Leadership



Characteristic: Presence

p. 111


Leadership is a combination of being able to make smart decisions, being firm and decisive when doing so, and instilling a sense of loyalty and respect in one's subordinates.

  • • If a character's allies have become subject to the effects of fear ( see p. 298 ), they may be rallied through a Leadership check.
  • • When acting in a public venue, a character may use Leadership to sway a crowd to take action, most commonly of a political nature.
  • • If a character's underlings have fallen before the guile of an opponent, the character may reassert the underlings' loyalty to the character's cause by making a successful Leadership check.

Leadership Difficulty

Leadership is opposed by the subject's Discipline. See: Social Skill Interactions.


Leadership with Groups

The difficulty of a Leadership check is based on the complexity of the orders a character is attempting to convey and the intelligence and professionalism of the subjects they are attempting to command. Particularly complex orders, or stubborn or particularly dull subjects, require a larger number of Difficulty dice, while a simple order given to a loyal servant may require few, if any, Difficulty dice.


Leadership Bonus Symbols

  • Success: Extra on a Leadership check may be used to extend the target's support for additional scenes or may increase the efficiency or effectiveness of the target during the ordered actions.
  • Advantage: may be used to affect bystanders in addition to the target.
  • Triumph: With , the player may choose to have the target NPC become a recurring character who decides to faithfully follow the acting character. This individual may decide to join the character's crew, offering their services as a permanent aide-de-camp.
  • Threat: The GM may spend generated during a Leadership check to decrease the efficiency of the ordered actions, causing them to take longer or be done poorly.
  • Despair: may be used to undermine the character's authority, damaging the character's ability to command the target or those who witnessed the attempt. Should a character accrue multiple on a single leadership check, the target may become a recurring thorn in the character's side, either by refusing future orders outright or turning others against the character.