Grassroots Movement (sage ability)
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.
Contents
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.