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galaxy—often for the better, but sometimes for the background hook ties in well with some Obligations,

worse. Perhaps the character has made a vow to help such as Addiction, Obsession, or Betrayal. Regardless
others, which works nicely into the Oath Obligation. of the cause, the character finds himself shut out from
A character may receive some sort of sign that tells his former society, left to deal with his own problems.
him to leave behind his former life and make his way However, the character may view this in a positive light,
to the fringes of the galaxy to serve this higher calling. seeing himself freed from the pressures of scrutiny or
keeping on the move to leave trouble behind.
ENEMIES AND ANTAGONISTS
W R O N G PLACE, W R O N G TIME
Simply put, the character rubbed someone the wrong
way and found himself fleeing his former life. Even if the The character finds himself embroiled in a life of ad-
player decides that the enemy may not be the source venture through no fault of his own. He could have
of an Obligation, or may not be around any more to been captured by pirates, the sole survivor of a deadly
cause the character grief, this could be used as a hook plague, or even something as mundane as being unem-
to reintroduce the enemy later on in a campaign. ployed and forced to find some new way to bring in the
credits. Regardless of the method for the character's
A FAILURE OF CHARACTER push from society, he finds it nearly impossible to re-
turn to the way that things used to be. The character
Some inherent flaw in the character causes him to must quickly adapt to his new and dangerous situation.
leave behind the life he knew for the unknown. This

STEP 2: OBLIGATION
O bligation plays a vital role in defining a Player Char-
acter. Defined simply, Obligation represents the WHAT IS OBLIGATION?
debts a Player Character owes. These debts may be Each Player Character starts with at least one Obli-
physical (money owed, services that must be repaid, gation. As described previously, this Obligation may
or a binding contract) or they could be intangible (a be a tangible one such as a debt owed or a bounty
feeling of responsibility for a friend's well-being, the on one's head, or an intangible Obligation such as an
duty he feels to help his family, or a favor owed to
unpaid favor or familial duty.
someone else). A character's actions can often be
guided by his Obligation, and in EDCE OF THE EMPIRE, A player may select his character's Obligation in
Obligation is a vital aspect of a character that can one of several ways. He may roll randomly from the
have very tangible effects on his development. list found on Table 2 - 1 : Obligation. Alternatively, if a
particular Obligation fits his character's backstory, he
During character creation, players not only custom- may choose one of the Obligations on Table 2-1 in-
ize their characters by selecting skills or characteris- stead of rolling, as long as he has his CM's permission.
tics, but also by choosing what sort of Obligation the Finally, he may make up his own Obligation, if he has a
character has. An Obligation may be a large outstand- concept that better fits his backstory. GMs should be
ing debt, the PC being blackmailed for services, owing aware, however, that some of the published adventures
a crime boss "favors," having a price on his head, or in supplements are tied into the Obligations listed here.
being locked into a binding contract.
Each Obligation consists of two parts:
Over the course of a campaign, Obligations can
put pressure on characters—having unresolved Obli- • A title and narrative description: This does
gations can affect them in very tangible ways. At the not have any rules effect, but is intended to offer
same time, taking on additional Obligations allows an explanation that allows the player to work the
characters to obtain goods and services that would Obligation into his character's story.
normally be far out of reach. This provides players • A numeric value: This is the Obligation's size,
with a choice: do they resolve their character's Obli- and determines the mechanical effects of an Ob-
gation as quickly as possible, do they maintain their ligation. The mechanical workings of Obligations
current level of Obligation, or do they take on even are explained starting on page 4 1 .
more Obligation in the hopes that the risk will pay off
with larger rewards?
STARTING OBLIGATION

Each character begins play with a moderate Obligation


of some sort. The nature of this Obligation is determined

CHARACTER CREATION
'EDGE O F T H E EMPIRE
TABLE 2-1: OBLIGATION
dlQQ roll Obligation Type
Addiction: The character has a strong addiction he must keep feeding. Whether it's a physical addiction
to stims. dust, or alcohol, or a mental addiction such as gambling, law-breaking, or priceless antiques, the
character devotes a lot of time, energy, and resources to pursuing or obtaining the object of his addiction.
01-08
Avoiding this Obligation has an almost immediate result—withdrawal. The exact nature depends on the
addiction, but the character finds it increasingly difficult to concentrate on even mundane tasks, often
reflected in the GM adding anywhere from • to • • • to skill checks.

