Read the diagram as text
A turn is an Activation. In the same encounter, your companion normally takes one turn immediately after yours. Starting the fight uses its turn for that Round.
- Normally, take your scheduled turn, then your companion immediately takes its one turn for that Round.
- If the companion starts the fight, its opening turn uses its Round 1 turn.
- Other combatants may take turns before your scheduled turn. Later, when your normal turn comes, take it normally.
- Skip the companion’s usual slot after you in Round 1: it has already acted and gets no additional turn or start-turn Refresh.
- From Round 2, your companion again takes its turn immediately after yours.
Result: The companion does not act twice in Round 1, and its opening does not grant you an immediate extra turn.
- It refreshes its own Used Action Dice at the start of its own turn under normal Refresh rules.
- Its place continues if you cannot act, leave or collapse.
- If it already has a separate encounter order when you join, keep that established order.
- When scenes meet, carry actual acted/not-acted state. Leaving, returning or changing handler grants no extra turn, Refresh or movement allowance.