Faction Leader
As of 5th rank, at the end of a long rest, if a faction member of lower rank is within line of sight, you can grant them Inspiration, which lasts until the end of their next long rest. Once you've done so, you can't do so again until you complete a long rest.
Chapter 4: Using Ability Scores
ix abilities provide a quick description of every faction's collective physical and mental characteristics:
- Strength, measuring the faction membership's physical power
- Dexterity, measuring the faction membership's agility
- Constitution, measuring the faction membership's endurance
- Intelligence, measuring the faction membership's reasoning and memory
- Wisdom, measuring the faction membership's awareness and intuition
- Charisma, measuring the faction membership's force of personality
Is a faction comprised of renowned gladiators of great might and fortitude? Or is it a coalition of craftsmen, working together to create the best products available? Force-wielders working together, for good or ill? Or maybe it's a guild of shrewd merchants, attempting to corner the market. Ability scores defined these qualities—a faction's assets as well as weaknesses.
Ability scores govern a faction's ability to benefit it's members, as well as wage inter-faction conflict. The book's introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
This chapter focuses on how to use ability checks, covering how these checks benefit your faction's members and how they interact with other factions.