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Tutorial #12: Maneuvers & Passion Effects

Warriors and Messengers are especially skilled at martial conflict and can learn and master special Maneuvers. Most Maneuvers are Strikes, but some improve defense.

There are three different Fighting Styles that can be employed by an elohim that reflect a specific attitude with which the elohim is fighting. These are Two-Handed, Dual-Wielding, and Shield Bearing. There are also General Maneuvers and Ranged Maneuvers that are not linked to a particular Fighting Style. Many Ranged Maneuvers are, however, limited to specific weapons. The Maneuvers listed under each Fighting Style can only be used by an elohim when they are manifesting weapons in that Fighting Style. If the elohim wants to use a Maneuver from a different Fighting Style, they will have to use a Action Point to shift how they are manifesting their weapon to match the Fighting Style of the Maneuver they want to perform.

Maneuvers differ from standard Strikes in a few ways. Some Maneuvers may use fewer than 3 Action Points or use more than 3. As a general rule, while performing a 2 Action Point Maneuver, elohim can only Move 1” instead of 2". However, when performing a 4 Action Point Maneuver the elohim can still usually Move only the usual 2”. Some Maneuvers will allow an elohim to Move even further or require they not Move at all. Being in Defensive Stance adds 1 Action Point to the cost to perform Maneuvers that are Strikes. Some Maneuvers state they do not require additional Action Points while in Defensive Stance and other Maneuvers state they cannot be used at all while in Defensive Stance. Some Maneuvers are not Strikes and add Guard against an incoming Strike. The special rules for each Maneuver will be stated in the Maneuver’s description.  

Warriors excel at the use of practiced Maneuvers and have an ability called Martial Mastery that gives them additional Precision when performing a Maneuver relative to the Warrior’s Mastery Level of that Maneuver. If the Maneuver adds Guard, Martial Mastery adds extra Guard instead of Precision.

When an elohim of any Order is Striking with Passion greater than the Defender’s current Resolve, they will benefit from what are called Passion Effects. Passion Effects vary for each weapon, but usually add percentages to the Strike’s Wear, cause the Target to Falter, or add Exertion to the Defender. (Exertion will be explained in the final Wave 3 rules.) The Bow has a Passion Effect that adds WearR to the Strike and is symbolized by the arrow igniting in flame.

The greater the striker’s Passion is compared to the Defender’s Resolve, the more potent the Passion Effect can be, causing the Passion Effect to be applied up to 3 times in a single Strike. The Passion Effect is applied once if the striker’s Passion is greater than the Defender’s Resolve. It is applied a second time if the striker has at least 40 greater Passion than the Defender’s Resolve. It is applied a third and final time if the striker has at least 80 greater Passion.

Passion Effects are applied if there are Hits in the Strike Roll after Adjustments are made, even if those Hits are canceled by Stops. This adds little benefit with Passion Effects that add percentages to Wear as there is no Wear to increase. However, Falter, Exertion, and the Bow’s Additional WearR can be applied to the Defender even if all Hits in the Strike are canceled by Stops.

This concludes Tutorial #12: Maneuvers & Passion Effects. In the next Tutorial we will cover Advanced Spiritual Effects.