My zero-level follower rules have expanded a bit to be more like contacts in TSR Marvel game. Allows you to have friends, pets, organisations or groups as contacts. Everyone should get a guild ally as a possibility. Stat bonus derived followers can be anyone you meet, but you might want to start with one of these.
Mostly, followers can be two levels lower than a player character or be zero level. This includes creatures with less than a d8hp or 1HD. D4 or d6 is more common.
d12 Where Did I Meet Them
1 On the road
2 At an Inn
3 Found them homeless
4 Sibling or cousin
5 Contracted or oath-bound servant
6 Met school, temple or work
7 Old childhood friend
Mostly, followers can be two levels lower than a player character or be zero level. This includes creatures with less than a d8hp or 1HD. D4 or d6 is more common.
d12 Where Did I Meet Them
1 On the road
2 At an Inn
3 Found them homeless
4 Sibling or cousin
5 Contracted or oath-bound servant
6 Met school, temple or work
7 Old childhood friend
8 Adopted as an urchin
9 Asked to watch over them
10 In prison
11 Freed from slavery
12 Saved them from death
d12 Some Zero Level Followers
1 Craftsman - HD d4Evaluate, one craft skill & Clubs or blades. Wears leather and has some tools
2 Servant -HD d4 Etiquette, Groom & Blades. Wears the coat of arms of the master and a dagger
3 Musician - HD d4 Perform, Song Lore & Blades. Wears a costume, carries an instrument and a knife
12 Saved them from death
d12 Some Zero Level Followers
1 Craftsman - HD d4Evaluate, one craft skill & Clubs or blades. Wears leather and has some tools
2 Servant -HD d4 Etiquette, Groom & Blades. Wears the coat of arms of the master and a dagger
3 Musician - HD d4 Perform, Song Lore & Blades. Wears a costume, carries an instrument and a knife
4 Guide - HD d4 Search, Streetwise, Blades. Wears leather and carries a dagger
5 Labourer - HD d4 Porter, Endurance, Clubs. Wears leather and carries a club
6 Sailor - HD d4 Blades, Rope Lore, Swimming. Has a dagger and a bottle of rum
7 Thug - HD d6 Clubs, Blades & Intimidate skills. Has leather and a club
8 Guard - HD d6 Spear, Blades & Alertness skills. Has leather, a spear, a small shield, and a dagger
9 Slinger - HD d6 Slings, Clubs & Search. Has a loincloth, three slings, a bag of 20 stones and a club
10 Barbarian - HDd6 Axes, Spears & Track skills. Has an axe, spear and two javelins
11 Hunter - HD d6 Archery, Axes & Sneak skills. Has shortbow, 20 arrows and handaxe
12 Squire - HD d6 Swords, Spears & Ride skills. Has leather, shield, sword, spear
d12 Zero-Level Pets
1 Rat AC+3 HD d4 Att d3 Mov 13 Climb or Swim 4 Track Skill
9 Slinger - HD d6 Slings, Clubs & Search. Has a loincloth, three slings, a bag of 20 stones and a club
10 Barbarian - HDd6 Axes, Spears & Track skills. Has an axe, spear and two javelins
11 Hunter - HD d6 Archery, Axes & Sneak skills. Has shortbow, 20 arrows and handaxe
12 Squire - HD d6 Swords, Spears & Ride skills. Has leather, shield, sword, spear
d12 Zero-Level Pets
1 Rat AC+3 HD d4 Att d3 Mov 13 Climb or Swim 4 Track Skill
2 Raven AC+4 HD d4 Att d3 Mov 3 Fly 24 Search skill (swap for haw,k owl, kingfisher, vulture)
3 Lizard AC+3 HDd4 Add d3 Mov 12 Climb or Swim 3 Track Skill
4 Frog of Toad AC+2 HDd4 Add d3 Mov 9 Hop 1 Burrow 3 Swim 6
5 Monkey AC+3 HD d6 Att d4, can throw rock or poop Mov 15 Climb 9 with prehensile tail
6 Slime AC+3 HD d4 Att d3 acid, Mov6 Climb 9 Swim 6 one eyed pocket blob
7 Cat AC+3 HDd4 Att d3 Mov 12 Jump 2 Silence Skill, good scout and vermin control
8 Rat Dog AC +1 HD d4 Att d3 Mov 12 Alert skill
9 Shepherd Dog AC+1 HD d6 Att d4 Mov 12 Track Skill
10 Hunting Dog AC +2 HD d4 Att d4 Mov 18 Flee skill
11 Goat or Deer AC+3 HD d6 Att d4 Mov 24 Listen Skill
12 Pony AC+2 HD d6 Att d4 Mov 18 Porter skill, for pack or small rider
d12 Pet Improvements (one for each player character level up)
1 Unusual manual dexterity for the species
d12 Pet Improvements (one for each player character level up)
1 Unusual manual dexterity for the species
2 Unusual trick learned
3 +3 Mov (or Fly, Swim, Burrow, Climb)
4 +1 Arms skill
5 +1 Arts skill
6 +1 AC
7 +1 Ability score
8 Major + minor mutation (possibly check for apotheosis)
9 +d8 HD
10 +1 Attack, possibly a new move
11 Made self-aware (only once) and can now speak common or adopt a character class
12 Gigantism made more prehistoric with druid magic +2HD bump damage dice (only once can you get this result)
