A CLASH AT THE CROSSING

Defeat the bandit.

A ready Hero. A waiting blade. One Exchange at a time.

SOLO COMBAT · EXCHANGE 1
THE WOODLAND CROSSINGBoth combatants are aware.

YOUR HERO

Wayfarer

Nuhlrin · Trained Prowess

A hooded bandit grips a curved blade on the forest path.
“The pouch. Leave it, and walk away.”

YOUR ENEMY

Roadside bandit

Blade +1 · Fixed ten-result pool

Position

Hero Neutral · Bandit Neutral

    One mirrored track. The bandit reads the opposite Position. Both take their resulting consequence.

      ENGAGE

      The crossing is blocked.

      Choose your Hero’s Seed, then engage the bandit.

      What just happened

      The bandit waits. Your first Clash begins when you engage.

      The rules behind this encounter

      One Clash, two participants

      Both sides are aware. Your Hero draws a Trained Prowess Performance, then adds Weapon +2 once. The bandit draws one of ten equally likely results and adds Attack +1. Neither receives Shield Power. These are two sides of the same Exchange, not an attack followed by a free counterattack.

      Resolve in this order

      1. Draw the Hero’s tokens, then the bandit’s result.
      2. Drawn Momentum breaks enemy armor one step maximum. Enemy ! breaks Hero armor one step. Both trigger even on a losing draw.
      3. A margin of 1–3 shifts Position one step; 4+ shifts two. Ties hold. A Shield can prevent one step of Position loss once per combat.
      4. Apply both resulting Position consequences. Unbroken armor blocks one Wound instance and then deteriorates: Intact → Damaged → Broken.
      Consequences after the shift
      Resulting PositionConsequence
      Dominant1 Fatigue
      Advantage2 Fatigue
      Neutral2 Fatigue
      Pressured1 Wound
      Overwhelmed1 Wound, or an agreed concession

      The prepared Hero

      Your 20-token practice bag has one Prowess Potential already made into Momentum. Momentum gives 2V in Prowess and remains active when drawn; its armor-break trigger does not spend it. A winning Advance makes one remaining Prowess Potential into Momentum, when available. The Origin token immediately adds the highest eligible Reserve total in the whole bag, minimum 1V; it does not create Reserve.

      Control or Impulse Embers contribute only to their matching Shade; Versatility contributes to either. Potential, Sense and Motivation give 1V. Weight is off in this crossing’s Clash. Fortune gives 2V; Fate gives 0V because this practice uses Advance. You may call Favor once, after seeing your Hero draw and before revealing the bandit’s result, from the separate 23-token Favor Bag.

      Health and the end of practice

      Exceeding your Seed’s Fatigue capacity clears all Fatigue and adds one Strain token to your bag. Strain occupies a draw slot for 0 Power. Exceeding Strain capacity clears all Strain and adds a Wound. Wounds reduce the Trained draw of three by one each, minimum one. Armor does not block Fatigue or internal Health spillover.

      The bandit is a regular opponent: one unblocked Wound drives them off. Their fixed enemy pool does not use a Hero Bag or Seed-based Strain conversion; enemy Fatigue is recorded. This practice ends when your Hero reaches their Seed’s Wound limit. That is this encounter’s stopping condition, not a declaration of death.

      If you become Overwhelmed, this bandit accepts your provision pouch as an agreed concession instead of that Exchange’s Wound. Ending practice separately is a session control, not a guaranteed in-game escape.

      This encounter automates an aware, Trained Prowess duel. Unanswered attacks, other Pathways, higher Training, group abilities and broader fictional actions remain outside this preset.

      Physical Conflicts · Position · Health Tokens · Performance

      Inspect your Hero Bag
      Battle history

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