I am running an AoR game and my players are enjoying the Duty system, but sometimes I'm not sure what qualifies for them to earn it and neither are they. In the interest of them learning and keeping their eyes open for situations to earn Duty I made a list of specific things they can do to earn it.
Many of them are Imperial specific which leaves a lot of non-Duty earning time if they are on planets with no Imperials. (IE: 2nd part of Onslaught at Arda I on Jagmoir.) Cherry-picking additional Duties from the expansion books I've added more that could apply in any location. I based many of the numbers on things taken from the Adventure Modules. The format is Duty name, fluff about it, and specific things they can do to earn Duty in ( bold parenthesis) .
I am also considering allowing each of my players to pick a secondary Duty for more chances to feel engaged and earn Duty. We play once a month if that matters so I don't mind Duty being earned a little faster than normal. I also award them each 3 duty per session just for showing up.
I would love your feedback on balance, consistency, exploits, confusing wording that could be clarified/simplified, or things that are too situational to ever come up. Thank you in advance! Please help me constructively make it better instead of simply saying it isn't needed or is total garbage. (Yes, I've done this before).
Earning Duty in Age of Rebellion
CAMERADERIE
Each fighting unit is a family of sorts, and this is equally true within the ranks of the Alliance military. These Commanders seek to bring the troops together in a way that fosters trust, respect, and pride. By fostering the bonds that develop between comrades in combat, Commanders are able to strengthen morale and drive their people to fight harder and better than other, similar units.
(For each encounter where a successful active Talent directly benefits one or more PCs earn 1 Duty; if it directly benefits at least three PCs earn 3 Duty.)
CHEMICAL/BIOLOGICAL ANALYSIS
The PC identifies environmental problems from sources biological (alien flora and fauna, viruses, bacteria) or chemical (toxic gases, poisons, heavy metals in the soil), The Engineer understands that environments can damage delicate machinery, make it seize up, or cause it to perform under spec. The environment can also affect the construction and destruction of structures, and harm or hinder soldiers who have to march through the terrain.
(Every significant flora, fauna, or chemical analysis gained via a medicine, xenology, or survival check earns 1 Duty plus 1 per Triumph/Despair. The default difficulty for this check is hard upgraded once.)
COMBAT VICTORY
The PC is driven to show that the Alliance can hold its own against Imperial forces in any troop vs. troop engagement. He wants to engage the Empire's military—their best, whenever possible—and provide more victories for the Alliance to tout to the galaxy as proof it can ultimately win the war. This means daring raids, excellent tactics, and acquiring the best firepower possible.
(Every Imperial Squad, Rival, Officer defeated earns 1 Duty. Every planetary rival vehicle, minion unit defeated earns Duty = Silhouette -1)
COUNTER-INTELLIGENCE
The PC knows that the survival of the Alliance depends upon its ability to hide from the Empire and avoid complete destruction at the hands of its overwhelming military superiority. To this end, he wants to hunt down and eliminate enemy agents and threats, feed false information to Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.
(Every Imperial agent defeated, Plausible false info planted, or Rebel force/plan obscured/recovered earns 3 Duty).
DROID RETASKING
While the Empire seems to have an infinite number of organic beings in its service, droids also play a critical role in almost all Imperial operations. PCs with this Duty focus their efforts on disabling and reprogramming these droids to gather intelligence or even setting them against their Imperial masters. By attacking this vulnerable and often-overlooked Imperial resource, such PCs provide vital aid to the Rebel Alliance.
(Every Minion droid/squad reprogrammed to aid the Alliance earns 1 Duty; Rival earns 2 Duty; Nemesis earns 4 Duty. 2 additional Duty is awarded for actively turning them against the Empire during a session).
INTELLIGENCE
The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to, but also the state of technological research, economic policies, and other aspects of Imperial strength.
(Important civilian secrets delivered and of use to the Alliance earn 2 Duty. Every Imperial troop deployment, Vehicle/Installation schematic, Financial record set copied and delivered earns 3 Duty. Significant Imperial personnel captured and delivered safely earn 5 Duty).
