All characters can perform the listed actions below. You may learn new actions as you advance in level.
You adopt a firing position. For the rest of the round, you spell range, throwing range and your range for ranged deeds (that don't rely on your already increased throwing range) is increased by +4. You may spend an extra ✦ to increase this bonus to +8.
Choose one of your deeds, select the targets or area of effect and make a deed roll to find the outcome. Add an edge for each extra ✦ you spend.
You ready yourself to deflect blows. Until the end of the round, deeds against you take a cut. Add an extra cut for each extra ✦ you spend.
Destroy an adjacent destructible object. You must be holding an approriate armament. Your Might determines what materials you can break. Treat your might as 1 greater for each extra ✦ you spend.
1: plant matter, ceramics | 2: wood | 3: fragile or cracked stone | 4: weak metal, solid stone.
Make a recovery 1. Raise the potency of the recovery by +1 for each extra ✦ you spend. You cannot take this action while you have the dying special state.
You aid an ally within 4 squares, like helping them land their attack, warn them of danger, or help them with a specific other task. They gain an edge to the next check of that type they make this round. A creature can only receive help from one source on any given check.
Manipulate an object or feature of the environment within arm's reach. If it involves risk or challenge, the Judge may call for a check to see if you succeed. If the interaction requires a check, you gain an edge on that roll for each extra ✦ you spend.
Bound over an obstacle or leap across a gap. Jump a number of squares up to your mobility.
Attempt a maneuver against target within range. Choose a maneuver, select the targets or area of effect, and make a skill check to find the outcome. You cannot attempt a deed and a maneuver in the same turn, but you can spend 2 focus to ignore this limit for a turn. Gain an edge on your check for each extra ✦ you spend.
You gain movement points equal to your speed. You can spend them to move that many squares. Once you take this action, you can split up your movement points between other actions you take this turn. You can spend extra ✦ when you take this action, gaining extra movement points equal your mobility for each extra you
spend. Your mobility is the higher of 1 + Grace or 2.
You attempt to overcome a state that hinders yourself, a companion, or aids a foe. Choose a state the target has and roll Wits. You gain an edge on your roll for each extra ✦ you spend.
✖ Failure Your attempt to thwart the state fails. Raise the state's potency by 1 for each shadow you incur.
⬖ Conflict Reduce the potency of the state by your key virtue.
✦ Triumph Remove the state entirely.
You can also use this action to end states on your foes, if you are adjacent to them. You must use this action immediately after successfully attempting a deed or maneuver against them.
Stow held items or retrieve items from your inventory, bringing them to hand. You can move several items with this action, within reason. You cannot change your armor during combat.
You throw a held object to a square within your throwing range (4 + Grace). If you throw it to an ally, they may catch it for free. Any other creature in the path of the object may take a reaction ⤾ to catch it with a free hand.
Use a concoction in your inventory, such as a potion, bomb, or special oil. The concoction is consumed in the process. Concoctions in your inventory are readily available on your belt, so you don't need to have a free hand or rummage for them first.