BLINKING MASTER
   The blinking master exists between worlds; each footstep lands in a different space.
She can whirl through a battle like a ghost, briefly stepping back into the world to touch
someone or something with her blade and then, before you know it, she’s gone again.
The thin interior walls of a building are transparent to her and those fighting the
blinking master must be wary of an attack from any side at any moment. The fairly low
entry cost of a ring of blinking makes this class accessible earlier in your career; thus
you might see a few more blinking masters than telekinesis masters.  This skill is
especially prominent among the blickish who possess the innate ability to teleport.  
Blinking master must posses the ability to teleport and an agility of 22 or
higher.
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.