Super Robot Wars d20 Wiki
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A school developed for those who love it close and personal and think the best defense is a good attack, Martial Machine focus on light paired daggers, heavy blades, and using your giant robot's own body as a weapon when push comes to shove.

Trinity: Maneuvers for this school have three different kinds of tags: [Knuckles], [Saber] and [Twin Daggers]. You cannot know more than maneuvers with one kind of tag until you have an equal number of maneuvers with the other kind of tags. So for example if you know one [Knuckles] maneuver, you cannot learn another unless you already know one [Saber] maneuver and one [Twin Daggers] maneuver.

Martial Machine stances count towards those limit. Gun Maniac stances with two tags can count as having either or both their tags for this limit's purpose.

Unlike normal martial schools, Martial Machine maneuvers do not need to be recharged, but instead consume energy from the mecha equal to the Maneuver's level x 5, paid when the maneuver is initiated. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.

Several [Knuckles] maneuvers call you to make melee attacks with a certain base damage. That base damage is independent of the attacker's size, but you can add your Str mod and any other damage bonus to them as usual. 

A Super Pilot or Moon Vanguard may swap one of their schools for Martial Machine.

Original Thread

Maneuver List[]

1st level[]

[K] Ducking Blow (Counter):

[T] Quick March (Boost):

[S] Scissor Edge (Strike):

[KS] Brave Critical (Stance):

[T] Wise Critical (Stance):

2nd level[]

[K] Flicker Jab (Strike):

[T] Shoot Polka (Counter):

[S] Illusion Rave (Boost):

3rd level[]

[T] Straight Charge (Strike):

[S] Crazy Heart (Stance):

[KT] Fake Capture (Stance):

[K] Surprise Knuckle (Counter):

[S] Scar Fugue (Boost):

4th level[]

[K] Quake Howling (Strike):

[S] Surprise Dunk (Counter):

[T] Wild Rhapsody (Boost):

5th level[]

[S] Deadly Archer (Boost):

[K] Pendulum Roll (Counter):

[T] Dark Scherzo (Strike):

6th level[]

[S] Acro Effect (Strike):

[K] Flash Thousand (Boost):

[ST] Crazy Beat (Stance):

[K] Just Reversal (Stance):

[T] Bloody Sarabande (Counter):

7th level[]

[K] Backhand Smash (Strike):

[T] Deadly Circle (Boost):

[S] Symphonic Drive (Strike):

8th level[]

[S] Orchestra (Stance):

[T] Tornado Dance (Stance):

[T] Rumbling Moon (Counter):

[K] Meteor Fist (Boost):

[S] Raging Waltz (Strike):

9th level[]

[S] Chaos Riser (Boost):

[K] Heartless Impact (Strike):

[T] Facet Folia (Counter):

Maneuver and Stance Explanations[]

1st level[]

Ducking Blow

Type: Counter [Knuckles]
Level: Super Pilot 1
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Evades an attack and quickly counters with a punch using the body's full weight.

You may initiate this counter whenever you're targeted by a melee attack. You gain a +4 bonus on the AC against the attack. If the attack misses, you may perform a melee attack that deals 1d6+PL damage +4 damage per size category you're bigger than medium with the Rending property.

Quick March

Type: Boost [Twin Daggers]
Level: Super Pilot 1
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: 1 Round
Save: None
Launches the weapon and then quickly follows up, finishing with a powerful chop.

You move to anywhere within 10+5 per PL mu without provoking attacks of opportunity and make one attack with a melee weapon.

Enemies damaged by this maneuver cannot regain HP for 1 round.

Brave Critical

Type: Stance [Saber, Knuckles]
Level: Super Pilot 1
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: Stance
Save: None

While on this Stance you can attack with a Heavy weapon as a standard action or once after a charge (without making any other attacks) as well as make AoOs with it if it's melee. You also gain a bonus on damage rolls equal to your PL against enemies that are neither flanked nor flat-footed. You take an equal penalty on damage rolls against enemies that are flanked or flat-footed. The bonus/penalty is doubled for Heavy weapons.