INTERNAL SECURITY
The most dangerous threat to the Alliance comes from within its own ranks. Any Rebel soldier, operative, or ally could be an insidious threat waiting to take an action at a critical moment to bring entire operations crashing down, costing lives and assets. Knowing that vigilance against these threats is the truest form of devotion to the cause of the Alliance, the PC watches for any and all signs of betrayal.
(Covertly investigating, assessing, and securing an Alliance unit/base earns 3 Duty. Every Imperial mole, double agent, or traitor reported/killed earns 3 Duty. Significant Imperial personnel captured and delivered safely earn 5 Duty).
LOSS PREVENTION
Ensuring that their troops are as safe as possible under battlefield conditions is these Commanders' primary concern. They never send their troops into hopeless situations in which defeat is certain, preferring instead to preserve their unit’s strength for meaningful battles if sacrifices must be made.
(Every Resilience Check passed by the PC earns 1 Duty. Additionally, earn 2 Duty per session for each other PC at half Wound Threshold or greater, when preventing them from taking additional wounds or healing/repairing their wounds.)
MORALE
While the troops of the Rebel Alliance know their cause to be just, the hopeless odds stacked against them can be demoralizing. This PC knows that to have any hope of victory, the freedom fighters have to keep their spirits up, and works to help with this via well-timed jokes or inspirational gestures such as flying the Rebellion's insignia on the battlefield.
(Every Fear Check passed by the PC earns 1 Duty. Additionally, earn 2 Duty per session for each other PC at half Strain Threshold or greater, when preventing them from taking additional strain or healing/repairing their strain.)
PERSONNEL
More than machines, credits, or information, the people of the Alliance are the most important and vital assets there are, and the PC knows this. He is devoted to seeing to their safety, well-being, and capacity for success. No one should ever be left behind; the most successful missions might not achieve every goal, but they are successful nonetheless when no one dies.
(Fully healing/repairing an Alliance member of critical injuries earns duty = highest severity healed. Interrupting a current task with potential consequences in order to help friendly Alliance member in need earns 3 Duty.)
POLITICAL SUPPORT
Every blaster, starfighter, and thermal detonator in the galaxy is useless without the political will to truly challenge and overthrow Palpatine and his New Order. The PC understands this all too well and is determined to see to it that as many factions, systems, and sectors as possible come to the side—and the aid—of the Alliance against the Empire.
(Every significant faction or political organization who pledges to support the Alliance due to PC action earns 5 Duty. A Planetary government who supports the Alliance earns 10 Duty.)
RECRUITING
Every engagement with the Empire is a war of attrition, and that is a war the Rebellion simply cannot win. Nonetheless, more people must be found to serve, and they are needed in every capacity. Not only does the Alliance military need more soldiers and pilots, it needs more technicians, engineers, mechanics, scientists, doctors, slicers, and just about every other kind of worker. This PC understands the risks of recruitment, as well as the needs, and is constantly on the lookout for allies who are both talented and trustworthy.
(Every Trustworthy Minion Squad or Rival recruited to the Alliance earns 2 Duty; Every Nemesis recruited earns 4 Duty).
RESCUE AND RECOVERY/EVAC
This PC prepares and plans the logistics and execution of rescue operations of both civilians and military personnel. While similar to the Transportation Duty, this work includes defense training, medical support, survival training, observation, and rapid deployment operations. These Engineers live and die by their comms; they need to communicate exactly where they and their personnel are and where they need to be at a moment's notice.
(Every rescued or reinforced Alliance squad or Nemesis Alliance member earns 2 Duty. Interrupting a current task with potential consequences in order to help friendly Alliance squads/members in need earns 3 additional Duty.)
RESEARCH AND DEVELOPMENT
Engineers also partake in research and development for technologies and other applied solutions. Necessity is the parent of invention, and every situation, enemy, and environment creates new necessities. Research can include stealing technology from the enemy or finding it in a ruin. These characters set aside time and resources to keep their base evolving, growing, and learning; that knowledge can also be passed on to other Engineers at other bases.
(Every attachment mod successfully installed by the PC earns 1 Duty. Additionally, anything new that the PC crafts for the Alliance earns Duty based on the crafting template Base Material Price.)
