Each action is discrete. In a combat round, a character typically has:

  • one Primary Action
  • one Move Action
  • one Reaction
  • any reasonable number of Free Actions
Some choices cost more than one action type. For example, standing from prone without provoking reaction costs both your primary action and move action.

Spirit of the Game

> It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.

Turn Flow

On your turn, you may use your primary action, your move action, and your reaction if you wish. You may break up movement around your primary action.

Example: move 2 squares, nock and draw a bow, fire an arrow, then move 2 more squares, provided the total movement spent does not exceed your movement value and the bow action is legal.

If an action costs your move action, and is not simply movement, you must not already have moved or spent movement points that turn.

After your turn finishes, you may still be able to act out of turn using your reaction.

Trading Down

You may spend your primary action on:

  • a partial move action
  • a fast action, where a rule grants one
  • a reaction
Sprint and hustle are special primary-action movement options:
  • Hustle: Spend your primary action to move 50% of your current movement, rounded up.
  • Sprint: Spend your primary action to gain an additional move equal to 100% of your current movement, rounded up. Make a CON check or gain an additional round of fatigue. Sprint can combine with a charge.

Primary Actions

Primary actions are substantial efforts, attacks, spellcasting, manoeuvres, or focused choices.

ActionNotes
Attune an itemUsed for magical items where attunement is required.
BrawlProvokes threat against armed opponents.
Break HoldAttack at -4 to break a grapple or hold.
Call to ActionProvokes reaction.
Cast a spell or magical effectMay provoke threat depending on the effect.
Cautious MovementMove with no chance of slipping or falling.
Consider OptionsSkip meaningful action and movement; gain +2 on one d20 roll next round. Not cumulative.
Drink a potion, apply salve, or apply oilAs primary action, does not provoke threat.
DisarmAttack at -4.
Execute an attackStandard physical attack.
GrappleAttack at -4.
HustleMove 50% extra as primary action.
IncapacitateAttack at -4; deals non-lethal damage.
Interrupt / Trigger ActionName a trigger; if it occurs, your action resolves immediately. If it does not occur, your primary action is wasted.
KnockdownAttack at -4; target may fall prone.
Reload heavy crossbowHeavy crossbows require a primary action to reload.
Roll with the HitUses primary action plus reaction.
Shoot / ranged attack-3 if firing into melee without clear line of sight; if you miss by 1-3, an engaged ally may need an AGL check or be struck.
Stand from prone quicklyProvokes reaction unless combined with your move action or prevented by an ability.
SunderAttack at -4, or -6 against staff, spear, or polearm.
Sustain a spell or vardaanRequired when outside a sustain matrix or sustain prayer.

Move Actions

Move actions are covered in more detail under Move Actions.

ActionNotes
Move your movement valueMove up to your current movement in squares or feet.
Drink potionProvokes threat unless protected by an appropriate potions/oils ability.
Brace for impactWarwager option.
RecoverGain your HD in HP and increase fatigue by 1 level.
Pick up a dropped itemCosts 1 movement.
Open or close a doorCosts 1 movement.
Interact with unattended objectCosts 1 movement.
Grab an item from your packCosts 1 movement if handy; otherwise the whole move action.
Catch an item thrown to youCosts 1 movement; the thrower usually spends their primary action.
Stand from proneProvokes reaction.
Mount steedMount a domesticated or trained creature.
Reload crossbowNon-heavy crossbow reload.
Pull yourself up from a ledgeRequires SDF check if hanging.
String a bowPrepare a bow.
Draw a single handy weaponAs part of 1 movement, 1 movement cost, or by burning your reaction.
Sustain a spell or vardaanRequired when outside a sustain matrix or sustain prayer.
Extinguish yourself while burningIf not dropping prone, requires AGL check.
Spot invisibleOn success, gain +6 to pinpoint the invisible target's square.
Retch+2 on sickened checks.
SneakMove half speed; AGL check at +6 to be quiet, modified by armour. Critical failure makes obvious noise.

Combined Action Costs

CostActions
Move + PrimaryAim, Charge, Evade, Full Defence, Force Back, Give Ground, Overrun, Self Harm, Sprint, stand from prone without provoking, extinguish yourself while prone, extinguish an adjacent burning creature.
Move + Primary + ReactionSlaughter.
Action + ReactionBodyguard, Roll with the Hit, some defensive interrupts.

Free Actions

Free actions do not consume your primary, move, or reaction. They include:

  • shout or talk
  • drop a weapon
  • drop prone
  • drop a shield
  • draw a weapon in each hand, if an ability such as Quick and the Dead allows it
  • deflect with weapon, if Weapon Mastery (Precision) rank 3 allows it

Watch Actions

Watch actions take about 4 hours or more.

During sleep, you can choose either to take a recover action or recover one fatigue level at the end of each watch.

Other watch actions include:

  • repair a weapon or armour if you have the appropriate proficiency, improving its grade by one level
  • tend another creature if you have the Healer ability
  • read a book
If a healer succeeds on the required LIF check, anyone who gains HP through recovery may roll twice and take the higher result.