Maneuver Appendix



There are more than 30 maneuvers in the Riddle of Steel. Characters who have become masters in a fighting style may work with the storyteller to create new (and rare) maneuvers which they may then pass on to their own students. See Blood & Iron: Maneuvers for more information.

Marc is playing a bladeslinger who has studied an exotic style of swordplay. He decides his maneuvers should have a descriptive flair to them. On his character sheets he renames Simultaneous Block Strike with the title Willow in a Breeze which helps give him a descriptive starting point.


Bash Duck & Weave Partial Evasion
Bind & Strike Full Evasion Shield Wall
Block Half-Sword Simultaneous Block Strike
Counter Hook Trip Thrust
Cut Net Throw Toss
Double Attack Unarmed Strike


Beat (Lv 4) Feint Cut (Lv 5) Quick Draw (Lv 6)
Block Open Strike (Lv 6) Feint Thrust (Lv 3) Rota (Lv 3)
Disarm (Lv 4) Grapple (Lv 3) Stop Short (Lv 3)
Draw Cut (Lv 2) Master Strike (Lv 15) Twitching (Lv 8)
Evasive Attack (Lv 6) Murder Stroke (Lv 5) Wind & Bind (Lv 7)
Expulsion (Lv 6) Overrun (Lv 12)

Bash | Offensive | Requires Proficiency 0 | Common

  • The warrior swings the blunt end of his weapon at his foe.
  • This is the standard attack for all swung blunt weapons, learned immediately.
  • Use bludgeoning damage charts
  • Extra power may added to a bash by spending one extra CP prior to rolling to add 1 to damage.

Beat | Offensive | Requires Proficiency 4 | Uncommon

  • The warrior attacks his opponent’s weapon or shield in attempt to nullify it.
  • Beats may only be performed at the start of a bout or following a pause.
  • All range penalties are cut in half (rounded down) when beating.
  • If successful, the attacker retains initiative and in the following exchange the defender cannot use the weapon or shield in defense.
  • Every success in the MOS costs the defender 2 CP in the next exchange.

Bind and Strike | Offensive | Requires Proficiency 0 | Common

  • The warrior uses his off-handed weapon (shield, dagger, etc) to bind or pin down an opponent’s weapon, opening up a clean follow-up attack.
  • On initial exchange roll attack using the off-handed weapon or shield.
    • Shields use their DTN as their ATN.
  • If successful, this maneuver removes 1 CP from the defender for every success in the MOS in the next exchange.
  • In the next exchange, the attacker chooses another offensive maneuver and rolls normally.

Block | Defensive | Requires Proficiency 0 | Common

  • The warrior halts or deflects incoming attacks using a shield’s DTN.

Block Open Strike | Defensive | Requires Proficiency 6 | Uncommon

  • The warrior blocks or parries an incoming attack wide open, then using a second weapon attacks through the opening.
  • During the initial exchange defend as if with a Block or Parry and pay the activation cost.
  • If the defense is successful, the follow-up attack may then be made with one additional CP die for every success in the MOS.

Counter | Defensive | Requires Proficiency 0 | Common

  • The warrior receives his opponent’s attack and then uses it against him.
  • Pay the activation cost and allocate dice as in any standard parry.
  • If successful, the warrior first rolls to see where the counter will land on the table below.
    • Those with Gift: Accuracy may modify their rolls on this chart as if it were a Hit Location chart.
    • Those without the gift may spend an additional 2 CP to modify their roll by 1 or 2 points.
  • Then warrior gains initiative and makes an attack in the next exchange with an extra die for every success his attacking rolled.
Half-Sword (d6) Normal (d10) Counter Effects
1 Slash at I
2 Slash at II
1 3 Slash at III
4 Slash at IV
5 Slash at V
2 6 Pommel to face (XIII; DR=STb)
3 7 Thrust to face (XIII)
4 8 Thrust to body (XI or XII)
5 9 Grapple (No activation cost)
6 10 Disarm (No damage. Weapon falls MOS yards away. MOS 5+ puts weapon in character’s hand.)

Cut | Offensive | Requires Proficiency 0 | Common

  • The warrior slashes at his opponent with the sharp edge of his weapon.
  • This is the standard attack for all edged weapons, learned immediately.
  • Extra power may added to a bash by spending one extra CP prior to rolling to add 1 to damage.

