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 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: 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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* |
Reduce the TN of the next Social check another character makes before the end of the scene by 1. |
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) |
* |
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.