I'm just pointing out that trying to fit this sort of stuff into the Obligation system is a square-peg-in-a-round-hole situation. You can hammer it in and do your best to make it work; but it soon becomes apparant that it isn't quite working the way it should. The mechanics of the Obligation system just aren't designed to handle this sort of thing.
Welcome to the wonderful world of Disassociated Mechanics. It always feels bad when the game mechanics don't reflect what's actually happening in the play sessions.
'Obligation' was confused enough before FFG decided to toss some random Motivations in there. It gets very awkward when they try to come up with a table where some Obligations have a criminal effect on you, and err, some don't, apparently on GM whim. And there's no guidelines to how much money or favours should be reducing Obligation, even stuff like Debt that should be straightforward.
As much as I love EoE, I think FFG mishandled this. And I'm happy to report that the game plays fine if you ignore it completely. Obligation gives you nothing that a well-imagined backstory doesn't. I can incorporate plots and encounters based on what the players write for their history and background; I don't need artificial and fiddly numbers to determine that for me - especially in a narrative game.
It always feels to me like a hold-over from WHFRP3, one of the fiddly things like party tension and stance that add needless complication without really giving us anything in return.