The character attempts to cast the spell which was initialised the previous round. A success roll will be required (unless its result would be automatic success) and the chance of success is higher than if the same spell were cast urgently.
Catching breath sees a substantial drop in breathlessness. The character's breathlessness is multiplied by 0.75 or by 0.5 if the character is prone. A fraction is rounded down. The combat stamina score is then deducted from any remaining breathlessness. Breathlessness may not fall below 0%.
Move at full movement followed by an attack in one turn. More challenging than an opportunity attack and requires more energy, resulting in higher breathlessness.
If the attack hits, any blunt, lacerative or impaling damage adds an extra die to the damage roll. If the attack is intercepted successfully, the intercepting character also adds an extra die to the damage roll.
Composing oneself overcomes fight and shock. Fright drops by the character's experience level and intelligence score. Shock drops by the character's experience level and discipline score. Breathlessness also falls but not quite as much as with the Catch Breath action. The character's breathlessness is multiplied by 0.9 or by 0.8 if the character is prone. A fraction is rounded down. The combat stamina score is then deducted from any remaining breathlessness. Breathlessness may not fall below 0%.
Deferring the character's turn means the character takes his or her turn in the same round after all other characters who are not also deferring a turn have taken a turn. The character's adjusted initiative becomes one lower than the lowest of the adjusted initiatives of all other characters still fighting. This means the adjusted initiative can drop to zero or a negative number.
The dodge action adds a bonus to the character's defence score against attacks until the character's next turn. The bonus depends on the type of attack. Against a melee attack, the bonus is +30. Against a shot attack, the bonus is +20. Against a thrown attack, the bonus is +25.
Dropping prone costs the character neither a full action nor movement
Free Action: In addition to the character's full action, incurring no movement costThe character initialises casting a spell he or she is able to cast (and must choose which spell). If the character casts the spell in the immediately following turn, he or she receives a bonus of +50 to the success roll.
The character makes an opportunity attack on an enemy attacking this character, using a weapon of longer reach than the enemy's weapon
Some shooting weapons can not be both fired and loaded in the same combat round e.g. a crossbow which requires winding. This action loads the weapon. For some weapons, the loading process is even more involved and requires multiple rounds.
Attack and hit the enemy wherever an opportunity presents itself. An opportunity attack presents the second highest chance of hitting compared to any other type of attack, second to a reckless attack.
The character removes a single item of armour/clothing. External armour must be removed before inner layers.
The character attempts to cast a known or prepared spell with a one action casting time (without having spent a round to initialise the casting). A success roll will be required (unless its result would be automatic success).