Tier 1: 150-500cr = 1 Duty
Tier 2: 501-2,500cr = 2 Duty
Tier 3: 2,501-5,000cr = 4 Duty
Tier 4: 5,001-10,000cr = 6 Duty
Tier 5: 10,011cr+ = 10 Duty
RESOURCE AQUISITION
There are never enough supplies to fully support those fighting against the juggernaut that is the Empire, and this PC knows it very well. He is determined to seek out new sources of raw materials, food, clothing, weapons, armor, and equipment of all kinds. One spare crate of medpacs can save quite a few lives, and a handful of comlinks can mean the difference between success and failure on a mission. He will trade, beg, borrow, and steal anything for the cause.
(Every 10 pieces of Gear or Equipment donated to Alliance earns Duty based on cost per item)
Tier 1: 10-50cr = 1 Duty
Tier 2: 51-250cr = 2 Duty
Tier 3: 251-500cr = 4 Duty
Tier 4: 501-1,000cr = 6 Duty
Tier 5: 1,001cr+ = 10 Duty
SABOTAGE
The largest and most powerful military force in the history of the galaxy is also the most vulnerable to acts of destruction and asset denial. The character is focused on disrupting Imperial operations in any way possible, whether it's the manufacture of weapons, troop movements, supply shipments, banking systems, or any other key operation, in order to make the Empire act more slowly and less capably. Truly showy acts of destruction also work to erode a population's will to support the Empire, or so the PC often believes (though the Alliance expressly forbids actual acts of terrorism).
(Every significant Imperial Military or Financial asset destroyed/disrupted via explosive/ion damage OR via a computers, mechanics, or skullduggery check earns Duty = Silhouette. For truly showy acts of destruction earn 2 additional Duty. Ensuring Alliance assets do not fall into Imperial hands also qualifies.)
SPACE SUPERIORITY
As the Combat Victory-driven PC feels about troop conflicts, so this PC feels about ship-to-ship combat and naval engagements. To him, the war will ultimately be decided in the stars, and what the Alliance lacks in sheer numbers, it more than makes up for in the quality and tenacity of its pilots. Every single space battle is an opportunity to show the rest of the galaxy that the Alliance not only can win the war, but is destined to do so.
(Every Imperial space vehicle rival or minion unit defeated earns Duty = Silhouette -1. Every character rival/nemesis defeated earns 5 Duty.)
TECH PROCUREMENT
There is no more prolific or productive time for technological developments than during a war, and this one is no exception. This PC sees the true opportunity for Alliance victory in the hands of scientists, engineers, and technicians. Not only can they get the most performance from existing machines and resources, but they can design and develop new ships, weapons, medical techniques, and equipment that can provide the vital edge necessary to survive against the Empire's might. The way this PC sees it, stealing the best developments of the Empire is a crucial way to even the odds.
(Every Imperial vehicle stolen and delivered to the Alliance earns Duty = Silhouette; Rarity 6 or more earns 2 additional Duty. Additionally, every scientist/engineer/technician Minion Squad or Rival kidnapped and delivered to the Alliance earns 2 Duty; Every Nemesis kidnapped earns 4 Duty.)
TESTING
The Alliance often must procure new supplies and technologies from less-than-reputable sources. This PC tests first and tests often. The moment an Engineer neglects safety checks, devices become a dangerous uncertainty. Stolen Imperial technology also carries the risk of sabotage. This PC tests researched technologies and methodologies in controlled labs, during live-fire exercises, and in the middle of battle.
(For each type of non-Alliance procured Gear or Equipment that requires a skill check and is used in an encounter earn 1 Duty; the difficulty for all checks using the item is upgraded once; if the item is Imperial earn 2 Duty and upgrade the check twice. If tested in a combat or otherwise dangerous encounter earn 1 additional Duty.
SUPPORT
Individually, the lone agents of the Alliance don't stand a chance against the combined might of the Galactic Empire. Only by working together can they hope to achieve a victory in this civil war. This PC is devoted to helping fellow Rebels fulfill their Duties by providing whatever assistance they need. Although he might not get the same amount of reward or recognition as the people she is helping, the PC has many more opportunities than his fellows to fulfill his Duty to the Rebellion.
(Directly Assisting an Alliance PC check to fulfill their Duty, earns Duty equal to half what the assisted PC earns, rounded down, to a minimum of 1.
Edited by ianinak