Reference Book: Star Wars Saga Edition Scum and Villainy
Crime, it can be argued, is one of the building blocks of society. Although illicit trade and commerce are certainly unethical, and perhaps even immoral, the rule of supply and demand sometimes prevents necessary goods from reaching those who need them most- except at exorbitantly high prices. Smuggling enables important cargos to reach their intended targets, without the costly and time-consuming red tape of a slow (And at times corrupt) bureaucracy. Certainly, the smuggler makes a profit from supplying needed goods; without profit, he or she could not afford to remain in business. Still, a reasonable markup is what draws the line between smuggling and profiteering.
Heroes in a Fringe Campaign might be those who have taken to a life of crime to make their fortunes, embracing expediency over ethics and using guile and force to do what others need hard work and cooperation to accomplish. Alternatively, the heroes could be noble-spirited individuals struggling to rise above their environment and make something of themselves, fighting the temptation to take the easy way out.
All this is rich, fertile soil for fringe heroes to grow and thrive- both as characters and as criminals who might one day come to control their own criminal empires.
A Gathering of Anti-Heroes Edit
When the heroes in the campaign see lying, stealing, and killing as less of a morality question and more of a matter of expediency, the Gamemaster might have a tough time getting them to cooperate with each other long enough to define common goals, let alone complete the campaign's story arc.
Because Fringe Campaigns might involve morally ambiguous character concepts, the Gamemaster should spend some time before the first actual play session of a campaign to talk with the players about their characters- particularly their philosophies on good, evil, and breaking the law. After all, it is far better for the players to find out about potential roleplaying conflicts before they crop up, and either adjust their character concepts accordingly or agree that their heroes will simply disagree with each other.
Furthermore, the players can use this discussion to develop, with the Gamemaster's input, their heroes' backgrounds- and talk among themselves about how the characters know each other, and, more to the point, why they are willing to work together. If a player intends for his hero to be something of a loner, or a figure of mystery, the Gamemaster (And the other players) can be a bit more prepared and perhaps work with the player- in private, if necessary- to develop a reason for the 'Mystery Loner' hero to join forces with the other heroes.
The Gamemaster might also want to consider preparing an "Introductory" scenario, aimed at bringing the heroes together and establishing a common cause. Given the nature and sheer number of threats that face fringe heroes, it should not be difficult for the Gamemaster to present one that the heroes feel they have the ability- and desire- to confront and overcome together.
Heroes and Anti-Heroes Edit
The nature of fringe heroes means that many of them will not be interested in diplomatic solutions; in fact, they might feel that nearly any course of action is a reasonable response to the challenges they face. The Gamemaster need not discourage this, particularly if most of the players want to play heroes with this sort of "Broken moral compass." In fact, it might make more sense to encourage players with strongly moral heroes to reconsider their character concepts a bit- or at least accept that their heroes will sometimes come into conflict with the other heroes.
At the core of the anti-hero is the understanding that the character has set for himself an ethical and moral limit, one that the character will not cross under any circumstances. This limit is far beyond what ordinary, "Good" heroes are willing to explore- it might include theft, brutality, perhaps even murder- but it also certainly falls far short of where the truly "Evil" villains of the campaign are willing to travel.
For certain types of players, exploring their hero's boundaries is what roleplaying is all about; the game's mechanics are at best a secondary concern. Most players, however, are more likely to embrace the "Relative Evil" of their heroes because it lets them approach the campaign's goals from a different direction, while at the same time not constraining them to the standards of behavior that characters such as Qui-Gon Jinn or Luke Skywalker might follow. This, after all, is what makes Han Solo such an interesting character and why many fans of the Star Wars setting think of him as the iconic scoundrel.
Perhaps the best way to bring the heroes together and point them toward a common goal is to provide them with a shared background: Hero A is friends with Hero B, who once worked with Hero C, who is related to Hero D, and so on. Ideally, the players can decide these relationships themselves in the precampaign discussion, with some input from the Gamemaster, and set up reasons for the heroes not only to work together but also to be in the same place when the campaign's first adventure begins.
For example, Lesk Hisshar is an aspiring bounty hunter, but his player has focused so much on Lesk's information-gathering abilities that he has neglected to provide a way for Lesk to travel the galaxy. (He has not selected Pilot as one of his Trained Skills.) Lesk turns to his old friend Wels Hillspringer, who owns and operates a short-range shuttle service out of Corellia, flying a broken-down old Ghtroc 720 Freighter with the help of his partner and copilot, a Sullustan mechanic named Sail. To make the freighter a bit more Hyperspace-worthy, though, they need money- so they contract with a shady Bothan con artist named Eurrsk Joran'syk, who agrees to bankroll them provided they cut him in on their profits from both bounty hunting and shuttling passengers and cargo. To ensure that he gets his fair share, Eurrsk insists on riding along with them (Though, really, he's on the run from people he swindled, and needs to stay mobile for a while), and he brings along his young protege, a Gungan soldier named Winkin Wupps. Winkin acts as Eurrsk's assistant in his scams and his bodyguard otherwise- and he is more than willing to help Lesk Hisshar apprehend bounties.
Obviously, the Gamemaster should discourage the players from concocting overcomplicated and elaborately intertwined backgrounds; not only can they derail the campaign with their own interests and concerns, but they can easily brainstorm themselves out of starting the adventure itself. Each player needs only one good reason to want to work with one other hero, and, provided two heroes don't create an "Exclusive Arrangement" with each other, all the heroes can come together to form a group.
Of course, just as with their character concepts, the Gamemaster has final approval on the heroes' shared backgrounds.
Common Origins Edit
If the focus of a Fringe Campaign doesn't preclude it, the heroes might commence the first story arc operating with some common elements. The Gamemaster should divulge common information relating to the first story arc during the players' precampaign discussion and encourage them to work it into their heroes' backgrounds.
Below are short examples of campaign ideas particularly suited for Fringe Campaigns, which should help the Gamemaster generate opportunities for the players to build common bonds.
- The heroes are members of a criminal organization that was crushed by a more sinister rival. The heroes are now out for revenge.
- The heroes are the assistants and associates of a renowned con artist, who has recently been arrested by The Galactic Empire. Their goal is to run a con on the Empire itself, convincing them to let their mentor go free.
- The heroes are a team of bounty hunters who inadvertently become instrumental in a war between two houses of bounty hunters.
- The heroes are the crew of a freighter, regularly smuggling illegal cargoes from Hutt Space to the Rebellion- but they fall into an Imperial trap and are forced to spy on the same Rebels they are supplying.
