THE GAME
You are rebels in a fantasy kingdom.
WHY are you rebels?
--Because it-- or your region, at least-- is run by a tyrant.
You want to overthrow the tyrant, because screw tyranny. So, you're plotting rebellion.
WHERE: from your secret rebel base.
HOW: Ah, well, that's the tricky part. So far all you've got is a place picked out that would make a great secret rebel base. To get more done, you're gonna need some help. And to get that help, you're gonna need to take stuff you need... (Don't worry, you can just take the tyrant's stuff. That's a bit risky, though...)
This game has four repeating phases:
1. Downtime: this phase is for three things: First, expanding and improving your base, Second, gathering information you'll need later, and Third, trying to recruit helpers and/or allies.
2. Raid: You'll eventually need helpers and allies-- and both of them, I'm sorry to say, are going to want to get paid (although once you get them, during the Downtime phase, one of the activities you can do is give speeches/distribute pamphlets to your helpers or allies about how they SHOULD really be rebelling for the love of freedom, and not for loot. If you're persuasive enough, maybe you'll even convince some of them. But in the meantime), therefore, you're going to need to have resources of some sort-- if nothing else, to help build and expand your secret rebel base (you have to have it ready to repel mercenaries in case they show up wanting your heads. More on them in a second). So, you're going to have to take someone else's resources. If the idea of taking someone else's stuff makes you feel bad, then you can always just steal them from the tyrant! ...That's more risky, of course...
3. Consequences: In this phase, you have consequences from your Downtime and Raid phases. Maybe they're good, like the king of the bandits who operate out of the woods whom you asked (during your downtime phase) to join your rebellion gets a message to you that he agrees to start helping you out when you need it, since he's heard you were so bold as to steal a bunch of the Duke's prize horses in your recent raid. Or maybe there'll be bad consequences, like a group of mercenaries has followed you back to your secret base, and now they've broken in to try to kill you all (or at least to rob you of everything good they can carry). But, that's why you've got a secret base-- hope your traps and locks and everything are ready to kill and/or frustrate those mercenaries...!
(The Tyrant has a standing army or whatever, but for dealing with rebels, the tradition in this part of the world is to save the armed forces purely for defense, and for offensive jobs, to use mercenaries. There are lots of mercenaries and mercenary bands roaming the land looking to do dirty work for financial gain. They'll always be your number one problem if someone comes looking for your base, until maybe late in the game... But one useful thing for you about the mercenary system is that it means that if someone finds your secret rebel base, word probably won't spread very far nor fast, because if it's a mercenary, they'll want to keep the location a secret so that a rival merc band doesn't come along and hit you first, and if it's not a mercenary, they'll assuredly want to keep it a secret so that they can sell the secret to a merc band... (and, well, another one if the first one dies... and then another one, if the second one dies... and so on...) The point is, you'll seldom have more than one merc band invading at a time...)
4. Recovery: Things aren't dangerous all the time. This is when you lay low and heal up from any wounds (and stress) you might have gotten during the previous three phases...
That's it! Then these four phases repeat-- sooner or later you'll have recovered from your wounds and stress, and you'll want to start resetting your traps, recruiting new helpers and/or allies, and/or gathering information you'll need for your next raid...
As this 4-phase cycle repeats, you'll get more experienced, your base will improve and be better and better able to repel mercenaries (or any other threats), you'll get all kinds of helpers (and maybe allies, too), and you'll get ready to execute your master plan that, if successful, will overthrow the tyrant. (Don't worry-- if you can't think of a master plan in the beginning, you can figure out exactly what the master plan is on the way, if you need to.)
So, you ready?
STEP 1: WHAT KIND OF TYRANT ARE WE TALKING ABOUT?
--If you want, you may choose! Your choices are:
----Human nobility: an evil king, queen, duke, baron, whatever!
----Warlord: His or her (warlady) power comes not from being nobility by birth, but because they are (or were, in their youth) good at fighting or strategy (or both)!
----Mage or cleric: An evil mage or cleric of some dark power is running this region!
----Group: The tyranny is being perpetrated not by one guy nor gal, but an evil group! An evil thieves' guild? A bunch of corrupt senators? A group of evil wizards? A dark priesthood? A sinister cult?
----Undead: A vampire or lich or something is ruling this region!
----Monster: A dragon or some other monster is ruling this region!
If you can't decide, you can just have the GM choose-- or one of you (you, or the GM) can just roll randomly for it!
STEP 2: CHOOSE WHAT KIND OF REBEL BASE YOU'RE GOING TO HAVE.
