Command

Combat

Describe how you place a banner → Place a banner (a flag, pike with a skull in it, glowing arcane symbol, etc) in an adjacent space. Choose one of the options below. You can only benefit from 1 of each banner at a time.

Do Not Falter! • Interrupt

Once each combat, at any point, describe how you encourage others → Instead of being defeated, an ally falls to 1 life and gains soak equal to their toughness. They gain a free turn to immediately resolve.

Give Orders • Quick Action

Roleplay giving an order → Give as much of your current turn as you like to an ally, who can immediately act to fulfill your order.

Inspire • Action

Describe how you inspire → Bolster. Select a visible ally; they roll +1 damage die (max +3) for the rest of combat.

Shout • Quick Action

Once each combat, at any point, roleplay a visceral command (Charge!, Hold!, Retreat!, etc) → You and allies who heard you increase 1 roll that relates to your command this combat.

To Arms! • Quick Action

When you enter combat, describe how inspire your comrades → Your allies (but not you) each gain 1 advantage.

Exploration

Call Mount • Slow Action

Describe how you obtain a mount → Select a creature from the bestiary to serve as your mount. You can have 1 mount at a time. Work with your GM to determine a drawback for you mount (it’s wild at heart, it attacks your allies, it’s a coward, etc).

Just as Planned • Slow Action

At the start of each session, write the description of an event that is out of your control in a sealed document. Give the document to the GM, who can’t look at it. If that event ever comes to pass, announce that things went just as planned. The GM looks at the document; if you predicted the event, gain creative license to significantly turn the odds in your favor. These never expire.

Marching Orders • Passive

Once each session, write one of the following on your and your companions’ character sheets, losing leftover words in the process: quartermaster, scout, sentinel, trailblazer, diplomat, and bodyguard. At any point, anybody can cross off their descriptor to increase a roll that relates to it.

Security • Slow Action

Describe how you tighten security → Gain creative license to enhance the defensive capabilities of the area.

Settlement • Passive

Once for each location, gain creative license to discover valuable resources or assets for that location (connections to a valuable trade network, secret passageways and escape routes, friendly neighbors, etc).

Stronghold • Passive

At any point, you can have the GM tell you the location of all highly defensible locations in the area, and a few relevant facts about each.

Interaction

Companion • Slow Action

Describe how you recruit a companion → Gain a companion who has half as many traits as you do. Work with your GM to determine the drawbacks of your companion (your companion is traitorous, greedy, unreliable, etc). You can only have one such companion at a time.

Dissension in the Ranks • Slow Action

Describe how you sabotage an organization → Gain creative license to create discord within the organization.

Glorious Leader • Passive

Increase all rolls you make to muster forces, command troops, and lead.

Initiation Vows • Passive

Whenever you create an organization, work with the GM to determine one special quality for that group (it’s extra sneaky, it has widespread connections, members never reveal group secrets, etc).

Marshal Forces • Passive

You can acquire unique allies through means that would otherwise be impossible. Work with your GM to determine the creature type, recruitment method, and limitations (build loyal robots that run on fuel, animate mindless zombies that crave flesh, call feral beasts that do as they please, etc).

Parley • Slow Action

Describe how you attempt to parley → A high-ranking representative from another faction will be willing to meet with you peacefully. Increase one roll you make to socialize with the representative.