Edge of the Empire Game

Session Ideas

 * Find A Ship: Give the characters a motive to get a crew together, then let them find the ship themselves. Several options are available, all with their own varying degrees of Obligation.
 * Wreck: An ancient ship uncovered by the shifting sands of Tatooine. They'd have to repair it themselves, but costs no Obligation by itself. Securing it for themselves, and finding the material for parts, might. This would mean staying on the planet for several sessions, making for a different sort of campaign.
 * Work for Hutts: The local Hutt will give the crew a loan to buy their own ship, if he finds them worthwhile (a test might ensue). After that, though, they owe him for the loan with interest and must do any job he asks until it is paid off. Any failed job is sure to add to the debt, too.
 * Buy from NPC: A former captain is looking to sell his ship, having lost his crew/mobility, or trying to sell off his vessel before his creditors arrive?
 * A renowned collector has heard from his contacts that particular artifacts have kept showing up in Tatooine's cities. The planet's shifting sands constantly unearth things long ago buried there, but the Jawas have found something big this time. The collector wishes to hire the crew to find out about the galaxy's history through whatever it is.
 * Alien: Isolation: Crew are forced onto a crippled space station and must scavenge to make repairs, and find themselves up against survivors of the station's demise also scavenging and a creature that brought this all upon them. Imperial scientist or two, along with a group of militarized Stormtrooper survivors, might be major enemies.
 * In Media Res: The ship is being pursued by TIE fighters. First question of the night: whose fault is it?
 * Before each player rolls a Force die to add a point to the Destiny pool, the must answer:
 * What did they do that might have caused the situation?
 * But who do they think was really the one at fault?
 * Players find one plain, if bizarrely-modified, blaster rifle amid a trove of ornamental brass-fitted ones. When someone picks it up, a monotone voice comes through their comlink: an assassin droid's brain is built into the weapon. It promises to be helpful if the players take good care of it. Then it starts wanting things, and taking away advantages if it doesn't get what it wants. It may even lure a player into a trap and stop working altogether.
 * If the Players throw it away, have it show up again one day in the middle of the cargo bay deck. Every weapon left on board is now possessed, and threatening to destroy the ship.
 * Running the Blockade:
 * Different threat levels are different types and formations of ships in the blockade the ship encounters as it tries to slip through, taking a tour of how big the blockade fleet is.

Ship Damage Cards
To make the mechanic's role on the ship more interesting.

When the ship is hit by an enemy with a Triumph, a card is drawn or chosen by the GM. GM reads the effect, then passes it to whoever is aware of the issue. On the front, a problem is given that the mechanic has to reach on the ship map. Then, the card is flipped to show several potential options for fixing the problem. These could include:
 * Multiple Skill check options (keyed to different skills) to fix the problem, with their difficulty.
 * Mechanics, obviously
 * Coordination (or Skulduggery), for precise tasks
 * Athletics, for heavy lifting
 * Computers, for software glitches or interfacing with control panels
 * Cool, for tasks under pressure
 * Perception, for when one item in a known set has failed
 * Brawl (or Melee with implement), for applying blunt force
 * An emergency repair should the check fail that trades one problem for another, potentially less significant, hindrance.
 * A credit value for a replacement part, rebuilt part from a shop, or an amount of time to conduct the repair in drydock, which removes that card from the deck.

When the problem is fixed, the card goes back into the deck to be a problem some other day. If the Mechanic rolls a Triumph, however, the fix is permanent and that card is removed from the deck (let the player tear the card up if they like).

Examples

 * Stabilizer Hydraulic Line Leak: All port maneuvers are reduced 1 speed.
 * Patch Line (Mechanics): 2 Challenge
 * Unholy Alien Alarm: Headache-inducing noise reduces 1 Proficiency die to an Ability die for any Check made onboard.
 * Deactivate Alarm (Computers): 2 Challenge
 * Reset Circuit (Mechanics): 3 Challenge
 * Smash It: Emergencies will not raise Alerts until fixed.
 * Repair Cost: 25 credits
 * Slipped Pipe Joint: Steam from the water recycler floods the room. Any being is treated as Blind while inside.
 * Refit Pipe (Mechanics):
 * Force Back Into Place (Athletics):
 * Shut Off Water Recycler: Vessel has finite (GM's discretion) days of water left unless fixed.
 * Repair Cost: 20 credits
 * Door Jam: One entry to the room is sealed shut.
 * Reset Motors (Computers): 2 Challenge
 * Muscle It Open (Melee): 4 Challenge
 * Override: Door is now stuck open. Same checks as above to resolve.
 * Spent Micropower Cell:
 * Recharge: Deliver to a power source and wait 3 rounds.
 * Swap Computer Interfacer's Cell: Cannot perform Computers repair checks until replaced.
 * Replacement: 3 Credits
 * Frayed OSD-to-RBNA cable:
 * Repair Cost: 1 Credit
 * Frayed OSD-to-RBNA cable:
 * Repair Cost: 1 Credit
 * Repair Cost: 1 Credit
 * Repair Cost: 1 Credit

Include some that can have catastrophic results if unfixed, including dropping out of hyperspace in the middle of nowhere, needing to scavenge for parts from an old abandoned Clone War base, or a dead dreadnought floating through space.