Attack
Attempt to harm or hinder another is an Attack triggering a Clash. Clashes are explained in more detail in the Clash section.
Break
Attempt to break an effect on self or another. This can be a condition from trap, maneuver or magic.
• If the attempt directly affects a being creating the effect this is a Clash. For example pulling a grappling adversary away
Move
Move up to your Pace.
• To jump, overcome an obstacle or difficult terrain make a Test. On failure movement is cut short
• Moving through anothers space is a Clash, unless they allow moving through
Use tools and skills
Search for hiding adversary, pick pockets, operate simple devices, rummage through a backpack or drink a potion.
Study
Test to Search for one time Advantages or useful information.
• Found Advantage can be used by anyone who knows of it by incorporating it to the description of their Action
Rally
Recover 1D6 Hit-points. This recovery can be given to another once a Round.
Advance
Work on a goal. Break a pillar holding the ceiling. Work on a complex lock. Advance a Ritual.
Progress is used to Advance Arduous challenges that are part of the Conflict.
Minor actions
As a part of an Action character can take a few steps, speak a few words, drop an item, drop to ground or perform other minor acts.
Bearer has the final say on what is considered a minor act.