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# System prepended metadata

title: Other Encounters

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Other Encounters
===

# Exploration Encounters

Exploration Encounter do not necessarily put characters' lives in danger and, because they happen mostly in narrative time, they do not require as many detailed rules as combat. Much of the time, exploration encounters can be resolved via roleplay or describing the situation, or using advanced tests.

## Exploration Stunts

As with action encounters, ability tests during exploration encounters generated **Stunt Points (SP)**. 

![](https://i.imgur.com/5FhMrcz.png)


![](https://i.imgur.com/IgnnCC5.png)


## Hazards

Opponents are not the only threats the characters face. Fire, the vacuum of space, sudden falls and impacts, mechanical failures and other perils are everywhere. They are all handled as 'hazards'. We can outline hazards with the following questions:

**What is the Nature of the Hazard?:** Describe it's nature in a general way. Is it a treacherous path leading up the side of a mountain? A raging fire? Define it's broad parameters.

**Can it be Avoided?:** Some hazards, particularly traps, are hidden. They may be detected with Perception Tests. Set the TN if it can be detected. PC's who see it can avoid it. Those who fail can walk right into it.

**How Dangerous is the Hazard?:** Just as you assess difficulty for ability tests, so too must you assess the danger of hazards. Decide what 'category' it falls into in the below table to determine how dangerous it is. Consider as well if it is penetrating damage or not.

| Category         | Damage | Example                              |
| ---------------- | ------ | ------------------------------------ |
| Minor Hazard     | 1d6    | Floor littered with glass and debris |
| Moderate Hazard  | 2d6    | High-G exposure                      |
| Major Hazard     | 3d6    | Exploding panel                      |
| Arduous Hazard   | 4d6    | Shuttle crash                        |
| Harrowing Hazard | 5d6    | Radiation poisoning                  |
| Murderous Hazard | 6d6    | Space vacuum exposure                |

**Does it have any Special Condition or Effects?:** Some hazards impose temporary conditions. Smoke from a fire may blind characters, or a blast may leave them deafened. 

**How Long does it Last?:** Many hazards happen once and then end. An explosive trap, for example, explodes and then it's gone. Other hazards like a raging fire might last longer and have different effects.

## Investigations

Information is power and in *The Expanse*, finding information can be a major focus of an adventure. Some investigations may even have a social component.

### Simple Investigations

These encounters are simple and easy to resolve. Normally it is done by succeeding on an ability test against a TN set by the GM. The result being that you gather the necessary information you required.

### Details Investigations

Some investigations require more involvement, forming an investigative trail over multiple steps. Each step on the trail is a lead, helping you discover the significance of a lead unearthing a new clue, and a new lead, etc. Discovering all the clues produces a reveal: the ultimate truth the clues uncover.

Trails do not need to be linear. They can branch in many directions. 

Finding an unlocking a clue or lead is normally done in three ways:

1. **Automatic** - Just by showing up, you find the clue or lead in an obvious position.
2. **Having the Focus** - You may have a specific focus that enables you to notice specific details. No roll is needed.
3. **Ability Test** - Most commonly, you need to perform an ability test with a TN that the GM determines.

Once you unlock enough leads and clues, the GM decides when you give you the big reveal.

# Social Encounters

These encounters involve interaction between two or more people and are often combined with exploration or action encounters. An investigation might require an interview. Combat may stop in order to have a critical conversation.

The GM may choose to run Social Encounters as purely a roleplaying exercise without any rules.

![](https://i.imgur.com/84bGKnG.png)


## Impressions and Attitudes

*First impressions matter.* The GM decides how an NPC feels about you based on that character's motives and emotions. The GM does not need to use any rules, but can use a table to determine it if they choose.

| 3D6 Roll  | Attitude      | Interaction Modifier |
| --------- | ------------- | -------------------- |
| 3 or less | Very Hostile  | -3                   |
| 4-5       | Hostile       | -2                   |
| 6-8       | Standoffish   | -1                   |
| 9-11      | Neutral       | +0                   |
| 12-14     | Open          | +1                   |
| 15-17     | Friendly      | +2                   |
| 18+       | Very Friendly | +3                   |

Add the Communication ability score of the character taking the lead in the conversation.

Add +2 for a Reputation that would impress the NPC or a -2 if it would offend an NPC.

The GM can add other modifiers if they choose to.

## Simple Social Interactions

The simplest way to carry out social interaction is to decide what you want from an NPC, how you would like to convince them and then make an Opposed Test of your chosen strategy. 

## Detailed Social Interactions

Sometimes you'll want to flex your social muscles. This is where we get into the detailed rules. Your effort involved with an NPC is measured in shifts, which represents a change in attitude, opinion, object of attention or any other social hurdle.

1. The GM decides the current NPC's attitude and the attitude required to comply with the PC's. The number of shifts are noted. 
2. Each attempted shift is an action requiring an opposed check, or giving the NPC something they want like a gift. Failing to do something correctly may set you back and thus, shifting attitude is something that can be done over multiple encounters.
3. Alternatively the PC's can complete a grand gesture, a complex project to convince the NPC. These can be very complicated and failing to complete them in time may result in nothing.

# Interludes

Encounters are largely GM-driven. Interludes are largely player-driven. They are segments of downtime in the narrative of the game and often occur in the long travel times between destinations, or during off-ship breaks.

1. The GM declares an interlude is taking place.
2. The Players declare how they will spend their time, depending on the length available. They can cooperate if they choose.
3. Players and the GM make the necessary Tests for the characters' activities to see if they succeed or not. Some interludes don't require a test.
4. Once all the activities are resolved, the GM declares the end of the Interlude and begins the next encounter.

## Interludes Between Sessions

It is common for a session to begin or end in an Interlude that allows the players to do activities they want to focus on. This can even be done outside of game sessions via email or chat.

## Interludes and Fortune

Generally, during an Interlude, characters recover expended Fortune Points and return to their usual starting total. A character can choose a 'favoured activity' where they regain Fortune at the same rate as if they were recovering. But Characters can only choose one favoured activity (e.g. bookworm)

**Recovering or Favoured Activity** = 10 + Level Fortune per 8 Hours.

**Other Activities** = 5 + Level Fortune per Interlude.

## Interlude Activities

An activity is similar to an action during an interlude. But they are represented in narrative time. Some activities may require Advanced Tests in order to be completed. 

- Advancements
- Maintenance
- Making or Fixing
- Recovering
- Relating
- Reputation
- Researching
- Training
- Upkeep
- Working

![](https://i.imgur.com/LbJ0A0t.png)
![](https://i.imgur.com/F4wafyn.png)
![](https://i.imgur.com/F9EVQiw.png)


## Interlude Priorities

GM's will emphasize the importance of Maintenance, Upkeep and Working during interludes. If they intend to maintain their equipment, technology and income / lifestyle they need to work for it. If they are neglected the GM can lower income scores, apply Flaws to equipment or ships, have creditors come after them, impose trouble with finding or leaving a berth at space-dock, etc. Characters will need to juggle their priorities.