Disarm | Offensive/Defensive | Requires Proficiency 4 | Uncommon

  • The warrior attempts to knock his opponent’s weapon free of his hand.
  • Disarms may be performed as an attack or defensive
  • If the disarm is successful, the opponent must roll KD/TN8 with a penalty to his KD pool equal to the warrior’s MOS.
    • Success: The opponent keeps his weapon, but the warrior still gains the initiative
    • Failure: The weapon is dropped nearby. Retrieving the fallen weapon in this situation requires a tactics roll (see drawing and retrieving above).
  • If disarm is used offensively, the defender may opt to ignore the disarm and attack by stealing the initiative.

Double Attack | Offensive | Requires Proficiency 6 | Uncommon

  • The dual-wielding warrior attacks with both weapons simultaneously.
  • The warrior divides his dice on this attack in any proportion between both weapons, remembering weapon length penalties.
  • The opponent has four defensive options.
    • Evading
    • Blocking one attack with a shield and parrying the other with his weapon
    • Parrying both attacks with a weapon
    • Defending against one attack and hoping the other doesn’t land
    • Stealing the initiative

Draw Cut | Offensive | Requires Proficiency 2 | Uncommon

  • Instead of slashing at his opponent, the warrior draws the blade across his target attempting to make a deeper wound than possible with the Cut maneuver.
  • Weapons listed in the Arms & Armor appendix have a Draw Cut Modifier which is added or subtracted from the Cut damage rating of the weapon when performing a draw cut.
  • Because the Draw Cut relies more on the sharpness of the blade than the strength behind the blow, the final damage rating is reduced by 1 against soft armor or 2 against hard armor.
  • The weapon range when performing a draw cut is reduced by one.
  • If successful, the warrior is one step closer, meaning further draw cuts do not suffer reach penalty but other cuts or thrusts might.

Duck and Weave | Defensive | Requires Proficiency 0 | Common

  • The warrior attempts to dodge the incoming attack in such a way that in the following exchange he is in a prime place to attack.
  • TN9
    • Success: The warrior is inside his opponent’s defense. Weapon-length bonuses are lost and the opponent’s shield is useless.
    • Botch: The warrior tragically steps into the blow or tumbles to the ground suffering an addition 2 levels of damage.

Evasive Attack | Offensive | Requires Proficiency 6 | Uncommon

  • The warrior cuts with his weapon while simultaneously leaping backward to evade an opponent’s attack.
  • This maneuver is impossible with any thrust-based maneuver.
  • This maneuver is useful in red/red situations.
  • Once the warrior has paid the activation cost, he may spend any number of additional CP dice to increase his opponent’s TN by 1 for each dice spent.
  • The warrior’s own TN increases 1 for every 2 dice spent.

Expulsion | Defensive | Requires Proficiency 5 | Uncommon

  • The warrior defends by strongly attacking the incoming weapon in order to knock it wide of its target.
  • Expulsion is only effective against thrusts and thrust-based attacks.
  • Expulsion may be used against slash-based attacks of 4 allotted dice or fewer.
  • If this special parry is successful, then the opponent suffers a penalty equal to the MOS when defending against thrusting attacks in the following exchange.

Feint Cut | Offensive | Requires Proficiency 5 | Uncommon

  • The warrior slashes at one region of his opponent’s body and then changes direction mid-swing in an effort to avoid the defender’s defenses entirely.
  • A feint cut is always declared after the defender declares any defense but before dice are rolled.
  • After paying the activation cost, the warrior may allocate any number of remaining dice to his attack at a cost of 1 CP for every additional die.
  • A feinted attack lands in a different spot than originally declared. The attacker states the new location which must be within one or two areas of the original attack.
  • Each repeated identical feint against a single opponent costs an extra CP die to execute.

Feint Thrust | Offensive | Requires Proficiency 3 | Uncommon

  • The warrior slashes at one region of his opponent’s body and then changes direction mid-swing and finishes with a thrust to the head, neck, or torso.
  • A feint thrust is only declared after the defender declares a parry but before any dice are rolled.
  • After paying the activation cost, the warrior may allocate any number of remaining dice to his attack at a cost of 1 CP for every additional die.
  • The attacker states the new location which must be within one or two areas of the original attack.

