Leads

Using charisma, natural leadership, and perhaps some training, you command the actions of others, who follow you willingly. You are a politician, a captain, a leader, or a manager. Your skills allow you to make people do what you want, but you also have the wisdom to know what actions would be best for your followers and allies.

Since you need the respect of others, you probably dress and carry yourself in such a way that inspires, endears, or intimidates. You have a voice suited to barking orders that can be heard even on a noisy battlefield.

Minor Effect Suggestion: The next time you attempt to command, captivate, or otherwise influence the same foe, the difficulty of the task is decreased by one step.

Major Effect Suggestion: The foe is influenced, captivated, or otherwise affected by your ability for twice as long as normal.

Tier 1:

Natural Charisma. You are trained in all social interactions, whether they involve charm, learning a person’s secrets, or intimidating others. Enabler.

Good Advice (1 Intellect point). You have a clear mind for determining the best way to proceed. When you give another character a suggestion involving his next action, the character is trained in that action for one round. Action.

Tier 2:

Follower. You gain a level 2 NPC follower who is completely devoted to you. You and the GM must work out the details of the follower. You’ll probably make rolls for your follower when he takes actions. A follower in combat usually doesn’t make separate attacks, but helps you with yours. On your action, if the follower is next to you, he serves as an asset for one attack you make on your turn.
If the follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler.

Tier 3:

Command (3 Intellect points). Through sheer force of will and charisma, you issue a simple command to a single living creature, which attempts to carry out your command as its next action. The creature must be within short range and
be able to understand you. The command can’t inflict direct harm on the creature or its allies, so “Commit suicide” won’t work, but “Flee” might. In addition, the command can require the creature to take only one action, so “Unlock the door” might work, but “Unlock the door and run through it” won’t. Action.

Capable Follower. Your first follower increases to level 3. Enabler.

Tier 4:

Captivate or Inspire. You can use this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs (of your choosing) that hear them to function as if they were one level higher for the next hour. Action.

Capable Follower. Your first follower increases to level 4. Enabler.

Tier 5:

Band of Followers. You gain six level 2 NPC followers who are completely devoted to you. (They are in addition to the follower you gained at second tier.) You and the GM must work out the details of these followers. If a follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler.

Tier 6:

Mind of a Leader (6 Intellect points). When you develop a plan that involves your followers, you can ask the GM one very general question about what is likely to happen if you carry out the plan, and you will get a simple, brief answer. Action.
Capable Followers. Your first follower increases to level 5. Each of your level 2 followers increases to level 3. Enabler.

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Leads

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