As a Scheme action, you may make a TN 1 Command check to issue a formal combat challenge targeting one character at range 0–5. 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: You issue a challenge to a foe, calling for them to face you in single combat.
Activation: As a Scheme action, you may make a TN 1 Command check to issue a formal combat challenge targeting one character at range 0–5. You must stake 10 honor and 5 glory upon the challenge, which you forfeit if you sabotage the clash.
Effects: If you succeed, the target must choose whether to accept or decline; resolve one of the following:
Activation: As a Scheme action, you may make a TN 1 Command check to issue a formal combat challenge targeting one character at range 0–5. You must stake 10 honor and 5 glory upon the challenge, which you forfeit if you sabotage the clash.
Effects: If you succeed, the target must choose whether to accept or decline; 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, the clash begins.
- To decline, the target must forfeit glory equal to your ranks in Command plus your bonus successes. Each of their allies with lower glory than you suffers 2 strife. Then, you gain 1 Void point. If you win the clash, each of your foe’s allies in the skirmish suffers 3 strife. If you lose the clash, each of your allies suffers 3 strife.
- Other characters can interrupt a clash before it begins or during the clash. 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.
- Withdrawing from a clash on the battlefield after one or more rounds is not viewed as dishonorable by most, as a warrior has answered the call and tested their resolve against the foe’s steel.
- If a character inflicts the Incapacitated, Unconscious, or Dying condition on their enemy (or kills them) without suffering any of these, they win. Otherwise, the clash is inconclusive.
- After characters clash inconclusively, they may extend the clash by one round. If both characters choose to continue, they skip their turns in the initiative order and do not take actions until the clash resumes at the end of the next round. If either character chooses to withdraw, the clash ends.
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. |
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 |
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If you failed, provide assistance to the next character trying to accomplish the same action (p. 298 CRB) |
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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.