Full Evasion | Defensive | Requires Proficiency 0 | Common

  • The warrior dodges incoming attacks by retreating outside of melee range.
  • Full evasion may not be attempted on an exchange immediately following an attack.
  • Stances have no effect on full evasion.
  • TN4
    • Success: The warriors separate, creating a pause in the bout and requiring the combatants to re-establish initiative.
    • Botch: The warrior tragically steps into the blow or tumbles to the ground suffering an addition 2 levels of damage.

Grapple | Offensive/Defensive | Requires Proficiency 3 | Uncommon

  • The warrior grabs his in an attempt to throw him to the ground.
  • TN is opponent’s ST. If the opponent is larger or significantly larger than the warrior, the TN is increased by 1-3.
  • If used offensively, the grapple maneuver may be evaded or parried.
    • Parry: If successful, the parry damages the parried limb as if it it had been an attack. The defender also gains the initiative and any range advantage.
  • The defender may also opt to use the Grapple maneuver in defense.
  • See Blood & Iron: Wrestling for more information.

Half-Sword | Offensive/Defensive | Requires Proficiency 0 | Common

  • The warrior grasps his weapon with the off hand in order to use the sword as a short spear or pole-weapon.
  • Half-swording reduces a sword’s effective length by one or two steps, player’s choice.
  • A Half-sworded weapon has ATN 5 and DTN 6.
  • Half-swording increases the sword’s DR by +3 when thrusting against armors.
  • The warrior can shift from normal grip to half-sword at any time, though doing so during an exchange costs 1 CP.

Hook Trip | Offensive | Requires Proficiency 0 | Common

  • The warrior intentionally misses a thrust attack at his opponent’s head or legs and then pulls the weapon against the target in order to trip him.
  • Every success in the MOS lowers the target’s Knockdown attribute by 1 die.
  • The hooked opponent then rolls KD/TN8.
    • Failure: The opponent drops prone to the ground, losing half of his total CP.
    • Botch: As above and the opponent suffers 6’ falling damage.

Master Strike | Offensive/Defensive | Requires Proficiency 15 | Rare

  • The warrior, a master of his art, uses the ultimate maneuver of his fighting style which allows him to kill or severely injure an opponent in a single strike even if he himself does not have the initiative.
  • Master Strike can be declared as an offensive or defensive maneuver.
  • Offensive: The master warrior declares his strike alongside any cutting attack and pays the activation cost.
    • Divide attacking dice into offense and defense in any proportion.
    • If this is not a red/red situation in which the opponent is attacking, then any dice the warrior allocates for defense in this maneuver cancels out his opponent’s stance bonus dice at a rate of 2:1.
  • Defensive: The master warrior declares the strike as a defense alongside a parry and pays the activation cost.
    • Split this exchange’s deice into offense and defense.
    • Roll the defense first as the opponent attacks.
    • If successful, the warrior gains bonus dice in offensive roll equal to his MOS.
    • If the defensive half is unsuccessful, the attack also fails and all dice assigned are lost.

Thomas, a dueling master, has been called out of his favorite tavern by an overambitious student from an opposing school. The student (CP 14) makes a few unpleasant comments regarding Thomas’s parentage and charges in to attack, declaring a downward swing at the master’s head (Zone V) with 9 dice. Thomas (CP 23), weary of such foolish challenges, decides to end the matter quickly and declares a Master Strike. He pays the activation cost of 5 dice and then assigns 12 dice to defense and 6 dice to attack. He does not need to bother stealing the initiative. The student rolls, getting 5 successes. Thomas rolls his defense, getting 10. This is clearly a succesful defense, and Thomas now gets to roll his full attack: 6 dice plus 5 more for his MOS in a thrust at the student’s face. Onlookers see the student leap in, slashing brutally down at Thomas’s head while the master calmly slides his blade forwards, deflecting the attacker’s sword at the same moment as impaling his head.

Murder Stroke | Offensive | Requires Proficiency 5 | Uncommon

  • The warrior grips his weapon by its blade and attempts to beat his opponent’s skull in with the pommel.
  • Murder Stroke is only preformed when using heavy one- or two-handed blades.
  • The weapon’s effective length is reduced by one step.
  • The attack must be swung at the head (zone IV or V)
  • Damage is STR in bludgeoning but Shock is increased by half of the warrior’s total damage rating (DR + MOS). The opponent makes a KO roll to avoid losing consciousness.
    • As per normal knockout rules, the TN is 10-AR on the head.
    • Each success on this roll reduces the extra Shock by one point.

