Star Wars EOTE Job Generator

This is a situation generator for Star Wars Edge of the Empire. This is based on the sitaution generator created by Craig Payne at Exlporing-Infinity Blog. Here's the link: Infinity Blog

The Jobs
[Main]


 * Main

1,The Client - Who Wants to Hire You? [Client] The Job - What They Want to Hire You For? [Job] The Why - Why They Want to Hire You? [Why] The Competition- Who Else Gets in the Way? [Competition] The Complication - How Things Go Sideways? [Complication] The Sets - Where it All Takes Place? [Sets].

1,Planetary Business Mogul 1,System Business Mogul 1,Sector Business Mogul 1,Galactic Business Mogul 1,Imperial Soldier 1,Imperial Officer 1,Clone War Veteran 1,Rebel Soldier 1,Rebel Officer 1,Mercenary Soldier 1,Mercenary Officer 1,Official or politician 1,Planetary Law Enforcement 1,System Law Enforcement 1,Sector Law Enforcement 1,Galactic Law Enforcement 1,Clergy or Cultist 1,Planetary Guild 1,System Guild 1,Sector Guild 1,Galactic Guild 1,Fixer or Middleman 1,A Town or Community 1,Friend 1,Enemy 1,Relation
 * Client

1,Courier 1,Escort 1,Retrieval 1,Insertion 1,Elimination 1,Investigation 1,Trace 1,Rescue 1,Protection
 * Job

1,Illegal 1,Secret 1,Highly profitable 1,Feud 1,Revenge 1,Mysterious 1,Righteous 1,Personal 1,Favor
 * Why

1,The General Populace 1,A Previous Acquaintance 1,Dupes or Innocents 1,Organized Crime 1,Politicians or Community Leaders 1,Local Authorities 1,Guild 1,The Empire 1,Bounty Hunters
 * Competition

1,It’s more illegal than you were told 1,It’s more dangerous than you were told 1,Someone doesn’t want you to succeed 1,Someone wants to beat you to it 1,A shadow from the past 1,It turns out to be counter to your morals 1,Fate conspires against you 1,The client lied, or changes their mind 1,It’s a trap!
 * Complication

1,Space Station 1,Ship 1,Bar 1,Restaurant 1,Casino 1,Apartment Complex 1,Hotel 1,Flop-House 1,Brothel 1,Research Facility 1,Medical Facility 1,Office 1,Factory 1,Warehouse 1,Guild House 1,Military Outpost 1,Prison 1,Temple 1,Monastery 1,Religious Site 1,Small town 1,Farm 1,Rural business
 * Sets

The Descriptions
Client Ideas: Business mogul – some corporate type, maybe from the likes of Kuat Drive Yards, SoroSuub Corp or even Spice Mines of Kessel, or maybe something smaller scale.This has been split into Galactic Scale for further inspiration: Planetary, System, Sector & Galactic. This helps with the scale of the business mogul's resources. Soldier, war veteran, or officer – maybe they fought in the Clone Wars or Galactic Civil War, or maybe they joined up afterwards. This has been split into: Rebel, Empire, Mercenary, & Clone War Veteran. Just to help with the inspiration Official or politician – they could be a small-scale local power such as a magistrate or mayor, or maybe they hold a higher political office in the Core.This has been split into Galactic Scale for further inspiration: Planetary, System, Sector & Galactic. This helps with the scale of the politician's resources. The authorities – law enforcement of some description such as the local sheriff, or maybe the Empire has a job “proposal”. This has been split into Galactic Scale for further inspiration: Planetary, System, Sector & Galactic. This helps with the scale of the Law Enforcement Agent's resources. Clergy or cultist – the Star Wars mythos is full of religions, some Force related and others not. Regardless, members of the faith, whichever that is, sometimes find themselves needing help from the Fringe. Guild – The Old Republic was home to a wide variety of commerce guilds, trade federations and other organizations that combined groups into conglomerations. With the increased pressure to be imperialized, the Guilds find themselves pushed towards the Fringe. This has been split into Galactic Scale for further inspiration: Planetary, System, Sector & Galactic. This helps with the scale of the Guild's resources. Fixer or middleman – some people fill a role as intermediary and specifically track down individuals such as the Crew who can help fulfill a need, sometimes people approach the Crew via a proxy. You may wish to roll again on the table to find the person whose interests the middleman represents. A town or community – a group of people with a common need. They may be settled, or perhaps they are a nomadic group. This could be the inhabitants of a space station or asteroid miners An old friend or enemy, or relation – sometimes the client may even fall into more than one category (particularly when family are involved). It may be someone known to the whole crew or just some of the crew.

Job Ideas: Courier – pick up some goods from one place and transport them to another, possibly including purchasing/selling the goods at one or both ends, such as in Shindig/Safe. Alternatively, this job could mean ferrying passengers. Escort– similar to a courier job, but the task may not have a specified destination at the outset. It’s the Crews job to accompany the goods, persons, or ships to wherever they happen to go or wish to go, perhaps even acting as tour guide. Retrieval – the client wishes an object to be collected from a specified location and brought back to them, which could include salvage from a derelict, but could be the less reputable form of retrieval: theft. Insertion – the opposite of retrieval; the client wants you to take something or someone and put them in place somewhere. This could be setting up an agent with a cover story, putting a forgery in place before the original is noted to be missing, or maybe they wish surveillance equipment planted. Elimination – someone or something needs to be removed from play, either permanently, or at least for the duration of some particular event. Assassinations would be the most definitive form of elimination, but this isn’t to every group’s taste: perhaps the job is simply to delay or waylay the authorities from investigation or attendance while the client performs some other task, or maybe the target to be eliminated is a ship, building, or business rather than an individual and can be removed without taking lives, given a clever enough plan. Investigation – the client wants information about a person, company, location, or event. Maybe they want the identities of the perpetrators of a crime, or maybe they need intel and recon in order to pull a job themselves. Industrial or political espionage could be other possible motivations. Trace – a specific form of investigation, the client wishes the Crew to track down persons, items, or resources. Maybe they want to know what’s become of their long lost daughter, or to discover what happened to a boat that fell off the grid. Maybe what they want is more general, such as finding someone who can break a certain security system, or locating a regular supply of a commodity or resource. Rescue – someone is in trouble and needs the Crew’s help to extricate them from said mess. It might even be the client himself that needs rescuing. Protection – someone, something, or somewhere needs to be protected from someone or something,and the Crew are employed as guards, security consultants, or minders.

