Every PC gets two daytime actions and one nighttime action. Each one is a gamble.
| Option | Cost | Effect / Risk |
|---|---|---|
| Street | Free | Sleep rough. Risk robbery, disease, AP |
| Common Room | +1 PR | Camp Rest |
| Inn | +2 PR | Full rest. |
| Private Room | +3 PR | Full Rest |
| Luxury | +5 PR | Heal all Wounds, gain conntact |
| Drink/Entertain | +1-3 PR | Carouse, gamble. Roll mishap |
| Bribes/Payoffs | +? PR | Cancel one town complication |
| Temple Healing | +2 PR | Heal HP |
| Remove Wound | +3 PR | Remove 1 Wound |
| Remove Curse | +3-5PR | Break enchantments (varies) |
| Resurrection | +15PR | Raise the dead (temple dependent) |
| Physician Care | +3 PR | Treat Wounds, removes 1 |
| Medicine | +2 PR | Restore 1d6 HP over a day |
| Gather Info | Action | Parley/Lore. Ask about dungeons, rivals |
| Risk | Fail = false leads, rivals act first | |
| Earn Money | Action | Prosperity/skill. Work, hustle, gamble |
| Risk | Fail = lose time, gain Debt | |
| Shopping | +x PR | Acquire supplies. PR rises |
| Resupply | +1 PR | Buy 1 Supply |
| Personal Goals | Action | Train, research, romance, side work |
| Faction Work | Action | Parley/Lore. Gain favor or sabotage |
| Risk | Fail = suspicion, wrath, entanglement | |
| Underworld Meet | Action | Parley/Lore. Deals, favors, contraband |
| Risk | Fail = marked by criminals or betrayed | |
| Burglary | Action | Sneaking/Sleight. Break into homes/shops |
| Risk | Fail = caught, jailed, or wounded | |
| Spy on Rivals | Action | Sneaking/Assess. Learn rival plans |
| Risk | Fail = spotted, gain new enemy |