This skill represents your knowledge and understanding of coordination and group leadership. With Leadership, you can coordinate a group, and get it to perform better or work as a team.
NOTE: Only one character can assume the roll of a leader at a time. If two characters are assuming the role of leadership, their conflicts orders cancel each other out, providing no benefit for those they're trying to lead.
You issue orders to those under your command through persuasive ability or sheer authoritativeness. Make a Leadership Check, with a DC equal to 15 + the number of targets you are trying to Command. You take a -2 penalty to this check for targets who are unused to being commanded, or those who do not recognize your authority.
Command cannot be used on those whose attitude is Unfriendly or lower towards you.
Critical Success Your followers receive a +2 circumstance bonus to checks for the next round.Success Your followers receive a +1 circumstance bonus to checks for the next round.Failure Your commands are not clear, and your followers receive no benefit from your Leadership. You can make another Command check next round.Critical Failure You confuse your followers. Your followers take a -1 circumstance penalty to all checks for the next round, and cannot be affected by Leadership for the rest of the scene.Inspire reflects your ability to command others by example or bring them over to your side. With at least 1 minute of public speaking, during which you utilize persuasion, demagoguery, and propaganda, you attempt to sway your targets over to your side and get them to agree to follow you temporarily. At the end of the speech, attempt a Leadershipcheck against the Composure DC of one target, modified by any circumstances the GM sees fit. Good impressions (or bad impressions, on a critical failure) last for only the current scene unless the GM decides otherwise.
Critical Success The target’s attitude toward you improves by two steps.Success The target’s attitude toward you improves by one step.Critical Failure The target’s attitude toward you decreases by one step..You deliver a strategy that impacts the actions of both your allies and your enemies.
Critical Success: Your opponents take a -2 circumstance penalty to all skill checks taken during the next round.Success: Your opponents take a -1 circumstance penalty to all skill checks taken during the next round.Failure: Your plan fails to incorporate several variables, and has no effect.Critical Failure: Your opponent sees through your strategy, and receives a +1 bonus to all skill checks made against you during the next round.You spend 1 minute rallying and encouraging your allies, giving them a second-wind and restoring their will to carry on fighting. You cannot encourage yourself. After an ally has benefited from a Rally attempt, they cannot benefit again until after they've rested.
Attempt a DC 15 Leadership check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.
Critical Success The ally heals 1d8 vitality.Success You continue encouraging your ally. This takes 10 minutes. After this, they heal 1d8 vitality.Critical Failure The ally takes 1d8 psychic damage, but this can reduce only Vitality, never Wounds.