Clearly, any campaign idea that railroads the players into creating certain kinds of characters is suboptimal, and the Gamemaster should strive not to impose limitations on character types based on the kind of campaign they're playing in. One of the heroes in the freighter crew, for example, could be an Imperial agent who set out to use the crew to spy on Rebel ship movements, but has since had a change of heart. The bounty hunters could be a loose association of Scouts, Scoundrels, Soldiers, Nobles, and even a Jedi; it all depends on how they define their heroes' motivations- and what secret information, if any, they arrange with the Gamemaster.
Using common campaign elements doesn't merely give the players ideas with which to generate shared backgrounds- it provides insight into what kinds of heroes would best fit the campaign. The Gamemaster can also use more specific setups to put the heroes on common ground at the start of the campaign, and give them easy hooks with which to connect to one another.
Fringe Campaigns are practically tailor-made for the heroes to share the common bond of allies- criminal organizations, bounty hunter houses, smuggling rings, and so on- who provide the heroes with equipment, safe havens, transport, and jobs. In exchange for the heroes' loyalty (Or at least their discretion), these allies arrange for the heroes to work together, again and again, and make their goals- which is to say the campaign's goals- those of the heroes, as well.
- The heroes are all troubleshooters for a crime lord, who sends them on a variety of missions to ensure that he keeps a steady flow of credits.
- The heroes operate a freighter owned by a retired smuggler, who not only provides them with missions and equipment but also mentors them in the art of evading the authorities.
- The heroes work for a bounty hunter house as support staff, assisting the senior hunters in finding their targets- until the house's other hunters are wiped out by a particularly dangerous and vindictive quarry, leaving the heroes to step up and restore the house's honor by capturing the target themselves.
As time goes on, the heroes can come to make connections among their allies, creating relationships that provide handy plot hooks for the Gamemaster. They might even establish these connections in the precampaign discussion. In either case, the fates of the heroes and their allies become inexorably linked: If the heroes' allies do well, the heroes benefit, and if the heroes should fail, their allies suffer... perhaps even more so than the heroes do.
A classic method of getting campaigns off the ground is placing the characters all in the same place at the beginning of the first adventure. It might be as cliché as a cantina, or it might be a docking bay where one of the heroes keeps their ship. It might be the home of one of the heroes. In a Fringe Campaign, it might even be prison or a spice mine.
Whatever the location, the Gamemaster must provide a reason for all the heroes to be there at the same time and layout incentives for the heroes to interact with one another. Furthermore, if at least one of the heroes calls the location home (Or just a place where the hero regularly hangs out), the heroes can expect to be reasonably familiar with the area. They know where to buy equipment, where to look for work, who the community's movers and shakers are, and so on. It also makes them privy to local rumors, which give the Gamemaster an easy way to slip the heroes a few adventure hooks now and again.
If the location is important enough to the heroes (Or even if the players just grow fond of it), it could easily serve as the central setting for the entire campaign- a kind of "Home Base" out of which they operate. From a tiny cantina where the heroes meet to plan their crimes, to an entire planet hopelessly mired in poverty, misery, and crime, the location could easily become the springboard for all the heroes' adventures.
- The heroes are inmates in the spice mines of Kessel.
- The heroes are smugglers who operate out of Nar Shaddaa.
- The heroes all hang out at the same cantina in the Mos Eisley spaceport, and learn that the owner has to sell the place to a disreputable local land baron to cover gambling debts.
Events can also drive the heroes to band together and take action. If the heroes all experience a life-changing event- either together or separately (And perhaps from completely disparate viewpoints)- it can forge the bond necessary to impel them along the way toward the campaign's goals.
The rich history of Star Wars provides plenty of major events that could affect fringe heroes and drive them to either fight against the injustices they witness... or cut themselves in for a piece of the action.
- The Clone Wars could turn honest, hardworking heroes into refugees or, at the other end of the spectrum, war profiteers- though they might use a portion of their gains to help other innocent civilians to escape or avoid the line of fire.
- The destruction of Alderaan could create a power vacuum in a criminal organization, giving them an opening in their own bid for domination of the galaxy's underworld.
- The fall of the Empire could leave a number of former Imperials- supply officers, shuttle pilots, command school cadets, and so on- with no means of support, encouraging them to turn to a life of crime to make ends meet.
- The bounty on Jedi offered by the Yuuzhan Vong could turn the heroes into Jedi hunters- or, conversely, to pose as Jedi hunters, while secretly helping The Jedi escape worlds held by the invaders.
The Common Cause Edit
The heroes can also come together in support of a common cause. It could be as simple as saving the life or livelihood of a friend they all share, or it could be as complex as bringing a criminal empire to its knees. Perhaps the heroes want to strike a blow at the Empire by undermining its authority whenever and wherever possible; perhaps they want to drive the Yuuzhan Vong out of Hutt Space. Provided their cause is not so easily accomplished, it can make for an ongoing succession of adventure hooks to keep them pursuing the cause for many sessions to come.
Campaign Elements Edit
To create a specific atmosphere for the players, the Gamemaster should incorporate elements and themes that the players associate with the campaign type. These themes define the campaign, just as the themes of embracing adventure, fighting oppression, and using The Force define Star Wars. When those themes are absent, Star Wars doesn't seem like Star Wars. The Gamemaster does not need to introduce every theme into every encounter or adventure; however, if they are always absent, the players might feel as though something is missing (Even if they cannot identify what it is).
For a Fringe Campaign, the themes might include finding a way to pay the bills, making do with available technology, dwelling on the edges of the known galaxy, and never being sure who to trust. The campaign elements, on the other hand, include obsolete technology, seedy locales, and alien wretches from every corner of the galaxy.
Bleak Prospects Edit
Surviving on the fringe is hardly easy when jobs are few and far between- and honest jobs are even harder to come by. When a hero can find a job, chances are that it does not pay as well as the hero would hope- he or she might be expected to "Kick Up" a huge percentage to their employers- or the risk-to-reward ratio is unreasonably high. Either way, taking the job might not completely pay the bills... and might, in fact, land the hero on the next prison ship to Kessel.
It is this shortage of steady work that drives desperate fringe heroes into lives of scraping by on the bare essentials or falling victim to the lure of easy but illicit credits. Crime is a seductive option when one has no place to stay nor even food to eat, but legitimate employers have no use for you or your skill set- no matter how competent you are. As a result, finding work is more complicated than showing up and signing a contract; fringe heroes might have to wait days or even weeks for an opportunity, even a meager one. Still, every credit counts, so even the fastest blaster in the sector might take up asteroid mining to make ends meet.
Adventure Hook Edit
Money is getting tight for the heroes, and they might not have enough to pay the docking fees at their next port of call- let alone restock the ship's provisions. Fortunately, as they are breaking orbit on Rodia, they pick up a notice on the planetary information channels that Turlo, a local entrepreneur, needs immediate passage to Ryloth, where his spice trade has been beset by troubles. In exchange for getting him there and back, he's willing to pay their docking fees (Both on Rodia and Ryloth) and restock their ship. Turlo spends nearly every minute of the trip conducting business through the ship's communication systems, and soon starts asking for little favors: "A brief stopover on Tatooine to talk to my foreman," "An overnight stay on Geonosis while I meet with the chief engineer building my factory there," "A fast side-trip to Pzob to settle a labor dispute with the local Gamorrean workers," and so on.
