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Encounters

The situations play revolves around, and the rules for running each. Combat has the most detailed rules, and GMs can run it with the combat runner.

  • Combat: rounds and turns, actions, conditions and damage.
  • Exploration: time, travel and the environment.
  • Downtime: rest, recovery and activities between adventures.
  • Hazards: traps, poisons, diseases and madness.
  • Social: talking, persuading and Persona as leverage, with the SRD 5.2.1 Influence rules.
  • Chase: pursuits run on a lead track (provisional).
  • Ritual: great rituals run as encounters (provisional).