Precognitive Parry

IQ/Hard

Defaults: None.

Prerequisites: Trained by a Master or Weapon Master; Danger Sense or Precognition; and one melee combat skill at 18+.

This skill allows you to parry attacks that normally come in too fast to parry - bullets, beams, etc. - without having Enhanced Time Sense. You must be aware of your attacker for Precognitive Parry to work; it's worthless against true surprise attacks. Whenever an attack that satisfies these criteria would hit you, make a Precognitive Parry roll.

Modifiers: Add the higher of your ESP Talent (p. B256) or Forceful Chi (p. 47).

On a failure, you can't pariy. You may still dodge, if the attack is one that permits a Dodge roll. On a critical failure, though, you believe that the attack will miss and don't even bother to dodge!

On a success, you're alerted to the attack far enough in advance that you can move a weapon or limb to intercept it. You may attempt to parry just as if you were defending against a melee attack. Combat Reflexes and Enhanced Parry give their usual bonuses.

Failure on the parry means you're hit. Success means you interpose your weapon or limb in time. The attack inflicts its damage on whatever you're using to parry. If using a weapon, it's destroyed if reduced to -5xHP after DR (see Damage to Objects, p. B483) -but only damage in excess of this affects you, and your DR protects normally. If using a limb, you're simply hit in the limb instead of in the attack's original hit location. Success by five or more on the pariy, or critical success, deflects the attack without harm to your weapon or limb.

A force sword or force whip doesn't have DR or HP - it's made of energy. A successful parry with such a weapon deflects an energy attack harmlessly and burns up a projectile. Against a really big projectile, the GM may want to roll damage for the force weapon and compare it to the projectile's DR and HP.

Knowing when and where a melee attack, thrown weapon, or slower missile will hit is also useful. You may opt to try a Precognitive Parry roll before an active defense against such an attack. Success gives +1 to your defense. Failure means you misjudge, giving -2. As usual, critical failure means you believe the attack will miss and don't even bother to defend.

Sensitivity*

Per/Very Hard

Defaults: None.

Prerequisites: Trained by a Master or Weapon Master.

Sensitivity represents skill at being hyperaware of a nearby enemy's stance and intent. Choose one opponent - who must be in close combat with you and either touching you, visible, or detected with Blind Fighting - and roll against Sensitivity. This is a free action on your turn.

Modifiers: +2 for Sensitive Touch; +2 for Vibration Sense; the higher of Telepathy Talent (p. B257) or Inner Balance (p. 47); -1 per failed attempt against the subject this combat.

Success gives +1 to all close-combat attacks and defenses against that opponent, and to Blind Fighting, Immovable Stance, Precognitive Parry, and Push rolls made to combat him. Success by 3 or more, or critical success, gives +2. These benefits last for as long as you and your rival stay in close combat. If you leave and return, roll again. You may opt to reroll each turn. You must reroll if you change subjects.

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