TALENTS TO GET
Bodyguard: 1/rd on turn, may use a Maneuver to protect one ally w/which he is engaged; suffers strain <= ranks in Bodyguard, until next turn upgrade Difficulty all combat checks against this ally = the number of strain
More in Commanding Presence
Confidence: Decrease Difficulty of any Discipline check to avoid Fear effects by 1/rank; if decreased to 0 automatically passses
Coordinated Assault: use maneuver to grant to a # of engaged allies = ranks in Leadership an Advantage on combat checks until beginning of next turn; range increases by 1 band/rank
Dedication
Field Commander: By making a successful Average leadership action, # of allies = Presence may immediately suffer 1 Strain to perform 1 Maneuver; doesn't count towards the normal limit of Maneuvers they can take; if there are any questions as to order in which allies act, character is the final arbiter
Field Commander (Improved): Affects # of allies = twice Presence; also may spend any Triumphs generated on his Leadership roll to allow one ally to suffer one strain to perform an action rather than a maneuver
Natural Leader: 1/game session, character may reroll any one Leadership or Cool check
Quickdraw: 1/rd on turn may draw or holster an easily accessible weapon or item as an incidental; also reduces time to draw or stow a weapon that would normally take > 1 maneuver by 1 maneuver
Side Step: 1/rd on turn may perform a side step Maneuver to try to avoid incoming attacks; suffers strain <= ranks; until start of next turn, upgrade difficulty of all ranged attacks targeting him = the strain