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

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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.  Peculiarities related to role-playing and nuances to the campaign can be added to give a unique flavour to the metrics described below:
  
== 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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When planning the initial movement, the character should select a [[Type-4 Hex|type-4 hex]], which typically includes a moderate-sized [[Village|village]], potentially a [[Settlement|settlement]]. The first step involves organizing a simple protest where local [[Commoner (non-player character)|commoners]] are encouraged to gather and move through the village's streets. They should carry makeshift standards and, possibly, a few signs to express their grievances to the local authorities.
  
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.
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To initiate this process, the character must allocate a budget of 1 [[Coin (monetary unit)|silver piece]] per resident and then roll 1d4 + 1 to determine how many days is needed for meeting and discussing with members of the community while disbursing the aforementioned coins.  At the end of this designated period, a march is scheduled for a week later.  During this march, a crowd forms with a size of 1d6 persons per [[Experience Level|experience level]] of the character. If this crowd reaches a size of 21 or more, the character is allowed to make a '''[[Ability Checks|charisma check]]'''. If the charisma check fails, or the crowd size doesn't permit it, then the event is a failure.
  
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.
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If the charisma check is successful, the local authority will agree to address the crowd. Subsequently, a parley takes place between the authority, the character and two other prominent members of the crowd. This parley cannot yield immediate results, but it serves as a means for these parties to meet and become acquainted with each other.
  
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]]'''.
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== Step Two: Petition ==
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After the march, the character drafts a formal written request, usually on parchment, in a respectful tone with a clear statement of their purpose. They then spend 2 to 5 days gathering signatures or "marks" without additional costs.  The base number of signatures equals the number that attended the march.  If the march failed, 1d6 signatures per the character's level are added; if the march succeeded, add 1d8 signatures per level.
  
== Building a Movement ==
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If the petition garners 42 or more signatures, the local authority will summon the character and the two participants from the initial parley. If all three successfully pass a '''wisdom check''' the authority agrees to reasonable concessions, determined by the dungeon master. These concessions could include a public apology, restitution for the perceived wrong that initiated the movement, a reduction in fees or taxes, or other forms of reparation.
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.
 
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See [[History (sage study)|History]]
 
  
[[Category:Lacks Image]]
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If this happens, the movement is considered a "success," and the locals are satisfied, ending any further actions in this community. Consult the "[[Grassroots Movement#Popular Movement|popular movement]]" for more details.  If no concessions are granted, the character must intensify their efforts.
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== Step Three: Boycott ==
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Unless the character's petition achieved a meeting with the authority, though unsuccessful, there's no point in going forward.  However, if that meeting did take place, the character must now ask the locals to refuse their participation in the matter at hand, wither the refusal to pay taxes, hand over goods, advantage a resented service or block the passage of others using a road, bridge or other facility to demonstrate their grievances.
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This asks a lot of the community, as it risks the authorities retribution in the form of violence or arrest.  The character must outlay 2 s.p. per local resident; then must spend a week speaking and counselling the locals.
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=== Arrest ===
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Once this is begun, the character again makes a charisma check.  If this fails, the authority will send a standard [[Guard Patrol|patrol]] of nine [[Guard (profession)|guards]] to arrest the character, and hold him in [[Gaol|gaol]].  The character, and the party too, could fight these guards and probably win — as a patrol is but three NPCs of 1st to 4th level and six [[Soldiers-at-arms|soldiers-at-arms]] — though the patrol attempts to make their arrest when the player is alone.
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If the party fights and loses, all survivors are arrested, a local magistrate is called in, the ability-possessing character is [[Execution (sage ability)|executed]] as a threat to the realm and the other players are fined between 100 and 500 g.p., or sent to [[Prison|prison]] for 1 year.  If the party fights and wins, they'd better flee the area at once, for their lives are forfeit.
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If the ability-possessing character allows his or herself to be arrested, an intelligence check is allowed.  If this succeeds, the character is let go and may continue to foment the movement.  If the check fails by 5 or more points, the character is transferred to a prison for 1 year.
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=== Boycott Event ===
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If the character fails to be arrested, the boycott goes forward as planned, with 70 to 100 villagers taking part.  Some clashes between the people and the authorities guards occur, with villagers disrupting normal activities and gaining leverage.
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[[Category: Sage Abilities]]