Bases
Your base is at the heart of your group-- it’s your refuge, a place to plan your moves, a strong defense against invaders, and a secure location to store your loot. The base is another character in the story, maybe even the main one-- PCs come and go, but the base remains.
Overview
Your group first chooses a base theme together, which gives you that theme’s core feature. It also provides you with a list of major rooms that you can build within your base to gain strong bonuses. Each base shares a list of minor rooms that they can build, providing general bonuses. You can also build tunnels to connect and shape your base. All of these are built as downtime activities during the downtime phase...
To grow in power, you increase your hoard of loot by raiding. Your base tier is based on the size of your hoard of loot, ranging from tier 0 to tier 4. The hoard grows when you launch a successful raid to grow the hoard against a target higher tier than your base and haul back the loot to fill your hoard with. As your hoard grows, it brings in pixies, creatures, and helpers, and pays for their servitude.
Pixies (they might not literally be pixies) are tiny, weak beings attracted to your base looking for protection in return for basic services. Creatures are more powerful, independent or unintelligent denizens of your base that fill lairs that open up as your base expands or are built with downtime activities. Helpers are slightly more intelligent and serve you directly. Each player controls at least one group of helpers that they can roleplay as. Helpers are kind of a secondary player character.
Mercenaries will occasionally wander into your base looking to rid the world of you, or just to get their greedy hands on your hoard. So, your base will need some security. You can build traps, which have triggers and mechanisms detailing the exact nature of the trap. Tricks allow you to manipulate the behavior of the invaders. Locks protect sensitive areas, pushing mercenary groups toward other paths.
The base is split into two levels. The first level connects directly to the outside through an entrance. This level houses the majority of the base, including all of your major rooms, minor rooms, tunnels, lairs, and so on. At the “end” of this base, there is a stairway leading downward to the second level. You can move this stairway as your base expands, so the stairway always remains at the end of the base.
On the second level is where your sanctum is, the place where the player characters stay. The PCs also have private rooms here, which they can upgrade as the size of the hoard increases.
As your base grows, you come across discoveries, things you find while digging underground. These can be helpful or harmful to your base, or they can be mostly neutral depending on how the roll goes. Discoveries give the GM some level of control over how the base develops, but also lets them introduce chaos into your well-laid base plans.
You start off by finding a location for the base, though it might need to be cleared out of its current inhabitants.
Base Creation
Base creation itself serves as a kind of tutorial of sorts to introduce players to the many different elements of running the base. It also gives you a home to defend from the very beginning. The first session is based around finding and clearing out an area suitable for a base. You then work together to decide what kind of base you’re going to build. Time skips forward and the PCs find themselves having just finished the beginnings of a base, ready to turn their eyes towards the rest of the world...
Choose a Theme
Choose from one of the following themes, which sets up the atmosphere for your base, provides you with its core feature, and gives a list of major rooms that you can build.
❖ Enclave - Arcane Power and Knowledge
Rooms: Academy, Crucible, Greenery, Library, Potion Lab, Scrying Pool, Spawning Chamber
❖ Forge - Industry and Invention
Rooms: Alchemist Lab, Break Room, Factory, Mineshaft, Test Chamber, Vehicle Bay, Workshop
❖ Hideout - Neither Seen Nor Heard
Rooms: Dojo, Gambling Den, Gear Lockers, Obstacle Course, Planning Room, Roost, Tavern
❖ Stronghold - Strength of Arms
Rooms: Barracks, Bestiary, Fighting Pit, Smithy, Armorer, Prison, War Room
❖ Temple - In Service to a Higher Power
Rooms: Altar, Antechamber, Augury Circle, Dormitory, Reliquary, Penance Chamber, Scriptorium
To put it another way, are you gonna mostly be:
--Magic rebels, thwarting the tyrant with spells and stuff?
--Science rebels, thwarting the tyrant by pushing the limits of fantasy science into steam-punk-ish science?
--Sneaky rebels, thwarting the tyrant by taking the tyrant's stuff without getting caught?
--Tough-fightin' rebels, thwarting the tyrant by fighting everybody? or
--Holy crusadin' rebels, thwarting the tyrant through divine intervention?
In a little while, I'll tell you more about how magic, science, and holy beings work in this game, but you probably get the idea enough that you can choose a base theme now... so choose!
STEP THREE: BASE DETAILS:
Detailing your base will help bring it to life. Answer these questions together... Knowing this information will help the GM and players paint a more interesting picture of what the inside of the base is like.
