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 | + | Your unwavering morale is a comfort to others in the face of adversity. You can use this Skill to galvanize those nearby to resist the effects of a failed [[Guts]], [[Sanity]], [[Mind Control]], or [[Virtue]] check. Make a Leadership check and a rousing call: "snap out of it!", "pull yourselves together!", or "don't listen to them!". 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 ''humanoid'' or ''legendary'' creature for each rank of Leadership (e.g. 3 ranks; 3 comrades). |
{{section|Taking Charge|}} | {{section|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. | 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 | + | 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 your requests are grossly outside the organization's motives. |
+ | {{section|Recruiting|}} | ||
+ | You can use this Skill to recruit any ''humanoid'' or ''legendary'' creature with a Disposition of ''neutral'' or better into your [[retinue]] (see the "Retinue" entry in the ''Fame and Fortune'' section of ''Chapter 12: Adventures''). Talk it out, and then make opposed Leadership checks. If your result is higher, they join the club. If their result meets or exceeds yours, they turn you down. | ||
+ | |||
+ | Enlisting a character into your retinue grants you a direct report that follows your orders as long as they're pleased with the arrangement and you compensate them fairly. From the moment you enlist their services, they serve you however you deem fit: tagging along, guarding the base, or cleaning your apartment. If you successfully recruit a character with their ''own'' retinue, you gain all of the forces who wish to remain and pledge their loyalty. Situational bonuses and penalties apply to this opposed Leadership check for both participants. | ||
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[[Category:Skills]] | [[Category:Skills]] |
Revision as of 15:07, 6 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 galvanize those nearby to resist the effects of a failed Guts, Sanity, Mind Control, or Virtue check. Make a Leadership check and a rousing call: "snap out of it!", "pull yourselves together!", or "don't listen to them!". 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 humanoid or legendary 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 your requests are grossly outside the organization's motives.
Recruiting
You can use this Skill to recruit any humanoid or legendary creature with a Disposition of neutral or better into your retinue (see the "Retinue" entry in the Fame and Fortune section of Chapter 12: Adventures). Talk it out, and then make opposed Leadership checks. If your result is higher, they join the club. If their result meets or exceeds yours, they turn you down.
Enlisting a character into your retinue grants you a direct report that follows your orders as long as they're pleased with the arrangement and you compensate them fairly. From the moment you enlist their services, they serve you however you deem fit: tagging along, guarding the base, or cleaning your apartment. If you successfully recruit a character with their own retinue, you gain all of the forces who wish to remain and pledge their loyalty. Situational bonuses and penalties apply to this opposed Leadership check for both participants.