1st levelScissor Edge: You list it as a boost, describe it as a strike and give it an immediate action initiation. This maneuver has a conflict of identity but that's very minor. For a level 1 maneuver, it does a lot of stuff, extra movement (without provoking AoOs); extra attack and blocks healing for 1 round. It would likely be fixed by giving it at least a standard action initiation and having it be a strike after all.
It would be strong for a level 1 maneuver if it only blocked healing. The bonus move it pretty good itself. Extra attack as a swift action isn't so bad idea. All of it together... The immediate action initiation that allows you to move to get out of the way of enemy attacks is very strong by itself as well.
Ducking Blow: It is similar but inferior to Scissor Edge by miles (a good thing). It is retrained by only working against melee attacks and you cannot just get out of reach. Even the extra attack is conditional and the damage isn't linked to another weapon. Very good.
Something to note is that a normal pilot procession with a specialization in this martial discipline would be forced to pick this maneuver as it is the only Knuckle maneuver at first level.
Quick March: Move +attack again with a swift action. Can get two attacks with a level 1 maneuver through a swift action; pretty good though the penalty to attacks help. Feels like the maneuvers are raising the bar on what is sufficiently strong for a level 1 maneuver though.
Brave Critical: Lots of potential bonus damage for a level 1 stance but the potential penalty may sort of make up for it. Not sure what is knucklish about it since the focus on Heavy Weapons makes it clearly a Saber stance. Funnily enough, this stance looks great for a ranged heavy weapon user.
Wise Critical: Same but more neat since it allow the initiator to use the other twin daggers maneuvers even without having the upgrades for paired weapons until arsenal access allows it to get arsenal weapons.
2nd levelFlicker Jab: Standard action for multiple attacks (with a "non-weapon", at least) and reduce enemy speed. Sounds like a go-to whenever you've had to spend a move action.
Illusion Rave: It is a bit odd to have a boost that hardly does anything during your turn. It works though it looks like counter that you take on your turn to have it possibly take effect more than once.
Shoot Polka: Another free attack counter to prevent movement. Not sure it prevents teleportation effects from happening anyway except by forcing a concentration check, in case it was intended.
3rd levelStraight Charge: This one is very welcome considering Twin Sabers hadn't got a strike so far. Well, it is a boost but it is Strikish.
I assume the bonus to attack and damage doesn't stack with itself if you initiate it three times in the same round (and perhaps a fullround the previous turn) since it technically all use the same source. Not sure why the move action initiation gets a lower bonus than the swift action.
Is the bonus to attack and damage meant to only affect the attack of an actual charge or an initiator can use it just to buff his next attack?
Also, I'll note that twin-linked weapons attack together only on a standard action or a full-attack action, not with a charge (except for the fullround initiation that specifies it). If it was meant to have a twin-attack with the charge of the quicker initiations, were they both meant to get the atk/dmg bonus or just the first attack of the two. Only asking because the only twin-linked effect is in the full-round initiation and perhaps that wasn't the idea, unless the last line was meant to apply to the whole thing rather than just the fullround initiation.
Also, it is listed as a strike while being a boost.
Crazy Heart: Pretty cool. Mostly a stance you'd switch to after being afflicted since it doesn't help you fight until that's the case.
Surprise Knuckle: A triple attack response before you can even make 2 attacks with a full-attack action. Not sure about that one. Might want to have it scale.
It is listed as a stance while being a counter.
Fake Capture: Basically Ducking Blow as a stance with the attacks coming from the initiator's AoO pool. This one's a stance for an AoO build. But it works well until you get something better if only because it grants bonus to AC against melee attacks.
It is listed as a counter while being a stance. Not sure why it is a Twin Daggers stance given twin-linked weapons do not make a pair of AoOs.
Scar Fugue: "At the end of the charge you may make an attack with a melee weapon instead of the normal attacks."