Net Throw | Offensive | Requires Proficiency 0 | Common

  • The warrior throws his net attempting to entangle his opponent.
  • The defender may only Full Evade, Partial Evade, or Duck and Weave to avoid the net.
  • If the throw is unsuccessful, the net has fallen to the ground.
  • If the throw is successful, the defender is entangled and loses the attacker’s MOS from his CP for as long as he is within the net.
  • In addition the penalty increases by 1 every round if the character moves around.
  • The entangled character may ignore the net and attempt to fight on or attempt to free himself from the net.
    • Getting free is a tactics roll of TN5-8 depending on the strength of the net.
    • Successes are added to strength and compared to the toughness of the net, which is 5-8.
    • Every successes made over the net’s TO reduces the penalty to the entangled character’s CP.

Overrun | Defensive | Requires Proficiency 12 | Rare

  • The warrior attempts to dodge an incoming attack by leaping towards the opponent while launching an attack of his own.
  • Dice are assigned to attack and a Partial Evasion (TN7) in any proportion after paying the activation cost.
  • Both sets of attacks are resolved as usual but the MOS for defense is carried over as bonus dice into the attack.
  • If the defense fails, then any resulting shock is subtracted from the attack pool before the attack is determined, as usual.

Parry | Defensive | Requires Proficiency 0 | Common

  • The warrior uses his weapon to deflect an incoming attack.
  • This maneuver is the basis for all non-shield defenses that don’t involve dodging.

Partial Evasion | Defensive | Requires Proficiency 0 | Common

  • The warrior dodges an incoming attack by stepping aside.
  • TN7
  • A successful partial evasion does not win the initiative unless he spends 2 CP in the next exchange.

Quick Draw | Offensive/Defensive | Requires Proficiency 6 | Uncommon

  • The unarmed warrior draws and attacks or defends in one exchange, surprising his opponent and immediately getting within his opponent’s defense.
  • This maneuver is best used with small weapons (Hand length) or blades with curvature. * * Straight blades increase the activation cost by 1.
  • Draw test: The warrior must first draw his weapon, which is a basic terrain roll.
    • If the weapon is not readily available, add 1 CP to the activation cost.
    • The TN is the weapon’s ATN-1 or -2 if the warrior already has his hand on its grip.
    • Failure: The weapon will be available on the next exchange. If on the defensive, the warrior can only dodge this exchange.
    • Botch: The weapon is stuck, dropped, or otherwise unavailable this round. Retrieving it requires another terrain roll (see drawing and retrieving).
  • The warrior may then use his weapon to bash, cut, or parry.
  • Using the pommel of the weapon in a thrust has ATN7, DTN8, and DR: ST (bludgeoning).
  • Using the weapon places the warrior at a different weapon length, which may or may not be beneficial.

Marten and Yarisal are dueling the yard. Yarisal, wielding a shield and flail (Medium reach), successfully hits Marten, who is fighting with a bastard sword (Long reach). Now that Yarisal is inside Marten’s defense, Marten will be suffering penalties. He thinks fast, dropping his spear and Quick Drawing his arming sword, which has the same length as a flail.

Unarmed Strike | Offensive/Defensive | Common

  • The warrior uses his hands and feet to strike or parry strikes.
  • Punch: Reach is Hand length. ATN 5, DTN 6, DR: ST -2b. Only thrusting attacks may be defended – otherwise take damage to deflecting limb.
  • Kick: Reach is Hand. Open Hand kicks are Medium reach. ATN 7, DTN 8, DR: ST -1b. Only other kicking attacks may be defended – otherwise take damage to the deflecting limb. Kicking above waist level is uncommon and more difficult (+1 ATN).
  • Bite (Beasts and Reisen only): Reach is Hand. ATN 7, DR: ST -3b. Following a successful bite, the jaws may begin to crush, doing STb until the victim succeeds in a ST contest.
  • Claw (Beasts and Reisen only): Reach is Hand. ATN 6, DTN 6, DR: ST -3c, DR (Talon): ST -2c. Only thrusting attacks may be defended – otherwise take damage to the deflecting limb.

Rota | Defensive | Requires Proficiency 3 | Uncommon

  • The warrior deflects an incoming attack with the back edge of his blade before an executing an immediate cut with the forward edge.
  • This maneuver is only available against cutting and bashing attacks, and the counter attack must be a cutting or blunt swinging attack, not a thrust.
  • The rota is similar to the counter maneuver with the same activation cost and the same benefit for success (attacker’s MOS as bonus dice for counter attack in the following exchange).
  • Instead of a random location for the counter attack, however, the rota counter attacks the same cutting zone on the opponent that the opponent had originally attacked on the warrior.