Wise Critical

Type: Stance [Twin Daggers]
Level: Super Pilot 1
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: Stance
Save: None
When you enter this stance you can choose two melee weapons and make them Twin-Linked. If you choose to twin-link two Heavy weapons they can never score a critical. If you're allowed to make an AoO, you may attack with a pair of Twin-Linked weapons. You also gain a bonus on damage rolls equal to your PL against enemies that are either flanked or flat-footed. You take an equal penalty on damage rolls against enemies that are neither flanked nor flat-footed. The bonus/penalty is doubled for Heavy weapons.

2nd level[]

Flicker Jab

Type: Strike [Knuckles]
Level: Super Pilot 2
Initiation Action: Standard Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
A short burst of quick jabs that pins your enemy down.

Make one melee attack that deals 1d4 base damage, plus another per 3 PL you have. Those attacks have the Pinning property.

Shoot Polka

Type: Counter [Twin Daggers]
Level: Super Pilot 2
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Kicks target into the air and follows with both blades. Enemy is rendered defenseless afterwards.

You may initiate this counter whenever an enemy tries to move away from you when they were adjacent, including teleportation effects. You perform a melee attack with a non-heavy weapon against them that gains the Downfall property. If your melee weapon already had the Downfall property, you may add 4+PL to the trip checks. If the opponent is tripped, an teleportation they were attempting fails. If you have Twin-Linked melee weapons, you may attack with both and the two gain the bonus.

Illusion Rave

Type: Boost [Saber]
Level: Super Pilot 2
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: 1 Round
Save: None
A deadly dance decimates your enemies with a storm of slashes.

For 1 round enemies you may make a melee attack with a melee weapon as a free action against any enemy that either willingly approaches adjacent to you or ends their turn adjacent to you. No enemy may be attacked by this more than once per round.

3rd level[]

Straight Charge

Type: Boost [Twin Daggers]
Level: Super Pilot 3
Initiation Action: See Text
Range: See Text
Target: See Text
Duration: See Text
Save: None
Channels power through your body and drives you forward with a heavy blow. Charge to increase power.

You may initiate this maneuver as a swift action, in which case for 1 round you can charge as a standard action through hard terrain without penalties and gain a bonus equal to 1/4 PL to the first attack and damage roll of this charge.

You may initiate this maneuver as a move action, in which case for 1 round you can charge as a standard action, moving through hard terrain without penalties and over enemies without provoking attacks of opportunity and gain a bonus equal to 1/3 your PL to the first attack and damage roll of this charge.

You may initiate this maneuver as a standard action, in which case in your next round you can charge as a standard action, moving through hard terrain without penalties and over enemies without provoking attacks of opportunity, make a melee attack with a non-heavy weapon against each enemy you pass through and gain a bonus equal to 1/2 to the first attack and damage roll of this charge.

You may initiate this maneuver as a fullround action, in which case in your next round you can charge as a standard action, moving through hard terrain without penalties and over enemies without provoking attacks of opportunity, make a melee attack against each enemy you pass through or adjacent to with a non-heavy weapon and gain a bonus equal to your PL to the attack and damage roll of this charge.

If you have a pair of Twin-Linked melee weapons, you can attack with both instead of a single melee attack against each valid target, with the first attack of each of the charge gaining the attack/damage bonus.

The bonus to attack/damage from this maneuver never stacks with itself.

Crazy Heart

Type: Stance [Saber]
Level: Super Pilot 3
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: Stance
Save: None

While on this stance if you're suffering from a non-permanent non-instantaneous status effect, you only spend half energy and spirits for attacks against the one(s) that inflicted the status on you. If you use area effects or multi-target attacks, they must all target the ones that inflicted the status effect on you or you do not gain the benefits. In addition if you're unable to act you can still take at least a standard action against the enemy that afflicted such condition on you, unless you're already dead.

Fake Capture

Type: Stance [Twin Daggers, Knuckles]
Level: Super Pilot 3
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: Stance
Save: None
Bait your enemy into dropping their guard then use the opportunity to stab and slam your target into the ground.