Not sure I get the condition ; isn't a charge's attack done with a melee weapon already? Or perhaps it is meant to block all the abilities that allow you to do other kinds of attacks with a charge. Either way, it is a great maneuver but offers no resistance against getting pushed along. Normally it should at least grant a bull-rush check (sounds like what's the norm), a save (not the norm for this kind of thing though) or some other means to resist beyond having to dodge the attack. The auto carry-along effect that works no matter what is too strong. Someone could charge a building away with it and a puny creature could push along a colossal one it normally would have no hope to budge and that's much closer to magic than the martial way.
4th levelQuake Howling: Hey, a strike not linked to making attacks! Nice one. Wonder if the height of the area is supposed to be burst off the initiator in a specific way (say, initiator is at its mid-point at one of the extremities). I strongly suspect the height is supposed to remain on the vertical axis unless there's zero-gravity (otherwise it'll likely change the landscape). Since there is no "up to" then the height cannot be reduced so that's a roof killer right there. Gotta plan for collapses. Don't like the auto unavoidable anti-flight, though, especially considering that ability can be used while flying. It could have the Downfall effect against flying enemies and they'd drop based on the damage received. Denying the reflex save also turns this into unavoidable full damage. Maybe ditch the save denial and have it reduce the flight maneuverability down to clumsy for 1 round even on a successful save and fall completely on a failed save? That way normal flight can resist to stay in the air (minus downfall) but cannot hover so they have to keep moving the minimal forward speed or drop.
Surprise Dunk: Another move and attack counter. The only Saber counter. Maybe clarify that the empty adjacent square is adjacent to the one that attacked the initiator. Or adjacent to the initiator's current position - it is not clear though it would make sense if it was the enemy's.
Does this movement screw with the attack's ability to affect the initiator since he is no longer in the same square? As it would then essentially be a "negate an attack, move and then attack some targets" counter. Essentially getting about a full turn's worth of actions with an immediate action.
Wild Rhapsody: Strike-like boost that applies with an actual strike, all right. It is odd that a boost doesn't boost but strikes. Might be a bit strong at level 4 considering the amount of extra attacks it can grant as a swift action when you normally can only do 2 with a fullattack (not counting twin-linked extra attacks).
5th levelDeadly Archer: It's okay. Kind of like an inferior Throw Tomahawk effect but it can be set to make weird combos on the next round. The main kicker for the lower actions is the addition of a weapon quality. The standard action for a heavy weapon use can be useful too.
Pendulum Roll: The best of Surprise Knuckle and Surprise Dunk combined but further out of proportion. So far this discipline feels mostly about squeezing the action economy to the maximum for melee combat purposes. 8 attacks when your full-attacks are still at 2.
It can also move to deny an attack though the defenses it gets against the attack it moves out of could help if he doesn't have to move or remains within an area of effect of some kind. Unless, of course, the intent was that the attack applies anyway (immediate actions in response to an attack typically happen before the attack is resolved). It is mislisted as well though I'll stop mentioning them and get you an updated list later.
Dark Scherzo: Nice one but suffers from the same issues as Scar Fugue; getting moved without resistance and can move stuff that shouldn't be moved so easily. This is also Twin Daggers' only strike (though it gets a few strike-like boosts).
I fly 150-mu above my target, bring it adjacent to me, then have it enjoy the 150-mu freefall. And it provokes an AoO while doing so since falling got it to move within my threatened squares. If I'm on the ground, I can have it appear adjacent on an elevated square to have it fall and provoke an AoO as well. I attack that tower over there and position it adjacent to me, but also right over the head of my enemy.
6th levelAcro Effect: I get the use this one is meant to be for, and the name is pretty clear on it as well, but it feels like it falls greatly short in power compared to the lower level maneuvers. I feel this one belongs at a lower level and could be swapped with one of the stronger maneuvers of the lower levels. I'm not sure if it is even stronger than Scissor Edge (it it had a standard or full-round action initiation), so level 1 to 3 would be more appropriate. Level 3 doesn't have a strike.
