I'm looking for way my players can affect their obligation scores and what I can throw into the game when their number comes up. Increasing or decreasing their score should be a voluntary option. I want this to be sort of a spotlight thing specific to each character, but regular means will still be available; a criminal can still increase their score by doing illicit things, even when that character's Obligation isn't a concern that session.
Criminal: Player isn't allowed in the Core Worlds. We haven't gone into why, but the Empire would love to have this player in their custody.
- When triggered: If the setting allows and the player isn't on a core world, stormtroopers will show up in the session and make it tough for the character to do things.
- Increasing OB: I'd say attacking stormtroopers would increase Obligation, but what I really need is another option since I expect that the player will never voluntarily choose to attack the Empire and if I put the player in a position where they have to attack, then it isn't an option.
- Decreasing OB: Uhh... yeah, I don't know. Bribing an official?
Obsession: Player wanted to have an obsession about finding secrets, but that's really more of a motivation. I'm going to suggest the player has an obsession about one, specific secret.
- When triggered: Something pertaining to the secret reveals itself, like a clue, or a lead.
- Increasing OB: Choosing to ignore the lead, or not following up on the secret.
- Decreasing OB: Making headway toward the secret, finding another piece of the puzzle.
Oath: Player is force-sensitive and has a sense of honor. Player hasn't gone into anymore detail.
- When triggered: Pff... Give them some sort of moral dilemma??
- Increasing OB: Uhh, choosing to break their sense of honor??? I can't see how that's a choice, really.
- Deceasing OB: Maintaining that sense of honor???? Early on, the party came across a dead Jedi and I gave the player a drop in Obligation because the player took the time to carry the body and bury the Jedi, which delayed the party during an adventure.
Betrayal: The player hasn't decided what exactly happened, but the player is the betrayer. I made the player part of a gang before joining the group.
- When triggered: similar to the criminal, they player's old gang shows up. I've decided that I'll roll a d10 and use that to determine if the gang is a group of minions or if a rival sows up also.
- Increasing OB: Umm, maybe killing the rival?
- Decreasing OB: I was thinking killing all the minions would reduce Obligation some because after a while, it's just not worth sending people to get this player.
So that's everything I have so far. Any help/suggestions would be greatly appreciated.