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 Earth Stance: When other characters make Attack action checks and Scheme action checks that target you, they cannot spend * to inflict critical strikes or conditions on you.
In the Earth Stance: When other characters make Attack action checks and Scheme action checks that target you, they cannot spend * to inflict critical strikes or conditions on you.
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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* |
Increase the TN of the next Social check another character makes before the end of the scene by 1. |
* + |
Remove 1 panic from your army per * spent this way. |
* * |
Choose an allied leader other than yourself. That leader's cohort cannot be targeted by Attack 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) |
* |
Reassure another character in the scene with your presence, allowing them to remove 2 strife. |
* + |
Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra * makes the attempt even safer. |
* * |
Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item. |
Challenge Shuji Opportunities
Ancestry Unearthed (1)
Activation: When you make a Scholar skill (Earth) or Social skill (Earth) check targeting a character:
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
* You know one sworn oath the character’s family took in the past, and whether or not they have broken or bent it
* * You know one secret of the character’s family that they would prefer be forgotten, and have perhaps even worked to bury.
* * * You know something the character does not even known about their own ancestry.
Stonewall Tactics (1)
Activation: When making a Social skill (Earth) or Martial skill (Earth) check targeting a character:
*+ Increase the TN of any check the target makes that does not target you by 1 per * spent this way. This effect persists until the beginning of your next turn.
*+ Increase the TN of any check the target makes that does not target you by 1 per * spent this way. This effect persists until the beginning of your next turn.
Weight of Duty (1)
Activation: When making a Social skill (Earth) check targeting a character:
* Learn one way the target fears failing as a samurai
* * Learn the target’s giri
* Learn one way the target fears failing as a samurai
* * Learn the target’s giri
Special Circumstance Opportunities
In ShadowlandS
** Your resolute nature steels you against the unstable environment of the Shadowlands. You count your vigilance as 1 higher the next time you seek to notice or avoid a hazardous situation or creature.
Against Tainted Threats
** You are able to weather such terrible things as the revelation of a secret mahō-tsukai or the summoning of an oni. The next time you suffer strife this scene, you suffer 2 fewer strife, to a minimum of 0.
While Tainted
** No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.