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Two-Handed Maneuvers


Committed Strike  (3 AP)

Committed Strike allows the elohim to neglect their own defense in order to Strike with increased Force. Strikes against this elohim gain 1 Adjustment until their next Activation. The elohim may Move 3” with this Strike.

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

Mastery Level 1

+4 Force

may Move 3"

-1 Defensive Adjustment until next Activation

Mastery Level 2

+8 Force

may Move 3"

-1 Defensive Adjustment until next Activation

Mastery Level 3 

+12 Force

may Move 3"

-1 Defensive Adjustment until next Activation

Mastery Level 4

+16 Force

may Move 3"

-1 Defensive Adjustment until next Activation

Mastery Level 5

+20 Force

may Move 3"

-1 Defensive Adjustment until next Activation


Momentous Strike  (4 AP)

Momentous Strike is a 4 Action Point Strike that cuts through the Target’s defenses. Guard from Defensive Stance, Parry, and Grand Parry 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 Activation. Momentous Strike cannot be performed while in Defensive Stance.

Mastery Level 1

ignore Guard from Defensive Stance, Parry, Grand Parry

Mastery Level 2

ignore Guard from Defensive Stance, Parry, Grand Parry

ignore 1 Stop

Mastery Level 3 

ignore Guard from Defensive Stance, Parry, Grand Parry

ignore 2 Stops

Mastery Level 4

ignore Guard from Defensive Stance, Parry, Grand Parry

ignore 3 Stops

ignore one 1 Effect

Mastery Level 5

ignore Guard from Defensive Stance, Parry, Grand Parry

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

maximum KB = 2"

+1 Difficult to Control Check vs. Falter

Mastery Level 2

Knock Back of 1" per Hit

maximum KB = 3"

+2 Difficult to Control Check vs. Falter

Mastery Level 3 

Knock Back of 1" per Hit

maximum KB = 4"

+3 Difficult to Control Check vs. Falter

Mastery Level 4

Knock Back of 2" per Hit

maximum KB = 5"

+4 Difficult to Control Check vs. Falter

Mastery Level 5

Knock Back of 2" per Hit

maximum KB = 7"

+5 Difficult to Control Check vs. Falter


Swing Through  (3 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 the Strike produces Defensive Hits, they are figured as if Striking only the elohim whose Guard was used. Any Level of Swing Through that includes a “.5” indicates that an extra Target may be Struck, Wear is reduced by 50% for that Target.

Swing Through may not be used on a single Target. Swing Through cannot be performed while in Defensive Stance.

Mastery Level 1

Strike can affect 1.5 Targets

Mastery Level 2

Strike can affect 2 Targets

Mastery Level 3 

Strike can affect 2.5 Targets

Mastery Level 4

Strike can affect 3.5 Targets

Mastery Level 5

Strike can affect 4.5 Targets


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