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  • Cosms: Any

Some individuals are natural leaders. Others are put in positions of authority by the military or private organizations. The Perks in this category reflect their ability to lead and command others, receive favors from authority, and even intimidate or coerce angry mobs.

 

Bolster

  • Prereq: Charisma 8+, at least one add in reality.

A true leader can empower his allies with a stern gaze, a short speech, or some other act that steels their resolve against adverse circumstances.
Characters with this Perk can spend a Possibility to counter any Disadvantage affecting his party on the current Drama card’s Conflict Line. This completely negates the Conflict Line for his side, but has no effect on the rivals’ result. It can be done at any time the card is still active.

 

Followers

  • Prereq: Charisma 8+, and the character must have successfully played a Glory card.

Followers may be taken multiple times. The first time it’s taken, the Storm Knight has a single follower of some sort. The character is an Ord created by the Game Master with 36 points of attributes and 12 points in skills. Each additional time this Perk is selected either add an additional follower, or an existing follower may gain a Perk (player’s choice).

The player character controls these followers in most situations. They are loyal for the most part, but not suicidal. Losses are replaced at the start of the next act, or as soon as it makes sense in the story (Game Master’s decision). New followers don’t just show up in the middle of the Living Land looking for someone. But the group might stumble upon a settlement and find men and women willing to join the group after they’ve shared food and tales of the Storm Knights’ adventures.

 

Natural Leader

  • Prereq: Charisma 8+

The character may spend a Possibility to immediately play two cards from her hand into any other characters’ Action Pools. This may be done at any time as a free action.

Rally

  • Prereq: At least three adds in persuasion.

A good leader can inspire those around her to overcome their wounds or exhaustion, carrying on no matter how difficult the odds. The leader may spend a Possibility to remove 2 Shock from all allied characters in range of his voice (even remotely). This is a simple action, and requires a few encouraging words, gestures, or even supportive facial expressions to carry out.