All characters have four action dice—Maneuver, Compel, Brace, and Move. You roll one of these dice to perform a specific action. The larger the die, the better the character is at performing that kind of action.
Some actions are freeform or improvised: a player describes something risky or dangerous their hero does, and the Guide determines which of the four action dice they must roll, and what happens. Or players can use 12 basic actions with defined rules and outcomes.
Your action dice are closely related to your attributes. The size of each action die is based on a pair of component attributes.
Maneuver actions reflect a combination of grace and awareness. You Maneuver yourself to Act First when battle erupts, and you Maneuver against other characters to Deceive them, Evade them, or Outflank them in battle. Improvised actions using subtlety and precision, like scouting, balancing yourself, or using tools, are probably Maneuvers.
Compel actions use a combination of your awareness and spirit. You Compel yourself to Help an ally in a useful way, and you Compel other characters to Persuade them to do or believe something they’re not inclined to do or believe. Improvised actions that involve leading or influencing characters or controlling your own mental state are likely Compels.
Brace actions reflect a combination of spirit and strength. You Brace yourself to Stand fast in battle or Survive when death draws near, and you Brace against foes to Restrain or Shove them. Improvised actions involving endurance or sustained feats of might are probably Braces.
Move actions apply a combination of strength and grace. You Move against foes to Attack them, and you Move yourself to Rush to a new position. Improvised physical actions, like running or swimming, are likely Moves.