Roll Initiative
1d6 + Initiative Rating
Round Start
Everyone has 3 AP to spend as they please. If taking multiple actions, they happen separately and independently, unless otherwise ruled*. A character may make no more than 2 attacks per round.
Primary Actions
Only on your turn:
- Attack (Primary Action) (1 AP)
- All Out Attack (Primary Action) (2 AP)
- Coup de Grâce (Primary Action) (1 AP)
- Precision Strike (Primary Action) (1 AP)
- Unarmed Combat: Grappling (1 AP)
- Disengage (Primary Action) (1 AP)
- Cast Magic (Instant Only) (Secondary Action) (1 AP)
- Delay Turn (Primary Action) (1 AP)
- Defensive Stance (Primary Action) (1 AP)
- Bash (Special Action) (1 AP/1 advantage)
- Disarm (Special Action) (1 AP/1 advantage)
- Feint (Special Action) (1 AP/1 advantage)
- Force Movement (Special Action) (1 AP/1 advantage)
Secondary Actions
On your turn or as a reaction:
- Aim (Secondary Action) (1 AP)
- Cast Magic (Instant Only) (Secondary Action) (1 AP)
- Dash (Secondary Action) (1 AP)
- Hide (Secondary Action) (1 AP)
- Ready Weapon (Secondary Action) (1 AP)
- Drink Potion (Secondary Action) (2 AP)
- Arise (Special Action) (1 AP/1 advantage)
- Blind Opponent (Special Action) (1 AP/1 advantage)
- Resist (Special Action) (1 AP/1 advantage)
- Trip (Special Action) (1 AP/1 advantage)
Reactions
Any time during a combat round:
Attacking & Defending (aka the Combat Roll)
Transclude of combat-roll