Step 2: Determine Duty

You are here:
< All Topics


“I think that it would be interesting for each player to choose two duties – one from the general table, and then one more specific one from their career table.” GM Dad

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 receives 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 CM 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 his 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 his career as part of the Rebel Alliance.
While a PC’s Duty is a key part of roleplaying his 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 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. Whatever the reason for adopting this expression of Duty, it has become how he is judged in terms of his successful contributions to the effort to overthrow the Empire.
A player may choose a Duty that best fits his character concept from those listed on Table 2-3: Duty. If the player prefers a more random approach, the chart has percentile die results for this purpose. With the CM’s permission, a player may even construct a personalized Duty that he feels best represents his character’s relationship with the Alliance. With the specific Career-related sourcebooks, there are also specific duty charts for each career. I’ve included those for the Ace, Engineer, Soldier and Spy below.

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 or 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 Table 2-1: Starting Duty Value
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 Table 2-1: Starting Duty Value 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 starting value.
Each Player Character has the option to reduce his starting Duty value at character creation in exchange for mechanical benefits, as laid out in Table 2-2: Duty Reductions. 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.

Table 2-3: Duty

d100Duty Type
01-08Combat Victory: The Player Character 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—thei r 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.
09-16Counter-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.
17-24Intelligence: 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.
25-32Internal 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.
33-40Personnel: More than machines, credits, or information, the people of the Alliance are the most important and vital assets there are, and the Player Character 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.
41-48Political 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 Player Character 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.
49-56Recruiting: 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 Player Character understands the risks of recruitment, as well as the needs, and is constantly on the lookout for allies who are both talented and trustworthy.
57-64Resource Acquisition: There are never enough supplies to fully suppor t 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.
65-72Sabotage: 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 suppor t the Empire, or so the PC often believes (though the Alliance expressly forbids actual acts of terrorism).
73-80Space Superiority: As the Combat Victory-driven PC feels about troop conflicts, so this Player Character 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 opportunit y to show the rest of the galaxy that the Alliance not only can win the war, but is destined to do so
81-88Tech Procurement: There is no more prolific or productive time for technological developments than during a war, and this one is no exception. This Player Character sees the true opportunit y 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.
89-96Support: 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 he is helping, the PC has many more opportunities than his fellows to fulfill his Duty to the Rebellion.
98-100Roll twice on this chart. The PC's Duty is equally split between two different areas of focus, and success in either is good for increasing the Duty score.

There’s a bunch more to how duty plays out in gameplay. Generally, each character starts off with a duty value of 10. As they find ways to fulfill their duty, the GM adds more to their duty value. As a group, the combined duty score is in effect their reputation. When the group accomplishes each 100 point plateau of duty accumulated, there are rewards given to the group.

A player can trade in some of their initial starting duty score for extra XP (1 XP for each duty) or additional credits (1000 credits for 5 Duty, 2500 credits for 10 Duty).

