Skip to content

Leader

👑 Leader Archetype – "The Anchor"

“Someone has to keep this together—and that someone is me.”
Playstyle: You’re the motivator, organizer, and buffer between chaos and collapse. The Leader Archetype rewards supporting allies, resolving their Conflicts, and keeping scenes on track. But when you're too controlling—or fail when it matters—the spotlight can turn ugly.

🧩 Core Traits

Buffs teammates' rolls and resolves Conflicts
Can take pressure off others, or make coordinated efforts more effective
Often caught between being loved and blamed
Best for players who like playing facilitators or emotional centers

🎲 Destiny Dice Rules – Leader Archetype

You may spend Destiny Dice to:

1. Inspire

“You’ve got this.” Spend 1 Destiny Die to give +1 Success to another player's roll after they roll, once per scene.
Doesn’t apply to Critical results.
Thematically must include a motivational line or action.

2. Burden Share

“Let me carry that with you.” Spend 1 Destiny Die to take a Tier 1 Conflict from another player onto yourself (with their consent).
You can only carry 1 borrowed Conflict at a time.
If you resolve it, both of you gain +1 Sentiment.

3. Coordinate

“Follow my lead.” Spend 1 Destiny Die before a group challenge to reduce its total Difficulty by 1 per 3 people involved.
Can only be used once per group scene.

📈 Level Progression – Leader Archetype (1–10)

Table 7
Level
Feature
1
Core Archetype Access: Gain the Leader tag and Destiny Dice abilities.
2
Call to Action: Once per episode, give +1 Sentiment to an ally who follows your plan.
3
Moral Center: You gain +1 Sentiment if another player resolves a Conflict because of you.
4
5
Leadership Clarity: Once per episode, cancel a viewer twist or vote modifier targeting your team. Gain -1 sentiment for ending a cool thing early.
6
Resolve Chain: When you help resolve a Conflict, choose a second one on that player to contribute to Resolving.
7
8
Steady Hand: When you’re in a scene, all allies can reroll one die during their checks (once per scene).
9
Martyr Move: Once per arc, you may take the penalty of a failed vote or major Conflict in place of an ally.
10
The Final Stand: Once per campaign, you may reroll a group challenge's dice after they have been rolled. You may then take all of the T2 Conflicts that would have resulted from a failure onto yourself.
There are no rows in this table

Want to print your doc?
This is not the way.
Try clicking the ··· in the right corner or using a keyboard shortcut (
CtrlP
) instead.