Flash Thousand: I don't get why this is a boost; by itself all it does is an attack, so it sounds very much like a strike (has initially listed). The base damage is 1, but that's not usually much of a penalty. The kicker though is that you can then follow with the fullround action to deal a huge number of attack each dealing potential crazy damage. Even more crazy if it gets combined with one of the rare abilities that maximize base weapon damage. And that is before people try to apply weapon size increases to it for being larger than medium.
One could be afraid to push the target too far with the initial pushing attack, making the follow up super-attacks impossible, but pushing weapons make the bullrush optional, so that's not a problem.
Crazy Beat: An immediate activation for a stance? Just making sure it isn't the remains of a counter to stance conversion.
Since this one is a Twin Daggers/Saber stance, should Crazy Heart also be one? Fake Capture could be Knuckles only.
Either way I love it. The enemy position tracker ends when the ill effect ends along with the bonuses?
Just Reversal: Another nice stance. Standing up from prone as a free action is a Tumble DC 30 check and the Super Pilot have tumble as a class skill. Tumbling has such synergy with this discipline's tactics that needing a stance to do it makes it a nice extra to make sure you always pull it off if you're not yet guaranteed to succeed the DC yet, but then it becomes useless.
However, I'll point to you one very easy abuse of this stance, made even easier with the effect to stand up from prone for free: Dropping to a prone position in your space is a free action... which means that you can begin your turn by going prone, then immediately standing up with free actions, and so you always get the bonuses. (but you look weird doing a quick push-up in battle)
Bloody Sarabande: It is good. But oddly, it is at an higher maneuver level than counters that do about the same thing but much better. This one is more reasonable in the number of attacks it can do and at least requires that you are already damaged/inflicted with an ill effect to be triggered, so you cannot deny the attack that triggers the counter by moving out of it, and since it doesn't grant free movement on top and requires you to make a melee attack, the attacker that triggered it has to be close enough for the counter to be of any use. It could be swapped with a lower level one if only because it is more limited.
7th levelBackhand Smash: I actually like it. Surprised Concussive isn't in there instead of disarming when you deliver such concussions. Feels more likely to try to sunder than disarm, in any case.
Deadly Circle: ...this one is way stronger than it seems. It is effectively a strike multiplier. Make a strike that deals an uber attack and BAM, you do it to everyone instead of just the target it is supposed to apply to. Get a twin-linked weapon and get double the strike's uber attack on everyone. Deadly circle indeed.
Symphonic Drive: This is a weaker Pendulum Roll. Made much weaker in trade with unlimited range but it doesn't work against targets within reach. By "may make two attacks with a melee attack", you probably meant "with a melee weapon".
8th levelOrchestra: Since you usually roll to hit before rolling damage (we do both online to save time but in practice one precedes the other), is the cumulative bonus to damage applying on the first hit since you've hit the target? Otherwise, before the Deaf/Blind it is already super good, together it is a bit more than excellent. Something to not, however, is that unlike the pilot feats that empowers you the longer the encounter lasts, this feat has no duration on the buff. Meaning the bonuses keep increasing over multiple encounters. Not a good thing.
Like the pilot feats doing a similar thing, perhaps the bonuses should decrease every turn spent without engaging the target.
Tornado Dance: Not sure what is meant when it requires moving toward an enemy. A move can zigzag around as needed to get everyone within reach. Is this meant to be moving toward an enemy as you would with a charge (aligned to get in melee) or anywhere in the general direction (anything that is at least a little bit closer) of something that can be considered to be an enemy?
It combines amazingly with a bunch of other stuff. Cool stuff but a bit odd in that it is kind of like a permanent strike.
Rumbling Moon: 3-6 attacks counter. Power-wise compared to similar lower level maneuvers, I'd say it is at a proper level.
