Hell's Rebels

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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
Advisors Outlaws Rebels Traders
Skills Charm
Attributes Mind Reflexes Body Move
Lunette 28 18
Iris 18 26 16 15
Saga 20 26
Tya 26 21
Team Leaders Rexus Ventecora T1
Vendalfek T1
Hetamon Hace
Kekza Zenk
Mialari Docur
Korva Fushi T2
Ryk T1
Forvian Crow T1
Larisha Longroad
Morgar Manthai
Octavio Sabinus T3
Hortense Lierre
Setrona Sabinus T2
Vespasio Vespam
Molly Mayapple T3

Rebel Organization Table

Personnel Teams Advisors Outlaws Rebels Traders
11 4 1 Street Performers
Gather Information
Acquire Equipment
Safe House
Secure Cache
Freedom Fighters
Street Fighting
Earn Gold
Gather Information
12 6 1
13 10 1
14 16 2
15 25 3
16 40 3/1 Rumormongers
Earn Gold
Guarantee Event
Secure Cache
Black Marketers
Acquire Equipment
Safe House
17 60 4/1
18 100 5/1
19 160 5/2
20 250 5/3
21 400 5/3/1 Agitators
Guarantee Event
Street Fighting
Covert Action
Gather Information
Acquire Equipment
22 600 5/4/1
23 1,000 5/5/1
24 1,600 5/5/2
25 2,500 5/5/3
26 4,000 5/5/3/1 Cognoscenti
Manipulate Events
27 6,000 5/5/4/1
28 10,000 5/5/5/1
29 16,000 5/5/5/2
30 25,000 5/5/5/3


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. Each faction of the rebellion is divided into four tiers.


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

  1. Street Performers can spread the word of the Silver Ravens through art while keeping an ear to the ground for rumors.
  2. 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.
  3. Agitators are highly advanced rumormongers capable of influencing the very nature of Kintargo’s society with their whispers and scuttlebutt.
  4. 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 use what would normally be considered criminal activity to support the Silver Ravens.

  1. Sneaks can steal normal equipment and set up safe houses and caches throughout the city except not in dangerous sites.
  2. 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.
  3. 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.
  4. 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 take the cause to the streets and oppose the government with physical power. Variously called rebels and revolutionaries in the Player's Guide.

  1. 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.
  2. Infiltrators are a highly trained group of freedom fighters capable of attempting daring rescues of imprisoned characters.
  3. 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.
  4. Army includes formal ranks and branches, infantry, cavalry, and logistics. An army can fight field battles and perform sieges. A rebel army is too large to go underground in a city, but can hide in the countryside.


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

  1. Peddlers include artisans, laborers, street vendors, and trade in otherwise legal goods and services to supply the rebels.
  2. Black Marketers maintain contacts with illegal sources and operate in the city’s shadows, giving access to contraband and simple magic items.
  3. 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.
  4. Merchants can trade in bulk and arrange for special orders from sources worldwide.

Team Actions

Area limitation by rank

Depending on the rank of a team, it can operate in different districts of the city. For each rank past the rank of the team, team actions suffer a -2 penalty.

