In regards to Willow Sway, you're mistaken on pretty much every count. The point of
all of the active defenses is 'do not take damage'. Do not for a moment believe that a weapon parry is any different in execution than an unarmed 'block'; they have those names in order to differentiate themselves for the RPG, not because you can't execute an unarmed 'block' via a slap against their forearm in order to make them miss. Nor are they exclusive - unless, of course, you feel you cannot act with an unarmed hand while your other possesses a weapon, or even with the hand that holds the weapon. Having experience with rapier combat, I can say otherwise for both scenarios; I've successfully parried a rapier with my forearm, for god's sake. And in all cases, especially with an art where the primary idea is 'getting out of the way', very often a successful block or parry
is half-dodge - it's called footwork. And in the game, no 'active defense' is exclusive from any other; if you can persuade your GM to convert a simple action into a free one (or even two!) you could have all three active defense actions going at once; the only thing preventing it is your initiative and when you get to declare them active. You can, of course, house rule that they're mutually exclusive, but that isn't held up in the game - or in reality, either.
In regards to Willow Bend, I have no intention of giving the tie to the attacker; you're spending 5 points of karma in this case to shave 3 points of initiative cost from a wholly-defensive maneuver that eats up 10; it's a matter of training and inclination. Or are you thinking that if someone uses Full Defense, the attacker should win ties?
And yes, the idea here is that the bodyguard is moving the target. This in actuality should
not require getting in the way of the attack; defense can involve either armor (Protecting the Principle) or agility (Dodge). In SR, there is no current method to get someone else out of the way of an incoming attack except to blow TWO points of Edge via Lucky Duck; that is something that needs addressing, though a GM might use the Grab and Throw rules to imitate such things. In regards to actually carrying an individual, we are not discussing (and the above does not describe) carrying an adult:
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... bodyguards for the younger children ...
I am fine with proposing a 2- or 4-die penalty for lugging a kid around on your back; the weight will undoubtedly throw you off somewhat. On the other hand, accounting for that weight is exactly what the practitioners are meant to do, so one can argue just as validly that having the kid on harness on your back is what you're used to.
"Personnel protective services," I told him, even though he was back to keeping watch, looking down the hall and out at the rag-football game two dozen grimy kids were playing. "So far as I know, they're the only ones the gun is given to; Springfield is a wholly-owned subsidiary, and all the parts and techniques were developed in-house. I was assigned to Hitomi Shiawase. For two years. She's a good little girl," I added, looking over at Suno with, I guess, a certain amount of defiance, "no matter what Sadato-san or Tadeshi-san or the rest of her family do. She's only eight."
"You don't strike me as a bodyguard," Palakol mused, tucking the end of the bandage into the wrap, then carefully inserting it into its place in her medkit.
"Tend to be big and bulky," Lawin agreed.
"Bullet magnets," noted Pating.
"Sniper bait," suggested Lawin.
"Target practice," offered Pating.
"Trolls. No offense, Pala," added Lawin.
"None taken," the healer replied with equanimity. "Many of them are. Well?" She looked at me over the woefully tiny glasses she had to use for close work; far-sighted, which is okay for a mage, bad for a healer, and fixable anywhere but in the middle of this sort of poverty.
"Sadato-san wanted someone who blended in," I admitted. "And someone who could get her away from trouble, not wipe trouble out."