Knowledge (core worlds, outer rim)
Each time the Crew successfully discovers a new Starchart, such as during a H is for Heist, they may attempt to learn the locations of new star systems. Additionally, the Crew may spend one day and 50 credits in supplies Astrogating in deep space to learn the hyperspace locations of new star systems. In either case, one Crew member will roll an Average (dd) Difficulty Knowledge (core worlds) or Knowledge (outer rim) check. The Galaxy Master will decide if the star systems are located in the Core Worlds or the Outer Rim, or leave the choice to the active player, and that will inform the type of Knowledge check.
The rules presented here will guide your Star Wars roleplaying game into a state of constant exploration in a sandbox style, as new hyperspace routes are always connecting to undiscovered star systems.
Success: Each success grants the Crew the hyperspace location of one new hyperspace route to a random new star system.
Failure: No new hyperspace routes are found. Time and resources are wasted.
Advantage: An ally lives in the system and can offer food and shelter. Have one of the Crew describe this ally.
3 Advantage: An ally owns a business, starship, or has some other major role in the operations of the system. The ally can offer food, shelter, starship fuel, and limited miscellaneous equipment. Have one of the Crew describe this ally, and randomly determine this ally’s Motivation (Edge of the Empire Beta p.66).
Threat: A N is for Nemesis equivalent to an Easy (d) Difficulty of F is for Fear is present in the system.
3 Threat: A N is for Nemesis equivalent to an Hard (ddd) Difficulty of F is for Fear is present in the system.
Triumph: An ally is in a position of great influence in the system. The ally can offer any number of services. Have one of the Crew describe this ally, and randomly determine this ally’s Motivation (Edge of the Empire Beta p.66).
Despair: A N is for Nemesis equivalent to an Hard (ddd) Difficulty of F is for Fear is in a position of great influence in the system and is immediately alerted to the presence of the Crew.
When newly discovered, roll two set of 3d10 to determine the location of the star system on the Galactic Map and assign the system a random name.
Each day the Crew is at a star system, make an Obligation check to determine what dark secrets from the Crew’s past have come to haunt them at this location, if any. On core worlds, roll two Obligation checks per day. Each system has one planet of interest. See P is for Planet to determine the basic information about the planet. Additionally, roll randomly (d100) and consult the chart below to determine the highest priced equipment, starship, and equipment modifications available for purchase. Roll an additional d100 for the available Wealth of Core Worlds and take the higher value. The outer rim may be full of poor, backwater planets, but it’s a great place for a group of scoundrels to evade the law.
|01 – 10||750|
|11 – 20||1,000|
|21 – 30||2,500|
|31 – 40||5,000|
|41 – 50||7,500|
|51 – 60||10,000|
|61 – 70||25,000|
|71 – 80||50,000|
|81 – 90||75,000|
|91 – 99||100,000|
While travelling through the stars, the Crew should always be on the lookout for the next big score. Each day the Crew spends planetside, one Crew Member may attempt to fix a new job. On rare occasion, these shady deals will offer the Crew an opportunity to advance their D is for Destiny.
One Crew Member must make an Average Difficulty (dd) Knowledge (underworld) check or a Hard (ddd) Difficulty Streetwise check to find a H is for Heist. The Crew can always choose to decline a Heist, but the next Knowledge (underworld) check to generate a new Heist has its difficulty upgraded as their presence begins to attract unwanted attention.
Success: The underworld dealings of the ship and Crew remain clandestine.
Each Failure: Word spreads and the reputation of the ship worsens, increasing the ship’s Obligation by 1.
Advantage: The Heist has multiple angles and an additional piece of Inside Information.
Threat: The Heist is a trap, perhaps the result of some sort of betrayal, and has an additional Unforseen Complication.
Triumph: One Unforeseen Consequence of the Heist becomes known in advance.
Despair: The Crew has made their presence a little too well known, and has alerted the local authorities to their disreputable dealings.
After securing a Heist, one member of the Crew may then Negotiate the fee for the job. Heists offer up a base monetary reward of (80 x d100) credits; or (4d10) credits of profit per ship’s cargo hold Encumbrance if the Heist involves smuggling some I is for Illegal Cargo, modified by the net magnitude of Success or Failure from a Negotiate check with whomeevr the CRew is dealing with (see Edge of the Empire Beta p. 81 for the Negotiate skill).
See Edge of the Empire Beta p.102 for information on using the Streetwise skill to find common equipment based on item Rarity. However, for Restricted Items, it is suggested to ignore the information presented on pages 103 and 104 and instead use the following guideline:
Black Market and otherwise illegal items marked with (R) have an additional hurdle to their acquisition. Before making a Streetwise check to determine availability, the Crew must also contend with the consequences of their reputation. On outer rim worlds, local criminals and thieves do not trust those who work too closely with authorities and add a number of Setback dice to Streetwise checks made to find Restricted items equal to 5 minus the Crew’s total Obligation / 20 (round down). On core worlds, honest merchants and community leaders do not trust disreputable scoundrels and criminals and add a number of Setback dice to Streetwise checks made to find Restricted items equal to the Crew’s total Obligation / 20 (round down).