Most characters dont start with followers but start getting them at 5th lv
You get 1+CHA bonus in slots for followers you can recruit on the fly in game
-usually two levels below the player chatracter or zero level or under a d8HD
-this is for quickstart new characters who want to use these flots straight up
-if you dont feed them or endanger them yes they leave
So I will try and expand the concept to include "Allies" which might be a person or pet but could also be an organisation or group like a guild. As these friends have obligations, choosing weird dangerous ones can be risky. You dont have to like your allies, some might be evil jerks and perhaps you are past associates.
These are for basic classes
A pet is an animal companion that may occasionally help out
Pets have a list of possible benefits as the owner levels up
Followers are usually persons without a level or zero level who are loyal to the player character. Mostly, if exposed to danger will adopt a character class, usually the same as the player character, but you might send them for training in another class. Followers dont use morale like hirelings or people only with you for money. Family or loved ones might be good choices.
Contacts are persons or groups with influence you can call on for information or gossip. It may possibly help in troubled times, but will expect a return favour.
Patrons are organisations that consider you their agent, and they will take an interest in your location and activities. They will offer small sidequests while you are in any area.
You could use these to interact with factions of other species and may provide bonuses on reactions with factions you know well. Taking an evil faction means you probably were one and now you use your insider knowledge to destroy them from within or perhaps serve a more moderate faction (do we need to eat babies, guys?). You could connect these to your family and any individual follower could be famiy (or lover or sidekick) and any contact or patronage might come from a regular family contact. Obviously, these are great roleplaying opportunities and lets you justify "I'm a special bastard".
d12 Fighting Folk Starting Allies
1 Pet - Pack pony, goat, donkey or ass HDd6
Most characters dont start with followers but start getting them at 5th lv
You get 1+CHA bonus in slots for followers you can recruit on the fly in game
-usually two levels below the player chatracter or zero level or under a d8HD
-this is for quickstart new characters who want to use these flots straight up
-if you dont feed them or endanger them yes they leave
So I will try and expand the concept to include "Allies" which might be a person or pet but could also be an organisation or group like a guild. As these friends have obligations, choosing weird dangerous ones can be risky. You dont have to like your allies, some might be evil jerks and perhaps you are past associates.
These are for basic classes
A pet is an animal companion that may occasionally help out
Pets have a list of possible benefits as the owner levels up
Followers are usually persons without a level or zero level who are loyal to the player character. Mostly, if exposed to danger will adopt a character class, usually the same as the player character, but you might send them for training in another class. Followers dont use morale like hirelings or people only with you for money. Family or loved ones might be good choices.
Contacts are persons or groups with influence you can call on for information or gossip. It may possibly help in troubled times, but will expect a return favour.
Patrons are organisations that consider you their agent, and they will take an interest in your location and activities. They will offer small sidequests while you are in any area.
You could use these to interact with factions of other species and may provide bonuses on reactions with factions you know well. Taking an evil faction means you probably were one and now you use your insider knowledge to destroy them from within or perhaps serve a more moderate faction (do we need to eat babies, guys?). You could connect these to your family and any individual follower could be famiy (or lover or sidekick) and any contact or patronage might come from a regular family contact. Obviously, these are great roleplaying opportunities and lets you justify "I'm a special bastard".
