This appendix presents the example actions available in Kingsmark as a compact menu. Players are never limited to these actions; they may attempt anything appropriate to the π¬Scene. The Game Master assigns an Action Point cost to actions not listed here according to the time and effort required.
ACTION COSTS
π‘ 1 Action Point β Flair Action
π π 2 Action Points β Swift Action
π΄π΄π΄π΄ 4 Action Points β Starring Action
FREE β No Action Points
General & Teamwork
FREE Do Nothing / Maintain Non-Defensive Stance β Do nothing.
π‘ Draw or Ready Carried Equipment β Ready accessible weapons, shields, tools, or carried equipment.
π‘ Pick Up or Retrieve Accessible Item β Grab one accessible loose object within reach.
π‘ / π π / π΄π΄π΄π΄ Assist Another Character β Help someone; spend the same AP as them.
Movement & Positioning
FREE Walk β Move normally while performing compatible actions during the Round.
FREE Double-Time β Move at a controlled jog while performing compatible actions.
π‘ Drop Prone β Immediately throw yourself from Standing or Crouching to Prone.
π π Change Stance β Change between Standing, Crouching, and Prone tactical stances.
π π Dive for Cover β Dive up to three yards and land Prone behind cover.
π π Jump or Leap β Jump upward, clear obstacles, or leap across gaps.
π π Careful Step β Move cautiously across hazardous, unstable, trapped, or noisy ground.
π π Tactical Movement / Boxerβs Footwork β Move quickly while making interception attacks substantially harder.
π π Withdraw β Deliberately disengage from opponents positioned to interfere with movement.
π΄π΄π΄π΄ Sprint β Run at maximum speed once during the Turn.
π΄π΄π΄π΄ Climb β Scale walls, ropes, ladders, slopes, or similar surfaces.
π π / π΄π΄π΄π΄ Parkour β Chain athletic movements with cinematic momentum and flair.
Interception & Protection
FREE Intercept (Attack, Block, Trip or Grab) β When an enemy enters your position, attack, block, trip Prone, or grab to grapple. Block, Trip, or Grab stops movement.
FREE Arrow Parry β Skilled archer deflects an incoming arrow using Archery.
FREE Catch Arrow & Fire Back β Catch an incoming arrow and potentially return-fire immediately.
π π Brace β Prepare to resist pushes, knockdowns, overruns, and forced movement.
π π Defensive Stance β Concentrate on defense and gain defensive Advantage.
π π Bodyguard β Protect a nearby VIP by interposing yourself against attacks.
Close Combat & Physical Control
π π Insulting/Embarrassing Strike β Humiliate instead of injure an opponent.
π π Unarmed or Melee Weapon Attack β Make a close-combat attack against an opponent.
π π Disarm β Knock an opponentβs held weapon away from them.
π π Trip, Sweep or Takedown β Knock an opponent Prone through a combat maneuver.
π π Push Back β Force an opponent backward through impact or physical pressure.
π π Feint β Create a deceptive opening benefiting your next melee action.
π π Grapple/Hold β Seize an opponent and establish the Grappled condition.
π π Break Hold β Escape an opponentβs Grappled or Restrained physical control.
π π Reposition Behind Opponent β Establish Rear Position
π π Tackle β Drive bodily into an opponent, knocking them Prone.
π π Monkey Stomp β Deliver a brutal downward strike against disadvantaged opposition.
π π Wield Incapacitated Body as Improvised Weapon β Use a body as a weapon.
π΄π΄π΄π΄ Swing Grappled Opponent as a Weapon β Use a resisting person as a weapon.
π΄π΄π΄π΄ Restrain Grappled Opponent β Turn a Grapple into a fully Restrained position.
π΄π΄π΄π΄ Bind Restrained or Helpless Opponent β Tie someone up with ropes or chains.
π΄π΄π΄π΄ Pick-Up & Body Slam β Lift an opponent and violently slam them down.
π΄π΄π΄π΄ Pick Up & Throw Grappled Opponent β Lift and throw an already Grappled opponent.
π΄π΄π΄π΄ Extraordinary Feat of Strength Against Creatures β Terrify enemies with horrific act.
