This page explains how characters take actions during combat and exploration, and how the 🌀 Action Load system regulates pacing and decision-making.
Any meaningful use of effort, skill, or power is an action. This includes:
Most actions are listed on feature cards, spells, or Domain abilities, each of which states:
At the start of your turn, set your Action Load to 0 - Action Point Bonus. (This may be modified by conditions like Exhaustion.)
When you take an action:
Repeat as long as your current Aspect values allow it.
Just like other RPGs, actions come in several forms:
🔖 Type | ⏱️ Typical Cost | 📝 Examples |
---|---|---|
Major | 2 or more | Attacks, big spells, special moves |
Minor | 0 or 1 | Utility effects, simple spells |
Free | 0 | Speaking briefly, dropping an item |
Some cards may also have non-Load costs, such as marking a Stress point. These will be explained on the card or feature.
You may act outside your turn if:
These use the same rules:
📝 Tip: Unlike in D&D, you’re not limited to one reaction per round. Act as often as your remaining Aspect capacity allows.
You may end your turn at any time, even if you still have actions left.
Why end early?
Some features and Domains may:
Each of these is written clearly on the card or rule it comes from.
Managing your Action Load is a major part of tactical play.
You might:
🔎 Tip: Consider your whole round and likely enemy actions when choosing how much to commit. Sometimes, doing less this turn lets you do more later.