extra obligation

By jac74, in Star Wars: Edge of the Empire RPG

How much extra obligation can you take at character creation. For example can you take 10 extra for skills. And take 10 for extra for exp. Then can you take 5 extra for skills and 5 extra for exp. Or is it one or the other.

Thanks

P.s.

Sorry if this was already asked some where else.

I believe you can take any of the 4 options you like, as long as you don't take on more extra obligation than you started with. That then means you can't ever take all 4 options as the highest starting obligation is 20.

Page 40 of the Core Rulebook says: "Each Player Character has the option to gain addtional starting Obligation in exchange for additional mechanical benefits, as laid out in Table 2-3: Additional Obligation. There are two limitations to this: each player can only choose each option once, and Player Characters cannot gain more additional obligation than their original starting value."

So, you can take an amount equal to or less than the Starting Obligation amount based on the size of your group, but you can only pick each item on the list once.

You could get 5 ,10 or 15 xp, or you could get 1,000 or 2,500, or 3,500 additional credits, all assuming you were eligible to take on 15 points of Obligation. But if you were eligible for 20 points of obligation, and you took it on, you could still only max out at 15 xp or 3,500 additional credits, and then could take either 1,000 credits or 5 xp, respectively.

Edit: I misspoke in my original post.

Edited by lstyer

I don't see why you can't take 5 and 10 for the same thing if you are allowed 15+ obligation in the first place, they are listed as seperate options on Table 2-3.

I don't see why you can't take 5 and 10 for the same thing if you are allowed 15+ obligation in the first place, they are listed as seperate options on Table 2-3.

You can. I misread what "each option" meant, and then realized I had misread, but wasn't quick enough on the edit to prevent folks from reading my misinterpretation. Sorry about that.

Edited by lstyer

I'm running a 6-player group which means they start with 5 Obligation each. But I decided to let them go up to 10 extra each, which lets them get a little more XP or gear to start with while it gives me plenty of motivation hooks for the first few adventures.

Another advantage, from a GM point of view, is that it lets them pay off some Obligation relatively early on in the campaign without necessarily making them take on another right away like they would have to if a PC with 5 Obligation worked his off. Also, considering the general attitude of my group, starting out with a combined Obligation of 60-90 will instill in them a healthy respect of the consequences of Obligation.

I'm having 5 or 6 players on, and I'm letting them take as much extra obligation as they want. However, the collective still can't breach 100, and if it does, they don't get to spend EXP, as per the rules. It adds to the temptation ;P

They can also get more obligation during play.