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Prestige Class - Leader of Men

far-trader

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Preface:

The following suggested Prestige Class for T20 is in response to the second round of discussion of the possible inclusion of the d20 Leadership skill and associated attraction of loyal companions and devoted followers. It is strictly an unofficial bit of brain spill and very much a first draft*, and as yet untested at that, so you use it at your own risk
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*Heck it ain't even quite finished but its close. In the interest of striking while the topic is hot I'll post the first bit now and finish it up shortly. I promise
No, really, I mean it :D All it needs is some brief explantion notes, the leveling chart and class skills list. Its in my brain just not ready to pop. Then the real editing and such can start ;)

Before we get too far along let me explain the title before some PC cop nags ;) I'm using "Men" in this case in the gender neutral sense of Human like in Traveller's "Rule of Man". So unless you have a much better way to word it 'nuff said


I post this with the full knowledge of the debate, pro and con, it may reignite and ask only that you direct such posts to the latest thread here and reserve replies posted here for critique of specifics to make the suggested Prestige Class better.

This post perhaps more properly belongs in the "In My Traveller Universe" section of the boards but as it is T20 specific in its nature and this area has previous posts of new suggested Prestige Class here it shall be put and reside, unless and until a higher power deems otherwise
 
Leader of Men - an optional Prestige Class for T20

The Imperium is ultimately about leaders and followers, whether it is a high born Noble and her loyal seneschal or the devious Rogue and his trusted partner in crime. Of course not every person, nor even every powerful person, can inspire others to join in their cause out of belief and stay by their side even when it seems doomed. You are however such a person, that rare and gifted being, a true Leader of Men!

Characteristics:

A Leader of Men is not only confident but projects and inspires confidence in others. Leaders of Men know the value of delegation and surround themselves with talented individuals to enhance their strengths and buttress their weaknesses.

Background:

Leaders of Men may come from any background and pursue any goal. They may for example be working to build a meagcorp or simply crewing a free-trader. Or they may be building a finely honed mercenary cadre or gathering a small team of con-artists. In all cases they are the one with "the plan" and the will to put it forward. Not all races or societies will however have the same attitude to Leaders that Imperial Humans have. Vargr for example will have a very different set of qualities to be seen as a Leader of the Pack in their society, though for a Vargr away from home an Imperial Human Friend and Admirers could be valuable enough to encourage them to emulate the type of Leader they will expect, and more importantly respect. The Aslan are another common alien society that will have quite different views on what makes a Leader of the Pride.

Adventuring:

Leaders are ideally suited to small gaming groups, especially one on one player and referee games. They can also be an invaluable asset to games with only a few players , bringing more abilities to the adventure with a Friend or some Admirers. This will require a little more work by the player of the Leader or the referee, though it is usually best if shared. For the truly ambitious looking for a grand campaign style, like a Naval fleet, Mercenary company or Merchant corporation, several Leader characters in the primary roles and the large number of associated Friends and Admirers they have working with them can create whole new realms for the game.

These rules only allow attracting Imperial Human Friends and Admirers but they may be used by any race. Separate rules would be required to attract Friends and Admirers for different races and societies to represent the qualities they associate with a worthy Leader.

Game Rule Information

Requirements: To enter the Leader of Men class the character must have the following minimums:
Skills - Leader 8+ ranks, Recruiting 4+ ranks
Feats - Natural Born Leader

Stamina Dice: d6 + Con modifier per level.

Leader of Men
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Contact(Class)
2nd +0 +0 +0 +3 Friend L+1
3rd +0 +1 +1 +3 Contact(Class)
4th +1 +1 +1 +4 Friend L+2
5th +1 +1 +1 +4
6th +1 +2 +2 +5 Contact(Class)
7th +1 +2 +2 +5 Friend L+3
8th +2 +2 +2 +6
9th +2 +3 +3 +6 Contact(Class)
10th +2 +3 +3 +7 Friend L+4</pre>[/QUOTE]Notes:

Contact(Class) Feat is gained at the levels listed and determines which class(es) Friends and Admirers will come from. The choice is up to the player to determine the mix of classes as Admirers are gained and the Friend levels up. Note that initially the Friend will have only one class* but as they gain levels they may multiclass into the class(es) chosen by the player for their Contact classes.

*unless the Leader character has already taken the Contact(Class) Feat in prior generation

Friend L+X determines the current level of the Friend. When a Friend first joins the PC they will be one-half the PC's current total level (round down) and each time the Leader levels up with a Friend +X gain the Friend gains X levels. If a Friend is lost for any reasons beyond the Leaders control a new one will not be found until the next Friend L+X level and they will start again at one-half the PC's current total level (round down) at that time and level up the next time the Leader levels up with a Friend +X gain. If a Friend is lost due to a direct action of the Leader a new Friend will never be available.

