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Command

1 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.

Action

Part of Action

Command is an ActionAction RuleActions are structured ways to act when your Game Manager tracks Rounds. you use to give an order to a CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects. or a SummonSummon RuleSummons are Creatures or Objects that an Effect creates to act for you..

Core Rule—Command

  • Make a Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SwaySway SkillSway is a Skill that measures your persuasion and influence. or InstinctInstinct SkillInstinct is a Skill that measures your creativity, inspiration, and impulse. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something. (your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. decides which).
  • The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. must be able to hear and understand you.
  • A SummonSummon RuleSummons are Creatures or Objects that an Effect creates to act for you. obeys you without a CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something..
TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
OriginOrigin StatOrigins are the points where Effects are created.
SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
ReachReach StatReach is the Range an Effect extends from its Origin.
Mid RangeMid Range RangeMid Range is a Range for Effects that can Originate within 12 Spaces of you.
TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
1 CreatureCreature TargetCreatures are animate Targets, distinct from inanimate Objects.
DurationDuration StatDurations are the lengths of time Effects last.
InstantInstant StatInstant is a Duration for Effects that resolve the moment they happen and don’t last.

TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SwaySway SkillSway is a Skill that measures your persuasion and influence. or InstinctInstinct SkillInstinct is a Skill that measures your creativity, inspiration, and impulse. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.

SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. does as you command on its next TurnTurn CombatTurns are the part of each Round when you get your chance to act..
SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
The TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence. does something else.
FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
No effect.

Source Player Codex