Martial Skills

* Overview
* Movement
* Mental
* **Martial**
* Magic
* Sense
* Defensive
* Trade
* Misc.

The character has trained with specified weapons and received knowledge in their use. With each grade in Fighting Style, the character may learn an additional technique. The techniques must have different cores, but may be combined as the character wishes to form abilities. Each technique may be upgraded like a skill may be upgraded individually but may not exceed the level of the Fighting Style. Techniques may be combined with others in the same fighting style. Techniques combined with other styles may not duplicate the core benefit of any of the techniques. Ranged weapons require a range technique to make the effects of the fighting style extend to the range of the weapon.

**Ex: [technique name] - grade of technique - [tech core] - [description of the technique]**

#### Technique Cores

* Accurate - the technique makes it so the target's speed is treated as though it were reduced by 1 letter grade
* Area - the technique allows for an attack that sweeps a large area 10ft in radius. Generally prompts would be targets that it is coming.
* Aura - technique/stance releasing a harmful aura from the users body, hurting any that come into contact with it. Common ones being flame or electric. The aura technique cannot be combined with a ranged technique.
* Blight - Generally this is a technique that enhances an attack in some way to deal extra damage if effective. ex: flames, poison, magicyte
* Blind Fighter - Character has the ability to use the weapon in melee range in dim or no light situations as if they could see. (does not upgrade)
* Blind Ranged Fighting - Character has the ability to shoot/Throw in dim or no light situations as well as in normal conditions up to 20ft. Upgrade to increase range character can effectively attack without sight. It does not enhance the effective range of the weapon or range of abilities overall.
* Contact - similar to blight, it is extra damage source added to the attack but it is one that requires repeated or continuous exposure to do its effects. in this way it may overcome resistances that may stop blight techniques at the expense of repeated and/or prolonged use.
* Contagion - a technique that can spread the effects of the first attack through contact. Ex: if target is lit on fire by technique, anyone that comes into contact with target will also be ignited.
* Continuing - the attack has a means of causing ongoing damage. An acids or fires burn. The poison that courses through veins. This technique only applies to sources of damage in an attack and not other special effects. This technique can be used to inflict long term ongoing effects like diseases or curses or short term effects like pain.
* Drain - weakens target by one letter grade in one of their stats. the forms the technique take could be varied based on the stat impacted. Afflicted targets regain stats 1 grade per in rp hour. Cannot make a stat go lower than F. The stat it drains must be defined in advance and remain that way.
* Enervation - puts the abilities of target on cooldown that are the same grade or less than the technique
* Flare - Creates a sense overload of one sense during an attack. More senses or stronger disability as the technique grows.
* Flexible - a long flexible attack meant to trip up or disarm an opponent or it could be used as an unstable and harder to read attack. examples like whips, razor-ribbons, segmented swords, etc.
* Homing - tech fires projectile or energy burst than can track and follow target. If it still misses, the attack persists briefly and tries one more time before fading/missing again.
* Hot Shot - 14 points - Character is good at hitting called shots to disarm or hit weak points if they already know where to aim
* Incapacitating - 14 points - puts a target to sleep/knocks them out/paralysis/petrification/immobilization/etc. Target must be same or lesser letter grade than technique. **Requires 14 points to increase in level**
* Incurable - wounds produced by this technique will not heal nor regenerate magically or supernaturally unless skills involved are greater than the incurable technique grade.
* Indirect - Must be assigned after a Ranged technique is required for the weapon if it doesn't natively have range. hit targets beyond cover and other obstacles through unique attacks that can come from other directions. ex: conjuring a lightning bolt, arcing an arrow or bolt over head, ice barrage from the side.
* Irritant - a potent smell or itch that distracts the target and/or partially blinds them for a time.
* Linked - an attack of this fighting style that hits causes this technique to go off and succeed at hitting the target again with a different weapon automatically. No special effects are added to the 2nd strike other than both go off.
* Multidimensional - somehow your attack defies the boundaries of reality allowing attacks to be capable of hitting ghosts, vapors, energies, and other nearly invulnerable targets and hurt them just as effectively as normal attacks.
* Penetrating - weapon can ignore armors of similar or lesser grades and still hurt target.
* Quake - creates shockwave that erupts towards a target across the ground. Causes a 10ft deep fissure wide enough for a regular human to fall into. Additional assignments make a deeper/wider hole.
* Range - gives weapon attacks longer range. 10ft at rank F.
* Reach - Allows techniques that extend the effective range of a weapon to 10ft - 20ft, but make the character vulnerable up close. Advantages in preventing close combats if one is nimble enough.
* Selective - Allows the user to choose who is affective by their weapon style techniques when used at range or in wide areas. Same for aura.
* Spreading - Attacks in an area can expand to impact the surrounding area and creatures also. visible enough to dodge, it's another way of increasing damage area.
* Tangle - ensnares target so they have difficulty moving or doing anything. The snare generally has a visible component like ice or vines that can be destroyed to prematurely end the binding.
* Targeted - allows attacks against that specific type of creature or person to be doubly effective. The most specific the the target of the technique, the easier it is to acquire. An entire race like dragons would require more grades into this technique to make it fully live up to its name.
* Trap - technique that lays a physical or magical trap. cannot be reused until triggered. is assumed to be hidden when placed.
* Vampiric - drains some of the targets life and heals the attacker with it. Requires 14 points to acquire and upgrade rather than the regular 7 points.

### Steady Hands

Requires:
**E** Grade Precision
- Costs **7** points

Character is good at keeping hands still even while the character may be running or performing other outrageous maneuvers. Allows for aiming or performing hand gestures for spells as well as simpler actions while on the move. **Can only be used to perform actions of a grade equal or less than the skill**