## ACTIONS

The chart on the right summarizes the various actions available during a conflict; these are explained in detail over the course of this section.

There's something important that should always be kept in mind when performing an action: that action isn't just a simple gesture, it's the main focus of your turn and a precise tactical choice. When you Attack, you perform a full offensive maneuver; when you Study, you focus your attention and try to obtain critical information, and so on.

### MINOR ACTIVITIES

There are a lot of minor gestures and operations that can be performed on your turn, alongside your main action; the Game Master has final say on what you can accomplish, but you'll generally be able to squeeze in at least one of the following:

- Pick up an item from the ground and/or drop something you are holding.

When you pick up an accessory, a shield, or a weapon, you may immediately equip it — provided you have a free slot and are able to equip the item in question (for more information on this, see page 122).

- If you drop an equipped item, you will no longer have it equipped.
- If you want to properly rearrange your gear, you must perform the Equipment action.

Minor Activities also include:

- Quickly throw an item you are holding to another character.
- Perform a minor interaction with the environment: open an unlocked door, pull a lever, or kick down a wooden plank to bridge a gap.

All of these may be performed before, after, and sometimes during the main action of your turn — again, the Game Master is responsible for adjudicating what is feasible during a single turn. Be generous whenever possible.

If what you're doing requires a Check, then it's probably your main action for the turn.

Everything a character does to inject style and uniqueness in their actions will virtually take no time — complex blade choreographies, magical chants, the mixing of alchemical ingredients before throwing a potion and any similarly flavorful descriptions should be encouraged, not penalized!