Burning Justice

Most Super Robot pilots don't actually focus on anything and rarely are trained\*, trusting their sheer guts and HOT BLOOD to win battles. Yet in the middle of them kicking logic and reason to the curb and piercing the heavens, one can see a pattern between all of them. That is the Burning Justice discipline. Although it cannot be directly taught, it can certainly inspire a dedicated pupil, and most Burning Justice masters pass their teaching by directly performing them on their students until they get it.

To perform a Burning Justice maneuver, the mecha must know the maneuver. If only the mecha knows the maneuver, use its level for determining effects. If both the pilot and the mecha know the maneuver, use the highest pilot level between them.

Unlike normal martial disciplines, Burning Justice 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.

\* For the record, there are super robot pilots who have the patience to train and focus. This turns them into the fiercest opponents you may find on the battlefield, as exemplified by Major Sanger Zonvolt, the Sword that Cleaves Evil.

Original Thread

## Maneuver and Stance List

### 1st level

Head Beam (Strike): Fire lasers from your head.

Magic Zephyr Sword - Just Kidding! (Strike): Temporarily summon weapon and perform an attack with it.

Throw Tomahawk (Boost): Throw melee weapons at your opponent.

Anger (Stance): Sacrifice defense for attack.

Coolness (Stance): Sacrifice attack for defense.

### 2nd level

Talk with your fists! (Boost): Enemies struck by you can only perform melee attacks for 1 round.

Block (Boost): You turn yourself into a wall to block enemy line of sight and effect.

Rocket Punch (Strike): Throw your fist at your enemy.

Counter-Rocket Punch (Counter): Block enemy attack at range.

### 3rd level

Bury (Strike): Push back opponent, force it into surface it hits

In Fight (Stance): Increase your movement speed and damage with melee weapons.

Chest Blaster (Strike): Shoot massive beam from your chest that hits multiple enemies.

Burning Spirit (Strike): Glow so brightly nearby opponents get blinded.

### 4th level

Multiple Rocket Punch (Strike): Fire both your fists at the same time!

That won't work twice! (Counter): become immune to one kind of weapon.

Buster (Strike): Ram while covered in energy!

### 5th level

Overwhelming Presence (Strike): Stun nearby opponents with your sheer badassery!

Headlong Assault (Strike): Use weapon, become tougher!

Boomerang (Boost): Turn a body part into a ranged weapons which instantly returns to your hand.

### 6th level

Unlimited Blade Works (Strike): Fill the battlefield with weapons.

Drill Rocket Punch (Strike): Your fist becomes a drill, which punches through everything.

Way of the Sword (Stance): Focus on a single melee weapon.

### 7th level

Colossal Strike (Strike): Your weapon grows, and you deliver a single mighty attack with it.

Power Overwhelming (Strike): Release a mighty shockwave.

Swat (Strike): Easily throw opponents out of your way.

### 8th level

Berserker (Stance): Keep fighting beyond your limits.

Break the Unbreakable (Strike): Automatically hit your opponent.

### 9th level

Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike (Strike): Your ultimate attack.

## Maneuver and Stance Explanations

### 1st Level

#### Head Beam

Type: Strike

Level: Super Pilot 1

Initiation Action: Standard

Range: None

Target: One enemy

Duration: No Duration Specified

Save: None

You fire energy beams from your eyes or some other part of your robot's head. Make a ranged touch attack. If it hits, the eyebeams deal 1d6 points of damage per pilot level to the target.

#### Magic Zephyr Sword - Just kidding

Type: Strike

Level: Super Pilot 1

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: No Duration Specified

Save: None

You summon one non-heavy level I weapon from the Arsenal list and deliver a single blow with it. The summoning process is left to the player, and can vary from being dropped from orbit by an ally, conjured from lighting that appears out of nowhere, or even being pulled from the earth below. Regardless, it's something visually flashy that can easily catch people’s attention. The weapon then vanishes at the end of the attack.

For every 3 pilot levels you have, you can summon a weapon of a level higher, up to weapons level VII when you reach pilot level 18.

