SWFate-Leadership

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Leadership is a multi-faceted skill. A good leader knows how to direct and inspire people, but he also understands how to run an organization. As such, the Leadership skill covers acts of both types. Characters with a high Leadership include military officers, politicians, bureaucrats, and lawyers.

Contents

Trappings

Administration [Leadership]

Any organization which the character is in charge of uses his Leadership as its default value for any question of how organized it is. This establishes the difficulty for things like bribery or theft, and also gives a general sense of how quickly and efficiently the organization acts.

Bureaucracy [Leadership]

A good leader has knowledge of organizations and the rules that govern them, including knowledge of laws, bribery and other means of dealing with red tape; this is why Leadership is a key skill for lawyers. Leadership serves as an all-purpose knowledge skill for knowing how to act in a given organization, including important things like how much to bribe.

Command [Leadership]

Leadership can be used to direct troops, workers or any other group activity. Any time the character is in a position to give orders to a group of minions, he may apply his Leadership as a modifying secondary skill on the minions’ skill roll. In a conflict, offering this assistance takes the character’s action, but can affect the minions attached to him. While attached minions cannot normally act, when they are being directed by the character with leadership, they act as if they were not attached.

Stunts

Followers

Personal Conspiracy [Leadership]

Taking this stunt is an explicit indication that you are a member of some manner of global conspiracy; it’s probably worth making sure you have an aspect indicating as much. This stunt functions identically to the Network of Contacts stunt for Contacting (see page XX), but in a fashion that is both more and less powerful than that stunt.

Whenever you call upon a functionary or thrall of your conspiracy, creating a companion on the fly, the companion is created with only one advance. If, instead, you’re looking to call upon one of the movers and shakers in the conspiracy – not a peer, per se, but at least someone who’s significantly more capable than a functionary – you may create the companion with one additional advance, instead. This companion receives the Independent advance for free.

Doing so, however, means that your conspiracy now has one or two needs you must fulfill – you immediately gain a temporary aspect related to these needs, determined by the GM, and may not refuse compels of this temporary aspect whenever it comes up. Occasionally this temporary aspect may instead reflect a hidden agenda on the part of your momentary companion, rather than an explicit “need”.

Lieutenant [Leadership]

You must take this stunt two or three times.

You have a single, exceptional companion, well equipped to handle leadership duties in your stead. He is Fair quality, and has the Independent and Skilled (Leadership) advances for free (see page XX).

This stunt must be taken multiple times, either two or three, in order to build an exceptionally capable companion. Taken twice, this stunt lets you define 4 advances beyond the two free base advances. Taken three times, the stunt allows you to define 2 additional advances and, in addition, promote your lieutenant to Good quality. If you’ve already promoted your lieutenant to Good quality, you may take a different advance.

Minions [Leadership]

You have minions – lots of them. As a default, in a scene, you may have the bare minimum of minions easily on hand – two or three of Average quality (page XX).

You may make three upgrades to improve your minions, spent at the point you bring them into the scene. Each upgrade either by adds three more to their number, or boosts the quality of three of them by one step (no minion can be more than Good quality).

This stunt may be taken multiple times to increase the starting number of minions (taking it twice means you start out with five or six of Average quality) and the number of upgrades (taking it twice also means you have six upgrades). You must spend all of your upgrades at the start of the scene when you bring in your minions, but you needn’t bring them all in right away.

Reinforcements [Leadership]

Requires Minions.

During a fight, you may spend a fate point to call in reinforcements. The reinforcements show up at the beginning of the next exchange. You may replace up to half your lost minions by doing so.

Law

Legal Eagle [Leadership]

You are very-well acquainted with the law in any place you’ve spent a significant amount of time, and are skilled at exploiting loopholes in it. You gain a +2 whenever using Leadership to deal with the law under such circumstances. Further, you are able to get legal paperwork processed one time increment (page XX) faster than normal.

World Court [Leadership]

Requires Legal Eagle.

Your exposure to international law is so extensive that you’re at ease in any situation involving legal wrangling, wherever you are. You never suffer any increased difficulty from a lack of familiarity with the laws of your locale; your experience is so broad that you’ve either know it already, or can make highly educated guesses about how it functions.

Organizations

Funding [Leadership]

You head an organization that is profitable and generates some of its own cash. Your organization may draw on an effective Resources skill equal to your Leadership minus two, regardless of whether or not you’re present. When you personally make use of these resources it may take some time to filter through the power structure to reach you; the GM may increase the time it takes to acquire something by one step.

Instant Functionary [Leadership]

You’re skilled at seeing the shape of an organization from the underside, and in organizations of sufficient size, you can easily convince anyone that you’re just another cog in the machine. This allows you to substitute your Leadership skill for Deceit whenever pretending to fill the role of a minor functionary of a target organization.

Center of the Web [Leadership]

Whether or not you lead it, you are like the spider at the center of a web regarding any organization of which you are a part. Information about the organization flows your way naturally, taking one time increment less to reach your attentive ears than it would normally, and so long as you are able to make any sort of contact with the outside world, you are quickly able to find out information about your organization’s dealings. Your Leadership shifts may be spent to improve the speed of information by up to two additional steps with GM’s approval.

Ubiquity [Leadership]

Requires Center of the Web.

First, this stunt steps up the intensity of your Center of the Web stunt – information flows your way a total of two time increments faster. Second, this stunt removes the restriction “so long as you are able to make any sort of contact with the outside world .” Your ties into the organization are so thoroughly widespread that the outside world makes every reasonable effort to stay in contact with you. For a fate point, your organization can even make some fairly unreasonable efforts to stay in contact.

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