Terror Tactics

Fear is an ancient primordial thing among humanoids, but mechas allowed it to scale to previously unimaginable levels. Titans of metal descending from the skies, unleashing destruction in scales the humanoid mind simply cannot begin to understand, can easily overload the minds and souls of most humanoids, making them break down into sobbing messes.

Original Thread

1st level
Shaken Blow (Strike): Shaken

Shaken Retaliation (Counter): Shaken

Anxiety (Boost): Increase the duration of fear effects, immunity piercing.

Old Fear (Stance): Cha against afraid enemies.

New Fear (Stance): Use other stats for fear stuff and Intimidate.

2nd level
Break Soul (Strike): Deal damage to power points, spell slots/prepared, or spirit points.

No Retreat (Strike): Extra damage against those that moved away from you.

Menace (Boost): Remove fear from ally.

Scary Hope (Counter): Anyone saving against a Fear effect must re-roll.

3rd level
Frighten Blow (Strike): Inflict Frighten on attack.

Fear Mastery (Stance): Increased Fear duration or pierce Fear immunity.

Frighten Retaliation (Counter): Inflict Frighten when attacked.

Hysteria (Boost): Even if enemies save against fear they suffer temporary penalties.

4th level
Make an Example of (Strike): Auto-crit if targeted enemy afraid.

Neverending Fear (Counter): Block anti-fear

Break Morale (Boost): Fear aura

5th level
Phobia (Boost): Increase the DC of Fear effects

Panic Blow (Strike): Panic

Panic Retaliation (Counter): Panic on hit

6th level
Cruel Mercy (Boost): Fear spread.

All Alone (Strike): Make target unable to count as ally.

Fearsome Reputation (Stance): Fear aura

7th level
Fear of Failure (Counter): Turn roll into auto-1.

Fear me, but Follow (Strike): Charm feared enemy, dominate if they're too afraid.

You can Panic now (Boost): All who attack you become afraid.

8th level
Not Afraid Anymore? (Stance): Fear spread.

Paranoia (Boost): Attack Makes unable to count as ally, strip fear immunity, penalty on saves.

9th level
Death Flag (Counter): Things are definitely not going to end nicely.

Maneuver and Stance Explanations
Note: All save DCs are 10+1/2 HD+Cha mod unless noted otherwise.

5th Level
5th level Phobia: Terror Tactics (Boost) Level:  Real Pilot 5, Super Pilot 5, Ship Captain 5 Initiation Action:  Fullround action Range:  See text Target:  See text Duration:  See text

For 1 round increase the DC of all your fear effects by 1 for every 3 Pilot levels you have.

Panic Blow Terror Tactics (Strike) Level:  Real Pilot 5, Super Pilot 5, Ship Captain 5 Initiation Action:  Fullround action Range:  See text Target:  See text Duration:  See text

Make a basic attack. If you hit, the victim must make a Will save or become Panicked for 1 round. If you have Frighten Blow available, you can expend both as a fullround action single Basic attack and if the enemy succeeds on their save, they must save again or become Frightened for 1 round. If you have Shaken Blow available too, you can expend them all as a single fullround action Basic attack in which case resolve it as above, but the enemy becomes Shaken for 1 round even if they make the two other Will saves.

Panic Retaliation Terror Tactics (Counter) Level:  Real Pilot 5, Super Pilot 5, Ship Captain 5 Initiation Action:  Immediate action Range:  See text Target:  See text Duration:  See text

You may initiate this Counter when you're attacked, after it is resolved, but you can still initiate this even if you would be left unable to act. The attacker must make a Reflex save or become Panicked for 1 round. If you have Frighten Retaliation available, you can expend both as an Immediate action and if the enemy succeeds on their save, they must save again or become Frightened for 1 round. If you have Shaken Retaliation available too, you can expend them all as a single immediate action in which case resolve it as above, but the enemy becomes Shaken for 1 round even if they make the two other Will saves.

