Default: IQ-5.

This is the ability to coordinate a group. Make a Leadership roll to lead NPCs into a dangerous or stressful situation. (PCs can decide for themselves if they want to follow you!)

You may attempt a Leadership roll in combat if you spend your turn doing nothing but giving orders and encouragement. On a success, everyone on your side who can hear you (including PCs) has +1 on all combat related Fright Checks and morale checks, and on self-control rolls for disadvantages that would reduce combat efficiency (such as Berserk and Cowardice – or Bloodlust, if you wish to take prisoners). A critical success gives +2. The bonus lasts until your next turn, at which time you may roll again. A group can have only one leader, however! If multiple people attempt Leadership rolls, no one gets a bonus.

Note that a minimum level of Leadership is often a prerequisite for high Rank (p. 29).

Modifiers: Any bonus for Charisma ; -3 for Low Empathy; -1 to -4 for Shyness.

-5 if the NPCs have never been in action with you; -5 if you are sending them into danger but not going yourself; +5 if their loyalty to you is “Good”; +10 if their loyalty is “Very Good.” If their loyalty is “Excellent,” you do not have to roll!

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