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==Setting== The three settings are set after Episode IV, just after the rebels blow up the Death Star and the Galactic Civil War is in full swing. It's the time of Storm Troopers, X-Wings and Yoda. Most published material tries very hard to keep the PCs from meaningfully challenging the "main characters" or otherwise becoming powerful enough to affect canon; one infamous EotE module declared that ''just being in the same building'' as Darth Vader was an automatic [[TPK]]. [https://youtu.be/wxL8bVJhXCM?t=54 It might be fair] but still limits just how much impact you can have on the setting. Additional content to play during Episode VII times exists in the form of a short beginner game, and there are sourcebooks to play during the Clone Wars era (Episodes II to III) and the Rise of the Rebellion era (between Episodes III and IV). Depending on the rulebook that the characters are drawn from, the players are hooked into the universe using a variety of mechanical effects. EotE uses an '''Obligation''' mechanic, which is a percentile number of how much debt they are in to someone or something else. It doesn't have to be monetary "debt", it could be a frail old grandmother that needs looked after, or simply having children. Either way the character has something after which they need to look or appease. The higher their percentile, the more chance of an off-table event occurring, which will affect the mindset of the character, reducing their effectiveness in-game. The players can use Obligation as a resource though, and accumulate more obligation to gain assets of value, like starships or rare items. Too much obligation and they start becoming a liability, so it's usually in the players interest to get rid of it when they get the opportunity. AoR uses '''Duty''', which is like inverse Obligation, they "want" to accumulate duty as it represents their status with their chosen organisation (the Rebellion by default). At lower levels they don't get much, but as they accumulate more they can trade it in for starships and items. F&D uses '''Morality''' which generally only works for force users, being an asshole will accumulate conflict points, which will reduce their morality in the long run, meaning that they can start using the dark side. The custom dice that force users have has 7 dark sides out of 12, but the light sides tend to give more points when rolled. This is somewhat consistent with the lore, which describes the dark side as easier, but the light side as ultimately more powerful. In that vein, lightsiders gain a higher strain threshold, and can therefore continue fighting/acting for longer, while darksiders reduce their strain threshold but increase their wounds threshold, becoming "inured to pain".
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