Class Skills:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Class Skill Key Ability Class Skill Key Ability

Gather Information Cha Read/Write Language None
Inspire Confidence* Cha Recruiting Edu
Knowledge/Any Edu Sense Motive Wis
Leader Int/Cha Speak Language None
Liaison Cha Technical/Any Edu
Profession/Any Wis Trader Wis

*A specialized class skill.</pre>[/QUOTE]Skill Points per Level: 7 + Int modifier

Specialized Class Skill - Inspire Confidence:

This specialized class skill allows a Leader to improve their Friend's and Admirers' effectiveness on a temporary basis through inspirational speaking. The Leader must be present in person or face a -2 modifier for a remote live address or a -4 modifier for a recorded one. For determining if a location is remote the referee will have final say. For example aboard the same ship but at different locations on it would not be remote in most cases. If however the area they are in has suffered damage or is cut off from the area the Leader is in then they are remote.

Inspire Confidence has two related effects, one for a Leader's Friend and one for their Admirers. Each affect must be treated separately and if used for more than one Admirer they may be treated individually or as a group or groups with each individual or group requiring a separate check.

Inspire Confidence when used with a Friend adds one temporary level to the Friend's current class. This grants a temporary stamina die, adjusted BAB and saves, and adds one rank to a number of class skills equal to the skill points for the class.

Inspire Confidence when applied to Admirers adds the Leaders choice of one of the following for the Admirers current class: stamina die, BAB, saves, or skills (add one rank to a number of class skills equal to the skill points for the class).

The DC for the task is based on the desired duration for the effect and the attempts range from short pep talks to full motivational seminars. The Time Required must be uninterrupted or the skill check fails. Additional attempts may be made immediately after success or failure but only after the Duration of the first attempt has passed. Take 10 may be used for Duration up to 1 day but raises the Time Required to the next level. Additional attempts after success grant a DM of +1 while additional attempts after failure incur a DM of -2

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DC Duration Time Required

15 1 minute 6 seconds
20 20 minutes 1 minute
25 1 day 20 minutes
30 1 month 1 day</pre>[/QUOTE]Acquiring Friends and Admirers:

When the player first switches to this class they are joined by a Friend. This Friend begins as utterly loyal and trustworthy and will remain so as long as they are fairly treated. They will expect to be treated with the same loyalty and trust that they have for the PC and will share equally in good times and bad. They will expect the same treatment from the PC. If the PC is making a fortune they should have a fair share of it, and conversely if the PC is having a bad run of it and barely making ends meet the Friend will stick with them suffering just as much, while helping to get out of the situation.

When the Friend first joins the PC they should be generated just like a PC, by either or both the player and referee. The allowable class(es) are determined by the choice(s) of the Contact(Class) Feat currently possessed. As noted above, the initial level of the Friend will be one-half (rounded down) of the PC's total levels. As the PC gains levels in the Leader class the Friend will also gain levels under the PC's guidance. These levels may be in any class for which the PC has the appropriate Contact(Class) Feat, allowing the Friend to possibly multiclass if desired. The Friend is a special NPC that could be run by either or both the referee and/or player depending on the situation.

Admirers are essentially employees who want to work with rather than just for the PC. They may be acquired through the normal Recruiting process while actively engaged in the Leader class. On a successful Recruiting check one, and only one, of the applicants will be an Admirer. This applicant will be willing to take the job for the base rate of pay despite being ideally qualified (in the eyes of the PC) and eligible for more. An Admirer should be generated just like a Friend as outlined above and tailored by the PC for the job that was advertised in the Recruiting effort.

There is essentially no limit to the number of Admirers a PC might attract as long as they can keep them busy with real work close to them and pay a fair wage for that work. Admirers are there to learn from the PC as much as to earn a good wage. Admirers will only quit if they are unpaid twice in succession, as opposed to regular employees who will quit upon the first missed payment. Of course any delayed payment must be made up in the next payment or the Admirer will be walking. Admirers who do not interact with the PC on a regular basis will revert to regular employees after one month of being out of the loop.
 
