Commissar

Doctrine compliance and asset discipline.

The Commissar is the Nine's embedded political officer: the voice of doctrine compliance, asset discipline, and morale enforcement. Not a faith-keeper -- in the Commissar's operational register, the Fold is a containment failure, not a spiritual phenomenon, and the Commissar's power comes from institutional weight, not transcendence. Commissars are doctrine-enforcers in a corporatocracy that runs on paper, fear, and chain of command: they deliver standing orders when panic sets in, record denunciations when the Fold breaches the hull, and remind the crew why the Nine's charter matters when death is cheaper than mutiny. Asset Realisation books Commissars as "crew-retention specialists" -- personnel whose value is measured in the soldiers who stay functional because they're too afraid to break. A squad with a Commissar holds until command says abandon. A squad without one breaks at the first real cost. The Kadiss grid tracks Commissars through their deployment vector: Legion political officers, corporate compliance monitors, PMC crew auditors, aboard-audit protocols. They operate on the Commissariat chassis (d8 HD, 3/4 BAB, Fort and Will good, Ref poor) because their role is standing outside the line, watching for deviation, recording it in the manifest for the Final Audit. Medium armour. The Will good save is not just Mechanical -- it represents genuine steel from years of watching people break and writing the reports. Prime requisites: WIS and CHA.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierthree-quarters
Base Skill Points4
Hdd8
Hd Sides8
Max Level20
Primary AbilitiesWIS, CHA
Prime RequisitesWIS, CHA
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowancePistol, Stun-baton, Ceremonial weapon (one melee weapon of choice)

Notes

Archetype Niche: The Commissar is the party's institutional anchor and force multiplier. Standing Orders provides passive, scaling morale and Fold resistance that no other class can replicate -- in a setting where the Fold is the central containment risk, a Commissar transforms a catastrophic breach into a managed incident. Final Audit bridges combat stabilization and operational continuity (preventing Husk-raising is a security protocol, not a rite). Denunciation provides active crowd control against the setting's most dangerous entity type by placing them on record as non-compliant. The Commissar's niche is keeping the crew functional and accountable when the nightmare is in the room.

Multiclass Notes: Commissars can multiclass with Officer and Sawbones archetypes. Non-human commissars use simultaneous multiclassing rules.

Level Table

Ensign

FieldValue
bab0
fortitude2
level1
reflex0
skillPoints16
titleEnsign
will2
xp0

Auditor

FieldValue
bab1
fortitude3
level2
reflex0
skillPoints4
titleAuditor
will3
xp1500

Monitor

FieldValue
bab2
fortitude3
level3
reflex1
skillPoints4
titleMonitor
will3
xp3000

Supervisor

FieldValue
bab3
fortitude4
level4
reflex1
skillPoints4
titleSupervisor
will4
xp6000

Commissar

FieldValue
bab3
fortitude4
level5
reflex1
skillPoints4
titleCommissar
will4
xp13000

Senior Commissar

FieldValue
bab4
fortitude5
level6
reflex2
skillPoints4
titleSenior Commissar
will5
xp27500

Chief Commissar

FieldValue
bab5
fortitude5
level7
reflex2
skillPoints4
titleChief Commissar
will5
xp55000

First Commissar

FieldValue
bab6
fortitude6
level8
reflex2
skillPoints4
titleFirst Commissar
will6
xp110000

Commissar-General

FieldValue
bab6
fortitude6
level9
reflex3
skillPoints4
titleCommissar-General
will6
xp225000

Regional Director

FieldValue
bab7
fortitude7
level10
reflex3
skillPoints4
titleRegional Director
will7
xp450000

Senior Director

FieldValue
bab8
fortitude7
level11
reflex3
skillPoints4
titleSenior Director
will7
xp675000

Deputy Controller

FieldValue
bab9
fortitude8
level12
reflex4
skillPoints4
titleDeputy Controller
will8
xp900000

Controller

FieldValue
bab9
fortitude8
level13
reflex4
skillPoints4
titleController
will8
xp1125000

Deputy Minister

FieldValue
bab10
fortitude9
level14
reflex4
skillPoints4
titleDeputy Minister
will9
xp1350000

Minister of Doctrine

FieldValue
bab11
fortitude9
level15
reflex5
skillPoints4
titleMinister of Doctrine
will9
xp1575000

Executive Auditor

FieldValue
bab12
fortitude10
level16
reflex5
skillPoints4
titleExecutive Auditor
will10
xp1800000

High Executive Auditor

FieldValue
bab12
fortitude10
level17
reflex5
skillPoints4
titleHigh Executive Auditor
will10
xp2025000

Director of Assets

FieldValue
bab13
fortitude11
level18
reflex6
skillPoints4
titleDirector of Assets
will11
xp2250000

High Director of Assets

FieldValue
bab14
fortitude11
level19
reflex6
skillPoints4
titleHigh Director of Assets
will11
xp2475000

Chief Political Officer

FieldValue
bab15
fortitude12
level20
reflex6
skillPoints4
titleChief Political Officer
will12
xp2700000

Special Abilities

Standing Orders

FieldValue
level1
nameStanding Orders

description: The Commissar's signature: an aura of institutional conviction (Creed of Steel), radius 30 feet at level 1 growing +10 feet per level to a maximum of 120 feet at level 20. All allies within the aura gain a morale bonus to Will saves against fear, Fold phenomena, and psionic mind control: +2 at level 1, +3 at level 3, +4 at level 7, +5 at level 13. Passive, always on, no action required. The aura drops if the Commissar is unconscious, dead, or broken (failed a Will save vs fear or panic). At level 8, the Commissar and all allies within the aura become immune to natural (non-supernatural) fear effects; at level 14, the immunity extends to supernatural and Fold-induced fear. This is the Commissar's core function for the Nine: in a verse where the Fold is the central containment risk, the political officer who keeps the crew functional is worth more than a weapons battery.