The heroes quickly come to realize that Turlo is just using them as a private shuttle service, getting the use of their ship in exchange for the cost of provisions and docking fees. Turlo is willing to dole out a few more credits to keep the heroes happy with the arrangement, but after payment has been made, asks for yet another "Small" favor, keeping them on the hook as long as possible, until they force him off their ship. True to form, Turlo tries to resolve every dispute the heroes bring to him with credits- but he still negotiates for the lowest possible payment he can make.
Retrograde Technology Edit
Life on the fringe all too often involves making do with what's at hand. Fringe heroes can rarely afford to be choosy when it comes to their equipment, and they might spend more time repairing their gear than using it. Worse, they do not have the luxury of spending good credits on the best and the newest; they might be lucky to have any equipment at all, in fact. Their most realistic goal is to have working gear when they need it, even if it works only once.
A sufficiently high Mechanics score can sometimes offset the drawbacks of "Previously owned" equipment; after all, it has to function- but it doesn't have to be pretty. Still, at the end of the day, it is secondhand gear, and it might turn out to be just as dysfunctional as it is ugly. New equipment is obviously best, but it might not be available to the heroes, even when they finally have enough money to afford it. Their contacts are likely to have only "The cheap stuff"- but might also be a bit reluctant to direct good customers to other merchants.
Adventure Hook Edit
The heroes visit a local scrap dealer to scrounge for usable equipment, and discover a deactivated Droideka-Series Destroyer Droid under a pile of junk. A quick inspection reveals that the powerful Droid is lacking only a power source; even better, it has been memory-wiped and could easily be reprogrammed to serve the characters. Best of all, the scrap dealer doesn't seem to know what kind of Droid it is (He mistakes it for an ordinary 5th-Degree Labor Droid), and tells them that he has to check, but he could probably let them have it for a couple thousand credits.
However, the heroes' interest has aroused his curiosity, and he asks them to come by again the next day if they still want it. That night, the scrap dealer determines what kind of Droid the destroyer is, and contacts another- wealthier- potential buyer. Unfortunately, to demonstrate the Destroyer Droid's condition, the scrap dealer has to power it up- and it goes berserk. The heroes arrive at the same time as the other buyer, and both parties discover simultaneously that their deactivated Droideka is now fully active, and has the dealer trapped behind a pile of scrap armor plating. Desperate, the dealer makes both parties an offer: whoever can shut the Droideka down can have it for a mere 1,000 credits!
The Price of Trust Edit
Even when fringe heroes can make that big score- or just find a good job- and they finally have money, power, freedom, and all the other comforts of home, they have absolutely no guarantee that they can keep it. In addition to any enemies they might have made in their rise to fame and fortune, there are those who see success as a target to exploit- and they are often the friends of the very people they take advantage of. It might be money that drives them, or jealousy, or just a desire to take someone down a peg or two. Whatever the motivation, they are willing to betray the trust of nearly anyone, soothing their consciences with the profits from their betrayal... if they feel any pangs of guilt at all.
In a Fringe Campaign, the players shouldn't take anyone's friendship for granted. At the least, they should understand the difference between an Ally and a Contact (See Allies and Contacts, below) and why they should strive to maintain good relations with every non player character (Or at least have more dirt on the NPCs than the NPCs have on them). This situation can rapidly escalate out of control, however, and lead to the heroes treating everyone they meet as a potential enemy- particularly anyone who seems too helpful, too generous, or just too friendly.
Although this sort of paranoia is an excellent tool for setting the scene, the Gamemaster should be cautious about overusing sudden betrayals. Few players relish games of intrigue and deception because it creates a higher level of tension for the player (Not just the character). Above all else, a roleplaying game is supposed to be recreation, and any roleplaying game that causes its players actual stress is denying them that much of their fun.
Worse still, once betrayal becomes inevitable in the players' minds, even if they only imagine it, the players become hardened and cruel- just like real criminals- and see nothing wrong with hurting and betraying everyone around them (A problematic situation in any campaign).
Adventure Hook Edit
After making a modest profit in a less-than-legal fashion, the heroes run afoul of the authorities, who seem to have been tipped off about the heroes' plans. The heroes narrowly escape and, upon returning to their base of operations, start discovering that various friends, allies, contacts, and acquaintances seem somewhat surprised to see them. Everyone, it appears, has heard that the heroes were ambushed by the authorities- apparently before the ambush happened- and everyone had assumed the heroes would not be returning.
As the heroes do a bit more digging, they find that the rumor started with one of four people: the Twi'lek who told them about the job, the Bothan banker who was going to launder their credits for them, the Human supply officer who they bribed for the information they needed to pull the job, or their Human friend, at whose home or place of business the heroes planned the job. Now the heroes must determine which of these people sold them out- perhaps by checking their accounts for unexplained deposits, or feeding them false information, or perhaps just by beating the answer out of them- and stop it from happening again... even if it means an old friend takes a permanent "Vacation."
The Edge of Space Edit
Finally, because fringe heroes might be called upon to perform the tasks that no one else wants, it falls to them from time to time to make the long, lonely journeys to the edges of the known galaxy, identify anything out there worth noting, and report back. Exploration not only safeguards Starships from becoming lost in the uncharted wilds of Hyperspace, but it introduces the Republic to potential new members (And the Empire to potential new subjects), provides the galaxy with more resources, and, most importantly, opens up new trade routes. A fair percentage of the revenues generated by such discoveries finds its way back into the hands of the discoverer- so even if the work is boring, tedious, and unrewarding, when it does pay, it pays big.
Explorers spend their time in deep space, aside from the rare stop on inhabited planets to refuel, restock, and collect a few meager fees for adding to the vast database of interstellar hazards that other spacers use to safely find their way from place to place. The life of an explorer is not particularly action-packed, so, while this sort of element might make an interesting diversion from time to time, it is difficult to build a campaign around- the exception, of course, being that rare situation when the heroes find something. Such instances should never be handled as run-of-the-mill encounters; the Gamemaster should impress upon the players just how unusual it is to discover a new planet, or a new civilization, and perhaps even build a long, linked series of adventures around it.
Adventure Hook Edit
The heroes are exploring the farthest reaches of the Minos Cluster when they find a trail of Cronau radiation leading outside the known boundaries of the galaxy. Following it, they discover a planet inhabited by a species never before encountered: the Ertraxi, humanoid aliens with multiple eyes. The Ertraxi are essentially peaceful; they had found a Republic Starship that had crashed on Ertrax (With no survivors), repaired it over the course of several years, and were finally flying it out into space in an attempt to make contact with Species and cultures other than their own.