Hello.
I'm assuming the skill levels are the bought skill levels not the totals.
I would also have required skill sense motive (in stories the hero can always read the character of friends and enemies alike).
A born leader must have the trust of their followers (if you are sending one to their death then they must feel that it's for a noble cause).
Perhaps another skill "Loyalty" (Cha) should be added, this isn't your loyalty to them but their loyalty to you, the roll is by you versus their gulubility (yes you still buy it but it's how well you can convince your followers that you are loyal to them (dosn't work on player characters, as far as i can tell nothing ever does)).
Bye.
 
Originally posted by Lionel Deffries:
Hello.
I'm assuming the skill levels are the bought skill levels not the totals.
Correct, skill level, not DC mod

I would also have required skill sense motive (in stories the hero can always read the character of friends and enemies alike).
A born leader must have the trust of their followers (if you are sending one to their death then they must feel that it's for a noble cause).
Perhaps another skill "Loyalty" (Cha) should be added, this isn't your loyalty to them but their loyalty to you, the roll is by you versus their gulubility (yes you still buy it but it's how well you can convince your followers that you are loyal to them (dosn't work on player characters, as far as i can tell nothing ever does)).
Bye.
Sense Motive would be a good one to add, good thought. Not sure about the Loyalty thing, gotta ponder a bit, maybe as a Feat. Mostly though I think it'll boil down to treatment of the NPCs and referee judgement. Got some notes in a related vein. Just have to get it pasted and posted ;)

Quite right about PC motivation, the only thing I've found to work on just about every one of them I've interacted with in character as PC to PC and NPC to PC is greeeeed
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They all have their price and I love the negotiation
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And yes even my many PC's over the years have mostly had this flaw :rolleyes:
 
Just added a little more to the description but not quite finished :(

I thought about adding Sense Motive as per Lionel's suggestion but decided that it was already about on par for requirements with the book examples and adding another might make it too limited. Still I agree it would be a valuable skill for a Leader. Certainly it could be added or swapped for YTU, especially as this is all unofficial.
 
Here's an idea,

Persona memory

The Leader has a near perfect memory for faces, names and personal information.
Example, One of the Leaders many followers has requested an audience. He has only meet her once and that was several years ago. Yet when she is admitted the Leader greets her by name, comments on her change of hair style and asks about her son.
 
I'd say put forgery and add another skill. Forgery is something they might have picked up as a thug and not a LoM. Then perhaps they became Al Capone the criminal leader.

This is a point where an individuals negotiation skill skyrockets.
 
Morning Savage,

I figured it wouldn't take long for someone to question Forgery
I wasn't sure of it myself and thought of adding a note (should have). You might have noticed I referenced only Int as a key ability, that and the absent note would have made it clear it was a limited type of Forgery skill useful only in determining that something is a Forgery. My first thought was as a means of checking documents and such. I don't like the idea of creating and noticing Forgery being the same skill but that's how it is.

That said its probably not the best choice for the class and wouldn't be much missed if just dropped. So upon consideration I think I will.
 
OK, final edit is incorporated above, barring convincing feedback, preferably from actual use


Of course this is all out here free for you to fold, spindle or mutilate into YTU with no implied or specific warranty to its suitability ;)

I'll post an update when (or if, but I hope its when, and soon) I get a chance to try it out in a game.
 
Loved the class so much, that all four of us tried to create a Leader of Men to play Traveller. The first PC was created from an impovished area full of farms and although started with a criminal background, rose up to eventually bring his people in to the technological present. The second PC came from an area that was destitute, but did have existing industry. He chose his rise in power through forming a clique of like minded, "evil" people. The other two PCs took a different tack on their back ground. One chose to live in well-off area that one could consider the remains of a once powerful government, while the final PC's background placed him from a country that while it had a huge industrial potential, was oblivious to the surrounding governments.

We gamed for hours and hours!!!

Then we found out we were playing Third Reich!
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;)

Serious, I'm going to see if our GM will allow me to take this class tonight for my next level. It does fill a need that I was looking for and I cannot see any serious flaws at this point. (Although I don't doubt the GM will complain about something :( )I do like Zanrain's idea of Persona Memory, since Leaders always seem to know you and that little bit of personal news/history that makes you realize that he not only recognizes you, but remembers personal trivia about you. There is a big difference between a leader that shakes your hand and asks how you are doing and one who shakes your hand and inquires about your Mom's recovery from her recent surgery. That little personal touch magnifies a Leader's interpersonal skill/effect tremendously!
 
Originally posted by Aravain:


<snip>

We gamed for hours and hours!!!

