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Leader

Mortal Leader Knacks grant you the power to hold sway over your followers and keep order in the midst of chaos. Leader Knacks are driven by the concepts of charisma and control.


 

This section references characters that “follow” the Leader Scion. Followers are typically not bandmates, and are often trivial targets (though not necessarily). Use this as a metric for determining whether or not a character is a follower.


 

All Gods command respect, with authority over their purviews, but some divine beings are Legendary for leadership itself. Divine kings, queens, CEOs, and motivational speakers, Leaders are those Gods, Demigods, and Heroes who make decisions for others, lay down laws, inspire their followers, and lead from the front. Although some Leaders are Judges, the two Callings are distinct; Leaders show their subordinates what’s expected, while Judges discern if they’ve followed it.


   

Knacks

 
  • Captain of Industry: When you take charge of a group, roll Knack Skill. For every two successes rolled, reduce the difficulty of all actions taken by the group you command by 1. You can inspire a number of people equal to your Leadership + 1, or can spend a point of Momentum to apply this to a much larger group, giving the action a Scale. The decrease in difficulty does not apply to you, though while you are inspiring others, you gain 2 Enhancement to apply to Social rolls involving leadership, and any Stunts you may have gained from Knacks.


  • Cloak of Dread: You project an aura of menace that terrifies and intimidates anyone who would dare cross you. Spend Momentum and double your successes on any Knack Skill rolls to intimidate targets. Enemies of a lesser Tier and extras simply will not attack you.


  • Good Listener: When you make casual conversation with an SGC, that character will reveal information or an important detail that the Leader is looking for, if they know it. Before using this ability, tell the Storyguide what you’re seeking; if the SGC doesn’t know it, you immediately become aware that the character isn’t relevant to your quest. Even the most recalcitrant of characters eventually opens up and reveals a clue — this power requires no roll.


  • Grand Entrance: When you make a first impression, roll your Knack Skill. On a success, the target remembers you favorably, granting you +1 Enhancement to all Social rolls made towards them until the end of the session.


  • Lighthouse of Society: In a tense, heated, or chaotic situation, you stand as a beacon of certain leadership. Your presence is a bulwark against fear and panic. As long as a crowd has not been frightened directly by magical means, you can get a group of people to act calm and do as you ask (such as evacuating a dangerous area) in an orderly fashion without needing to roll. A supernatural situation requires a Clash of Wills. For example, if an enemy Scion of Eris sows panic into a crowd of mortals so they’ll bolt and trample each other, a roll would be made against her. If Poseidon creates a tidal wave that happens to scare people because natural disasters are terrifying, a roll would not be made against him.


  • Perfect Poise: You cannot be shaken by panic or fear unless it is from another supernatural source — in which case, you gain 2 Enhancement to resist it (such as making Clash of Wills rolls) that applies before you roll. You also gain 1 Enhancement to all Social rolls involving grace, poise, or composure, and to keep a “poker face.” This also applies before you roll.


 

Immortal Knacks

 
  • Fearless Presence: As long as they can see you, your followers of lesser Tier are fearless and do not panic or flee. They will walk into the Underworld or plunge into a Titanic monster’s mouth or face down a wrathful storm brewed up by a petulant god so long as you lead them.


  • Invulnerable Master: While leading followers loyal to you (Storyguide characters, not bandmates), you can spend Momentum and shrug off a −1 Bruised injury or a −2 Injured injury when they’re suffered.


  • Masterful Efficiency: When you lead people in a task, make a Knack Skill roll. They increase in Scale by 1 for every success achieved, up to half your Legend rating, for one action (which may be part of an extended task, though not combat). A team of five people can build a skyscraper, or a small band of warriors can hold a chokepoint against an entire army, etc. You may spend Momentum for the task to increase Scale one for one above the number of successes achieved, again to a maximum of half your Legend rating.


  • Not Today, Friends: When you command others or stir the hearts of many on a huge Scale (commanding an entire army, calling a whole city to your aid), imbue a point of Legend, rather than spending, to invoke your Legendary Title as a Feat of Scale.

Skills: Culture, Empathy, Leadership   Example Keywords: Ruler, wise, inspiration, orisha, commander, lawgiver, code, proclaim, director, rank, officer, authority
Example Gods: Heru, Wesir, Re, Set, Indra, Karttikeya, Lakshmi, Surya, Varuna, Yamaraja, Obàtálá, Òrúnmìlà, Shàngó, Yemoja-Oboto, Guan Yu, Huangdi, Confucius, Laozi, Yandi Shennongshi, Amaterasu, Hachiman, Takemikazuchi, Okuninushi, The Dagda, Donn, Ériu, Lugh, Nuada, Hades, Hera, Persephone, Poseidon, Zeus, Maudjee-Kawiss, Odin, Thor, Tyr, Freyr, Njörðr
  Fatebinding Roles: Boon Companion, Traitor, Worshipper/Unrequited Paramour



Failure Deeds: Deliberately lead them to catastrophe, exalt someone else above you, deny your authority
  Adoption Deeds: Seize the reins of power, lead them to triumph, be recognized for your authority

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