Clashes
Texto
Even as lesser combatants swirl around them, heroes frequently mark each other out for challenges. A clash is one way to embed a duel in another scene. Clashes can arise from the use of the Challenge action, or via narrative events that lead to a formal duel occurring during another scene (such as an intrigue).
Fighting a Clash
At the end of the round, participants fight one round of a duel using these steps:
1. Staredown: The characters receive strife equal to the round of the clash and bid strife to increase their current initiative, as described on page 259.
2. Take Turns: The character with the higher initiative value takes a turn, followed by the one with the lower value (if tied, the one with lower honor acts first).
3. Determine Winner: 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.
Finishing Blows
Like duels, clashes use the rules for Finishing Blows (see page 259) when a character becomes Compromised or unmasks.
Interrupting a clash
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.
Extending a Clash
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.
Texto do livro
Core Rulebook · Chapter 6: Scenes and Conflicts › Skirmishes › Special Rules for Skirmishes · p. 262 p. 263
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Even as lesser combatants swirl around them, heroes frequently mark each other out for challenges. A clash is one way to embed a duel in another scene. Clashes can arise from the use of the Challenge action, or via narrative events that lead to a formal duel occurring during another scene (such as an intrigue).
Fighting a Clash
At the end of the round, participants fight one round of a duel using these steps:
1. Staredown: The characters receive strife equal to the round of the clash and bid strife to increase their current initiative, as described on page 259.
2. Take Turns: The character with the higher initiative value takes a turn, followed by the one with the lower value (if tied, the one with lower honor acts first).
3. Determine Winner: 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.
Finishing Blows
Like duels, clashes use the rules for Finishing Blows (see page 259) when a character becomes Compromised or unmasks.
Interrupting a clash
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.
Extending a Clash
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.
