Colonist Obligations

Random Obligation Generator

Recommended default starting obligation (based on party size)

  • 2 Players: 20 Obligation
  • 3 Players: 15 Obligation
  • 4 Players: 10 Obligation
  • 5 Players: 10 Obligation
  • 6+ Players: 5 Obligation
Click button below to generate a random obligation
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Disgraced

The Colonist did something shameful, often some social taboo that isn't quite illegal. The shame and sideways glances from peers have forced the Colonist to seek a new life where he can start over free of embarrassment. The isolation of some colonies and cultures makes for some strange taboos not observed by the rest of the galaxy. Thus the taboo can be something terrible, or something as benign as drinking from a public fountain or showing a bare but innocuous body part.


Philanderer

Colonies tend to be small places, and if a being gets around, word about it has a tendency to follow close behind. This Colonist has no shortage of scorned lovers still furious over his or her never committing. Former flames have a habit of showing up at the worst moment, or causing delays when the chrono is ticking. The worst is when two or more flings team up to make life miserable for a serial seducer, or when spouses find out and decide the Colonist is deserving of punishment. Nothing is off limits, as all is fair in love and war.


Exiled

Going up against politically connected members of the Galactic Empire is a good way to become exiled from the most civilized of the Core Worlds. The Colonist is not allowed to set foot in the Core, or on any Imperial-controlled worlds, but is desperate to remove the stain on his reputation. While possible, the smallest misstep can be disastrous, setting progress back months or even years. There is also the trouble of bureaucracy and last minute filing deadlines that can draw the character away.


Contracted

The Colonist has entered into a long-term contract with a corporation or government related to his work at a colony. In many cases, these contracts are how colonists pay their passage to the new world—a form of indentured servitude. Colonists might be contracted to provide bookkeeping, labor, or any other number of services. Failure to live up to a contract can result in financial penalties, imprisonment, deportation, or earning a bounty.


Bounty

This is a variant on the standard Bounty Obligation. The bounty may only be issued locally, without the weight of the Empire behind it. These bounties are technically illegal, and attract ruthlessly competent hunters independent of any guild or government. By changing their identity and hiding out in some obscure backwater colony world, Colonists with this Obligation can avoid detection for years. However, the level of violence these individuals can bring upon their town when the truly skilled bounty hunters finally track them down can endanger the whole colony.


Debt

Aside from the running debt most Colonists have at the local cantina, unforeseen financial setbacks are a regular part of life on a newly colonized world. All the expensive lessons for dealing with restless natives, flora, fauna, or environmental conditions on that particular planet have yet to be learned. Most times, the only way to stay afloat is by going to the deepest pockets in town and begging for a loan.


Favor

A colony often begins life as a small community of a few thousand or even just a few hundred individuals. When the only sentient life on an entire planet is that sparse, everyone depends on each other and favors are as valuable as credits. Thirty fellow Colonists might have helped to build a school in town for a Scholar for nothing more than a hot meal, some warm caf, and a favor. This might mean helping get the herd in the pen before a storm, loaning credits, or any number of other odd jobs.


Family

Colonists often book passage to a colony world to start life anew for themselves and their families. For these individuals, making certain their family is safe, healthy, and provided for trumps all other concerns. A comm from home is just as likely to inspire as it is to devastate a Colonist riding herd away from the homestead. Some Colonists have already lost members of their family, and instead are beholden to a final promise, be i t to keep the ranch going or take on the role of family protector.


Responsibility

Colonists, especially those founding a new colony, each have a responsibility to the rest of their fellow settlers. A character who is the only doctor on an entire planet cannot simply leave. Even going away for a month could result in dozens of preventable deaths. A moisture farmer's nephew might have a responsibility to keep condensers in the South Range operating, and runaway droids or not, if the units aren't working by midday, there will be hell to pay. The colony only has a chance of survival if everyone does his part .


Witness Protection

Some Colonists never would have chosen life on a distant backwater, but authorities have deemed it necessary to hide them in the witness protection program. The Colonist is being hunted by the Hutt Cartels, Black Sun, the Tenloss Syndicate, or some other galactic-scale criminal organization as a material witness. The Colonist was given a new identity and sent to an obscure planet to safely await trial, but the syndicate won't stop looking for him.


Pacifist

This Colonist abhors violence, either out of a sense of morality or cowardice. Witnessing a violent act can incense or fluster a character so much that he is unable to think straight or control his shaking hands, or simply disgust him to the point that he can't interact with his fellows. If this obligation triggers and the PC participates in a violent act , the GM may add ■ to any skill checks he makes for the remainder of the session. (This may be avoided through good roleplaying on the player's part , such as having his character always try to talk his way out of a fight, and if he's forced to do battle, only use weapons that stun or incapacitate his opponents)


Frontier Justice

Life on the frontier is harsh, cruel, and unfair. Bandits and outlaws can get away with murder and more if the local sheriff is too weak to stop them. Some people are able to let that go and move past it. When the dead are loved ones, however, some can't just move on. The need to get even is so strong it dominates the Colonist's thoughts and dreams, causing him to obsess about the moment of exacted vengeance. The Colonist gladly betrays, abandons, or hurts anyone if it brings him closer to settling the score.