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.
[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.
[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.
[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 |
Mastery Level 3 |
+9 Force may Move up to 3" |
Mastery Level 4 |
+12 Force |
Mastery Level 5 |
+15 Force |
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.
[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 |