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General Maneuvers


Charge  (3 AP)

Charge allows the elohim to Move a greater distance while making a Strike. At Mastery Levels 4 and 5, Charge also grants additional Force for the Strike.

Charge may be used to Strike outside Melee Range with a Spear. Charge may be employed to dash without actually Striking a Target. If doing so, Exertion is still gained. Unlike other Strikes, the elohim can only Strike a Target within Range from where they end the Charge.

image-1727288803660.png
[For
Flesh, Charge cannot be used when not Striking an opponent.]

Mastery Level 1

Move 3" with this Strike

may only Strike Target at the end of the Move

Mastery Level 2

Move 3"-4" with this Strike

may only Strike Target at the end of the Move

Mastery Level 3 

Move 3"-5" with this Strike

may only Strike Target at the end of the Move

Mastery Level 4

Move 3"-6" with this Strike

may only Strike Target at the end of the Move

+3 Force

Mastery Level 5

Move 3"-7" with this Strike

may only Strike Target at the end of the Move

+6 Force

Launching Strike  (3 AP)

Launching Strike allows the elohim to Move a greater distance while making a Strike. At Mastery Levels 4 and 5, Launching Strike gives the elohim additional Guard vs. the next incoming Strike before their next Turn.

Launching Strike may be employed to dash without actually Striking a Target. If doing so, Exertion is still gained. Unlike other Strikes, the elohim can only Strike a Target within Range from where they begin the Launching Strike.

image-1727288803660.png
[For
Flesh, Launching Strike cannot be used when not Striking an opponent.]

Mastery Level 1

Move 3" with this Strike

may only Strike Target at the start of the Movement

Mastery Level 2

Move up to 3"-4" with this Strike

may only Strike Target at the start of the Movement

Mastery Level 3 

Move 3"-5" with this Strike

may only Strike Target at the start of the Movement

Mastery Level 4

Move 3"-6" with this Strike

may only Strike Target at the start of the Movement

+3 Guard vs. next Strike

Mastery Level 5

Move 3"-7" with this Strike

may only Strike Target at the start of the Movement

+6 Guard vs. next Strike

Jab  (2 AP)

Jab is a sudden, short Strike intended to stagger an opponent that can be made regardless of the weapon currently equipped. Jab causes Falter:1 if there are any uncanceled Hits in the Strike. The 12 Effect and Passion Effect are both Falter:1 instead of those of the current weapon. If another Jab is attempted immediately after a Jab with uncanceled Stops, the Defender gets +1 Defensive Adjustment. At Mastery Level 4, Jab causes Falter:2 if there are any uncanceled Hits. At Mastery Level 5, there is no longer a Defensive Adjustment for uncanceled Stops in a preceding Jab.

image-1727288803660.png
[For 
Flesh, there is no Passion Effect.]

Mastery Level 1

-50% damage

Falter:1 if any uncanceled Hits

12 Effect & Passion Effect are both F:1

uncanceled Stops give +1 Defensive Adjustment vs. another Jab

Mastery Level 2

-40% damage

Falter:1 if any uncanceled Hits

12 Effect & Passion Effect are both F:1

uncanceled Stops give +1 Defensive Adjustment vs. another Jab

Mastery Level 3 

-30% damage

Falter:1 if any uncanceled Hits

12 Effect & Passion Effect are both F:1

uncanceled Stops give +1 Defensive Adjustment vs. another Jab

Mastery Level 4

-20% damage

Falter:2 if any uncanceled Hits

12 Effect & Passion Effect are both F:1

uncanceled Stops give +1 Defensive Adjustment vs. another Jab

Mastery Level 5

-10% damage

Falter:2 if any uncanceled Hits

12 Effect & Passion Effect are both F:1

Lunge  (4 AP)

Lunge is a Strike that gives increased Force, but is a slower Strike. The elohim may also Move 3” with this Strike. At Mastery Level 4, the elohim can Move up to 4". At Mastery Level 5, the elohim can Move up to 5". Lunge cannot be used while in Defensive Stance.

Mastery Level 1

+3 Force

may Move up to 3"

Mastery Level 2

+6 Force
may Move up to 3"

Mastery Level 3 

+9 Force

may Move up to 3"

Mastery Level 4

+12 Force
may Move up to 4"

Mastery Level 5

+15 Force
may Move up to 5"


Recovery  (3 AP)

Recovery allows the elohim to use Faltered Action Points to perform a Strike with lowered Precision. Recovery can also be used to recover Faltered Action Points without actually Striking a Target and still Moving up to 2". If doing so, Exertion is still gained. At Mastery Level 4 Falter does not translate into damage for this elohim until their next Turn when exceeding F:7. It is still translated into damage if the elohim is suffering from Falter:1 Cycle or immobile. Also at Mastery Level 4, Recovery may also be used to remove Falter from others within Melee Range of the elohim. Any Falter recovered from others is counted toward the maximum amount of Falter that can be recovered with Maneuver's use. (Ex. The elohim could recover from F:3 and also help another to recover from up to F:4, for a total of F:7 recovered.) At Mastery Level 5, Precision is no longer reduced.

image-1727288803660.png
[For
Flesh, there is no Exertion, but Recovery can still be used to recover Faltered Action Points and Move.]

Mastery Level 1

uses and/or removes up to 3 Faltered Action Points

-3 Precision

Mastery Level 2

uses and/or removes up to 4 Faltered Action Points

-2 Precision

Mastery Level 3 

uses and/or removes up to 5 Faltered Action Points

-1 Precision

Mastery Level 4

uses and/or removes up to 7 Faltered Action Points

Falter does not become damage until end of next Turn

Recovery can be used to remove Falter from others

-1 Precision

Mastery Level 5

uses and/or removes up to 12 Faltered Action Points

Falter does not become damage until end of next Turn

Recovery can be used to remove Falter from others


Lead  (2 AP)

Lead is a fast Strike that is intended to direct the Target's response, leaving them vulnerable. The Target’s Guard is reduced against the next Strike that targets them before their next Turn. Damage from Lead is reduced.

Mastery Level 1

2 less Guard vs. next Strike

-50% damage

Mastery Level 2

3 less Guard vs. next Strike

-40% damage

Mastery Level 3 

5 less Guard vs. next Strike

-40% damage

Mastery Level 4

7 less Guard vs. next Strike

-30% damage

Mastery Level 5

7 less Guard vs. next Strike

-10% damage


Parry  (2 AP)

Parry gives the elohim additional Guard vs. one incoming Strike. The elohim must have 2 Action Points Readied to Parry for each Strike they wish to Parry. Parry only adds 1 Exertion. The elohim can Move 1” while Parrying. At Mastery Level 4, Parry allows you to borrow Action Points from an upcoming Turn. You can only have borrowed Action Points for one Parry. At Mastery Level 5, up to two Parries may be borrowed ahead of time.

This Maneuver is not a Strike and so does not cost additional Action Points to use while in Defensive Stance.

Mastery Level 1 +3 Guard vs. one Strike
Mastery Level 2 +7 Guard vs. one Strike
Mastery Level 3  +11 Guard vs. one Strike
Mastery Level 4

+14 Guard vs. one Strike

may borrow 1 Parry ahead

Mastery Level 5

+18 Guard vs. one Strike

may borrow 2 Parries ahead