Infamy
Upon the successful completion of a mission for the Revolutionary Army, you gain Infamy, which contributes to your standing within the organization and your reputation in the world. Each successful mission grants you a base of 50,000 points towards your Infamy, signifying your dedication and achievements in furthering the revolutionary cause. However, if your actions within the mission are deemed particularly impactful and exemplary by the leadership of the Revolutionary Army, you may be granted the opportunity to roll a die depending on the significance of the mission (d4 for Blues, d6 for Paradise, d8 for Ocean, d10 for New World, d12 for Laughtale). Multiply the result by 10,000, adding those points to your Infamy as recognition for your exceptional contributions.
Revolutionary Recruit
Benefits: Entry into the Revolution Army, access to basic resources, and participation in revolutionary activities.
Freedom Fighter
Requires: 500,000 Infamy, Revolutionary Recruit Rank
Benefits:
Awareness: Your actions have gained attention, and your name is starting to become known among supporters of the revolution. Choose either Persuasion or Intimidation, and you gain a permanent +1 bonus to checks you make with that skill. This choice cannot be changed later.
Guerrilla Fighter
Requires: 2,000,000 Infamy, Freedom Fighter Rank
Benefits:`
- Underground Network: People fear and respect you due to your reputation. In areas sympathetic to the revolution, you can get away with minor infractions, such as requisitioning supplies or evading capture by local authorities.
- Signature Weapon: Given access to materials, you can craft a personalized T2 weapon or armor with a single additional Journeyman property, designed by a renowned craftsman affiliated with the Revolution Army. Someone with the appropriate smithing feat can spend 6 DT to add 5 additional upgrade slots to it.
Rebel Leader
Requires: 4,000,000 Infamy, Level 10, Guerrilla Fighter Rank
Benefits:
Tactical Advantage: Gain insight into enemy strategies and weaknesses. In battle or during missions, you can provide valuable tactical advice to your allies, granting them a bonus to combat or mission-related checks equal to your proficiency bonus. Your signature weapon is elevated to T3 and is granted an additional Master property of your choice. Someone with the appropriate advanced crafting feat can spend 12 DT to add 3 additional upgrade slots to it.
Revolutionary General
Requires: 8,000,000 Infamy, Level 12, Rebel Leader Rank
Benefits:
Strategic Mastery: Recognized as a leader among revolutionaries, you are entrusted with planning and executing large-scale operations against oppressive forces. Your decisions can sway the outcome of battles and campaigns. You gain the inspiring leader feat if you don’t already have it. If you do, you may gain a non-combat feat of your choice.
Icon of Rebellion
Requires: 16,000,000 Infamy, Level 15, Rebel Leader Rank
Benefits:
Symbol of Hope: Your influence spreads far and wide, inspiring hope and unity among revolutionaries. Your speeches and actions rally supporters and demoralize enemies, significantly impacting the morale of both sides in conflicts. You gain expertise in either persuasion or intimidation. If you have expertise in both of these skills, you can add 1d6 to a persuasion or intimidation check of your choice once per short rest. Your signature item is elevated to T4, and gains an additional Legendary property of your choice.
Revolutionary Hero
Requires: 25,000,000 Infamy, Level 17, Icon of Rebellion Rank
Benefits:
Champion of the People: Revered as a legendary figure in the revolution, you embody the ideals of freedom and justice. Your presence alone boosts the morale of your allies and strikes fear into the hearts of your enemies, turning the tide of battles in your favor.
You may use an action to strike fear into the hearts of your enemies. Make a contested intimidation check against any number of enemies’ insight checks. On a success, that enemy has disadvantage on attack rolls and saving throws against your allies for the next minute. A creature can use its action to make another insight check against your original intimidation check to attempt to end this effect on themselves.
You may use an action to inspire your allies. Any number of allies have advantage on attack rolls and saving throws for the next minute
Once you use either of these features, you cannot use them again until you take a long rest.