❖ What does your base's entrance look like from the outside?
A natural cave with a stream flowing through it. A small hole in a sewer tunnel. The ruins of an abandoned church. The trunk of an old, rotten tree. Something else.
❖ What are the floors and walls of your base like?
Cold stone and slightly damp to the touch. Mostly-dry mud intertwined with roots. Black obsidian, slick but warm to the touch. Light-colored marble, forgotten by most for hundreds of years now. Musty bricks stacked together haphazardly. Something else.
❖ What’s the lighting like inside your base?
Torches line the walls. Magma flows through the floor, lighting it from below. A magical glow clings to the ceiling. Glowing mushrooms grow throughout the halls. Something else.
❖ What smell greets those who step foot into your base?
Overwhelming incense. Burning chemical reagents. Blood and sweat. Freshly-turned earth and sawdust. Something else.
❖ What is your base's name? (you can decide that later, too... or you can just call it "The Base" for all the GM cares. This is YOUR BASE. Call it what you want.)
---Base entrance: Every base has an entrance and a tunnel (up to 100 feet, maybe sloping downward and/or involving stairs?) leading in from the outside.
--Roll for discovery: The GM rolls for a discovery. The GM can add the Discovery at any point.
--And then, the GM will help you add:
----Empty rooms (good for building stuff later).
----Tunnels
----A creature lair (tier 1). Detail the creature and choose two descriptors. (example: "We've got a giant spider in this room that's trained not to attack rebels (as long as we feed him enough) but will attack anyone who invades the base! He's Poisonous and Tough!) (more about creatures later)
----A major room from your base theme, but it needs materials to start being usable.
----A minor room of your choice.
----A trap (tier 1), detailing its trigger and mechanism (more about this later).
----A trick (tier 1), detailing its trigger and intent (more about this later).
----A lock (tier 1), detailing its door materials and lock mechanism (more about this later).
And then: Stairway leading to the sanctum.
And then: Level 2:
--A Sanctum
--The Hoard
--Private rooms: Each player gets their own private room leading off from the sanctum.
BLOWBACK AND CALAMITY (AND REVELRY):
In the next section, you'll see a couple of terms come up, so I'll define them here:
--BLOWBACK just means "problematic results of the Raid phase." Like (for example) if some mercenaries (or a monster? Or something?) followed you back from the Raid you just did.
--CALAMITY just means "problematic results of the Downtime phase," like (for example) a wild party with a lot of drinking (an example of Revelry) you threw to blow off steam (and, more to the point, Stress) got a little out of hand and something got broken... or maybe it just cost more than you might have expected...
--At the start of each Consequenses phase, and at some point during each Downtime phase, the GM will roll to see if there'll be any problematic Blowback or Calamity...
Base Themes
Each base starts you off with its core feature and a list of major rooms that you can build. You can also use your base's flexibility slot to build a room from another base theme.
Enclave : Tapping into the Arcane
An enclave is infused with magic, housing denizens who dabble heavily in the arcane. Magic lingers in the air, runes are scrawled on the walls, and even the helpers may have some level of magical aptitude. The base rooms inside an enclave are focused on the arcane, giving magical bonuses and abilities to its inhabitants.
In an enclave, the arcane power within your base affects the surrounding area, changing the landscape and giving you arcane powers within it.
Twisted Landscape: Establish an area around your base and gain arcane power within it (choose 3): weather control - magical sentries - mindlink - mysterious whispers - living plants - illusions - altered wildlife.
Roll your base tier as a fortune roll to determine their effect as a trap, trick, or spell.
Enclave Rooms
--Academy: All helpers add Invoke as an action. Choose a path of magic that they can cast. If they already have Invoke, they instead gain the adept edge.
--Crucible: You can pay cost to push your pixies into making a magic item. Roll dice depending on the cost - light gives 1d, medium gives 2d, and heavy gives 3d. Failure: Tier 1, volatile, Mixed : Tier 1, Success: Tier 2, Critical: Tier 3.
--Greenery: You can feed mercenaries, alive or dead, to these voracious plants to produce a potion of your choice equal to the mercenaries's tier or a limited supply of organic goods. The room also functions as a trap equal to your base tier.
--Library: You take +1d to gather information when you use the library to look up
information and always have a source of arcane knowledge.
--Potion Lab: Choose a single magic path. You always have a supply of any tier 1 potion
and a single tier 2 potion of that path. The tier 2 potion is the same for everyone and
chosen when the room is built.