Ace Duties

d100Duty TYpe
01-07Air Superiority: The Player Character knows that keeping the skies clear of enemies is often a deciding factor in achieving victory. PCs that pilot starfighters and airspeeders, operate ground-based anti-air emplacements, or even hold the reigns of a flying beast are all dedicated to providing close air support and top cover for ground forces, and denying the enemy the same advantage.
07-14Intelligence: This PC knows that every victory hinges on having as much information as possible about the Empire's military disposition and assets. He is driven to gather information on the Empire whenever possible. Sometimes, this means something as bold as volunteering for a dangerous recon mission, but it also might just mean making one last pass over a target after a daring raid so the onboard astromech can record the enemy response.
15-22Ground Superiority: No matter how good air support might be. battles are eventually decided on the ground. This PC knows 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 line and wins the day. This PC is always on the lookout for key enemy ground assets to disable and destroy.
23-30Personnel: While arms, equipment, and vehicles are vital to the Rebellion, they are worthless without brave Rebels willing to take them into battle against the Empire. This PC knows that the safety of his fellow Rebels is the best long-term strategy for victory against the Empire, and it is the spirit of brotherhood that keeps him invested in the fight. Aces with the Personnel Duty might volunteer for dangerous escort missions, emergency evacuations, or close air support in heavy fire zones. This PC refuses to leave anyone behind, and is often the first to volunteer to sacrifice himself if it means the rest of his team can safely escape.
31-38Placard Hunter: This PC seeks out the most skilled and famous Imperials on the battlefield, and takes 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 the PC sees this Duty as a means of testing himself or a way to help larger Rebel efforts, he is likely to be seen abandoning his mission objectives if a tempting enough target is fleeing the scene.
39-48Recruiting: The Rebellion cannot survive without a steady influx of new personnel, and Rebel Aces are the proverbial poster-children of the movement. This PC is always thinking of ways to bring talented beings to the cause, and is always on the lookout for potential recruits. This might mean going to backwater races and speaking with contestants, or freeing Imperial prisoners and convincing them to join up.
49-57Resource Acquisition: Many Rebel strikes consist of launching a surprise attack, blasting every Imperial in sight, and then jumping out again. This PC knows that if there is a way to steal the Imperial assets instead of just destroying them, it makes for a much bigger Alliance victory. This PC is also always on the lookout for potential Rebel sympathizers who might not be ready to openly join the Rebellion, but are able to secretly funnel supplies and equipment to the cause.
58-66Sabotage: This PC realizes that every Imperial asset destroyed is one that can't later be used against the Rebellion or innocent civilians. The overall strategy of the Rebellion relies on sabotage and raids, and this PC is fully committed to this plan of action. Whether or not to take another pass to hit one last secondary objective or target of opportunity is not even a question for this PC. Imperial troops without food, blaster gas. or supplies are easy pickings for the Rebels, and this PC aims to make the Empire as weak as possible.
67-74Space Superiority: This PC is dedicated to taking out enemy starfighters, turrets, capital ships, and platforms. He knows that if the Rebels can showcase their strength in space combat, it could sway entire systems to their cause.
75-82Tech Superiority: As a stick jockey, this PC knows that while having the best-trained crew is the most important thing, having that crew on the best combat platforms is a very close second. If not for Rebels focused on maintaining tech superiority, the Alliance never would have acquired X-wings, or created the A-wing or B-wing starfighters. These PCs are always looking to bring new designs, schematics, and the engineers that create them back to base.
83-96Support: The Rebel Alliance succeeds because of teamwork. From a vehicle, Aces are able to support missions by providing escort, mission insertion and extraction, sensor data, communications, and more. This PC is devoted to helping his fellow Rebels achieve their Duties by providing whatever assistance they need. Although he may not get the same amount of reward or recognition as the people he is helping, the PC has many more opportunities than his allies do to fulfill his Duty to the Rebellion
97-00Roll twice on this chart. The PC's Duty is equally split between two different areas of focus, and success in either is good for increasing Duty score.

Engineer Duties

d100Duty Type
01-08Chemical/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.
09-16Civilian Outreach: The PC believes the the Alliance fights for the civilians. That includes spearhearding urban repair as well as communicating with the local population to coordinate and establish supply agreements and recrit new trainee mechanics. The ENgineers work doesn't change, merl the focus. Sometimes, Engineers integrate themselves with the civilian populace to provide technological resources, work with them in resisting the Empire, or prevent civilians from receiving retribution due to Alliance actions.
17-24Disaster Relief: While similar to Civilian Outreach, Disaster Relief involves procuring and delivering medical supplies, food, water and temporary shelters after natural or artificial disasters. This PC destroys fallen buildings to clear areas for traffic and repairs buildings to provide congregate. Ground vehicles, ships, and droids need to be repaired or repurposed to handle rubble and tight urban environments. These Engineers try to help get civilians' lives back to normal.
25-32Environmental Manipulation: These PCs use their skills to alter the environment to clear the way or obstruct passage. This includes constructing and destroying bridges, burrowing around natural and artificial obstructions, and improving or impeding movement. These Engineers also manipulate the environment of outer space, exciting the ions in a nebulae to provide sensor cover or harnessing the electromagnetic core of an asteroid to protect a fleet from a solar flare.
33-40Field Training: The PC trains new Engineers and rank-and-file soldiers to use new and old specialty equipment. Some bases schedule classess and provide classroom space so that Engineers can become full-time instructors. Most Alliance outposts don't have these luxuries, however, so Engineers teach by training in the field. Field training includes teaching civilians with potential, either to assist their own communities or to serve as contracted help for the Alliance.
41-48Munitions: This includes the maintenance and use of ammunition and weapons that should detonate at the appropriate time, or at least shouldn't do so while within the soldier's gun or vehicle. WOrk with munitions also include placing minefields, disarming explosives, and setting explosives to destroy environmental obstacles or enemy fortifications. Those who work with vehicles, starships, or droids often modify the machines to handle and use special munitions.
49-56Research 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 environments 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.
57-64Surveying the Enemy: This PC focuses on the technical aspects of scouting, the gathering of of geographical knowledge, and the mapping of data via the use of sensors, drones, droids, and satellites. This includes constructing physical and electronic camouflage to hid a Rebel base and any vehicle movements from Empire scouts. More destructive methods include eliminating similar enemy systems with electromagnetic devices, damaging probes or satellites, and providing snipers and anti-aircraft ordnance data useful in targeting enemy units.
65-72Siege Engineering: Engineers often set up and build defensive fortifications (bunkers, trenches, and walls), artillery (gun towers and weapon reinforcements) and orbital defense platforms (ground attack satellites, anti-ship satellites and orbital flak). Natural formations such as caves, ancient temples, canyons, and even asteroid fields can form the basis of an outpost. This PC emphasizes the importance of this kind of contsructive support in warfare.
75-80Testing: The Alliance often must procure new supplies and technologies from less-than-reputable sources. This PC test 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.
81-88Transportation: This PC takes on the responsibility of establishing protected routes to and from a base and the front lines. The Alliance uses a wide variety of transports, ranging from swift airspeeders, agile corvettes, and blocky freighters to slow, wheeled haulers and even pack animals. The character might also recruit private or public civilian transportation organizations. While an army marches o its stomach, this PC would rather it rode instead.
89-96Rescue 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 a a moment's notice.
99-00Roll twice on this chart. The PC's Duty is equally split between the two different areas of focus, and success in either is good for increasing Duty Value.

