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Two-Handed Maneuvers


    Two-Handed Strike  (3 AP)

    Allows a Warrior to hone a basic Strike in a Two-Handed Fighting Style, allowing them to benefit from Martial Mastery.

    Two-Handed Strike is only usable by Warriors. Unlike usual, only 1 Maneuver Point is required to improve this Maneuver's Mastery Level.

    Committed Strike  (3 AP)

    Committed Strike allows the elohim to neglect their own defense in order to Strike with increased Force. This elohim loses 1 Defensive Adjustment vs. incoming Strikes until their next Turn.

    This must be the last Strike in the elohim’s Turn and may not be used with Readied Action Points. Committed Strike cannot be performed while in Defensive Stance.

    Mastery Level 1

    +3 Force

    -1 Defensive Adjustment until next Turn

    Mastery Level 2

    +6 Force

    -1 Defensive Adjustment until next Turn

    Mastery Level 3 

    +9 Force

    -1 Defensive Adjustment until next Turn

    Mastery Level 4

    +14 Force

    -1 Defensive Adjustment until next Turn

    Mastery Level 5

    +19 Force

    -1 Defensive Adjustment until next Turn


    Momentous Strike  (4 AP)

    Momentous Strike is a 4 Action Point Strike that cuts through the Target’s defenses. Guard from Defensive Stance or any Parries are ignored. Momentous Strike also ignores some Stops. At Mastery Level 4, 1 Effect is ignored. At Mastery Level 5, up to two 1 Effects are ignored.

    Momentous Strike is a burdensome blow and may only be performed once during an Turn. Momentous Strike cannot be performed while in Defensive Stance.

    Mastery Level 1

    ignore Guard from Defensive Stance or Parries

    Mastery Level 2

    ignore Guard from Defensive Stance or Parries

    ignore 1 Stop

    Mastery Level 3 

    ignore Guard from Defensive Stance or Parries

    ignore 2 Stops

    Mastery Level 4

    ignore Guard from Defensive Stance or Parries

    ignore 3 Stops

    ignore one 1 Effect

    Mastery Level 5

    ignore Guard from Defensive Stance or Parries

    ignore 4 Stops

    ignore two 1 Effects


    Rebuff  (3 AP)

    Rebuff causes the Target of the Strike to also be Knocked Back inches equal to the number of Hits, regardless of Stops. Add Difficulty to the Control Check for Falter equal to the Mastery Level of this Maneuver. At Mastery Level 4, the Knocked Back distance is increased to 2" per Hit.

    Mastery Level 1

    Knock Back of 1" per Hit (RoS)

    maximum KB = 2"

    +1 Difficulty to Control Check vs. Falter

    Mastery Level 2

    Knock Back of 1" per Hit (RoS)

    maximum KB = 3"

    +2 Difficulty to Control Check vs. Falter

    Mastery Level 3 

    Knock Back of 1" per Hit (RoS)

    maximum KB = 4"

    +3 Difficulty to Control Check vs. Falter

    Mastery Level 4

    Knock Back of 2" per Hit (RoS)

    maximum KB = 5"

    +4 Difficulty to Control Check vs. Falter

    Mastery Level 5

    Knock Back of 2" per Hit (RoS)

    maximum KB = 7"

    +5 Difficulty to Control Check vs. Falter


    Aftershock (3 AP)

    Aftershock allows the elohim to Strike immediately following one of their own Strikes with at least 3 uncanceled Hits. Having just suffered damage, the Defender is more vulnerable, losing Defensive Adjustments. As Mastery increases, the elohim may borrow Action Points from an upcoming Turn to perform an Aftershock. You can only have borrowed Action Points for one Aftershock. At Mastery Level 4, you can borrow up to 2 Aftershocks ahead.

    Mastery Level 1

    must follow a Strike with at least 3 Hits

    -1 Defensive Adjustment vs. this Strike

    Mastery Level 2

    must follow a Strike with at least 3 Hits

    -1 Defensive Adjustment vs. this Strike

    may borrow 1 Aftershock ahead

    Mastery Level 3 

    must follow a Strike with at least 3 Hits

    -2 Defensive Adjustments vs. this Strike

    may borrow 1 Aftershock ahead

    Mastery Level 4

    must follow a Strike with at least 3 Hits

    -2 Defensive Adjustments vs. this Strike

    may borrow 2 Aftershocks ahead

    Mastery Level 5

    must follow a Strike with at least 3 Hits

    -3 Defensive Adjustments vs. this Strike

    may borrow 2 Aftershocks ahead


    Swing Through  (3 or 4 AP)

    Swing Through allows the elohim to Strike additional Targets with their Strike. The Strike is made vs. the highest Guard (or best total Adjustments) among the Targets. Passion Effects are considered individually. If Targeting 2 Targets, Swing Through uses 3 AP, but if Targeting 3 or more, it uses 4 AP. Each additional Target damaged adds 1 Exertion to the Strike. Any Level of Swing Through that includes a “.5” indicates that an extra Target may be Struck, damage is -50% for that Target.

    Swing Through may not be used on a single Target and cannot be performed while in Defensive Stance. If there are Defensive Hits, they are figured as if Striking only the elohim whose defense was used.

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

    Mastery Level 1

    Strike can affect up to 1.5 Targets

    +1 Exertion per extra Target damaged

    Mastery Level 2

    Strike can affect up to 2 Targets
    +1 Exertion per extra Target damaged

    Mastery Level 3 

    Strike can affect up to 2.5 Targets

    uses 4 AP if targeting 3 or more Targets

    +1 Exertion per extra Target damaged

    Mastery Level 4

    Strike can affect up to 3.5 Targets

    uses 4 AP if targeting 3 or more Targets

    +1 Exertion per extra Target damaged

    Mastery Level 5

    Strike can affect up to 4.5 Targets

    uses 4 AP if targeting 3 or more Targets

    +1 Exertion per extra Target damaged


    Grand Parry  (3 AP)

    Grand Parry gives the elohim 7 additional Guard vs. one incoming Strike. Additionally, the Guard bonus provided by Martial Mastery is tripled. Each 1 not used to counter a 12 produces an additional Stop. The elohim must have 3 Action Points Readied to use Grand Parry for each Strike they wish to Parry. Grand Parry only adds 2 Exertion. The elohim can Move 1” while Grand Parrying.

    This Maneuver is not a Strike and so does not cost additional Action Points to use while in Defensive Stance. The additional Force for Defensive Hits will not matter if Parrying a Ranged Strike because there are no Defensive Hits with Ranged Strikes.

    Mastery Level 1

    +7 Guard vs. one Strike

    triple Martial Mastery Guard bonus

    each 1 not countering a 12 makes an extra Stop

    Mastery Level 2

    +7 Guard vs. one Strike

    triple Martial Mastery Guard bonus

    each 1 not countering a 12 makes an extra Stop

    +7 Force to Defensive Hits

    Mastery Level 3 

    +7 Guard vs. one Strike

    triple Martial Mastery Guard bonus

    each 1 not countering a 12 makes an extra Stop

    +14 Force to Defensive Hits

    Mastery Level 4

    +7 Guard vs. one Strike

    triple Martial Mastery Guard bonus

    each 1 not countering a 12 makes an extra Stop

    +21 Force to Defensive Hits

    Mastery Level 5

    +7 Guard vs. one Strike

    triple Martial Mastery Guard bonus

    each 1 not countering a 12 makes an extra Stop

    +28 Force to Defensive Hits