Lethal Maneuvers & Executions
These actions cover attacks intended to kill through position, restraint, helplessness, or direct exploitation of vulnerable anatomy rather than ordinary exchanges of blows. Most require more than simply declaring the action. Rear attacks require an established rear position; executions require a helpless target and an execution position; chokes, suffocation, and neck-breaking attempts require sufficient control to keep the victim from simply escaping. These actions therefore reward preparation, surprise, grappling, restraint, and teamwork.
Use them when the fiction has already created the opening they describe. They are not shortcuts allowing a character to bypass normal combat merely by naming a lethal technique. Against an alert and resisting opponent, the attacker must first achieve whatever position or control the maneuver requires. Against a genuinely helpless target, the execution rules recognize that an ordinary attack test may no longer represent meaningful uncertainty. Lethal maneuvers remain subject to their individual requirements, defenses, Trauma, Bleeding, and other consequences.
π π Backstab / Rear Attack β Make an advantaged attack from an established rear position.
π π Establish Execution Position β Prepare a helpless target and lethal method for execution.
π π Execute Helpless Target β Complete an established execution without an ordinary attack test.
π΄π΄π΄π΄ Crush Windpipe β Maintain dangerous frontal throat compression against a resisting opponent.
π΄π΄π΄π΄ Suffocate β Prevent breathing using sufficient control and an appropriate obstruction.
π΄π΄π΄π΄ Rear Choke β Secure a vascular choke from an established rear position.
π΄π΄π΄π΄ Attempt Neck Break or Catastrophic Cervical Injury β Attempt catastrophic neck injury through control or complete surprise.
π΄π΄π΄π΄ Cut Throat β Exploit a lethal opening to inflict Fatal Bleeding.
Swimming
FREE Diving β Enter safe open water headfirst as part of movement.
π‘ Take a Deep Breath β Fill your lungs before submersion or breath-holding hazards.
π π Tread Water / Stay Still Underwater β Maintain position or depth without meaningful forward movement.
π΄π΄π΄π΄ Surface Swim β Swim across the surface at approximately Walking speed.
π΄π΄π΄π΄ Underwater Swim β Propel yourself while completely submerged and holding breath.
Engineering & Destruction
π΄π΄π΄π΄ Sabotage or Destroy β Rapidly damage, disable, breach, or collapse manmade structures or mechanisms.
Archery
Archery often follows a deliberate Ready, Aim, Loose procedure. The archer first prepares the ammunition, then takes time to establish the shot, and finally releases it. This can make ranged combat expensive in Action Points, especially when firing carefully or repeatedly. The tradeoff is safety and control: an archer can threaten enemies from a distance, choose favorable ground, exploit elevation or cover, and often avoid the immediate dangers of melee. Good archers therefore benefit from preparation and positioning. Specialized actions such as Rapid Fire, Suppressing Volley, and Turning Arrow provide alternatives when speed, volume, or unusual firing angles matter more than careful precision.
π‘ Change Target β Shift substantial weapon aim during a multiple-attack sequence.
π π Ready a Ranged Weapon β Draw and prepare ammunition for immediate ranged use.
π π Aim β Prepare a precise attack and optionally select Hit Location.
π π Loose Arrow or Bolt β Fire a readied bow or loaded crossbow normally.
π π Close-Range Arrow Stab β Use a loose arrow as an improvised stabbing weapon.
π π Throw Weapon or Object β Hurl a weapon or object at a target.
π π Ricochet Throw β Bounce a knife or shuriken toward an indirect target.
π΄π΄π΄π΄ Reload β Perform substantial loading work such as spanning a crossbow.
π΄π΄π΄π΄ Turning Arrow (Cover) β Curve an extraordinary shot around partial intervening cover.
π΄π΄π΄π΄ Turning Arrow (Rear) β Perform an extraordinary arcing shot at a rearward target.
π΄π΄π΄π΄ Rapid Fire β Fire two to four arrows in rapid succession.
π΄π΄π΄π΄ Suppressing Volley β Saturate an area with arrows to create Heavy Suppression.
Throwing Weapons & Explosives
π΄π΄π΄π΄ Activate and Throw / Drop-and-Roll Exploding Potion β Activate and accurately deliver an explosive alchemical device.
