Author Topic: Into the Danger Zone  (Read 4323 times)

Offline oslecamo

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Into the Danger Zone
« on: September 13, 2012, 04:43:51 PM »
Into the Danger Zone

I'll kick all your asses!

History
Every robot pilot shares a taste for danger. What else could motivate them to step inside giant machines that could easily become their coffins, when there's plenty of advances on pilot AIs and remote control systems?

The Into the Danger Zone school was buillt on that adrenaline rush every pilot craves, seeking tougher battles, charging right at the enemy and facing overwhelming odds. Hiting your oponent non-stop, turning the enemy numbers against themselves, keep moving ahead, pushing your mecha to its limits it's what this school is all about. It is taught to Super and Real Pilots alike as a base before more advanced schools, and even the lowest grunts know a trick or two from it.

Unlike normal martial disciplines, Into the Danger Zone maneuvers do not need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.

1st level
Chain Attack: Strike– Hit all adjacent oponents to you.
Iron Blow: Strike–make normal attack, your opponent can't react to it.
Adrenaline Rush: Boost-Get pumped up.
Engine Overload: Stance–Move faster by expending extra energy.

2nd level
Cripple generator: Strike– Deal damage to the enemy energy instead of HP.
Parry: counter–Try to block enemy attack with your own. Doesn't consume any action.

3rd level
Iron fury:Strike– Quickly move between your oponents while striking them.
Iron Charge:Stance– gain AC and save bonus for moving faster.
Unbreakable Will:Boost- stop harmfull effect from afecting you.
 
4th level
Pile them up: Strike– make your oponents crash each other!
Fighting Spirit: Counter– re-roll missed attack, or force oponent to re-roll a save against one of your attacks.

5th level
Iron Wave: Boost–Your attacks push back oponents!
Into the breach!: Strike-quadruple move, then attack!

6th level
Graze:Counter-Gain dodge bonus against one attack, then gain attack bonus if it misses.
Squad Breaker: Strike– hit multiple enemies with a single blow.
Speed Devil: Stance–hit harder the more you move each turn.

7th level
Gamble: Boost–open your defense, deliver devastating attack in return.
Mecha Kick!: Strike–improvise powerfull attack with your machine's limbs.

8th level
Battle Lust: stance– The more damage you deal, the stronger you get!
Rout the Army: Strike- Perform full attack against multiple oponents!

9th level
Override: Strike-keep attacking untill you  run out of ammo/energy.

Maneuvers explanations:


1st level

Chain Attack
Into the Danger Zone (Strike)
Level: Any Pilot Class 1
Initiation Action: Standard action
Range: Adjacent oponents
Target: All whitin range.
Duration: instantaneous
Save: None

You strike once at every enemy adjacent to you with a weapon of your choice. If you use a ranged weapon it doesn't trigger attacks of oportunity.

Iron Blow
Into the Danger Zone (Strike)
Level: Any Pilot Class 1
Initiation Action: Standard action
Range:  As weapon
Target: As weapon
Duration: instantaneous
Save: None

Make one attack with a weapon of your choice. No oponents can take immediate and/or free actions untill it is resolved.

Adrenaline Rush
Into the Danger Zone (Boost)
Level: Any Pilot Class 1
Initiation Action: Swift action
Range:  Personal
Target: You
Duration: 1 round
Save: None

For the duration of this boost, you gain +2 to damage rolls and DR plus another +2 per 5 PL and count as having been fighting one round longer against every opponent for the purpose of the Attacker, Guardian and Predict feats.

Engine Overload
Into the Danger Zone (Stance)
Level: Any Pilot Class 1
Initiation Action: Swift action
Range: none
Target: you
Duration: stance
Save: none

 While in this stance, you gain a bonus to all your speeds equal to 5 mu per pilot level, but you lose one extra energy for every 5 mu you move.

2nd level
Cripple Generator
Into the Danger Zone (Strike)
Level: Any Pilot Class 2
Initiation Action: Standard action
Range: as weapon
Target: as weapon.
Duration: Instantaneous
Save: none

Perform an attack with a weapon of your choice. If it hits, it deals damage to your oponent's energy instead of of it's HP. All defensive abilities apply normally.

