

Killing an Agent, or allowing an Agent to die while on an Operation, is a crime punishable by immediate execution.Īt the end of every successful Operation, an Agent that has the indicated task available on his or her secret agenda may choose to make an Average (DD) skill check of the associated skill. By paying close attention to the activities of their allies, Agents may be able to deduce which secret agenda is assigned to each Agent and thus move to stop them. All tasks of a particular tier must be advanced before any of the tasks of the next tier may be advanced. The five tasks of a given secret agenda are further divided into 3 tiers, unique to each secret agenda and described below. Unsuccessful Operations never allow secret agenda advancement. The Agents will know which of the 11 Duty types will be made available for advancement upon a successful Operation.

When a secret agenda is complete, the agent takes narrative control away from the Galaxy Master and describes the story behind this ground-breaking change to the galaxy, what lead up to it, the troubles that plagued it, and how it will forever remake the face of the Galactic Empire.Įach game session, Agents select which O is for Operation to commit to for the following session. The completion of this secret agenda will fundamentally alter the way the Galactic Empire operates and is a momentous occasion worthy of a campaign’s conclusion.Īt the start of the campaign, the Galaxy Master assigns a different secret agenda to each agent, either randomly or by some other means. The first agent to complete all five tasks to their secret agenda wins the campaign. These tasks are drawn from a common pool of 11 Duty types, as loosely described in Age of Rebellion. All Secret agendas have five major tasks that must be directly overseen by the controlling Agent. These tasks are always secretive in nature and often in conflict with the desires of the Emperor and other Agents. In addition to their overt tasks performed as a group, which will be expounded upon later under O is for Operations, each agent is also preoccupied with completing his or her own personal Secret Agenda. The main impetus and drive behind a Crush the Rebellion campaign is the inherent conflict, betrayal, and intrigue of working as an agent of the Emperor. One of these ideas, Crush the Rebellion, throws the players into the roles of elite Imperial special agents working directly for the Emperor.

These ideas presented a taste of what I feel would be the best way to design and implement a truly remarkable, fun campaign played over a long time. A few weeks ago, I spoke of two big ideas I had in mind for the Star Wars Age of Rebellion roleplaying game.