Why Ideas: Illegal - for shady dealings, you need shady types so that the authorities don’t get wind of the situation, either because they would put a stop to it, or they’d want a piece of the pie themselves. Secret– the client just doesn’t want the situation known to any more people than are necessary. Highly profitable – the return on the job is going to be immense and the client is either looking to minimise the number of people requiring a cut or needs people who can keep things quiet so someone else doesn’t attempt the same scheme first. Feud – the client is involved in some way with something from a squabble to all-out war and can’t (or won’t) turn to their usual contacts for such matters as a result. Revenge – served either hot or cold, the client wants to get back at someone. Not quite the same as a feud as the other party might have no idea that they have even slighted the client, or are unaware of the scale of the animosity. Mysterious – the client’s motive for turning to the Crew is unclear, or perhaps the the client is in the dark and needs the players to bring some illumination to a mysterious situation. Righteous – it’s the right thing to do, at least in the client’s opinion. This often means it’s either an unpopular task or difficult to find someone willing to carry out the job. Personal – one or more of the Crew have a personal stake in the outcome of the job. Favor – the client is someone calling in an old debt or marker: you owe them, and payment’s come due.

Competition Ideas: The general populace– somehow, the locals or people in general are going to wind up in the situation. It could be the residents of the town, or could include everyone in an entire system. A previous acquaintance– a familiar face shows up, perhaps welcome, but more likely not. Dupes or innocents– “innocent” being a relative term; mostly folk you’d feel bad if they got hurt as a result of the job. Organized crime– they tend to have their hand in most activities that turn a profit and usually react with hostility to anyone grabbing a slice of the action for themselves. Nothing good ever comes when Black Sun or the Hutts are involved Politicians or community leaders - they have power (at least locally) and sometimes have less scruples than the criminals, which proves a dangerous combination. Guild - a Guild of some description is involved in some way; again, it could be the Trade Federation, or one of the others. The Empire – not so much a problem if you’re not a Rebel, or a fan of free-thinking. Generally the only thing worse than getting the Empire involved would be... Bounty Hunters – Admiral Piett: "Bounty hunters. We don't need that scum." Bounty Hunters have a tendency to resolve all of their problems with violence, and some are more violent than others.

Complication Ideas: It’s more illegal than you were told–maybe you were told it wasn’t illegal at all (and you actually believed that) or maybe you were told a partial truth about the real situation. It’s more dangerous than you were told– that simple package turns out to be explosives, or that routine salvage operation happens to be in the middle of Hutt Space. Someone doesn’t want you to succeed– maybe it’s personal and they just don’t want you to succeed, or maybe it’s more general in that they don’t want anyone to manage what you’re employed to do. Someone wants to beat you to it - you have rivals on the job, either employed by a different client,or possibly even the same client making doubly sure of success. A shadow from the past– something from the back story of the Crew, either as a whole or for an individual, makes things much more complicated. It could be related to the job at hand, or it could just be coincidental that boxed up issues are coming to a head at this time. It turns out to be counter to your morals– there’s usually a line beyond which even the most hardened criminals won’t cross, and it turns out this job easily crosses that line. Fate conspires against you - acts of God (or gods, or nature, if you prefer), or just random happenstance, such as a problem with the Hyperdrive Motivator. The client lied, or changes their mind– nothing about the job was what it seemed, or the client has second thoughts (often after all the hard work is done), such as Vader's decision to alter the deal with Lando in Cloud City It's a trap!– the whole thing was an attempt to get the Crew just where someone wanted them in order to kill, capture, or frame them. Admiral Akbar imitation is purely optional. Things run smooth– there’s a one in a thousand chance of getting such a result since there is always a slim possibility that things could avoid getting worse part way through. This is generally because things start out about as bad as they could possibly get in the first place.

We’ve kept the Setting table until the end since the results up to this point have already suggested the key “sets” for use in your episode. If not, you can use this table for some inspiration. You may even want to roll a couple of times if the plot suggests use of several locations, such as both a pick-up and drop-off location for a courier job. Setting Ideas: Space Station - another boat flyin’ out in the Black, or maybe your own. Ship– another boat flyin’ out in the Black, or maybe your own. Bar, restaurant, casino, or gambling den– good locations for illicit dealings with either a high or low class of criminal depending on the quality of the business. Apartment complex, hotel, flop-house, or brothel - places with lots of people around for the night, some temporary, some more permanent. Scientific or medical facility– includes hospitals, research labs, weapon developers, etc. Office, factory, warehouse, or Guild house– places of business, generally with lots of employees. Military outpost, or prison - forts, bunkers, arms depots, jails; places particularly designed to prevent people from either getting in, getting out, or both. Temple, monastery, or religious site– a place held in reverence by people, or a location for worship. Small town, farm, or rural business– places where a handful of people manage to eke out a living. Deserted, derelict, or ruined– roll again and used a run-down, abandoned, or broken version. For example, a roll of 10 followed by a 2 could indicate a crash site or a drifting hulk waiting to be salvaged, while a 10 and a 9 could indicate a ghost town.