
	* The Four Elements

	In addition to the basics of combat, each martial artist 
	can learn more advanced disciplines. The disciplines are 
	referrred to as 'Elements' as each possesses the 
	properties of one element.

	In combat, each element will provide bonuses to striking, 
	bonuses to defense, additional number of attacks, or 
	special powers. While the bonuses in each discipline is 
	cumulative, bonuses between them are not. In other words, 
	if an artist has a +2 Damage with his fists in Fire, and 
	a +1 Damage with fists in Earth, the martial artist 
	recieves the +2.

	Bonuses can accumulate in one of several areas, striking 
	with fist, striking with feet, damaging with feet, 
	damaging with fist, dodging, and number of attacks.

	When combat starts, the best bonuses from each type are 
	used.  A wise artist will diversify his knowledge into 
	several areas, making him more powerful all around.

	Discipline of Fire
	The element of fire stresses quick combat and powerful 
	strikes. As such, this discipline teaches a character how 
	to attack faster, and cause considerable damage with his 
	fists. This discipline does not provide any bonuses at 
	all for accuracy.

	Level	Bonuses                Level    Bonuses
	1	+1 Damage/Fist         6	+1 Attack per round
	2	Flame Dart             7	+1 Damage/Fist     
	3	+1 Attack per round    8	Fire Ball          
	4	+1 Damage/Fist         9	+1 Attack per round
	5	+1 Dodge               10	+1 Damage/Fist     

	Discipline of Air
	The element of air primarily stresses accuracy, but also 
	adds some speed.  This disicipline will provide bonuses 
	on any strikes, but does little to add damage. The speed 
	to add both attacks and dodging is a must. This 
	discipline is weak in the area of raw power, however.

	Level	Bonuses                Level	Bonuses
	1	+1 Accuracy/Fist       6	+1 Accuracy/Fist   
	2	+1 Accuracy/Feet       7	+1 Accuracy/Feet   
	3	+1 Dodge               8	+1 Dodge           
	4	+1 Attack per round    9	+1 Attack per round
	5	Lightning              10	Tempest            

	Discipline of Earth
	The element of earth stresses raw damage. Both fist and 
	feet are honed to strike harder, and to inflict more pain 
	on the opponent. Earth is useful if you're feeling weak, 
	but it adds nothing to speed or accuracy.

	Level	Bonuses                Level	Bonuses
	1	+1 Damage/Fist         6	Absorb         
	2	+1 Damage/Feet         7	+1 Damage/Fist 
	3	Shard                  8	+1 Damage/Feet 
	4	+1 Damage/Fist         9	Scythe         
	5	+1 Damage/Feet         10	+1 Damage/Fist 

	Discipline of Water
	The element of water focuses on long, sweeping attacks, 
	designed to hit well and cause great pain. Of all the 
	elements, this one is the most well balanced. A martial 
	artists using this disicpline will learn how to use his 
	feet quite effectively. This discipline doesn't really 
	teach speed, and doesn't add to punch strikes at all.

	Level	Bonuses                Level	Bonuses
	1	+1 Damage/Feet         6	+1 Accuracy/Feet    
	2	+1 Accuracy/Feet       7	+1 Attack per round 
	3	+1 Dodge               8	Deluge              
	4	Chill                  9	+1 Damage/Feet      
	5	+1 Damage/Feet         10	+1 Accuracy/Feet    