When the heroes bring news of Ertrax back, they are richly rewarded- but soon learn that their reward is a "Finders' fee," and dozens of opportunistic traders, slavers, and would-be conquerors are now headed to a trusting and unsuspecting Ertrax. If the heroes do nothing, they keep their reward- but, if they go back to Ertrax and interfere with the "Just and legal flow of commerce" (For example, by warning and arming the Ertraxi, or perhaps helping them apply for and receive membership in the Republic), they forfeit their finders' fee.
Allies & Contacts Edit
The nature of living on the fringes of society hardly lends itself to trusting other people. The Bith smuggler who is the heroes' best friend today might turn them into the Empire for a reward tomorrow. Trust has to be earned; even then, it can be bought and sold, just like anything else.
Making Allies Edit
Allies come from all walks of life, from the corrupt government official who provides the heroes with confidential shipping schedules and cargo manifests, to the retired crime lord who coaches the heroes on how to carry out their criminal endeavors the way he did when he was their age. They aid the heroes out of a common interest, be it as noble as righting wrongs or as base as making profit. In any case, they provide their assistance free of charge, as long as the heroes maintain good relations.
A character might become an Ally of the heroes if the heroes can change the character's Attitude to Friendly or Helpful using the Persuasion skill. A character with a Friendly Attitude toward the heroes will happily offer advice, information, or- when asked- assistance, as long as no substantial risk or cost is involved, A character with a Helpful Attitude, on the other hand, is quick to contact the heroes when opportunities arise (Even if the Helpful Ally stands to gain little); furthermore, a Helpful Ally will accept significant (But not foolhardy) risks and costs to assist the heroes.
Of course, Allies rightly expect reciprocity from the heroes; each time the heroes gain any kind of assistance from their Ally, they should make a Persuasion check once again, If the Persuasion check does not equal or exceed the character's Will Defense, the target shifts one step up the table (From "Friendly" to "Indifferent" for example), The Gamemaster should grant the heroes a +2 circumstance bonus on their check if they are polite and sympathetic with the character- or increase the character's Will Defense by 2 if they are particularly impolite or demanding.
If the Ally's Attitude toward the heroes ever drops to "Indifferent," the Ally begins to feel they are being taken advantage of and desires a show of sincerity on the heroes' part. If the heroes behave appropriately, they can make another Persuasion check, at no penalty (Instead of the usual -2 penalty for Indifferent characters), to try to get back in the Ally's good graces. If this check does not equal or exceed the character's Will Defense, though, the character no longer considers the heroes their Allies, and becomes merely a Contact (See below).
Making Contacts Edit
The heroes aren't always knowledgeable or capable in the areas necessary to accomplish the tasks the adventure puts before them, Sometimes they need equipment or information; sometimes they just need money... or an introduction to the people who have what they need, Often, the situation calls for a skill that none of the heroes has... at least not at the level of competence required. At those times, the heroes need a Contact.
Contacts are often Nobles or Scoundrels, with the occasional Scout. Soldiers work as hired guns, but retired or high-ranking Soldiers have picked up a lot of useful information over the years, Jedi rarely hire out their services, though they might provide information in return for a favor (Assuming the cause is just).
The heroes can establish a business relationship with a Contact by making a Persuasion check; if the heroes successfully change the character's Attitude to Indifferent, the Contact is willing to do business with the heroes. If the heroes change the character's attitude to Friendly, the Contact looks favorably upon the heroes, and keeps an eye out for their interests; if they change the character's Attitude to Helpful, the Contact comes to them with opportunities (Usually before approaching anyone else).
Although Contacts can occasionally come to the heroes, they never accompany heroes on their adventures. (There are easier ways to make money than risking one's life; that's a job for heroes and fools). A Contact lends his or her aid on his own terms, and, if they're helping someone- hero or villain- they expect something in return.
|Friendly||-50%||The heroes owe the Contact a minor favor.|
|Helpful||-100%||The heroes owe the Contact a major favor.|
Generating Allies and Contacts Edit
When the Gamemaster needs to know exactly what services an NPC Ally or Contact can provide, the Gamemaster can roll on Allies and Contacts to generate the NPC's relevant information quickly: Character Level, key ability modifier, whether the Contact has any modifiers on their skill check, and what the Contact's Attitude is toward the heroes. The Gamemaster can roll once to generate all five factors, or roll separately for each one.
|D20 ROLL||CONTACT LEVEL||KEY ABILITY MODIFIER||CIRCUMSTANCE MODIFIER||STARTING ATTITUDE|
|1-2||Hero's Level - 3||+0||-2||Friendly|
|3-5||Hero's Level - 2||+0||+0||Indifferent|
|6-8||Hero's Level - 1||+1||+0||Indifferent|
|13-15||Hero's Level + 1||+3||+2||Indifferent|
|16-18||Hero's Level + 2||+4||+2||Unfriendly|
|19-20||Hero's Level + 3||+4||+2||Hostile|
An Ally or Contact can make the following skill checks for the heroes: Deception (Deceptive Appearance) (Cha), Gather Information (Cha), Knowledge (Any) (Int), Mechanics (Jury-Rig, Modify Droid, Repair, Repair Droid, or Repair Object) (Int), Perception (Eavesdrop) (Wis), Pilot (Dex), Stealth (Conceal Item) (Dex), Survival (Wis), Treat Injury (Wis), or Use Computer (Int).
Alternatively, an Ally or Contact can provide the hero with money or equipment. In either case, the character can offer the hero a total of (NPC's level x 1,000) credits, in either cash, commodities, or equipment.
An Ally usually helps the hero for free, while a Contact charges a fee for his services (Either credits or a favor of their own). The base fee is equal to the 500 credits x the Contact's level. The hero can make a Persuasion check to change a Contact's Attitude, and reduce the Contact's base fee.
Any associated costs (Such as for whatever equipment or commodities the Contact provides) increase the overall cost. The hero can make a Persuasion check to Haggle the price of goods down by 50%, as normal.
Risky Business Edit
Life in a Fringe Campaign depends on being able to make an honest living- or, at least, a fast credit. Along the way, the heroes might have to dodge scam artists, gamblers, crime lords, and the law, doing whatever it takes to keep their hard-won credits from slipping through their fingers, and maybe falling into the wrong hands. Of course, "The wrong hands" is a purely subjective comparison.
For those trapped in the galaxy's lower-class neighborhoods, honest work is frequently hard to come by. Traditional jobs are scarce, and pride might turn out to be just another commodity. On the other hand, for those heroes at least willing to dabble in crime, the galaxy is full of opportunities. Crime lords are always looking for anyone willing to do a little dirty work, from thugs who can collect debts to ship captains willing to haul a no questions-asked cargo.
