Another one of those skills with limited (if any) direct use is leadership. So let's clean it up.
A character with leadership may take the "commanding" roll in battle. At least once per turn he spends a complex action shouting out orders to his team. "Dave- shoot that guy", "Mark- unlock that door!" etc. He may shoult commands to all his teammates in one complex action.
During this action he may make a leadership test TN 4. For every success he gets on this test, his teammates get +1 die on any check to complete that action, as well as +1 die of combat pool (or tech pool, astral combat pool, or spell pool- reciever's choice) for the rest of the turn- however they only get these bonuses if they are attempting the action that he shouted out to them. (If he says unlock the door, they get no bonus if they instead shoot someone). They need not succeed in the action to get the bonus, but they must spend at least one relevant action attempting it.
This is only useful in combat scenarios, and the orders must be specific. ("Shoot THAT guy" is fine, but not "Start Shooting". "Cover fire" is fine but not "Run Around". "Summon a spirit" is fine but not "cast a spell" (you would need to specify a spell and a target, thoug spirits are specific enough- how many sprits can you summon from where you are anyway?).
The leader may instead attempt to command just one of his allies instead of the ally group as a complex action. He then makes a leadership (8) test. For ever success he lowers the TN of the proposed action by 1. (So if he says "Dave, summon a spirit!" and makes 3 successes, Dave can get a -3 bonus to his TN to summon a spirit!). The player is not aware how many successes the leader has until he makes the test (and thus cannot plan what spirit to summon based on what bonus he has).
This wastes an action for the leader, but allows him to effectively command his troops in battle. A leader can spend all his actions commanding troops and provide tons of bonuses, though individual bonuses overlap and do not stack (he can't benefit from spending more than one phase telling everyone to do the same thing).
No comments:
Post a Comment