Knowledge v2.0 (d9)

d9 Result

1

Each participating player makes a Hard (ddd) Knowledge check; their choice of either core world, outer rim, or underworld.

2

A successful check allows that character to track down an old acquaintance, a rumor, word on the streets, or some other means of finding a new lead for a job. An unsuccessful check nets nothing. If no one in the Crew can find a heist, the Galaxy Master will assign a heist of his own devising with two Unforeseen Consequences and with the lowest monetary reward possible; 3,000 credits base fee.

3

Players whom have discovered a heist on their own must then roll 2d10 twice to determine the heists Action and Client, as set forth in H is for Heists.

4

A successfully discovered heist with any Advantage has multiple angles and an additional piece of Inside Information. A successfully discovered heist with any Threat is a trap, perhaps the result of some sort of betrayal, and has an additional Unforseen Complication.

5

A successfully discovered heist with Triumph has one Unforeseen Consequence become known in advance. However, a discovered heist with Despair indicates that the Crew has made their presence a little too well known, has alerted the local authorities to their disreputable dealings, and immediately bestows one Crew Member with 5 Obligation.

6

The clients offering heists can have a range of monetary reward to offer. One of the biggest advantages to having multiple heists available is the ability to pick and choose the most lucrative of leads. For each discovered heist, roll a Force Die. On a result of two Dark Points, the heist offers a base reward or 3,000 credits. On one Dark Point the base reward is 3,500; on one Light Point the reward is 4,500 credits, and on two Light Points the reward jumps up to a sizeable 5,000 credits. Each of these rewards can be modified by the Negotiation skill, using rules as written.

7

A smuggling or delivery heist done with a Ghtroc 720 freighter earns a bonus 500 credits base reward due to its increased cargo capacity. Likewise, the Firespray System Patrol Craft earns 500 credits less on such heists due to its limited cargo capacity.

8

A heist found via Knowledge (Core Worlds) must be located in a star system in the core worlds, and likewise for Knowledge (Outer Rim). A heists discovered via the Knowledge (Underworld) skill can be located anywhere in the galaxy. The star system location can then be located on the Galaxy Map via random dice rolls.

9

Lastly, the Crew decide on which lead to follow up on, jump to hyperspace, and play that heist during the next gaming session. During the time between, the Galaxy Master fills out the remaining details of the heist, including if any Crew will advance in their D is for Destiny.