While on this stance you gain a bonus to your AC against melee attacks equal to 4+1/3 PL. Whenever an enemy misses you in melee they provoke an attack of opportunity from you (even if they're outside your melee reach or have cover/concealment). If you have a pair of Twin-Linked melee weapons, you may attack with each of them once per each AoO you're allowed instead. Your attacks of opportunity also gain the Downfall property. If they already had the Downfall property, you gain a bonus equal to 4+PL on the involved trip checks.

Surprise Knuckle

Type: Counter [Knuckles]
Level: Super Pilot 3
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
The body pivots and twists, pummeling the target with powerful backfists.

You may initiate this counter when you're hit in melee. You only suffer 1/3 the damage and can make one melee attack per 5 PL each dealing 1d12 base damage with the Rending property at the one that attacked you.

Scar Fugue

Type: Strike [Saber]
Level: Super Pilot 3
Initiation Action: Fullround Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Make a Charge in which your movement speed is increased by 5 mu per PL you have. At the end of the charge you may make an attack with a melee weapon instead of the normal attacks. If you do and hit, you can keep moving up to your maximum charge range, pushing the victim with you, neither causing attacks of opportunity. If your target is bigger than you, they're allowed a Fort save with DC 10+1/2 HD+Str mod to resist being pushed, gaining a +2 bonus on this save for each extra size category they're bigger. Non-magical objects save against this with a +5 base bonus if they're big enough and don't automatically fail on a natural 1. When you stop you can attempt a Grapple, Disarm or Trip on the victim, gaining a +2 bonus on any opposed checks for each 5 mu you moved since hitting your victim.

4th level[]

Quake Howling

Type: Strike [Knuckles]
Level: Super Pilot 4
Initiation Action: Standard Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Punch the ground causing a shockwave. Effect increases if performed in the air.

You deal 1d8 damage per PL in a line with up to 100 mu length, width equal to your size and 10 000 mu height. A Reflex save with DC 10+1/2 HD+Str mod halves this damage. Flying enemies inside an atmosphere that fail the save fall to the ground but only take minimum falling damage. If such enemies make the save their flight maneuverability drops to Clumsy for 1 round instead.

Surprise Dunk

Type: Counter [Saber]
Level: Super Pilot 4
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Leap toward your enemy with your saber then crash back down with a devastating shock wave.

You may use this counter when an enemy attacks you from within 10 mu per PL. You instantly move to an empty position adjacent to the one who triggered this counter (or as close as possible) without provoking attacks of opportunity and may perform an attack with a melee weapon against them and any other enemies in a 30 mu radius. Unless you manage to destroy the target, you're still affected by their attack even if your new position would make you an invalid target.

Wild Rhapsody

Type: Boost [Twin Daggers]
Level: Super Pilot 4
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: 1 Round
Save: None
A graceful spinning attack that hits surrounding enemies with both blades.

For 1 round whenever an enemy moves inside or out your melee range (even if you're the one actually moving) you may make an attack with a non-heavy melee weapon against them. If you have a pair of Twin-Linked melee weapons, you may use them both instead. No enemy may trigger this more than once per round.

5th level[]

Deadly Archer

Type: Boost [Saber]
Level: Super Pilot 5
Initiation Action: See Text
Range: See Text
Target: See Text
Duration: See Text
Save: None
Channel your energy into your blade, throwing it like a deadly buzzsaw. Charge to increase power.

You may initiate this maneuver as a swift action, in which case for 1 round a melee weapon in your possession can be thrown once with a range increment of 30 mu plus the Brutal property and automatically returns to your hands.

You may initiate this maneuver as a move action, in which case for 1 round a melee weapon in your possession can be thrown once with a range increment of 60 mu plus the Brutal property and automatically returns to your hands, gaining one property of your choice from Power, Rending, Disarming, Downfall or Pinning. If the chosen weapon is a Heavy weapon you can make one attack with it as a standard action.