The heroes can take on honest jobs, but those don't pay anywhere near as well as crime. Even with legal jobs, though, employers are wary of work for-hire contractors, and dole out only the small, low-risk assignments at first, until they know that the heroes are reliable (Represented by the hero's Organization Score).
Job Generator Edit
Main Article: Job Generator
Making a living from the underbelly of society depends on finding work. From mining asteroids to stealing top-secret data, the galaxy is full of opportunities to make a small fortune- provided one is willing to do a little hard work and has the right skills.
The heroes' fee for a job is a flat number of credits, paid when the job is complete, and always reflects the total payment to the heroes (Not what each heroe receives). If the job involves collecting money, the heroes instead receive a cut, expressed as a percentage of the amount collected.
The Gamemaster can randomly generate job scenarios for the heroes using the table below. Roll a d20 to determine the overall scenario, and consult the appropriate listing for details on the mission, including suggested obstacles. The Gamemaster should use the mission outline as guidelines for creating encounters and challenges that the heroes might face in the fulfillment of the mission.
The Black Market Edit
Main Article: The Black Market
The Black Market is the lifeblood of the fringe of the galaxy. It is through the Black Market that smugglers, shipjackers, pirates, and other criminals make their livings. The Black Market is the name given to the thousands of channels by which illegal goods are trafficked; this covers the fences that sell the items to buyers, the credit launderers that make sure dirty money looks clean, and the crime lords that organize and protect the members of their organization that engage in illegal commerce. The Black Market is the only way to obtain illicit items, and any character who wants to obtain something secretly must deal with the Black Market in some way.
The Saga Edition Core Rulebook lists the basics of dealing with the Black Market, but in a Fringe Campaign Gamemasters might want to make the Black Market a more significant feature. The following section outlines some more in-depth methods of involving the Black Market in a campaign. However, Gamemasters should be careful in making the Black Market more complicated than it needs to be; if the heroes need to buy items on the Black Market and you do not wish to consume a large portion of a gaming session dealing with the finding of contacts and haggling over items, just use the basic rules presented in the Saga Edition Core Rulebook.
Bounty Hunting Edit
Main Article: Bounty Hunting
The galaxy might be full of scummy characters, which means one can always find work rounding up and disposing of them. Although it is not always cost-effective to be a bounty hunter- especially when the tools required to locate and capture the target might cost more than the actual bounty- it is steady work, and affords one with plenty of opportunity for travel.
Con Games Edit
Main Article: Con Games
Confidence artists prey on the greed and gullibility of others to make a tidy profit- usually in exchange for something worthless. Even though their Scams might seem easy to spot (At least on the surface), they can have layers upon layers of deception to suck in the unwary before they know what hit them.
Loan Sharks Edit
Main Article: Loan Sharks
Sometimes it can be tough to get a start on the fringe. Most scoundrels of all stripes come from humble beginnings, and very few have the fortunes at the start to buy their own ships or pay for their own crews. When faced with the prospect of being unable to strike out on their own, many scoundrels turn to crime lords with money, otherwise known as loan sharks. Loan sharks provide illicit loans to those who cannot get a loan through a legitimate institution, and often in great sums well beyond what one could normally obtain through legal channels. Unfortunately, loan sharks are never as forgiving as banking institutions, and loans usually come with not only an incredibly high interest rate but also the threat of broken bones or even death if payment isn't rendered on time.
Loan sharks provide credits for pretty much anything and everything. Many smugglers use loans from loan sharks to purchase Space Transports, hire crew members, and upgrade existing ships so that they can make their own way in the galaxy. Pirates use loan sharks to fund their fledgling fleets, or simply to keep their crew members happy and their Starships flying. Loan sharks can usually provide loans in values up to the loan shark's CL x 50,000 credits, and sometimes more (At the Gamemaster's discretion).
Loan sharks should be sinister and memorable, and typically a loan shark has an amicable attitude (At least until you miss a payment). Loan sharks almost always have levels in the Crime Lord Prestige Class, and they are surrounded by minions and underlings at all times. Loan sharks profit from the hopes and dreams of desperate people on the fringe who will do anything to achieve their goals, and as such they are unscrupulous and conniving. Hutts, Herglics, Besalisks, and Bothans all make excellent loan sharks.
Main Article: Piracy
Ever since Starships first started cruising the space lanes, pirates have found a way to take those ships from their rightful owners. Pirates are a scourge of the stars who prey upon unsuspecting travelers and entrepreneurs, swooping in and robbing ships of their valuables, and sometimes taking the ships themselves. Any criminal that makes his living off of raiding and robbing Starships in transit from one world to another is a pirate, and law enforcement officials (Particularly The Sector Rangers) go to great pains to make sure that the Hyperlanes are kept safe from pirates.
Pirate gangs are usually formed when groups of like-minded thieves and brigands come together and pool their resources to great effect. Typically, a true pirate gang does not form until they find some way to obtain a Capital Ship, or at least large Space Transports with plenty of firepower. Typical pirates are looking to plunder the space lanes by taking whatever they want from anyone that cannot defend themselves. Some pirates are cutthroats who do not hesitate to maim or kill in the pursuit of their goals. Others adhere to an obscure code of honor, often coupled with delusions of being the roguish antiheroes often portrayed in holovids across the galaxy. Pirates must be tough and ruthless, regardless of their outlook on their career, as much of their position among their own crew depends on how ardently they enforce their own superiority.
Becoming a pirate isn't simply a matter of declaring yourself one. If the heroes wish to become pirates, they can either attempt to start their own pirate gang, or join an existing gang. Joining an existing band of pirates is the easier task, but is no less fraught with peril. To join an existing band, the heroes must prove themselves worthy of the gang (Sometimes this means besting some of the weaker members of the band in combat), prove themselves trustworthy (Engage in a mission of piracy with the band, as a trial run), and convince the pirates' leader that they belong on his crew. Joining a pirate crew for the first time can be an adventure all its own, and Gamemasters are encouraged to create a number of challenges, both non-combat and combat-oriented, to allow the heroes a chance to prove themselves worthy of the pirate band. Once they are members of the pirate group, they can begin working their way up in the hierarchy.
Alternatively, the heroes might decide to start their own pirate gang. In doing so, they make enemies of the law and certainly make no friends among other pirates, who are now competition. The heroes will likely need to recruit others to their cause (A task that a charismatic leader could take on, for certain) and engage in some low-level piracy, not only to gain experience but also to fund upgrades to their fledgling pirate fleet. As the heroes' pirate gang grows, they will find their names at the tops of "Most Wanted" lists, as the leaders of pirate bands not only benefit from their fame but also achieve a certain degree of notorious recognition from law enforcement. Starting one's own pirate band is a challenge, though, because it becomes the heroes' responsibility to obtain the resources it takes to be pirates (Ships, weapons, crew members) while at the same time placating their crew with plunder. Dissatisfied crews are prone to mutiny, and the heroes may find themselves facing a rebellious crew if they are not careful.
