getting caught

By Nisshan, in Game Masters

So my players are smuggling things... like a lot of other pcs I guess. How do you handle the empires evil tax collectors?


What are the chances of getting caught when travelling the galaxy? And what happens when the pcs are caught in a spaceship filled with illegal merchandise?



Up to you dude! Get creative. I always make sure to have a prison/detention center map on hand so I am not afraid to get them caught, apprehended, and knocked out :)

Also, its a great chance for social skills to come into play. Bribery, Charm, Coercion, Deception can all be used to shake the fuzz.

You will find a wealth of info on laws and contraband on pages 382 - 386 in the EotE rulebook. If that doesn't help

or you don't feel comfortable imprisoning the PCs or confiscating their ship, etc, then help them to NOT get caught

use scape goats or random events just don't make it too obvious you are "protecting" them.

I replied but it wouldn't post.

God **** it. It happened twice.

I've read the section in the rulebook. I'm more curious to how the empire enforces the law in a game...

I've considered using the astrogation skill to see if the pcs can succeed in travelling the galaxy without getting seen by the Empire...

There doesn't seem to be a "fly casual" skill maybe the pcs could use cool or computers to help them...

I would give my players the option of using lesser known hyper space routes.

I would also like some kind of random element, I thought about using the force die but 25% seems like very high odds of getting caught...

Sorry to refer to the book again but on page 370 there is the "Dealing with the Empire" section that details a few ways the Empire might enforce the law in a few different scenerios may or may not be helpful.

Atrogation checks to different planets/systems in my campaign have yielded encouners with Star Destroyers and TIE fighter patrols as "random Encounters." Keep it mind though for Imperial systems or for patroled hyperlanes I add setback dice to represent the Imperial patrols in said system/lane that need to be avoided when carrying illegal cargo. As for the "fly casual" bit, deception is the skill I have my players use to interact with the Imperial patrols they encounter opposed by the patrol leaders discipline skill. Depeneding on the Imp Patrol leader's mood or the cargo the PC are carrying I add setback and sometimes flip a destiny point to upgrade the difficulty of "flying casual" portion of the encounter. Depending on the gravity of the situation even if the PCs succeed in lying but generate some threats I may still have them be boarded and questioned (although not throughly) just to keep em sweatin. As for the lesser known space routes option that just ups the difficulty of the astrogation check with the consequences being getting lost, taking longer than usually, ending up in a nearby system instead or flying into an astroid field... I hope this was a bit more helpful...

helpfull thanks. pretty much the way I thought about doing it.

Cool. Glad I could help ^_^

My players were caught once (well, once by the Empire) and it was a true crisitunity . A daring escape, a rebel attack, and a dangerous job were the outcome. I realize this probably doesn't answer your questions fully, but I'm hoping it's useful to get the gears spinning!

I responded to your other thread here . Enjoy!

Oh forgot, about a random element with the force die....

You could use the force die to determine the mood of the officer the PCs are dealing with for their deception check...

1 Light Side Points = calm - no effect

2 Light Side Points = good mood - add a boost to players deception

1 Dark Side Point = having a bad day - add a setback

2 Dark Side Points = doesn't know the players but already doesn't like them - upgrade difficulty

You could roll more than one force die for a cumulative effect. I don't suggest more than 4 or 5 though

Maybe base the number of force dice you use to determine the officers mood based on the planet/system itself,

the number of threats the PCs generate on their astrogation check, roll a d10/2, base it off the officer's prescence stat, or some other factor in the encounter.

Just a thought I thought I shoud share...

Also, instead of having them arrested or impounded, just have the Imperial officer politely "ask" for a bribe. The heroes lose a little money, or a portion of their contraband and go on their way.

That is, if you don't feel like planning for them to actually be captured and imprisoned.