You may initiate this maneuver as a standard action, in which case in your next round a melee weapon in your possession can be thrown once with a range increment of 90 mu plus the Brutal property and automatically returns to your hands, gaining one property of your choice from Power, Rending, Disarming, Downfall or Pinning. You gain a bonus on the damage and opposed rolls equal to your PL. Double the bonus if using a Heavy weapon.

You may initiate this maneuver as a fullround action, in which case in your next round a melee weapon in your possession can be thrown once with a range increment of 120 mu plus the Brutal property and automatically returns to your hands, gaining two properties of your choice from Power, Rending, Disarming, Downfall or Pinning. You gain a bonus on the damage and opposed rolls equal to your PL. Double the bonus if using a Heavy weapon.

Pendulum Roll

Type: Counter [Knuckles]
Level: Super Pilot 5
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
A series of punches that lead from the waist, drawing a figure eight as you swing.

You may initiate this Counter when you're attacked. You gain a +8 bonus to AC, DR and saves against the attack and may move up to 80 mu without provoking attacks of opportunity. If you end adjacent to the one who attacked you, you can make 8 melee attacks each dealing 1d8 base damage. Unless you manage to destroy the target, you're still affected by their attack even if your new position would make you an invalid target.

Dark Scherzo

Type: Strike [Twin Daggers]
Level: Super Pilot 5
Initiation Action: Standard Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: See Text
Throws both blades toward your target, then carries them back as your blades return.

Choose one of your melee weapons. You can use it as a thrown weapon with range increment 150 mu and then return automatically to your hands. If you hit your target then they come along the weapons and are dropped in the nearest empty adjacent space to you. This movement doesn't provoke attacks of opportunity. If your target is bigger than you, they're allowed a Fort save with DC 10+1/2 HD+Str mod to resist being pulled, gaining a +2 bonus on this save for each extra size category they're bigger. Non-magical objects save against this with a +5 base bonus if they're big enough and don't automatically fail on a natural 1. If you have a pair of Twin-Linked melee weapons you may use them both for this maneuver.

6th level[]

Acro Effect

Type: Strike [Saber]
Level: Super Pilot 6
Initiation Action: Fullround Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: Will DC 10 + 1/2 HD + Str mod
A beautiful double slash that ends with a change of direction.

Make an attack with a melee weapon, then move up to half your base speed, then make a second attack with a melee weapon and move again up to half your base speed. This movement can be combined with Climb/Tumble/Jump/Swim and you gain a bonus equal to your PL on such checks. Enemies that see you doing this must make a Will save when this maneuver is completed with DC 10 + 1/2 HD + Str mod or they become Blinded for 1 round, except that they can still see you (and only you).

Flash Thousand

Type: Boost [Knuckles]
Level: Super Pilot 6
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: 1 Round
Save: None
Launch the target with an uppercut, then unleash a relentless flurry of punches.

For 1 round as a fullround action you can make one melee attack per 2 PL you have, each dealing 1d100 base damage with the Pushing property. Those attacks can still target enemies that were pushed away from you as if they were still within your melee reach.

Crazy Beat

Type: Stance [Saber, Twin Daggers]
Level: Super Pilot 6
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Stance
Save: None

While in this stance you gain a bonus to attack rolls and damage rolls against each enemy equal to 4+1/3 PL for each ill non-instantaneous non-permanent condition the enemy inflicted on you, plus you ignore any external penalties on your attack/damage rolls. If such a condition would render you unable to act, you can still take actions as long as they're used to approach and attack in melee the one that inflicted you. In addition you automatically know the exact position of enemies that inflicted you with such a condition and ignore all their miss chances if adjacent to them. Those bonus only apply while you're suffering from the ill conditions. Double the attack/damage bonus for Heavy melee weapons.

Just Reversal

Type: Stance [Knuckles]
Level: Super Pilot 6
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Stance
Save: None
Jump when knocked down to quickly recover.

While on this stance you can stand up from Prone as a free action. Whenever you stand up from prone you gain a bonus to your AC against melee attacks and melee attack rolls equal to 1/4 your PL and 1/2 PL as a bonus to your melee damage rolls. Those bonus only last until the end of your turn. In addition you gain Improved Evasion and Improved Mettle.