Shield Wall | Defensive | Requires Proficiency 0 | Common

  • The warrior locks his shield together with an ally, lowering his mobility but creating a wall that can stand against large single opponents, charging calvary, and missile attacks.
  • The maneuver can only be used when two shield-wielding characters are fighting together.
  • Both characters pay the activation cost to join their shields together in the start of a wall.
  • More characters can join the wall at any time with a limit of two per exchange.
  • The shield wall provides bonus dice to any blocking defense equal to the number of characters involved in the wall to a maximum of 5.
  • Warriors joined in a shield wall reduce their MOV scores by 2 points each and add an activation cost to any terrain rolls equal to the number of characters in the shield wall to a maximum cost of 5.
  • Any attempt to perform any evasion maneuver breaks the wall immediately.

Simultaneous Block Strike | Offensive | Requires Proficiency 0 | Common

  • The warrior blocks an incoming attack even while he is striking at his opponent. This maneuver is only useful in red/red type situations.
  • Divide CP between attack and defense.
    • Either attack or defense must be half as large as the other (for example: 6 and 3 or 4 and 2).
  • The defense is rolled against the opponent’s attack and the attack against the opponent’s defense, if any.
  • All attacks are resolved normally.

Stop Short | Offensive | Requires Proficiency 3 | Uncommon

  • The warrior leaps or stomps at his opponent and then halts suddenly to throw him off guard.
  • The maneuver’s activation cost is variable. The more the warrior spends, the more likely this maneuver will be successful.
  • The maneuver then becomes a contest.
    • The attacker rolls WP vs a TN set to his opponent’s PER.
    • The defender rolls REF vs a TN set to 7 + 1 for every die spent in the activation cost.
  • If the attacker is successful, the defender suffers a CP penalty in the next exchange equal to the attacker’s MOS.
  • If the defender wins then he may take initiative normally.
  • This maneuver is only effective once. Every additional attempt cumulatively costs 1 extra CP die to the attacker.

Thrust | Offensive | Requires Proficiency 0 | Common

  • The warrior strikes forward with his weapon in a direct line of attack.
  • This is a standard attack for many weapons, learned immediately.
  • Thrusts are very fast, granting a +1 to any First Strike REF contest.

Toss | Offensive | Requires Proficiency 0 | Common

  • The warrior distracts his opponent by tossing a glove, hat, fist of sand, or other item into his foe’s face.
  • ATN 7 for most hand-held objects.
  • Dodging this item has an DTN of 7 and works like a partial evasion.
  • If the warrior is successful, each success in his MOS drops his opponent’s CP in the next exchange one die.

Twitching | Offensive | Requires Proficiency 8 | Rare

  • The warrior attacks his opponent with one edge or side of his weapon. Once his opponent has successfully blocked or parried the blow, the warrior rotates his weapon quickly in a twitch-hit in order to strike in a different region.
  • Declare “twitch” alongside any cutting or bashing attack, and pay the activation cost, if any.
  • Allocate a secret additional quantity of dice from the CP off to the side and roll the attack as normal.
  • If the attack is successful or a complete failure (no successes), put half of the secret twitch dice, rounded up, back into your current CP for the next exchange. If the CP refreshes on the next exchange, these dice are part of the normal refresh and not bonus dice.
  • If the opponent successfully defends without dodging (full evasion, partial evasion, duck and weave), reveal your secret twitch dice.
  • If the number of twitch dice is lower than the opponent’s defense MOS, the twitch fails and the twitch dice are all lost.
  • If the number of twitch dice is higher than the opponent’s defense MOS, they are added together as bonus dice to the follow up attack next exchange.
  • The follow-up attack must use the opposite edge or side of the weapon and be on the opposite side of the opponent from the one attacked initially.
  • The follow-up attack can be a normal Cut, Bash, Feint, Twitch, or whatever else is appropriate. No more than four twitches in a row are possible, however.

