Command measures your ability to lead, direct, and impose order—whether over disciplined troops, frightened civilians, or reluctant allies. It’s not just volume or authority; effective command earns confidence, cuts through chaos, and transforms scattered individuals into a coordinated group. This skill becomes crucial in battle, disaster, and any scene where clarity, cohesion, and morale determine success or failure.
Typical Uses:
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Issuing tactical orders during active combat
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Rallying panicked allies or enforcing discipline
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Directing NPCs (guards, militia, mercenaries) in formation
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Coordinating group efforts under pressure or time constraints
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Overriding fear, confusion, or hesitation with decisive leadership
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Taking control during emergencies (evacuations, rescues, fires, etc.)
Situational Modifiers:
Apply the Difficulty Ladder based on urgency, resistance, cohesion, and familiarity:
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Trivial (+50%): Giving simple orders to loyal troops in a training drill
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Effortless (+40%): Directing a squad that knows and trusts you
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Easy (+30%): Rallying trained allies under manageable pressure
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Routine (+20%): Coordinating actions during a tense but controlled situation
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Favorable (+10%): Giving clear orders to people predisposed to follow you
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Everyday (0%): Average situation with moderate trust and attention
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Challenging (–10%): Commanding under stress, modest resistance, or confusion
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Hard (–20%): Loud, chaotic conditions; scattered or frightened group
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Very Hard (–30%): Low morale, unclear visibility, or shaky authority
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Extreme (–40%): Issuing orders in a rout, to strangers, or over great distance
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Near-Impossible (–50%): Reversing a mutiny, calming a riot, or forcing cohesion under collapse
Working Without Training:
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Base chance is half Mind, rounded down
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One difficulty step harder than normal
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GM may restrict battlefield control or large-group leadership without training
Companion Skills:
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Persuasion (for motivating individuals through dialogue)
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Insight (for reading group morale or anticipating breakdowns)
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Tactics (if used, for formal planning or battlefield positioning)
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Intimidation (when coercion replaces inspiration)
Narrative Examples:
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A paladin steps forward and shouts orders—the town guard snaps to formation.
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A fighter leads a withdrawal through burning forest, calling names and rallying stragglers.
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A cleric steadies a panicked congregation as divine chaos unfolds, giving clear, protective instructions.
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A bard, voice ringing above the din, assigns tasks and directs civilians as a siege wall begins to buckle.
Optional Rule — Command and the Disposition Scale (Obedience and Loyalty)
Command represents your ability to direct others, enforce discipline, and issue clear and decisive orders. In situations where obedience matters—such as military units, guards, hired mercenaries, or civilians under stress—you may use Command to shift an NPC or group’s disposition toward compliance.
When to Use This Rule:
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When giving orders to subordinates in chaotic or dangerous situations
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When trying to assert control over frightened or panicked crowds
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When rallying troops or allies to hold position, charge, or endure
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When seeking to override hesitation or enforce strict discipline
If social standing or chain of command already ensures obedience, no roll is needed. This rule applies when morale, loyalty, or willingness to follow orders is uncertain.
The Obedience Scale:
NPCs and groups can have disposition ranked from 1 to 7:
1 — Defiant:
Openly rebellious or mutinous. Will ignore or actively resist orders.
2 — Resisting:
Argumentative and reluctant. Will delay, question, or half-heartedly comply at best.
3 — Doubtful:
Skeptical or hesitant. Will follow only under close supervision or pressure.
4 — Neutral:
Professional and indifferent. Will follow basic orders without enthusiasm.
5 — Willing:
Respectful and cooperative. Will carry out orders with diligence.
6 — Loyal:
Personally committed. Will take initiative to fulfill commands and ensure success.
7 — Zealous:
Fanatically devoted. Will go above and beyond, even risking life and limb.
Shifting Obedience with Command:
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Success: Disposition improves by 1 rank.
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Critical Success (01): Disposition improves by 2 ranks.
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Failure: No change.
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Critical Failure (00): Disposition drops by 1 rank (loss of confidence, undermined authority, growing unrest).
Groups and Units:
When dealing with organized groups (military units, guard squads, militia), shift disposition for the group as a whole unless the GM chooses to track leaders or individuals separately.
GM Note:
- Command is about respect and control. Use this scale when PCs must rally, control, or direct others whose willingness to follow orders is not automatic.
- Zealous obedience should be rare and typically requires shared values or deep loyalty. Likewise, Defiant status usually indicates serious failure of leadership or strong opposing motives.
- Story and context always take priority.
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File Created: 04/30/2025 Last Modified: 04/30/2025