--Scrying Pool: You can pay light cost to see any location in your region. You take +1d
on your next roll when you apply what you saw.
--Spawning Chamber: Once per cycle, the chamber produces a replacement creature for
one that was killed. They are immediately available, even during an invasion.
Forge : Harnessing the Power of Industry
A forge is built for production - crazy inventions, factories, steamworks, and alchemicals can be found throughout the complex. Problems are approached with ingenuity, eagerness, and a keen disregard for danger.
In a forge, your sanctum is the source of power for your base. Maybe it’s built over a volcano, contains a giant steamworks, or harnesses the power of an underground river.
Power Source: Your base has a power track. Each recovery, you gain power equal to 1 + base tier. Any player can spend these to take +1d on a downtime activity or base defense roll.
Forge Rooms
--Alchemist Lab: You always have a supply of any tier 1 alchemical. You can also pay 1 gold to acquire a single tier 2 alchemical.
--Break Room: You take +1d on calamity rolls and can pay light cost to automatically recruit the following helper types: alchemists - workers.
--Factory: Your pixies make some contraption every recovery phase. Roll your base tier to determine its quality. Failure: Fun, but practically useless item, Mixed : Tier 1, Success: Tier 2, Critical: Tier 3.
--Mineshaft: You have a mine entrance with a large mineshaft extending away from it. You take +2d on discovery rolls and can make an immediate discovery roll.
--Test Chamber: You can have a pixie or helper or yourself take a contraption into the chamber and test it out. Roll your base tier to determine what happens. Failure: The pixie, helper, or you gets hurt. Roll -1d on your next roll (minimum 1d), Mixed : Remove the contraption's volatility, Success: Add an edge, Critical: Add two edges.
--Vehicle Bay: You have a vehicle that your pixies upkeep (choose one): gas sub - hot air
balloon - horseless cart. It has edges (choose two): armored - dependable - camouflaged
- fast - nimble. It also has a flaw (choose one): clumsy - distinct - noisy - rickety - slow.
The vehicle is fully repaired or rebuilt each recovery.
--Workshop: All helpers add Tinker as an action. If they already have Tinker, they instead gain the crafty edge.
Hideout : Keeping Your Head Low
A hideout is a place to lay low and try to stay out of sight. All bases benefit from being in remote, out-of-the-way locations, but hideouts take this to the extreme. The major rooms inside a hideout focus on teamwork and efficiency when running missions.
In a hideout, your base is even more difficult to locate than usual, which is really saying something, and you put an extreme emphasis on laying out and following plans.
Hidden Entrance: You take +1d on blowback rolls and if you roll a success, each PC gains three Hearts.
Hideout Rooms
--Dojo: When you perform a group action, you may count multiple 6s from different rolls as a critical success. This room’s material is a master to train you, which also functions as a creature equal to your base tier.
--Gambling Den : Each PC skims 1 gold on the side every Recovery phase. You can pay light cost to automatically recruit the following helper types: grunts - thieves - tricksters.
--Gear Locker: Every PC always has a supply of the following: smoke bombs (T1) - sunrods (T1) - tar bombs (T2) - thunderstones (T2) - climbing gear - throwing weapons - traps. You also gain 1 extra supply slot.
--Obstacle Course: Each PC can immediately place one extra dot in a Muscles action of
their choice. In addition, the whole room acts as a trap equal to the base tier.
--Planning Room: Take +1d on engagement rolls for the following raid plans: pull a trick, talk it out, sneak in & out.
--Roost: Before a raid, you can roll your base tier to gather information about a target. Your ravens, bats, or other small, winged creatures are always on the lookout for you. You can also use these to communicate with distant allies.
--Tavern : You take +1d when you roll revelry. Your tavern is also frequented by merchants, with cheap and light cost items for sale.
Stronghold : Through Strength of Arms
A stronghold is your seat of power from which you project your might through strength of arms. You build raiding parties and later small armies, looking to free a dominion from the rule of a tyrant, patriarchy, or what-have-you.
In a stronghold, helpers flock to your banners looking to follow powerful leaders into glorious battle.
--War Banners: You start with helper salaries 1 and your salaries are always one higher than your base tier. At salaries 5, you attract an enormous beast of war or small army, a single veteran helper with three edges that rolls 3d on actions and can face a tier 3 faction on equal footing.
Stronghold Rooms
--Barracks: You can pay light cost to automatically recruit the following helper types:
grunts - raiders - scouts. These fresh recruits also function as a creature equal to your
base tier.