Betrayal: This Obligation can work in one of two ways: either the character is the target of a deep and
personal betrayal, or the character is the one who betrayed others. Whether it's as simple as a betrayed
09-16
confidence or broken promise or as serious as treason or mutiny, the betrayal eats away at the character
and affects his everyday life. The target of the betrayal may seek answers, compensation, or simply revenge.

Blackmail: Someone has discovered one of the PC's dirty secrets and is using that knowledge for some sort
of gain. To make matters worse, the blackmailer possesses evidence that could possibly leak out—a holovid,
17-24 bank records, a weapon used during a crime, and so on. In order to keep the secret safe, the character must
do what he is told, although the blackmailer is savvy enough to keep the demand simple enough to maintain
the blackmail for as long as possible, generally demanding money or favors.

Bounty: For some reason, the character has a price on his head. This may be in the form of a legal
warrant or a contract by criminals, collection agencies, or even someone who felt his honor violated in
25-32
some way. What he did to earn this mark is up to his background, and the severity of his actions can be
based on the size of his Obligation.

Criminal: The character has a criminal record, or was accused of a crime (perhaps one he didn't even
33-40 commit), and is somehow embroiled in the legal system. Obligation may be settled by paying ongoing legal
costs, making attempts to bury evidence, or efforts to prove his innocence.

Debt: The character owes someone a great deal, whether that debt consists of money or something else.
Perhaps the PC has a huge gambling debt to a Hutt, is indebted to the Czerka Corporation for his starship,
41-48 owes a wealthy family for patronage, or has some other serious financial obligation. To make matters worse,
depending on who owns the debt, even fully paying it off might not get the character completely off the
hook—if the character can get that money, he can surely get more.

Dutybound: The PC has a deep sense of duty that he feels compelled to fulfill, such as military service,
making good on a contract, or following some sort of thieves' code. Unlike the Oath Obligation (see below),
49-56
a Dutybound character has some legal or ritualistic bind to an organization or cause making it extremely
difficult or detrimental if he fails to live up to that commitment.

Family: The character has deep ties with his family that require a great deal of time and attention. This
57-64 could include providing care for or assistance to siblings or parents, the management of an inheritance, trust,
or family business, or simply mediating between squabbling family members.

Favor: The PC owes a big favor. Perhaps officials looked the other way when he smuggled in goods, or a
65-72 friend got him out of prison. Regardless, the favors are stacking up, and soon he's going to be asked to pay
them back or return the favor. This favor may be called in a little at a time, prolonging the Obligation.

O a t h : The character has sworn some sort of oath that dictates his thoughts and actions, shaping his
moral view of the world. This could be an oath to a deity, a way of living (such as the Jedi Code), or a
willingness to sacrifice for the betterment of some group or cause. Whatever the case, the Oath should be
73-80
both serious and make life difficult in some ways for the character. It is a personal and deep undertaking,
possibly without a truly obtainable end goal in sight. Characters who do not live up to this oath face an
internal and moral struggle.

Obsession: The PC has some unhealthy obsession that tends to interfere in his life, whether with a celebrity,
a region, a political movement, a cultural icon, or some other facet of society or life. He must pursue this,
81-88 possibly to the detriment of his health, finances, or well-being. A character with this Obligation tends to get
along well with others that share his interest, but is looked at with pity, amusement, or even a bit of fear
from others who don't understand.

Responsibility: A character with the Responsibility Obligation feels a strong sense of accountability or
relationship to a person, place, or thing (a responsibility to kin falls under the Family Obligation described
89-96
above). This could include a strong connection to a mentor, a strong desire to care for orphans in a given
location, or taking on the needs of an under-represented minority.

Roll twice on this chart. Starting Obligation is split into two different origins (this does not increase the
97-00
Obligation's magnitude; divide the starting Obligation into two equal parts, each with a different type).

CHARACTER CREATION
•EDCE OF THE EMPIRE
TABLE 2-2: STARTING OBLIGATIONS starting experience, or additional credits to purchase
starting gear. However, doing so puts both the individ-
U of PCs in Recommended Default
ual character and the group at greater peril when the
the Party Starting Obligation per player GM makes an Obligation Check at the start of a ses-
2 20 sion (see Obligation in Play on the following page).
3 15
PLAYER STARTING OBLIGATION VALUES
4 10
The different starting amounts in Table 2 - 2 : Start-
5 10
ing Obligations are designed to have starting par-
6+ 5
ties begin with a total group Obligation between 4 0
and 6 0 points after taking on additional Obligation.
by the player, either by rolling randomly or by selecting
Players who too readily dip into extra Obligation to
based on his backstory. The size of each player's Ob-
gain more experience points or extra credits during
ligation is based on the starting number of players, as
character creation may find their group with a much
determined by Table 2 - 2 : Starting Obligations higher starting value, while more cautious groups may
In addition, players may choose to increase the begin with less.
size of their characters' starting Obligation when they
Each Player Character has the option to gain a d -
generate their Obligation, in order to gain additional
ditional starting Obligation in exchange for additional

