Lead the Group
Use extra when one character’s instincts keep everyone aligned and moving as a single unit. It clarifies who is steering, gives the table one consistent roll to watch, and highlights the cost of carrying the team.
Use it for breaching plans, tense escapes, or coordinated rituals—the moments where success hinges on cadence and cohesion. The leader sets the tempo, while the rest of the table rolls to show how they hold up under pressure.
Rules
To lead the group with your instinct and initiative, you Make a Check alongside every participant. Compare every roll; the one with the most hits determines the final outcome. As the leader, you lose 1 Stamina for each Check (including yours) that yields no hits.
- With 2+ hits: You are successful and achieve your goal.
- With 1 hit: You succeed, just barely. The GM may decide to Raise the Stakes.
- With 0 hits: You fail. The GM may decide to Raise the Stakes.
This action is very useful when one character has everything needed to carry out a plan but needs everyone to follow along. Players can rely on this when the whole group must move as one.