Level Up (A5E) What strongholds and followers are missing? (Also: rules for mobile strongholds)

xiphumor

Legend
I’m brainstorming pitches for the GPG, one of which is adding more strongholds and followers. Here are my rough ideas. I’m looking for feedback and any ideas I might be missing:

Followers:
  • Scout: explore areas up ahead
  • Merchant: purchase basic goods even if out of town
  • Pilot: drive vehicles
  • Tailor: clothing to suit environment and culture
  • Alchemist: produce various alchemical items
  • Poisoner: produce poison
  • Fletcher: produce ammunition
  • Messenger: deliver messages and packages
  • Trainer: extra maneuver/exertion
  • Artist: produce treasures
  • Sentry: stand guard and improve passive perception

Strongholds: (I haven’t fleshed out the functions for these)
  • Theater
  • Trading Post / Harbor
  • School
  • Hospital
  • Public Hall
  • Museum

In addition, I think it would be cool to have strongholds that are composed of vehicles, so you could have a caravan/fleet at your disposal.
 

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Tangential reference. Palladium Books had put out a supplement for their Nightspawn/Nightbane property called Between the Shadows that had rules for creating Astral Domains that were personal worlds in the Astral Plane with powers/abilities determined by the owner and paid for with that system's version of magical energy. I loved those rules and wonder if a similar could be implemented.
 

This is a little bit of an out there suggestion, @xiphumor, but you could ask Morrus if you could take a look at his Pirate Ship Stronghold rules, in private and under strict confidence, in order to build off what he's written for your own GPG article as a way to maintain the methods he's got going and build it into your system?
 

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