Standing Protocol

FieldValue
level1
nameStanding Protocol

description: As a standard action, the Commissar delivers a sharp burst of doctrine (Sermon of Conviction) to one ally within 30 feet, granting +2 to that ally's next attack roll, save, or skill check. The bonus expires after 1 round if not used. Once per encounter. Scales with level: +3 at level 4, +4 at level 8, +5 at level 12, +6 at level 16. Where Standing Orders is passive and constant, Standing Protocol is targeted and immediate -- the Commissar picks the soldier about to break, about to miss, about to fail, and speaks.

Final Audit

FieldValue
level2
nameFinal Audit

description: The Commissar can perform a 1-minute accounting (Last Rites) over a dying or recently dead crew member (died within 1 minute; cannot be performed in combat). The target stabilizes automatically and regains HP equal to the Commissar's level + WIS modifier. If the target is already dead, Final Audit ensures the body cannot be raised as a Husk or thrall for 24 hours -- in a verse where the Fold can claim the dead, this is not ceremony but operational containment. The ritual also grants the deceased's squadmates a +2 morale bonus to all rolls for the next hour. Usable a number of times per day equal to 1 + CHA modifier (minimum 1).

Compliance Enforcement

FieldValue
level2
nameCompliance Enforcement

description: As a standard action, the Commissar enforces discipline (Iron Discipline) on a faltering ally within 30 feet who is under a fear, confusion, or compulsion effect. The target immediately re-rolls the saving throw against the effect with a +2 morale bonus from the Commissar's institutional authority. Once per target per encounter. Where Standing Orders is a passive buffer, Compliance Enforcement is the Commissar grabbing a soldier by the shoulders and overriding the panic with doctrine.

Audit the Line

FieldValue
level3
nameAudit the Line

description: As a full-round action, the Commissar issues a command (Steel the Line) that stiffens the entire squad's resolve: all allies within the Standing Orders aura gain +2 to Fortitude and Will saves for 1 round, and targets currently shaken or frightened are reduced one step (frightened to shaken, shaken to normal). Once per encounter. Scales with level: +3 at level 7, +4 at level 11, +5 at level 15, +6 at level 19.

Denunciation

FieldValue
level5
nameDenunciation

description: As a standard action, the Commissar delivers a formal denunciation targeting Fold entities, psions, Husks, or any creature of Fold origin within 60 feet. The words are not rites; they are the accumulated authority of institutional power speaking through the Commissar's voice. Affected creatures must succeed on a Will save (DC = 10 + Commissar's CHA modifier + half Commissar level) or suffer a -2 penalty to attack rolls, saves, and skill checks for 1d4 rounds. Fold entities (including Husks and Hungerers) suffer a -4 penalty instead. Usable once per encounter. At level 12, this becomes twice per encounter. The Commissar does not exorcise the Fold; the Commissar places it on record as a doctrine violation.

Iron Sermon

FieldValue
level7
nameIron Sermon

description: Standing Protocol upgrades: the Commissar's sermon now affects all allies within 30 feet (instead of a single target), granting +3 to their next attack roll, save, or skill check for 1 round. Once per encounter, replacing Standing Protocol for that encounter (Standing Protocol remains available in subsequent encounters, but only one sermon per encounter). Scales with level: +4 at level 10, +5 at level 14, +6 at level 18.

Enforce Discipline

FieldValue
level10
nameEnforce Discipline

description: As a standard action, the Commissar enforces discipline on a creature (ally or enemy) actively acting against doctrine -- a mutineer, a deserter, a soldier who has broken and is running. The target must succeed a Will save (DC = 10 + CHA modifier + half Commissar level) or be stunned for 1 round (the body obeys before the mind can override); on a successful save, the target is instead shaken for 1 round. Once per encounter. The Commissar's darkest feature: it works on allies as readily as enemies.

Unbreakable

FieldValue
level13
nameUnbreakable

description: The Commissar's conviction becomes deep enough to resist what breaks lesser figures: immunity to fear, panic, and morale-shattering effects, and the Commissar cannot be forced to flee, cower, or surrender by any mundane or supernatural means. The Standing Orders aura no longer drops if the Commissar is stunned (it still drops on unconsciousness or death). Passive, always on.

The Creed Incarnate

FieldValue
level20
nameThe Creed Incarnate

description: The Commissar's capstone. The Standing Orders aura now also grants all allies within it immunity to Fold-induced fear and +2 to all saving throws against any Fold-originating effect (Perils, Fold horrors, Fold-corruption). Denunciation can be used at will, with no per-encounter limit. Iron Sermon's bonus doubles for Initiative checks only. The Fold does not take the squad while the Commissar stands.