
When you call others to action, they answer the call. You are a fearsome opponent, not because of your skills alone, but because of the myriad skills and combined might of the forces that answer to you. You lead your team like a general leads his army; indeed, you may even be a general. One thing, however, is certain. No matter who you are, your men call you Commander.
- Racial Requirement: Any
- Transformation Type: Awakening
- Awakening Type: Greater
- Awakening Origin: Mind
- Prerequisite(s): Master of Minions Talent
- Maximum No of Stacks: 1
- Tier of Power Requirement. 1+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +2 | – | – | +2 | – | – | +2 |
Leadership Methods: No matter what methods you use, no one can deny that you are an effective leader.
(1)-[Passive]: Duplicate Minions are not considered Minions for the effects of any Traits for the Commander Awakening.
(2)-[Passive]: Reduce your Combat Rolls and Soak Value by 1(bT).
(3)-[Passive]: Increase the Combat Rolls and Soak Value of all your Minions by 1(bT).
(4)-[Passive]: All of your Minions gain a Minion Class Trait while they are your Minion (you choose which).
(5)-[Passive]: Upon gaining access to this Awakening, select and gain access to a Leadership Trait while you possess this Awakening.
(6)-[Passive]: While you are a Possessing Character, the Character that has your stack of Overtaken gains the Commander Awakening as a Level 2 Temporary Awakening while you are possessing them (they do not lose this Awakening at the end of a Combat Encounter if you are still possessing them, ignoring the usual rule for Temporary Awakenings). They must select your Leadership Trait.
(7)-[1/Encounter]: As an Instant Maneuver, select a Minion. That Minion may use a Surge of your choice as an Out-of-Sequence Maneuver.
Minion Class Traits
Ascended Minion: You are the cream of the crop, stronger than any other Minion under your leader.
(1)-[Prerequisite]: No other Minion belonging to your Master has the Ascended Minion Trait.
(2)-[Passive]: This Minion is a Special Minion.
(3)-[Passive]: Increase your Combat Rolls and Saving Throws by 1(bT).
(4)-[Passive]: Through the Life Points Rule for Minions, this Minion’s Life Points are only halved, instead of reduced to 1/4.
Pretty One: You are stylish and attractive, and you make sure the world notices.
(1)-[Passive]: Increase your Personality Modifier by 1(T).
(2)-[Passive]: While Personality is your highest Attribute Score, increase your Combat Rolls and Initiative Value by 1(bT).
(3)-[Triggered/Start of Turn]: Use the Hype Maneuver as an Out-of-Sequence Maneuver.
Weird One with the Freaky Power: You have an unusual appearance and a startling special ability to match.
(1)-[Passive]: Increase your Might and Saving Throws by 1(T).
(2)-[Passive]: Reduce the Ki Point Cost of your Unique Abilities by 1(T).
(3)-[Passive]: Upon gaining this Trait, gain access to a Unique Ability with a TP Cost of 25 or less that you meet the Prerequisites for (any remaining Technique Points can be spent on Advancements for that Unique Ability that you meet the Prerequisites for).
Big Tough Stupid One: Built like a brick house, you’re strong and can take a hit, but your head is full of rocks.
(1)-[Passive]: Increase your Attribute Modifiers (FO/TE/MA) by 1(T).
(2)-[Passive]: While below the Injured Health Threshold, increase your Soak Value by 1(T).
(3)-[1/Round]: You may use the Defend Maneuver without spending a Counter Action. If you do, you must use either the Direct Hit or Guard options of the Defend Maneuver.
Misfit Minions: Adept at teamwork, you and your companion(s) rarely stray from each others’ sides.
(1)-[Passive]: While adjacent to another Minion with this Trait, increase your Combat Rolls by 1(T).
(2)-[Triggered, 1/Round]: If another Minion with this Trait uses an Attacking Maneuver, you may use the United Attack Maneuver without spending an Action through its effects.
(3)-[Triggered, 1/Encounter]: If another Minion is Defeated with this Trait, you may halve your Life Points. They regain a number of Life Points equal to your current Life Points after applying this effect.
Comic Relief: Often going down in humorous, unusual ways, you’ve become the butt of every joke- except the ones you play on your foes.
(1)-[Passive]: Increase your Soak Value and Surgency by 1(T).
(2)-[Passive]: Increase the Skill Bonus of your Skills by 1.
(3)-[Triggered, 1/Round]: After rolling a Skill for a Clash and knowing the result, you may reroll. You must take the second result.
(4)-[Triggered/Defeated]: Place yourself on any unoccupied Square within the Battlefield and then regain Life Points equal to your Surgency. Then, you may make a Clash (Stealth vs Perception/Clairvoyance) against all Opponents. If you win, you are Hidden from that Opponent.
Leadership Traits
Battlefield General: A warrior at heart, you lead from the front by example.
