Obligations - plot seeds

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

I thought it might be an idea to get together some plot seeds for when obligation inevitably turn up during the course of an Edge of the Empire game. I was wondering if anyone else wants to chip in.

I've started with Addiction, and broken them down into three types so far.

Addiction
Physical

  1. The next planet the group arrive at has outlawed whatever drug the PC is addicted to, strict controls and scans of incoming ships and visitors are carried out, with stiff penalties for those caught with it in their possession. The PC has an opportunity to dump their stash before landing, or run the risk of being caught and perhaps putting the rest of the crew in jeopardy.
  2. There is a shortage of the drug on planet, and it is either unavailable or at a ridiculously exorbitant price. In the short term the PC is likely to suffer withdrawal symptoms, but if they can find a supplier the group might be able to make a tidy profit meeting the demand.
  3. A dealer approaches the PC at just the wrong moment, perhaps when they are undercover, or at a social function or meeting with a potential client.

Collecting

  1. An item the PC desires has come up for auction; however the price is likely to be beyond what they can easily afford. What lengths will they go to get the item?
  2. An item the PC desperately wants is on display in a local museum on the planet they have just landed at, it isn't for sale, but there must be some way to get hold of it.
  3. An important NPC in the current adventure has an item the PC needs for their addiction, perhaps it might be offered as a reward for helping them (instead of the money the group was expecting), or perhaps taking it will jeopardise the relationship the group have with the NPC.
  4. One of the items in the PCs collection is identified as stolen goods, a forgery or classed as contraband when they pass through starport security on the next planet, landing the group in unexpected trouble.

Activity

  1. The activity the PC is addicted to is deemed illegal or at least is socially unacceptable at the location or planet the group is visiting.
  2. An important NPC shares the same addiction to the activity as the PC, and wishes to engage it with them, there is a risk of committing a social faux pas, and alienating the NPC.

Betrayal
You were betrayed

  1. Your betrayer is working for your next contact in some capacity. How will that affect your working relationship? Will you seek reconciliation or revenge?
  2. It turns out the NPC, which has become a close ally of the party, was actually somehow complicit in your betrayal. Perhaps they were aware of it and have been trying to make up for it, or perhaps they are setting the party up for another fall.
  3. Some approaches you with a lead on your betrayer, either information pointing to who they are, why you where betrayed or where your betrayer can be found. There is a cost however, are you willing to pay it, and what will you do with the information?

You are the Betrayer

  1. The target of your betrayal approaches you to seek conciliation, or is it a trap?
  2. The target of your betrayal seeks compensation, they want you to do a particularly tough job and if you succeed they will consider the slate clean. Can you persuade your companions to help you when there is no financial reward on offer?
  3. The target of your betrayal has hired bounty hunters to take revenge. Check the Bounty section for ideas on this occasion, optionally change some or all the Bounty Obligation type.
  4. The betrayed seeks financial compensation for the wrong done to them. Check the Debt section for ideas on this occasion, optionally change some or all the Debt Obligation type.

Blackmail

  1. The when negotiations for financial compensation for the next job the party take are about to be discussed the employer makes it clear that this job will be for free, unless they want certain information to fall into the wrong hands. It seems the characters blackmailer has been in contact with the employer.
  2. When the players come to collect the fee from their recent job, their employer lets them know that they won't be paid, and they have to accept that unless they want certain information to get out.
  3. The player is approached by someone that says they know where the blackmailer is storing the evidence; they even offer to help retrieve it. It is in a high security bank deposit box, are they willing to break the law to get it? The contact is willing to help as they are after something else another security box at the same bank.
  4. For some reason the blackmailer releases the information switch the Obligation to the Criminal or Bounty type, and use a plot seed from those sections.

The other areas are Betrayal, Blackmail, Bounty, Criminal, Debt, Dutybound, Family, Favor, Oath, Obsession, Responsibility.

Edited by NTLBagpuss

Yes, yes, let the seeds grow. . .

Crime has many obvious applications. Bounty hunters show up - the severity of the obligation determines how prepped they are, and how many of them are there. Cops recognize you, or wanted posters are put out. Perhaps your ship's profile has been circulated around several worlds, causing dogfights in more lawless areas and people wanting to charge you to land on more regulated areas. One of the wackier ones I thought up was that the players are pulled over by a cop after taking a car through a city - and just as he pulls up to your window, your radio malfunctions and starts playing the space version of "Duck the Police" - and let stuff roll from there. Perhaps local crime lords don't want you muscling in on their turf, or NPCs force you to do dirty jobs to avoid contacting the cops.

Added some additional seeds on Betrayal and Blackmail.

Yes, yes, let the seeds grow. . .

Why, in my head, do I hear that in the voice of Emperor Palpatine?

-Nate