Subject: Physical Education
Alignment: Sanguine
Orientation: Kinesthetic
Position: Gatekeeper

(Coloured by Taejira)
Orrys is a go, go, go kinda guy. He's like a drill sergeant in that "You are not dead!" kind of mentality, but he's much nicer than that. It's no secret he prefers Kinesthetic alignments, and really wishes Academics would just stay in the library...bu this is mostly because he feels guilty when they get hurt in his routines and exercises.
Base Action
The techniques learned in Physical Education are considered Base Actions in the Battle System. Here are the Base Percentages for the various techniques:
Lesson One
Punch, Kick, Dodge, Block => 30%
Any other Lesson One Technique => 35%
Lesson Two
Fly, Grapple, Trip, Knee, Elbow, One-Knuckle Punch, Two-Knuckle Punch => 40%
Any other Lesson Two Technique => 45%
Lesson Three
Varies => see RP Manager for assistance
Lesson One: Sparring
Skills can be used in the Arena to spar with classmates in order to learn how to Duel, and eventually how to fight. Every Empyrean can fight, not just the Kinesthetics, so listen up!
There are three Orientations, and three types of Fighting Skills - that's one for each Orientation - Academic Skills, Journeyman Skills and Kinesthetic Skills.
Here are you basic Skills for Stage Zeros, alogn with what type of skill it is, (A for Academic, K for Kinesthetic and J for Journeyman):
Punch - K - A closed-hand attack
Kick - K - A strike with the foot
Grab - J - The act of grabbing an opponent in proximity to elad into another move or protect yourself from a strike.
Block - J - A block with the extremities to protect core targets, like the organs of the torso, the face, head and genitals - 'Cuz that hurts!
Throw - K - The act of tossing an opponent off balance or to the ground if they fail to recover.
Dodge - A - A quick movement to avoid a strike.
Dash - A - A swift run or leap to close distance between parties or to create more distance.
Flank - A - A sidestepping move to get behind an opponent - Gotta be quick tho' or he'll turn an' clock ya one!
Feint - A - Making a fake attack to psyche out your opponent or distract their attention while you strike your real goal.
Snap - A - The skill of making your movements go from still to full speed in a split-second.
Focus - K - The skill of making a moving strike stop suddenly and be instantly solid. This is really important to learn so none o' you kiddies gets hurt.
Speed - A - The skill of learning quickness and deftness of movement. Light on your feet and fast reflexes!
Strength - K - The skill of hitting hard. It isn't many strikes, but sometimes one is enough. Uses a lot of energy though, make sure you can handle it!
Terrain - J - The skill of keeping sure footing - especially when the arena gets a lil banged up or you're outside them walls in the real world...Things can get pretty messy out there.
Tumble - J - The ability to fall safely and not get hurt. Whether you've screwed up a jump or you've been dropped to the ground from a throw, this'll make sure you get up in one piece.
Tactics - A - The ability to plan a few attacks ahead and determine what your opponent is gonna do next. Type what you think the opponent will do for the next two moves, based on what they have done. If you are right, your attacks do more damage.
Jump - J - The skill of jumping up to avoid an attack, gain more strength or feint an opponent.
Stamina - J - This is the ability to hold up your energy levels for longer periods of time. sometimes if you can just wait it out, you'll be the last one standing.
So, how does all this work, then?
It's actually Pretty Simple. All Stage Zeros have a 10 points when they begin a sparring match. Each Skill will do a certain number of points of damage to your opponent, or protect a certain number of points of damage. The first student reduced to Zero points loses the match. For each win, a Student earns 1 extra point to go into a duel with from what they have learned.
The goal is NOT to hurt each other, but to learn how to fight and react to an attack. We've got to help each other get stronger, afterall, we're all on the same side here.
If see any funny business, or if any of the students come to me in the Teacher's Lounge complaining of foul play. I'll not be happy, and there will be punishments for those who do not follow the codes of conduct.
At Stage Zero, we really don't expect you to succeed more than 50% of the time, so relax if you make a mistake, or lose a battle. It isn't the end.