π΄π΄π΄π΄ Double Throw β Throw two weapons simultaneously at one or two targets.
π΄π΄π΄π΄ Rapid Throw β Unleash two to four small throwing weapons rapidly.
π΄π΄π΄π΄ Pin Cloak to Wall β Pin clothing or equipment to a nearby fixed surface.
π΄π΄π΄π΄ Volley Toss β Saturate an area with multiple explosive or area-effect devices.
π΄π΄π΄π΄ Disarm Throw β Strike an enemyβs weapon or weapon hand from range.
Whips & Nunchaku
π π Standard Strike β Make an ordinary damaging attack using whip or nunchaku.
π π Disarm Snap β Flick or lash an opponentβs weapon from their grasp.
π π Entangle Limb to Trip or Control β Entangle a limb to trip or restrict its use.
π π Pull Object or Weapon β Hook and yank an object using a whip.
π π Whip-Crack Intimidation or Distraction β Startle an opponent with a violent whip crack.
π΄π΄π΄π΄ Intimidating Whirling Whip or Nunchaku Flurry β Perform a threatening weapon display that discourages approaching enemies.
π΄π΄π΄π΄ Neck Catch β Catch an opponentβs neck with a whip and control them.
Cloak & Dagger & Deception
π π Disappear from Sight β Exploit concealment or distraction to vanish from active targeting.
π π Move Without Drawing Fire β Cross dangerous ground while making interception attacks much harder.
π΄π΄π΄π΄ Plant an Item / Tool β Secretly place an object on a person or location.
π΄π΄π΄π΄ Escape Restraints / Slipped Grip β Slip free from completed ropes, straps, or similar bindings.
π΄π΄π΄π΄ Search for Traps, Ambushes & Useful Dangers β Thoroughly examine surroundings for hidden threats and exploitable hazards.
π΄π΄π΄π΄ Feign Retreat / Play Dead β Deceive observers by appearing defeated, dead, injured, or retreating.
π΄π΄π΄π΄ Switch Identities β Rapidly alter appearance after breaking observersβ continuous view.
Psychological Warfare & Communication
π‘ Brief Utterance β Speak a short warning, command, taunt, question, or response.
π‘ Simple Gesture β Communicate quickly through pointing, nodding, signals, or expression.
π‘ Battle Cry β Intimidate enemies through threatening words or raw physical presence.
π‘ Painful Cry for Help β Shock allies into urgently reaching, rescuing, or assisting you.
π‘ Insulting Gesture β Attempt to inflict Shaken Trauma with visible contempt.
π΄π΄π΄π΄ Intentional Coolness β Deliberately project unnerving calm, confidence, or contempt.
π π Teabag β Perform a vulgar dominance display over an immobilized opponent.
Spirituality & Magic
π π Pray β Burn Favor to request providential intervention beyond ordinary capability.
π π Cast Coincidental Spell β Power 0 β Cast a Spellβs Coincidental manifestation at TN 6.
π΄π΄π΄π΄ Cast Powerful Spell β Power 1β3 β Cast Lesser, Greater, or Supreme magic at appropriate TN.
π΄π΄π΄π΄ Focus β Heal Shaken Trauma and prepare stronger supernatural resistance and casting.
π‘ Invoke Name of Power / Chant of Judgment β Briefly check an appropriate supernatural evil through sacred authority.
π π Channel Aura / Become a Beacon β Make your spiritual presence conspicuous to hostile supernatural forces.
Medicine
π΄π΄π΄π΄ Combat First Aid β Perform rapid Field Medicine during an active Action Scene.
Alchemy
π΄π΄π΄π΄ Prepare Alchemical Device β Prepare a firepot, smoke vessel, corrosive flask, or similar device.
π‘ Ignite or Activate Alchemical Device β Ignite, open, break, or otherwise activate a prepared device.
π΄π΄π΄π΄ Quick-Craft Alchemical Compound β Rapidly combine carried substances into a crude useful compound.
π΄π΄π΄π΄ Apply Alchemical Agent to Weapon β Coat a weapon with poison, acid, fire, or irritant.
π΄π΄π΄π΄ Neutralize Alchemical Hazard β Counteract a dangerous chemical substance using appropriate materials.