--Bestiary: You always have fresh mounts, which come with an edge (choose one): aquatic - armored - fast - flying - intelligent - magical - terrifying. Your mount can help out on a roll, but you risk losing it.
--Fighting Pit: You can choose two combatants (helpers, creatures, or prisoners) to fight, rolling their tier or an action in opposed fortune rolls. Which side do your helpers cheer for? If that side wins, take +1d to calamity, and helpers regain all morale. If it loses, the PCs each gain a Heart. On a tie, everyone wins!
--Smithy: Each of your helpers gains the deadly edge as you equip them with dangerous weapons. If they already had it, they take +effect when attacking.
--Armorer: Each of your helpers gains the armored edge as you equip them with armor. If they already had it, they gain it again, becoming heavily armored.
--Prison: You can hold prisoners for ransom.
--War Room: Take +1d on engagement rolls for the following raid plans: set a trap, slaughter, smash & grab.
Temple : Impressing a Power
A temple is fully dedicated to a Power, centered on carrying out that Power's agenda. The exact nature of how your temple looks or your goals as a base tends to reflect
your Power's domains.
In a temple, your Power is aware of your presence, and will interact directly to further their goals. Choose a Power, or make up one of your own.
--Holy Intervention : Once per cycle, they can cast a tier 3 spell as an action roll, rolling the base tier in place of Invoke with no penalty from spell tier on the roll. A PC decides when this happens.
Temple Rooms
--Altar: You can pay light cost to fulfill the first requirement of any ritual you perform.
When a ritual is completed, one PC that helped with the ritual gains Hearts equal to the tier of the ritual.
--Antechamber: This room is placed on the same level as your sanctum and functions as its entrance. When invaders pass through it, you take +1d on the next engagement roll and each PC gains a Heart.
--Augury Circle: You take +1d on any rolls made to gain information.
--Dormitory: You can pay light cost to automatically recruit the following helper types: priests - workers. These helpers also function as a creature equal to your base tier.
--Reliquary: Placing an item of holy importance in this room immediately casts a tier 2 ritual (without requirements), creating a permanent effect related to the item within your base or its immediate vicinity. It can hold a total of three items...
--Meditation Room: Your helpers have faith in the world beyond this one. They all get one final action after they are crushed.
--Scriptorium: You gain a new xp trigger: Your deeds have garnered your Power's attention. Your helpers always work to record your deeds in a holy book dedicated to your Power.
Master Plan
Every base has a reason for existing - this is your master plan. You work together to choose a plan that aligns well with your theme, the characters you’re playing, and the world that comes into focus through play. In this way, you can determine together what you want the game to be about and be rewarded for playing towards those goals.
A master plan has several steps, but you only need to know what the next step is. Having a vague idea of what your final master plan might be is a good idea, but not necessary. The player characters might know, but it's fine for the players to not have it figured out yet-- and that’s fine. Halfway through the game, you might meet a tribe of centaurs and decide that the master plan will involve getting them to stampede down the city's main street right in the middle of the Baron's parade! How could you have come up with the whole plan if you didn't even know about the centaurs at first? (Again, the players' characters will probably already know about the centaurs in the woods. The characters might know the whole master plan. The players just figure out, as they go, what their characters have probably been planning all along, that's all.)
As the game continues, the next step and the next step and eventually the final master plan will emerge. Even after you decide on a master plan, it’s likely to change over time as more details about the world become clear through play.
The important thing is always having a step in the plan to work toward.
As you establish your base, the most important thing is growing your hoard to reach tier 1 so you can gather some helpers to do your bidding. Growing your Hoard is always Step 1. Once you hit tier 1, the group works together to decide what the next step is.
Once you finish a step, it’s time to decide another one. You can fill in the next steps or
the final master plan any time and change them as you like if they don’t fit. You can
even change your current step if it’s not working out for you.
Master Plan Example
❖ Master Plan: Free the Peasantry
➢ Step 1: Grow the hoard.
➢ Step 2: Enlist disgruntled farmers from the surrounding area to help you.
➢ Step 3: Get rid of (capture? kill? turn into a toad? convert into a pacifist follower of a higher power?) the town’s Constable, and destroy its jail or tax-collection house or whatever.
➢ Step 4: Perform a magic or holy ritual to embolden and strengthen the townspeople.
➢ Step 5: Lead the peasant uprising against their liege.
Okay, that's enough about Bases and Master Plans... now it's time to make your PC(s)...
This message was last edited by the GM at 20:48, Thu 20 Feb 2020.