If your rolls tie, then both the attacker and the defender's moves are worth half points. If the half value is an odd number, round up if you are a kinesthetic or if you are a journeyman facing an Academic; round down if you are an Academic or a journeyman facing a kinesthetic.
Steps to Sparring
1.) First you need an opponent. You can't just attack someone. Find someone who's willing to spar you, and set up a time when you're both free to practise.
2.) In Each post you make in the Arena, post at the top your Empyrean Name = how many points you currently have.
3.) Now, to use skills, you declare what skill you are using in your post. Don't go screaming "Super Stigma Snap Attack!!" or anything dumb like that, just describe what you're going to do.
4.) Wait for your opponent to respond. No hit is automatic. Give him or her a chance to counter. That's it. We're learning how to play nice together.
5.) If you succeed, the opponent will update their remaining points at the top of their next post when they respond how they attack back or how they counter.
6.) If you block, you then have a chance to Counter. A counter in any attack or move you want to use to try to get the upper hand. Your opponent now has a chance to try to block you, and so on.
7.) When one student's points drop to zero, the match is finished. If your final move would take out 4 of the opponents remaining 2 ponits, you can't use such a debilitating strike. At this level you can only hit lightly, so hit according to what the opponent can handle.
8.) Always thank your opponent for the match, regardless of win or lose. Make sure no one got hurt.
9.) If you plan on making a habit of sparring, keep track of your fights, dates and win record.
10.) If you lose a fight you go back to base points. Forexample, if "Zep" wins four battles in a row, he goes into his 5th battle with a starting ponit status of 14 points - his base 10 plus 4 bonus for winning. If he loses that 5th battle, he goes back to 10 points for his next battle, and his opponent adds one point to their win record.
11.) If you can't play fair and can't fight by the rules, you will be banned from the Arena and not allowed to compete in later stages.
Points Values
Each skill has a point value. Depending on what Orientation you are, and what Orientation the skill is set for, there are some simple modifiers.
If an Academic uses an Academic Skill, the skill's point value increases by one.
If a Kinesthetic uses a Kinesthetic Skill, the skill's point value increases by one.
If a Journeyman uses a Journeyman Skill, the skill's point value increases by one.
If an Academic uses a Kinesthetic Skill, the skill's point value decreases by one.
If a Kinesthetic uses an Academic Skill, the skill's point value decreases by one.
If a Journeyman uses an Academic or Kinesthetic skill, the skill's point value does not change.
If an Academic or Kinesthetic uses a Journeyman Skill, the skill's point value does not change.
The following list shows the skills, their orientation types and their point value:
Punch - K - 3 damage
Kick - K - 4 damage
Grab - J - 2 defend
Block - J - 3 defend
Throw - K - 3 damage
Dodge - A - 4 defend
Dash - A - 2 defend/ +2 to next successful consecutive attack
Flank - A - +2 to next successful consecutive attack
Feint - A - +1 to next successful consecutive attack
Snap - A - +2 to defend/+1 to attack
Focus - K - +3 to attack/+2 to defend
Speed - A - +1 to attack/+3 to defend
Strength - K - +3 to attack/defend
Terrain - J - +4 to attack or defend
Tumble - J - +5 to Defend
Tactics - A - +5 to Attack if guess was correct. No Post Edits allowed save typo errors
Jump - J - +2 to defend/+1 to attack
Stamina - J - +1 per each consecutive turn in which damage has been dealt to the opponent regardless of whether or not you've sustained damage too. ie. 4 turns of damage = +4 to attack/defend. ((For Jouneymen, the +1 bonus applies to the total only.))
At Stage Zero you may only use one Skill per post, and must wait for the opponent to respond by setting up, attacking, defending or waiting to see what you will do.
