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Obligation
Posted: Mon Jul 05, 2021 6:51 pm
by Dapper Dog
Obligation
So this game will use the Obligation rules as listed in Edge of the Empire, with some minor tweaks. Each player will begin with 5 Obligation, new and reprised characters. From there players can increase their starting Obligation, new players can use the options in the book up to 20 Obligation.
In addition, new and old, characters can get a ship for 5 Obligation. This will be a Light Freighter capable of space travel. Old Players cannot use the options for Obligation in Edge of the Empire but they can spend 10 Obligation for another 1250 credits if they so choose, again the cap is 20 Obligation for all players to start.
At the start of each session, which last 3 game days, the GMs will roll for Obligation.
The GMs will break the Players into small four man lists and roll a percentile to see if an obligation has activated. If an Obligation is activated then players have 1 less strain for as long as the Obligation is in effect for the session. This will also generate an event for the player that had the Obligation activated.
It will be possible to reduce or even gain Obligation in play. Obligation is up to the player and it can be Duty to your faction if you want to keep it simple or maybe you want to add a new wrinkle to your character go for it.
Re: Obligation
Posted: Mon Jul 05, 2021 6:51 pm
by Dapper Dog
Obligation
Due to the fact that Obligation is bit modified for this game, think it is best we keep it simple so you can take the option for XP or credits but only one once for new players so say you go for 20 Obligation you can do either the 10 option for XP or the 5 option and then you can do either the 10 or 5 option for credits as long as it is less than 20. Or the ship or however you want to do it.
There you go.
Re: Obligation
Posted: Mon Jul 05, 2021 6:52 pm
by Dapper Dog
Apprentice/Sidekicks/Ally
For 5 Obligation one can have an apprentice or sidekick or ally that will assist the player with their activities. These are not slaves or mindless minions and will not sacrifice their lives for the player at least willingly but will put themselves in dangerous situations at the behest of the player and can assist them in events, see below.
This NPC is created with 100 additional XP and will not gain XP during the game but may get a general bump at the end of the game. They cannot attend events by themselves but can handle other activities by themselves within reason. They do not get their own scenes and in dangerous or combat situations can be removed from the scene with double Despair on a roll. They can assist a character with a single roll in an event.
Do feel free to give them some character and the GM can run them at request though in general they tend to be in the background as needed, in combat scenes they work as normal and do not take up a character slot, though the GM may adjust the combat scene to accommodate the larger numbers.
During play there may be opportunities to get an apprentice/sidekick/ally either through role play, or events.
Re: Obligation
Posted: Mon Jul 05, 2021 6:52 pm
by Dapper Dog
Please note in your signature if you own a ship or your apprentice/lackey.
Re: Obligation
Posted: Mon Jul 05, 2021 6:52 pm
by Dapper Dog
These come in variety of configurations but are usually lightly armored and armed and are reliable. These are common for smugglers and merchants, and are affordable for many spacers. These ships are often heavily modified and very versatile which makes them a popular design across many manufacturers throughout the galaxy.
Typical Old Republic Era Freighter
Silhouette 4; Speed 2; Handling -2; Defenses (Forward 1/Port 0/Starboard 0/Aft 1) Armor 2; HT Threshold 25; SS Threshold 15
Hull Type/Class: Light Freighter
Manufacturer: Varies
Hyperdrive: Primary: Class 3; Secondary: None
Navicomputer: Yes
Sensor Range: Medium
Ship's Complement: One Pilot, One Co-Pilot
Encumbrance Capacity: 80
Passenger Capacity: 6
Consumables: 1 Month
Price/Rarity: 50,000 credits/5
Customization Hard Points: 4
Weapons: Front Mounted Auto Blaster (Fire Arc Forward); Range Close, Dam 3, Crit 5, Autofire (Pilot Controlled)
Turret Mounted Blaster Cannon (Fire Arc All) Range Close, Dam 4, Crit 4 (Gunner Controlled)
Rear Mounted Auto Blaster (Fire Arc, Aft); Range Close, Dam 3, Crit 5, Autofire (Gunner Controlled)
Re: Obligation
Posted: Mon Jul 05, 2021 6:53 pm
by Dapper Dog
Typical Old Republic Era Patrol/Scout Ship
A fairly light and nimble craft, this design was first introduced by Corellian shipyards but was quickly copied by various firms across the galaxy as a light scout and patrol boat for a solo pilot with modest accommodations for long term missions. Both the Republic and Empire have their own varieties of this craft and designs are common throughout the galaxy.
Silhouette 4; Speed 4; Handling +1; Defenses (Forward 1/Port 0/Starboard 0/Aft 0) Armor 2; HT Threshold 15; SS Threshold 9
Hull Type/Class: Patrol Boat/Scout Craft
Manufacturer: Varies
Hyperdrive: Primary: Class 3; Secondary: Backup 10
Navicomputer: Yes
Sensor Range: Long
Ship's Complement: One Pilot
Encumbrance Capacity: 30
Passenger Capacity: 1
Consumables: 2 Months
Price/Rarity: 55,000 credits/5
Customization Hard Points: 2
Weapons: Front Mounted Light Laser Cannon (Fire Arc Forward); Range Close, Dam 5, Crit 3 (Pilot Controlled)
Players can choose this ship or the Freighter.
Re: Obligation
Posted: Mon Jul 05, 2021 6:55 pm
by Dapper Dog
Allies and Valuable Facts: Sidekicks and Lackeys can use this Talent once per session with a Destiny Flip by the player, this does not affect player characters with this Talent.
Re: Obligation
Posted: Mon Jul 05, 2021 7:07 pm
by Dapper Dog
Association/Agent Status
In addition to the nobles that make up the Great and Minor houses there are many more functionaries, servants, and soldiers that fill out the bulk of the population. These people usually have basic association status with the House, they are given a stipend for their services and are allowed to wear house colors and the standard and represent the House. They are still common folk though.
Above them is High Associates, these are broken down into three general groups; Long Term Associates, Specialists, and Exceptional Servants. High Associates are pseudo nobility, they are considered nobility although they lack the blood lineage of the House but they can also be dismissed at any time by the House. Long Term Associates tends to be basic associates with decades of honorable and exceptional service and is a reward for fidelity and service to the house. Specialists tend to be those people with unique skills of value to the House such as highly skilled artists/artisans, brilliant scientists, or exceptional officers from the common folks. The final group is the one most common for player characters which is Exceptional Servants; people who have proven themselves to be highly competent individuals or with exceptional capabilities that could benefit the House often culled from the ranks of freelancers.
This final group tends to have a lot of leeway and are even encouraged to work offworld as their triumphs and victories build the glory and prestige of the House and this can even be retroactive as well. Again these are considered pseudo nobility so they are eligible to be suitors if one wishes to go that path.
To be considered a High Associate with a House is a 5 point Obligation for a minor House and a 10 point Obligation for a Greater House, this is open to returning characters and not new characters made specifically for this game.