Shield Bearing Maneuvers
- Shield Bearing Strike
- Shield Bash
- Disarm
- Fell the Faltering
- Counter Strike
- Shielded Parry
- Shielded Defense
Shield Bearing Strike (3 AP)
Allows a Warrior to hone a basic Strike in a Shield Bearing Fighting Style, allowing them to benefit from Martial Mastery.
Shield Bearing Strike is only usable by Warriors. Unlike usual, only 1 Maneuver Point is required to improve this Maneuver's Mastery Level.
Shield Bash (3 AP)
Shield Bash causes the Target of the Strike to also be Knocked Back. The Target is pushed away from the elohim 1” for every 2 Hits, regardless of Stops. The Difficulty for the Control Check for Falter is increased relative to the Mastery Level. The 12 Effect and Passion Effect are both Falter:1 instead of those of the current weapon. At Mastery Level 4, the Target has -1 Guard per Hit, regardless of Stops, vs. the next Strike made before their next Turn.
Shield Bash can be used with a Sling. Shield Bash deals Endurance damage regardless of the manifested weapon.

[For Flesh, there are no Passion Effects.]
| Mastery Level 1 |
Knock Back of 1" per 2 Hits (RoS) +1 Difficult to Control Check vs. Falter 12 Effect & Passion Effect are both F:1 |
| Mastery Level 2 |
Knock Back of 1" per 2 Hits (RoS) +3 Difficult to Control Check vs. Falter 12 Effect & Passion Effect are both F:1 |
| Mastery Level 3 |
Knock Back of 1" per 2 Hits (RoS) +5 Difficult to Control Check vs. Falter 12 Effect & Passion Effect are both F:1 |
| Mastery Level 4 |
Knock Back of 1" per 2 Hits (RoS) +5 Difficult to Control Check vs. Falter 12 Effect & Passion Effect are both F:1 -1 Guard per Hit (RoS) vs. next Strike |
| Mastery Level 5 |
Knock Back of 1" per 2 Hits (RoS) +7 Difficult to Control Check vs. Falter 12 Effect & Passion Effect are both F:1 -1 Guard per Hit (RoS) vs. next Strike |
Disarm (3 AP)
Disarm adds Falter:1 to this Strike for each uncanceled Hit and an additional Falter:1 if there are at least 3 uncanceled Hits. Damage inflicted by Disarm is reduced by 40%. Disarm gives additional Precision depending on the Mastery Level. At Mastery Level 4, double any damage to Resolve and Passion caused from Falter dealt directly from a Disarm Strike (not additional Falter from Inspiration).
Disarm does not cost additional Action Points to use while in Defensive Stance.
| Mastery Level 1 |
Falter:1 for each uncanceled Hit -40% damage |
| Mastery Level 2 |
Falter:1 for each uncanceled Hit +F:1 if there are at least 3 uncanceled Hits +2 Precision -40% damage |
| Mastery Level 3 |
Falter:1 for each uncanceled Hit +F:1 if there are at least 3 uncanceled Hits +4 Precision -40% damage |
| Mastery Level 4 |
Falter:1 for each uncanceled Hit +F:1 if there are at least 3 uncanceled Hits +5 Precision -40% damage x2 damage from excess Falter |
| Mastery Level 5 |
Falter:1 for each uncanceled Hit +F:1 if there are at least 3 uncanceled Hits +7 Precision -40% damage x2 damage from excess Falter |
Fell the Faltering (2 AP)
Fell the Faltering is a 2 Action Point Strike that may be made against a Target that is Faltering. Stops may be ignored by removing Falter:1 from the Target for each Stop ignored up to a maximum dependent on the Mastery Level. If the Target is Faltering for 1 Cycle or more, all Stops are negated and no Falter is removed. At Mastery Level 4, 1 Effect is ignored. At Mastery Level 5, up to two 1 Effects are ignored.
| Mastery Level 1 |
2 AP Strike vs. a Faltering Target |
| Mastery Level 2 |
2 AP Strike vs. a Faltering Target ignore up to 1 Stop by removing Falter |
| Mastery Level 3 |
2 AP Strike vs. a Faltering Target ignore up to 2 Stops by removing Falter |
| Mastery Level 4 |
2 AP Strike vs. a Faltering Target ignore up to 3 Stops by removing Falter ignore one 1 Effect |
| Mastery Level 5 |
2 AP Strike vs. a Faltering Target ignore up to 4 Stops by removing Falter ignore two 1 Effects |
Counter Strike (2 AP)
Counter Strike is a Readied Strike for 2 Action Points that may be made against a Target immediately after that Target has made a Strike against this elohim. As Mastery increases, one 8 is counted as Hits if there were uncanceled Stops in the Strike being reacted to. Increasing Mastery also allows the elohim to borrow Action Points from an upcoming Turn to perform one Counter Strike. At Mastery Level 4, Counter Strike gives +1 Precision, two 8s Hit, and two Counter Strikes can be borrowed ahead. At Mastery Level 5, Counter Strike gives +3 Precision, three 8s Hit, and three Counter Strikes can be borrowed ahead.
