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 Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
In the Fire Stance: When you succeed on a check, you count as having one additional bonus success for each Strife symbol on your kept dice.
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 |
|
* |
Reduce the TN of the next Social check another character makes before the end of the scene by 1. |
* + |
The enemy army suffers 1 panic per * spent this way. |
* * |
When performing an Attack action against the cohort of an enemy leader with vigilance lower than or equal to * spent this way, after its effects are resolved, inflict a critical strike with severity equal to the deadliness of one of your weapons on that leader. |
Opportunity Uses |
|
* |
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) |
* |
Inflame another character in the scene with your presence, causing them to receive 2 strife. |
* + |
Perform the task in a flashy way, drawing attention to yourself. Extra * attracts even more notice. |
* * |
Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence. |
Challenge Shuji Opportunities
fANNING THE fLAMES (rANK 2 sHUJI)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ One target gains the Dazed condition per *spent this way.
* * +: One target gains the Enraged condition per * * spent this way
*+ One target gains the Dazed condition per *spent this way.
* * +: One target gains the Enraged condition per * * spent this way
sEER THE wOUND (rANK 5 sHUJI)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ Choose a known disadvantage of one of your targets per * spent this way. That disadvantage applies to all of the target’s checks until the end of the scene.
*+ Choose a known disadvantage of one of your targets per * spent this way. That disadvantage applies to all of the target’s checks until the end of the scene.
Sensational Distraction (rANK 1 sHUJI)
Activation: When making a Social skill (Fire) check targeting one or more characters:
*+ When interacting with other characters, the target treats their vigilance as 1 lower per * spent this way; when interacting with you, the target treats their vigilance as 1 higher per * spent this way. This effect persists until the end of the scene.
*+ When interacting with other characters, the target treats their vigilance as 1 lower per * spent this way; when interacting with you, the target treats their vigilance as 1 higher per * spent this way. This effect persists until the end of the scene.
Special Circumstance Opportunities
In Shadowlands
*+ You spur your comrades on with pleasing encouragement or biting criticism. One other character in the scene per * you spend this way reduces their next TN to resist physical hardship or the influence of the Shadowlands by 1.
Against Tainted Threats
*+ The righteous fury you display can cow even the most terrible of Tainted fiends. Each Tainted being in the scene gains 1 strife, plus 1 additional strife for every ** spent. If you are unaware if another character is Tainted, the GM should record this strife secretly.
While Tainted
** The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept Ring Dice showing a Strife result to the next Martial Arts check you make. This effect persists until the start of their next turn.