mechanical benefits, as laid out in Table 2 - 3 : Addi-


tional Obligation. There are two limitations to this:
STARTING WITH THE SAME OBLIGATION each player can only choose each option once, and
Player Characters cannot gain more additional Obli-
Jlbligation can prove to be a great way to tie gation than their original starting value.
Ucharacters together. If two or more char-
Obligation values can fluctuate over the course of a
acters start with the same Obligation, either
game, as players have the chance to buy down their
because they roll it randomly or because they
existing Obligations, or take on new Obligations.
chose it. their players may decide that the
characters don't just have the same type of TABLE 2-3: ADDITIONAL OBLIGATION
Obligation, they all share the same Obligation.
Perhaps they all roll Debt, and owe the same Additional Bonus Cost
Hutt crime lord for giving them a ship. Or per- + 5 starting XP + 5 Obligation
haps they all decide to select Oath, and the + 10 starting XP 1 1 0 ObllgiH : '
players decide their characters have all sworn + 1.000 starting credits + 5 Obligation
the same oath to accomplish a greater goal. + 2,500 starting credits + 10 Obligation
In addition, the GM can determine exactly whose
O B L I G A T I O N I N PLAY Obligation triggered by comparing the results of his
In addition to the narrative implications, Obligation roll to the chart. If, for example, the GM rolled a 1 7,
has a mechanical impact as well. Every session, the then the character with the Obligation value 16-30
GM determines whether the group's total Obligation would have his Obligation triggered. This Player Char-
acter reduces his strain threshold by 2 (instead of 1)
affects the game.
for the remainder of the session.
Before each session, the GM rolls percentile dice
and compares the results to the group's current out- Finally, if the GM triggered an Obligation and the roll
standing Obligation (the chart discussed in "Assem- was doubles (an" 11" or a " 4 4 " for example), the effects
bling the Group's Obligation"). of triggering that Obligation also double. All characters
reduce their strain threshold by 2 for the remainder of
OBLIGATION CHECK RESULTS the session, and the Player Character whose Obliga-
tion triggered reduces his strain threshold by 4.
If the roll is greater than the party's total Obligation, These mechanical effects represent either internal or
then their Obligation is low enough that their collec- external pressure on the Player Characters as a result
tive tangible or intangible debts and duties are not of their Obligation. It could be as simple as the charac-
pressing enough to affect them—at least for now. ters being worried about paying off their Obligations,
However, if the roll is equal to or less than the group's and their concern distracting them and stressing them.
total Obligation, something related to their Obligation However, (especially if the GM rolls doubles) triggered
may introduce complications during the upcoming ses- Obligation can also result in tangible problems. Favors
sion. First, rolling equal to or lower than the group's could be called in, debts may require an impromptu
Obligation means that all characters reduce their strain payment, or an addiction may bring with it a sudden
threshold by 1 for the remainder of the session. craving that needs to be satisfied.