Bloody Sarabande

Type: Counter [Twin Daggers]
Level: Super Pilot 6
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
With a spin, generate several consecutive slash waves.

You may initiate this counter when you're damaged or inflicted with an ill effect. Make an attack with a non-heavy melee weapon for each 5 PL you have. If you have a pair of Twin-Linked non-heavy weapons, you may attack with each of them for each 5 PL you have instead. You can do this even if the damage would kill/destroy you (or your mecha) and ignore the ill condition.

7th level[]

Backhand Smash

Type: Strike [Knuckles]
Level: Super Pilot 7
Initiation Action: Standard Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Muster all the strength in your body, delivering an all-powerful strike that can break anything.

Make a melee attack that deals 2d100 base damage with the Power, Rending, Downfall and Disarming properties. It ignores an amount of DR/hardness equal to your PL before Rending is applied.

Deadly Circle

Type: Boost [Twin Daggers]
Level: Super Pilot 7
Initiation Action: See Text
Range: See Text
Target: See Text
Duration: See Text
Save: None
A throwing photon art that can cover all directions. Charge to increase power.

You may initiate this maneuver as a swift action, in which case your next attack with a non-heavy melee weapon within 1 round can target everyone within a radius of 15 mu as if they were adjacent to you.

You may initiate this maneuver as a move action, in which case your next attack with a non-heavy melee weapon within 1 round can target everyone within a radius of 30 mu as if they were adjacent to you , and it gains your choice of Power, Rending, Disarming, Concussive or Downfall.


You may initiate this maneuver as a standard action, in which case your first attack with a non-Heavy melee weapon in your next turn can target everyone within a radius of 45 mu as if they were adjacent to you, it gains your choice of Power, Rending, Disarming, Concussive or Downfall, and you gain a bonus on the attack and damage roll equal to ¼ your PL.


You may initiate this maneuver as a fullround action, in which case your first attack with a melee non-Heavy weapon in your next turn can target everyone within a radius of 45 mu as if they were adjacent to you, it gains two of your choice of Power, Rending, Disarming, Concussive or Downfall, and you gain a bonus on the attack and damage roll equal to 1/2 your PL.

For any of the above options, if you have a pair of Twin-Linked weapons, you may attack with each once with both gaining the benefits instead of a single attack.

Symphonic Drive

Type: Strike [Saber]
Level: Super Pilot 7
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
You may initiate this Counter whenever an enemy attacks you from outside your melee reach. You move automatically adjacent to them and may make two attacks with a melee weapon. Those attacks gain the Pushing property. If they already had the Pushing property, you may add your PL to the opposed rolls.

8th level[]

Orchestra

Type: Stance [Saber]
Level: Super Pilot 8
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: Fort and Will, 10 + 1/2 HD + Str mod or Dex mod, whichever's higher
A free form attack. A blinding tornado of blades renders your target asunder

When you enter this stance choose one of your melee weapons. Every time you miss an enemy you gain a cumulative bonus on attack rolls with the stance's weapon equal to 1/5 your PL against that enemy. Every time you hit an enemy you gain a cumulative bonus on damage rolls with the stance's weapon equal to 1/3 your PL against that enemy and they must make a Fort save or be Deafened for 1 round and a Will save or be Blinded for 1 round. The save DCs are 10 + 1/2 HD + Str mod or Dex mod, whichever's higher. The bonus end if you spend 1 round without attacking the target or they not attacking you. If you have a pair of Twin-Linked weapons, you may have both gain the stance's benefit simultaneously, and their bonus stack with each other.

Tornado Dance

Type: Stance [Twin Daggers]
Level: Super Pilot 8
Initiation Action: Swift
Range: See Text
Target: See Text
Duration: Stance
Save: None
The body spins at high speed, flying like a torpedo towards your target.

