## 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.

- 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!