ligation. Sometimes, the characters simply do not have
the cash, and the proprietor isn't interested in other
options. However, when the characters need some-
thing important to the adventure, or they greatly desire
something to improve their ship or personal situation,
Obligation should be an obvious option. Gaining items
or connections through Obligation should not be as
simple as a picking something off of a menu. Typically,
the characters must seek out alternative sources and
make deals with them. The GM can exploit these con-
nections in future adventures via the Obligation check.
The GM must also determine the value of the Obliga-
tion. There is no direct correlation between Obligation
and the value of credits or specific services. It is subjec-
tive and highly dependent on the current situation. Typi-
cally, the more dangerous the situation for the contact
granting the party an item or connection, the higher the
Obligation required. Rarity of items or access to indi-
viduals also play a role. Obligation may be assigned in
any amount, but is typically 5 to 15 points.
The type of Obligation should also be a factor. Most
of the time, the GM should simply add on to a char-
acter's existing Obligation type. However, some cir-
cumstances warrant the addition of a new Obligation
type, such as blackmail, bounty, criminal, and debt.
The GM should be careful not to overload a character
with too many types of Obligation, usually maintain-
ing a maximum of three.
MANAGING OBLIGATION
SETTLEMENT
Player Characters should have the opportunity to settle
some Obligation at regular intervals, preferably given to
a minimum of one Player Character once per adventure.
Settlement may occur during an adventure, similarly to
the way Obligation may be increased during the game.
It may also occur at the end of or between adventures.
EXAMPLE: SETTLEMENT BY PAYMENT
Andy's character starts with a Debt Obliga-
tion of 10. The character owes 50,000 cred-
its. During an adventure, the party gets paid
10,000 credits, and they decide to apply it to
Andy's character's Debt Obligation. The CM
may decide that each point of Andy's Obli-
gation is worth 5,000 credits each. Paying
10,000 credits reduces the Obligation by 2,
to a new score of 8. The CM could also rule
that there is more to the Obligation than the
monetary amount or perhaps even the act of
making payments helps manage the Obliga-
tion and reduces it more.
EXAMPLE: SETTLEMENT
THROUGH CHARACTER ACTIONS
John's character has the Betrayal Obligation.
The character used to be an Imperial Security
Bureau (ISB) agent, but abandoned his position
after witnessing Imperial actions and enslave-
ment of non-Humans. His betrayal hurt his in-
fluential family's business and while the char-
acter is glad to be out of Imperial service, he
highly regrets the residual effects. His betrayal
is two-fold: Imperial and family. Given that he
isn't likely to ever aide the Imperials again, they
are the most likely source of problems for him.
To reduce his Obligation, he might focus on fix-
ing his family connections by working to restore
their business, using non-Imperial clients.
The GM must determine how much Obligation can
be settled in a given fashion. Like the assignment of
Obligation, it will vary due to circumstance. However,
the GM should explain the reasoning behind each Ob-
ligation settlement, so that the players understand the
process. If the amount of Obligation reduction varies
without explanation, the players may become frustrat-
ed with the inconsistency. As with other rulings, the GM
may listen to player reasons for a different amount of
Obligation, but the GM has the final word.
Obligation must be settled by a character's ac-
tions. When their Obligation is activated, they
should respond to it during the game session. Try-
ing to address the Obligation is not a guarantee of
reducing it. Ignoring one's Obligation often in-
creases the severity of response the next time the
Obligation is activated. If a character ignores his
Obligation after three activations, the character's
Obligation increases by five.
EXAMPLE: CONSEQUENCES
OF IGNORING OBLIGATION
Sarah's character has the Favor Obligation,
owing a Hutt for rescue from an Imperial de-
tention facility. The character's Obligation is
activated in a game session. The GM decides
the Hutt has called in part of the favor, and
requests she sell out a rival who's also Sar-
ah's character's friend. Sarah refuses, and her
character suffers the mechanical Obligation
effects during the session. The next time the
Obligation triggers, the Hutt might demand
she come and explain herself. If ignored, the
Hutt might send a message through a bounty
hunter. If ignored a third time, the character's
Obligation is increased by five, and the Hutt
might tip off the character's location to the
Empire, trying to get her recaptured.
THE GAME MASTER
EDGE OF THE EMPIRE