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 role of a leader at a time. If two characters attempt to use Leadership actions in the same round, their conflicting orders cancel each other out, providing no benefits.
You issue orders to those under your command through persuasive ability or sheer authority. Make a Leadership check against a DC equal to 15 + the number of targets you are trying to Command. (You take a -2 penalty if the targets are unused to being commanded or do not recognize your authority). You cannot command targets who are Unfriendly or Hostile toward you.
Critical Success: Your followers receive a +2 Circumstance Bonus to all checks for the next round.Success: Your followers receive a +1 Circumstance Bonus to all checks for the next round.Failure: Your commands are unclear; your followers receive no benefit.Critical Failure: You actively confuse your followers. They take a -1 Circumstance Penalty to all checks for the next round, and cannot be affected by your 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 a crowd to your side. Make a Leadership check against the Composure Defense of the crowd's leader or a representative target. Good (or bad) impressions last only for the current Scene., 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 targets’ attitude toward you improves by two steps.Success: The targets’ attitude toward you improves by one step.Critical Failure: The targets’ attitude toward you decreases by one step.You deliver a strategy that impacts the actions of both your allies and your enemies. Make a Leadership check against the highest Composure Defense among your visible enemies.
Critical Success: Your opponents take a -2 Circumstance Penalty to all skill checks during the next round.Success: Your opponents take a -1 Circumstance Penalty to all skill checks during the next round.Failure: Your plan fails to account for several variables and has no effect.Critical Failure: Your opponent sees completely through your strategy, receiving a +1 bonus to all skill checks made against your allies during the next round.Rally and encourage your allies, giving them a second wind and restoring their will to keep fighting. You cannot encourage yourself. After an ally has benefited from a Rally attempt, they become immune to this ability until they've taken a Long Rest. Spend 1 minute and a DC 15 Leadership check (the GM may adjust this if the team just suffered a humiliating defeat).
Critical Success: The ally immediately heals 1d8 Vitality Points.Success: You must continue encouraging your ally for 10 full minutes. After this time, they heal 1d8 Vitality Points.Critical Failure: The ally is demoralized by your failed speech, taking 1d8 Psychic damage. (This damage only reduces Vitality, never Wounds).