When you enter this stance choose one of your melee weapons. Whenever you move you may make one attack with that weapon against anything within your reach as long as you're moving towards an enemy. You can attack multiple things but no single target can be attacked by this stance more than 1/round. If you destroy an obstacle, you can keep moving without slowing down. You also gain a Dodge bonus equal to half your PL only during your turn and an equal bonus on AoO attack rolls. You ignore cover and concealment for purpose of AoOs and may add your Str mod to the number of AoOs you can make every round.

Rumbling Moon

Type: Counter [Twin Daggers]
Level: Super Pilot 8
Initiation Action: Immediate Action
Range: See text
Target: See text
Duration: Instantaneous
Save: None
A fast combination of attacks using both blades sends a fierce hail of attacks toward your target.

You may initiate this counter when you're attacked or someone tries to move away from inside your melee reach. Make three melee attack with a non-heavy weapon against them. Each hit drains Energy and Spirit from your opponent equal to half your PL, adding them to your own. If you have a pair of Twin-Linked weapons, you may make three attacks with each instead, still draining Energy and Spirit.

Meteor Fist

Type: Boost [Knuckles]
Level: Super Pilot 8
Initiation Action: See Text
Range: See Text
Target: See Text
Duration: See Text
Save: None
Calls down a rain of fists upon the target. Rarely summons a mighty fist when charged.

You may initiate this maneuver as a swift action, in which case for 1 round you gain a melee attack dealing 1d100 base damage. The first attack you make with this weapon while it lasts becomes two attacks.

You may initiate this maneuver as a move action, in which case for 1 round you gain a melee attack dealing 1d100 base damage. The first attack you make with this weapon while it lasts becomes three attacks.

You may initiate this maneuver as a standard action, in which case in which case at the start of your next turn you make 3d2 melee attacks each dealing 1d100 base damage.

You may initiate this maneuver as a fullround action, in which case at the start of your next turn you make 3d4 melee attacks each dealing 1d100 base damage. If you roll 3 1s then instead you make a single melee attack dealing 3d100 base damage to every enemy you can see.

Raging Waltz

Type: Strike [Saber]
Level: Super Pilot 8
Initiation Action: Fullround Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Leaps into the air and pursues your target. Causes a powerful launch on contact.

Move adjacent to your target and make an attack with a melee weapon against them and any other enemies inside your melee reach, gaining a bonus on the attack and damage rolls equal to your PL.

9th level[]

Chaos Riser

Type: Boost [Saber]
Level: Super Pilot 9
Initiation Action: Swift Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Spins the weapon to create a tornado that pulls surrounding hostiles into it.

All enemies in a radius of 10 mu per PL are drawn as close to you as possible without causing attacks of opportunity. You may make a melee attack against each enemy attracted that way, even if they don't end inside your reach. Enemies bigger than you are allowed a Fort save with DC 10+1/2 HD+Str mod to resist being pushed, gaining a +2 bonus on this save for each extra size category they're bigger. Nonmagic objects roll a save with a base +5 bonus if they're big enough and don't automatically fail on a natural 1. Non-magical objects save against this with a +5 base bonus if they're big enough and don't automatically fail on a natural 1.

Heartless Impact

Type: Strike [Knuckles]
Level: Super Pilot 9
Initiation Action: Fullround Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
No love, no anger, and no sorrow. Only clarity.

Make a melee attack dealing 4d100 base damage with the Power, Rending, Downfall, Pinning, Grabbing, Disarming, Pushing and Concussive properties, gaining a bonus on any opposed rolls equal to your PL. An enemy hit by this cannot recover HP or Energy for 1d12 rounds.

Facet Folia

Type: Counter [Twin Daggers]
Level: Super Pilot 9
Initiation Action: Immediate Action
Range: See Text
Target: See Text
Duration: Instantaneous
Save: None
Jumps the target, then slices them with attacks faster than the eye can follow.

You may initiate this Counter when you're attacked. The attack fails and you instantly move adjacent to the attacker without provoking attacks of opportunity and make two basic melee attack of your own. If you have a pair of Twin-Linked weapons you may attack twice with each. Those attacks gain a bonus to attack rolls equal to your PL.

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