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 Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
In the Water Stance: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
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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* |
Add a kept Ring Dice set to an * result to your next Social check before 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) |
* |
Remove 2 strife from yourself. |
* + |
Perform the task efficiently, completing it more quickly or saving supplies. Extra * further reduces the time or materials expended. |
* * |
Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby. |
Challenge Opportunities
Shallow Waters (RANK 1 sHUJI)
Activation: When you make a Social skill (Water) check targeting a character:
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
* Learn of one material item or worldly experience the target desires.
* * Learn the target’s ninjō
Special Circumstance Opportunities
In Shadowlands
**+ By luck or careful scavenging, you are able to find a useful item not yet corrupted by the Shadowlands. Such items have a maximum rarity of 3, plus 1 for each additional ** spent. The GM should modify this depending on the exact nature of the item as well.
IAgainst Tainted ThreatS
* You adapt yourself to better fight the corrupted power before you. Once before the end of current the game session you may either reduce the TN of a check to resist a Tainted power, such as a mahō technique, assailing you by 1 or increase the TN of another character’s check to target or affect you with such a power by 1.
While Tainted
** You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.