Important Attributes: IQ
Important Skills: all weapon skills, Shield, all knowledge skills, all performance skills, Accounting, Acting, Administration, Animal Handling, Body Language, Carousal, Counterfeiting, Current Affairs, Detect Lies, Diplomacy, Disguise, Fast-Talk, Forgery, Gesture, Intelligence Analysis, Intimidation, Leadership, Lip Reading, Makeup, Market Analysis, Merchant, Observation, Politics, Riding, Sex Appeal, Strategy, Swimming, Tactics, Perception, languages
Important Skills Number: 9
Prerequisite Advantages: Status 1, Wealth (Comfortable), Charisma I

Allowed Advantages:
Favoured Region [3]
Wealth (Wealthy) [10]
Coordinate 1 [4]
Inspiring Leader [64]
Favoured Region [3]
One of Noble advantages
Wealth (Very Wealthy) [10]
Inspire Loyalty 1 [35]
Charisma 2 [5]
Favoured Region [3]
One of Noble advantages
Wealth (Filthy Rich) [20]
Coordinate 2 [4]
Inspire Loyalty 2 [35]
Charisma 3 [5]
Favoured Region [3]
One of Noble advantages
Wealth (Multimillionaire 1) [25]
Inspire Loyalty 3 [35]
Charisma 4 [5]
Favoured Region [5]
One of Noble advantages

Noble advantages:
Great Leader [15]
Master Administrator [15]
Master Diplomat [15]
Master of the Arcane [15]
Master Merchant [15]
Talent (Strategy, Warcraft) 1 [5]
Talent (Detect Lies, Diplomacy, Politics) 1 [5]
Talent (Acting, Fast-Talk, Interrogation, Intimidation) 1 [5]
Regent Focus [20]
Talent (cultural weapons) 1 [5]
Talent (cultural rogue skills) 1 [10]
Talent (Daignose, First Aid, Poisons, Survival) 1 [10]
Talent (any single skill) 2 [10]
Spymaster [15]
Wilderness Savant [15]
any cultural advantage

Cultural Advantages:
Anuirean: Conqueror, Discipline, Master Diplomat
Brecht: Master Diplomat, Master Merchant, Seafarer
Khinasi: Master Diplomat, Master Merchant, Plainsrider, Seafarer
Rjurik: Forestdweller, Hardiness, Highlander, Northerner
Vos: Conqueror, Hardiness, Northerner
Dwarf: Discipline, Hardiness
Elf: Forestdweller


[top]New Advantages

[top]Favoured Region

+1 to social skills with people from selected region. [3]

[top]Coordinate

When leading a collective effort, may make an IQ roll modified by any Charisma advantage. If successfull, add level of Coordinate advantage as bonus to the final roll. [2/level]

[top]Inspiring Leader

Affliction [10] (+1 to all weapon skills [15], effects of Striking ST 1 [5] and Mind Shield 1 [4]) 1 [34], Malediction +100%, Sense-Based (Hearing and Vision) -15%, Emanation -20%, Doesn't Affect Self -50%, Area Effect +300%, Selective Area +20%, Limited Use (number of times equal to Charisma level per day) -30%, Requires Ready -10%, Independent +40% [148]

[top]Inspire Loyalty

Affliction [10] (+1/level to weapon skills [15], +1 to Will [5]) 1 [30], Requires Leadership Roll -5%, Requires Ready -10%, Takes Extra Time 2 -20%, Independent +40%, Malediction +100%, Sense Based (Hearing) -15%, Emanation -20%, Doesn't Affect Self -50%, Area Effect +300%, Selective Area +20%, Limited Use (number of times equal to Charisma level per day) -30% [123/level]

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