Parry
Into the Danger Zone (Counter)
Level: Any Pilot Class 2 
Initiation Action: Free action (even if it isn't your turn)
Range:  you
Target: none
Duration: instantaneous
Save: none

You can initiate this counter when an enemy would hit you with an attack. Make an attack roll with the weapon you last used on your turn. If it exceeds your oponent's attack roll, the attack is blocked. Note this maneuver is a free action, and thus you can use it multiple times in a round. But for each sucessive parry you do in a single round, you take a -6 penalty on your attack roll. Parry cannot be used against attacks that automatically hit regardless of AC such as a natural 20 or an attack buffed by the Strike spirit.

3rd level
Iron Fury
Into the Danger Zone (Strike)
Level: Any Pilot Class 3
Initiation Action: Fullround action
Range:  as weapon
Target: see text
Duration:  Instantaneous
Save: No

When you initiate this maneuver you move up to your speed and choose one of your weapons. Every time you pass adjacent to an oponent during this maneuver you may attack them with said weapon. You don't cause attacks of oportunity for moving neither for using a ranged weapon with this maneuver (but you still must fire at point-blank range). You cannot attack each opponent more than once with this maneuver.

Iron Charge
Into the Danger Zone (Stance)
Level: Any Pilot Class 3
Initiation Action: Swift action
Range:  None
Target: You
Duration: stance
Save: none

While on this stance, you gain +1 to your AC and saves for every 15 mu you moved in a straight line during your turn that last until the start of your next turn. Only basic move actions or movement as part of a run/charge/whitdraw action count towards this bonus, not forced movement or movement as part of other actions such as attacking with a melee Area weapon or a maneuver that makes you move.

Unbreakable Will
Into the Danger Zone (Boost)
Level: Any Pilot Class 3
Initiation Action: Swift action
Range:  You
Target: You.
Duration: instantaneous
Save: No

You may perform this maneuver even if you would be normally unable to take actions willingly or not. Select one spell, effect or condition currently affecting you, except death. You can ignore it for 1 round per Pilot Level.

4th level

Pile them up
Into the Danger Zone (Strike)
Level: Any Pilot Class 4
Initiation Action: Standard action
Range:  As weapon
Target: See text
Duration: instantaneous
Save: No

When you initiate this maneuver perform a normal attack with one of your weapons. If you hit, your oponent is flinged 5 mu for every 5 damage it took in a direction of your choice.  If it hits another oponent, they each take 1d6 damage for every 5 mu it still had to be flinged away. Then they're also flinged togheter on a new direction of your choice, repeating the process if they hit a new oponent. This continues untill the flinged oponents stop before hiting a new target or there's no more targets. This movement doesn't cause attacks of oportunity.

Fighting Spirit
Into the Danger Zone (Counter)
Level: Any Pilot Class 4
Initiation Action: Immediate action
Range:  None
Target: you.
Duration: Instantaneous.
Save: None

You may initiate this counter when you fail on an attack or your oponent suceeds on a save against one of your abilities. The attack/save is re-rolled and the new result taken.

5th level
Iron Wave
Into the Danger Zone (Boost)
Level: Any Pilot Class 5
Initiation Action: Swift action
Range:  You.
Target: You
Duration: 1 round
Save: Yes

For the duration of this boost, all your attacks cause oponents to be flinged in a direction of your choice when hit by your attacks, at a rate of 5 mu for 5 damage taken. They don't take extra damage for crashing against anything, but this movement provokes attacks of oportunity by your allies.

Into the Breach!
Into the Danger Zone (Strike)
Level: Any Pilot Class 5
Initiation Action: Fullround action
Range: As weapon
Target: As weapon.
Duration: Instantaneous
Save: None

When you initiate this maneuver, move up to four times your speed, then deliver a normal attack.

6th level
Graze
Into the Danger Zone (Counter)
Level: Any Pilot Class 6
Initiation Action: Immediate action
Range:  you
Target: you
Duration: see text
Save: No

Initiate this maneuver you're targeted by one attack. You gain a dodge bonus equal to half your pilot level untill the beginning of your next turn. For each attack missed, you gain +2 on your attack rolls for your next turn.

