Command

Command obedience with your force of personality; intimidate or threaten; lead an action with NPCs; order people to do what you want.   COMMAND When you COMMAND, you compel obedience with your force of personality. You might intimidate or threaten to get what you want. You may lead an action with NPCs. You might order people to do what you want (though SWAY might be better).   GM QUESTIONS  
  • Who do you COMMAND? How do you do it—what’s your leverage here?
  • What do you hope they’ll do?
  • How far are you willing to push it?
  When you COMMAND someone, you don’t care about what they want. You tell them what to do and expect them to do it—out of fear, respect, or some other motivating factor (this is your leverage over them). If you’re trying to get along with someone and work together, CONSORT can be better. When you COMMAND a friend or contact, they may feel angry and disrespected, so your position will probably be worse. Common consequences of COMMAND can include clocks started for disobedience or reprisals, and breaking apart friendships and alliances.   You can lead a group of people by giving orders with COMMAND, or sending a group of NPCs to do something according to your instructions. Handle it as a “group action” teamwork maneuver with you rolling COMMAND and the group of NPCs rolling their quality.   You might be able to COMMAND another PC. Ask the player if their character has reason to follow your orders—fear, trust, respect, etc. If they do, then your action can force them to comply. If they don’t, then your action can only disrupt them somehow. You might frighten them with intimidation (inflicting harm), cause them to hesitate at a crucial moment, make them look weak in front of others, etc. Remember, COMMAND isn’t mind control, but it is an intense interaction. The other player will judge if their character can be ordered around or not.

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