Wind and Bind | Offensive/Defensive | Requires Proficiency 7 | Rare

  • The warrior strikes at his opponent, who parries. As the blades clash, the warrior moves forward, binding the two blades together and coming in close enough to grapple or bash his opponent in the face with his pommel.
  • Any time weapons make contact with one another with a MOS of 2 for either side, the attacker or defender can attempt to initiate a contest of winding so long as they know this maneuver.
  • The opponent, however, doesn’t need to know this maneuver in order to try and defend himself from the winding warrior, though he will be at a disadvantage. Both weapons must be medium or longer length and must be within 1 reach category of one another.
  • Characters don’t move about much when winding and binding. This means no flamboyant uses of terrain rolls or attempting to manage multiple opponents.
  • At the beginning of the next exchange, the initiator pays the maneuver activation cost (2 CP) and attacks with a thrust to run along the bind to either the face or torso (zones X – XIII).
  • Defensive Options: The defender has five options. Each option has an activation cost. The lower cost applies if the defender is trained in Wind and Bind; the higher cost if he doesn’t know this maneuver.
    • Close and grapple defensively (0 CP / 1CP): The sudden clash negates all reach penalties, giving a sudden powerful advantage over longer-reaching weapons. The defender can use the Grapple maneuver, paying its activation cost and taking the bout into a grappling and wrestling combat.
    • Run off (1 CP/ 3 CP): The defender draws his blade from out of the bind in preparation for an attack. Use the weapon’s DTN. If successful, the bind is broken and the defender wins the initiative and bonus dice to a follow-up attack equal to the attacker’s successes as if this had been a counter.
    • Wind in (2 CP/ 4 CP): If successful, the defender gains the initiative, maintains the bind, and gains +3 CP in the next exchange for immediate use of one of the four offensive options.
    • Half-sword (3 CP / 4 CP): Identical to the Half-sword counter maneuver. If the counter is successful, the bind is broken. ATN 5, DTN 6, +3 DR vs thrusts to armor.
    • Full Evasion (3 CP / 4 CP): This is a standard full evasion (TN4) with a large activation cost. If it is successful, the flow of combat is interrupted, sending it back to the initiative phase.
  • Offensive Options: If the bind is maintained, the character with initiative has the following offensive options.
    • Close and grapple offensively (0 CP / 0 CP): As described above, all reach penalties are negated. Any activation costs for the grapple maneuver must still be paid.
    • Snap off (1 CP / 2 CP): The attacker declares a target on the other side of the opponent’s body. The attack is carried out normally after spending the activation cost. If successful, the behind is broken and the opponent is struck. If unsuccessful, the opponent can thrust against the warrior’s face or body (zones XII and XIII) using the warrior’s successes as bonus dice as if he had performed a counter maneuver.
    • Thrust from the bind (2 CP / 4 CP): The attacker thrusts to the face or body (Zones XIIXIII) as normal after spending the activation cost. If this fails, the bind continues for another exchange unless the defender’s action has broken it. If the thrust is successful then all defending successes are ignored for determining the MOS. That means if the attacker has 5 successes and the defender 4, the attacker’s MOS is effectively 5, not 1.
    • Half-sword (3 CP / 4 CP): The attacker can make a half-swording thrusting attack if he knows the Half-Sword maneuver. If this is successful, it does damage as normal. If this fails, the bind is broken, and the attacker is still in half-sword position. ATN 5, DTN 6, +3 DR vs thrusts to armor.

Ver Loudwater finds Blaine, an common mercenary rogue, romancing his daughter. Flying into a rage, the knight draws steel and attacks. Blaine knows he doesn’t stand much of a chance against the armored knight. Relying on his speed, Blaine keeps evading Loudwater’s great sword. Eventually the knight pushes Blaine into a corner and the rouge has to parry the knight’s blade.

The knight wins 5 successes in the attack versus Blaine’s 3 defensive successes. Although not enough to significantly injure the rogue, Loudwater’s MOS 2 is enough to allow him to declare a Bind, which he does before paying the activation cost and coming in with a Thrust from the bind. The storyteller describes Loudwater’s attack striking Blaine’s longsword and cutting into his shoulder. Instead of drawing his blade back for the next attack, Loudwater locks his blade into a bind with Blaine’s and thrusts down the edge of the rogue’s sword to strike Blaine in the face.

Blaine knows now that his mistress’s father means to murder him. For his defensive maneuver he chooses to Half-Sword, gripping his blade by one hand attempting to counter Loudwater’s thrust and stab through the knight’s armor. He rolls enough successes and the Half-Sword maneuver gives him an advantage to pierce the knight’s armor.

Maneuver Appendix

Legacy of Orphans seanpmcochran