6th level Cruel Mercy Terror Tactics (Boost) Level:  Real Pilot 6, Super Pilot 6, Ship Captain 6 Initiation Action:  Swift action Range:  See text Target:  See text Duration:  See text

For 1 round whenever you successfully inflict a Fear effect on an opponent, all their allies that can hear/see them must make a Fort save or suffer the same Fear effect.

All Alone Terror Tactics (Strike) Level:  Real Pilot 6, Super Pilot 6, Ship Captain 6 Initiation Action:  Fullround action Range:  See text Target:  See text Duration:  See text

Make a basic attack. If you hit, the victim can't count anybody else as an ally for 1 round per 5 Pilot Levels you have.

Fearsome Reputation Terror Tactics (Stance) Level:  Real Pilot 6, Super Pilot 6, Ship Captain 6 Initiation Action:  Swift action Range:  See text Target:  See text Duration:  See text

While on this Stance enemies that can see or hear you must make a Will save or become Frightened if their Pilot level is lower than yours, Shaken if they make the save. If their Pilot level is equal to yours or higher they only become Shaken if they fail and no effect if they save. This Fear effects last 1 round. No enemy must save against this more than 1/round. If you use Break Morale while on this stance, instead of the normal effects increase your Pilot level by 1 for the purpose of this stance.

7th level Fear of Failure Terror Tactics (Counter) Level:  Real Pilot 7, Super Pilot 7, Ship Captain 7 Initiation Action:  Immediate action Range:  See text Target:  See text Duration:  See text

You may attempt this Counter when an enemy you can see/hear makes any roll. It becomes a natural 1 unless they succeed on a Will save. If they're Shaken, they take a -7 penalty on this save. If Frightened, -14 penalty, or -21 if Panicked.

Fear me, but Follow Terror Tactics (Strike) Level:  Real Pilot 7, Super Pilot 7, Ship Captain 7 Initiation Action:  Fullround action Range:  See text Target:  See text Duration:  See text

A Shaken victim you can see/hear becomes Charmed to you for 1 round per 6 Pilot levels you have. If they were Frightened or Panicking, they become Dominated for the duration instead.

You can Panic now Terror Tactics (Boost) Level:  Real Pilot 7, Super Pilot 7, Ship Captain 7 Initiation Action:  Swift action Range:  See text Target:  See text Duration:  See text

For 1 round anyone attacking you must succeed on a Reflex save or become Frightened for 1 round.

8th level Not Afraid Anymore? Terror Tactics (Stance) Level:  Real Pilot 8, Super Pilot 8, Ship Captain 8 Initiation Action:  Swift action Range:  See text Target:  See text Duration:  See text

While on this Stance whenever you successfully inflict a Fear effect on an opponent, all their allies that can hear/see them must make a Fort save or suffer the same Fear effect. If you use Cruel Mercy while on this Stance, instead of the normal Boost's effects, for 1 round you gain +1 to Fear DCs against each target multiplied by the number of times they saved against your Fear effects since they last failed a save against a Fear effect from you, and you add your Pilot Level to damage rolls against enemies immune to fear.

Paranoia: Terror Tactics (Boost) Level:  Real Pilot 8, Super Pilot 8, Ship Captain 8 Initiation Action:  Swift action Range:  See text Target:  See text Duration:  See text

For 1 round enemies you damage for 1 round cannot count anyone as an Ally, lose any immunity to Fear they may have and take a penalty on all saves equal to 1/4th your Pilot level.

9th level Death Flag Terror Tactics (Counter) Level:  Real Pilot 9, Super Pilot 9, Ship Captain 9 Initiation Action:  Immediate action Range:  See text Target:  See text Duration:  See text

You may initiate this Counter when you're attacked. The attacker must make a Will, Fort and Reflex saves after the attack is resolved. Increase the DCs by 1 for each 20 damage you took.

Fail Fort- For 1d12 rounds they'll take double damage.

Fail Reflex-For 1d12 rounds they cannot move by any other means than ordinary movement and movement speeds drop to 5 feet.

Fail Will-Become Panicked for 1d12 rounds.

Even if all 3 saves are passed, they're still left Shaken for 1 round.