The relationship Player Characters have with the Alliance is a vital one. It not only defines the conflicts they face and the challenges they must overcome, but also determines what support they receive to face those challenges and what they are expected to accomplish. For each character, this relationship should have a specific definition and nature, weaving the complex tapestry that the PCs and the GM use to tell the story.
Age of Rebellion denotes this relationship with the concept of Duty. Duty defines the specific goals and driving impulses of the Player Characters, establishing what each one is trying to accomplish as their part in the Rebellion. This personal Duty is a clear indication of what a PC is either tasked or driven to do, not just on a single mission, but throughout their career as part of the Rebel Alliance.
While a PC's Duty is a key part of roleplaying their character, there are also real game effects tied to the Duty system. The party's total Duty value can affect how much trust and influence its group has with the Alliance, and it can give them access to equipment, upgrades, and general support.
As a part of the Rebellion, each Player Character has a commitment to a specific kind of Duty. This is their main focus, not just on a single mission, but in everything their do for the Alliance. It might by one of the driving factors for why they joined, or it could be the area of focus for which they have particular talent. Whatever the reason for adopting this expression of Duty, it has become how they are judged in terms of their successful contributions to overthrow the Empire.
A player may choose a Duty that best fits their character concept from the those listed on the following table, or on page 47 in the Age of Rebellion Core Rulebook. If the player prefers a more random approach, the chart has percentile die results for this purpose. With the GM's permission, a player may even construct a personalized Duty that they feel best represent their character's relationship with the Alliance.
A specific Duty is expressed with two elements:
A title and narrative description: This is the story and roleplaying part of the Duty, presenting the player and the Game Master with what they need to incorporate the Duty into the game sessions and stories.
A numeric value: The level of accomplishment the Player Character has attained with regard to Duty is measured by this value. PCs begin with a value between 5 and 20, and work to increase this over time.
A new recruit to the Alliance generally begins play with a moderate Duty score. This represents the accomplishments of good will that got the character noticed by the Rebellion in the first place. The size of each player's starting Duty value is based on the starting number of players, as determined by the following table or on page 46 of the Age of Rebellion Core Rulebook.
After generating a starting Duty value, a player may choose to exchange it for additional starting experience or credits with which to purchase starting gear. However, doing so uses up some of the good will the character has with the Rebellion, making things more difficult for the PC when it comes time for the GM to make a Duty check.
The different starting amounts in the previous table are designed to have starting parties begin with a total group Duty value between 30 and 50 points before any reductions for extra XP or credits. Players who too readily use up their Duty value to gain more experience points or extra credits during character creation might find their group with a much lower value.
Each Player Character has the option to reduce their starting value at character creation in exchange for mechanical benefits, as laid out in the following table or on page 46 of the Age of Rebellion Core Rulebook. There are two limitations on this: each player can choose a particular option only once, and Player Characters cannot spend more Duty than their original starting value.
Each Player Character's Duty not only has an impact on story and roleplay, but its value has a narrative and mechanical effect on the individual game sessions.
Before each session, the GM rolls percentile dice and compares the result to the groups current Duty chart. If the roll is greater than the party's total Duty value, then they have not yet collectively achieved enough to positively affect their situation of their outlook.
However, if the roll is equal to or less than the group's total Duty value, positive effects related to achieving their Duty embolden them in their efforts, giving them the strength to push through any challenges hindering the completion of their mission, even injury. As a result, all characters increase their wound threshold by 1 for the remainder of the session.
In addition, the GM can determine whose Duty is "triggered" by comparing the results of the roll to the chart. If, for example, the GM rolled a 21, then the Duty of the character with the Duty value 14-24 is triggered. This character's wound threshold is increased by 2 (instead of 1) for the remainder of the session.
Finally, if the GM triggered a Duty and the roll was doubles (an "11" or a "44" for example), the effects of triggering that Duty also double. All characters increase their wound threshold by 2 for the remainder of the session and the Player Character whose Duty was triggered increases their wound threshold by 4.
These mechanical effects represent the bolstering effects of morale and resolve on the Player Character's as a result of achieving their personal commitments to the Rebellion. It could be as simple as the characters having pride in their accomplishments, and that positive attitude emboldening them.
In addition to the mechanical effects, and especially if the GM rolls doubles, triggered Duty can also result in tangible opportunities in the current session. Depending on the nature of the Duty triggered, the PCs could come across a new opportunity to aid the Alliance by finding a previously undocumented group of prisoners, uncovering secret Imperial battle plans, or meeting an unexpected new ally.
