Duty in Star Wars Galaxy | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Duty

What is Duty?

  As a part of the Rebellion, each Player Character has a commitment to a specific kind of Duty. This is his main focus, not just on a single mission, but in everything he does for the Alliance. It might be one of the driving factors for why he joined, or it could be the area of focus for which he has particular talent.  

How is Duty Gained?

  Duty is gained by completing assignments or deeds that bolster the entity you have entrusted your Duty to.   For example a played with Duty towards the Rebel Alliance can gain duty by committing acts against the empire.   There are specific types of Duty and the player will need to commit acts that fulfill that Duty's role.  When this aid is shown to the entity you have pledged Duty to you will increase your Duty with that faction.  It is up to the DM to determine the Duty reward, however this is something that the player is able to give input into. Both the DM and Player should agree on the reward.   If a player has no Duty it may be possible to gain one by signed up or pledging yourself to some organization or entity's cause.  

Duty Check

  At the start of a session a D100 will be rolled to see if a Duty is activated will be a factor in that session.   If player 1 has 10 Duty and player 2 has 5 Duty then a d100 roll of 1-10 would activate player 1's Duty, a roll of 11-15 would trigger player 2's Duty.   Any Roll above 15 would trigger no Duty.   The player with the most Duty to least Duty determines the order of the Duty numbers in the roll. For example if player 2 gained 20 Duty and now had 25 Duty then dice rolls between 1-25 would trigger player 2's Duty and rolls of 26-35 would trigger player 1's Duty since he had 10 Duty which is less than 25.  

When your Duty Activates

  When a player's Duty is activated it will cause that player's wound threshold to be raised by 2 for that session to represent their embolded feeling for knowing they have done their Duty. The Entire Party will also have their wound threshold raised by 1 for that session.   If the number rolled is a double like 11,22,33, etc. Then the Duty's impact is larger resulting in the player whose Duty activated to have their wound threshold raised by 4 and the entire party's threshold raised by 2.   This will also cause a narrative event to occur this session or next where their Duty grants some new opportunity or reward. For example you 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.. Things similar to that.  

Duty Rewards and Contribution Rank

  Once the party's total Duty value exceeds 100, they reach a milestone in the campaign. Their individual accomplishments have combined to create a sizable, meaningful contribution to the Rebellion.   When a meaningful contribution like this is achieved, three things happen:   1. the party's Contribution rank increases by 1 2. The Alliance rewards the party for its achievements 3. The Player Characters have their Duty values are all set back down to 0   Alliance Rewards can be things like the following:   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 vehicle the Alliance is willing to part 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.  

Contribution Ranks

  As Players gain Rank in Contribution they can become better known within the Alliance and move up in ranks and prestige.    This can have benefits and drawbacks as they players could become well known heroes to some and well known adversaries to those working against the player's faction they have pledged their Duty.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!