Lesson Two: Martial Arts
Martial arts are advanced Fighting skills that can be learned once the basics of Sparring are learned. These are skills that can be used in sparring, war or duelling. In some cases they are more advanced or more refined versions of previously learned basic skills. In these cases, it is important you learn the basic version prior to studying the more complex form. For example, to learn any of the hand strikes, you need to first learn the Punch skill. Some of the Martial arts skills require the rolling of a different die, designed to give you better odds of success because the skill is more advanced. When the skill requires different dice than normal, it will be listed in its description; in all other cases, continue using the normal 10-sided dice.
Fly - A - The use of Flight in Battle. It increases any Dodge, Dash, Flank or Feint by 4 points.
Trip - A - The use of the feet, Tail or (hands if you are on the ground) to Trip an opponent. A successful Trip forfeits your opponent's next turn.
Grapple - K - The act of locking forces with your opponent, whether it be empty handed or with weapons. The point of Grapple is to try and disarm/throw your opponent off balance. As this is a test of strength and balance, the one who fails in the Grapple automatically fails their next chosen move (1 dice roll).
Knee - J - A strike with the front of a bent knee to hit joints, soft bones (like the elbow or shin), nerve plexes and Chakras to do damage. Does 4 points of Damage.
Elbow - J - A strike with the point of a bent elbow to hit nerve plexes, soft muscle (such as biceps or lats to cause charlie horses), chakras and blood vessels to do damage. Does 3 points of Damage.
One-Knuckle Punch - A - A strike with the hand formed by tucking the thumb into the curled last three fingers and bracing the first finger bent against the knuckle of the thumb. The point of the semi-extended and bent first knuckle is used to jab energy lines in the body in the form of Accupressure/Accupuncture. Successfuul use of One-Knuckle Punch does 2 points of Damage and prevents use of Essence/Ether/Chakra manipulation for two turns following (Including the casting of Magic). NOTE: Knowledge of Rhetoric is required for use of One-Knuckle Punch.
Two-Knuckle Punch - J - Two-Knuckle Punch is formed similarily to One-Knuckle Punch, with the difference of the first two fingers being braced with the tucked thumb. It requires a little more force than One-Knuuckle Puunch, and targets the Lymph nodes and Lymph Vessels int he body, which are resonsible for immunity and recovery. It does 2 points of damage and causes the body's resilience towards statuus-changing effects, like Poisons, Gasses, Salves etc to lower by 30% until the end of the Fight.
Shuto - J - Shuto, or Knife Hand, is formed by holding the hand rigid, with fingers extended and held tightly together. The elbow is kept bent solid at 90% and the arm moves in this position from the shoulder to strike with the outside edge of the hand and forearm. Shuto is effective as a block that also deals damage, especially against grabs and punches. It defends from 3 Points of Damage and deals 1 Point of Damage to the opponent.
Haeto - J - Haeto is a hand strike that is whipped out. The hand is held firm, with palm facing the floor and thumb tucked tightly under the fingers against the palm to create a flat striking adge ith the back of the thumb/hand region. The arm strikes out in a straight lnie, and at the end of its extension, the hand hooks back to strike the neck, base of the skull and upper back (lungs) of the opponent. Haeto does 2 points of Damage, and stuns the opponent for 1 turn. If used successfully with Head Targeting, Haeto can stun for two turns.
Nukite - K - Nukite, or Spear Hand, is similar to haeto in appearance, but qutie distinct in hitting form and use. Nukite is formed by making a hand like Shuto, with palm turned perpendicular to the floor and elbow 98% straight (never lock your elbow!). The striking point is the very tip of the fingers which are thrust straight forward to jab throat, eye, solar plexus, groin, kidneys, soft organs etc. Nukite imbues a force of Essence into its strike, and does deep tissue damage more than it hurts the body of the surface. Most effective when coupled with Essence manipulation. Nukite does 3 points of Damage; with Essence Manipulation it does an additional 1 point of Damage per Stage of Empyrean - regardless of Orientation.
Ageuke - J - Ageuke, or Rising Block, is formed by bending the elbow at a 135-140 Degree angle and lifting it across the body and up above the head. Its blocking area will catch incoming blows from the navel to the top of the head, and the blow wll hit or glance off the forearm (depending on how good you roll). Ageuke defends 3 Points of Damage.
