Maneuvers

Maneuvers place adversary in a difficult positions or provoke them to act recklessly. Pushing an opponent over a 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: Use a Response to take an Action against the target gaining the Maneuver effect on the Action. Opportunity can be given to another character. They can then use a Response to take an Action against the target gaining the Maneuver effect.
For example one character can create a surprise that an ally uses to make an Attack against the target with an Advantage.

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. Target can attempt the Test as an Action and at the end of their Turn.
Debilities have to be maintained through use of traps, Focus Magic or grappling the adversary. Maintaining a debility does not require Actions but limits options.

Maneuver Examples

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.
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.

Grapple

Putting a bandit in a chokehold and pinning the arm of an ogre is a Grapple.
• Clashes are forced to Close Quarters
• Smaller sized grappler cannot move without first breaking the grapple
• Equal sized grapplers can Test to move them and their opponent
• Smaller or equal sized grapplers have Disadvantage on Prowess and Reflex Tests against anyone outside the grapple
• Physical Hindrances created during the grapple persist until the grapple is broken. For example locking an arm of the opponent prevents them from using it to attack

Defy

Issuing a challenge, infuriating or confusing an adversary is a Defy.
• Target has Disadvantage on Prowess Tests against targets other than the one who Defied them
• Mental Hindrances created during Defy persist until the effect is broken

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