated. Calculating astrogation charts for a jump? Super complicated, yet, it's one dice roll. Tapping into the cosmic Force of the Universe to send your senses beyond the veil of space and time? Unbelievably complex, yet, it's one dice roll. Fighting in a heated battle with multiple combatants on either side, with a plethora of environmental factors changing the situation second by second, requiring you to make reflexive decisions that are literally life and death? Super duper complicated, yet, it's one dice roll.

So I don't see why this specific action, the action of "I want to make some fake money" is somehow unique, and is somehow subject to some extra layers of difficulty and scrutinization, to the point that it's basically guaranteed to fail. People make fake money, and they are able to get away with it. This is something actually happens. It's not easy, and not everyone that tries it pulls it off, but it does happen . In my book, and at my table, that would translate to a 4-5 dice difficulty check, with probably 2+ reds, and a ton of setback dice. But, if the player pulls it off, they've done it. They've made money that could at least attempt to pass as real money. Like I said above, I equate it to making a disguise. I can put on the outfit, put on the makeup, and all that jazz, and if I use good materials, and make a really good roll on my skullduggery, I've made a very difficult check for them to have to overcome to see through my disguise. They might roll well enough to see through my fake appearance, or they might not. To me, this money thing is no different. It's a crazy hard check on the best of days, and a newbie PC trying to do it is basically showing their suicidal tendencies. But, a seasoned player, with the proper skills, and talents, and equipment, not being able to make a good attempt at this? Sorry, I just don't buy it. If the player is investing that much time and effort to try and do a counterfeit racket, who am I to tell him that's impossible? With all the other stuff in this system that's perfectly ok to do, making fake cash is hardly the most bizarre or difficult.

20 hours ago, KungFuFerret said:

But how would you actually do this in your game? That's what I want to know. I've heard tons of very complicated, elaborate, and layered explanations about why counterfeiting wouldn't work, or would be next to impossible, but I've yet to see anyone say how they would actually have the dice play out at the table. I mean, EVERYTHING in this game is super complicated. Calculating astrogation charts for a jump? Super complicated, yet, it's one dice roll. Tapping into the cosmic Force of the Universe to send your senses beyond the veil of space and time? Unbelievably complex, yet, it's one dice roll. Fighting in a heated battle with multiple combatants on either side, with a plethora of environmental factors changing the situation second by second, requiring you to make reflexive decisions that are literally life and death? Super duper complicated, yet, it's one dice roll.

So I don't see why this specific action, the action of "I want to make some fake money" is somehow unique, and is somehow subject to some extra layers of difficulty and scrutinization, to the point that it's basically guaranteed to fail. People make fake money, and they are able to get away with it. This is something actually happens. It's not easy, and not everyone that tries it pulls it off, but it does happen . In my book, and at my table, that would translate to a 4-5 dice difficulty check, with probably 2+ reds, and a ton of setback dice. But, if the player pulls it off, they've done it. They've made money that could at least attempt to pass as real money. Like I said above, I equate it to making a disguise. I can put on the outfit, put on the makeup, and all that jazz, and if I use good materials, and make a really good roll on my skullduggery, I've made a very difficult check for them to have to overcome to see through my disguise. They might roll well enough to see through my fake appearance, or they might not. To me, this money thing is no different. It's a crazy hard check on the best of days, and a newbie PC trying to do it is basically showing their suicidal tendencies. But, a seasoned player, with the proper skills, and talents, and equipment, not being able to make a good attempt at this? Sorry, I just don't buy it. If the player is investing that much time and effort to try and do a counterfeit racket, who am I to tell him that's impossible? With all the other stuff in this system that's perfectly ok to do, making fake cash is hardly the most bizarre or difficult.

For Imperial credits a CCDD base difficulty. Failure with Despair means you're caught on the spot, with consequences, you try to spend it, simple failure means the just toss you out of the establishment without reporting you to imperial authorities. The number of successes sets how many times the credits change hands AFTER you before they're detected as counterfeits. The base difficulty of the invesitigation is that many purple dice round up. You can spend 2 advantage to add a setback die (without limit), the precautions you take add boost die and/or upgrades to your check and may also add setback dice to and/or upgrade the difficulty of the investigation. 2 Despair with success downgrades once the difficulty of all future conterfeit investigation checks agains you. 1 Despair with success downgrades once the difficulty of the investigation check for this batch of counterfeighting. Unless the've really pissed someone off i'd say the run of the mill investigator will have 2 yellow and 1 green. I'd let the players spend 2 triumph on the counterfeiting check to permanently downgrade once the difficulty of the counterfeit check, without limit (i.e. it's cumulative)