Difference between revisions of "Leadership"
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Typically used with: '''Charm'''. | Typically used with: '''Charm'''. | ||
− | In short: take command. All great generals, kings, and ringleaders | + | 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. |
− | {{section| | + | {{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). | ||
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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. | + | See the Trumps chapter for information on the [[Natural Leader]] trump, [[Jeeves|Jeeves/Retainers]] or the [[Ally]] trump. |
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[[Category:Skills]] | [[Category:Skills]] |
Revision as of 02:24, 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).
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/Retainers or the Ally trump.