Version 0.12 · not yet playtested
A base of your own: a cleared keep, a wizard’s tower, a welded-together junkyard, a berth on a station, a ship. It turns a borrowed haven into yours, a reliable place to run downtime, a store for what you haul back, and a foothold that grows into a power in the world. This rung is the campaign frame; a one-shot needs none of it.
It sits on Downtime (a stronghold is built and run through downtime turns and clocks) and on the Distant campaign clock (a base is a target, and the world moves against it). No new dice: building is a project clock, and a raid is one roll on the usual bands.
A base is a place secured and made yours: a ruin cleared, a deed bought, a charter won, a wreck salvaged. Claiming it is an adventure or a downtime project. Once it is yours, it becomes your haven, and every downtime turn taken there runs a little better than one taken in a rented room.
Bases come in scales. Start small and grow:
A base is a set of facilities, each a thing it does for you. A facility is built as a downtime project (a clock, gated by coin and materials; see Downtime), and each one improves a downtime action or grants a standing comfort, never a bonus you carry into the field:
Keep facilities access and options, never raw power. They make your downtime and your safety better; they do not buff your dice out in the world. Hold a base to a handful.
A base costs to keep. Each downtime turn (or season), pay upkeep in coin and supplies, scaled to its size: a hideout is cheap, a seat is dear. Skip it and the base degrades, a facility goes cold, the crew drifts, a decline clock starts. Upkeep is what makes a stronghold a commitment rather than a free win: a base you cannot feed is a base you lose.
A base needs people to hold it while you are away and to man its defenses: a garrison, a crew, staff (hired per the setting). The size and quality of the crew, together with the walls, is the base’s defense, rated as a position: a bare hideout defends at Poor, a walled and manned hold at Fair or Good, a true fortress at Commanding. Preparation (a warning, a readied trap, stores laid in) lifts it a die like any advantage.
A base is a target, and the bigger and richer it is, the bigger the target. When the Distant campaign clock turns (recall that every downtime turn advances it), a threat may come: bandits, a rival crew, a monster, a corporate reprisal, an army. Set it a tier as you would a foe (Lesser to Dire).
Resolve it by whether the party is home:
A base never simply dies on one bad roll unless it was undefended; a Failure sets it back, and setbacks are the campaign.
Build facilities, survive the raids, and a base climbs the scale: hideout to hold to seat. At the top a stronghold becomes a holding, a settlement, a fief, a station, a house, a power others must reckon with, and that is the campaign’s endgame. What it means to found a city, run a fief, or hold a station is the setting’s own capstone; this rung is only the frame that gets a party there.
A setting fits this rung by naming the base scales, the facilities it offers (and which downtime action each improves), the upkeep currency, and the raid threats its region throws (as foe tiers). Keep facilities to access and options, put every build on a clock, let a raid be one roll or a fight, and never a ledger. Tie the raids to the Distant campaign clock so that growing a base and stirring the world are the same motion.