The Way Of The Crab
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Knack I - The Way Of The Crab:
The warrior begins by learning how to tap into his own Earth energy. Every time he rolls to hit and damage, he adds his Earth to the total of the Roll. Also, he can ignore the handicap involved in wearing Heavy Armour.

Knack II - The Mountain Does Not Move:
When the warrior has learned this, he has learned the secret of true resilience. Once a day, the warrior may spend a Spirit Point to make a Simple Earth+Knack Roll at TN20 to ignore all damage from a single hit. He must choose to do this before the opponent has made his Damage Roll but after the opponent has successfully hit.

Knack III - Two Pincers, One Mind:
At this point you have learned to bring forward one Action per round. This Action may not be used for parrying or Held, and can only be brought forward to a Phase when you have an Action already.

Knack IV - The Berserker Rage:
There are times when the Earth rages. After learning this knack, the warrior learns how to tap into that energy. At the beginning of each round, the warrior may choose to Cripple himself to keep an additional die when attacking or doing damage until the end of the round. The crippling happens at the end of the turn. This cannot be used in conjunction with The Mountain Does Not Move.

Knack V - The Mountain Does Not Fall:
The warrior may now spend a Spirit Point at the beginning of a Round to make a single Action, even if he cannot due to being unconscious. He can continue to do this (once per Round) as long as he has Spirit Points to spend. Roll one dice to see which Phase you act in.