Difference between revisions of "Agitate (speech)"

From The Authentic D&D Wiki
Jump to navigationJump to search
(import)
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
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]].
+
[[File:Agitate (speech).jpg|right|490px|thumb|]]
 +
'''Agitate''' is a form of speech-giving enabled by the [[Sage Ability|sage ability]], '''[[Grassroots Movement (sage ability)|Grassroots Movement]]'''.  The character is empowered to gain the rapt attention of a crowd that is already in excess of 20 persons, that is already disgruntled or otherwise engaged in a discourse among themselves about some event.  By shouting and giving an impromptu speech, the character has an excellent chance of "co-opting" the crowd, urging them to act as the character wishes.
  
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]].
+
When attempting to agitate, the character makes either an '''[[Ability Checks|intelligence or wisdom check]]''' (player's choice).  Failure will mean the speech failed to arouse the audience to action.  The audience will shout back their refusal, whereupon the agitator can do nothing but give ground and give the opportunity to others.  If there are no others, the audience will disperse and the incident will end.  If there are any guards or watch present, they will recognize the character's failure and won't take action to disperse the crowd ... but the character may have reason to fear being arrested, depending on the character's intended purpose.
  
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.
+
== Success ==
 +
If the character's check is successful, the crowd will act as desired, within the limits imposed by their original concern.  A crowd that is already angry with [[City Official|city officials]] or a group of authorities can be made to smash, loot, even attack officials they can find, or damage and destroy property.  However, if the concern of the crowd was a matter of starvation, then the desired goal will be to get [[Food|food]].  If the crowd sought justice, a lynching may be possible, but not raiding the local food stores. Within reason, the DM must make a judgment based on '''what the crowd wants''', and judge the character's proposed solution to that want within that context.  
  
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 ==
 +
Take note that depending on what action the character inspires, there ''will'' be consequences to the character if crimes or a revolution results.  On the other hand, a crowd that is encouraged to raise a dam to stop a flooding river, or set out to fight for a cause, or begin a pilgrimage, would not represent a request that authorities would react against. In any case, the character seeking to agitate a mob should always be aware that someone is watching, and that the character's face will be recognized.  It might do for the character to take steps to change their appearance before appearing publicly, or perhaps quickly escape the place and situation, or measure their intent against the anger it will cause.
  
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.
+
Additionally, a wise character may see how to employ agitation as the appropriate speech for the appropriate moment, within the larger agenda of creating a sustained political or cultural movement.
  
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.
 
  
No negative consequences shall be brought against the initiating character.
+
See [[History (sage study)|History]]

Latest revision as of 23:03, 31 December 2021

Agitate (speech).jpg

Agitate is a form of speech-giving enabled by the sage ability, Grassroots Movement. The character is empowered to gain the rapt attention of a crowd that is already in excess of 20 persons, that is already disgruntled or otherwise engaged in a discourse among themselves about some event. By shouting and giving an impromptu speech, the character has an excellent chance of "co-opting" the crowd, urging them to act as the character wishes.

When attempting to agitate, the character makes either an intelligence or wisdom check (player's choice). Failure will mean the speech failed to arouse the audience to action. The audience will shout back their refusal, whereupon the agitator can do nothing but give ground and give the opportunity to others. If there are no others, the audience will disperse and the incident will end. If there are any guards or watch present, they will recognize the character's failure and won't take action to disperse the crowd ... but the character may have reason to fear being arrested, depending on the character's intended purpose.

Success

If the character's check is successful, the crowd will act as desired, within the limits imposed by their original concern. A crowd that is already angry with city officials or a group of authorities can be made to smash, loot, even attack officials they can find, or damage and destroy property. However, if the concern of the crowd was a matter of starvation, then the desired goal will be to get food. If the crowd sought justice, a lynching may be possible, but not raiding the local food stores. Within reason, the DM must make a judgment based on what the crowd wants, and judge the character's proposed solution to that want within that context.

Consequences

Take note that depending on what action the character inspires, there will be consequences to the character if crimes or a revolution results. On the other hand, a crowd that is encouraged to raise a dam to stop a flooding river, or set out to fight for a cause, or begin a pilgrimage, would not represent a request that authorities would react against. In any case, the character seeking to agitate a mob should always be aware that someone is watching, and that the character's face will be recognized. It might do for the character to take steps to change their appearance before appearing publicly, or perhaps quickly escape the place and situation, or measure their intent against the anger it will cause.

Additionally, a wise character may see how to employ agitation as the appropriate speech for the appropriate moment, within the larger agenda of creating a sustained political or cultural movement.


See History