Command

Often, a single character is unable to adequately resolve a crisis. At times, even a warband of Acolytes are inadequate to the challenge. Under these circumstances, characters may need to rally a much larger group to assist. Coordinating their allies so that everyone can work together effectively relies upon the Command skill. It represents the ability to effectively motivate and organise others. Characters with a noble background might have some training in this skill. Those with military service are of course practiced with it; even those who have only been given commands are very familiar with the practice and can issue them as well. Other characters might have learned it as a bureaucratic manager or a tribal leader. In contrast, characters accustomed to working independently could have little aptitude for commanding (or being commanded by) others.

Inspire
In some situations, it is not merely enough for an Acolyte to have allies working towards his cause. Instead, his allies must be convinced to give their all in order for success to be achieved. As a Full Action, the character can make a Challenging (+0) Command test to inspire one or more of his followers. Inspired followers receive a +10 on their next skill or characteristic test.

terrify
An Acolyte can use the Command skill to terrify his followers into fearing him more than Daemons or other abominations As a Reaction, a character can try to counter the effects of Fear (see page 285) in his allies should they fail their Willpower test against a Fear-causing foe. The character makes a Command skill test opposed by the Willpower of the Fear causing creature. Both the character and the creature add +10 to their rolls for each level of Fear they possess. If the character is successful, his allies ignore the effects of Fear from this creature for the remainder of the encounter.

When to use Command as a GM
The GM can call on a player to use the command skill when they want to send an NPC ally into an extremely dangerous situation or into open combat, or when they need to rally their allied fighting forces or organise them in the face of a surprise attack. Some example modifiers include
 * +30: Allies have high morale or commands are very simple to follow.
 * +20: Followers are performing well-known tasks or the commands issued to them can be accomplished quickly.


 * +10: Allies outnumber their foes or commands are familiar.
 * +0: Commands are complex or the followers have never worked with the character issuing the commands before.
 * –10: Allies are outnumbered by their enemies, or the enemies are markedly powerful.
 * –20: Followers are performing unfamiliar tasks, or the commands issued to them need to be interpreted.
 * –30: Allies have very low morale, are suffering many casualties, or the commands given to them are very complex or hazardous.