(last updated: 09/24/18)
These commands may only be used to react to an attack that is currently in your defense queue. It is highly recommended that you make your reaction(s) before you take your own action, as failure to do so without permission from your opponents will result in accusations of unfair play. Unlike actions, you may make more than one reaction per pose, depending on how many attacks are in your queue.
Accept - If, for any reason, you just want to stand there and take the hit, you can use 'accept < # > '. This allows the action you specified to simply hit you, without making accuracy checks. This is most commonly used to accept Heal attacks, though its use is at your discretion.
Cancel - If, for some reason, there is an attack in your defense queue that doesn't belong there, you can use 'cancel < # > '. This command will remove that attack from your queue after asking for confirmation. It is NOT to be used lightly, and MUST be used with permission from the attack's player. Abuse of this command will result in administrative action.
Dodge - This is the most routine reaction available. Using 'dodge < # > ' will attempt to avoid the attack, using your Reflex and the attack's speed. If you succeed, no damage will be taken. If you fail, you will receive full damage. There is also a small chance of receiving a "Glancing Blow" which deals partial damage. Dodging is recommended more for average to fast characters, or if you know the attack is a slow one. Note: If you have a blocking penalty, dodging will reduce it. If you have the Parry ability, using this command may sometimes result in a Parry rather than a dodge. See parry for details.
Block - If you think attempting to dodge an attack will simply result in you getting hit, you may opt to 'block < # > '. The attack will in almost all cases hit you; however, in most cases you will take a reduced amount of damage. There is a chance that the attack will break through the block and deal full damage anyway, but it is less of a chance than if you had dodged. This option is recommended for average to slow characters with good defensive stats, as blocking will be more effective overall. If you have the Just_Defended ability, using this command may sometimes result in a Just Defended rather than a block. See jd for details. Each attempt at blocking also incurs a penalty; see block penalty for more details.
Interrupt - Interrupts allow you to reduce or negate damage using your own attacks as reactions, via 'interrupt < # > = < attack > '. See interrupts for more details.
Transfer - For those moments when your friend wants to jump in front of the fireball meant for you, this is the command you want. Using 'transfer < # > = < targets > ' will take one attack in your queue and shift it to another person (or more than one, and you can target yourself as well) in the fight. This doesn't actually end the attack like the other reactions do; the attack simply has a new target. You must OOCly get permission from both the original attacker and the new target before using this command; like cancel, this is not to be used lightly. If someone is going to jump in front of an attack, they are likely going to take the hit. Because of this, using Dodge after getting an attack transferred to you is considered very uncool, and discouraged. Use of interrupting or any other reaction is generally acceptable.
Endure - Like Accept, this reaction allows the attack specified, using 'endure < # > ', to automatically hit you for full damage. Unlike Accept, however, you have a chance to receive a to-hit bonus on your next attack. Essentially, you are taking the hit in order to position yourself for your next attack. The bonus received scales with the amount of damage you take - the more damage, the higher the bonus. There is a chance that the bonus you receive may be higher than usual, too. Note that if the damage you take from enduring the hit drops you below 0 health and you don't have Second Wind or Toughness, the bonus you gain will be cut in half. Also note that Endure bonuses do not "stack," which means that if you endure two attacks in one reaction phase, only the endure bonus from the attack endured last counts towards your attack. Endure bonuses also don't stack with the following speed buffing mechanics: DM/SPEED, FOCUS, EX (from DM or Parry), DM/Clarity (Interrupt bonus), DM/SHROUD ( specific reaction penalties ).
Please note that this does not invalidate Accept as a reaction. If you are in a position where you cannot avoid the hit and taking it will not help your plan, Accept is the proper command. If you are intentionally taking the hit to further your own goals, Endure is more useful.