Gedanburai - J - Gedanburai is a low block, which starts p by the opposite ear tot he hand used to block, moves across and down the body, stopping with the fist just above the same-side knee, and the elbow facing up (the arm should end up with the same degree as Ageuke). Gedanburai blocks everything from the chest down to the thigh with the outer forearm. It defends 4 points of Damage.
Sotouke - K - Sotouke, or Outside Block, crooks the arm at a 45 degree angle behind the body like you are about to throw a baseball pitch. it pulls in tight in a straight lnie, and the presses out in front of the body with the fist twisted intoa locked position. Sotouke is perfect for sweeping aside attacks ranging from your nose to navel, and is especially useful in getting yourself to the outside of the striking arm of your opponent. It blocks 2 points of Damage, and if successful, grants you an additional move before your opponent can strike.
Uchiuke - K - Uchiuke, of Inside Block, starts at the opposite hip from the hand blocking and rotates the fist and arm up around the folcrum of the elbow which should not move. Uchiuke also blocks incoming attacks from the nose to navel, but is a perfect lead in to a Grab. It blocks 2 points of Damage, and if successful allows you to make a Grab with difficulty lowered by 12%.
Heisoku-dachi - A - (閉足立) Feet together stance. This stance has little balance or protection, but it allows you to move quuickly in any direction. It lowers difficlty of actions relying on speed by 5%.
Musubi-dachi - J - (結び立) Heels together, toes open at about 30 degrees. A little more stable than Heisoku, but not by much. Musubi is useful for those needing to dodge quickly. Lowers Difficulty on Feint, Dodge, Block by 7%.
Musubi-dachi-heiko - A - From musubi-dachi, open heels until both outer edges of feet are parallel. A narrow fighting stance. It does not allow strong movement, and raises difficulty on Feint and Dash by 5%, but lowers difficlty on Jump, Fly, and Releasing and Familiar by 8%.
Hachiji-dachi - A - (八字立, natural stance) Open toes from musubi-dachi-heiko in a comfortable relaxed position. Basic Standing Position, what looks like a casuual and comfortable position. This stance allows easy movement for any Orientation, but is especially good at catching your opponent off guard. It lowers difficulty on Tactics, Feint and Dash by 5%.
Uchihachiji-dachi - J - (内八字立) Open heels from musubi-dachi so that heels point outward and toes inward. A slightly difficult stance to master, as it can throw beginners off-balance. It lowers your balance and stability by 4%, but raises your Blocks by 2%, and increases the potency of your Essence Manipulation by 8%.
Heiko-dachi - J - (平行立, parallel stance) Open heels from hachiji-dachi until outer edges of feet are parallel. With feet a little wider than "natural" this stance should have your feet paralel with your shouler width. This stance gives a bonus of 5% to any stance done following it, and enhances Tactics, Meditation, and any Rhetoric skill by 8%.
Moto-dachi - A - (基立, basic forward stance) The stance is shin length and around two fist widths wide, with both legs slightly bent, the front foot facing straight forward and the back foot pointed outward at about twenty degrees. The body should be squarely forward. Moto-Dachi gives a bonus to Blocking and Dodging of 8% to Academics, 6% to Journeymen and 4% to Kinesthetics.
Zenkutsu-dachi - K - (前屈立, long forward stance) Like Moto-dachi but one foot length longer. This Stance is all about forward thrust and forward stability. It gives a bonus to any forward struck attacks, like Nukite, forward punches, front thrust or front snap kicks, of 2 Points of Damage. It lowers mobility by 10%.
Han Zenkutsu-dachi - J - High forward stance. Like Zenkutsu-dachi, but slgihtly mroe mobile, lowering mobility by only 5%, and offering only 1 extra Point of Damage to forward-thrusting attacks.