#### Throw Tomahawk

Type: Boost

Level: Super Pilot 1

Initiation Action: Swift

Range: Personal

Target: You

Duration: End of turn

Save: None

After initiating this boost, you become able to throw melee weapons at a range of 10 feet per pilot level until the end of your turn. The weapons ricochet off of your opponents and instantly return to your hand. Otherwise, attacks made like this still count as melee attacks, and you may use your Str modifier for to-hit and damage bonus.

#### Anger

Type: Stance

Level: Super Pilot 1

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

While in this stance, you gain a bonus on all your damage rolls equal to your pilot level, but all attacks against you deal extra damage equal to half your pilot level, rounded up. Opponents are aware of this.

#### Coolness

Type: Stance

Level: Super Pilot 1

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

While in this stance, your DR increases by an amount equal to your pilot level, but all your attacks suffer a penalty on damage rolls equal to half your pilot level, rounded up. Opponents are aware of this.

### 2nd Level

#### Talk with your fists

Type: Boost

Level: Super Pilot 2

Initiation Action: Swift

Range: Personal

Target: You.

Duration: 1 round

Save: None

After initiating this boost, enemies struck by your melee attacks must make a will save with DC 10+1/2 your HD+Your Str or Dex modifier (whichever is higher), or be forced to attack you with a melee weapon for 1 round. If unable to reach you they must spend their turn trying to get as close as possible.

#### Block

Type: Boost

Level: Super Pilot 2

Initiation Action: Swift

Range: Personal

Target: You.

Duration: 1 Round

Save: None

After initiating this boost, you block line of sight and effect for all opponents, including the squares you fill and the squares you threaten, until the beginning of your next turn. You can still be targeted normally, but any behind you cannot. Your opponents are clearly aware of this boost's effects when you use it.

#### Counter Rocket Punch

Type: Counter

Level: Super Pilot 2

Initiation Action: Immediate

Range: 10 feet plus 5 feet per pilot level ==

Target: One attack

Duration: No Duration Specified

Save: None

You may initiate this maneuver whenever an enemy performs an attack within the range of this maneuver. If you do, make an attack roll at your highest attack bonus against your opponent's attack roll (or save DC if the effect doesn't have an attack roll and allows a save). If you succeed, then the opponent's attack is completely nullified as you heroically block it with your own attack.

#### Rocket Punch

Type: Strike

Level: Super Pilot 2

Initiation Action: Standard

Range: None

Target: One enemy

Duration: No Duration Specified

Save: None

One of your fists detaches and is sent flying at high speed towards your target. Treat this as a melee attack, except you can strike at any enemy within range and line of sight/effect. The struck enemy takes damage as if hit by one of your in-built weapons (plus any special properties) or 2d8, whichever is higher.

### 3rd Level

#### Bury

Type: Strike

Level: Super Pilot 3

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: 1 round

Save: Reflex negates

When you initiate this maneuver, make a single attack with a weapon of your choice. If you hit, your opponent must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be thrown away from you by 5 feet for every 5 points of damage it took, causing attacks of opportunity as usual.

If it strikes a surface, then it takes an extra 1d6 points of damage for every 5 feet it had left in its movement, and it must make another Reflex save with the same DC or be partially buried in the surface, having all its speeds reduced to 5 feet until the beginning of your next turn.

#### In Fight

Type: Stance

Level: Super Pilot 3

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

While in this stance, you gain a bonus to your damage with melee weapons equal to half of your pilot level. In addition, all your speeds increase by 5 feet for every 5 pilot levels you have.

#### Chest Blaster

Type: Strike

Level: Super Pilot 3

Initiation Action: Standard

Range: 5 feet/pilot level Cone

Target: No Target

Duration: No Duration Specified

Save: Reflex Half

When you initiate this maneuver, you shoot a powerful cone of energy from your chest. Creatures caught in the area take 1d6 points of damage per pilot level, plus the higher of your Str or Dex modifiers, unless they succeed on a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers), in which case they take half damage instead.

