A character with a high Leadership often may be a group’s leader, or at least its spokesman. Generals and those who can calm or incite a mob with a few words all have good Leadership scores.
|
Leadership Score |
Loyalty Base |
Number of Henchmen |
|
3
|
–6
|
1
|
|
4
|
–5
|
1
|
|
5
|
–4
|
2
|
|
6
|
–3
|
2
|
|
7
|
–2
|
3
|
|
8
|
–1
|
3
|
|
9–11
|
0
|
4
|
|
12–13
|
0
|
5
|
|
14
|
+1
|
6
|
|
15
|
+3
|
7
|
|
16
|
+4
|
8
|
|
17
|
+6
|
10
|
|
18
|
+8
|
15
|
|
19
|
+10
|
20
|
|
20
|
+12
|
25
|
|
21
|
+14
|
30
|
|
22
|
+16
|
35
|
|
23
|
+18
|
40
|
|
24
|
+20
|
45
|
|
25
|
+20
|
50
|
Loyalty Base: This modifier is applied to henchmen’s loyalty scores. This modifier can be crucial during battles, where good morale is vital.
Max. # of Henchmen: This is the maximum number of permanent allies and retainers a character can attract. This does not affect the number of hirelings, mercenaries, or other servitors a character can have.
Proficiencies: This score is used as the base number for such nonweapon proficiencies as gaming and disguise. |