d12 Fighting Folk Starting Allies
1 Pet - Pack pony, goat, donkey or ass HDd6
2 Pet - Dog d4 1=yappy ratter HDd4 2=wild or hunting dog HDd6 3=farm dog HDd6 3=war dog HDd6
3 Follower - Old porter who carries loads and a lamp
4 Follower - Squire or orphan, carries and looks after your stuff
5 Follower - Servant cares for your goods, comfort & grooming
6 Follower - Lowlife thug with a club and a sack and low morals
7 Contact - City guard of a famous city all know you, known by reputation
8 Contact - Millitary company of old war buddies, known by fighting kit
9 Contact - Mercenary guilds selling services, known by guild seal
10 Contact - Military order associated with nobility or church, known by symbol
11 Patron - Former instructor who trained other students
d4 1=Retired hero 2=Famous duelist 3=Leads famous school 4=Knows secret techniques
d4 1=Retired hero 2=Famous duelist 3=Leads famous school 4=Knows secret techniques
12 Patron - Former wealthy employer
d4 1=Landed noble 2=Merchant 3=Civic Official 4=Church
d4 1=Landed noble 2=Merchant 3=Civic Official 4=Church
d12 Lowlife Folk Starting Allies
1 Pet - Flying d6 1=raven 2=hawk 3=parrot 4=owl 5=homing pigeon 6=bat
2 Pet - Creeping d4 1=giant rat 2=cat 3=ferret 4=snake 5=huge toad 6=lizard
3 Follower - reasonably attractive lover or partner who likes to help out
4 Follower - street urchin petty criminal who helps out for scraps
5 Follower - begger who makes a useful spy, gossip, scrounger and helps camps
6 Follower - Lowlife thug with a club and a sack and low morals
7 Contact - City guard of a famous city all know you, known by reputation
7 Contact - City guard of a famous city all know you, known by reputation
8 Contact - Crime guild operating influence over a specific area and maybe more
d4 1=famous city gang 2=regional bandit gang 3=banking syndicate 4=
9 Contact - Specialist crime guild d4 1=assassins 2=smugglers 3=slavers 4=spies
d4 1=famous city gang 2=regional bandit gang 3=banking syndicate 4=
9 Contact - Specialist crime guild d4 1=assassins 2=smugglers 3=slavers 4=spies
10 Contact - secret society d4 1=cult 2=rebels 3=gang 4=vice
11 Patron - banking guild offers you discreet side quests for cash
d4 1=gather informarion 2=aquire documents 3=report on someone 4=cary messages
d4 1=gather informarion 2=aquire documents 3=report on someone 4=cary messages
12 Patron - famous criminal leader is a personal friend who taught you many skills
d4 1=bandit 2=beggar 3=gang boss 4=revolutionary
d12 Religious Folk Starting Allies
1 Pet - Pack pony, goat, donkey or ass HDd6
d4 1=bandit 2=beggar 3=gang boss 4=revolutionary
d12 Religious Folk Starting Allies
1 Pet - Pack pony, goat, donkey or ass HDd6
2 Pet - Churchyard chums d4 1=cat 2=toad 3=owl 4=mouse
3 Follower - initiate of the faith keen to learn and obey
4 Follower - wandering rural initiate travels pilgrim routes or lives as a hermit
5 Follower - scribe keen to record your deeds and help out at camp
6 Follower - healer initiate skilled with first aid and herbs
7 Contact - church hierarchy of characters chosen religion
8 Contact - church military orders who crusades against frontier enemies
9 Contact - inquisition who hunt heretics, cults and unlawful spell users
10 Contact - exorcists who drive away evil spirits and undead
11 Patron - church leader sends you on quiet missions and sidequests
d4 1=banking 2=diplomacy 3=messenger 4=perform rituals
d4 1=banking 2=diplomacy 3=messenger 4=perform rituals
12 Patron - mysterious secret order send you on church sidequests
d4 1=investigate a possible cult 2=recover lost relic 3=find old documents 4=investigate ruin
d12 Learned Folk Starting Allies
1 Pet - pack pony, goat, donkey or ass HDd6
2 Pet - potential familiars d6 1=snake 2=toad 3=blackbird 4=bat 5=cat 6=monkey
3 Follower - apprentice dropout from magic studies cant afford studies
d4 1=investigate a possible cult 2=recover lost relic 3=find old documents 4=investigate ruin
d12 Learned Folk Starting Allies
1 Pet - pack pony, goat, donkey or ass HDd6
2 Pet - potential familiars d6 1=snake 2=toad 3=blackbird 4=bat 5=cat 6=monkey
3 Follower - apprentice dropout from magic studies cant afford studies
4 Follower - scribe keen to record your deeds and help out at camp
5 Follower - Servant cares for your goods, comfort & grooming
6 Follower - Lowlife thug with a club and a sack and low morals
