BLADEDANCER
   Blade-dancers are in many similar to dancing
knives, dervishes and cavilers but are far less
interested in the social conventions and etiquette and
more focused on battle.  Blade-dancers are masters
of mobility and agile maneuvers. In some ways they
are similar to acrobats, but their acrobatics tend to be
limited to combat. Blade dancers use one handed
weapons and must keep one hand free as part of
performing their dance. Blade-dancers add 6% to
their defense per rank and the ability to dodge forces
their opponent to -1 from damage for every rank of
the blade-dancer.  Since their skill requires them to be
free to perform their dance they cannot wear armor
heavier than leather, or must wear the mesh armor
common to acrobats.  Blade dancing incorporates
some elements of magic and blade-dancers must
possess a minimum magical aptitude of 8.  Blade
dancers add 2% per rank to their primary weapon.
Rank 1:  Entering the dance, Blade-dancers may expend 1 FT to increase their IV by 2. They may expend as much
FT equal to their rank and the benefits last for the duration of the combat. At rank 5 this ability adds 3 to IV per
fatigue point expended.

Rank 3: Dance of the battle, Blade-dancer may move up to half their TMR even if they are currently engaged. If
they win initiative they may move without being hit by their current opponent and may chose to engage a new one.
Another roll for IV must be done. Blade dancer may also expend 1 FT to increase their parrying roll by 2 per FT
expended. Benefits will last while facing that particular set of opponents.

Rank 4:  Additional strike with primary weapon.

Rank 5: Dance of evasion, Dodge thrown weapons:  3 X AG +5% per rank after 5, this ability is used after a hit has
been scored on the acrobat.  Dodge missile weapons 3 X AG +3% per rank after 5. The blade-dancer may make
one strike if he or she wins IV and then withdraw up to ½ TMR. At rank 8 they may withdraw full TMR.

Rank 7: Dance of fury, blade dancer may move full TMR and attack with no penalties for charging with a non-pole
weapon. They may also pass through melee zones of opponents and not be engaged.  If they won initiative while
fighting an opponent and then moved they may surprise an opponent who fails to roll under 3 X PC. Surprised
opponents may not attack the blade dancer this pulse.

Rank 8: Fatal parry: If the blade-dancer successfully parries an opponent with a riposte the base chance for an
endurance is tripled. Additional strike with primary weapon.

Rank 9: Dance of restoration, a blade dancer may magically heal him or herself by passing for a pulse in combat.
The blade-dance is healed of 2 D10 damage.

Rank 10: Dance of death, the blade-dancer expends 2 FT to increase his or her base chance of an endurance and
grievous. Their base chance of an endurance is equal to 50% of their base chance and the base chance of a
grievous is equal to 25% of their base chance. This ability lasts for one pulse.

Bladedancers must spend 200 + 100 x Rank per year to purchase training equipment and rent a place to practice
their dance.