Revolutionist
About this class
When you have a cause, you’ll stop at nothing to see it done, revolutionists take this ideal to the extreme. While often physically impressive, revolutionists’ true skills lie in their ability to fight for a cause and rally others to their side. They commonly begin as ordinary folk living in a place of control or misconduct of those in power, but become radicalised against a side and seek to see it’s end, either through organised protests or violent uprisings, often both. Their pull over the wants and fears o people to aid their cause is the revolutionist’s primary trait.
Domains
Grace
Valor
Starting stats
Hope feature
Class features
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The Cause
As part of your character creation, work with your GM to create an additional experience that sums up the cause that you fight for, this starts at +3 and can be increased when leveling up as normal. When you make a roll that utilities this experience, gain a Zeal regardless of the result. Start with 3 Zeal, this reflects your personal momentum for your cause and can be spent on furthering it’s ideals. Additionally, when preparing as a downtime action, you can choose to gain 1d4 Zeal instead of a Hope.
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Courage Of The Cause
After making an action roll, spend a Zeal to re-roll your Hope Die if it is lower than your Fear Die, you must use the resulting roll.
Class items
- A Holdout Weapon
- Flyers
Character questions
Background prompts
- What radicalised you against your foes?
- Who or what have you lost in your efforts?
- What would your life look like were you to succeed?
Connection prompts
- How did I convince you to join my cause?
- What have I done that you think went too far?
- Are you jealous of my popularity with the common folk?
Subclass cards
Printable via header menu
Vox Populi
Foundation
SPELLCAST TRAIT: Presence
Join Us: When making a presence roll to convince someone to support the ideals of your cause, spend a Zeal to gain advantage on the roll.
Strength In Numbers: When an ally makes an attack within very close range of you, spend a Zeal to give that ally a bonus on their attack and damage equal to your tier. Additionally, when an ally is within very close range, gain a bonus to your Damage Thresholds equal to double your tier.
Vox Populi
Specialization
Over Here: Describe how you draw focus or cause a distraction, spend a Zeal so that you or an ally within far range gains advantage on their next roll as a result.
Focus Yourselves: Spend a Hope and a Zeal to clear a stress from all allies within close range.
Vox Populi
Mastery
Not On My Watch: Spend 3 Zeal to stop the GM from performing a GM move that spends fear. e.g. Prevent the spotlight being taken or end an effect on an adversary.
Gutter Fighter
Foundation
SPELLCAST TRAIT: Strength
We Must Act: Spend any number of Zeal to gain a +2 bonus for each Zeal spent on a presence roll to command a target to perform an action or make a decision.
Dangerous Profession: If someone makes an attack within very close range, spend a Zeal to redirect that attack onto yourself or an ally within very close range, or spend 2 Zeal to redirect the attack onto an adversary within very close range.
Gutter Fighter
Specialization
Give No Quarter: Once per session, after forcing a target to mark its last hit point, mark a Stress and spend a Zeal to announce to the room your next target. The target marks 2 stress and is temporarily vulnerable, on your next attack to this target, add the result of your fear dice to the damage. If this attack causes the target to mark its last hit point, you can immediately perform this ability again by spending another Stress and Zeal.
Gutter Fighter
Mastery
Heavy Is The Crown: When the GM performs a GM move that uses fear, spend 3 Zeal to force them to spend 2 more fear they would need to, if they are unable to spend the fear, the move is cancelled but the fear is still spent.
Agent Provocateur
Foundation
SPELLCAST TRAIT: Knowledge
Know Thy Enemy: Spend a Zeal to ask the GM to identify a structural weakness in the environment or system, the next roll you make that capitalises on this information has advantage.
Sabotage: If an adversary makes an attack roll within very close range of you, describe how your tactics disturb their plans, spend a Zeal to subtract 1d6 from their roll. Additionally, spend a stress to make that adversary temporarily vulnerable.
Agent Provocateur
Specialization
Sly Evasion: After an ally within close range of you makes a successful attack, spend a Zeal to temporarily give them +1d4 bonus to their evasion, this lasts until they take damage or make another attack.