7 Contact - magic school or academy where you studied
8 Contact - a magical fraternal order that meet to share knowledge
9 Contact - a political faction of nobility manoeuvring against rivals for power
10 Contact - wizard guild, a great place to trade for spells and items
11 Patron - a powerful master of magic sends you on side quests
d4 1=find a scroll 2=find a rare spell ingredient 3=carry a message 4=trade a spell
d4 1=find a scroll 2=find a rare spell ingredient 3=carry a message 4=trade a spell
12 Patron - secret order of magicians meddling in world affairs
d4 1=report on strange location 2=report on a wizard 3=find blasphemous book 4=invstigate ancient text in stone
d12 Dwarf Allies
1 Pet - Burrowing buddies d4 1=mole 2=hairless giant rat 3=huge isopod 4=caecillian
2 Pet - Surface friends d6 1=pit pony 2=ratter dog 3=rabbit 4=bat 5-lizard 6=toad
3 Follower - apprentice dwarf keen for battle
4 Follower - dwarf porter carries packs and bags
5 Follower - dwarf miner and wilderness prospector
6 Follower - dwarf smith with apron and a bag of tools
7 Contact - dwarven clan member through family, each with their own craft specialisation
8 Contact - mining guild with at least a representative in most mining towns
9 Contact - dwarf berserker cult who drink heavily and crave blood and violence
10 Contact - Smith's guild for metal workers
11 Patron - sworn to clan ancestral hall to recover dwarf lore and relics with side quests
d4 1=recover dwarf text 2=recover dwarf art 3=recover clan relic 4=locate dwarf ruin
12 patron - sworn to a clan noble and wear their arm ring, and given sidequests
d4 1=spying 2=explore abandoned mine 3=carry messages 4=diplomacy
d12 Elf Allies
1 Pet - Forest friend d6 1=raven 2=songbird 3=squirrel 4=cat 5=fox 6=hawk
2 Pet - Wilderness chums d4 1=wild dog 2=deer 3=goat 4=young boar
3 Follower - apprentice young perky wood elf keen for adventure
4 Follower - old human servant you've known since they were a baby
5 Follower - a goblin servant who is loyal and resilient
6 Follower - wild folk hunter devoted to protecting you
7 Contact - druidic order that intercedes with the faerie and human world
8 Contact - military order of the Silver Star who hunt minions of the outer darkness
9 Contact - explorers Guild, who work to keep updated on history and the world's peoples
10 Contact - magical order of the crescent moon seeking lost lore to research
11 Patron - royal agent of the faerie court sent to inexplicable missions for quixotic royalty
d4 1=deliver gift 2=find an artwork 3=hunt faerireland fugitive 4=prank a target
d4 1=report on strange location 2=report on a wizard 3=find blasphemous book 4=invstigate ancient text in stone
d12 Dwarf Allies
1 Pet - Burrowing buddies d4 1=mole 2=hairless giant rat 3=huge isopod 4=caecillian
2 Pet - Surface friends d6 1=pit pony 2=ratter dog 3=rabbit 4=bat 5-lizard 6=toad
3 Follower - apprentice dwarf keen for battle
4 Follower - dwarf porter carries packs and bags
5 Follower - dwarf miner and wilderness prospector
6 Follower - dwarf smith with apron and a bag of tools
7 Contact - dwarven clan member through family, each with their own craft specialisation
8 Contact - mining guild with at least a representative in most mining towns
9 Contact - dwarf berserker cult who drink heavily and crave blood and violence
10 Contact - Smith's guild for metal workers
11 Patron - sworn to clan ancestral hall to recover dwarf lore and relics with side quests
d4 1=recover dwarf text 2=recover dwarf art 3=recover clan relic 4=locate dwarf ruin
12 patron - sworn to a clan noble and wear their arm ring, and given sidequests
d4 1=spying 2=explore abandoned mine 3=carry messages 4=diplomacy
d12 Elf Allies
1 Pet - Forest friend d6 1=raven 2=songbird 3=squirrel 4=cat 5=fox 6=hawk
2 Pet - Wilderness chums d4 1=wild dog 2=deer 3=goat 4=young boar
3 Follower - apprentice young perky wood elf keen for adventure
4 Follower - old human servant you've known since they were a baby
5 Follower - a goblin servant who is loyal and resilient
6 Follower - wild folk hunter devoted to protecting you
7 Contact - druidic order that intercedes with the faerie and human world
8 Contact - military order of the Silver Star who hunt minions of the outer darkness
9 Contact - explorers Guild, who work to keep updated on history and the world's peoples
10 Contact - magical order of the crescent moon seeking lost lore to research
