Difference between revisions of "Hell's Rebels"

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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.
the city so the PCs can avoid trouble more efficiently.
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They can rescue publicly held prisoners held in public cages or pillories, but not from excruciations.
  
 
'''Infiltrators
 
'''Infiltrators

Revision as of 15:04, 30 August 2020

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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
Skills Charm
Impress
Know
Impress
Maneuver
Recon
Dodge
Melee
Shoot
Charm
Create
Ride
Attributes Mind Reflexes Body Move
Lunette 14
Iris 14
Saga 14
Tya 14
Team Leaders Rexus Ventecora
Vendalfek
Korva Fushi
Ryk
Forvian Crow
Larisha Longroad
Morgar Manthai
Clenchjaw
Zea

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 Marketers 40 3/1
17 Rumormongers Thieves Infiltrators Black Marketers 60 4/1
18 Rumormongers Thieves Infiltrators Black Marketers 100 5/1
19 Rumormongers Thieves Infiltrators Black Marketers 160 5/2
20 Rumormongers Thieves Infiltrators Black Marketers 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 Army Merchants 4,000 5/5/3/1
27 Cognoscenti Saboteurs Army Merchants 6,000 5/5/4/1
28 Cognoscenti Saboteurs Army Merchants 10,000 5/5/5/1
29 Cognoscenti Saboteurs Army Merchants 16,000 5/5/5/2
30 Cognoscenti Saboteurs Army Merchants 25,000 5/5/5/3

Organization

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.

Rumormongers 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 members of secret societies and have numerous ties to the aristocracy; their words can influence events across Kintargo and even abroad. Cognoscenti include 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 rebels to hide out or stealing intermediate loot in risky locations.

Spies include informants inside the enemy's ranks. They can orchestrate covert actions against House Thrune, and are capable of stealing major caches and providing safe houses even in risky locations.

Saboteurs are specialists in the arena of undermining oppressive governments. They can sabotage important installations, score major heists, and can try to subvert enemy personnel.

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. They can rescue publicly held prisoners held in public cages or pillories, but not from excruciations.

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

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

Army includes formal ranks and branches, infantry, cavalry, and logistics. An army can fight field battles and perform sieges. An army is too large to go underground in a city, but can hide in the country.

Traders

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

Peddlers include artisans, laborers, street vendors, and trade in otherwise legal goods and services to supply the rebels.

Black Marketers 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. Spellcasters fight in all types of teams, this denotes teams of organized ritual casters. They mainly help with communication, crafting, divination, and healing.

Merchants can trade in bulk and arrange for special orders from sources worldwide.

Notoriety

Notoriety is a measure of how well known the rebellion is and how alert the authorities are to the rebellion. Notoriety is gained for fighting the law, doing ostentatious deeds, and openly inciting the public. Notoriety can be lost for lying low or by spreading misleading rumors.

Notoriety affects the difficulty of rebel organization actions. Increasing persecution that comes along with notoriety makes it harder to succeeds, but the increased fame makes it easier to score a setback result.

The difficulty of most rebel activities are 10 + 1/10 of the notoriety score. The Outcome required for a Setback 10 - 1/20 of the notoriety score.

Notoriety events The following events have so far modified notoriety.

  • Salt Works Raid +3
  • Doghousing rescue +4
  • Graffiti campaign +3

See Also