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🧭 Actions & the Action Economy

This page explains how characters take actions during combat and exploration, and how the πŸŒ€ Action Load system regulates pacing and decision-making.


βš™οΈ What Counts as an Action?

Any meaningful use of effort, skill, or power is an action. This includes:

  • πŸ—‘οΈ Attacking with a weapon or unarmed strike
  • ✨ Casting a spell
  • πŸ§— Performing a task (e.g., lockpicking, climbing)
  • πŸƒ Using a feature or ability that requires a roll
  • 🀝 Assisting another character (see Team Actions)

Most actions will be listed on feature cards, spells, or Domain abilities. Each lists:

  • The Aspect it uses
  • Its Action Cost (usually 1 or more)

πŸŒ€ Action Load Recap

At the start of your turn, set your Action Load to 0. (This may be modified by conditions like Exhaustion or abilities.)

When you take an action:

  1. Identify the Aspect tied to the action.
  2. Subtract your Action Load from that Aspect’s value.
  3. If the result is greater than or equal to the Action Cost, you may take the action.
  4. Perform the action and add its Cost to your Action Load.

Repeat as long as at least one Aspect minus Action Load allows for a legal action.


πŸ—‚οΈ Types of Actions

Just like other RPGs, actions come in several forms:

πŸ”– Type ⏱️ Typical Cost πŸ“ Examples
Major 1 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 specify a cost other than Action Load, such as marking a Stress β€” those are handled separately and explained on the ability card.


πŸ” Acting on Other Turns

You may act outside your own turn if you have remaining dice in the relevant Aspect.

Common cases include:

  • πŸ›‘οΈ Defensive Reactions (e.g., parry, shield)
  • βš”οΈ Interrupts from Domain abilities
  • 🀝 Team Actions to support allies

These follow the same rules:

  • Subtract current Action Load from the Aspect value
  • If result > 0, you can act
  • Add the action’s cost to your Action Load


πŸ“ Unlike D&D, you're not limited to one reaction per round β€” act as often as you have capacity for it.

⏹️ Ending Your Turn

You can end your turn at any time, even if you still have available actions.

Why end early?

  • Reserve capacity for reactions
  • Allow for Team Actions
  • Conserve dice for later turns or combos

⚑ Gaining More Actions

Some Domain features may:

  • Let you ignore Action Load in specific circumstances
  • Reduce or eliminate an action's cost
  • Provide free follow-up actions or combo moves

These effects will be explicitly written on the relevant card or rule.


🧠 Tactical Planning

Managing your Action Load is a core tactical element of this system.

You might want to:

  • πŸ’‘ Use low-cost actions to stay flexible
  • πŸ›‘οΈ Hold back for key interrupts or reactions
  • 🧨 Set up a big combo on your next turn when Load resets

Smart pacing can mean the difference between survival and disaster.