  1. Old Kintargo, Redroof.
  2. Jarvis, Yolubilis Harbor.
  3. Temple Hill, Villegre.
  4. Castle, Greens.

Team Actions

  1. Acquire Equipment (Sneaks, Black Marketeers): Acquire gear appropriate to the rank of the team doing the action. Gear is one-use unless a character pays for it.
    1. Tier one is everyday gear.
    2. Tier 2 includes professional gear and Gadgets
    3. Tier 3 includes most item schticks and personal vehicles.
    4. Tier 4 includes large items such as ships, siege weapons, and even fortifications.
  2. Ambush (Freedom Fighters): An ambush on some aspect of Kintago's government. A successful ambush disrupts government activities, which can prevent many city events and government activities in that region. Attempting an ambush increases notoriety by 1d6.
  3. Assign Leader (Any Team): Assigns an NPC to be the permanent leader of a team. This can also be used on a leader that is already assigned to either reassign them to a new team, or to upgrade their team (effectively assigning them to a higher tier of team within the same branch). A leader can modify actions taken by that team and might at times even take action on their own initiative, as negotiated with the GM. This also levels up the leader to an xp rating of 20 + 19/tier and a corresponding maximum value of 11+tier.
  4. Bribery (Peddlers): Grants an advantage that can be used in the city section, but which cannot be used to increase faction rating.
  5. Busking (Street performers): Build public support in one sector of the city. This gives an Advantage that can be spent there.
  6. Covert Action (Spies): By taking this action, spies can work with any other team to hide any evidence that the rebellion was involved in an operation. Any Notoriety gained from this action is automatically reduced to 1 per die, Increases not measured in dice are reduced to one.
  7. Cross Faction (Any Team) Move one team or one leader from one faction to another. A leader changes faction permanently. On a team, this allows the team to act again this turn and in the new area of expertise, but at one tier lower. This uses another of the players' actions. Thereafter, the team returns to its original faction.
  8. Disinformation (Rumormongers, Spies, Merchants): Reduce Notoriety by 1 per tier of the team.
  9. Distraction (Street performers): Negates the first random encounter check, including patrols and similar encounters in a location.
  10. Divination (Spellcasters): The team uses divination to find information about a person, place, or topic. This mainly reveals supernatural secrets and activities.
  11. Earn Gold (Thieves, Peddlers): Gather money; this grants an Advantage that can only be used to increase faction rating.
  12. Gather Information (Street performers, Spies, Peddlers): The team has gathered information in a sector of the city. This can either be a randomly determined rumor (your GM has tables of rumors that change with each adventure) or a specific piece of local information that you could learn by gather information.
  13. Guarantee Event (Agitators, Infiltrators): You can guarantee an event occurs during the Event phase. If you perform this action, the GM rolls twice and picks the most appropriate event; generally a good event for Agitators and a violent event for Infiltrators.
  14. Incursion (Guerillas): Invade and contest a city section or a county for the week and then disappear. This allows other rebel teams to act in that section of the city without penalties for rank. Attempting an incursion increases notoriety by 2d6.
  15. Knowledge (Cognoscenti): The team attempts to provide an answer to any question you could normally answer with a successful Knowledge check.
  16. Lie Low (Any team): No effect.
  17. Manipulate Events (Cognoscenti): When you manipulate events, you automatically guarantee that a specific event occurs during the following Event phase. This event never surprises the rebels and the action also grants an Advantage.
  18. Mercenaries (Merchants): Hire international elite specialists. This allows any kind of action, but also takes two rolls: one roll to find the right people to hire, and one to execute the action itself.
  19. Occupation (Army): Trying to permanently occupy an entire section of city. This is a surprise attack and likely top be successful. This most likely starts a civil was, effectively ending the underground phase of the resistance.
  20. Recruit (Any Team): Grants an Advantage that can only be used to increase faction rating, but increases Notoriety by 1.
  21. Redress (Cognoscenti, Spellcasters): Heal damage or remove debilitating conditions such as a curse from an NPC or help a PC by providing information about a cure.
  22. Rescue (Infiltrators, Saboteurs): The team breaks into a prison or other secure site to rescue a captured character (either a PC or an NPC). An attempted rescue increases your Notoriety score by the tier of the zone where the rescue is done.
  23. Sabotage (Saboteurs): Your saboteurs attempt to damage a structure or meddle with political machinations. With a successful check, Thrune and church agents are distracted for the following week, and all Organization checks you make during that week gain Advantage. Alternatively, the Sabotage action can be used to attempt specific deeds that will affect adventuring that takes place in those locations. On a success Notoriety increases by 4d6, but even a failed sabotage increases Notoriety by 2d6.
  24. Safe House (Sneaks, Black Marketers): Your team secures a small building somewhere in Kintargo and sets it up as a safe house and smuggle a wanted individual to that safe house. You can select any building for this role. The building itself might be abandoned, or it might be a home or humble business run by a rebellion supporter. Alternative, it is a forgotten attic or side-room in a large building. Any characters recovered via the Rescue Character action can be brought to the site without fear. The building also presents a safe place to get food, recover, and rest without worrying about wandering monsters or other interruptions.
  25. Secure Cache (Sneaks, Infiltrators): Used to place a contact or stash of gear in a specific adventure site, allowing replenishing of resources mid-mission. You can have the team secure an outdoor cache in any location in Kintargo (such caches are typically hidden in alleys or parks or other relatively out-of-the-way areas) or inside a specific structure. When placed in a specific structure, the cache is typically hidden near the entrance, but additional locations are available in certain buildings. A stash in a mission site only remains for 1 week.
    1. Sneaks can secure minor caches that allows replenishing of session-limited schticks for one character.
    2. Thieves and infiltratorscan secure intermediate caches that allow all characters to replenish schticks and one character to recover one Fortune point.
    3. Spies and Guerillas can secure major caches that allow all characters to replenish schticks and recover one Fortune point.
  26. Special (As Required): Sometimes a team must take a Special action to deal with the results of a previous week’s event or a development in the course of an adventure. The results of special actions must be negotiated with the GM.
  27. Street Fighting (Freedom Fighters, Agitators): Fighting for the cause, including spreading tags and trying to hold turf. This removes the penalty for acting in advanced city zones. Increase Notoriety by 1d6.

An advantage applied to increase faction rating gives a +1 bonus instead of a +3 bonus. Like other advantages it stacks with itself and can be used after the roll.


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 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 12 + 1/10 of the notoriety score.
  • The roll required for a Setback 20 + 1/10 of the notoriety score.

Notoriety events The following events have so far modified notoriety.

  • Salt Works Raid +3
  • Doghousing rescue +4
  • Graffiti campaign +3
  • Tagging Asmodeus temple +8
  • Manystep Monastery +1
  • Disinformation -2
  • Street Fighting +2
  • Doghousig liberation +8
  • Street fighting +6
  • 3* Disinformation -4
  • Cerberi +5
  • Disinformation -4
  • Holding House +2
  • Disinformation -2
  • Disinformation -4
  • Rescue +2
  • Rescue +2 Jarvis End Rescue (Doghousing)
  • Rescue +2 Yolubis Harbor Rescue (Tengu Gang)
  • Street fighting Bridge +2
  • Luculla's Cult Alliance +2
  • Disinformation -3
  • Rescue +2


Minimum Notoriety Notoriety can never be lower than the sum of the highest influence rating in each category -50. In effect, each point of influence above 12.5 gives a notoriety of one. If notoriety would go under this value, ignore the part of the change under the value.

See Also

External Links