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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Rank 1 |
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You briefly take half damage from all sources.
10.11.2 Rank 3 Maneuvers
| Cleansing Blow | Standard action |
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Rank 3 |
Cost: One fatigue level.
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Remove a condition affecting you. Then, make a strike.
| Prepared Defense | Standard action |
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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 |
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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 |
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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 |
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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 |
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Rank 5 |
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You briefly are braced (+2 defenses) and take half damage from all sources.
| Cleanse |
Standard action |
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Rank 5 |
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You remove a condition affecting you.
| Flamboyant Parry | Standard action |
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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 |
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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 |
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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 |
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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 |
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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 |
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Rank 7 |
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Make a strike that deals triple damage.
| Prepared Defense+ | Standard action |
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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 |
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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 |
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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 |
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Rank 7 |
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You are briefly steeled (crits deal less damage) and maximized (deal max damage).
| Unbreakable Bastion | Standard action |
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Rank 7 |
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You are briefly impervious (+4 defenses) to all damage.