Difference between revisions of "Hell's Rebels"

From Action
Jump to navigation Jump to search
Line 94: Line 94:
  
 
'''Cognoscenti
 
'''Cognoscenti
A group of cognoscenti are experts in a wide range
+
are experts in a wide range
 
of diverse fields; they can be consulted for advice or
 
of diverse fields; they can be consulted for advice or
 
information of all sorts, even far outside the country.
 
information of all sorts, even far outside the country.
Line 112: Line 112:
  
 
'''Spies
 
'''Spies
Spies can provide safe havens in which rebels can hide,
+
can provide safe havens in which rebels can hide,
 
orchestrate covert actions against House Thrune, and are
 
orchestrate covert actions against House Thrune, and are
 
capable of stealing major caches.
 
capable of stealing major caches.
  
 
'''Saboteurs
 
'''Saboteurs
Saboteurs are specialists in the arena of undermining
+
are specialists in the arena of undermining
oppressive governments. They can also score major heists in high-risk locations.
+
oppressive governments. They can also score major heists and create safe houses in high-risk locations.
  
 
=== Revolutionaries ===
 
=== Revolutionaries ===
Line 126: Line 126:
  
 
'''Freedom Fighters
 
'''Freedom Fighters
Freedom fighters patrol the streets of Kintargo and are
+
patrol the streets of Kintargo and are
 
ready to step in to aid citizens who need help, but also
 
ready to step in to aid citizens who need help, but also
 
serve to distract Thrune forces and track areas of danger in
 
serve to distract Thrune forces and track areas of danger in
Line 132: Line 132:
  
 
'''Infiltrators
 
'''Infiltrators
A team of infiltrators is a highly trained group of
+
are a highly trained group of
 
freedom fighters capable of attempting daring rescues of
 
freedom fighters capable of attempting daring rescues of
imprisoned characters.
+
imprisoned characters and do sabotage in secure areas.
  
 
'''Guerillas
 
'''Guerillas
This allows the rebels to go over if they want to, taking over areas of the city, maintain law and order, and fight to defend the area.  
+
can occupy areas of the city, maintain law and order, and fight to defend the area.  
 
Guerillas can disappear after an operation and vanish from the field to reappear later.
 
Guerillas can disappear after an operation and vanish from the field to reappear later.
  
 
'''Cabalists
 
'''Cabalists
Cabalists are members of secret societies and have
+
are members of secret societies and have
 
numerous ties to the aristocracy; their words can influence
 
numerous ties to the aristocracy; their words can influence
 
events across Kintargo and even abroad.
 
events across Kintargo and even abroad.
Line 159: Line 159:
  
 
'''Spellcasters
 
'''Spellcasters
Spellcasters include clerics, wizards, and all other magic-using
+
include clerics, wizards, and other magic-using
 
characters. They can help with communication, crafting, divination, and healing, given
 
characters. They can help with communication, crafting, divination, and healing, given
 
the right resources.  
 
the right resources.  

Revision as of 23:59, 10 August 2020

ActionT4 logo
Heroic Action Role-Play

A game based on Paizo's Hell's Rebels Adventure Path played using Action rules.

Rebel Influence Table

Rebel Organization
Organization
Rating
Advisors Outlaws Rebels Traders
Influence (Max value) 13 13 13 13
Skills Charm
Dodge
Impress
Maneuver
Melee
Recon
Dodge
Maneuver
Shoot
Create
Know
Ride
Attributes Mind Reflexes Body Move
Lunette
Iris
Saga
Tya

