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MrTInce

Republic vs Imperial credits

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Hello,

 

So my players will be doing a job where they need to steal a large sum of credits (Looking into the millions) for the rebel alliance but I was planning on making the credits old republic credits and no longer legal tender as the empire has new credits. 

 

Is this a bit too evil?

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Posted (edited)

Nah, You da GM bruh!  It's your game.

I did something in the same vein.  My guys won a crap load of credits on a Swoop race.  Paid in part by a local gangster.

The local gangster being so confident in them had a mission for them which unfortunately they really botched up.  I take partial responsibility because I set a plot-trap to see if they'd fall for it and they ran right into it not even thinking.  Thus I had the Gangster report the prize money as stolen.

Mind you, they still have the credits, but they're pretty much unusable because if they try to spend them it will alert the authorities.

This was particularly hard on the pilot in our group because:

1) He was the guy that won the race and the credits.

2) He was going to use the prize money to pay off his debts to a Hutt.

So even though they messed up, and the credits are worthless it opens up a lot of possibilities.  

1) They could try to pass off the credits as legit.  In other words, pay and run as fast as possible.

2) They could try to "launder" the credits.  Make up a logical theory of how the credits work and work out a logical way to circumvent the banking infrastructure.

3) Find an expert that can "launder" the credits for them.  For a price.  The price could be a cut of the action or a very deeply needed personal favor.

Edited by sithlord78

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2 hours ago, MrTInce said:

Is this a bit too evil?

Nah, go for it.  My last rotation of Dark Heresy, I had my players fretting for over half an hour over a 'strange device' which turned out to be a Lava Lamp.  If they don't enjoy stuff like that, they're taking themselves too seriously.  

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9 minutes ago, Mark Caliber said:

This kind of intel mistakes are all too common, so no.

But why are the Republic credits still around?  Are they busting into a treasury archive holding notes that were supposed to be destroyed decades ago?

They've been recovered by imperial forces but not turned into imperial money. 

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6 hours ago, MrTInce said:

Hello,

 

So my players will be doing a job where they need to steal a large sum of credits (Looking into the millions) for the rebel alliance but I was planning on making the credits old republic credits and no longer legal tender as the empire has new credits. 

 

Is this a bit too evil?

It's potentially a jerk move, depending on how you roll it.

Realistically speaking the Empire would have a pretty long grace period where you could exchange your RepCreds 1:1 for EmpCreds, and likewise anything not in hard currency (stocks, bonds, electronic accounts) would just automatically switch over.

What you could do to avoid this being a "Derp! You successfully failed the quest!"... is make that deadline looming. So like the players have X weeks to plan and execute the heist. If they execute and deliver by the deadline, the Alliance will have enough time to exchange the credits and walk away with clean funding. If the players show up late, they're now officially trading in credits that are literally only worth the metal they are coined from.

You can even make the exchange part of the heist story background. Faction Y is moving a large amount of hard currency from location A to B to get a no-questions-asked bulk exchange, making the cash vulnerable.

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I would make it so even if the credits are still invalid it is still possible to exchange theam for imperial credits at an imperial bank for a lesser ammount

But showing up to an imperial bank with a bunch of republican credits will raise quite a few eyebrows on how they got theam so they will have to find a middel man (who wants to be paid) and that middel man mostlike has a boss (who wants to be paid). So they will still get money from it but just less money. 

Or

They can start up a front company and launder the money via theam

Rember the players would want something out of the plan they did and just getting a red hearing is never fun, making it in to a intressting quest to launder the money is alot more interesting

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Where are they going to be stealing the credits from? If it's somewhere that has to keep a large stock of hard currency on hand, like a casino, then they could be walking into the middle of a massive fraud on the part of the owner. If most of the reserve in the casino vault is actually worthless Republic credits, with only a small amound of Imperial credits to provide a veneer for anyone who inspects the vault and cover minimum operating costs, then things could get really interesting.

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