Lead the Group
This extra adds ruling around how one character’s instincts keep everyone aligned and moving toward a single objective.
Rules
When you lead the group through risky situations, make a Check along with everyone you are leading to see how it plays out.
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 gets no Hits.
If you can’t cover the cost in Stamina, the push collapses into a catastrophic failure.
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