Main Article: Smuggling
Transporting illegal goods- or, at least, goods for which one does not have the proper permits- is a lucrative business, though the price of getting caught is sometimes far higher than the profits it brings. Still, smuggling is a major part of life on the fringe.
Smuggling becomes necessary when someone needs to get a shipment of illegal goods from one place to another. In very restrictive areas, or under the oppressive watch of tyrannical governments by the Empire, smuggling is almost the only way to get many contraband items into the hands of those that want or need them. The Rebel Alliance employs many smugglers for the sale reason that everything they need, including things as simple as foodstuffs and medical supplies, is considered contraband when being sent to the Alliance.
Smuggler heroes can lead exciting and adventurous lives, blasting their way across the galaxy in a tramp freighter with no one to answer to but themselves. Typically, smuggling is just like any other job or criminal enterprise: credits are king. Smugglers need only find someone willing to pay for illegal goods and determine the fastest way to get the goods to their destination. For Gamemasters running a campaign with smuggler heroes, entire adventures can be created simply from the complications that arise in getting from one place to the next with a hold full of contraband.
Spaceports and Shadowports Edit
Spaceports are a smuggler's best friend, and anyone that travels the space lanes extensively will eventually become intimately familiar with dozens of spaceports throughout the galaxy. A spaceport provides docking facilities for Starships as well as various amenities and services. Some spaceports are little more than landing pads with a few fuel tanks, while some massive spaceports could almost be entire cities unto their own. When a Starship makes landfall, typically the ship will dock at a spaceport, where the ship can take on fuel and supplies, have repairs made, or simply leave the ship while traveling around the planet.
Shadowports are special kinds of spaceports highly valued by the smugglers and other criminals of the galaxy. A shadowport is a secret, illegal spaceport, usually well-hidden and off all of the Space Ministry's charts. Shadowports are places where illegal Starships can land to offload illegal goods, make illegal modifications, or take part in illegal activities. Shadowports are havens for criminal activity, and though they resemble a standard spaceport in many ways, they usually have little in the way of legal authority. That is not to say there is no law in a shadowport, only that the law is made by those with the most muscle and power. Typically, shadowports are controlled by crime lords or entire crime syndicates. For more information and a sample shadowport, see Point Nadir for an in-depth look at that shadowport.
Spaceports and shadowports offer a number of amenities that weary travelers can take advantage of. Ships can be restocked and refueled, cargo can be loaded or unloaded, and repairs can be paid for and made. Many spaceports provide accommodations ranging from basic bunks to luxury accommodations. The more civilized and wealthy the world, the more likely the spaceport is to have finer amenities. Almost all spaceports have cantinas, and some have dedicated gambling halls and casinos. Larger spaceports have bazaars and shopping areas, and shadowports are guaranteed to have a thriving black market.
Spaceport Slang Edit
The following list of slang terms covers many of the phrases the heroes are likely to hear in spaceports throughout the galaxy, and their definitions.
|Action: Ship-to-ship engagement.||Coreward: Toward the Core Worlds.||Long Zone: A jump zone far away from a planet.||Rimward: Toward the frontier.|
|Bantha Fodder: Worthless, without value.||Final Jump: To die peacefully. "Make the final jump."||METOSP: Message to Spacers, automated instructions for incoming spacecraft.||Short Zone: A jump zone near to a planet.|
|Binary: Stubborn or uncompromising.||Freeze, The: Space; also "Deep Freeze" for deep space.||Raider: Pirate or privateer.||Spaced: Killed by the vacuum of space.|
|Blaster-Proof: A veteran spacer who has survived lots of action.||Grease the Servomotors: Bribe a government or spaceport official.|
Chop Shops Edit
Main Article: Chop Shops
Chop shops are illegal mechanic shops where smugglers, pirates, and other spacefaring scoundrels can go to have their Starships worked on. Chop shops sometimes hide in plain sight under the guise of legitimate Starship and Vehicle repair facilities, but many are also hidden away in warehouses, far from the probing eyes of the law. Chop shops can be found at most shadowports and also in some legitimate spaceports in The Outer Rim, but the farther one goes Coreward the harder it becomes to find a chop shop.
Chop shops are safe havens for criminals, a place where they can dock their Space Transports and leave the ships in the capable hands of the shop's owners. Chop shops don't ask for identification, they never inquire about BoSS certificates, and generally welcome anyone as long as they have the credits to pay for the chop shop's services. Most smugglers who have extensive illegal modifications to their Starships dock at chop shops exclusively, since the shop owners won't report a ship's illegal modifications to the authorities. Likewise, the owners and operators of chop shops are usually a motley collection of outlaw techs, shipjackers, and other criminals. When creating a chop shop, Gamemasters should feel free to populate the chop shop with all manner of strange, unscrupulous aliens.
Spaceport Support Edit
Spaceports use a number of unique droids and vehicles in their everyday operation . Below are three examples of technology frequently used in spaceports throughout the galaxy.
|Droid or Staship NAME||CHALLENGE LEVEL||IMAGE|
|K-Series Spaceport Control Droid||CL 1|
|RX-Series Pilot Droid||CL 1|
|Orbital Service Shuttle 23K||CL 5||Image Unavailable|
Docking Bay Generator Edit
Main Article: Docking Bay Generator
Starships cannot set down just anywhere if their captains expect to keep them running. Docking bays provide refueling facilities, diagnostics equipment, spare parts, and tool rentals in addition to a convenient place to load and unload freight. Spaceports are made up of multiple docking bays, but within a single spaceport the docking bays could be owned by a variety of different individuals or companies. The amenities available in one docking bay could differ greatly from those available in another within the same spaceport.
Docking bays are rated for security, refueling costs, availability of consumables, the mechanics on duty (if any). the quality of the tools available for rent, and the spare parts the docking bay keeps on hand.
Space Travel Hazards Edit
Main Article: Space Travel Hazards
Traveling in space is a dangerous proposition under the best circumstances, and travel through Hyperspace carries its own set of perils. Ordinarily, the Gamemaster chooses where in a Starship's journey a mishap occurs, and, thus, just how far away the ship is from any hope of rescue or assistance.
Space Travel Hazards can arise when a Starship is Disabled because of a poorly plotted Hyperspace course (See Astrogation). The Gamemaster can use the following table to determine exactly what mishap befalls the vessel. The Gamemaster should roll a d20 to determine the severity of the Hazard, then another d20 to determine a specific mishap.
