Command List

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Actions are defined commands used by characters in game that do meaningful effects to others and the world. Though more specifically, they're used in combat and actions often require Action Points to use them. This article lists the most common actions that can be taken by Player Characters, for any that have requirements, those requirements will be listed.

Actions have three speeds: Quick, Standard and Advanced. An action does not require a check to execute earlier than an opponent if the action being used is faster than the opponent. Quick actions do not need to roll to beat Standard actions. If two speeds are the same, a check will be required to see which one takes priority.

Universal Actions

Adventurers can do these actions without any equipment or conditions. Excepting that of being unable to act or unconscious.


Action Type AP Cost Description


25 AP

The Move action allows the Adventurer to move themselves to another location in physical space, up to a distance set by their move speed. An Adventurer's default move speed is 6 squares, however, an Adventurer's actual move speed heavily depends on their Agility score and Size-Rating.

The Move action can only be used twice a round. The second time Move is used, the distance the Adventurer can move is reduced by half. The Adventurer can only move if the path is not completely obstructed by terrain or other creatures.


Action Type AP Cost Description
Guard Stance


25 AP

This action increases the Adventurer's Defence by double their amount, or +25 points, whichever is greater. Even if an attacker succeeds on their ToHit check, the Adventurer protects themselves from critical hits.

This stance lasts until the Adventurer's next action, or the beginning of their next turn, whichever comes first.
Shields, and certain weapons and outfits, can provide damage-reduction/resistance while the Adventurer is guarding, check the properties for more information.
Guarding Off-Turn


50 AP

Allows the Adventurer to perform a Guard Stance, but as a reaction outside their own turn. But in comparison to regular Guard Stance, this state only persists for one attack, and must be repeated multiple times if the Adventurer wishes to defend against multiple attacks/actions.

Weapon-Based Actions

Unarmed Strike

Action Type AP Cost Description
Unarmed Strike
Standard 50 AP

The Adventurer attacks a target with their own limbs, excluding the use of weapons, except for gloves, gauntlets, boots, and wraps. The Adventurer should be able to use Unarmed Strike in any situation. The Adventurer is limited to their natural reach when it comes to hitting a target or specific square.

The adventurer must roll a ToHit check to beat the target's Defence, if the combined total equal or greater, the Unarmed Strike deals a base d4+4 blunt physical damage to the target.

Melee Weapon

Action Type AP Cost Description
Melee Weapon Attack
Standard 50 AP

The Adventurer attacks with a melee weapon they have equipped and are ready to use. Many properties, including damage, are dependent on the weapon used, but this specific action is for melee weapons that are often used in close quarters combat. Other than this, this action functions similarly to Unarmed Strike.

The adventurer must roll a ToHit check to beat the target's Defence, if the combined total is equal or greater, the Adventurer deals damage relative to the damage properties of the weapon equipped.

Bow Weapon

Action Type AP Cost Description
Draw Bow
Quick 25 AP

Specifically for bows, the Adventurer can perform the 'Draw' and 'Fire' actions as Quick Actions. Drawing a weapon readies an arrow or appropriate projectile into the weapon. The Adventurer can finish their turn in the Draw stance and able to benefit from the Overwatch action to fire outside their turn when the conditions are met. The Adventurer will lose their Draw stance if they take damage from any source. The Adventurer can define and change their targets during this time.

Fire Bow
Quick 25 AP

This action can only be taken when the Adventurer is in the Draw Stance of a Bow attack. The Adventurer will fire the loaded projectile from their Bow at their intended target. Unlike melee attacks, the projectile suffers penalties to ToHit the Adventurer's ToHit based on distance, the further the target is, the worse the accuracy will be. Range properties are dependent on the weapon used.

  • Roll a ToHit check to beat the target's Defence, if the combined total is equal or greater:
    • The Adventurer deals damage relative to the damage properties of the weapon equipped.

  • Projectiles have three ranges; Close, Far and Max:
    • Close range is the number of squares the Adventurer can target with no penalty to their ToHit.
    • Far range exists between Close and Max, and is an incremental value whereby every number of squares beyond Close incurs a -10 ToHit penalty on the check to hit the target.
    • Max Range is the weapon's maximum possible range, it is 10 increments of Far range and results in the projectile falling short of its target, regardless of the Adventurer's Accuracy.

Thrown Weapon

Action Type AP Cost Description
Ready Projectiles
Quick 25 AP

Before the Adventurer can throw any thrown weapon projectiles, it must be readied in hand. This action readies a number of projectiles as defined by the weapon. Each time this action is used, the Adventurer refreshes their readied projectiles to the maximum amount.

Throw Projectiles
Quick 25 AP

This action can be used after the Adventurer readies their thrown weapon projectiles. The Adventurer can throw these projectiles at any target at the time they throw them. Thrown projectiles use the same rules regarding ToHit penalties due to range. When the Adventurer runs out of projectiles, they cannot throw any more until they ready more with Ready Projectiles.

Firearm Weapon

Action Type AP Cost Description
Reload Firearm (Full)
Standard 50 AP

Before a Firearm can be fired, the Adventurer must load their Firearm with ammunition. This action fully reloads a Firearm to full capacity, regardless of how many rounds are currently loaded (but not if it is fully loaded). The Adventurer must have both hands free to load their Firearm.

Reload Firearm (Speedload)
Quick 25 AP

The Adventurer can reload their weapon as a Quick-Action instead of Standard if they have a Speedloader function. This action can also be used to load up to two rounds to a Firearm instead of a full reload.

Shoot Firearm
Quick 25 AP

As long as the Firearm has at least one round loaded into it, the Adventurer may fire the weapon at a target they define at the time this action is used. The weapon's accuracy and damage is determined by the weapon itself. Unlike most weapons, Firearms have a 'Recoil' mechanic which incurs an additional Action-Point cost each time the weapon is fired, this recoil is defined on the weapon itself as well.

The total action-point cost to fire a weapon is 25 AP, plus the Recoil penalty for firing the weapon.

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.

GeneralGuard 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-CancellingGuard 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.

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.

Size-Based Combat


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.

Stomp: Pin

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.