SW PC Duty

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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.