Meteor Fist: Dangerous in that it allows some strikes to apply twice/thrice. I'm wary of anything that is equivalent or worse than applying the Twin Spell metamagic effect on a maneuver. Pretty cool otherwise.
I note that boosts like those are just begging to be used with the Zeal spirit or other effects that give you another turn.
Raging Waltz: Proper for its level. I understand that the move toward the target is infinite, going through any distance provided the target can be targeted (perceived) though maybe not requiring line of effects, as you move around obstacles.
The question similarly applying for Surprise Dunk, but does this move depend on having the movement speeds to pull it off? Since it denies AoO for movement, it looks as if it requires being able to actually get there but may not be limited by movement speed.
Such as reaching a target in mid-air without having flight (or a sufficient maximum jump check result). If it is needed, would the flight consume energy?
9th levelChaos Riser: Shouldn't there be a way to resist the forced movement? It is listed as a strike (and sure looks like one) but it current set as a boost with a swift action.
Heartless Impact: Quite the ultimate attack! The block on hp/energy recharge that cannot be resisted against can last pretty darn long for a maneuver that can be spammed every round.
Facet Folia: Seems on par with Pendulum Roll (if it denies the attack by moving off) or a bit better. Another one with apparent infinite movement included. It is good.
Overall impression: With so many maneuvers within the same discipline being all about moving and attacking, the general feeling is that they all more or less do the same thing but a bit differently. Some maneuvers do nice stuff in spectacular way and it is obvious that this is meant to be all about melee combat. With such a huge proportion of strikes, boosts, counters and even stances being all about always staying within melee reach and dishing more attacks per round, it feels that the discipline loses a lot of potential to make combat interesting by having many maneuvers do very similar stuff; move+attacks. They get original about it but it is still very similar.
What's there is very strong, though.
The entire Trinity thing is interesting and odd. The discipline wants you to be good at a bunch of different weapons instead of being a specialist. Not sure if being a specialist is something that's important balance-wise to prevent though or if it is just part of the spirit of the thing. Otherwise, the need to cycle between weapons can be encouraged with its discipline feats (to come).
It may be a good idea to make it only possible to learn a single level 9 maneuver so as to not give an advantage over the other mecha disciplines post-level 17.
Also, you most definitely want to include the Type for each maneuver in the maneuvers list. That part is about as important as the description of what it does.
Here's some copy-paste handy for that purpose:
[K] Ducking Blow: Counter –
[T) Quick March: Boost –
[S) Scissor Edge: Strike –
[KS) Brave Critical: Stance –
[T) Wise Critical: Stance –
[K) Flicker Jab: Strike –
[T) Shoot Polka: Counter –
[S) Illusion Rave: Boost –
[T) Straight Charge: Strike –
[S) Crazy Heart: Stance –
[KT) Fake Capture: Stance –
[K) Surprise Knuckle: Counter –
[S) Scar Fugue: Boost –
[K) Quake Howling: Strike –
[S) Surprise Dunk: Counter –
[T) Wild Rhapsody: Boost –
[S) Deadly Archer: Boost –
[K) Pendulum Roll: Counter –
[T) Dark Scherzo: Strike –
[S) Acro Effect: Strike –
[K) Flash Thousand: Boost –
[ST) Crazy Beat: Stance –
[K) Just Reversal: Stance –
[T) Bloody Sarabande: Counter –
[K) Backhand Smash: Strike –
[T) Deadly Circle: Boost –
[S) Symphonic Drive: Strike –
[S) Orchestra: Stance –
[T) Tornado Dance: Stance-
[T) Rumbling Moon: Counter –
[K) Meteor Fist: Boost –
[S) Raging Waltz: Strike –
[S) Chaos Riser: Boost –
[K) Heartless Impact: Strike –
[T) Facet Folia: Counter –
Knuckle ManeuversAny name for the 'weapon' used by these maneuvers? In case an adept whats to get Weapon Focus and the likes for them.