Soldier Duties

d100Duty Type
01-08Clear Skies: This PC recognizes the danger that infantry units face from enemy air power. A pair of TIE fighters can turn certain victory on the ground into disaster. This PC always has a plan to take out any enemy air support, whether through the judicious use of portable launchers, jammers, camouflage, concealing terrain, or even anti-air emplacement weapons.
09-16Combat Victory: The PC wants to prove that the Rebellion's armed forces can defeat the Empire in head-to-head battles, and frequently pushes to launch devastating raids, ambushes, and strikes. This PC believes the only path to victory is through combat, and that the rebels are more than a match for the Empire anytime, on any battlefield, under any conditions.
17-24Internal Security: Of all the military branches in the Alliance, its army sees the most new recruits. The need for troops is too great and resources too thin to properly vet the loyalty of every recruit. This PC knows that one Imperial spy can potentially bring the entire movement down, and eyes all comrades-in-arms with suspicion, regardless of individual history or deeds.
25-32Intelligence:Knowledge is power, and this PC wants to know everything about the Empire. This Soldier seeks information at every opportunity, copying Imperial datacores, setting up surveillance cams, or capturing enemy droids for intel. The key to survival is avoiding the Empire where it is strong, hitting hard where it is weak, and seeing the difference between the two.
33-40Morale: 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.
41-48Personnel: The PC epitomizes the military mantra of "no one left behind," dragging wounded comrades to safety and striving to get everyone home. This PC puts the lives of fellow Alliance personnel over everything, including the mission.
49-56Placard Hunter: This PC knows that without effective leadership, the rank and file troops of the Empire are easily dispatched. In any fight, the Soldier seeks to eliminate the highest-ranking officers on the battlefield. At worst, the remaining enemies fight in a much less coordinated fashion, but sometimes such losses cause the foe to retreat.
57-64Psychological Warfare: While the Imperial stormtroopers might appear fearless and disciplined, others within the Imperial Army and Officer Corps aren't as willing to die for the Emperor. Some PCs recognize that it is possible to intimidate, confuse, or frighten an enemy to gain an advantage in an engagement, or avoid one altogether.
65-72Recruiting: Some Soldiers believe that if they just had a few more brave warriors, they could escalate their war with the Empire, selecting targets more damaging to the Imperial war effort. PCs with the Recruiting Duty always look to turn anyone into rebel sympathizers, and sympathizers into fellow members of the Alliance.
73-80Resource Acquisition:The Rebel Alliance is always in desperate need of materiel in the fight against the Empire. Bacta, blaster gas and ration bricks win wars. This PC is always searching for sources of the raw materials, food, clothing, weapons, armor, and other equipment the Alliance needs to continue the fight.
81-88Sabotage: If the Rebellion can't take something, denying the Empire it use is the next best thing. This PC knows that Imperial forces are dependent on secure supply lines and storage depots, and destroying or disrupting any link in the supply chain wreaks havoc with the effectiveness of imperial troops.
89-96Support: No soldier stands alone, and this PC focuses on standing beside comrade-in-arms. Only while working in unison can the rebels hope to dent the seemingly invulnerable Galactic Empire. Although this PC might not be as recognized or awarded honors as often as those he helps, his contribution is every bit as vital, while helping other PCs pursue their Duties.
97-00Roll twice on this chart. The PCs Duty is equally split between two different areas of focus, and success in either is good for increasing Duty value.

