This the central repository for help on Modern Command.
Game commands
Execute your decisions with precision, become a master of in-game actions. |
Character Generation
Design compelling leaders with unique strengths, craft leaders with the skills to tackle any challenge.. |
Economic
Transform your nation into an economic superpower, fuel your military and political goals with a booming economy. |
Military
Raise and deploy forces capable of decisive victories, develop a formidable fighting force. |
Political
Master diplomacy and secure your place on the world stage, build alliances, scheme against rivals, and seize power. |
About
Discover the rich lore and mechanics behind Modern Command. |
Attribute matrix | |
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An attribute is a quality, characteristic, or feature associated with a person or thing. In Modern Command, attributes are used to define the physical, mental, and social characteristics of a character. | |
0 - 5 | No gross control or even awareness of the attribute |
10 - 20 | Below Average. Mastery of gross control, and some fine control; often ackward and unpredictable |
20 - 30 | Average. Normal range in cultural and social context. |
40 - 50 | Above average, with obvious differences from average peers. |
60 - 70 | Exceptional. Career and life are shaped around the attribute. |
80 - 100 | World-class. Recognized as one of the world's leaders. |
Skill matrix | |
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A skill is the ability to carry out a task with determined results often within a given amount of time, energy, or both. In Modern Command, skills are used to define the professional, technical, and social abilities of a character. | |
0 - 5 | Bare minimal understanding, no competence in the skill. |
10 - 20 | Indicates familiarity and slightly below average competence. 1 - 2 months of semi-steady use. |
20 - 30 | Average competence, usually associated with at least 5 years of steady use and practice. |
40 - 50 | Above average. Considered to be leader in the skill. Teaches others, 9+ years of steady use and practice. |
60 - 70 | Exceptional. Has made solid contributions to field, and uses skill everyday in professional life. |
80 - 100 | Acknowledged master. One of the world leaders in the skill. |
Merit/Flaw matrix | |
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Merits and flaws are used to define the personality, social, and physical positive and negative characteristics of a character. | |
0 - 5 | The merit or flaw is barely noticable, and has little to no impact. |
10 - 20 | The merit or flaw is clearly noticable, and has a moderate impact. |
20 - 30 | The merit or flaw is pronounced, and plays a very significant role in the life of the player. |
40 - 50 | The merit or flaw defines the life of the player. |
60 - 100 | Books have been written about the merit or flaw the player has. Utterly encompassing. |
Religious matrix | |
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Religious proclivities are used to define the religious beliefs and practices of a character. These are normally rather private, but there is no arguing religious identity of a leader matters. | |
0 - 5 | No formal commitment to any religious organization. No identification with any religion. |
10 - 20 | Probably initiated into the religion as a child, non-practicing. Not well-versed in teachings or doctrine. |
20 - 30 | Regularly attends religious events and observes doctrinal holidays. Self-identifies as a member of the religion |
40 - 50 | Has an active life in the religion. Goes to extra teachings, and makes outreach efforts. |
60 - 70 | A leader in their religion. Has committed life as an adherent to the religion. |
80 - 100 | Complete identification with the religion. Totally immersed in the religion. |