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 have several ranks in the Leadership skill. Use it to motivate your allies, or calm them in a pinch.
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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|Difficulty|There are several uses for this skill.
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{{section|Motivating|}}
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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).
  
First, you can use a Leadership roll in place of a [[Guts]] or [[Mind Control]] for a number of comrades equal to your number of ranks in Leadership (for example 3 ranks, 3 comrades).  In this use, your Leadership roll is against a [[Casting Roll]] from an opponent, so there is no DL.  When utilizing the skill in this way, you must designate precisely which comrades you're attempting to help.
 
  
 
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.}}
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See the Trumps chapter for information on the [[Natural Leader]] trump, [[Jeeves|Jeeves/Retainers]] or the [[Ally]] trump.
{{section|Opposed Rolls|In the first listed use of this skill, the roll is opposed by a [[Casting Roll]].}}
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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.