Obligation

Rules of the Game

Obligation

Postby Dapper Dog on Sat Apr 20, 2019 11:26 pm

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.
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Re: Obligation

Postby Dapper Dog on Sun Apr 21, 2019 2:51 am

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.
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Re: Obligation

Postby Dapper Dog on Wed May 08, 2019 4:37 pm

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, events, or by spending 10 Influence.

GM’s Note: They cannot assist a player in a standard Aspirant event, unless they are acting as a Champion.
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Re: Obligation

Postby Dapper Dog on Sat May 25, 2019 3:00 am

Please note in your signature if you own a ship or your apprentice/lackey.
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Re: Obligation

Postby Dapper Dog on Mon Jun 03, 2019 6:33 am

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.

Image

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)

Image
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Re: Obligation

Postby Dapper Dog on Mon Jun 03, 2019 6:35 am

Typical Old Republic Era Patrol/Scout Ship
scout design.jpg
scout design.jpg (47.67 KiB) Viewed 4199 times

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)
scout design 2.jpg
scout design 2.jpg (55.8 KiB) Viewed 4199 times


Players can choose this ship or the Freighter.
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Re: Obligation

Postby Dapper Dog on Mon Jun 17, 2019 6:18 pm

If a player wishes, they can gain 5 Influence for 10 Obligation as an option.
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