Proposed Service Costs

By player266669, in Star Wars: Edge of the Empire RPG

The Edge of the Empire core rulebook doesn't include a list of costs for common services such as starship fees, medical services, food, lodging, travel and the like. However, such expenses make great credit sinks and help to keep the group scratching for money.

In an effort to fill this gap, I dug up SAGA Index spreadsheet (an awesome resource, no matter what Star Wars RPG rules you play with) and pillaged it for ideas. Here is my greatly simplified list of proposed service costs for discussion and debate. I'd love to get opinions on these, including why you feel the cost is too high or too low.

Proposed Costs for Common Services

Astrogation Data

  • (100cr - 500cr depending on region and data rarity)

This is mainly for rare, archaic or unusual astrogation data, because common astrogation data is widely available. The cost for such specific or unusual data should vary wifely; those regions closer to the galactic core would likely be easier to obtain data for, while anything in or beyond the Outer Rim might cost a lot more. Of course, there are lots of ways to obtain such data, including slicing and bribes. The proposed cost here assumes a normal, legal purchase price.

A bribe might also come in handy if the purchaser wants to maintain a certain amount of discretion, keeping the purchase a secret.

Bothan Spynet Information

  • (Varies, perhaps 500-10,000)

The cost for information from the Bothan Spynet should depend entirely on how difficult or dangerous that information was for the Bothan spies to acquire, and also how badly they think the player in question wants it. The numbers listed are purely aribtrary, and the GM should decide the final value.

Also keep in mind that merely contacting the Bothan Spynet can be an adventure in itself, especially if its agents do not want to be found. Coded transmissions, shadowy meetings in dark corners and working through proxies or false identities are all appropriate here, Play up that Cold War-era spy stuff! Also, note the great opportunity to earn Obligation here. If the party does not have enough credits, the Bothan spies might trade for a favor or for other intel.

Dining (per meal)

  • Luxurious - 150
  • Upscale - 50
  • Average - 10
  • Budget - 2

This isn't likely to be a huge concern for most parties. If all else fails, the ship's stores should be able to provide meals for the crew (assuming the party has a ship, anyway). Perhaps a character has a motivation that makes them want to live above their means (greed, for example), and they decide to blow some money on a fancy dinner to show off. It might also be that the characters want to impress someone, perhaps a potential employer or client, and a nice dinner is a good way to accomplish that.

Some places the PCs visit might not have access to the entire range of meal qualities. An impoverished planet might not have any luxurious restaurants, and some prosperous Core World systems might bump up all the costs by one step, so that an average meal on that planet actually costs the same as an upscale meal on most other ones.

Lodging (per day)

  • Luxurious - 200
  • Upscale - 100
  • Average - 50
  • Budget - 20

Sometimes, you need to get away from the cold, metal bulkhead walls of your cabin on the ship and stretch out a little. Or, worse, your ship just got impounded and you don't feel like sleeping in an alley. The above costs are basically the cost for a room at a hotel. It's possible that more than one character can share such quarters, but most self-respecting establishments expect no more than 2 adults to be in a single room. Anything more might elicit suspicion, disdain or even a flat-out refusal to stay in the room.

GMs should feel free to tack on a whole bunch of fees in the Core Worlds. The same is true anywhere if the characters damage any property in their lodging. There are plenty of seedy places to stay in the Outer Rim; GMs are encouraged to play up the image of a cheap motel room infested with vermin, dirty blankets, stains on the walls and bed and unpleasant smells.

Medical Care

  • Bacta tank treatment - 20 cr per 2 hour block of time
  • Long-term care (per day) - 100
  • Surgery - Varies, maybe 300 to 1,000

This was a really tough one to cost out. In Edge of the Empire, a character with even minimal access to supplies can spend 150 credits and heal 15 wounds, courtesy of the incredibly powerful healing capabilities of the basic stimpack. For a mere 25 credits each, with a rarity of 1 and an encumbrance of zero, stimpacks are virtually unbeatable for rapid and portable wound healing. That's the main reason I knocked the cost of healing in a bacta tank down so far from what it was in Saga Edition: bacta tanks are not nearly as convenient or accessible as stimpacks, so unless they're dirt cheap, I'm not sure why a character would prefer to use one for healing wounds.

However, bacta tanks do accelerate natural healing, they avoid the risks of a Medicine roll that generates harmful dice symbols, and they allow the character to attempt to recover from one critical injury per 24 hours of rest.

For long-term care, I imagine that includes dealing with all manner of injuries both critical and mundane, as well as conditions and effects brought on by disease, radiation, poison and so on. A boost to natural healing might be a good trade-off for the cost of extended rest in a hospital. Surgery I see mainly as being needed to heal really severe critical injuries or install cybernetics, and the GM should modify the cost based on how bad the injury is.

Starship Fees & Maintenance

  • Docking fees (per day docked) - 20 up to Silhouette 5
  • Refuel & resupply - [silhouette x 100] up to Silhouette 5

The cost for repairs is already covered in the book, so I won't bother with that here. Docking fees will vary widely from one place to another, and many starports will look to profit by offering additional services, such as cleaning and basic, low-level maintenance. So how often does a ship need to be refueled and resupplied? Probably not too often, but it's a good way to ding the party's funds if the story needs it, and it could also result from negative dice symbols resulting from a skill test made while piloting the ship. ("Oh great, the fuel light just came on... that's all we need.")