Latest revision as of 23:17, 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. Peculiarities related to role-playing and nuances to the campaign can be added to give a unique flavour to the metrics described below:

Step One: the First March

When planning the initial movement, the character should select a type-4 hex, which typically includes a moderate-sized village, potentially a settlement. The first step involves organizing a simple protest where local commoners are encouraged to gather and move through the village's streets. They should carry makeshift standards and, possibly, a few signs to express their grievances to the local authorities.

To initiate this process, the character must allocate a budget of 1 silver piece per resident and then roll 1d4 + 1 to determine how many days is needed for meeting and discussing with members of the community while disbursing the aforementioned coins. At the end of this designated period, a march is scheduled for a week later. During this march, a crowd forms with a size of 1d6 persons per experience level of the character. If this crowd reaches a size of 21 or more, the character is allowed to make a charisma check. If the charisma check fails, or the crowd size doesn't permit it, then the event is a failure.

If the charisma check is successful, the local authority will agree to address the crowd. Subsequently, a parley takes place between the authority, the character and two other prominent members of the crowd. This parley cannot yield immediate results, but it serves as a means for these parties to meet and become acquainted with each other.

Step Two: Petition

After the march, the character drafts a formal written request, usually on parchment, in a respectful tone with a clear statement of their purpose. They then spend 2 to 5 days gathering signatures or "marks" without additional costs. The base number of signatures equals the number that attended the march. If the march failed, 1d6 signatures per the character's level are added; if the march succeeded, add 1d8 signatures per level.

If the petition garners 42 or more signatures, the local authority will summon the character and the two participants from the initial parley. If all three successfully pass a wisdom check the authority agrees to reasonable concessions, determined by the dungeon master. These concessions could include a public apology, restitution for the perceived wrong that initiated the movement, a reduction in fees or taxes, or other forms of reparation.

If this happens, the movement is considered a "success," and the locals are satisfied, ending any further actions in this community. Consult the "popular movement" for more details. If no concessions are granted, the character must intensify their efforts.

Step Three: Boycott

Unless the character's petition achieved a meeting with the authority, though unsuccessful, there's no point in going forward. However, if that meeting did take place, the character must now ask the locals to refuse their participation in the matter at hand, wither the refusal to pay taxes, hand over goods, advantage a resented service or block the passage of others using a road, bridge or other facility to demonstrate their grievances.

This asks a lot of the community, as it risks the authorities retribution in the form of violence or arrest. The character must outlay 2 s.p. per local resident; then must spend a week speaking and counselling the locals.

Arrest

Once this is begun, the character again makes a charisma check. If this fails, the authority will send a standard patrol of nine guards to arrest the character, and hold him in gaol. The character, and the party too, could fight these guards and probably win — as a patrol is but three NPCs of 1st to 4th level and six soldiers-at-arms — though the patrol attempts to make their arrest when the player is alone.

If the party fights and loses, all survivors are arrested, a local magistrate is called in, the ability-possessing character is executed as a threat to the realm and the other players are fined between 100 and 500 g.p., or sent to prison for 1 year. If the party fights and wins, they'd better flee the area at once, for their lives are forfeit.

If the ability-possessing character allows his or herself to be arrested, an intelligence check is allowed. If this succeeds, the character is let go and may continue to foment the movement. If the check fails by 5 or more points, the character is transferred to a prison for 1 year.

Boycott Event

If the character fails to be arrested, the boycott goes forward as planned, with 70 to 100 villagers taking part. Some clashes between the people and the authorities guards occur, with villagers disrupting normal activities and gaining leverage.