ASSEMBLING THE GROUP'S OBLIGATION

f l n c e each player in the group has picked his char- case, her duty to her clan back home), 41 -VEX's
Uacter's Obligation, the GM assembles all of the Obligation is Debt (the cost of purchasing his own
Obligations into a single table. If the GM is using freedom), Lowhhrick's Obligation is Oath (he's
the group sheet from the back of this book, he'll sworn to hunt down the Trandoshan slavers who
find a place to record the group's collective Obliga- kidnapped his family) and Pash's Obligation is Fa-
tions. Otherwise, he can simply write them down in vor (he owes his old mentor for setting him up as
a table. The table should have three columns. The a smuggler). In addition, Pash's player decided
first is the column that contains each Obligation's to start Pash with an additional + 5 Obligation to
value. The second column details the type of Ob- gain + 5 starting XP, for 1 5 total Obligation.
ligation. The third column records the character to
whom each Obligation belongs. The GM takes this information and assembles the
following chart.
There isn't a "standard" Obligation Check C h a r t -
each is unique to each group and play session, Obligation Value Obligation Type Character
based on the characters' individual Obligations. 1-15 Favor Pash
The GM notes each of the players' names and his
character's Obligations on a sheet of paper. The
GM then creates an Obligation Check chart, as- 26-35 Oath Lowhhrick
signing percentiles to each character and his ap-
propriate Obligations. In some cases, the group
in •
may possess an Obligation as a whole (not di-
vided amongst the characters). In this case, the Note that the GM added each Obligation onto the
group Obligation gains its own entry and listing. previous total when assembling the list. This is ex-
tremely important when using Obligation in a game
For example, consider a party with four Player session, as it allows the GM to roll a percentile dice
Characters, Oskara the Twi'lek, 41 -VEX the droid, and randomly determine if any of the Obligations
Lowhhrick the Wookiee, and Pash the human. come into play during that session. It also shows
the GM the total Obligation of the characters. The
Since there are four of them, each started with
GM should organize the Obligation list from the
10 Obligation (according to Table 2 - 2 : Starting highest total value to the lowest total value.
Obligations). Oskara's Obligation is Duty (in this
Ultimately, even though the mechanical effects a local crime lord may not trust a group whose Obligation
always come into play, it's up to the GM as to how is less than 50. In both cases, it's a matter of how the
this affects the characters narratively. One thing the NPCs perceive the group's overall reputation.
GM should not feel obligated to do, however, is dis-
More on Obligation thresholds is covered on page
rupt his own narrative or story in order to represent
308 in Chapter IX: The Came Master. At this stage it
a triggered Obligation. Remember, the effects of a
is sufficient for players to know that the more Obligation
triggered Obligation can always be mental. If a PC's
their characters have, the easier a time they're likely to
"bounty" Obligation gets triggered, but the GM is in
have dealing with other criminals, and the harder a time
the middle of an ongoing adventure and doesn't want
they're likely to have dealing with law-abiding citizens.
to complicate things by having a bounty hunter show
up, he can just tell the player that his PC is suffering
a lower strain threshold because he's worried this ad- OBLIGATION AS A
venture is making it harder to avoid bounty hunters.
RESOURCE
OBLIGATION AS A Sometimes characters have the option to voluntarily ac-
cept additional Obligation to obtain items and accom-
THRESHOLD plish goals that would normally be out of their reach. In
these cases, the GM may increase an existing Obligation
Obligation can also be used as a threshold, a measure by a certain amount, or decide to create an entirely new
of the group's infamy or social standing, depending on Obligation to reflect the transaction or events.
the volume and type of Obligation.
This is mainly covered on page 309 in Chapter IX:
Generally, as the characters in EDGE OF THE EMPIRE
The Game Master, as these options occur later dur-
gain more Obligation, their ties deepen to the criminal
ing gameplay, and not usually during character creation.
underworld of the galaxy. Even if the Obligation itself
The only point players should be aware of is that not all
seems innocuous, such as a Favor Obligation, the favors
Obligation is created equal. Obligation does not have an
may be owed to someone with far more criminal links.
equivalent value in credits; its value is solely dependent
Due to this, the GM has the option to set thresholds for on the circumstances, what is being acquired, the person
the group's total Obligation (or individual characters' Ob- or people being negotiated with, and so on. Acquiring an
ligations). In these cases, the GM may determine that the illegally salvaged T-45 power coupling on the black mar-
group's total Obligation must either be less or more than ket may require 5 Obligation from a well-known fence
the set threshold in order for them to attempt a certain and underworld contact, but could require 15 Obligation
task. For example, a local politician may not be willing to from a politician who needs to pull a few strings and en-
meet with a group whose Obligation is more than 60, but sure he retains plausible deniability about the entire affair.

EXAMPLE OBLIGATION CHECK

fl t the start of a session with the characters Os-


kara the Twi'lek. 41-VEX the droid, Lowhhrick
VEX suffers -2 to his strain threshold instead. Nar-
ratively, this could just mean that 41-VEX is par-
the Wookiee, and Pash the human, the GM takes ticularly concerned about his outstanding debts,
their Obligation chart and rolls a percentile die. concerned enough that the droid is complaining
about them and driving the other three characters
Obligation Value Obligation Type Character to distraction. It is not a major part of the ongo-
1-15 Favor Pash ing story, but is a reminder to the group that they
have to handle this Obligation at some point.

