Treasure by Level
The final column gives the amount of currency to add for each PC beyond four in the group. (Different Party Sizes provides more guidance on this.) For instance, between the time the PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 5,000 credits: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 1,200 credits worth of currency.
When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Player Core worth between 100 and 200 credits. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level. Some creature entries in Alien Core list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.
Published adventures include a suitable amount of treasure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind. You might also consider making changes to the treasure found in a published adventure to better fit the needs of the party, such as changing a tactical rotolaser into a tactical assassin rifle if none of the PCs use area or automatic weapons.
Currency
If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the credit amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly spell gems, and if you think your party will use them, count those items at their full Price.
Other Types of Treasure
Starships, vehicles, and other large assets can't be looted as easily as most other forms of treasure. While using these rewards to give the PCs a base of operations can help progress the story, estimating their wealth and allowing PCs to sell them to buy personal treasure can unbalance a game. Thus, starships, buildings, businesses, and other such assets don't cost the PCs credits to purchase and can't be sold for credits— they're a narrative device meant to help you tell a story. Instead, consider allowing PCs to “trade up” these assets into other assets they're interested in or “trade off” these assets for other benefits, such as introductions to important people, access to previously off-limit locations, favors, street cred, fame, notoriety—in short, power or access.
For some groups, this will feel unrealistic, and you'll want to find another solution. While you could adjust the treasure in future encounters to compensate, it's easier and much safer to make the property impossible to sell, either due to legal complications (like licensing laws), due to the poor shape of the property after the battle, or due to the property's iconic status—everyone knows who it belongs to, and that person certainly isn't your players! These complications could just lower the value of the property such that it becomes an appropriate amount of treasure. This approach can make selling these assets feel like off-loading a financially draining property or tricky to sell.
If the PCs acquire an asset that could conceivably make the PCs money, like ownership of a corporation or a hovercab, remind them that such businesses and ventures require investment, upkeep, and attention—often including staff!—and treat these assets like Earning an Income during downtime. Simply ignore the financial minutiae, let the PCs roll to Earn Income (likely as a group, as such assets are usually shared), and incorporate the asset into the narrative during downtime. If you find this boosts the PCs' wealth too high, you can slightly reduce the treasure you give out to compensate. You can use such assets to provide the PCs other tangible benefits that make the effort seem worthwhile, such as access to resources or introductions to allies.
Treasure and Rarity
Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can be almost instantaneous if leaked on the infosphere, and it's usually impossible to contain information once it's been released online.
Different Item Levels
However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!
If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level.
Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters. They should be a bit higher, but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.
Different Party Sizes
- One permanent item of the party's level or 1 level higher
- Two consumables, usually one of the party's level and one of 1 level higher
- Currency equal to the value in the Currency per Additional PC column
If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear to help compensate for the smaller group size.
| Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC |
|---|---|---|---|---|---|
| 1 | 1,750 credits | 2nd: 2, 1st: 2 | 2nd: 2, 1st: 3 | 400 credits | 100 credits |
| 2 | 3,000 credits | 3rd: 2, 2nd: 2 | 3rd: 2, 2nd: 2, 1st: 2 | 700 credits | 180 credits |
| 3 | 5,000 credits | 4th: 2, 3rd: 2 | 4th: 2, 3rd: 2, 2nd: 2 | 1,200 credits | 300 credits |
| 4 | 8,500 credits | 5th: 2, 4th: 2 | 5th: 2, 4th: 2, 3rd: 2 | 2,000 credits | 500 credits |
| 5 | 13,500 credits | 6th: 2, 5th: 2 | 6th: 2, 5th: 2, 4th: 2 | 3,200 credits | 800 credits |
| 6 | 20,000 credits | 7th: 2, 6th: 2 | 7th: 2, 6th: 2, 5th: 2 | 5,000 credits | 1,250 credits |
| 7 | 29,000 credits | 8th: 2, 7th: 2 | 8th: 2, 7th: 2, 6th: 2 | 7,200 credits | 1,800 credits |
| 8 | 40,000 credits | 9th: 2, 8th: 2 | 9th: 2, 8th: 2, 7th: 2 | 10,000 credits | 2,500 credits |
| 9 | 57,000 credits | 10th: 2, 9th: 2 | 10th: 2, 9th: 2, 8th: 2 | 14,000 credits | 3,500 credits |
| 10 | 80,000 credits | 11th: 2, 10th: 2 | 11th: 2, 10th: 2, 9th: 2 | 20,000 credits | 5,000 credits |
| 11 | 115,000 credits | 12th: 2, 11th: 2 | 12th: 2, 11th: 2, 10th: 2 | 28,000 credits | 7,000 credits |
| 12 | 165,000 credits | 13th: 2, 12th: 2 | 13th: 2, 12th: 2, 11th: 2 | 40,000 credits | 10,000 credits |
| 13 | 250,000 credits | 14th: 2, 13th: 2 | 14th: 2, 13th: 2, 12th: 2 | 60,000 credits | 15,000 credits |
| 14 | 365,000 credits | 15th: 2, 14th: 2 | 15th: 2, 14th: 2, 13th: 2 | 90,000 credits | 22,500 credits |
| 15 | 545,000 credits | 16th: 2, 15th: 2 | 16th: 2, 15th: 2, 14th: 2 | 130,000 credits | 32,500 credits |
| 16 | 825,000 credits | 17th: 2, 16th: 2 | 17th: 2, 16th: 2, 15th: 2 | 200,000 credits | 50,000 credits |
| 17 | 1,280,000 credits | 18th: 2, 17th: 2 | 18th: 2, 17th: 2, 16th: 2 | 300,000 credits | 75,000 credits |
| 18 | 2,080,000 credits | 19th: 2, 18th: 2 | 19th: 2, 18th: 2, 17th: 2 | 480,000 credits | 120,000 credits |
| 19 | 3,550,000 credits | 20th: 2, 19th: 2 | 20th: 2, 19th: 2, 18th: 2 | 800,000 credits | 200,000 credits |
| 20 | 4,900,000 credits | 20th: 4 | 20th: 4, 19th: 2 | 1,400,000 credits | 350,000 credits |