Naianchin-dachi - K - The feet should be parallel, and shin length plus one fist wide, with the knees slightly bent. Legs and buttocks should be tensed upwards, while keeping the weight low and the knees bent inwards. This stance has strong tension in the legs. a difficult stance to master, as it requires uuse of energy and Muladhara Chakra. This stance is grounding, and once achieving this stance, the practitioner cannot be Tripped, Thrown, or Bested in Grapple. As soon as they move from their location, however, these immunities cease to take affect.
Sanchin-dachi - K - (三戦立) One foot should be forward, with the toes of the back foot in line with the heel of the front foot. The stance is fixed and tensed in the same way as Naianchin-dachi. Another difficult stance to master. This one does not offer as much stability, but it enhances the effects of chakra work by 30%. It is generally used to enable the practitioner to withstand twice as much damage as normal with his/her normal blocks following the use of Sanchin-dachi.
Kiba-dachi - K - (四股立, horse stance) Open the back leg from Zenkutsu-dachi so that both legs point outwards and sit into the stance. Weight is central and centre of gravity is low, with the back straight. This stance is more effective the lower one goes, but great stamina is required to hold the pose. Kiba-dachi draws strength up from the ground, and is popular with Tribal Magic practitioners. It increases the difficulty of moving the practitioner by 70%, and gives a bonus to their blocks of 30%.
Nekoashi-dachi - A - (猫足立, cat foot stance) From Moto-dachi, slide the back foot back and move all the weight onto the back leg. Then sit down into the stance, with only the ball of the foot and toes of the front foot on the floor for balance. The back foot should be firmly planted at about 20 degrees. The front foot and back heel are in line to cover the groin. This stance is designed to make the front foot, or the "Cat's Foot" incredibly fast. Kicks and Trips from this position are unblockable.
Kosa-dachi - A - (交差立) From Moto-dachi, bring the back leg forward so that the back knee is tucked in to the back of the front knee, with only the toes and ball of the back foot on the floor. The back foot should be behind and out to the side of the front foot, so that the legs are crossed. The back foot should point inwards at about 15 degrees. This stance is designed to ground the lighter man, giving him more stability and strength. This stance enables the practitioner to completely soak additional damage done by Essence Manipulation that would be otherwise unblockable. If making use of the Sacral or Root Chakras, this Stance difficulty to succeed drops by 5%.
Kokutsu-dachi - J - (後屈立, back stance) From Zenkutsu-dachi, open the back foot and turn the body out, so it is almost facing the side, keeping the weight central. Kokutsu-dachi, or Back Stance is made for fast turning. It is incredibly usefull when fighting multiple targets. It lowers the difficulty of Targeting, Melee and any ambidextrous or pole-arms weapons by 10%.
Mushin - A - "no mind" The Practitioner is able to correctly act without first needing to think. The benefits of Tactics begin in the same trn as the Use of Mushin, enabeling the practitioner to reroll their next failed roll.
Fudoshin - A - "immobile mind" The Practitioner is unaffected by any external influence, such as temperatures, cold or pain in so much as concentration cannot be broken. This status prevents distractions so that if interrupted in spell casting or an attempted combo, the act of taking damage does not disturb and therefore derail the attempted actions..
Heijushin - A - "common mind" The Practitioner is always ready for a strike or reaction. This means that surprise attacks, feints and distractions do not yeild the assailant with an extra turn.
Seme - K - Pressure towards the opponent. This enables an attacker to continue to have the leading strike so long as their attacks continue to be successful, causing their opponent to resort to dodging or blocking until the tirade is finished.
Zanshin - A - An awareness of self and surroundings. Zanshin is a state of Meditation that enables one to remain emotionally detatched and calm in a fight, allowing one to complete a required task without getting caught up in personal shortcomings or extraneous worries. It prevents the statuus effects of fear, confuse, passion etc - including those magically induced.
Kiai - J - "universal life spirit" Shouting a Kiai along with any strike serves two purposes, it channels latent chakra or Ki energy into the opponent's body, which will more quickly tire out the opponent's muscles, and it also lowers the opponent's moral by instilling doubt, fear or lack of confidence. Kiai does an Essence strike worth 1 additional, unblockable point of Damage per Empyrean Stage.