Agent Provocateur
Mastery
All Part Of The Plan: Describe how you have prepared for an action your enemies are taking, when the GM makes a move that costs fear, spend a Hope to gain a Zeal.
Inside Man: Once per session, spend 3 Zeal to describe how a seemingly unimportant adversary is secretly on the your side. Work with the GM to describe how they help sabotage your enemies plans.
Revolutionist
When you have a cause, you’ll stop at nothing to see it done, revolutionists take this ideal to the extreme. While often physically impressive, revolutionists’ true skills lie in their ability to fight for a cause and rally others to their side. They commonly begin as ordinary folk living in a place of control or misconduct of those in power, but become radicalised against a side and seek to see it’s end, either through organised protests or violent uprisings, often both. Their pull over the wants and fears o people to aid their cause is the revolutionist’s primary trait.
Domains
Grace + Valor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A Holdout Weapon
- • Flyers
Revolutionist’s Hope Feature
For the Cause : Spend 3 Hope to invigorate your allies or diminish your enemies, Gain a Zeal and either make all allies gain a Hope or all enemies gain a Stress within close range.
Class Features
The Cause
As part of your character creation, work with your GM to create an additional experience that sums up the cause that you fight for, this starts at +3 and can be increased when leveling up as normal. When you make a roll that utilities this experience, gain a Zeal regardless of the result. Start with 3 Zeal, this reflects your personal momentum for your cause and can be spent on furthering it’s ideals. Additionally, when preparing as a downtime action, you can choose to gain 1d4 Zeal instead of a Hope.
Courage Of The Cause
After making an action roll, spend a Zeal to re-roll your Hope Die if it is lower than your Fear Die, you must use the resulting roll.
Revolutionist Subclasses
Choose either the Vox Populi or Gutter Fighter subclass.
Vox Populi
Play the Vox Populi if you want to further your cause through a grand movement of common folk.
Spellcast Trait
Presence
Foundation Features
Join Us: When making a presence roll to convince someone to support the ideals of your cause, spend a Zeal to gain advantage on the roll.
Strength In Numbers: When an ally makes an attack within very close range of you, spend a Zeal to give that ally a bonus on their attack and damage equal to your tier. Additionally, when an ally is within very close range, gain a bonus to your Damage Thresholds equal to double your tier.
Specialization Feature
Over Here: Describe how you draw focus or cause a distraction, spend a Zeal so that you or an ally within far range gains advantage on their next roll as a result.
Focus Yourselves: Spend a Hope and a Zeal to clear a stress from all allies within close range.
Mastery Feature
Not On My Watch: Spend 3 Zeal to stop the GM from performing a GM move that spends fear. e.g. Prevent the spotlight being taken or end an effect on an adversary.
Gutter Fighter
Play the Gutter Fighter of you want to further your cause through violence and might.
Spellcast Trait
Strength
Foundation Features
We Must Act: Spend any number of Zeal to gain a +2 bonus for each Zeal spent on a presence roll to command a target to perform an action or make a decision.
Dangerous Profession: If someone makes an attack within very close range, spend a Zeal to redirect that attack onto yourself or an ally within very close range, or spend 2 Zeal to redirect the attack onto an adversary within very close range.
Specialization Feature
Give No Quarter: Once per session, after forcing a target to mark its last hit point, mark a Stress and spend a Zeal to announce to the room your next target. The target marks 2 stress and is temporarily vulnerable, on your next attack to this target, add the result of your fear dice to the damage. If this attack causes the target to mark its last hit point, you can immediately perform this ability again by spending another Stress and Zeal.
Mastery Feature
Heavy Is The Crown: When the GM performs a GM move that uses fear, spend 3 Zeal to force them to spend 2 more fear they would need to, if they are unable to spend the fear, the move is cancelled but the fear is still spent.
Background Questions
Answer any of the following, or create your own.
- • What radicalised you against your foes?
- • Who or what have you lost in your efforts?
- • What would your life look like were you to succeed?
Connections
Ask one of the following, or improvise.
- • How did I convince you to join my cause?
- • What have I done that you think went too far?
- • Are you jealous of my popularity with the common folk?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.