11 Patron - royal agent of the faerie court sent to inexplicable missions for quixotic royalty
d4 1=deliver gift 2=find an artwork 3=hunt faerireland fugitive 4=prank a target
12 patron - serve an elder house of elven kind and receive sidequests
d4 1=diplomacy 2=deliver message 3=report on person 4=hunt enemy of elves
d4 1=diplomacy 2=deliver message 3=report on person 4=hunt enemy of elves
d12 Halfling Allies
1 Pet - Barnyard Chums d4 1=goat 2=pony 3=pig 4=ratter dog
2 Pet - Forest friends d4 1=cat 2=rabbit 3=squirrel 4=beaver
3 Follower - gardener, a practical outdoor survivor
4 Follower - cook able to prepare food in adverse conditions
5 Follower - healer with skills in herbalism
6 Follower - apprentice youth servant in your care to educate
7 Contact - druidic order of wilderness priests
8 Contact - merchants guild, excellent for luxury goods for the home
9 Contact - herbalist guild, get the best herbs and pipeweed
10 Contact - secret order of borderland rangers monitoring hostile forces
11 Patron - wizard that your family have worked for in the past offers sidequests
d4 1=find magic ingredient 2=copy an inscription 3=find a book 4=locate a ruin
12 patron - serve clan lodge and receive sidequests
d4 1=obtain luxury item 2=find a rare food 3=carry message 4=observe target
3 Follower - gardener, a practical outdoor survivor
4 Follower - cook able to prepare food in adverse conditions
5 Follower - healer with skills in herbalism
6 Follower - apprentice youth servant in your care to educate
7 Contact - druidic order of wilderness priests
8 Contact - merchants guild, excellent for luxury goods for the home
9 Contact - herbalist guild, get the best herbs and pipeweed
10 Contact - secret order of borderland rangers monitoring hostile forces
11 Patron - wizard that your family have worked for in the past offers sidequests
d4 1=find magic ingredient 2=copy an inscription 3=find a book 4=locate a ruin
12 patron - serve clan lodge and receive sidequests
d4 1=obtain luxury item 2=find a rare food 3=carry message 4=observe target
d12 Gnome Allies
1 Pet - Burrowing buddies d4 1=mole 2=giant rat 3=huge toad 4=huge bug
2 Pet - Crawling chums d4 1= 2= 3= 5=
3 Follower - young gnome apprentice keen to follow your ways
4 Follower - large dim dim-witted thug who owes life to the gnome*
5 Follower - young orphan raised to be a loyal servant
6 Follower - wilderness archer who worships the gnome as a minor divinity
7 Contact - secret order, keeping an eye out for cults and evil agents
8 Contact - merchants guild able to find desirable gnome goods
9 Contact - explorers guild possibly the underland version
10 Contact - order of scholars knowledgeable about the ancient world
11 Patron - clan agent who receives sidequests
d4 1=message 2=report on local enemy 3=find relic 4=maintain a shrine
12 patron - secret society of ancient gnome technologists
d4 1=recover text 2=explore a ruin 3=purchase item 4=test research project
*Evil gnomes: this chap might be a slave or even have a lobotomy scar
Next Time
I will do some more tables for my other classes. Abhumans class in my game cover my beast folk, barbarians, and enhanced orc barbarians all use this class now. They might have horde or clan allies that could gather a fighting force of maniacs.
Recent Ideas
Just heard about poor dnd tried to do one furry species to replace them all but no one wants over 50 species of furrys. By reskining my abhumans my spirit changeling folk and halflings all reskinable as animal folk (or elemental or dragon or planar hybrids).
I'm a bit inspired to do some wild things class-wise for next year
I'm thinking of separating the templar fighting priest more from the more ritualistic every day priests or the older planetary/elemental cults. Separate class to keep cleric templars as duelist fighting religious orders (and why i dont want paladins). I've considered the no spell at zero level or a separate spell gain chart, but i realised when my core magic classes got spells for stats it made them way ahead in spells than the sort of demi-casters. I do like how dnd5/24 lets you take martial or magic variants in a few classes. But possibly add some more classes so certain ones dont carry all the load or require triple the complexity on my various charts.

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