All players other than the tyrant are rebels, who collectively form a cell of the revolutionary movement. Each rebel possesses a “reason” and an occupation. Their reason is why they risk their lives to fight the tyrant, restoring their hit points whenever they suffer a significant setback in direct pursuit of that goal. A rebel’s occupation, on the other hand, gives them a handful of per-session declarations they can make based on their skills and connections.

Reasons
Vengeance: To avenge a loved one’s suffering at the hands of the tyrant
Wealth: To loot the overlord’s fortress and spread the wealth around.
Retribution: To repay the tyrant’s betrayal.
Justice: To punish the tyrant’s wickedness.
Prevention: To stop the tyrant’s master plan.
Destruction: To get the excuse to fight and break things.
Promise: To fulfill an oath you took to someone.
Ascension: To become the new tyrant yourself.

Occupation
Hacker: Declare you were carrying a one-use magitech device of your choice, or declare that you sabotaged a machine earlier: it immediately breaks or goes down.
Punk: Instantly escape a situation (taking a few people with you) or start a spontaneous riot when in a public place.
Survivalist: Declare that you are carrying a weapon or piece of survival equipment, or declare that you have a safehouse or equipment cache nearby.
Criminal: Leave the area and appear someone else, hidden but right next to someone or something, or set up an underworld meeting to fence goods, hire for a job, or make a business proposal.
Dilettante: Get into a fancy venue or a high class event with your name alone, or, declare you have something expensive back at your home.
Politician: Get yourself or someone else out of a criminal charge scot-free, or get someone to believe even a ridiculous lie, if only briefly.
Academic: Answer any question as long as you are in a library, or communicate in an unbreakable code only comprehensible to your comrades.
Worker: Ignore an exhaustion or injury condition you would take, or perform a near-superhuman feat of physical labor.
Merchant: Back out of a deal, not upholding your end of it but getting what you wanted from the other person, or produce a large sum of money, enough for a down payment or a bribe.
Soldier: Kill someone, right here and now (everyone sees that you did it), or prevent a single target from taking damage.
Artist: Embed a social action into a piece of art (anyone who observes it is affected by the action), or put on a performance that sways anyone in the vicinity to your side.
Physician: Revive the recently dead, or give someone a treatment that temporarily enhances their abilities.
Spy: Leave the scene, and any time afterward declare you were secretly a minor person nearby, or reveal that you planted a bomb earlier.

The Movement
Your cell is one component of the wider revolutionary movement. In each session, you play out a revolutionary action, typically infiltrating and destroying a piece of the tyrant’s infrastructure. At the end of each mission, a downtime phase passes, in which the tyrant and the revolution both get to take broader-scale actions. Your revolutionary organization is rated according to three numerical ratings (Popularity, Secrecy, and Funds), along with a set of resources (surpluses and deficits).

Popularity
Public support for the revolution. High popularity gets the populace to passive-aggressively resist the authorities by work slowdowns, refusing to inform on underground activities, and surreptitiously supplying resources to the cause. Check Popularity whenever the cell meets someone not already part of the government or the resistance.
Full Success: They are supportive of the movement and offer assistance.
Mixed Success: They either aren’t sure if they trust the revolutionary organization, or are too afraid of reprisal to do anything but ignore you.
Failure: They oppose what you’re doing, and may report you to the authorities.

Secrecy
How well your movement has managed to avoid scrutiny from the authorities. Poor operational security during missions can reduce it, while destroying records and silencing witnesses can increase it. Check this once at the beginning of each downtime, before taking actions.
Full Success: Your organization stays safe and out of trouble.
Mixed Success: The authorities are getting suspicious. Roll for a random downtime event.
Failure: The authorities stage a crackdown on your movement. The Tyrant may choose to remove a Surplus or add a Deficit to the movement.

Funds
The money and other assets your movement has at its disposal. You can permanently reduce your Funds to buy upgrades during downtime. You can also roll a check to make purchases while planning for or executing a mission.
Full Success: You make the purchase without a problem.
Mixed Success: You make the purchase, but it costs you – the next time you roll, treat this outcome as a failure.
Failure: You do not have enough money available to make the purchase.

Resources
In addition to the three primary ratings, your movement possesses a variety of more specific resources. By default, it is assumed that you have a reasonable supply of any given resource, and do need to mention it. However, if you are in a great need of something you lack, or possess an unusually large supply of it, then you are said to have a Deficit or Surplus of that resource. If you would gain a Surplus of a resource you currently have a Deficit in, it cancels out the Deficit, and vice versa.
Whenever you make a check with one of your movement’s attributes, you get advantage on it if you have a relevant Surplus that could help, and disadvantage if you have a relevant Deficit that would hinder you.
People: The size of your organization in terms of membership.
Morale: How much tenacity your members have left to fight.
Weapons: How well-supplied your movement is with arms and armor.
Organization: How much discipline and efficiency your operations have.
Money: How well-funded your movement is.
Territory: How much of the domain your network has access to.
Information: How effective your spy network is at keeping you informed.
Integrity: Whether your methods are coherent with your stated ethics. If you defeat the tyrant while your integrity is in deficit, your new government succumbs to in-fighting and corruption.
Solidarity: How strong of an alliance (or intensity of an enmity) you have with another faction. Unlike other resources, you can have multiple instances of Solidarity, one for each faction you have a relationship with.