What Law There is Edit
On the surface, it might seem as though a life of crime is the life of choice for the average hero. However, it is the job of the authorities- the police, planetary security, customs, and so forth- to discourage this sort of thinking by enforcing laws, catching violators, and meting out punishments according to the severity of the offense. In the broadest sense, the severity of a crime is classified as a Citation, a Misdemeanor, or a Felony (Although the specific terminology and distinctions of severity vary widely in different jurisdictions and eras).
Criminal Offenses Edit
Law enforcement is tasked with preserving the peace, responding to emergencies, investigating crimes, and apprehending suspects. Once in custody, the suspect moves through the justice system, which holds trials for the accused, sentences the guilty, and incarcerates or otherwise punishes convicts.
Citations (Also called petty offenses, summary offenses, or infractions) are minor violations that rarely involve anything but a fine. Citations include traffic, parking, and safety violations, disorderly conduct, unauthorized possession of licensed goods, and unauthorized sale/transport of legal goods. ("Sale" includes possession of quantities too large for personal use, and "Transport" applies to any quantity that is carried from planet to planet without proof of ownership, customs records, and so forth.)
Misdemeanors are the lowest offenses that might involve incarceration, but courts tend to suspect or defer such sentences, especially for first-time offenders. Minor Misdemeanors include theft/criminal mischief (Such as fraud, slicing, or destruction of property) with less than 100 credits in damages, harassment, brawling, unauthorized possession of restricted goods (Including most controlled substances), and unauthorized sale/transport of licensed goods. Major Misdemeanors include assault, theft/criminal mischief with less than 1,000 credits in damages, stalking, trespassing, resisting arrest, obstruction of justice (Including interfering with or making false statements to peace officers), unauthorized possession of military goods, and unauthorized sale/transport of restricted goods.
Felonies are serious crimes that result in incarceration barring a substantial mitigating factor, and law enforcement officers pursue Felony suspects aggressively. Minor Felonies include aggravated assault, theft/criminal mischief with less than 10,000 credits in damages, burglary, robbery, kidnapping, causing an accidental death, unauthorized possession of illegal goods, and unauthorized sale/transport of military goods. Major Felonies include theft/criminal mischief of 10,000 credits or more, racketeering, murder, sexual assault, arson, and unauthorized sale/transport of illegal goods. Capital Felonies include treason, piracy, terrorism, armed rebellion, and aggravated murder involving multiple victims or a government official.
Law Enforcement Edit
The role of law enforcement depends on the circumstances under which they learn of a crime. If a law enforcement officer directly observes a crime in progress, of course, the officer intervenes quickly to preserve the peace and apprehend the suspect-or to call for backup.
Calls for Help Edit
From the point of view of the criminal, the best way to avoid trouble is be far away before law officers reach the scene. As a Swift Action, any Comlink can use a short emergency code to contact local dispatchers that can send one or two patrolling Security Officers to investigate.
Although response times vary considerably from planet to planet, Security Officers usually appear 1d4x10 rounds after dispatch reports a crime in progress. Multiply these times by 5 for areas with no regular security presence (Such as frontier or wilderness areas), multiply by 2 for lightly patrolled areas, multiply by 1/2 for heavily patrolled areas, and multiply by 1/5 for areas with a constant security presence (Such as near major government facilities).
If a major crime is in progress (Such as a bank robbery, hostage situation, or open blaster fire) or if the first officer on the scene calls for backup, multiple units are dispatched, increasing the chances of an early response. Roll 1d4+1 to determine the number of units deployed, then determine the response time for each unit separately.
In a serious emergency, officers can call for a crisis response team of Security Experts with heavier armor, better weapons, armored vehicles, and so forth. Because these teams don't patrol the area regularly, they have a typical response time of 2d10+10 minutes, modified as above.
Reasonable Use of Force Edit
If a law enforcement officer catches a criminal in the act of committing the crime, the officer's job comes down to one primary task: arresting the perpetrator and any accomplices.
Although willing to chase a criminal as far as equipment and endurance allow, the officer prefers not to endanger the lives of civilians in the process (A limitation of that criminals are certain to exploit). If the crime is particularly severe, though, the officer might feel compelled to bring the suspect down by whatever means available.
Even so, law enforcement officers are not interested in killing the suspect. Instead, they utilize the Stun settings on their blasters, or, if they are close enough, employ Stun Batons to subdue subjects long enough to put them in Binder Cuffs. Nevertheless, the intent to use minimal force might be cast aside within the first few seconds of an arrest procedure. In encounters with law enforcement, officers start with their weapons set to deal normal damage, but they switch to Stun immediately unless a suspect is visibly threatening with deadly force. Particularly peaceful worlds might only use nonlethal weapons, but corrupt or tyrannical regimes rarely use Stun weapons unless rounding up dissidents for "Questioning".
If the suspect is no longer on the scene when the officers arrive, the officers begin an investigation by interviewing the victims (Assuming they are still able to communicate), interviewing any witnesses, and collecting any other available evidence. A successful DC 15 Gather Information check provides a reasonably accurate description of the perpetrators (Or, at least, how they appeared when they were seen), and a successful DC 20 Perception check reveals clues that the perpetrators might have left behind. If the area is monitored, the officer can access local camera records with a DC 15 Use Computer check (Or at least request those records from the cameras' owners).
Armed with this information, the investigating officer files a report with their superiors, and together they determine the case's priority. Citations and minor Misdemeanors are the lowest: the officer might take no further action for a few days while they address other cases, and they will devote at most one day out of a work week to following up on the case. (Of course, if the descriptions and clues lead to an obvious conclusion, the officer might try to wrap up the case as quickly as possible.)
In the case of larger crimes- major Misdemeanors and minor Felonies the officer might spend a little time juggling their workload to follow up on the case within the next day or so. The officer pursues the case as much as possible during working hours, and might make a few "Off the record" inquiries when they are off duty, and continues to do so until a more important case comes up.
When the crime is particularly serious- major Felonies or capital crimes the case is assigned to an Inspector who drops everything to try to catch the perpetrators as soon as possible, perhaps even calling in assistance from other officers or agencies. The Inspector distributes descriptions of the suspects to patrol officers, security checkpoints, and starports. Other officers monitor known hangouts and question the suspect's family and friends. The lead investigating officer and their subordinates spend every waking hour working on the case until they capture the suspect or have exhausted all leads... or until an even bigger crime occurs.
The presumption of innocence until proven otherwise is a fine concept for advanced societies (Such as that of The Galactic Republic). However, on less civilized worlds (Such as on The Outer Rim), the policy is often to arrest any potential suspect and sort out the guilty from the innocent later. In most cases, though, the job of law enforcement is to bring a suspect into custody, while the justice system builds a case against the suspect. Those who resist arrest might need medical attention, but unless the suspect is dying, such attention might not be given until after the suspect is searched, processed, and locked up.
