The Strange
Commanders are rarely encountered without guards (or criminals) that fight at their command, magnifying their capabilities.
Police Captain (Earth): Police captains are usually veterans with extensive experience. Someone with the rank of police captain may be in charge of an entire division within a department.
Warlord (Ardeyn): A warlord might be a petty tyrant or a bandit king who maintains the loyalty of followers by promising them loot in their next war or raid.
Commander (Ruk): Almost every faction employs security, and having a few commanders on site to competently deploy said security is crucial.
Motive: Winning in combat
Health 21
Damage Inflicted: Moderate wound (5 points)
Armor: 3
Movement: Short
Modifications: Defends as level 5 due to shield or other equipment.
Combat: All underlings and followers deal 1 additional minor wound (1 point) when the commander can see them and issue commands. Commanders carry shields and weapons appropriate to their recursion. If possible, they fight mounted or in a vehicle. The typical commander directs followers from the rear of any conflict, fighting behind the lines when necessary, but concentrating first on issuing orders.
Interaction: Commanders are committed to their cause, whatever it might be. Some defend, and others attack. Most have guards, criminals, or lieutenants who interact with people so the commander doesn't have to.
Use: Commanders lead a large group of guards or criminals. You can also use a commander as a single tough opponent for low-tier PCs.
Loot: A commander has 4d6 units of recursion-appropriate currency in addition to weapons, a shield, heavy armor, and miscellaneous gear.
GM Intrusion: By using a martial maneuver the PCs have never seen, the commander blocks all incoming attacks in a given round of combat.