Link to front page.
When combat begins, everyone rolls an Agility (Quickness) roll to determine initative order.
Each character has 2 Major Actions during your turn.
Your actions can be used to:
Move your speed in feet: You can spend 1 Major Action to move up to your speed in feet. You can split this movement up however you like, and take your other actions in between moving.
Make a Light Attack: You can spend 1 Major Action to make a Light Attack, that deals damage equal to your Weapon Damage.
Make a Heavy Attack: You can spend 2 Major Actions to make a Heavy Attack, that deals damage equal to your Weapon Damage +2d6.
Interact with the environment: You can spend 1 Major Action to pull a lever, open or close a door and such things.
Sheath or draw an item: You can spend 1 Major Action to sheath a weapon or draw a potion and drinking it in one go.
Aid an Ally: Spend 1 Major Action to give an ally a bonus to their next Attribute roll equal to your own Attribute (Aid an ally with Knowledge, adds a bonus equal to your own Knowledge Attribute).
Hinder an Opponent: Works as Aid an Ally, but instead enforces a penalty on the opponents next Attribute roll.
Charge: You can spend 1 Major Action to move up to your speed in a straight line and make a Light Attack, but suffer a -2 penalty to your Guard until the start of your next turn.
Cast a spell: Spend 1 or 2 Major Actions to cast a spell.