Lead the Group
Use this 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.
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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