#### Burning Spirit

Type: Strike

Level: Super Pilot 3

Initiation Action: Standard

Range: 10 foot per pilot level radius, centered on you.

Target: Opponents within Radius

Duration: 1 round

Save: Will Negates

When you initiate this maneuver you start to glow brighter and brighter until you're a gleaming beacon of FIGHTING SPIRIT! Opponents inside the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be blinded for 1 round.

### 4th Level

#### Multiple Rocket Punch

Type: Strike

Level: Super Pilot 4

Initiation Action: Full-Round

Range: None

Target: Up to one enemy per fist fired.

Duration: No Duration Specified

Save: None

As rocket punch, except you may perform iterative attacks gained from having a high Base Attack Bonus.

#### That won't work twice!

Type: Counter

Level: Super Pilot 4

Initiation Action: Immediate

Range: Personal

Target: You.

Duration: 1 minute.

Save: None

When initiating this counter, select one kind of weapon, a spell, a power, a maneuver, or a similar effect that you were struck by on the last round. You become fully immune to the chosen kind of attack for 1 minute.

#### Buster

Type: Strike

Level: Super Pilot 4

Initiation Action: Full-Round

Range: As weapon

Target: As weapon.

Duration: instantaneous

Save: Reflex half

As you advance forwards, you're covered in an energy field that boosts your power! As part of this maneuver, move twice your speed in a straight line. Any opponents in your way must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d6 points of damage per pilot level, plus the higher of your Str or Dex modifiers, and then be moved 5 feet on a straight line on a direction of your choice for every 5 damage they took, causing attacks of opportunity as usual.

If they succeed on the reflex save, they take only half damage, are moved adjacent to your path on a square of your choice and don't cause attacks of opportunity.

### 5th Level

#### Overwhelming presence

Type: Strike

Level: Super Pilot 5

Initiation Action: Standard

Range: 5 feet per pilot level radius.

Target: Enemies inside radius

Duration: Instantaneous

Save: Will negates

When you initiate this maneuver, you stand menacingly and let your opponents understand that you aren't fooling around. Creatures within the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers)or be stunned for 1 round. Dazed if they're immune to stun.

#### Headlong Assault

Type: Strike

Level: Super Pilot 5

Initiation Action: Standard

Range: As weapon

Target: As weapon.

Duration: 1 round

Save: None

When you initiate this maneuver, make an attack at your highest attack bonus. Regardless if it hits, you gain a bonus to your DR, Fort and Will saves equal to 5+1/2 your pilot level, rounded down, for the duration.

#### Boomerang

Type: Boost

Level: Super Pilot 5

Initiation Action: Swift

Range: Personal

Target: You

Duration: 1 round

Save: None

This boost works as Throw Tomahawk, but instead of throwing your melee weapons, you detach a part of your mecha's anatomy, turning it into a mighty thrown weapon that deals 1d6 points of damage per pilot level per attack.

In addition, whenever you strike an opponent with this boomerang you may choose for it not to ricochet back, and instead automatically entangle the opponent, reducing all of their speeds to 5 feet for 1 round.

### 6th Level

#### Unlimited Blade Works

Type: Strike

Level: Super Pilot 6

Initiation Action: Fullround

Range: See text

Target: See text

Duration: 2 rounds

Save: Reflex half

You summon countless melee weapons from somewhere, filling the air around you and creating a deadly metal storm. This maneuver affects one 5 foot cube per pilot level. Each cube must be placed within a radius of 30 feet per pilot level. Creatures inside the cubes must make Reflex saves (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d12 points of damage per two pilot levels. Those attacks gain the Concussive, Disarming, Downfall, Rending or Pinning quality, your choice. If they succeed on the Reflex save, they take half damage and may move to an adjacent, non-affected area. The floating weapons last for 2 rounds.

#### Drill Rocket Punch

Type: Boost

Level: Super Pilot 6

Initiation Action: Standard

Range: Infinite length line

Target: Enemies in line

Duration: No Duration Specified

Save: None

This maneuver affects a line with width equal to your size and infinite length. The attack only stops when it hits a solid surface that is not a creature. Roll to hit as normal against every enemy caught in the line, but this attack ignores half the opponent's Natural Armor bonus to AC, Armor bonus to AC, and DR.

