How to use Duty?

By Honken, in Star Wars: Age of Rebellion RPG

I am sorry if this question has been asked before. But when Duty is triggered by character action during play, how much should the Duty value be raised? I have not found any suggestion in the book, but I might actually also be blind... Or just give me a rundown on how you handle it.

Thanks in Advance!

/H

What Duty does is pretty well covered in p46-50 and p325-326. However, the core rule book doesn't really provide hard numbers as to how it should be divvied out. I think Onslaught at Arda has numbers like 5 per player for finishing a "main quest" and 3 for completing a "side quest". But lemme go step by step.

First, there's the narrative aspect. Duty represents how a character thinks they can best help the Alliance and/or how they think the Alliance can best defeat the Empire. How a player has their character react along these lines is up to them. They could just consider it their main job and primary proficiency, volunteering for missions that they feel involves their chosen Duty. I.E: A commando with the Combat Victory may volunteer to ambush and annihilate a platoon of stormtroopers spotted near the secret rebel base; or a slicer with Intelligence may suggest a detour on a raid to hit the Imperial garrison's main-frame. They could feel it's the best way for the Alliance to proceed, with the corollary that other duties are a waste of time (Personally, I'd smack any player that plays up this approach far too aggressively). I.E: An ace with Space Superiority and an X-Wing will object to being assigned to close-air-support, preferring to hit the Star Destroyer in command of the Imperial invasion directly; or a character with Political Support who feels his comrades' focus on battle may lead to the Alliance splintering after any sizable defeat.

It also represents how well known they are in the Galactic Civil War. As a group, at 0-50 duty, they're new recruits or just finished training. They're going to be following orders more often than giving them and the Empire only cares about them insofar as they're faceless rebel scum. At 51-99, they're at least viewed as competent operatives with some field experience.

Second, there's the mechanical effect. The direct effect is that at the beginning of each session, you take the character's Duty totals and form them into a table. The directions are on p48. If you roll under their total combined duty, every player gets +1 to their wound threshold for the duration of the session. The one with whose result coincides directly with the roll gets +2 instead. There is a suggestion to kind of mold the session around that specific player unless it turns out to be too inconvenient.

Third, there's the contribution rank. When the combined players' duty totals exceed 100, they reset their scores to zero and upgrade their contribution rank. They then get a reward of some sort (decided by the GM). Their commanders take a bit more notice of their talents, and so does the Empire.

When rewarding Duty, the adventures seem to follow the format of 5 points per player for finishing their main mission. Side quests based on a particular duty tend to reward between 1-3 points to the players with that particular Duty.

I think I remember the designers also addressing this in a podcast.

Hope that helps!

Yea i have the Arda adventure, but i have yet to read it. I did just see the sidebars, so that gave a good indicarion. Thanks for the extensive answer.

/Honken

As a side note, characters can still gain duty even if their duty wasn't rolled at the start of the session. They just wouldn't get the tangible mechanical effects of a rolled duty score (plus any narrative that goes along with it). Rebel characters should always be on the lookout for opportunities to raise their duty score during play, regardless of whether or not duty was rolled.

You can also give variable amounts of duty, depending on how a character deals with a particular situation. For instance, say a character has "Resource Acquisition" as a duty. During play, the group finds a cache of weapons. The GM might deem that turning in the cache to the Rebellion will give the character 5 duty. The group decides to keep some of the weapons for themselves to sell on the side (hey, everyone needs to make a living) and give the rest to the Rebellion. So, the GM instead gives the character 3 duty, since the entire cache wasn't delivered.