Homestead Question

By copperbell, in Star Wars: Edge of the Empire RPG

So been listening to the Order 66 episode dealing with this and it got me thinking.

What if say a player went for a Fort Anaxes sort of homestead, basically an ancient planetoid with built in atmospheric processors maybe dating back to KOTOR so everything is bigger than it would be if built in the last years of the Republic.

Due to financial restrictions it was updated and used during the Clone Wars but was later abandoned and bought by a merchant who has set up a café think waystation.

The idea is that the owner's daughter has recently inherited the deeds to the place and managed to reach the place but her ship was pretty much wrecked by an unexpected fault in the hyperdrive so its been moved somewhere inside the waystation.

Now it has a mechanics garage and an infirmary including a bacta tank which was part of her wrecked ship being so old that it can make use of both Bacta or Kolta if its available (not both mind you) it literally can't be moved as it part of her ship which requires extensive repairs which won't happen as she's had to integrate it into the waystation just to get the systems to work.

So my question is what if a player asked to use that bonus 10 obligation they could otherwise use on extra skills, talents, etc on a Homestead Obligation?

Would you allow it?

I would. Tying a party to a particular place is a very useful storytelling device. It'll give you, as GM, a place to focus on to design NPCs, plot hooks, etc.

If it's going to be this grand place of way station, Mechanics garage, and infirmary with a bacta tank (which if I recall correctly is very expensive), I'd probably give everyone +5 obligation for the place, rolling for obligation and landing on one of the series of numbers for the place would probably, to me, being something lIke unwarranted guests, or people who need refuge, or something breaking or burning down, something the characters can stop of course or even make worse. That's how I'd handle something like that.

Trust me not to check the book first!

Comes to 11 Obligation and not 10 because both the infirmary and the mechanics garage are both +3 Obligation on top of the base 5 Obligation!

Guess I'd have to swap out the garage for a Landing Bay and an Npc Ally which brings it down to 10 had this idea that the ship fills out one side with the cafe located beneath the bridge with the infirmary located further inside leaving the option of adding the garage later on as part of the repairs explaining the addition of shields as restoring the ship's damaged shield generators?

+10 vs +11... no big deal.

The good is they have something you can tie stories to that is never safe.

The bad is they aren't going to be out exploring much if it has very much obligation.

Personally, I would say that it was home and you can go back there, but you need something that will move them around the galaxy more than this provides. It is great for bringing them back periodically, but there just aren't going to be that many adventures happening on it... IMHO. Make it a backstory that does have some useful features. Don't let it become too powerful by pulling them away from it constantly, but in the end, if a player from a planet went back home you would expect the local city to have a garage and a medical center in the town he is from (or nearby).

The npc ally got me thinking of The Lone Ranger movie the one with Depp as Tonto.

Picturing a nightclub and cabaret run by the woman in that movie picturing her as an aspiring crimelord sorry lady trying to regain her lost position aboard the space station that orbits the system's main world.

The planetoid is a temporary haven for her since she doesn't own it she isn't viewed as a threat by her replacement thinking a Marshal is also based here picturing him as honest and new to the system so unaware how things are but fortunately for him he's posted at a relatively safe location, well for now!

They both think the cafe owner owns the place rather than his Ward who the pair have befriended thinking her a potential new recruit.

Going too far I think but can't help thinking we need a book on this or at least hope strongholds of resistance fleshes out a military base version!

Another option is to borrow from Age of Rebellion. The party either has a ship OR a base of operations. Just give them a number of obligations as dictated by the number of players and say that they are stuck on the station for the first part of the campaign. If you want to change scenery have the station have a beat up Lambda shuttle for short excursions for a change of scenery every so often.

Another option is to borrow from Age of Rebellion. The party either has a ship OR a base of operations. Just give them a number of obligations as dictated by the number of players and say that they are stuck on the station for the first part of the campaign. If you want to change scenery have the station have a beat up Lambda shuttle for short excursions for a change of scenery every so often.

Right, the “Deep Space Nine” solution. Works every time. ;)