Maneuvers

Maneuvers place adversary in a difficult positions or provoke them to act recklessly. Pushing a warrior over battlement, luring a basilisk to step into a hidden trap and aiming an arrow at a gap in the armor are Maneuvers.
• Skill used for Maneuver varies by approach. This can be weapon skill, stealth or other
• When multiple Maneuvers have the same effect only the most recent takes effect

Common Effects

• Gain Advantage against the adversary
• Impose Disadvantage on one Prowess, Defense or Action
• Limit ability. For example prevent movement or deny attack options or Gifts
• Reposition adversary
• Turn adversarys attack against themselves

Maneuver Types & Recovery

Opportunities: Maneuver affects next action against the target. Use a Response to immediately take an action against the target. This chance can be given to another allowing them to use a Response to act on it immediately.

Hindrances: Maneuver affects the target until they use an Action to recover. Get back up on their feet for example.

Debilities: Maneuver affects the target until they succeed in a Test to break the effect. Attempt to do this is an Action. Maneuvers created by grappling and traps are debilities.
Actively held Debilities end if the hold is broken.

Opportunities & Hindrances

Blind: Awareness VS Reflex. Adversary cannot use sight based Gifts and they are Disadvantaged in all Tests requiring sight.

Daze: Strength VS Reflex / Vigor. Adversary cannot use Responses.

Disarm: Strength/Awareness VS Reflex / Vigor. One object the adversary is holding is dropped.

Find the Gap: Awareness VS Will. Ignore one Resistance of the adversary.

Opening: Presence VS Will. Give another a chance to move away or free themselves from the adversary.

Shove: Strength VS Reflex/Vigor. Adversary of similar or smaller size is pushed back, over an obstacle or knocked to ground and cannot move. They may take damage if falling from high.

Surprise: Intellect VS Reflex. Action against this adversary is a Surprise Action.

Lure: Presence VS Will. Adversary takes an unfavorable or dangerous action ignoring all but obvious threats. For example step into a hidden trap or attack terrain causing harm to themselves.

Vulnerability: Any VS Vigor/Will. Adversary gains Degree Vulnerability against physical or mental attacks.

Debilities

Debilities are persistent negative effects that remain until effect is broken with a successful Test.
Debilities can be created by traps, for example bear trap or collapsing a pillar, grappling or challenging an adversary.

Grapple

Putting a bandit in a chokehold and pinning arm of an ogre is a grapple.
• Hindrances created during grapple persist until grapple is broken

Grappling a same size target:
• Clashes are forced to Close Quarters
• Grapplers cannot move
• Grapplers have Disadvantage on Tests against other targets

Grappling a one size larger target:
• Clashes are forced to close quarters
• Larger being can Test against smallers Strength to move
• Smaller being has Disadvantage on Tests against other targets

Grappling a two sizes larger target:
• Clashes are forced to close quarters
• Smaller being holds onto the larger moving with them whenever they move
• Smaller being has Disadvantage on Tests against other targets
All effects of grapple end when grapple is broken.

Defy

Issuing a challenge, infuriating or confusing an adversary is a Defy.

Defy:
• Target has Disadvantage on Prowess Tests against targets other than their challenger
• Mental hindrances created during challenge persist until challenge is broken

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