Superhuman Parry
Superhuman Parry(first part minor, but if both are given then it is major) by Mr. Twist
This super power gives the character reflexes that go well beyond the limits of what could ever be considered natural. When dealing with normal melee weapons and hand to hand combat, the character shows off some of their reflexes in their uncanny ability to parry attacks. When dealing with projectiles, though, the super being's true abilities shine. Normally, their hands move to parry objects with uncanny speed, sometimes so fast the eye cannot see them. When dealing with projectilesor multiple attackers, they visibly blur, leaving trails in their wake.
Duration: This power is activated at the speed of thought(less than one melee action) and lasts as long as the character is in combat.
1. Bonuses:
When dealing with normal hand to hand attacks, the character can attempt to parry with a +8 bonus, as long as their arms have a free range of motion. This can even be done in most body and power armors. Only those that severely hamper arm movement cancel these bonuses. Yes, if you don't have arms but instead have tentacles, you still get the bonuses.
Energy blasts and projectiles can be parried. Unfortunately, the minor version of this power gives no extra protection to the person. So, parrying a projectile will cause normal damage to the character. Instead of the normal rules dealing with parrying projectiles, the character can do so with only an unmodified roll(PP bonuses do apply, but nothing else). If this power is taken as a major, then the character's hands are invulnerable to all damage from which they parry, including magical weapons and psionics. Also, as a major, the character gets a +3 bonus(including PP), only, to parry projectiles.
2. Circular Parry: The character goes almost completely on the defensive with this ability. They become totally aware of all possible attackers within 10ft. When doing this, they cannot be surprised in melee, and are able to parry all melee attacks directed at them. Unfortunately, they are limited to two attacks per melee when doing this, and cannot move(moving more than a foot or so) without deactivating this ability. This is used for dealing with multiple melee opponents. Instead of the limit of 4 attackers being able to attack without getting in each other's way, only three are able to attack this character when they activate this sub-power.
Limited to the Major version only:
3. Deflect Attacks: The super being is fast enough that now they are not only able to parry attacks, but now can deflect them back at their origin(or others). This only applies to physical attacks, not energy blasts and such. First, the normal parry roll is made. Then, if successful, the being with this power makes a strike roll. This strike roll is made as normal for whatever type of attack is being deflected(modern weapons are treated as fired wild), but done on a straight, unmodified roll. The recipient of the attack can parry(if possible) or dodge as normal. In the case of projectiles, a -2 is applied to the strike roll. This strike does NOT take up an attack.
4. Catch Attacks: While deflecting attacks can be impressive, even more impressive is watching someone with this power catch objects used to attack them with. When attacked, if a successful parry is rolled, the super being can opt to catch the object. For melee weapons and hand-to-hand strikes, this means a grapple will ensue. For this purpose, the character does not have the usual bonuses given by this power. Instead, the character has a +4 instead of the normal +8, and only a +1 vs. projectiles. This ability, like the previous one, can only be used on physical attacks. It is impossible to catch energy attacks.