SW PC Duty

From OakthorneWiki
Jump to navigationJump to search

Duty Trait

  • Duty is a trait that reflects just how accomplished a character is with regards to his responsibilities in a large organization (a military or government, for instance). It is composed of two things: a description, and a rating.
  • Description: The description of a Duty is usually a title of some kind and a narrative description. This is the story behind the Duty in question, describing what role the character plays in that organization.
  • Rating: The rating of a character's Duty slowly increases over time as they accomplish missions for their organization. Those who are more accomplished are likelier to be bolstered by their accomplishments, regarded well by the organization, and are likelier to achieve greater positions of authority and responsibility within their organization.

Triggered Duty

  • The confidence that comes of belonging to something larger than oneself and doing well in that capacity is quite tangible sometimes.
  • At the beginning of a game session, the GM will roll a d100 and compare it to the Duty chart.
    • If the result falls within the range of Duty possessed by the group, they all increase their Strain Threshold by 1 for that episode. This reflects a general state of accomplishment in their tasks in general.
    • The character whose individual Duty is indicated by the dice roll doubles this bonus to a +2 Strain Threshold. That episode should include some element that focuses on the kind of job that character does, and being acknowledged by one's superiors for it.
    • If the result is higher than the characters' Duty threshold, there should be some indication of discontent among the group's superiors, or suggestion that the characters might be being watched and evaluated.

Increasing Duty

  • Duty is rewarded at the end of a game session, as part of the rewards of that session's play.
  • At the end of the game session, the group as a whole gains a base reward.
    • There are also sometimes other "group rewards" to be appointed - that is, an amount that the group decides to divide among its own as an out-of-character acknowledgement of noteworthy or fun contributions to the group's success.
    • Alternately, sometimes there are individual rewards for undertaking certain actions, accomplishments, or even merely attempts.
  • When the total Duty spread among the group reaches 100, their group's Contribution rating increases by +1 and their total duty resets to 0 each.

Duties by Organization

Rebellion

Duty Type
Air Superiority: You know that keeping the skies clear of enemies is often a deciding factor in achieving victory. As someone that pilots starfighters and airspeeders, operate ground-based anti-air emplacements, or even hold the reins of a flying beast, you are dedicated to providing close air support and top cover for ground forces, and denying the enemy the same advantage.
Camaraderie: Each fighting unit is a family of sorts, and this is equally true within the ranks of the Alliance military. You 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, you are able to strengthen morale and drive your people to fight harder and better than other, similar units.
Combat Victory: You are driven to show that the Alliance can hold its own against Imperial forces in any troop vs. troop engagement. You want 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.
Communication Facilitation: The Rebel Alliance is a scattered, often inconsistent organization. Alliance Command occasionally gathers the fleet for big, critical strikes, but usually individual Rebel cells work independently. You act as an intermediary between leadership and other Rebel cells, ensuring that your group is coordinated with others, preventing accidental collisions.
Counter-intelligence: You know 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, you want to hunt down and eliminate enemy agents and threats, feed false information t o Imperial intelligence networks, and cover the movements of all Alliance assets from observation and reporting.
Enemy Demoralization: Undermining enemies’ psychological ability to wage war is just as important as defeating them in battle. You realize this, and do your best to ensure that the Empire suffers every defeat on a psychological level. By fostering a unit's notoriety, you can ensure that that its reputation precedes it among the enemy, thereby weakening the enemy’s resolve before a fight even begins. Once a battle is won, you must ensure that the enemy knows it’s been soundly beaten, though you must take care not to resort to the Empire’s brand of brutality.
Ground Superiority: No matter how good air support might be, battles are eventually decided on the ground. You know that taking out enemy infantry and armor in combat from turrets, armored walkers, and speeders, mechanized cavalry, and even traditional mounted cavalry is what holds the day. You are always on the lookout for key enemy ground assets to disable and destroy.
Intelligence: You know that every victory hinges on knowing as much about the Empire's military might and other assets as possible. You are driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. You not only want 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.
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, you watches for any and all signs of betrayal.
Loss Prevention: Ensuring that the troops are as safe as possible under battlefield conditions is your primary concern. You do not believe in sending troops into hopeless situations, instead preferring to marshal your unit's strength for meaningful engagements if sacrifices must be made. Taken too far, this can result in weak commanding officers who lose ground because they aren't willing to try, but you will never spend the lives of those under your command without significant gain.
Operation Planning: Efficient use of resources is a key to the success of the Rebel Alliance. Rebel strikes must be carefully organized to be as effective as possible, while consuming minimal supplies. The Rebellion can tolerate few losses. The PC recognizes this and takes it upon himself to ensure that each mission is engineered for success, with nothing forgotten or wasted.
Personnel: More than machines, credits, or information,the people of the Alliance are the most important and vital assets there are, and you know this. You are 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.
Placard Hunter: You seek out the most skilled and famous Imperials on the battlefield, and take them out head on. These duels are often recorded and released on shadowfeeds as a part of Rebel propaganda efforts to showcase how vulnerable the Empire is to Rebel assaults. Whether you see this as a means of testing yourself or a way to help larger Rebel efforts, you are likely to abandon mission objectives if a tempting enough target is fleeing the scene.
Political Support: Every blaster, starhghter, and thermal detonator in the galaxy is useless without the political will to truly challenge and overthrow Palpatine and his New Order You understand this all too well and are 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.
Recruiting: Every engagement with the Empire is a war of attrition, and that is a warthe 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. You understand the risks of recruitment, as well as the needs, and are constantly on the lookout for allies who are both talented and trustworthy.
Resource Acquisition: There are never enough supplies to fully support those fighting against the juggernaut that is the Empire, and you know itvery well. You are 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. You will trade, beg. borrow, and steal anything for the cause.
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. You are 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 you often believe (though the Alliance expressly forbids actual acts of terrorism).
Space Superiority: To you, 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.
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. You are devoted to helping fellow Rebels fulfill their Duties by providing whatever assistance they need. Although you might not get the same amount of reward or recognition as the people you are helping, you have many more opportunities than your fellows to fulfill your Duty to the Rebellion.
Tech Procurement: There is no more prolific or productive time for technological developments than during a war,and this one is no exception. You see the true opportunity for Alliance victory in the hands of scientists, engineers, and technicians. Not only canthey 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 you sees it, stealing the best developments of the Empire is a crucial way to even the odds.