Encounters
An encounter is first contact with an active force, creature, or faction.
TIME IN ENCOUNTERS
Exploration uses turns. Encounters use rounds.
Any encounter up to 60 rounds counts as one exploration turn.
Order of Events in One Game Turn
- Roll for encounter check.
- If contact occurs, set distance and context.
- Roll surprise.
- Roll reaction when communication is possible.
- Party chooses: engage, talk, withdraw, or wait.
- If conflict starts, roll side initiative and run combat rounds.
- Resolve pursuit or disengagement if either side breaks contact.
- Apply turn-end upkeep: time, light, load, and condition.
PARTY ACTIONS
At first contact, choose one:
- engage
- communicate
- withdraw
- wait and observe
ENCOUNTER MOVEMENT
Round movement is one third of turn movement.
Apply load penalties from inventory state.
RUNNING
Running speed is up to triple round movement.
Maximum sustained run: 30 rounds, then mandatory recovery.
DISTANCE
If uncertain in open terrain, encounter distance is 4d6 x 10 yards.
SURPRISE
The side that surprises gains one free round.
EVASION
If one side is clearly faster before combat starts, evasion succeeds.
If speeds are close, roll opposed evasion checks using context modifiers.
PURSUIT
On failed evasion, the faster side may force contact.
If line of sight is broken, the pursued side may attempt a final escape check.