Counter Strike does not cost additional Action Points to use while in Defensive Stance. No more than 7 total Action Points can be borrowed ahead for any reason. Action Points may not be borrowed ahead while the character is Faltering.
| Mastery Level 1 |
allows a 2 AP retaliatory Strike |
| Mastery Level 2 |
allows a 2 AP retaliatory Strike |
| Mastery Level 3 |
allows a 2 AP retaliatory Strike one 8 Hits if preceding Strike had uncanceled Stops may borrow up to 1 Counter Strike ahead |
| Mastery Level 4 |
allows a 2 AP retaliatory Strike +1 Precision two 8s Hit if preceding Strike had uncanceled Stops may borrow 2 Counter Strikes ahead |
| Mastery Level 5 |
allows a 2 AP retaliatory Strike +3 Precision three 8s Hit if preceding Strike had uncanceled Stops may borrow 3 Counter Strikes ahead |
Shielded Parry (1 AP)
Shielded Parry gives the elohim additional Guard vs. one incoming Strike. Shielded Parry adds 1 Exertion to the elohim and adds 1 Exertion to a Melee Striker for each Stop. The elohim cannot Move while using Shielded Parry. At Mastery Level 4, Shielded Parry adds 2 Exertion for the first Stop. At Mastery Level 5, Shielded Parry adds 3 Exertion for the first Stop.
Parries are most effective if the character is Standing Ready to Parry. However, Parries can be borrowed ahead using Action Points from upcoming Turns. Borrowing Action Points ahead reduces the Guard provided by the Parry equal to the Mastery Level.
This Maneuver is not a Strike and so does not cost additional Action Points to use while in Defensive Stance and can be used with a Sling. No more than 7 total Action Points can be borrowed ahead for any reason. Action Points may not be borrowed ahead while the character is Faltering.

[For Flesh, instead cause (1 x Striker's Tier) Endurance damage for each Exertion that would be caused.]
| Mastery Level 1 |
+2 Guard vs. one Strike adds 1 Exertion per Stop to the Striker |
| Mastery Level 2 |
+5 Guard vs. one Strike adds 1 Exertion per Stop to the Striker |
| Mastery Level 3 |
+8 Guard vs. one Strike adds 1 Exertion per Stop to the Striker |
| Mastery Level 4 |
+11 Guard vs. one Strike adds 1 Exertion per Stop to the Striker first Stop adds 2 Exertion instead |
| Mastery Level 5 |
+14 Guard vs. one Strike adds 1 Exertion per Stop to the Striker first Stop adds 3 Exertion instead |
Shielded Defense (1 AP)
Shielded Defense gives additional Guard vs. incoming Strikes until either the elohim's next Turn or this character performs a Strike. More Guard is gained against Ranged Strikes. The elohim must use 1 Action Point and receives 1 Exertion. The elohim only receives the Guard bonus vs. Strikes within 180°. At Mastery Level 4, the arc is increased to 270°. At Mastery Level 5, the arc is increased to 360°.
The arc's placement is chosen when using the Maneuver. If no arc is declared at that time, the placement is centered on the first Strike Shielded Defense defends against. It is possible to Stand Ready to use Shielded Defense, thereby choosing arc placement at a more tactical moment. This Maneuver is not a Strike and so does not cost additional Action Points to use while in Defensive Stance and can be used with a Sling.
| Mastery Level 1 |
+0 Guard vs. Melee Strikes within 180° arc |
| Mastery Level 2 |
+1 Guard vs. Melee Strikes within 180° arc |
| Mastery Level 3 |
+2 Guard vs. Melee Strikes within 180° arc +7 Guard vs. Ranged Strikes within 180° arc |
| Mastery Level 4 |
+3 Guard vs. Melee Strikes within 270° arc +9 Guard vs. Ranged Strikes within 270° arc |
| Mastery Level 5 |
+4 Guard vs. Melee Strikes within 360° arc +12 Guard vs. Ranged Strikes within 360° arc |