Dual-Wielding Maneuvers
Dual-Wielding Strike (3 AP)
Allows a Warrior to hone a basic Strike in a Dual-Wielding Fighting Style, allowing them to benefit from Martial Mastery.
Dual-Wielding Strike is only usable by Warriors. Unlike usual, only 1 Maneuver Point is required to improve this Maneuver's Mastery Level.
Quick Strike (2 AP)
Quick Strike allows the elohim to Strike for 2 Action Points. Quick Strikes cannot be used more than twice during the same Turn. The damage inflicted by this Strike is reduced. The Mastery Level of this Maneuver affects Precision when using it. At Mastery Levels 4 and 5, having at least 3 Hits, regardless of Stops, allows the elohim to immediately make a 3 or 4 Action Point Strike for 1 fewer AP.
Mastery Level 1 |
-1 Precision -40% damage |
Mastery Level 2 |
-1 Precision -30% damage |
Mastery Level 3 |
+1 Precision -30% damage |
Mastery Level 4 |
+3 Precision -30% damage if 3 Hits (RoS), -1 AP to a 3 or 4 AP Strike |
Mastery Level 5 |
+4 Precision -20% damage if 3 Hits (RoS), -1 AP to a 3 or 4 AP Strike |
Piercing Strike (3 AP)
The Striking elohim sizes up the Target’s defenses before making a sudden Strike that can leave the Target Surprised vs. the Piercing Strike. The Target can avoid Surprise by Passing a Swiftness Check vs. the Striker’s Swiftness. The Target will have a penalty to the Swiftness Check relative to the Mastery Level. At Mastery Level 4, if the Target is not Surprised, still ignore up to 1 of the following: Defensive Stance, any Parries, or Shielded Defense. At Mastery Level 5, if the Target is not Surprised, still ignore up to 2 of the following: Defensive Stance, Parries, or Shielded Defense.
The Target makes their Swiftness Check before deciding to apply Parries or Shielded Defense to the Strike. Piercing Strike requires careful evaluation and may only be performed once during an Turn. Piercing Strike cannot be performed while in Defensive Stance. Unlike other Strikes, the elohim can only Strike a Target within Range from where they end the Charge.
Mastery Level 1 |
Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness -1 Difficulty to Target's Swiftness Check may Move 3" and may only Strike Target at the end of the Move |
Mastery Level 2 |
Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness may Move 3" and may only Strike Target at the end of the Move |
Mastery Level 3 |
Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness +1 Difficulty to Target's Swiftness Check may Move 3" and may only Strike Target at the end of the Move |
Mastery Level 4 |
Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness may Move 3" and may only Strike Target at the end of the Move |
Mastery Level 5 |
Target Surprised unless Passing a Swiftness Check vs. Striker's Swiftness may Move 3" and may only Strike Target at the end of the Move |
Double Strike (3 AP)
Double Strike allows the elohim to Strike the Target with both manifestations of the weapon at once. This increases the overall Force of the Strike. The elohim may not Move while making this Strike. At Mastery Level 4, the elohim may spend 1 Action Point immediately following this Strike to Rend causing 40% of damage inflicted from the Double Strike. Damage from Rend is not affected by other modifiers. Rending adds 1 Exertion to the Striker.
Mastery Level 1 | +2 Force may not Move |
Mastery Level 2 | +4 Force may not Move |
Mastery Level 3 | +6 Force may not Move |
Mastery Level 4 |
+6 Force 1 AP to Rend |
Mastery Level 5 |
+9 Force 1 AP to Rend |
Flurry of Strikes (5 or 7 AP)
Flurry of Strikes allows the character to violently assault a singe Target. This allows multiple Strikes for few Action Points, but successful defense buffers the Target from subsequent Strikes. Some Stop results will carry over to be a result in the next Strike in the Flurry, causing fewer dice to be rolled. The Striker chooses which Stop results are carried over. The elohim may Move 1" with each Strike. At Mastery Level 4, canceled Stops no longer carry over.
Mastery Level 1 |
make 3 Strikes for 5 AP or 4 Strikes for 7 AP up to 2 canceled Stops and all unused Stops carry over (max 3 total) may Move 1" with each Strike |
Mastery Level 2 |
make 3 Strikes for 5 AP or 4 Strikes for 7 AP up to 2 Stops carry over may Move 1" with each Strike |
Mastery Level 3 |
make 3 Strikes for 5 AP or 4 Strikes for 7 AP up to 1 canceled Stop and up to 2 unused Stops carry over (max 2 total) may Move 1" with each Strike |
Mastery Level 4 |
make 3 Strikes for 5 AP or 4 Strikes for 7 AP up to 2 unused Stops carry over may Move 1" with each Strike |
Mastery Level 5 |
make 3 Strikes for 5 AP or 4 Strikes for 7 AP up to 1 unused Stop carries over may Move 1" with each Strike |
Window of Weakness (2 AP)
Window of Weakness allows the elohim to Strike for 2 Action Points immediately following a Strike in which there were no Stops. Window of Weakness can ignore some Stops. At Mastery Level 4, 1 Effect is ignored. At Mastery Level 5, up to two 1 Effects are ignored.
Stops that are ignored do not prevent Window of Weakness.
Mastery Level 1 |
must follow a Strike with no Stops |
Mastery Level 2 |
must follow a Strike with no Stops ignore up to 1 Stop |
Mastery Level 3 |
must follow a Strike with no Stops ignore up to 2 Stops |
Mastery Level 4 |
must follow a Strike with no Stops ignore up to 3 Stops ignore one 1 Effect |
Mastery Level 5 |
must follow a Strike with no Stops ignore up to 4 Stops ignore two 1 Effects |
Split Strike (3 AP)
Split Strike allows the elohim to use each manifestation of the weapon to Strike a different Target using only the Action Points and Exertion spent for a single Strike (3 Action Points, 3 Exertion). The damage inflicted by this Strike is reduced. The Mastery Level of this Maneuver affects Precision, damage dealt, and allows the elohim to reposition further to reach multiple Targets. At Mastery Level 4, the elohim may Move even farther, but suffers additional Exertion if doing so.
[For Flesh, there is no Exertion. Instead, add 1 AP to the Strike if moving more than 3".]
Mastery Level 1 |
Strike 2 different Targets -2 Precision -20% damage |
Mastery Level 2 | Strike 2 different Targets
-2 Precision -20% damage may Move up to 3" |
Mastery Level 3 |
Strike 2 different Targets -20% damage may Move up to 3" |
Mastery Level 4 |
Strike 2 different Targets -10% damage may Move up to 4" |
Mastery Level 5 |
Strike 2 different Targets may Move up to 5" +1 Exertion if moving more than 3" |