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==Martial Arts== *Ghost Walker Style 2 (unarmed) **Novice: Unarmed strikes do 1d6+1 damage. **Intermediate: Move freely in melee when in this style, no need for fighting withdrawal. Roll this skill in place of Athletics for acrobatics, climbing, or jumping checks. **Master: Unarmed strikes do 1d10 damage. Add this skill to Evasion saves at all times, even when not in this style. *Mindwall Style 1 (staves, swords) **Novice: Enter a defensive stance for 1 psi point per round, during which energy and projectile attacks suffer -3 to hit me. **Intermediate: While in the stance, reflect 1 missed range attack per round back to attacker. Roll Con+Mindwall to hit, deal original attack's base, unmodified damage.
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