Countermoves
Countermoves [Minor] by Iczer
'Yeah..nice dragon punch. pity it's worthless against a true master'
The character can absorb the moves and fighting style of his opponent and develop impromptu reflexes to account for them.
If a fighting move is used against this character, it works perfectly the first time, but suffers a -1 to strike and -2 to damage each subsequent time.
Furthermore, the character becomes accustomed to the defenses of his opponent's, and adds +1 to strike and +2 to damage for each successive melee round of fighting that opponent.
Other abilities: +1 attack per melee against foes with more attacks per melee than him.
Notes: The bonuses remain for up to one hour per level. At the GM's option, the character can retain his bonuses against opponents of similar fighting style (like a horde of ninjas for instance, or a small army of goons, but disappear when changing opponents with different fighting styles).
Countermoves (Minor) by Mephisto:
1. Fighting Form: The character suffers no bonuses when attacked with a particular attack from a particular assailant. If that character continues with the same attack, even within the same melee round the character gets a 30%+3%/level chance to develop an effective counter per attack, adding in a -1 strike and -2 damage penalty to the assailant.
2. Fluid Fighting: The character, with each successive melee round, gets more attuned to the moves and abilities of his or her opponent, and gains +1 to Initiative and +1 to damage, with a 50% chance of gaining an additional +1 to strike and 25% chance of gaining an additional +1 to damage. Other Abilities and Notes: remain unchanged from original power