Trapping
By Sinestus
Takes two or three melees to employ. For the first melee, only defensive actions may be used, so that the fighter can "get" his opponent's rhythm. After that, the fighter has two options: Cluster Strike, or Countering. Cluster Striking may occur in the second melee (thus ending the technique), and requires the fighter to defend until the opponent has used all but his last two attacks, at which point the fighter can power block/parry the next attack, and immediately follow up with a half his melee attacks in a single action (defending the attacks after the power block/parry is done at half); however, if the power block/parry is successfully defended against the other attacks cannot occur.
Countering requires the fighter to sacrifice another melee to pure defense, then, during the third melee, the fighter may auto-power block/parry all his opponent's attacks (effectively doubling his own). All power block parries deal 1D4 + claw damage to main body. Strikes following the power block/parry receive no the P.S. damage bonus if the power block/parry is defended successfully. (Thus each action gets power block/parry [parry with 1D6 strike] followed by strike)

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