Spy Duties

d100Duty Type
01-08Communications: Player Characters with this Duty understand that the Empire maintains its stranglehold on the galaxy via a strong communications network. Whether working locally or across the galaxy, they specialize in deciphering Imperial communications as well as in encrypting and concealing Rebel transmissions. Often these PCs are on the forefront of innovative communication methods, such as using special patterns on fabrics to alert agents of enemy activities or inserting code words into Imperial broadcasts to pass secret messages to sleeper agents.
09-16Anti-ISB Efforts: The Empire has a vast information network headed by the Imperial Security Bureau, or ISB. Characters with this Duty focus their efforts on undermining this network with actions that specifically target the ISB, such as feeding false information to its known moles, recovering captured prisoners from ISB detention cells, developing profiles of ISB agents, and ensuring that the hated agency spends its resources chasing dead-end leads.
17-24Countermeasures: Characters with this Duty serve as cryptographers, secure communications specialists, and data manipulators. Whether spreading false transmissions across subspace or the HoloNet, crafting new electronic protection to keep Rebel data secure, or slicing into Imperial transmissions and data vaults, they are phantoms in the code, capable of weaving digital misdirection while ensuring Rebel electronics remain secure.
25-32Double Agent Recruitment: PCs selecting this Duty focus on turning Imperial personnel - especially its spies - into Rebellion assets. By playing on the sentiments of those who remain idealistic about the bettermenet of the galaxy, they gain valuable insight from individuals in positions of trust within the Empire. When that fails, tactics such as blackmail, extortion, and other coercive efforts may be necessary in these desperate times.
33-40Droid Retasking: While the Empire seems so 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.
41-48Internal Security: Deceivers know their own kind. PCs with this Duty focus on protecting the Alliance from moles, double agents and traitors. They also help maintain safety by ensuring that strongholds, outposts, and safe houses remain undetected by the Empire. This sometimes includes ensuring that supply lines for these locations are maintained and kept secret.
49-56Interrogation Resistance: Even the most skilled Rebel agent can be captured and subjected to Imperial interrogation. PCs with this Duty specialize in ensuring that they and their fellow Rebels have the physical and mental fortitude to endure interrogation. They also work to ensure that information critical to the Alliance is compartmentalized and secure, so that agents who are unable to resist Imperial questioning don't compromise the entire Rebellion.
57-64Legend Crafting: PCs selecting this Duty work to create fictitious histories and evidence to back up an infiltrating Spy's cover identity. Known as legends, these false histories help SPies assume a cover identity that becomes a fully realized person and can be easily present to others. These efforts usually also include planting falsified information or doctored holos into Imperial databases, so that anyone researching the Spy's cover identitiy will find a host of data that corroborates the legend, enough to pass rigorous examination.
65-72Psychological Warfare: Fear is not only the purview of the Empire. PCs with this Duty attempt to spread fear among enemy forces in an effort to weaken morale and destroy the discipline that is the hallmark of the Imperial Army and Navy. They also regularly combat Imperial propaganda and look within the ranks for the Empire itself for personnel who might easily be swayed into joining the Rebellion.
73-80Resource Acquisition: Blasters and bacta are important for survival, but Spies with this Duty endeavor to acquire other resources to aid the Alliance. These include enemy uniforms, Imperial credentials, and other tools of deception. Spies with this Duty are certainly glad to acquire medical supplies, weapons, and other necessities, but their skillset allows them to obtain equipment more suited to subtle missions.
81-88Tactical Insight: Wars are sometimes won before a battle is ever fought. These PCs specialize in gathering information on Imperial military tactics and using these secrets to exploit weaknesses in the Empire's deployment plans and combat strategies. They also attempt to undermine Imperial tactics by planting false intelligence in Imperial battlefield reports or allowing fabricated reports on Rebel troop movements to "fall into enemy hands."
89-96Wetwork: PCs with this Duty know that sometimes questionable, if not downright immoral, acts must be committed in the name of the greater good. The quiet death of a single key individual, after all, can save many lives or keep important secrets buried for good. They're willing to do the unthinkable for the cause, and eliminate or assassinate critical Imperial personnel to prevent or undo a greater evil.
97-00Roll twice on this chart. The PC's duty is equally split between two different areas of focus, and success in either is good for increasing Duty value.

Table of Contents