Difference between revisions of "Agitate (speech)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[File:Agitate (speech).jpg|right|490px|thumb|]]
 
[[File:Agitate (speech).jpg|right|490px|thumb|]]
'''Agitate''' is  
+
'''Agitate''' is a form of speech-giving made possible through the [[Sage Ability|sage ability]], '''[[Grassroots Movement (sage ability)|Grassroots Movement]]'''.  The character can gain the focused attention of a crowd of at least 20 people, provided they are already disgruntled or actively discussing an event. By delivering an impromptu speech, the character has a strong chance of directing the crowd to act according to their intentions.
  
An effort that can be undertaken by any character who has gained the rapt attention of a crowd in excess of 20 persons. Rapt attention is defined as a pre-established willingness of the crowd to willfully acknowledge the character's desires. Rapt attention may be gained through deed, personal authority over the crowd or an attempt to initiate a [[Grassroots Movement (sage ability)|grassroots movement]].
+
To agitate, the character makes an '''[[Ability Checks|intelligence or wisdom check]]''' (player's choice). Failure means the speech does not inspire the audience to act. Instead, the crowd will shout back their refusal, forcing the speaker to withdraw and relinquish control of the situation. If no others take the opportunity to address the crowd, the gathering will disperse. If guards or watchmen are present, they will recognize the character’s failure and generally refrain from dispersing the crowd.  However, depending on the character's motives and the context of the speech, the agitator may still risk being arrested.
  
Agitation is a call for passively obtained justice through ordinary political channels, using influence and debate over a period of time. To encourage the crowd to participate, the character must make an [[Ability Checks|intelligence check]].
+
== Success ==
 +
If the character's check succeeds, the crowd will act as desired, but only within the boundaries of their original concern. For instance, a crowd already angry at [[City Official|city officials]] or a group of authorities can be incited to smash property, loot, attack officials or destroy public structures. However, if the crowd's concern revolves around starvation, their actions will focus on obtaining [[Food|food]], not unrelated violence. Similarly, a crowd seeking justice may be motivated to carry out a lynching, but they will not raid food stores or attack unrelated targets.
  
If the check fails, it will indicate that after the character's speech there followed a lengthy period where the crowd discussed the issue, debated and deliberated upon it, but ultimately come the next day no true resolution was reached. At this point, the attempt to initiate the crowd to success is considered a failure and the opportunity is lost.
+
The dungeon master must assess the crowd’s existing motivations and ensure that the character's proposed solution aligns with those motivations. The actions of the crowd must remain consistent with their initial grievance, with the DM exercising judgment to interpret the scope and limits of what the crowd might reasonably do in response to the character's agitation.
  
If the intelligence check is successful, however, then a '''resolution''' has been reached and the crowd that is present that day will begin a peaceful grassroots movement on their own accord. The character should then judge the eventual size of the movement at ten times the size of the crowd that gathered to hear the character speak.
+
== Consequences ==
 +
These should always be considered when the character successfully incites a crowd, especially if their actions result in crimes or even revolution. Inciting destruction, violence or rebellion will undoubtedly draw the attention of authorities, and the character may face punishment or reprisal. Conversely, inspiring a crowd to perform constructive acts, such as raising a dam to stop a flood, rallying to fight for a noble cause or embarking on a pilgrimage, is unlikely to provoke a negative reaction from officials or other observers.
  
This final number should then be compared as a percentage of the total population of the smallest political entity that surrounds it. This percent then becomes the chance of the local powers fully adopting the proposed policy. This roll is then made one month after the movement has reached their resolution.
+
Regardless of the action taken, the character must remain mindful that someone is always watching. The character’s face will likely be remembered, which could lead to future recognition and repercussions. To mitigate this risk, the character might take precautions, such as disguising themselves before addressing the crowd, escaping the area quickly after the event or carefully weighing the intensity of their speech against the consequences it may provoke.
  
If the roll should fail, then another roll is made three months after the movement's resolution. Another roll is then made 9 months after the resolution, then 27 months, then 81 months and so on, until such time as the resolution passes or the matter is simply put off endlessly.
+
Furthermore, a character with foresight may recognize agitation as a tool for advancing a larger political or cultural agenda. By using this skill strategically — delivering the right speech at the right time — a character could gradually build a sustained movement, ensuring their influence grows steadily and enduringly over time.
  
No negative consequences shall be brought against the initiating character.
+
 
 +
See [[History (sage study)]]
 +
 
 +
[[Category: Reviewed]]

Latest revision as of 15:48, 11 January 2025

Agitate (speech).jpg

Agitate is a form of speech-giving made possible through the sage ability, Grassroots Movement. The character can gain the focused attention of a crowd of at least 20 people, provided they are already disgruntled or actively discussing an event. By delivering an impromptu speech, the character has a strong chance of directing the crowd to act according to their intentions.

To agitate, the character makes an intelligence or wisdom check (player's choice). Failure means the speech does not inspire the audience to act. Instead, the crowd will shout back their refusal, forcing the speaker to withdraw and relinquish control of the situation. If no others take the opportunity to address the crowd, the gathering will disperse. If guards or watchmen are present, they will recognize the character’s failure and generally refrain from dispersing the crowd. However, depending on the character's motives and the context of the speech, the agitator may still risk being arrested.

Success

If the character's check succeeds, the crowd will act as desired, but only within the boundaries of their original concern. For instance, a crowd already angry at city officials or a group of authorities can be incited to smash property, loot, attack officials or destroy public structures. However, if the crowd's concern revolves around starvation, their actions will focus on obtaining food, not unrelated violence. Similarly, a crowd seeking justice may be motivated to carry out a lynching, but they will not raid food stores or attack unrelated targets.

The dungeon master must assess the crowd’s existing motivations and ensure that the character's proposed solution aligns with those motivations. The actions of the crowd must remain consistent with their initial grievance, with the DM exercising judgment to interpret the scope and limits of what the crowd might reasonably do in response to the character's agitation.

Consequences

These should always be considered when the character successfully incites a crowd, especially if their actions result in crimes or even revolution. Inciting destruction, violence or rebellion will undoubtedly draw the attention of authorities, and the character may face punishment or reprisal. Conversely, inspiring a crowd to perform constructive acts, such as raising a dam to stop a flood, rallying to fight for a noble cause or embarking on a pilgrimage, is unlikely to provoke a negative reaction from officials or other observers.

Regardless of the action taken, the character must remain mindful that someone is always watching. The character’s face will likely be remembered, which could lead to future recognition and repercussions. To mitigate this risk, the character might take precautions, such as disguising themselves before addressing the crowd, escaping the area quickly after the event or carefully weighing the intensity of their speech against the consequences it may provoke.

Furthermore, a character with foresight may recognize agitation as a tool for advancing a larger political or cultural agenda. By using this skill strategically — delivering the right speech at the right time — a character could gradually build a sustained movement, ensuring their influence grows steadily and enduringly over time.


See History (sage study)