Zyra is a Chaotic Warrior who Metes Out Justice in a Fairytale world
--------------------------------------------------------------------

Might:     ______ Pool: 13 Edge: 1 Defense: Inability
Speed:     ______ Pool: 15 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 10 Edge: 1 Defense: Trained
Initiative: Practiced

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
-----------------

Designation
	You assign an innocent or guilty label to one creature within immediate
	range, based on your assessment of a given situation or a predominant
	feeling. In other words, someone who is labeled innocent can be innocent
	in a certain circumstance, or they can be generally innocent of terrible
	crimes (such as murder, major theft, and so on). Likewise, you can
	declare that a creature is guilty of a particular crime or of terrible
	deeds in general. The accuracy of your assessment isn't important as
	long as you believe it to be the truth; the GM may require you to give a
	rationale. Henceforth, your tasks to socially interact with someone you
	designate as innocent gain an asset, and your attacks against those you
	designate as guilty gain an asset. You can change your assessment, but
	it requires another designation action. The benefits of the designation
	last until you change it or until you are shown proof that it is wrong.
	Action. (The benefits provided by Designation apply to the character
	using the ability, their allies, and anyone who hears or is told of
	their judgment and believes their assessment.)

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

Make judgment
	You are trained in discerning the truth of a situation, seeing through
	lies, or otherwise overcoming deception. 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.

Quick throw
	Costs 2 Speed points
	After using a thrown light weapon, you draw another light weapon and
	make another thrown attack against the same target or a different one.
	Action.

Chaotic
	Once after each ten-hour recovery roll, if you don't like the first
	result, you can reroll a die roll of your choice. If you do, and
	regardless of the outcome, the GM presents you with a GM intrusion.


Skills
------

Intellect defense actions (Trained)
	You are trained in Intellect defense actions.

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Might defense tasks (Inability)
	Your body is a bit worn from occasional excesses. Might defense tasks
	are hindered.


Attacks
-------

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

Medium Weapon
	A medium might attack doing 4 damage.
	A medium weapon of your choice. Granted from Starting Equipment.

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

Cyphers
-------
Limit: 2

Armor Reinforcer (Level 5, Manifest)
	The user's Armor gains an enhancement for twenty-four hours. Roll a d6
	to determine the result.
	Rolled a 5. +2 to Armor, +5 against damage from cold.

Density (Level 3, Manifest)
	For the next day, each time the user strikes a solid creature or object
	with a weapon, the weapon suddenly increases dramatically in weight,
	causing the blow to inflict 2 additional points of damage.


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
------------
Tier: 1

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


Background
----------
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.

Chaotic
Danger doesn't mean much to you, mainly because you don't think much about
repercussions. In fact, you enjoy sowing surprises, just to see what will
happen. The more unexpected the result, the happier you are. Sometimes you are
particularly manic, and for the sake of your companions, you restrain yourself
from taking actions that you know will lead to disaster.

Metes Out Justice
You right wrongs, protect the innocent, and punish the guilty.

Choose how you became involved in the adventure:
• Another PC recruited you while you were on your best behavior, before
realizing how chaotic you were.
• You have reason to believe that being with the other PCs will help you gain
control over your erratic behavior.
• Another PC released you from captivity, and to thank them, you volunteered to
help.
• You have no idea how you joined the PCs. You're just going along with it for
now until answers present themselves.

Background Connection
---------------------
Someone you fought alongside in the military is now the mayor of a nearby town.

Focus Connection
----------------
Pick one other PC. They owe you a significant amount of money.

Notes
-----

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.

Tumultuous
+4 to your Speed Pool.
Granted from Chaotic

Possible GM intrusion from your focus:
Guilt or innocence can be complicated. Some people resent the presumption of a
self-appointed judge. Passing judgment makes enemies.
