The most typical action during a round is the performance of a skill or
combat maneuver, such as throwing a punch, dodging an explosion, firing
a weapon, or making a piloting check. Additionally, consider the
following during the course of a round.
Free Actions. Activities that do not take a character’s full
attention are considered free actions. This includes things like
walking, talking into a radio, opening a door, and making witty retorts
during a firefight. More complex acts like running, giving detailed
instructions over the radio, picking a door lock, or actively trying to
bluff someone that you have a gun all count as actions.
Multiple Actions. Characters may attempt to do more than one
thing on a turn by withholding one die from every action they attempt
for each action beyond the first. For instance, if a character tries to
shoot twice, he or she is penalized -1D on each attempt.
Movement. A character may move up to his or her base Move in
feet as a free action or move double the base Move in feet plus the
results of an Athletics roll at the cost of one action. If the only
action taken in a round is running, the total move is doubled.
Other Movement. Some characters have ways to move beyond simply
walking or running, such as flying, tunneling, vine-swinging, or any
other type of movement. These will use their own rate of movement,
given with the character’s racial description, Feat, or Perk. Most
characters can swim at a rate equal to their move. Swimming, unlike
normal movement, always takes an action. If no other action besides
swimming is undertaken, the rate is doubled.