(1)-[Passive]: Ignore the 2nd effect of Leadership Methods.
(2)-[Passive]: If you have no Minions, increase your Combat Rolls by 1(T).
(3)-[Triggered, 1/Round]: If you deal Damage to an Opponent with an Attacking Maneuver, select one of your Minions. That Minion may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
(4)-[Triggered, 1/Encounter]: If one of your Minions is Defeated, and now you have no remaining Minions in the Combat Encounter who are not Defeated, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
Blitzkrieg Commander: Your Minions rush the enemy and weaken them for your assault.
(1)-[Passive]: Increase the Strike and Wound Rolls of your Minions by 1(bT).
(2)-[Passive]: Reduce the Defense Value and Soak Value of your Minions by 1(bT).
(3)-[Triggered/Start of Turn]: Target up to 3 of your Minions. They each make the Basic Attack Maneuver as an Out-of-Sequence Maneuver (you decide the sequence). Skip the next turn of these Minions and they suffer from the Guard Down Combat Condition until the start of your next turn.
Iron Wall Commander: You have trained your Minions to hold the line against any and all attacks.
(1)-[Passive]: Increase the Defense Value and Soak Value of your Minions by 1(bT).
(2)-[Passive]: Reduce the Strike and Wound Rolls of your Minions by 1(bT).
(3)-[Triggered, 3/Round]: If you or an Ally are targeted by an Attacking Maneuver that does not possess an AoE while one of your Minions is adjacent to you/them, you may swap your/that Ally’s position on the Battlefield with that Minion and change the target of the Attacking Maneuver to that Minion.
Minion Collector: You have a skill, or rather a knack, for gathering people around you.
(1)-[Passive]: Your Minions have their Maximum Life Points increased by 2 for each Power Level reached (after any modifications).
(2)-[Adventurous]: You gain access to the Recruit Adventure Maneuver.
(3)-[Adventurous]: Halve the Time Cost of the Recruit Adventure Maneuver.
(4)-[Triggered, 1/Encounter]: At the end of the Combat Encounter, if any of your Opponent’s Minions are still alive but that Opponent was Defeated during this Combat Encounter, you may make a Skill Check (Persuasion/Intimidate vs Intuition) against those Minions. If you win, they become your Minions. Also, if any of their Minions are of the Animal Minion Race, you may use the Creature Handling Skill instead for that Skill Check.
Strong Bond: Your bond with your Minion is so powerful, the two of you battle as one.
(1)-[Passive]: While you only have 1 Minion and that Minion possesses the Ascended Minion Minion Class Trait, ignore the 2nd effect of Leadership Methods.
(2)-[Triggered/Start of Combat Round]: If your only Minion possesses the Ascended Minion Minion Class Trait, that Minion gains 1 Action.
(3)-[Triggered, 1/Round]: If your Minion with the Ascended Minion Minion Class Trait deals Damage to an Opponent with an Attacking Maneuver, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
(4)-[Triggered, 1/Encounter]: If your Minion with the Ascended Minion Minion Class Trait is Defeated, you may halve your Life Points. If you do, they regain Life Points equal to your current Life Points after halving.
(5)-[Triggered/Defeated]: You cannot regain Life Points. Take control of your Minion with the Ascended Minion Minion Class Trait as if they were a typical Character, ignoring all rules for Minions.
Master of Misfits: You are just as much of an outcast as your Minions, staying close to them and commanding the group from within.
(1)-[Passive]: All of your Minions with the Misfit Minions Minion Class Trait have their Soak Value and Surgency increased by 1(bT).
(2)-[Passive]: You are considered a Minion with the Misfit Minions Minion Class Trait for the effects of the Misfit Minions Minion Trait.
(3)-[Triggered, 1/Round]: If you would take Damage from an Attacking Maneuver (that did not possess an AoE) while you have a Minion with the Misfit Minions Minion Class Trait adjacent to you, you may spend a Counter Action for them to take the Damage of that Attacking Maneuver instead.
(4)-[1/Encounter]: As an Instant Maneuver, target a Minion with the Misfit Minions Minion Class Trait that is not at Long Range. Swap your placements on the Battlefield with them (as long as you both can fit in the spaces you exchanged).
Stand Back and Observe: You stand apart from the battlefield, instructing your Minions from the sidelines as you observe the battle with great interest.
(1)-[Passive]: Instead of targeting an Ally through the 1st effect of the Spectator State, you may target all of your Minions.
(2)-[Triggered, 1/Round]: If you are hit by an Attacking Maneuver while in the Spectator State, you may target one of your Minions. They may use the Intervene Maneuver without spending a Counter Action.
(3)-[Triggered/Spectator, 1/Encounter]: Target a Minion. That Minion may use the Power Up Maneuver as an Out-of-Sequence Maneuver.
(4)-[Triggered, 1/Encounter]: Upon leaving the Spectator State, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.