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Revolutionary League

Posted: Sat May 09, 2020 1:34 pm
by Flession
The Revolutionary League (Anarchists)

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The Revolutionary League, known as Anarchists, believes that power corrupts, and that governments should fear their people rather than the other way around. Members of the Anarchists include proletariat rabble-rousers, vigilantes, assassins with a cause, and saboteurs. In Sigil they operate from secret safehouses, while on the planes their headquarters is the Bastion of Lost Hope in Carceri.

Prerequisite: Lawful characters can’t join the League.

Philosophy: The other factions are corrupt and need to be brought down. Once that is done, the real truth will be revealed.

Plane of Influence: Carceri

Headquarters: None in Sigil. They move from place to place to avoid detection.

Allies: The Doomguard and the Xaositects.

Enemies: The Harmonium and the Guvners.

Restrictions:
  • 90% of their income (treasure) must go to the cause or to the oppressed. (In no case can it be given to another player character or player-controlled nonplayer character.)
Rising in the Ranks:
  • The league is made up of cells of 3-8 anarchists. Only the leader, a factotum, knows who all of the members are. That factotum is also a member of a cell full of factotums.
  • Factotums are masters of forgery and disguise and get bonuses on those checks
Background:

Skill Proficiencies: Deception, sleight of hand
Tool Proficiency: Forgery kit, thieves’ tools

Equipment: Thieves’ tools, forgery kit, bag of caltrops, a set of common clothes with some other faction’s insignia on them, and a belt pouch containing 10 gp.
Feature: Anarchist Recruit. As a member of the Revolutionary League, you know of one refuge where you can go to discuss your philosophy and plans openly with other League members. You also have access to one other faction’s Sigil HQ as if you belonged to that faction – your job in the League is to spy on that other faction, and report back to your cell. You also know of a portal to the safe-house of The Bastion of Last Hope, on Carceri, and have a key to that portal.
Inspiration: Nothing Suspicious. If you gain a point of Inspiration for adhering to your faction philosophy, you may use it to quell the suspicions of another person - spend your Inspiration when asked to make a Deception check, and it is automatically successful. Examples of actions that might earn you Inspiration may include:
  • Preserving a pseudonym or false identity when revealing the truth would be advantageous.
  • Opposing a leader or power structure when obedience would be clearly the best course.
  • Refusing power or leadership that is granted to you.
Suggested Characteristics: The Anarchists are a suspicious lot, a little paranoid and in love with the covert. Their noble traits tend to emphasize the freedom that is possible in an individual, but they are just as interested in tearing down the lies of others.

Renown

Posted: Sat May 09, 2020 1:44 pm
by Flession
Renown
Renown Rank Special Abilities Min. Character Level
3 Anarchist (Namer) Anarchist Restriction, Conceal Motives, Faction Guise N/A
10 Factotum Deep Cover, Cell Leader 5th
25 Factor Resistance Cell, Committed to the Cause 10th Level

Anarchist Restriction. Anarchists cannot hold public office, noble title, own a business, hoard wealth, or tie themselves to the power structure. Should you betray your faction’s beliefs, you cannot gain Inspiration until you atone or otherwise prove yourself to your faction.
Conceal Motives. You can spend Inspiration as a reaction to perfectly conceal your thoughts and motives. Whoever was attempting to gain insight into you instead receives whatever information you choose or merely gets a muddled result.
Faction Guise. You can automatically pose as a member of any other faction; neither magic nor ability checks reveal that you don’t belong to the faction. While you don’t gain special abilities of the faction, you do benefit from social position in the faction at the Namer level, though you may earn and spend Renown to update your position within them.
Deep Cover. You gain proficiency in one of the following: disguise kit, forgery kit, thieves’ tools, or a language. During downtime, you can infiltrate a faction, increasing your renown in that faction by 1 each day you spend establishing your deep cover. The maximum renown you may possess in that faction is equal to your renown in the Revolutionary League.
Cell Leader: You are trusted among the Anarchists and have been given a small command to assist you in your task. Once a day, you may call upon them for a service of your choosing, so long as it helps your mission. Take your current Renown within the Revolutionary League. Divide it by 2 (rounding down) to determine the CR your are capable of using. These tasks may range from something trivial (spells being cast, spying, information) or actual encounters of other players or assistance in events. GM will have final approval of the task suggested and the Anarchists will not appreciate being used for something that does not further the cause or is basically suicide mission (without a good reason behind it).
For help determining appropriate CR encounters you can use, click here.
Resistance Cell. During each game day, you can organize a resistance cell to fight a regime or other authority you deem unjust. Each day you organize the cell it has a 1% cumulative chance to intercept a communique, stymie the regime’s communications, or perform some small act of sabotage so long as you maintain active resistance. However, neglecting the cell for a month or major setbacks to the cell’s operations can reset this percentage chance to 0%.
Committed to the Cause. At this point, you have proven your commitment to the cause. You may now ignore the restriction of giving away your income, as you are trusted to spend your money accordingly to benefit your fellow Anarchists. Blatantly obvious abuse of this trust will not be tolerated.