Obligation

Rules of the Game

Obligation

Postby Dapper Dog » Wed May 10, 2017 8:28 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.

  • Obligation 1 to 30 means that an Imperial Obligation has possibly been activated.
  • Obligation 31 to 50 means that an Unaligned Obligation has possibly been activated.
  • Obligation 51 to 80 means that a Republic Obligation has possibly been activated.
  • Anything higher than 81 means no Obligation has been activated.

From there the GMs will break the Players into small four man lists and roll a second percentile to see if an obligation has activated. If an Obligation is activated then whichever Faction; Empire, Unaligned, or Republic has 1 less train for as long as the Obligation is in effect for the session. Basically your side is being stressed by the Hutts or whatever is going on. This will also generate an event for the player that had the Obligation activated.

For example let’s say we roll and we get a 78 that means we have a Republic Obligation and then we roll again and get an 81, which means even though it was Republic no Obligation is activated because the highest could possibly be is 80, 4 players per list with a max of 20 Obligation.

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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The Ship of your Dreams

Postby Dapper Dog » Thu May 11, 2017 8:47 am

For 5 Obligation the player can start with a beautiful Freighter!

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 » Fri Jun 02, 2017 2:10 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 » Fri Jun 02, 2017 3:15 am

Typical Old Republic Era Patrol/Scout Ship
scout design 2.jpg
scout design 2.jpg (55.8 KiB) Viewed 3326 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.jpg
scout design.jpg (47.67 KiB) Viewed 3326 times


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

Postby Dapper Dog » Fri Jun 02, 2017 6:48 pm

For the freighter you can have two NPC crew, they have a stat of 2 and a skill of 1 in their relevant task. So if an engineer Intellect 2 and Mechanics 1... Medic, Intellect 2 and Medicine 1.

You don't have to have an NPC crew but you probably need a co-pilot.
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