Embusen - A - Allows one to maintain an awareness of the location of the opponent at any given time, as well as proximity. This means that if the attacker scceeds Embusen and then succeeds a Targgeting roll, the Targeting bonuses contine to apply for the rest of the fight so long as the fighter continuues to strike for the same target.
Seichusen - J - Enables one to accurately judge the center/centerline of either the opponent or yourself to manipulate balance and assist in the use or evasion of Trips, Grapples, Dodges and the like.
Maegeri Keage - J - Forward snapping kick.
Maegeri Kikome - K - Forward thrusting kick. Does 5 points of damage, and raises the opponent's chance to block by 5% due to its slothly preparation.
Yokogeri Keage - J - Sideways snapping kick. Strikes out sideways from the body, making the attacker not need to turn their stance if being flanked. Does 3 points of Damage, and lessens the opponent's chance to block by 5% due to its high speed.
Yokogeri Kikome - K - Sideways thrusting kick. Strikes out sideways from the body, making the attacker not need to turn their stance if being flanked. Does 5 points of damage, and raises the opponent's chance to block by 5% due to its slothly preparation.
Nekoashigeri - A - Cat-stance Box kick. A low fast kick with the under arch oft he fooot that strikes to the foot, ankle of bent knee to twist, break or dislocate the target. Does 2 points of Damage, or 3 if Targeting, Tactics, or any mind focusing skill is used prior to use.
Mawashigeri - J - Roundhouse Kick. A kick that cocks behind the body and then swings around to hit the side of a target in front of you. If the foot remains flat in the kick, hitting with the top of the foot, it does 4 points of Damage. If the toes are pulled back to hit with the ball of the foot, it does 5 Points of damage. NOTE: If unspecifiied, is is assume you hit with a straight foot.
Kumate - K - Bearclaw hand strike. A clawing motion oft he hands intended for the face. It does 2 points of damage, unless preceeded with Targeting, in which case it does 4 points of damage.
Tatsute - K - Dragon hand strike. A hammer fist, where the striking edge of the hand in the outside of the fist. It does 5 points of damage.
Yamanekote - J - Mountain Cat Hand Strike. The hand resembles a cat-paw, and strikes with the bent knuckles. It does 3 points of Damage.
Takate - A - Falcon Hand Strike. The fingers and thumb pull together in a point and the wrist bends. the striking point is the back of the wrist. It is most effective against joints and cartilege. It does 3 points of Damage.
Hebite - A - Serpent Hand Strike. The same hand shape as Takate, without the bending of the wrist, the striking point is the gathered finger tips. For use against soft targets, ie eyes, armpits, groins. It does 4 points of damage to those targeted areas, and 1 point of damage otherwise.
Lesson Three: Weapon Work
Certain Weapon Skills can only be used by specific weapons. After each skill, in the description, will be a list of the weapons that can use that skill.
Slash - Slash can only be used by hand-held, medium to short range bladed weapons. It does 3 points Damage. ex. Swords, Daggers, Bardiche.
Stab - Stab can be used by hand-held, short to long range bladed weapons. It does 4 points of Damage. ex. Swords, Daggers, Spears, Halberds, Pikes.
Finess - Finesse can be used by weapons that rely on Speed and Accuracy. Finess allows you to Target a specific location without the additional difficulty of a Targeting roll. ex. Rapier, Short Bow, Nunchaku, Tonfa, Scimitar. Finesse cannot be used by Kinesthetics.
Cleave - Cleave is used by heavy, slow, bladed weapons. It does 6 points of Damage, but slows you down. Academics cannot bear weapons that are capable of Cleave. ex. Battle Axe, Broad Sword, b*****d Sword.
Rend - Rend is used by weapons that can sever or horribly maim the target body. Rend cannot be used in Duels. It does 8 points of Damage. ex. Grappler Claw, Armoured Arm, Dire Flail, Dire Sword, Dire Axe, Serrated Sword.
Bind - Bind is used by weapons that can ensnare or trap you. It does 1 point of damage and restricts your speed by 80%. ex. Garrote, Snare, Chains, Lasso.
