As a Movement and Scheme action, you may make a TN 1 Command check to issue a formal combat challenge to an enemy Leader. If you succeed, and the target accepts the challenge, a clash begins.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
Details
Description: As a Leader, you stride to the forefront of your force, bellowing a challenge to the enemy leader.
Activation: As a Movement and Scheme action, as a Leader you may make a TN 1 Command check targeting one enemy leader with a challenge to single combat.
Effects: If you succeed, you stake 10 honor and 5 glory, which you forfeit if you sabotage the clash. Then, the target must choose whether to accept or decline your Challenge. Based on the target’s decision, resolve one of the following:
The clash occurs after all of the Leaders have taken their actions in the order assigned by the Commanders.
A clash is a duel embedded within the battle.
Activation: As a Movement and Scheme action, as a Leader you may make a TN 1 Command check targeting one enemy leader with a challenge to single combat.
Effects: If you succeed, you stake 10 honor and 5 glory, which you forfeit if you sabotage the clash. Then, the target must choose whether to accept or decline your Challenge. Based on the target’s decision, resolve one of the following:
- If the target accepts, they stake 10 honor and 5 glory, which they forfeit if they take any Attack or Scheme action before the clash. At the end of the round, you and the target enter a clash.
- To decline, the target must forfeit glory equal to your ranks in Command plus your bonus successes. Their army suffers 3 panic. Then, you gain 1 Void point.
The clash occurs after all of the Leaders have taken their actions in the order assigned by the Commanders.
A clash is a duel embedded within the battle.
- Other leaders can interrupt a clash on their Battle action. Using the Challenge action on an enemy involved in a clash allows a character to “cut in,” exchanging themself for an ally in a clash. Any other form of interruption requires the character to forfeit 10 honor. Any participant they helped must also forfeit their staked honor.
- Once a clash begins, Battle Rounds do not resume until the clash is over.
- GM Interpretation: At the start of a mid-Battle Clash, each party rolls Mediation TN1 Initiative, using Focus for Initiative. The clash proceeds in alternating Duel rounds until the Duel has ended.
- GM Interpretation: At the end of each Duel Round, either Leader may choose to withdraw from the Clash or choose to continue.
- GM Interpretation: If a Leader withdraws from a clash, their unit is considered to have prevented the clash from continuing and the units have separated. That Leader can be challenged again by the same or different opponent, taking the same penalties.
- If neither Leader withdraws, the clash continues for one or more duel rounds until a character inflicts the Incapacitated, Unconscious, or Dying condition on their enemy (or kills them) without suffering any of these, at which point, they win.
- If you win the clash, the enemy army suffers 5 panic. If you lose the clash, your army suffers 5 panic.
Opportunity Uses |
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* |
Add a kept Ring Dice set to an * result to your next Social check before the end of the scene. |
* + |
Choose an allied leader other than yourself. Reduce the TN of that leader's next check for a Movement action by 1 for each * spent this way. |
* * |
Choose an enemy leader. That leader's cohort cannot perform Movement actions until the beginning of your next turn. |
Opportunity Uses |
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* |
If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach). |
* + |
Remove 1 strife you gained from this check per * spent this way. |
* * |
Provide assistance to the next character to attempt a check to accomplish something similar |
* |
If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Challenge Opportunities
Shallow Waters (RANK 1 sHUJI)
Activation: When you make a Social skill (Water) check targeting a character:
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
Against Tainted Threats
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.