The GM decides when combat begins. First, all participants roll initiative with a d20. If a party is surprised/ambushed, all members of that party roll with disadvantage. All start-of-combat effects are applied in initiative order, then the first participant begins their turn.
Before anything else on your turn, you regain 50% of your maximum stamina, rounded up. Then all start-of-turn effects are applied in initiative order. Note that even on your turn, other characters’ passive skills will trigger first if they are higher in the initiative order. After all effects have resolved, the current player may begin taking actions.
There are two resources to keep track of during your turn: stamina and time. There are two ways to take an action on your turn: activating skills and combat actions. You can take as many actions as you want as long as you have the resources; it’s up to you to decide when to end your turn. Once you decide to end your turn, all end-of-turn effects are applied in initiative order.
Combat actions are special skills that all characters have access to by default, and can be activated during combat as you would any other skill.
Moving takes one second and uses 5 stamina. The maximum distance the player can travel in one second, in feet, equals 10 plus their speed bonus.
Jumping uses five stamina and can only be done during a movement action. The height of a ledge the player can reach and the width of a gap they can cross, in feet, is equal to their character’s height plus their strength modifier.
Climbing takes two times more time and stamina (this accounts for other external effects) than moving, and it's up to the GM to determine what surfaces the player could reasonably climb.