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 Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
In the Air Stance: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
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.
Morale Collapse: If an army’s panic exceeds its discipline, the army breaks apart. Each PC and adversary NPC can escape in the confusion.
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.
Morale Collapse: If an army’s panic exceeds its discipline, the army breaks apart. Each PC and adversary NPC can escape in the confusion.
Opportunity Uses |
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* |
Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours. |
* + |
Choose an allied leader other than yourself. Reduce the TN of that leader's next check for a Scheme action by 1 per * spent this way. This persists until the end of the scene. |
* * |
Choose a leader in a fortification. That leader's cohort loses the benefits of the fortification 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) |
* |
Learn another character in the scene’s demeanor (if an NPC) and current strife. |
* + |
Act subtly to attract minimal attention in your efforts. Extra * makes the attempt even subtler. |
* * |
Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC. |
Challenge Shuji Opportunities
Cadence (Rank 1 Shuji)
Activation: When you make a Social skill (Air) check:
* Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who possesses this technique
* * Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who does not possess this technique.
* Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who possesses this technique
* * Convey a secret message that alters the meaning of what you are saying outwardly (or has nothing to do with it at all) to one character observing you who does not possess this technique.
Special Circumstance Opportunities
In ShadowlandS
*+ You detect a subtle sign in your environment that lets you get your bearings, such as a stream that runs slightly less Tainted than the environment around it or the growths on the twisted trees that point toward the Festering Pit. This landmark helps guide you for one scene, plus one additional scene in the Shadowlands per * spent this way
Against Tainted Threats
** Confronted with the horrors of the Taint, you remain alert and able to discern a weakness in your foe. Reduce the TN of your next check made to oppose or harm a Tainted character by 1, as you examine the threat before you and formulate an appropriate response.
While Tainted
** Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.