Rebel Organization Table

Rebel Organization
Organization
Rating
Advisors Outlaws Rebels Traders Personnel Teams
11 Street Performers Sneaks Freedom Fighters Peddlers 4 1
12 Street Performers Sneaks Freedom Fighters Peddlers 6 1
13 Street Performers Sneaks Freedom Fighters Peddlers 10 2
14 Street Performers Sneaks Freedom Fighters Peddlers 16 2
15 Street Performers Sneaks Freedom Fighters Peddlers 25 3
16 Rumormongers Thieves Infiltrators Black Marketeers 40 3/1
17 Rumormongers Thieves Infiltrators Black Marketeers 60 4/1
18 Rumormongers Thieves Infiltrators Black Marketeers 100 5/1
19 Rumormongers Thieves Infiltrators Black Marketeers 160 5/2
20 Rumormongers Thieves Infiltrators Black Marketeers 250 5/3
21 Agitators Spies Guerillas Spellcasters 400 5/3/1
22 Agitators Spies Guerillas Spellcasters 600 5/4/1
23 Agitators Spies Guerillas Spellcasters 1,000 5/5/1
24 Agitators Spies Guerillas Spellcasters 1,600 5/5/2
25 Agitators Spies Guerillas Spellcasters 2,500 5/5/3
26 Cognoscenti Saboteurs Cabalists Merchant Lords 4,000 5/5/3/1
27 Cognoscenti Saboteurs Cabalists Merchant Lords 6,000 5/5/4/1
28 Cognoscenti Saboteurs Cabalists Merchant Lords 10,000 5/5/5/1
29 Cognoscenti Saboteurs Cabalists Merchant Lords 16,000 5/5/5/2
30 Cognoscenti Saboteurs Cabalists Merchant Lords 25,000 5/5/5/3

Organizations

Instead of using the rebellion rules in the Player's Guide we will be using Action's Organization Rules. The rebellion itself will be regarded as four different organizations.

Advisors

Advisors control the flow of information and help shape the public persona of the Silver Ravens.

Street Performers can spread the word of the Silver Ravens through art while keeping an ear to the ground for rumors.

Rumor Mongers are skilled street performers who can not only gather information, but can spread lies and confusing rumors to throw the government off the Silver Ravens’ tracks.

Agitators are highly advanced rumormongers capable of influencing the very nature of Kintargo’s society with their whispers and scuttlebutt.

Cognoscenti are experts in a wide range of diverse fields; they can be consulted for advice or information of all sorts, even far outside the country.

Outlaws

Outlaws use what would normally be considered criminal activity to support the Silver Ravens.

Sneaks can steal normal equipment and set up safe houses and caches throughout the city except not in dangerous sites.

Thieves are more accomplished sneaks, and are capable of providing a safe place for other outlaws to hide out or stealing intermediate loot in risky locations.

Spies can provide safe havens in which rebels can hide, orchestrate covert actions against House Thrune, and are capable of stealing major caches.

Saboteurs are specialists in the arena of undermining oppressive governments. They can also score major heists and create safe houses in high-risk locations.

Revolutionaries

Revolutionaries take the cause to the streets and oppose the government with physical and magical power. Variously called rebels and revolutionaries in the Player's Guide.

Freedom Fighters patrol the streets of Kintargo and are ready to step in to aid citizens who need help, but also serve to distract Thrune forces and track areas of danger in the city so the PCs can avoid trouble more efficiently.

Infiltrators are a highly trained group of freedom fighters capable of attempting daring rescues of imprisoned characters and do sabotage in secure areas.

Guerillas can occupy areas of the city, maintain law and order, and fight to defend the area. Guerillas can disappear after an operation and vanish from the field to reappear later.

Cabalists are members of secret societies and have numerous ties to the aristocracy; their words can influence events across Kintargo and even abroad.

Traders

Traders focus on manipulating Kintargo’s markets and making money for the Silver Ravens.

Peddlers include artisans, laborers, street vendors, and trade in legal goods or and services to supply the rebels and bolster the Silver Ravens’ treasury.

Black Marketeers maintain contacts with illegal sources and operate in the city’s shadows, giving access to contraband and simple magic items.

Spellcasters include clerics, wizards, and other magic-using characters. They can help with communication, crafting, divination, and healing, given the right resources. Spellcasters fight in all types of teams, this denotes organized ritual casters on staff duty.

Merchant Lords can buy and sell in bulk and arrange for special orders of items and services to be shipped to Kintargo from worldwide sources.