Commands are defined actions and terminology used in the game, both in and outside of combat. While the Viridian TTRPG still has roleplaying elements, players can issue Commands in order to let the game-master and others players aware they are taking action in a meaningful way. This article describes the function and rules regarding the most common commands used in game and can be used to check rulings in game.
Attack (with weapon/unarmed strike)
Command your character to attack a target with their currently equipped weapon, or as an unarmed-strike attack to deal damage. This is the primary form of offence in a combat scenario that can be performed by all able-bodied characters.
General ♦ Attack is a Standard Action (50 AP). ♦ Weapon attacks inherit the damage, damage type and other properties of the weapon used, except when the user is using an Unarmed-Strike with no weapon equipped. ♦ Attacking a target requires a ToHit Check, if the ToHit check succeeds, the user deals damage to the target; if they do not, the defender deflects or avoids the attack entirely. ♦ Weapons have a Range, melee weapons usually use the user's Natural Reach whereas ranged weapons will have an effective and fall-off range which increases the distance of the weapon's attack. ♦ Effective Range: A Ranged weapon will suffer no penalties attacking targets within this distance from the user (this also stacks with the user's Natural-Reach). ♦ Falloff: Reduces the ToHit of the user's attack by a base value of 10 for every increment of distance beyond the user's Natural Reach + Effective Range. Attacking with Ammunition ♦ Weapons such as Bows with arrows which require to be loaded after each shot must be Primed before they can be fired. Priming can be a Standard Action (50 AP) for the inexperienced. ♦ Weapons such as Firearms with bullets can be fired up to a certain amount of times in one round relative to the character's remaining AP and the maximum shots per round stat on Firearms. ♦ Reloading a Firearm will often be a Standard Action (50 AP) by default. ♦ Weapons such as throwing knives and shurikens can be thrown immediately as part of the attack action, drawing more ammunition counts as a Quick Action (25 AP). Unarmed Strike Rules ♦ Base damage for Unarmed strike is d4 (4), damage type; Physical: Blunt damage. ♦ Base reach for Unarmed strike is 1 square (5ft).
Guard Stance / Total Defence
Command your character to raise their guard and be on the look-out for danger. The user is more capable of deflecting, evading and resisting harm but requires a lot of concentration. The character may be able to perform actions out of Guard known as Guard-Cancelling, each has it's associated costs and risks, combatants are to consider carefully before dropping their guard unnecessarily.
General ♦ Guard Stance is a Quick Action (25 AP) that cannot be interrupted when it is the user's turn, but a Standard Action (50 AP) when used as a reaction command outside their turn. ♦ If the user uses Guard Stance during their turn, their turn ends as they cannot perform any other action without breaking their Guard. ♦ While guarding: User's Defence/Evasion is raised by +1.0 and takes 20% less damage if an attack lands. Lowers knockback/knockdown effects of an attack by half. ♦ If the user is wielding a Shield or a weapon capable of Deflection: Guard Stance enables the user to defer any damage taken into the Shield/Weapon instead of themselves. ♦ There is still a chance a Weapon or Shield can break when used in this way, however a Shield is far more resilient to this kind of punishment. ♦ Guard Stance remains active until they perform their next action, including moving more than half their free movement during a round. Guard-Cancelling ♦ Guard Stance can be cancelled at any time, doing so removes the benefits of Guard Stance except for certain actions: ♦ Dodge-Cancel: The user can cancel Guard into a Dodge as a Standard Action (50 AP) to move a distance equal to their personal-space (min. 1sq/5ft). If the user moves outside the range/area-of-effect of the attack, the attack is evaded. ♦ Counter: The user can cancel Guard into a Counter-attack as a Standard Action (50 AP), the user performs an Attack as normal, if it meets or exceeds the attacker's original ToHit, the attacker's attack is deflected harmlessly and deals damage to the attacker based on your weapon/unarmed-strike. ♦ If the Counter attack falls short of your opponent's original attack ToHit, the user takes damage as if they were unaffected by Guard Stance.
Move (Free and Extended Movement)
Command your character to move to a different location on the battlefield in accordance with their effective movement speed and mode of transportation. A character can move freely without expending Action-Points equal to their Free-Movement stat, a fixed amount of AP can be spent to move a scaling amount of squares further as required. Characters can move before, during and after taking other actions but must respect rules regarding terrain, obstacles and enemy combatants in where they can or cannot go.