Squad Breaker
Into the Danger Zone (Boost)
Level: Any Pilot Class 6
Initiation Action: Standard action
Range:  See text
Target: See text
Duration: instantaneous
Save: none

When you initiate this maneuver, double your reach and perform two attacks against each oponents whitin reach with one melee weapon of your choice.

In alternative, fire a ranged weapon at a square twice. The shots explode in a burst with a radius equal to 5 x half your pilot level in mu. Enemies caught inside the explosion must suceed on two reflex saves with DC equal to your attack rolls. For each failed save they take damage as if struck by your weapon.

Either way if it's a Heavy weapon, make only one attack instead.

Speed Devil
Into the Danger Zone (Stance)
Level: Any Pilot Class 6
Initiation Action: Swift action
Range:  none
Target: you
Duration: stance
Save: none

While on this stance, you gain +1 to your attack and damage rolls for every 20 mu you moved during your turn.

7th level
Gamble
Into the Danger Zone (Boost)
Level: Any Pilot Class 7
Initiation Action: Swift action
Range: you
Target: you
Duration: untill end of turn.
Save: none

When you initiate this maneuver, choose an oponent. That oponent can automatically perform an attack with a weapon of his choice against you, and you count as flat-footed against it. If you're still alive and able to take actions after this attack, double your critical threat for all your weapons when attacking said oponent, and you automatically confirm critical threats against it as well, untill the end of this turn.

Mecha Kick!
Into the Danger Zone (Strike)
Level: Any Pilot Class 7
Initiation Action: Standard action
Range:  One oponent
Target: One oponent
Duration: instantaneous
Save: No

As part of this maneuver you attack with one of your mecha limbs, usually a leg, while shouting at the top of your lungs. This attack doesn't have any extra attack bonus, but it has the Power and Rending propeties. It deals 1d12 damage per Pilot Level.

8th level

Battle Lust
Into the Danger Zone (Stance)
Level: Any Pilot Class 8
Initiation Action: Free action even if it isn't your turn
Range: None
Target: you
Duration: stance
Save: none

While on this stance, at the begginning of each of your turns you gain a bonus to Str and recover HP equal to 1/10 the highest damage value you inflicted on the previous turn  on an enemy (not taking in account DR/hardness or reductions). So for example if you inflicted 50, 30 and 25 damage on the last round, the Str bonus would be +5. The Str bonus resets to zero at the start of your next turn or when you change stances, whichever happens first.

Rout the Army
Into the Danger Zone (Strike)
Level: Any Pilot Class 8
Initiation Action: Standard action
Range:  as weapon
Target: see text
Duration: instantaneous
Save: none

As part of this maneuver perform a full attack. All oponents on a burst with radius equal to five times your pilot level are targeted by that full attack.

9th level
Override
Into the Danger Zone (Strike)
Level: Any Pilot Class 9
Initiation Action: Standard action
Range:  As weapon
Target: As weapon
Duration: Instantaneous
Save: Yes

Choose a weapon and perform an attack with it. If you hit, you can keep attacking with that weapon untill you're unable to use the weapon anymore due to lack of energy/ammo. You cannot benefit from any action to recharge your ammo or energy while performing this maneuver. If you use this maneuver with a weapon that doesn't consume energy or ammo, you simply make six attacks with it.

« Last Edit: April 27, 2019, 05:32:26 AM by oslecamo »

Offline ketaro

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Re: Into the Danger Zone
« Reply #1 on: January 05, 2014, 08:15:55 AM »
(click to show/hide)

So what's stopping you from staying in the Stance forever and gaining 600 Strength an hour?
Oh, on 2nd glance, I guess thats not how the Strength bonus works.......

Also Route the Army (8th level) is probably not suppose to be a Counter?
Speaking of, and might as well take a glance at the others, but is Unbreakable Will (3rd level) suppose to be a Standard action as a Counter? As read though it actually looks like a Boost :/

Offline oslecamo

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Re: Into the Danger Zone
« Reply #2 on: January 06, 2014, 07:11:57 AM »
Clarified Battle Lust, Route the Army is a Strike, Unbreakable Will is a boost. Thanks for pointing it all out!