Obligation

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Dapper Dog
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Obligation

Post by Dapper Dog » Sun Jan 19, 2020 5:13 am

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.

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.
Head GM | Darth Chocolate of the Sith | Duelist

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Dapper Dog
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Re: Obligation

Post by Dapper Dog » Sun Jan 19, 2020 5:25 am

Players will be able to reduce Obligation by expending credits, 1500 cr per 5 Obligation to a minimum of 5 Obligation. Players will also have event opportunities to reduce or even gain Obligation or through role play at the GM’s discretion.

After Session 1 during downtime they will be able to use Obligation to purchase a ship, gain 15 Obligation to get a fixer upper ship that is not quite space worthy or gain 30 Obligation for a full fledged ship in working condition; the latter can only be purchased by a group minimum of 3 players up to a maximum of 5 players who are assumed to be the crew.

Once per game during play a player can try and cut a deal with the Hutts to gain 2000 cr for 10 Obligation to the Hutts. The Hutts always get their due though.
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Dapper Dog
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Re: Obligation

Post by Dapper Dog » Thu Jan 30, 2020 8:30 pm

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.

It can look however you want.

Typical Cheap Light 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)
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Dapper Dog
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Re: Obligation

Post by Dapper Dog » Thu Jan 30, 2020 8:31 pm

Scout/Patrol Boat

A fairly light and nimble craft, these light scout and patrol boat for a solo pilot with modest accommodations for long term missions. utilized by many worlds and 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
Head GM | Darth Chocolate of the Sith | Duelist

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