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.
In this section
Section titled “In this section”- 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).
A collection of attributes describing a character's beliefs, characteristics and approach to life: their Values, Axioms, Traits, Relationships and Challenges, each with its own table to choose from.