Difference between revisions of "Leadership"

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{{section|Motivating|}}
 
{{section|Motivating|}}
 
Your unwavering morale is a comfort to others in the face of adversity. You can use this Skill to motivate those nearby to resist the effects of a failed [[Guts]], [[Sanity]], [[Mind Control]], or [[Virtue]] check. If the result of your Leadership check exceeds the DL the ally needed to surpass, any consequences of their failed check are avoided. You can calm one creature for each rank of Leadership (e.g. 3 ranks; 3 comrades).
 
Your unwavering morale is a comfort to others in the face of adversity. You can use this Skill to motivate those nearby to resist the effects of a failed [[Guts]], [[Sanity]], [[Mind Control]], or [[Virtue]] check. If the result of your Leadership check exceeds the DL the ally needed to surpass, any consequences of their failed check are avoided. You can calm one creature for each rank of Leadership (e.g. 3 ranks; 3 comrades).
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{{section|Taking Charge|}}
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When danger rears its ugly head, folks tend to look your way to assume control. Whether the wisdom to make the right choice comes from your own ability to [[Discern]] or from a trusted advisor, your eminence convinces others that your commands ''must'' be the right course of action. Make a Leadership check opposed by their [[Mind Control]] check. If your check is higher, the creature respects your authority and executes any of your instructions. Unlike other Skill checks which coax others into following suggestions, you can use Leadership to issue commands that endanger those you're commanding. So long as the situation is dire and the loss of life and limb is a certainty, those who submit to your command will endanger themselves for the greater good. This effect lasts as long as you're in their presence for up to an hour. Once you part ways, they'll carry out any final orders to the best of their ability.
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Your own allies don't need to be commanded — anyone whose [[Disposition]] is ''friendly'' or better will follow you to death and glory. Creatures whose Disposition is ''benign'' or ''neutral'' might need the extra coaxing, though. Anyone whose Disposition is ''malign'' or worse automatically passes their Mind Control check ("You're not the boss of me!") unless your orders will directly benefit their own interests. If you have ties to an organization and hold a formal position of power, you don't need to make a Leadership check to issue commands to your subordinates unless the actions you request are grossly outside the organization's motives.
  
  
 
Second, you must use Leadership to keep a Jeeves/Retainer under your command and on their feet if they are wounded in combat or another dangerous situation.  Make a Leadership check against a difficulty of 15.
 
Second, you must use Leadership to keep a Jeeves/Retainer under your command and on their feet if they are wounded in combat or another dangerous situation.  Make a Leadership check against a difficulty of 15.
 
See the Trumps chapter for information on the [[Natural Leader]] trump, [[Jeeves|Jeeves/Retainers]] or the [[Ally]] trump.
 
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Revision as of 13:35, 5 July 2019

Typically used with: Charm.

In short: take command. Characters with ranks in Leadership have an unshakable aura of confidence and authority about them. All great generals, kings, and ringleaders make use of this Skill. You can use it to motivate others into action or calm them in a pinch.

Motivating

Your unwavering morale is a comfort to others in the face of adversity. You can use this Skill to motivate those nearby to resist the effects of a failed Guts, Sanity, Mind Control, or Virtue check. If the result of your Leadership check exceeds the DL the ally needed to surpass, any consequences of their failed check are avoided. You can calm one creature for each rank of Leadership (e.g. 3 ranks; 3 comrades).

Taking Charge

When danger rears its ugly head, folks tend to look your way to assume control. Whether the wisdom to make the right choice comes from your own ability to Discern or from a trusted advisor, your eminence convinces others that your commands must be the right course of action. Make a Leadership check opposed by their Mind Control check. If your check is higher, the creature respects your authority and executes any of your instructions. Unlike other Skill checks which coax others into following suggestions, you can use Leadership to issue commands that endanger those you're commanding. So long as the situation is dire and the loss of life and limb is a certainty, those who submit to your command will endanger themselves for the greater good. This effect lasts as long as you're in their presence for up to an hour. Once you part ways, they'll carry out any final orders to the best of their ability.

Your own allies don't need to be commanded — anyone whose Disposition is friendly or better will follow you to death and glory. Creatures whose Disposition is benign or neutral might need the extra coaxing, though. Anyone whose Disposition is malign or worse automatically passes their Mind Control check ("You're not the boss of me!") unless your orders will directly benefit their own interests. If you have ties to an organization and hold a formal position of power, you don't need to make a Leadership check to issue commands to your subordinates unless the actions you request are grossly outside the organization's motives.


Second, you must use Leadership to keep a Jeeves/Retainer under your command and on their feet if they are wounded in combat or another dangerous situation. Make a Leadership check against a difficulty of 15.