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Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality.
Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect.
Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells.
This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability.
This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability.
This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability.
This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability.
This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability.
If you sprint when you move you can sprint into your enemy. With a successful atheltics check, you can push your enemy back the remaining amount of your movement + 1.