26-35 Oath Lowhhrick


However, if the GM had rolled a 4 4 , the fact that
he rolled doubles means the effects amplify. In
^mmm this case, Oskara, Lowhhrick, and Pash see their
strain thresholds drop by 2 for the session, and
The GM rolls a 39. This means that the group's 41-VEX's threshold drops by 4. In this case, the
Obligation has been triggered (as the GM rolled GM could decide the penalty is severe enough
a result that was equal to or lower than their to- that something ominous has occurred, such as a
tal Obligation of 45). More specifically, 41 -VEX's skip tracer contacting 41 -VEX to demand a pay-
Obligation has been triggered, as the result was ment immediately, or even his creditor threat-
between 36 and 4 5 . ening to send a bounty hunter after the poor
droid—and if its friends are caught in the cross-
Mechanically, this means all characters suffer -1 fire, that's no problem to the creditor.
to their strain threshold for the session, and 41-
SETTLING OBLIGATION
OBLIGATION CAP
When characters have an opportunity to pay off or
commit resources to decrease their current level, this
is called settling the Obligation. Settling can occur in O bligation generally ranges from 5 to 100.
No matter how much the PCs pay off. return
favors, or try to live squeaky clean. Obligation
several ways. In most cases, the Obligation settlement
will either be specific or generic. cannot be reduced lower than 5. While 100 is
the top practical range when rolling percentiles,
SPECIFIC SETTLEMENT Obligation can exceed 100. In this case, sim-
ply track Obligation as normal. Exceeding 100
Depending on whose Obligation came into play, or
means Obligation triggers every session, and
the form the resources have come in, the settlement
has an additional detrimental effect on charac-
may be specifically tied to one character's Obligation.
ters, which is covered below.
For example, if 41 -VEX's Debt Obligation is triggered
for the session, and 41 -VEX is indebted to a Hutt drug
lord, then the cache of illegal spice they uncover is es- EXCEEDING 100 OBLIGATION
sentially earmarked to help settle 41 -VEX's debt.
ftnce the party's Obligation exceeds 100, the
GENERIC SETTLEMENT
Upressure of their Obligations is so severe
In other cases, the party simply has additional re- that they can focus on little else until that Ob-
sources that they can spend to help settle their current ligation is back under control. Until the party
outstanding Obligations. Whether this is in the form brings its total Obligation back under 100,
of cash (they receive 2 0 , 0 0 0 credits for their last job) none of the Player Characters can spend expe-
or some other asset, they find themselves with a few rience points to improve abilities, train skills, or
weeks to spare between missions—the GM may allow acquire talents. The PCs simply have too much
them to apply these assets to help settle one or more on their minds, and are fraught with too much
of their Obligations. The GM decides how much Obli- mistrust, anxiety, and strain to focus long
gation the resources will settle, and the players decide enough to improve themselves.
how best to divide this among their Obligations.

STEP 3: SELECTING A SPECIES


I n EDGE OF THE EMPIRE, players have a wide variety Each species has idiosyncratic abilities and character-
l o f options to choose from when choosing a species istics that influence the next stage of character creation,
to play. The billions of worlds of the Star Wars gal- the picking of careers. Species selection determines the
axy confer nearly unlimited possibilities. The diverse initial ratings of characteristics, like Brawn and Cunning,
crowd in the Mos Eisley Cantina scene in Star Wars: and starting experience points (XP). Players use the al-
Episode IV A New Hope offers but a glimpse at the lotment of XP for modification of characteristics or for
sapient creatures who inhabit this faraway universe. the acquisition of new skills and talents appropriate to
their character's background and their career.
This section provides detailed rules for eight major
species types, though this should not dissuade players Remember, a wide range of characteristic distribu-
from choosing species not listed here. Star Wars is not tions can be created by spending starting XP, so do
Star Wars without its aliens. Players should be able to not feel forced to choose a specific species for its
encounter new life forms in their adventures and also characteristics. In addition, the characteristics of a
have the opportunity to roleplay them. The very nature character do not define him completely. Good role-
of the fringe is to break boundaries and find new pos- playing and storytelling do more to create a charac-
sibilities—the only limitation is imagination. ter than numbers ever do.

CHOOSING A SPECIES BOTHANS


A player must choose a species for his character, even Bothans are the galaxy's information brokers. Adept
before he commits to a career. The choice of species at picking up on secrets or seeing things other spe-
and career can go hand-in-hand and stress a charac- cies ignore, Bothans can be valuable assets in any
ter's background story above all else. endeavor—or untrustworthy partners.

CHARACTER CREATION
EDGE O F T H E EMPIRE

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