General ♦ A character can move as many squares equal to their Free Movement without having to spend Action-Points. ♦ The character can move a certain number of squares further by spending 10 AP for Extended Movement, this distance is primarily determined by your character's movement speed. ♦ Characters passing within range of hostiles may prompt the hostile to attack them with their available Action-Points. The same principle is available to player characters as well. Solid Terrain and Valid Pathfinding ♦ Characters cannot walk through solid terrain nor cut corners, they also cannot pass through other characters with exceptions: ♦ Characters can pass through allies provided there is space on the other side to stop on, two players cannot occupy the same space. ♦ Characters can pass underneath creatures three times larger or smaller than they are, even if they are hostile. Hostiles may attack characters passing through them in this way. Difficult Terrain ♦ When a character encounters difficult terrain, they spend double their free movement and/or Action-Points in order to enter and exit such difficult terrain spaces. ♦ Difficult terrain includes uneven ground scattered with rocks and stones, ascending a step greater than quarter but less than half their height, knee to waist-high liquids, sticky/muddy ground and anything else the GM may describe. ♦ A character's Size may greatly affect what is considered Difficult Terrain to them. Waist-high water to a Human may be less than knee-high water to a Giant, and require swimming for a Small or Tiny sized creature.
Stomp is an attack that can be performed against a target that is at least three times smaller than the attacker. Stomp refers to the act of forcefully crushing a smaller target underfoot, but can also be used against a specific square as crowd-control and as an area attack. Stomp is a powerful move against smaller single (or grouped) targets that can shake those nearby and heavily damage those who are directly hit. While a human-sized creature can Stomp a downed target as an extra attack, Stomp in this context refers to when the size difference between attacker and target differ greatly.
♦ Stomp is a Standard Action with a base cost of 50 AP. ♦ Stomp's direct hit zone is treated as an Unarmed-strike with x2 damage dealt for direct hits. Stomp's quake zone inflicts Down/Trip on a target if they fail to evade the tremor the attack caused. ♦ Stomp has the same range as the user's melee reach, the user may move into the space they attacked with Stomp during the same action if desired. The user can target a creature's square or any square within reach. ♦ Stomp has direct (direct hit zone) and indirect (quake zone) attack areas of effect increases with size: ♦ At size 1 to 3: Stomp directly hits one square with no quake zone area of effect. ♦ At size 4 and every 4 sizes larger: Stomp's direct area of effect increases by 1 square in both directions (+5ft diameter) and Stomp's quake-zone indirect area of effect increases by 2 squares in both directions. At size 16: Stomp has a direct hit zone of 5x5 and a quake-zone measuring 10x10. ♦ Targets must spend Action points to move outside the attacker's direct hit zone, or they will be hit by Stomp. If they fail to evade the quake-zone's trip effect, they must spend Action points to get back up or be left Downed. ♦ Targets affected by the Stomp' quake-zone effect takes damage equal to unarmed-strike damage relative to their own size. Meaning a Size-1 target will take 4 damage even if they are affected by a Size-16's Stomp attack.
When Stomp is successful in directly hitting a target, the user can choose to Pin the target, either to deal crushing damage over time or harmlessly hold a target from being able to move or take most actions. In either situation, the target will be held, unable to move or take most actions until the attacker chooses to do any other action than Pin, including follow-up Stomp attacks.
♦ A Pin is a Channelled Standard Action, with a base cost of 50 AP per round. ♦ A Pin can be performed immediately after a Stomp attack, or by itself in place of a Stomp attack. The choice depends on whether the user wishes to harm or merely contain their target. ♦ While pinned, the attacker can inflict crushing damage on a pinned target or hold them in place harmlessly. In either case, the target cannot move or act until the Pin action is interrupted. ♦ A Pin may deal crush damage equal to the attacker's unarmed-strike attack, except when executing a harmless pin. ♦ Releasing a Pin, even to perform another Stomp, Trample or movement action, will give the target an opportunity to escape.
Trample is an attack that can be used in conjunction with movement, so long as the user is three times larger than their targets, they can move in and through enemy target spaces, displacing, damaging or even following into a Stomp attack or Pin in the same action. A tactic often employed by larger giants to traverse the battlefield while controlling crowds. It is rarely executable by human-sized characters, except for when their targets are small sized or smaller.
♦ Trample is a Quick Action that can be engaged during movement for a base cost of 25 AP. The user can opt not to use Trample and use normal rules for navigating the battlefield instead. ♦ Trample is an attack that can automatically apply whenever the user is three or more times larger than the targets when they attempt to move through their space. ♦ Trample damage is equal to the user's Unarmed Strike. Targets can spend Action points to move out of the user's way, if they do not, they will be moved by force and take damage. ♦ The user can follow up a Trample into a Stomp attack immediately, if the target was hit by Trample then they will not be able to avoid the Stomp attack. ♦ Trample has a range centred in the user's space and a radius equal to their space, this means while Trample has no reach, it is active wherever the user is positioned and moving towards.