Starting and Maximum Cohorts
| **Stronghold Size** | **Starting Cohorts** | **Maximum Cohorts** |
|-----------------------|----------------------|---------------------|
| **Small** | 1 | 5 |
| **Medium** | 3 | 10 |
| **Large** | 5 | 15 |
| **Very Large** | 8 | 20 |
| **Huge** | 10 | 25 |
| **Massive** | 15 | 30 |
| **Enormous** | 20 | 40 |
| **Gigantic** | 25 | 50 |
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Cohort Maintenance
Food Requirement: 1 unit of food per 10 cohorts per week.
Berri Requirement: 5,000 Berri per cohort per week.
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Recruitment
Declare Recruitment: The player declares the intent to recruit cohorts.
Allocate Downtime: Each recruitment attempt takes 2 DT.
Recruitment Roll: Roll Charisma (Persuasion) or Wisdom (Insight).
Recruitment Roll Results
1-10: No suitable candidates found.
11-15: 1 suitable candidate found.
16-20: 3 suitable candidates found.
21+: 4 suitable candidates found.
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Training
Declare Training: The player declares the intent to train cohorts.
Allocate Downtime: Each training session takes 2 DT.
Training Roll: Roll Intelligence (Investigation) or Wisdom (Survival).
Training Roll Results
1-10: Minimal improvement (no progress).
11-15: Basic training completed (+1 to relevant skill checks).
16-20: Intermediate training completed (+2 to relevant skill checks and 1 ability).
21+: Advanced training completed (+3 to relevant skill checks and 2 abilities).
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Specialization
Declare Specialization: After advanced training, assign roles and train for specialization.
Allocate Downtime: Each specialization session takes 4 DT.
Specialization Results:
Basic: Gain 1 specialized ability.
Intermediate: Gain 2 specialized abilities.
Advanced: Gain 3 specialized abilities.
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Specialized Roles and Abilities
Guard
Defensive Stance (+2 AC).
Quick Reflexes (advantage on Dexterity saving throws).
Scout
Stealth Expert (+2 to Stealth checks).
Keen Senses (advantage on Perception checks).
Medic
Healer's Touch (heal 1d6 HP as a bonus action).
Medical Knowledge (+2 to Medicine checks).
Engineer
Structural Analysis (+2 to Investigation checks on structures).
Repair Master (advantage on checks to repair equipment).
Trainer
Motivational Speaker (+2 to Persuasion checks).
Training Expertise (reduce training DT by 1).
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Note: Stronghold recruits and ship recruits are separate. One stays in your stronghold, while the other remains on your ship.