Slice - Slice is used by segmented or serrated weapons, generally those that follow in quick succession from a distance. It does 5 points of Damage. ex. Segmented Sword, Shuriken, Throwing Daggers/Knives/Axes, Claw Hands.
Smash - Smash is used by blunt hand-held weapons. It does 4 points of Damage, and damages Technoequips/Armor. ex. Club, Mallet, Hammer, Bat.
Crush - Crush is a heavy-handed version of Smash. It cannot be used by Academics. It does 6 points of Damage, and can only be used by metal versions of the weapons that use Smash.
Pound - Pound packs a punch into any basic physical attacks. It does an additional 2 points of Damage for Academics, 3 Points of Damage for Journeymen, and 4 Points of Damage for Kinesthetics, on top of their regular damage from the move. ex. Brass knuckles, Boxing Gloves, Gauntlets, Bracers.
Whip - Whip is used by long-distance weapons. It does 3 points of Damage and stuns for 1 turn. ex. Whip, Garrote, Rope and Weight, Chains.
Lock - Lock is used to lock weapons with the opponent. It is used by double-handed weapons. It does not do Damage but forces your opponent to lose his/her next turn. ex. Any pair of weapons, both matching pairs, such as Sai, or mixed weapons, such as long and short swords.
Catch - Catch is used to catch incoming long distance weapons, such as Arrows, Whips, Chains, etc. It does not do Damage, but if you successfully catch, you can disarm your opponent.
Defend - Defend is used to block an opponent's incoming attack. How much it can defend depends on the weapon used to block. All Weapons are capable of blocking, some just better than others. ex. Shields, Swords, Bracers, Staffs etc.
Hook - Hook is used to deflect your opponent's attack and open up a striknig area. It blocks an Additional point of damage on top of your Weapon's normal blocking capacity, and allows you to Target on your next move with no added targeting difficulty.
Pierce - Pierce is used to pierce the skin, and administer poisons, toxins, drugs etc. Pierce does 1 additional Point of Damage, as well as administering the poison of your choice. Be sure to list the affects of the poison on a turn base. ex. Needles, Dagger, Sai, Throwing Knives.
Skewer - Skewer is used to embed a weapon into the opponent which is left there to impede movement. It does 2 additional ponits of damage, and slows movement by 2% and lowers accuracy by 5%. ex. Short Sword, Throwing Daggers, Arrows, Javalin.
Deflect - Deflect is used by blocking weapons to redirect incoming projectiles and long-range attacks. It blocks an additional 3 points of Damage, and enables one to continue a previously begun action without having to start over again.
Distract - Distract is used to interrupt any chosen action. Distract raises the opponent's difficulty by 10%.
Glance - Glance enables one to take a quick look and instantly know how many targets there are/where specific targets are. It enables them to not have to reroll their targeting for successive moves to the same target.
Marksman - Marksman enables one to make an unblockable shot to a specific target. The added Targeting difficulty also applies, as well as needing to roll 50% or better. ex. Bow & arrow, Throwing weapons, Rapier, Needles etc.
Rapid Fire - Rapid Fire makes it so that when you perform a combo of moves following Rapid Fire's success, when the opponent tries to block or redirect the slew of attacks, if they fail to block one of the moves, all other attempted blocks that follow it for that post are autofailures.
Tirade - Tirade enables the fighter to add 1 additional Die per Stage to the following turn. For instance, if you have a total of 5 dice per turn to roll, as a Stage One you can roll 6 for one turn.
Melee - Melee enables the fighter to simultaneously fight multiple targets, (eg An Empyrean, that Empyrean's Golem and Abberation). Stage Zero can only fight 1 target at a time. Stage One may fight 2 at a time, Stage Two may fight 3, and Stage Threes may fight 4 at a time. This means that you do not suffer a penalty by switching targets.
Brawl - Brawl enables you to make weapons out of objects lying around. (Please check with an RP Manager about the stats for the items you pick up)