#### Way of the Sword

Type: Stance

Level: Super Pilot 6

Initiation Action: Swift

Range: Personal

Target: You

Duration: Stance

Save: None

When you enter this Stance, select one of your melee weapons. That weapon gains a bonus on attack rolls equal to 1/4th pilot level, and a bonus on damage rolls equal to your pilot level. The weapon also ignores all miss chances, and is not subject to the automatic failure rules of natural 1's.

### 7th Level

#### Colossal Strike

Type: Strike

Level: Super Pilot 7

Initiation Action: Standard

Range: As weapon

Target: As weapon

Duration: No Duration Specified

Save: None

When you initiate this maneuver, make a single touch attack using one weapon. This attack deals double damage and overcomes all DR.

#### Power Overwhelming

Type: Strike

Level: Super Pilot 7

Initiation Action: Standard

Range: 5 foot per pilot level radius centered on you

Target: All creatures within range

Duration: No Duration Specified

Save: Yes

When you initiate this maneuver , all other creatures and objects within the radius must make a Fort save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d10 points of damage per pilot level, plus the higher of your Str or Dex modifiers, and then be pushed to the edge of the radius of this effect plus 5 feet away from you for every 5 damage they took, causing attacks of opportunity as normal. If they impact upon a surface or another creature, they stop, but neither takes additional damage.

If they succeed on the Fortitude save, they take only half damage and are not affected by the movement.

#### Swat

Type: Strike

Level: Super Pilot 7

Initiation Action: Swift

Range: Melee

Target: Any number of creatures within melee range

Duration: No Duration Specified

Save: Reflex negates

You swat at nearby opponents, throwing them away from you. When you initiate this maneuver you may move any number of creatures currently adjacent to you to any space within a 20 foot radius per pilot level, plus they take damage equal to your Pilot level. This movement does not provoke attacks of opportunity. Opponents may attempt a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) to negate the movement and half the damage.

### 8th Level

#### Berserker

Type: Stance

Level: Super Pilot 8

Initiation Action: Free action even if it isn't your turn

Range: Personal

Target: You

Duration: Stance

Save: None

This stance can be initiated as an free action at any time it would drop to 0 or below HP. When you enter it end any ill conditions affecting you with a duration other than instantaneous or permanent. While in this stance, your mecha continues working at 0 or fewer HP. If you're at 0 or less HP, you also add your full Pilot level to damage rolls. At the end of each of your turns, you must make a Will save with a DC of 20+ 1/10th your amount of negative HP, rounded down (for example, if your mecha was at -56 HP, the DC would be 25). If you fail, your mecha immediately ceases functioning. If your mecha somehow returns to positive HP, you automatically exit this stance.

#### Break the Unbreakable

Type: Strike

Level: Super Pilot 8

Initiation Action: Standard

Range: As weapon

Target: One creature

Duration: No Duration Specified

Save: None

When you initiate this maneuver you make single attack that automatically hits the target, ignoring all DR/hardness and any other effect that would reduce/prevent the damage dealt, such as the Guard Spirit, overriding even the Alert spirit. As you do not roll to determine if this attack hits, there is no chance of a critical hit.

You may also use this maneuver to destroy any area effect without HP adjacent to you with a volume equal to your mecha's own or smaller, such as a storm cloud, a magic barrier or similar.

### 9th Level

#### Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike

Type: Strike

Level: Super Pilot 9

Initiation Action: Full-Round

Range: As weapon

Target: As weapon

Duration: No Duration Specified

Save: Yes (See text)

You perform a charge and end it by performing an extremely flashy attack with your favorite weapon. If it hits, this attack is an automatic critical hit, and the target must make a Fort save, a Reflex save, and a Will save, each with a DC of 10+ 1/2 HD + the better of your Str and Dex modifiers, or lose its next turn.