Note that I don't cover anything silhouette 5 and larger ships... that's mainly because the party will not usually be in a ship that big, and I imagine the fees for docking such a ship would get very steep the bigger it is.

Transportation

  • Passage, luxurious (per person, 5 days of travel) - 5000
  • Passage, upscale (per person, 5 days of travel) - 2000
  • Passage, average (per person, 5 days of travel) - 500
  • Passage, budget (per person, 5 days of travel) - 200
  • Taxi, local (up to 5 passengers) - 10

What would a gritty Star Wars game be if the party didn't have their ship taken away at least once? In a galaxy full of shipjackers, pirates and imperials who won't hesitate to impound a ship at the merest hint of suspicion, it's entirely possible that the players will need to arrange for some means of transportation other than their vessel. There are a lot of good opportunities to be had in public or private transportation; the GM might introduce some interesting NPCs, the party might overhear an important and useful piece of information or perhaps get robbed or conned by a criminal who doesn't like to stay in one place for long because the law is hot on his tail.

Taking taxis is common practice once the party gets planet-side, especially in a large city or on a world with many remote settlements that don't all have starports.

Vehicle Rentals (per day)

  • Speeder bike - 20
  • Landspeeder, average - 50
  • Landspeeder, luxury - 100
  • Airspeeder - 500
  • Shuttle, interplanetary - 1,000
  • Shuttle, interstellar - 2,000

Public transportation is great, but sometimes the players need to drive. After all, not every taxi speeder or passenger ship goes where the party needs to go. Renting a shuttle of either type should be a pretty big deal in the Outer Rim. It's a lot to ask, handing over a ship like that to a bunch of strangers, so the renter might well demand a lot of money up front as well as something significant as collateral. Of course, this is another great opportunity to introduce new obligation, too.

Edited by Venthrac

Thanks for compiling some useful information. I still have a complete set of Saga Edition books, but this saves me paging through them if I want to adopt their rates for services!

this is good info. also you might want to put in that current astrogation info is usually updated when you pay your docking fees. most star ports do this update when you are leaving port.

Thank you for this well put list. It will definitely add some more flavor and budgeting to the game.

I know that you said medical fees were tricky, but I wonder if bacta shouldn't have a fixed cost with a variable cost on top. I would think stims should be better costed for minor things, but after a certain level of severity, bacta becomes worth it.

Great stuff. It'll be really useful.

Out of curiosity, how many days would the trip from Tatooine to Alderaan be? (I know there were other considerations for the price of that trip though.)

I would almost have the Bothan Spynet to cost you some obligation.

Not every time you use but maybe if you use it to get some highly illegal data,

Oh sure, any of these higher costs are great fodder for taking Obligation.

So after mulling it over and doing some research, I did realize that there are two additional benefit to bacta tanks. First, they avoid the risks of a bad Medicine roll, such as threat and despair symbols doing harm to the healing character. Second, bacta tanks also allow a character to attempt to heal a critical wound after 24 hours of rest, instead of a week's rest as per the natural healing rules.

So I think that, from a design standpoint, bacta tanks are a poor solution for healing wounds (at least compared to stimpacks), but a very good, albeit slow, solution for healing critical injuries. If you have the time and money, it's the safest way to heal.

With this in mind, I'll adjust the proposed cost to be based on time, not on wounds healed.

Normally I would not bump my own thread like this, but I'm hoping to lock in some of this stuff for my own campaign over the weekend, so I thought I'd go fishing for feedback one more time.

Hope you guys don't mind!

Thanks for bumping, somehow I missed it first time around, and it answers some of the questions I had from my last session.

Sounds like 1 credit is roughly 2-5 USD

This is really useful Venthrac, thanks for putting this together.

I noticed that on the Transportation section the following was listed

  • Passage, upscale (per person, 5 days of travel) - 2000
  • Passage, average (per person, 5 days of travel) - 2000

I'm assuming that the average wuold probably be closer to 500~1000?

I agree with the bacta quandry. I've also thought of limiting the available supply of stimpacks and/or after you purchase a certain number of them it starts to raise flags.

The only other thing I would say is to maybe consider including a rarity modifier and/or bouncing it against table 5-2 or 5-3 I believe, maybe adjusting the prices up/down to reflect this.

Oh and as far as the stimpacks go, if you really embrace the rarity table, then finding one on the outer rim would still be an average Negotiation roll I believe (I think it is negotiation to find "white market" goods). You could always rule that every net success/advantage or so results in one being available, but it would be limited to maybe one roll per character or as a cooperative roll if everyone is looking for them.

Especiall on the Rim, supplies are limited. Now if they want to go Coreward,that's great, as long as they are willing to cough up the docking fees/deal with the inspections etc.

I noticed that on the Transportation section the following was listed

  • Passage, upscale (per person, 5 days of travel) - 2000
  • Passage, average (per person, 5 days of travel) - 2000

I'm assuming that the average wuold probably be closer to 500~1000?

I agree with the bacta quandry. I've also thought of limiting the available supply of stimpacks and/or after you purchase a certain number of them it starts to raise flags.

The only other thing I would say is to maybe consider including a rarity modifier and/or bouncing it against table 5-2 or 5-3 I believe, maybe adjusting the prices up/down to reflect this.

Oops, that was obviously a mistake. Sorry about that, I fixed it.