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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
    +2 Difficulty to Target's Swiftness Check
    may still ignore up to 1 active defense if the Swiftness Check is Passed

    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
    +3 Difficulty to Target's Swiftness Check
    may still ignore up to 2 active defenses if the Swiftness Check is Passed

    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
    may not Move

    1 AP to Rend

    Mastery Level 5

    +9 Force
    may not Move

    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.

    image-1727288803660.png
    [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"
    +1 Exertion if moving more than 3"

    Mastery Level 5

    Strike 2 different Targets

    may Move up to 5"

    +1 Exertion if moving more than 3"