Every PC gets two daytime actions and one nighttime action. Each one is a gamble.

OptionCostEffect / Risk
StreetFreeSleep rough. Risk robbery, disease, AP
Common Room+1 PRCamp Rest
Inn+2 PRFull rest.
Private Room+3 PRFull Rest
Luxury+5 PRHeal all Wounds, gain conntact
Drink/Entertain+1-3 PRCarouse, gamble. Roll mishap
Bribes/Payoffs+? PRCancel one town complication
Temple Healing+2 PRHeal HP
Remove Wound+3 PRRemove 1 Wound
Remove Curse+3-5PRBreak enchantments (varies)
Resurrection+15PRRaise the dead (temple dependent)
Physician Care+3 PRTreat Wounds, removes 1
Medicine+2 PRRestore 1d6 HP over a day
Gather InfoActionParley/Lore. Ask about dungeons, rivals
RiskFail = false leads, rivals act first
Earn MoneyActionProsperity/skill. Work, hustle, gamble
RiskFail = lose time, gain Debt
Shopping+x PRAcquire supplies. PR rises
Resupply+1 PRBuy 1 Supply
Personal GoalsActionTrain, research, romance, side work
Faction WorkActionParley/Lore. Gain favor or sabotage
RiskFail = suspicion, wrath, entanglement
Underworld MeetActionParley/Lore. Deals, favors, contraband
RiskFail = marked by criminals or betrayed
BurglaryActionSneaking/Sleight. Break into homes/shops
RiskFail = caught, jailed, or wounded
Spy on RivalsActionSneaking/Assess. Learn rival plans
RiskFail = spotted, gain new enemy