Phase 1 - Upkeep:
1. Supporter Attrition - Attempt DC 10 Loyalty, if successful, lose 1d6 supporters. If natural 20, gain 1d6 supporters. If failed, lose 2d4+rebellion rank supporters.
2. Notoriety Maximum - if Notoriety is 100, Thrune agents execute suspected supporters. Reduce population and supporters by 1d20+rebellion rank
3. Treasury Shortage - if treasury is below minimum, lose 2d4+rebellion rank supporters
4. Increase Rank - Apply increased supporters from previous week. If possible, increase rebellion rank.
5. Deposits and Withdrawals - any officer can deposit or withdraw any amount of gold
Phase 2 - Activity:
Actions limited by Available Actions (which are granted by different kinds of teams), and Maximum Number of Actions (determined by rebellion rank)
Activate Black Market (Black Marketeers): DC 20 Secrecy, spend 50gp to bribe officials and smuggle goods. If successful, black market for 1 week. City's base value for goods is doubled and all rolls to determine item availability go from 75% to 90%. Magic items sell for 55% instead of 50%
Activate Safe Houses (Saboteurs, Spies, or Thieves): Select a building outside Castle District or Greens. Could be abandoned, or home/business of a supporter. Safe house remains active for 1 week, characters recovered via Rescue Character action can be brought there without fear. Also a safe place to get food, recover, and rest without interruptions.
Change Officer Role (No Team Required) One PC can change role
Covert Action (Spies) Hide evidence of the next action - all rolls made to resolve the next action add the spies' manager's Cha to the roll, and Notoriety gain is automatically set to minimum.
Dismiss Team (No Team Required) Remove a team from rebellion, freeing a slot for a new team. DC 10 Loyalty, or gain 1d4 Notoriety because the old team starts talking.
Earn Gold (Black Marketeers, Merchant Lords, Merchants, or Peddlers) Roll Security, multiply result by team's tier, earn that much gold. On a natural 1, Notoriety also increases 1d6
Gather Information (Agitators, Cognoscenti, Rumormongers, or Street Performers) DC 15 Secrecy with a bonus of 2xteam tier. If successful, gain information as a Diplomacy check or GM Rumor. On natural 1, also gain 1d6 Notoriety.
Guarantee Event (No Team Required) Gain 1d6 Notoriety, guarantee event, but roll twice and take lowest result (the better one, usually)
Knowledge Check (Cognoscenti) Secrecy Check w/bonus of Kintargo's Lore Modifier + 1/2 rebellion rank, results as a Knowledge check
Lie Low (No Team Required ) Skip an action, reduce Notoriety by 1 per team
Manipulate Events (Cabalists) Automatically guarantee event, GM rolls twice, team manager gets to pick the result. If event is detrimental, team manager can add Cha to rolls to handle the event.
Recruit Supporters (No Team Required) Can only be made once per Activity Phase. Spend gold equal to minimum treasury value, Loyalty Check DC 10+rebellion rank. Success=recruit 2d6+Recruiter bonus supporters. On a 1, gain 1d6 Notoriety. Can't take if already at max rank.
Recruit Team (No Team Required) Check and DC depends on type of team (see below). On a 1, gain 1d6 Notoriety.
Reduce Danger (Cabalists, Freedom Fighters, Infiltrators, Spellcasters) DC 15 Security, reduce Kintargo's Danger Rating by 5 (minimum of 0) for the following week, including Event Phase. If you exceed by 10, reduce Danger by 5 more per 10 of check. If failure, gain 1d4 Notoriety, Danger Rating goes up by 5 for next Event phase/next week.
Refresh Marketplace (Black Marketeers, Merchant Lords, Merchants) spend 100gp, remove magic items for sale from distribution, GM rolls new items randomly to determine what becomes available at end of following week. If using a Tier 3 team, can ask GM to reroll 1 result per category (minor, medium, major)
Rescue Character (Cabalists, Infiltrators, Spellcasters) Team breaks into a prison or secure site to rescue a captured character (PC or NPC). Security DC 10 + character's level. If successful, can return character to any friendly location, gain 1 Notoriety/level of rescued person. Failure gains 1/2 Notoriety, but doesn't rescue character.
Restore Character (Spellcasters) Heal all ability score damage, HP damage, or 1 3rd-level or lower restorative spell for free. Can also cast higher-level spells, but provided via scroll use, so cost = scroll
Sabotage (Saboteurs) DC 20 Secrecy, distract Thrune's people, all actions next week get +2 to checks, and reduce Notoriety by 2d6. Can also be used for specific story-related events.
Secure Cache (Saboteurs, Sneaks, Spies, Thieves) Arrange for a cache of equipment to be hidden in Kintargo. Have to pay for items or provide them. Minor = 900gp or less, 5 lbs or less, DC 15 Secrecy. Intermediate = 2500gp or less, 10 lbs or less, DC 20 Secrecy. Major=no gp limit, 20 lbs or less (but can use extradimensional items to increase), DC 30 Secrecy.
Special (No Team Required) It's special.
Special Order (Merchant Lords) Place an order for a specific item that costs more than Kintargo's base value and currently not available in town. Cost is paid in advance -5% discount, arrives in 2d6 days, can rush to 1 day for 900gp.
Spread Disinformation (Agitators, Cognoscenti, Rumormongers) DC 20 Secrecy, reduce Notoriety by 1d6, +1d6 per 10 over DC. If fail, increase Notoriety by 1d6.
Upgrade Team (No Team Required) Spend gp listed below, upgrade one team.
Urban Influence (Agitators) Spend 100gp, adjust Corruption, Crime, Economy, Lore, or Society modifier by 2 in either direction for 1 week.
Phase 3 - Event: Roll percentage chance = Danger rating + Notoriety score, doubled if nothing happened previous week.