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 Void Stance: You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
In the Void Stance: You do not receive strife from Strife symbols on your kept dice. You can still receive strife from other sources.
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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* |
Discern the objective of another character in the scene. |
* + |
Your army and each enemy army suffer 2 attrition per * spent this way. |
* * |
When you perform a Support action, after its effects are resolved, you may immediately perform Challenge action targeting an enemy cohort's leader. |
* * |
Increase the army's strength and discipline by 3. This persists until the end of the scene. |
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) |
* |
Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring. |
* + |
Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra * gives an increasingly precise location for the supernatural occurrence. |
* * |
Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation. |
Challenge Opportunities
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None
Special Circumstance Opportunities
In Shadowlands
** Though Jigoku’s power weighs heavily upon them, you are undeterred. By drawing on memories of the un-Tainted lands north of the wall, you can keep yourself focused and ignore all Strife results on your next check.
Against Tainted Threats
** or *** If the character spends**, they discern that the kami have fled, as well as the type of disturbance (mahō, kansen, or similar). If the character spends ***, they can also determine the total combat Military threat rating of all Tainted beings that caused the kami to flee.
While Tainted
**+ The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of * spent. For each * spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.