10.11 Unbreakable Defense

Guard yourself and your allies with careful attacks and recovery abilities.

10.11.1 Rank 1 Maneuvers

I Am Your Opponent

Standard action

Tags: Emotion

Rank 1

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Make an attack vs. Mental against all enemies adjacent to you.

Hit: The target is briefly goaded (-2 accuracy vs. non-goading creatures) by you. If it is injured, it is also goaded by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Invigoration

Standard action

Rank 1

Cost: One fatigue level.

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You are briefly empowered. In addition, you regain 1d10 hit points + half power.

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The healing increases by 1d6 for each rank beyond 1.

Parry

Standard action

Rank 1

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This maneuver functions like the total defense ability, except that you gain an additional +2 bonus to your Armor defense if you are using a melee weapon. This bonus is considered to come from a shield, and does not stack with the benefits of using a shield. In addition, choose a creature you can see. Until your next turn, whenever that creature misses you with a melee strike, it briefly takes a -2 penalty to Armor defense. As normal, this bonus does not stack with itself, even if the same creature misses you with multiple melee attacks.

Shield Bash

Standard action

Rank 1

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You are briefly shielded (+2 Armor and Ref). Make a melee strike with a -1 accuracy penalty using a shield.

Sinews of Steel

Standard action

Rank 1

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You are briefly steeled (crits deal less damage) and empowered (add rank to damage).

Weather the Storm

Standard action

Rank 1

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You briefly take half damage from all sources.

10.11.2 Rank 3 Maneuvers

Cleansing Blow

Standard action

Rank 3

Cost: One fatigue level.

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Remove a condition affecting you. Then, make a strike.

Prepared Defense

Standard action

Rank 3

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Make a strike. After making the strike, you can choose to either be briefly fortified (+2 Brawn, Fort, Ment) or briefly shielded (+2 Armor and Ref).

Redirecting Parry

Standard action

Rank 3

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This maneuver functions like the total defense ability, except that you gain an additional +2 bonus to your Armor defense if you are using a melee weapon. This bonus is considered to come from a shield, and does not stack with the benefits of using a shield. In addition, choose a creature you can see. Until your next turn, whenever that creature misses with a melee strike, it treats itself as a target of that strike in addition to any other targets. It cannot choose to reduce its accuracy or damage against itself.

Revitalizing Blow

Standard action

Rank 3

Cost: One fatigue level.

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Make a strike. In addition, you regain 1d8 hit points + power.

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The healing increases by 1d6 for each rank beyond 3.

Stunning Shield Bash

Standard action

Rank 3

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Make a melee strike using a shield.

Hit: The target is briefly stunned (-2 defenses).

10.11.3 Rank 5 Maneuvers

Brace for Impact

Standard action

Rank 5

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You briefly are braced (+2 defenses) and take half damage from all sources.

Cleanse

Standard action

Rank 5

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You remove a condition affecting you.

Flamboyant Parry

Standard action

Rank 5

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This maneuver functions like the total defense ability, except that you gain an additional +2 bonus to your Armor defense if you are using a melee weapon. This bonus is considered to come from a shield, and does not stack with the benefits of using a shield. Until your next turn, whenever a creature misses you with a melee strike, it becomes dazzled (20% miss chance, no special vision) as a condition.

Fortifying Force

Standard action

Rank 5

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Make a strike that deals double damage. After making the strike, you are briefly fortified (+2 Brawn, Fort, Ment).

Greater Invigoration

Standard action

Rank 5

Cost: One fatigue level.

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You are briefly empowered. In addition, you regain 1d8 hit points plus 1d8 per 2 power.

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The healing increases by 2d8 for each rank beyond 5.

I Am Your Opponent+

Standard action

Tags: Emotion

Rank 5

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Make an attack vs. Mental against all enemies adjacent to you.

Hit: The target is goaded (-2 accuracy vs. non-goading creatures) by you as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Shield Bash+

Standard action

Rank 5

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You are briefly shielded (+2 Armor and Ref). Make a melee strike that deals double damage using a shield.

10.11.4 Rank 7 Maneuvers

Bracing Blow

Standard action

Rank 7

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Make a strike that deals triple damage.

Hit: You are briefly braced (+2 defenses).

Prepared Defense+

Standard action

Rank 7

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Make a strike with a -1 accuracy penalty that deals triple damage. Then, you can choose to either be briefly fortified (+2 Brawn, Fort, Ment) or briefly shielded (+2 Armor and Ref).

Reflective Parry

Standard action

Rank 7

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This maneuver functions like the total defense ability, except that you gain an additional +2 bonus to Armor defense if you are not using a shield. In addition, choose one creature you can see. Until your next turn, whenever that creature misses you with a targeted attack, it treats itself as a target of that attack in addition to any other targets.

Revitalizing Blow+

Standard action

Rank 7

Cost: One fatigue level.

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Make a strike that deals double damage. In addition, you regain 1d10 hit points plus 1d10 per 2 power.

Sinews of Steel+

Standard action

Rank 7

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You are briefly steeled (crits deal less damage) and maximized (deal max damage).

Unbreakable Bastion

Standard action

Rank 7

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You are briefly impervious (+4 defenses) to all damage.