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Krieger22

How do you handle Support Duty?

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Maybe the chain of command simply notices all the hard work the PC does to help their comrades and the Alliance and they get some commendation for it. A simple 'keep up the good work' or a small favor they could cash in in a pinch or something.

No, that's pretty much the opposite of what I'm looking for. This is supposed to be a "mini-mission" inserted into the adventure that gives that specific character an opportunity to actively do something directly related to their Duty. I have no problem coming up with these for every single other Duty in the books, but on Support I draw a total blank.

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I can see the Support duty as being very personal in nature. The PC's motive is to help their allies, and how they do that depends on how they feel they can do that best (through material support, or moral support, or whatever).

 

If their long term goal is too help allies, then they need a means to complete that goal. It could be doing an off the record favor for a contact, or getting their hands on something that will help in the long run. Something that they see and go "I can use that". Nothing big enough for them to turn over to the Alliance, but valuable to them personally.

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Her mini-missions (I like that name, it's how I do it but hadn't given the technique a name) could require her to support the entire party to get an objective completed.

An example of what I mean:

The party is shipping supplies to a resistance cell operating in a city somewhere. Before they make the jump to hyperspace an Imperial squadron shows up and the Support PC is in a position to lead a Squadron of Rebel pilots against them to allow the rest of the party to escape. She has split off from the party to ensure every one else can achieve the primary objective, she has also used her specific Specialisation to achieve this. She got the spotlight for a time.

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Another idea;

The Party are trying to rescue an individual from Imperial capture. To give the rest of the PC's enough distraction to get onto a transport, rescue and escape the Support PC needs to use those leadership skills to enlist the help of some smugglers or pirates. A social encounter in a spaceport, a few words to the right customs officials, then one of "those" speeches.

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If their long term goal is too help allies, then they need a means to complete that goal. It could be doing an off the record favor for a contact, or getting their hands on something that will help in the long run. Something that they see and go "I can use that". Nothing big enough for them to turn over to the Alliance, but valuable to them personally.

 

This is good. I like it, it's the sort of thing I can run with. Thanks a lot for the inspiration. :)

 

 

Another idea;

The Party are trying to rescue an individual from Imperial capture. To give the rest of the PC's enough distraction to get onto a transport, rescue and escape the Support PC needs to use those leadership skills to enlist the help of some smugglers or pirates. A social encounter in a spaceport, a few words to the right customs officials, then one of "those" speeches.

 

Securing some second-hand support for the group. Also a good idea, I hadn't thought of that.

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Again, I'm not talking about the day-to-day use of Support. I'm talking about when the Duty roll at the start of the session comes up a double and that player's Duty triggers.

 

To answer some of the questions here, the character is a Falleen Commander with the Squadron Leader specialization. The player picked Support as a Duty because she envisioned her character as being one who helps the other characters accomplish their goals; she has high Leadership, the Field Commander talent and is useful both in a starfighter and on the ground.

 

My issue is that I always make up some small scenarios beforehand that I can insert into the adventure whenever someone's Duty comes up a double. The Combat Victory or Space Superiority guys get wind of a high-priority target they can take out for the greater glory of the Rebel Alliance; the Political Support guy learns about the existence of an anti-Imperial group he can try to recruit into the Rebellion, and the Intelligence guy gets a one-time chance to get his hands on some juicy data.

 

I don't want to have this player's Support Duty just be "help one of the other guys with their thing when it pops up", because that makes her character play second fiddle to the others when it really should be her time to shine a little. So what I was asking for was ideas for a small scenario that was based specifically on the Support Duty, because I just can't think of any that aren't covered by the other Duties.

 

But seriously, can't you put the character to spotlight WHILE solving problems of other people? Why can't he take a lead on someone else's duty job or something? That counts as supporting imo.

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By its nature Support is pretty open ended, way of saying doing anything to help others that is or isn't already listed, so as a GM is a good opportunity for you to introduce stories that might not otherwise easily fit into one Duty or another you might have been sitting on.  Maybe the rebels need to help develop a cure to outbreak of a rare illness.  They are needed to distribute arms or supplies to rebel cells located throughout the sector.  Perhaps the base is in need of serious maintenance repairs or upgrades that requires one or more of the other means of supporting the other players Duties to make possible.

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