Starting credits without a ship

By RLogue177, in Game Masters

If you have a beginning group of PCs, but you don't want them to start with a ship, how many extra credits might you give each one? Assume a group of four or five players. 10,000cr each?

I'd say decide how much money they'd be able to get if they sold the ship at the beginning of their fist session, then split that among them. It'd be no different than if they sold their ship at the beginning of the first session and split the money.

Depends on if your giving them something else. The Age of Rebellion core book has the option of starting with a base of operations , which gives them a plot determined location and 1,000 credits each. If your not giving them anything at all to begin with then I would say 30,000-60,000 credits (between a quarter and half of the max starting ship cost) divided evenly among the players (7,500-15,000 for 4 players for example). I personally would lean towards 30,000 split throughout the party, but it depends on how much spending power you want your players to have. You could go all the way up to 120,000 split up between the party members.

Assuming they're not getting something else (Homestead/Business as outlined in Far Horizons, or Base of Operations as per AoR) in place of the starship, then I'd say start them out with an extra 2500 credits.

The problem with Imperial Stormtrooper's suggestion of using the max value of a ship allowed (120,000 credits) is that the PCs will wind up with more credits than they'd really know what to do with, and it pretty takes away the need for the PCs to worry about making ends meet as the PCs will potentially start out with more credits than even a Knight Level PC would get. It'd be akin to a person in first world country being handed a check for half a million of the local currency (euros/dollars/pounds) upon reaching the age of majority to do with as they will; it may not be enough money to last the rest of their life, but they certainly don't have to fret about how they're going to afford the basic necessities of living. It also opens the door to PCs starting out with some very powerful gear that otherwise wouldn't be available simply due to the costs involved.

What Morningfire said.

Give 'em an alternate starting package from the AoR (like a stronghold) or FaD (like a mentor) lines.

Re-read character generation, then go read page 151 EoTE Core Rulebook :lol: then let them earn or steal a ship... 10K each is great for only two players. A group of 4+ will just pool their resources and first session would be 'Can we go buy a ship? Bet ya

Edited by ExpandingUniverse
8 hours ago, BrickSteelhead said:

Give 'em an alternate starting package from the AoR (like a stronghold) or FaD (like a mentor) lines.

If the GM is planning on setting the entirety of the campaign on a specific planet, or even on a single space station (ala Babylon 5 or Deep Space 9), then for an EotE-themed game I'd actually suggest using the Far Horizon rules for a Homestead/Business, which is suggested in the book as an alternative to having a party starship. This not option only provides assured living space and enough income to ensure their basic needs (food, clothing, sanitation) are routinely met, but has the perk of providing a bonus non career skill dependent upon what type of homestead/business is selected.

For instance, I could see a rather fun campaign centered around the PCs owning/operating a bar/gambling parlor out of a space station located on the edge of the Outer Rim along a major trade route, bringing all sorts of interesting situations to their doorstep, all while the PCs strive to avoid getting into too much trouble with the authorities, be the station-employed or Imperial.

I agree with the folk pointing out that straight credits might not be awesome. The alternate starting packages are a great place to start; it might work to riff on those.

Offer each character a single piece of rarity 8 (or higher) gear, up to the value of their share of the ship. Your Mando gets to start with Mando armor, your sniper gets a tricked out rifle, a personal stealth suit, a signal-interceptor, forgery tools, etc.

You could just give them a starting 'kit' of whatever and then let them just proceed with the same amount of starting credits based on CHARGEN and Obligation. So a gun or weapon or two, some armor, utility stuff, a tool or medkit as the case may be, etc, and then the money they normally get.

On 06/08/2017 at 3:12 AM, RLogue177 said:

If you have a beginning group of PCs, but you don't want them to start with a ship, how many extra credits might you give each one? Assume a group of four or five players. 10,000cr each?

Absolutely no more credits than normal. Credits are earned fast. If you start them with that much they can pool and buy a cheap ship in a couple of sessions. Better to start players with nothing, then have them earn cool gear. If you start with 10 grand each then everyone can afford the best possible gear. It will make things get very boring very fast when everyone suddenly has blasters modded reciprocating quad blaster cannons :P

I didn't give my players a ship. They started off with the basic gear and earned enough credits to eventually buy a ship. They now love that crappy ship because it genuinely meant freedom from the butthole of a planet I started them on :lol: