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Auto-step: This ability allows the blinking master to teleport and continue movement at normal TMR. This ability is always learned at rank 1 and does not count for maneuvers that the blinking master acquires.
Blinking Masters add 2% per rank on to their base chance with primary weapon. They add +1 damage at ranks 3, 6 and 9. Blinking Masters may choose one of the following abilities each rank.
Bypass difficult areas: By timing your steps correctly you can pass through areas threatened by opponents more easily. This requires a roll of 3 X AG each time you pass a through someone’s melee zone.
Disorienting strike: By successively passing your weapon through the target in a mostly phased out state you can gradually disorient them more and more. If the hit is successful they must roll to resist being stunned. This ability cost 1 FT to use and has a -20% to hit.
Perfected timing: You use your blinking ability to only partially teleport so that you may strike at opponents who are incorporeal. This ability cost 1 FT to use and the effect last for one minute.
Take and go: This ability allows you to try and pick pocket someone as your teleport past them. You must possess the ability to pick pocket in order to use this maneuver. You must roll under 3 X AG for the maneuver to succeed. The pick-pocket roll must be made separately. You must possess perfect timing to before acquiring this ability.
Teleporting trip: You may teleport into a person and cause them to trip. Opponents must roll under 3 X AG to remain standing. Blinking master may still attack after this maneuver.
Defensive fighting: You become more skilled at defending yourself in combat and may add +3% per rank on to you defense.
Hit and run: You must win IV and after attacking you may try to teleport out before you opponent strike back. You strike with a -10% in addition to other modifiers. After your attack you must roll under 3 X AG to teleport away. You must possess defensive fighting before acquiring this ability.
Strobe effect: This ability cost 3 FT to use, but by rapidly blinking in place you may attempt to dodge any attacks against yourself. You may roll under 3 x AG to dodge any hit for that pulse. You must possess hit and run before selecting this ability.
Warping Teleport: You have found a way to pause your teleport in another dimension which in effect gives you two pulses of action to do something before you your return to your destination.
Grab and go: You may attempt to disarm a person normally or by mean of a parry and then grab the item and teleport away from them. You must roll under 3 X MD to successfully grab the item or weapon.
Multi-porting: When teleporting you may appear within the range of your teleporting distance and then port back out to another place within that same range.
Here, there and everywhere: When teleporting you may stop any number of times within the range, move TMR and keep porting up to the full distance of the port as well as your maximum TMR. You must possess multi-porting before acquiring this ability. If you opt to attack you must posses hit and run and you make your attacks at -20%.
Close combat teleport: You may teleport out of close combat by rolling under 3 X AG, or you may opt to teleport with your opponent in the hopes of bringing them back in a disoriented condition. This ability cost 2 FT to use in addition to any other cost.
Quick flank: You begin by making one strike at your opponent at -20% to hit, if successful you may teleport behind them for a successful back attack.
Extended teleport: Blickish only, you may extend the range of your teleporting by 50%.
Lower cost: Blickish only, you only have to pay 1 FT for using you teleporting ability.
No disorientation: Blickish only, you suffer no disorientation when teleporting, and any passangers may roll under 4 X WP to resist disorientation.
Extra attack: You gain an extra attack in melee.
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