Then we found out we were playing Third Reich!
file_23.gif
;)

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score a keyboard kill and please send me cash to clean up my laptop computer ;) Lucky for both of us I left my snack a few feet away rather than munch and check the board so its only a virtual mess :D

Originally posted by Aravain:
Serious, I'm going to see if our GM will allow me to take this class tonight for my next level. It does fill a need that I was looking for and I cannot see any serious flaws at this point. (Although I don't doubt the GM will complain about something :( )I do like Zanrain's idea of Persona Memory, since Leaders always seem to know you and that little bit of personal news/history that makes you realize that he not only recognizes you, but remembers personal trivia about you. There is a big difference between a leader that shakes your hand and asks how you are doing and one who shakes your hand and inquires about your Mom's recovery from her recent surgery. That little personal touch magnifies a Leader's interpersonal skill/effect tremendously!
I liked Zanrain's idea a lot too at first glance but then remebered the Academic specialized class feat of Pseudo-Eidetic Memory. The two are very similar in ways and I'd rather not reduce one classes special ability. I'm thinking of ways to work it in for all the good reasons mentioned.

I'd love to hear how it goes and any ideas your group may have. Its easy to think I've avoided any munckin exploitable areas but until an independant eye checks it out you never know.
 
I liked Zanrain's idea a lot too at first glance but then remebered the Academic specialized class feat of Pseudo-Eidetic Memory.
Actually it's just the opposite. A Pseudo-Eidetic Memory is a mental system for memorizing data, facts and statistics. The persona is simply a side effect of being a people person.

Now that I've had time to think, here are some more thoughts.

Lovable
You have an outgoing and friendly personality. People are more likely to enjoy your company.

Talk down
The Leader can throw water on a potentially volatile situation using a soothing voice cool logic.

Contemplate this is a skill
The GM is required to give the player (some) inside information based on how well he rolls.
Note, on a bad role feel free to mess with his mind. :confused:
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<<<So unless you have a much better way to word it...>>>

How about Leader of People, or maybe Leader of Sophonts, or even...

hehe

Ok, I'm kidding, really, no no, I can find my way out, nice Prestige Class, seriously, put the FCMP down, please... <BLAM!> I Said Please!

(I hate when I do that,)

Scout
 
Originally posted by Sir Dameon Toth:
<<<So unless you have a much better way to word it...>>>

How about Leader of People, or maybe Leader of Sophonts, or even...

hehe

Ok, I'm kidding, really, no no, I can find my way out, nice Prestige Class, seriously, put the FCMP down, please... <BLAM!> I Said Please!
"That's why you're still breathing."
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:D I do appreciate the suggestions, and love the humor in which it was posted.

It is a bit of sticky subject in some times and places. I tossed those and a few others around in my mind (including Humaniti) but most of them just didn't work for me. It actually just started as "Leader" but then it took on a life of its own and became more specialized as a Leader of humans in the Imperium pretty much, hence the notes to that effect. So I had to pick something that noted the difference and I think its about as good as it gets.
 
Originally posted by Zanrain:
</font><blockquote>quote:</font><hr />I liked Zanrain's idea a lot too at first glance but then remebered the Academic specialized class feat of Pseudo-Eidetic Memory.
Actually it's just the opposite. A Pseudo-Eidetic Memory is a mental system for memorizing data, facts and statistics. The persona is simply a side effect of being a people person.</font>[/QUOTE]Ah, now I get it. Its more genuine than what I was picturing (more of a knowledge is power thing, learning details and using them to project an image of caring and importance of the subject to the leader. Who me? Cynical? What ever gave you that idea? ;) )

Originally posted by Zanrain:
Now that I've had time to think, here are some more thoughts.

Lovable
You have an outgoing and friendly personality. People are more likely to enjoy your company.

Talk down
The Leader can throw water on a potentially volatile situation using a soothing voice cool logic.

Contemplate this is a skill
The GM is required to give the player (some) inside information based on how well he rolls.
Note, on a bad role feel free to mess with his mind. :confused:
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More good ones :cool:
 
Why not just add a feat that allows you to gain follows at a certain level instead of inventing a whole new class around the idea? Doh! Its been done hasnt it!
 
I figured it wouldn't take long for someone to question Forgery I wasn't sure of it myself and thought of adding a note (should have). You might have noticed I referenced only Int as a key ability, that and the absent note would have made it clear it was a limited type of Forgery skill useful only in determining that something is a Forgery. My first thought was as a means of checking documents and such. I don't like the idea of creating and noticing Forgery being the same skill but that's how it is.
Dan,
I'd say that your re-inventing an administrative
task. Not necessary, perhaps defining what a LoP would do with various skills is more appropriate.


Savage
 
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