Processing an arrested suspect begins with searching the suspect for hidden weapons or evidence, followed by establishing the suspect's identity by comparing his or her image and description (Including fingerprints, voice prints, and retinal scans, where available) to any computer records to which the arresting officer has access. This also establishes whether the suspect is wanted for other crimes elsewhere; many high-profile cases are solved when the prime suspect is arrested on a lesser charge somewhere else.
While the criminal is examined for signs of infectious disease, showered- or maybe just hosed down- and issued prison clothing, their personal belongings are inspected, logged, and divided into two categories. Potentially dangerous items are placed in a secure locker or otherwise put out of the suspect's easy reach, while anything that could be evidence is tagged and put into a separate locker. Anything left over- clothing, small personal items like jewelry or keepsakes, and so forth- are placed in a labeled storage bin, to be kept until such time as the suspect is released.
Law enforcement officers avoid leaving prisoners unattended until they are locked in a cell, and never remove Binder Cuffs without first securing the prisoner in some fashion.
The Justice System Edit
The accused has two options. If you plead guilty in exchange for a shortened sentence or reduced fine, skip to "Sentencing," below. Otherwise, the accused might try to convince the judge or jury of his or her innocence during a trial. During a trial, the prosecution and the defense (Either the accused character or his advocate) make opposed Persuasion checks. Each check represents 1 hour until the end of the first day (8 hours), then each check represents one day until the end of the first week (5 days), and then each additional check represents one week in court.
The prosecution has a Persuasion modifier of +10, adding 5 for every step of the crime's severity above minor Misdemeanor. (High-profile cases are assigned to the most experienced prosecutors.) The Gamemaster should apply appropriate modifiers on each Persuasion check based on the quality of evidence available. For example, the defense might gain a +2 bonus if it has an alibi verified by several witnesses, and the prosecution might gain a +2 bonus for finding trace evidence (Such as DNA or fingerprints) linking the defendant to the scene.
If the defense wins the opposed Persuasion check by 5 or more, the Attitude of the court moves one step toward Helpful. If the prosecution wins by 5 or more, the Attitude of the court moves one step toward Hostile. The court normally starts with an Indifferent Attitude; the courts of a tyrannical government (Such as The Galactic Empire) might start as Unfriendly, and the courts in a corrupt system (Such as on Nar Shaddaa) might start as Friendly- assuming that the accused has bribed the right people behind the scenes. (The court's starting Attitude is adjudicated by the Gamemaster.)
The outcome is determined by the court's final Attitude:
- Helpful: If the court's Attitude ever becomes Helpful, the defendant is acquitted of all charges.
- Friendly: If the court's Attitude is Friendly for three consecutive checks, the defendant is acquitted of the most serious charge or charges; if there are multiple charges, the defendant is convicted on the least serious, automatically receiving the minimum punishment possible.
- Indifferent: If the court's Attitude is Indifferent for three consecutive checks, the result is a hung jury or mistrial. The defendant might be tried again on the same charges, but the skill of the prosecution is reduced by 5 points with each retrial, if the matter is pursued at all.
- Unfriendly: If the court's Attitude is unfriendly for three consecutive checks, the defendant is convicted on all lesser charges; if there is only a single charge, the defendant is convicted but receives the minimum punishment possible.
- Hostile: If the court's Attitude ever becomes Hostile, the defendant is convicted on all charges.
The penalties for committing crimes vary, depending on the severity of the crime and the defendant's prior record.
During sentencing, the convicted criminal (Or their representative) can attempt to convince the judge or jury to reduce the sentence by making a Persuasion check (DC 10 for Citations, plus 5 per additional step of severity and per each prior conviction), a DC 25 Knowledge (Bureaucracy) check, or both. If either check succeeds, reduce the penalty by 50%. (In the case of Misdemeanors with fines and mandatory incarceration, the judge can remove the mandatory incarceration.) If both checks succeed, or if either check succeeds by 10 or more, reduce the penalty by 75% (Or remove the mandatory incarceration and half of the fine for a Misdemeanor).
If the defendant pleaded guilty (Thereby skipping the trial), the sentence is automatically reduced by 50%, and it is reduced by 75% if either the Persuasion check or the Knowledge (Bureaucracy) check succeeds. If the result of a trial yields the minimum punishment possible for a given charge, the punishment is automatically reduced by 75%.
|SEVERITY OF CRIME||1ST OFFENSE||2ND OFFENSE||3RD OFFENSE|
|Citation||200 credit fine||500 credit fine||1,000 credit fine|
|Misdemeanor, Minor||500 credit fine, 1 week incarceration||1,000 credit fine, 1 month incarceration||2,000 credit fine, 2 months incarceration|
|Misdemeanor, Major||1,000 credit fine, 2 months incarceration||2,000 credit fine, 5 months incarceration||5,000 credit fine, 1 year incarceration|
|Felony, Minor||2,000 credit fine, 1 year incarceration||5,000 credit fine, 2 years incarceration||10,000 credit fine, 5 years incarceration|
|Felony, Major||5,000 credit fine, 5 years incarceration||10,000 credit fine, 10 years incarceration||20,000 credit fine, 20 years incarceration|
|Felony, Capital||20,000 credit fine, lifetime incarceration or execution||-||-|
Once someone is found guilty of a crime, that character can expect to be sent off to a prison facility at the earliest convenience of the authorities. Prisons in Star Wars are highly secure, with mechanical and electronic locks on the cells and doors, one guard for every twenty prisoners, and full medical and recreational facilities to keep the inmates healthy and manageable. They are often located on the same planet on which the trial was conducted, though some planets abhor prisons and instead have "Rehabilitation Centers" where criminals are taught to become productive members of society. At least, this is the case in Republic prisons.
During the reign of Emperor Palpatine, prisons are dirty, overcrowded, understaffed, undersupplied, and isolated. Imperial prisons are sometimes entire planets, which serve as dumping grounds for convicted criminals. Virtually no guards remain, and the prisoners are left to fend for themselves in impossibly harsh conditions. The only way to escape the prison planet is to hijack a supply Starship or sneak aboard as a stowaway. Incarceration in an Imperial prison is commonly viewed as a death sentence; many convicts perish at the hands of other inmates or succumb to the harsh conditions of the environment.
Forced Labor Edit
Worse even than Imperial prison planets are the labor camps set up by the Empire, such as the infamous spice mines on Kessel. A character remanded to any sort of forced labor camp works until he or she dies or somehow escapes.
Conditions are often barely tolerable, with high gravity, extreme temperatures, toxic atmospheres, or even mild radiation being an everyday fact of life. Prisoners who succumb to these environmental Hazards might be beaten until they return to work, or executed in the most expedient way possible.