Rebellion Mechanics in Velucia | World Anvil
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Rebellion Mechanics

Overview

This is a collection of rules for handling how the rebellion is going to work in this game, as well as give some info on certain features.  

Currency

While you will at times have gold, It is largely meaningless. It is not entirely useless but gold itself presents many problems. Namely, If you have a large sum of it, it's suspicious. No one of your class should have that much money so you must have done something illegal to get it, which means the guards have the right to take it from you. It is also hard to spend. Many places won't sell to you and of the ones that will, most won't accept large sums of gold. Moreover, when it comes to weapons, no one will sell them to you.   To that end, the currencies you'll actually be dealing with for this game are Personel, Food, and Weapons. These numbers are abstracts. having 1 Personel is not the same as a single person. You might spend 1 Personel to get a new archer unit for war. The same applies to Food and Weapons. Food will be spent to send units on a military campaign, to train units up (for both new armies and increase the stats of existing armies), and as a general expense to keep your armies alive. Weapons will be spent to create army units and to upgrade existing ones. They can also be lost in the course of a battle.   We'll be tracking these currencies in the party sheet so that you can keep track of them.  

Tendency

I could call this section allignment, but I don't use the good/evil and law/chaos alignment in my games as I find its often used as a weapon and not a tool. That aside, the Rebellion with have a certain tendency, tracked on two Axis. One is Hope/Fatalist and the other is Honor/Outlaw. These represent the way people see the rebellion.   Honor means taking actions that the people see as worthy or righteous, whereas outlaw can be seen as doing whatever it takes to make the rebellion happen. Press ganging a group of people into fighting is an outlaw thing to do and would drive the rebellion's reputation towards that end.   Hope is inspiring the people to believe the rebellion can succeed and they will win. It can be seen as the high road to victory in some ways. Fatalist, on the other hand, is the idea that winning doesn't matter, we're gonna burn and kill enough that hopefully, it works, and if not the destruction will have to be enough. These are largely controlled through the messages you give to your armies and people in times of strife to motivate them. Is the rebellion more about winning freedom, or killing Oni?   As people come to see the rebellion in a certain way, you doubtlessly have some who disagree with how you run things. others may more readily step up to join if they agree with you ideologically. I will be keeping a public note with the rebellions current standing on these two axes as the campaign goes.  

Notoriety

As you run missions and take actions in the open, your notoriety will increase. Thes represents how aware the public is of you. The higher the rebellions notoriety the more likely people will be to have heard of you, but also the more attention the Oni will be putting into stopping you. Notoriety does not equate to people knowing where you are or who you are, just knowledge of the rebellion as a force. It will mostly increase by taking large actions out in the open or if the wrong people talk. Notoriety can be difficult to decrease. Once it starts going up it is tough to bring back down and requires laying low for a long period of time or using tactics to convince the Oni you've been dealt with. I will be tracking Notoriety in the same note as the rebellions Tendency.  

War

Once the campaign gets going, a large part of combat will involve the rules for Armies and battlefield combat in Strongholds and Followers. I will make sure everyone has access to these rules and troops will end up assigned to players who are leading them to decide how and where to attack during combat. Players will also grant bonuses to their armies based on who is leading, but we will discuss that once it becomes relevant.

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