Edge of the Empire Book

(Joyce) #1

99 for a starting group starship should determine
what starship the group has and, by extension, the
starship best suited to work as a base of operations.


CONTACTS


As the group participates in more adventures and travels
through the galaxy, they'll likely make contacts. Contacts
are NPCs who can provide information or resources to
the group, and while some may be specific to a certain
player character, others are general contacts who know
the entire group. These contacts can be tracked as part
of the group's base of operations. These contacts might
be established narratively (especially if they owe the
players) or may be purchased through group resources
or by undertaking group Obligation.


Contacts requiring greater initial Obligation should
be more powerful, have access to more resources,
and/or be better connected. A low Obligation contact
might be a lesser criminal boss, where a high Obliga-
tion contact could be Jabba the Hutt. The GM may
require that the party complete an adventure with the
contact. They might work with the contact or he may
bail them out in exchange for Obligation.
Contacts may incur additional Obligation as the ad-
venture or campaign proceeds. The source of any ad-
ditional owed Obligation should be noted with the
contacts and recorded with all other Obligation entries.
However, if the characters manage to fulfill their Obliga-
tion to the contract, they can still retain the contact (as
long as the GM decides it makes sense for the ongoing

narrative of the campaign). At that point, they may not
owe the contact anything but their history in working to-
gether ensures the contact is still willing to help them.
It's also very likely that some of the group's contacts
may owe the group something, whether favors, money,
or some other debt. In this case, the group should just
note the contact in their list and list them in their Ob-
ligations. It's also possible that the status of the con-
tact and Obligations owed changes over the course of
the campaign. The important thing for a GM to keep in
mind is that the status of a contact and any Obligation
owed to the contact can be two independent points.
Contacts can provide material aid to groups but
their most valuable role in an adventure is providing
information. GMs can use contacts to advance the
plot of an adventure by providing valuable informa-
tion to their player characters through an "in-game"
source. Likewise, if players know their characters have
contacts, they will likely feel it's well within the realm
of an adventure to ask their contacts for information.

ALTERNATE BASES
OF OPERATIONS

While EDGE OF THE EMPIRE focuses on ships as the par-
ty's base of operations, other types are possible, such
as hidden bases, cantinas, hideouts, strongholds,
academies, and more. The guidelines covering bases
of operations mentioned previously apply equally to
any type of base of operations.

Adjudicating Destiny Points

D


estiny Points represent the inherent connection be-
tween the characters, the villains, and the fate of the
galaxy—or at least their part in it. Destiny Points are
flexible and fickle, sometimes aiding the characters,
sometimes hindering them. They also represent the
influence of the light and dark sides of the Force on
the character's actions and lives. The characters typi-
cally use light side points to increase their chances to
achieve their goals, while the GM typically uses dark
side points to hinder and obstruct them. The flow of
points between the light and dark side pools are repre-
sentative of the shifting balance of power between the
light and dark side of the Force.

Generally speaking, the Player Characters are the
good guys of the game and thus may only spend light
side Destiny Points, and the GM may only spend dark
side Destiny Points. See page 27 for a complete
explanation of Destiny Point mechanics.

ENCOURAGING DESTINY
POINT USE

The flow of Destiny Points may vary greatly between dif-
ferent parties and GMs. Newcomers to the game may
be reluctant to spend Destiny Points for fear of having
them unavailable when a more important or critical situ-
ation arises. The GM should encourage Destiny Point
use throughout the game. He should spend points regu-
larly to replenish the light side pool, and to highlight the
integral role of destiny in the Star Wars setting.
The players may decide to ration Destiny Point
use, and it is within their rights to form a strategy for
Destiny Point expenditure. Beyond keeping points for
their own use, they might also hoard them to prevent
the GM from using them at critical moments. This is
a good occasional tactic, but if it becomes a regular
problem, the GM should balance things out by hold-
ing back a few points for his use.

THE GAME MASTER
IDGE OF THE EMPIRE
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