Concerning Combat --
OK, in no particular order:
Scott:
I'm assuming that by 'pushing' your damage, you mean using 5 points more than the STR Minimum to increase damage. That is definitely within your ability. The HERO System defines 'Pushing' as increasing the effect of an attack, power, or ability beyond what is normally achievable (the proverbial mother lifting the car off of her infant). It can be very handy, and you should probably check out the rules for it just in case, but it's one of those things that can actually be used very rarely.
About damage -- every attack is capable of doing both STUN and BODY damage. 'Normal Damage' attacks do primarily STUN (w/ a little BODY) while 'Killing Damage' attacks do primarily BODY (and a LOT of STUN). The damage an attack is capable of dealing is calculated by Damage Classes. For Normal Damage attacks, 1 DC = 1d6 of damage. For Killing Damage attacks the progression is much smaller (1 pip, 1/2d6/1d6-1, 1d6, 1d6+1, 1 1/2d6/2d6-1, 2d6, etc.) You can use various means to increase the damage an attack does, but they all increase that damage in DC increments. Thus using 5 STR points above the STR Min for your Sabre increases your damage from 1d6 K to 1d6+1 K.
Now, for calculating damage -- For Normal Damage the total shown on the Dice is the total STUN damage done before defenses or multipliers are applied. In addition, each '1' on the dice means 0 BODY, each '2' through '5' means 1 BODY, and each '6' means 2 BODY damage.
For Killing Damage, the number on the dice is the BODY damage done before defenses. That number is then multiplied by a number that varies depending on the location of the hit to get the STUN Damage.
Finally, you can choose to do 'Normal Damage' with a 'Killing Damage' weapon. In that case, you use the same DC, you just use 'Normal Damage' values (1d6 K, or DC 3, equates to 3d6 Normal Damage).
This is getting pretty long, so I'll let you absorb and move on to
Mike:
Skath's actions are defined by your intent and desired effect, not by the description (within limits). If you want to define Skath flying straight up and dropping down on his opponent as a Haymaker, that sounds reasonable to me, and given the success of his last effort would be a good choice for his next attack as well. For the sake of variety and drama, I'd like to avoid using the same maneuvers all the time just because they are efficient or do the most damage, but in this case it's a great choice!
I do need to let you know that I did a little reading about the Haymaker, and found that there's a timing element to it. Namely, you start the Haymaker on your action Phase (Phase 12 in this case), but due to the Windup it won't actually land until the end of the next segment (Segment 1 of the next Turn, this time). In this case, no one else will have an action between the 'wind up' and 'delivery,' but that may not always be true.
Finally, everything you use STR for (attacking and flying, for example) uses END. Also, using magic or other powers uses END, regardless of the form of that magic. For example, Gavril must pay END each turn he uses the magic of his sword, and Deasaigh must do the same when he transforms his bow. Athelstan uses END to activate the magic in his potions as he throws them. (1 END for each 5 points of STR or each 10 Active Points of Power used).
Now, on to
Cerallos:
I'm still trying to put your proposed action (standing up, etc.) in game rules terms.