Difference between revisions of "Grassroots Movement (sage ability)"

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'''Grassroots movement''' is an [[Knowledge Points#Knowledge_Status|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[History (sage study)|History]]. Through the use of history and speaking directly to others, the character is able to influence others towards adopting political policies that were once held to be historically true within the region where the character speaks. The historical context must be real, but the motivation of the influenced people to reclaim that context need not depend upon other circumstances and realities that were true of that time in history.
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[[File:Grassroots Movement.jpg|right|560px|thumb]]
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'''Grassroots movement''' is an [[Knowledge Points#Knowledge_Status|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[History (sage study)|History]] which is accessible to the character within a geographical sphere where 30 or more points of knowledge is had.
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Possessing a deep knowledge of history, particularly the accounts of grassroots movements in ages past, the character gains a unique ability to intuitively recognise and foment political issues already present in local communities.  Common issues include oppressive taxation, land rights, unfair labor conditions, unfair treatment by feudal lords, economic hardship, disputes with the church.  Through speeches and financial contributions, the character is able so organise, protests, petitions, boycotts, refusal to pay taxes or even outright rebellions.
  
There are limitations to what the movement can achieve, yet nevertheless the people of the immediate region that can be reached by word-of-mouth may be encouraged to adopt legislation, demand the stepping down of a new authority, a decrease in taxes, greater adoption of the region's traditional religion, the execution of criminals or political enemies of the state and civic improvements, as well as the end to an existing war or the initiation of war.
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The dungeon master should provide the character with knowledge about which political issue offers the best choice for building a movement.
  
== Speeches ==
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== Step One: the First March ==
The character must express a desire to speak to as many people as possible within the space of one week. During that week, the character will influence up to 1d6 persons per point of charisma. If the character is a cleric who has established a [[Congregation (religious)|congregation]] of not less than 50 regular parishioners, the character will influence 1d8 persons per point of charisma rather than 1d6.
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In planning the initial movement, the character should choose a [[Type-4 Hex|type-4 hex]], as this includes a moderate-sized [[Village|village]], which may or may not be a [[Settlement|settlement]].  The first step is to organise a simple protest, asking for the local [[Commoner (non-player character)|commoners]] to gather and move through the few streets of the village, carrying make-shift standards and perhaps a few signs, to make their grievances known to the local authority.
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The character must lay out a cost of 1 silver piece per resident and rolls 1d4 +1 to see how many days the character must spend meeting and discussing with members of the community while paying out the aforementioned coin.  At the end of this period, a march is announced a week hence. At that time, a crowd of 1d6 persons per [[Experience Level|experience level]] of the character appears. If this crowd numbers 21 or more, the character makes a [[Ability Checks|charisma check]].
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If this is successful, the authority present shall appear to address the crowd.  A parley then follows between the authority, the character and the most important two members of the common crowd.  Nothing can come of this parley, except that the entities meet and are afterwards known to one another.
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== Step Two: Petition ==
  
The total will indicate the % chance of the movement "catching fire" that week. If the percentile roll is a failure, the character may continue to '''[[Agitate (speech)|Agitate]]''' throughout the next week - however, the character must discount 4 points of their charisma the second week. If the movement fails again, the succeeding week the character must discount 8 points of their charisma. This continues until either the movement catches fire or the character fails to have sufficient charisma to produce a percentile chance.
 
  
If the movement catches fire, this will mean that those influenced by the character will themselves seek to spread the word. The character will now roll 1d6 (or 1d8) for every person previously influenced. This will represent the total number of influenced persons that week. The final total - hereafter referred to as the 'crowd' - needs to carefully recorded and kept.
 
  
This number will, at the end of the week, join together and seek out the character, calling for leadership. The character that has initiated the grassroots movement is then free to give a speech suggesting one of five policies: the speaker may '''[[Rabble Rousing (speech)|Rabble-rouse]]''' the crowd; the speaker may '''[[Rally (speech)|Rally]]''' the crowd to march upon an authority capable of making a change and deliver the crowd's demands; the speaker may incite the crowd to passively '''[[Civil Disobedience (sage ability)|Disobey the State]]'''; the speaker may encourage the audience to agitate for desired change in a peaceful, obedient manner; and finally the speaker may have a change of heart and call for the crowd to '''[[Disperse (speech)|Disperse]]'''.
 
  
== Building a Movement ==
 
Having reconciled the effects of each (details to be found in the links), the character must now move on. If the character wishes, they may attempt again, beginning from a new location, but this will guarantee arrest of the character following the movement no matter what policy the character attempts. Still, the character may attempt to incite another violent act, another march, another call to disobedience or further pestering of the government if the character so wishes.
 
  
  
 
[[Category: Sage Abilities]]
 
[[Category: Sage Abilities]]

Revision as of 21:22, 27 October 2023

Grassroots Movement.jpg

Grassroots movement is an authority-status sage ability in the study of History which is accessible to the character within a geographical sphere where 30 or more points of knowledge is had.

Possessing a deep knowledge of history, particularly the accounts of grassroots movements in ages past, the character gains a unique ability to intuitively recognise and foment political issues already present in local communities. Common issues include oppressive taxation, land rights, unfair labor conditions, unfair treatment by feudal lords, economic hardship, disputes with the church. Through speeches and financial contributions, the character is able so organise, protests, petitions, boycotts, refusal to pay taxes or even outright rebellions.

The dungeon master should provide the character with knowledge about which political issue offers the best choice for building a movement.

Step One: the First March

In planning the initial movement, the character should choose a type-4 hex, as this includes a moderate-sized village, which may or may not be a settlement. The first step is to organise a simple protest, asking for the local commoners to gather and move through the few streets of the village, carrying make-shift standards and perhaps a few signs, to make their grievances known to the local authority.

The character must lay out a cost of 1 silver piece per resident and rolls 1d4 +1 to see how many days the character must spend meeting and discussing with members of the community while paying out the aforementioned coin. At the end of this period, a march is announced a week hence. At that time, a crowd of 1d6 persons per experience level of the character appears. If this crowd numbers 21 or more, the character makes a charisma check.

If this is successful, the authority present shall appear to address the crowd. A parley then follows between the authority, the character and the most important two members of the common crowd. Nothing can come of this parley, except that the entities meet and are afterwards known to one another.

Step Two: Petition