Dice Pools
Unless an action specifies otherwise, a leader chooses Charisma, Manipulation, or
Intelligence depending on leadership style: Charisma (inspiration and sincerity), Manipulation
(guile and leverage), Intelligence (planning and delegation). Actions most often pair with Bureaucracy,
Socialize, or War. Rolls occur at the end of intervals.
Determining Difficulty and Capital Cost
Each action has a base difficulty (per-interval difficulty) and a cumulative difficulty
(total threshold successes needed across intervals). The base difficulty is also the action’s minimum Capital
requirement: if the organization can’t keep at least that much committed through completion, the project can fail
even after the cumulative successes are achieved.
Interval
Actions list default intervals (week, month, etc.). The Storyteller adjusts intervals when the project’s fiction demands it.
Very large organizations may be forced into longer minimum intervals due to Size.
Beginnings, Success, Failure
Every Leadership Action begins with a planning period (the first interval). One successful roll is required
to begin real work; threshold successes on that roll do not count toward cumulative difficulty. After that, each interval
roll adds threshold successes to the cumulative total.
- Success: Cumulative difficulty is met and enough Capital remains committed.
- Failure by underfunding: Cumulative difficulty is met, but Capital is insufficient—half invested Capital is recovered (round down), the rest is lost.
- Botch: Catastrophic failure—project fails automatically and all invested Capital is lost.
Complications
Context matters. Strong positioning often reduces base/cumulative difficulty, while sabotage, social fallout, or disasters can
raise effective costs or impose penalties.
Authority to Act
Only those with recognized authority can issue Leadership Actions. Acting through proxies or forged authority can work, but tends
to impose internal friction unless circumstances strongly support it.
Automatic Failure
Some actions are impossible due to lack of authority, insufficient Assets, acting outside Reach, insufficient Capital to maintain
commitment, or story events invalidating the project.
Bonuses, Penalties, Complications
- Stunts/advantages: Often reduce difficulty rather than add dice.
- Slave labor: Can reduce costs but lowers functional Competence for many tasks.
- Underfunding: Falling below required Capital imposes penalties equal to the shortfall.
- Disasters: Can increase required Capital cost; over-committing is a hedge.