Mirael is a Impulsive Warrior who Defends The Weak in a Fairytale world
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Might:     ______ Pool: 13 Edge: 1 Defense: Practiced
Speed:     ______ Pool: 13 Edge: 0 Defense: Trained
Intellect: ______ Pool: 10 Edge: 1 Defense: Trained
Initiative: Specialized

Effort: 1
Armor: 0
Experience Points: 0

Recovery Roll: 1d6+1
	Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
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Improved edge
	Choose one of your Edge stats that is 0. It increases to 1. Enabler.

No need for weapons
	When you make an unarmed attack (such as a punch or kick), it counts as
	a medium weapon instead of a light weapon. Enabler.

Warding shield
	You have +1 to Armor while you are using a shield. Enabler.

Courageous
	You are trained in Intellect defense tasks and initiative tasks.
	Enabler.

Physical skills
	You are trained in two skills in which you are not already trained.
	Choose two of the following: balancing, climbing, jumping, running, or
	swimming. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Bash
	Costs 1 Might point
	This is a pummeling melee attack. Your attack inflicts 1 less point of
	damage than normal, but dazes your target for one round, during which
	time all tasks it performs are hindered. Action.


Skills
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Initiative actions (to determine who goes first in combat) (Trained)
	You're trained in initiative actions (to determine who goes first in
	combat).

Speed defense actions (Trained)
	You're trained in Speed defense actions.

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Patience, willpower, or discipline (Inability)
	You'll try anything once, but quickly grow bored after that. Any task
	that involves patience, willpower, or discipline is hindered.


Attacks
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Heavy Weapon
	A heavy might attack doing 6 damage.
	A heavy weapon of your choice. Granted from Starting Equipment.

Light Weapon
	A light speed attack doing 2 damage.
	A light weapon of your choice. Granted from Starting Equipment.

Punch
	A light might attack doing 2 damage.
	A right jab.

Cyphers
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Limit: 2

Effort Enhancer (Combat) (Level 5, Subtle)
	For the next hour, the user can apply one free level of Effort to any
	task (including a combat task) without spending points from a Pool. The
	free level of Effort provided by this cypher does not count toward the
	maximum amount of Effort a character can normally apply to one task.
	Once this free level of Effort is used, the effect of the cypher ends.

Shocker (Level 5, Manifest)
	Delivers a powerful burst of electricity that shocks any creature
	touched, inflicting damage equal to the cypher's level.


Equipment
---------
Money: 0

- Appropriate clothing and two weapons of your choice, plus one expensive item,
two moderately priced items, and up to four inexpensive items. Granted from
Starting Equipment.

Advancements
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Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training
[ ] Other


Background
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Warrior
You're a good ally to have in a fight. You know how to use weapons and defend
yourself. Depending on the genre and setting in question, this might mean
wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier
of grenades in a savage firefight, or a blaster rifle and powered armor when
exploring an alien planet. Warriors are physical, action-oriented people.
They're more likely to overcome a challenge using force than by other means, and
they often take the most straightforward path toward their goals.

Impulsive
You have a hard time tamping down your enthusiasm. Why wait when you can just do
it (whatever it is) and get it done? You deal with problems when they arise
rather than plan ahead. Putting out the small fires now prevents them from
becoming one big fire later. You are the first to take risks, to jump in and
lend a hand, to step into dark passages, and to find danger.

Your impulsiveness likely gets you into trouble. While others might take time to
study the items they discover, you use such items without hesitation. After all,
the best way to learn what something can do is to use it. When a cautious
explorer might look around and check for danger nearby, you have to physically
stop yourself from bulling on ahead. Why fuss around when the exciting thing is
just ahead?

(Impulsive characters get into trouble. That's their thing, and that's fine. But
if you're constantly dragging your fellow PCs into trouble (or worse, getting
them seriously hurt or killed), that will be annoying, to say the least. A good
rule of thumb is that impulsiveness doesn't always mean a predilection for doing
the wrong thing. Sometimes it's the urge to do the right thing.)

Defends The Weak
You stand up for the helpless, the weak, and the unprotected.

Choose how you became involved in the adventure:
• You heard what the other PCs were up to and suddenly decided to join them.
• You pulled everyone together after you heard rumors about something
interesting you want to see or do.
• You blew all of your money and now find yourself strapped for cash.
• You're in trouble for acting recklessly. You join the other PCs because they
offer a way out of your problem.

Background Connection
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Your best friend is a teacher or scholar. They are a great source of knowledge.

Focus Connection
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Pick one other PC. You are pretty sure you are related in some fashion.

Notes
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Possible player intrusions based on your character type:
Perfect Setup
You're fighting at least three foes and each one is standing in exactly the
right spot for you to use a move you trained in long ago, allowing you to attack
all three as a single action. Make a separate attack roll for each foe. You
remain limited by the amount of Effort you can apply on one action.

Old Friend
A comrade in arms from your past shows up unexpectedly and provides aid in
whatever you're doing. They are on a mission of their own and can't stay longer
than it takes to help out, chat for a while after, and perhaps share a quick
meal.

Weapon Break
Your foe's weapon has a weak spot. In the course of the combat, it quickly
becomes damaged and moves two steps down the object damage track.

Reckless
+2 to your Speed Pool.
Granted from Impulsive

Possible GM intrusion from your focus:
A character focused on protecting others may periodically leave themselves
vulnerable to attacks.