Ultimately, even though the mechanical effects always come into play, it's up the GM to determine how a favorable roll affects the characters narratively. The GM should not feel obligated to disrupt the narrative or story in order to incorporate a triggered Duty. Remember, the effects of a triggered Duty can always be mental.
For example, if a PC's Space Superiority Duty gets triggered, but the GM is in the middle of an ongoing adventure and doesn't want to complicate things by having to integrate a space combat encounter, the GM can just tell the player that their PC has gained a higher wound threshold because they are emboldened thinking about their recent victories.
Duty can also be used as a threshold, a measure of the group's renown and standing within the Alliance based on its recent achievements.
Generally, as the characters in Age of Rebellion increase their Duty values, they become better known within the Rebellion. Their accomplishments have made them more trusted and respected among their allies. As such, the GM has the option to use the PC's individual or combined Duty values as a measure of this trust and respect. For instance, the GM might determine that the group's total Duty value must be avoe or below a set threshold in order to attempt a certain task.
For example, an Alliance leader could refuse to associate with a group whose Duty is less than 60, but a neutral governor might not be willing to associate a group whose Duty is higher than 50. In each case, the NPC's reaction is a matter of how the NPC perceives the group's overall reputation.
A group's reputation can also be affected by is Contribution rank, which is explained in the following section.
As the Player Characters accomplish more on behalf of the Alliance, the party's total Duty value slowly builds up. Once the party's total Duty value exceeds 100, they reach a milestone in the campaign. Their individual accomplishments have combined to create sizeable, meaningful contribution to the Rebellion.
When a meaningful contribution like this is achieved, three things happen: the party's Contribution rank increases by 1, the Alliance rewards the party for its achievements, and the PC's Duty values are all set back down to 0.
In Age of Rebellion, the number of times a party of PC's achieves a meaningful contribution to the Alliance is tracked by their Contribution rank. This value starts at 0 at the beginning of a campaign and is shared by all PCs in the party. When the PCs' combined Duty values exceed 100, their Contribution rank is increased by 1.
While the party's combined Duty value can be used to represent the amount of recognition it receives for its more recent actions, Contribution rank represents the general level of respect and recognition the party receives for their lifetime achievements for the Alliance. As the party's Contribution rank increases, it is trusted with more important missions, recognized and respected by more Alliance members, and hunted by more dangerous Imperial agents. At the GM's discretion, this can be represented by an actual rank increase within the Alliance (e.g. from trooper to senior trooper), or by a simple change in attitude and treatment by the PC's peers.
In addition to these effects, a party's Contribution rank also affects the level of reward they receive from the Alliance for further actions.
As members of the Rebel Alliance prove themselves trustworthy and capable through their actions, the Alliance makes every effort to supply them with better resources with which they can continue to advance the cause. When the PC's combined Duty value exceeds 100, the Alliance acknowledges their contribution by supplying them with a reward of their choice. The players can choose to receive individual pieces of equipment, a party-owned vehicle, or a different strategic asset.
Equipment
If the party opts for individual pieces of equipment as its reward, each PC can choose one piece of equipment (weapon, armor, gear, etc.) to receive from the Alliance for free. These pieces of gear cannot have a rarity greater than 3 plus the party's current Contribution rank. At the GM's discretion, the gear acquired this way can be restricted.
Vehicle
If the party selects a party-owned vehicle as its reward, they can choose one vehicle or starship to receive from the Alliance for free. This vehicle or starship cannot have a rarity greater than 3 plus the party's current Contribution rank. The price and size of the vehicle the Alliance is willing to party with is up to the GM. Additionally, at the GM's discretion, the vehicle or starship acquired this way can be restricted.
Strategic Asset
If the party doesn't need or want any gear or vehicles from the Alliance, the PCs can instead ask for a strategic asset. This might be a safe house in a specific system, temporary use of a powerful Alliance ship, a smaller cell of Alliance operatives to aid the party in their missions, or anything else the party can imagine. The players should work with the GM to come up with a narrative reward that is something the Alliance could provide and is appropriate for the party's current Contribution rank.
Once the PCs have increased their Contribution rank and chosen their reward from the Alliance, all of their Duty values are reset to 0. However, this doesn't mean they are back at square one. They have simply reached a new level of importance within the Rebellion with the increase of their Contribution rank. Alliance agents who required a certain Duty threshold to trust the players before now just inherently trust them, and more important agents of the Empire have begun to hear whispers of their names.