<div class="floatright">(https://elliquiy.com/elluiki/images/d/de/30FD3D63-6034-4098-B788-9E4ACF35E53A.jpeg)</div><br/>Katra - Class Warfare Warrior - Armiger, Defender, Psi-Knife - Level 4<br/><br/>Strength 8 (-1) Dexterity 10 (+0) Constitution 16 (+2) Intelligence 16 (+2) Wisdom 13 (+1) Charisma 13 (+1)<br/><br/>Base Damage d10<br/>Load 12+STR (Armiger) = 11<br/>HP 8+Constitution (Rogue Specialty) = 24<br/><br/>Good - Endanger yourself to protect someone weaker than you.<br/><br/>Human<br/>Once per battle you may reroll a single damage roll (yours or someone else’s).<br/><br/>Armoured<br/>You ignore the clumsy tag on armour you wear.<br/><br/>Meatshield<br/>When you are engaged in close combat with an enemy and they make an offensive move against someone else, you may intercept it. Their move affects you instead of its intended target.<br/><br/>Psychic Blade<br/>When you create a blade out of psychic energy, it counts as a weapon (hand, near, ignores armour), and you can hack and slash with INT instead of STR when you fight with it. If you reduce a foe to zero HP with your psychic blade, instead of dying, they fall unconscious.<br/><br/>Psychic Fist<br/>Requires: Psychic Blade<br/>Your psychic blade also has the forceful, messy, and reach tags.<br/><br/>Hide Like Iron<br/>Armour that you are wearing has +1 armour and weighs 1 less.<br/><br/>Equipment of the Mind<br/>When you conjure up an object out of psionic energy, roll +INT.  On a 10+, you manifest such an object.  It has no other magical properties beyond being cyan colored and glowing with the light of a torch, but behaves just like the object it mimics.  If you desire a unique object and you know what it looks like - a particular key, perhaps - this object will work in its stead.  On a 7-9, you manifest an object that is similar, but the GM will add a tag to it.  The object lasts as long as you are using it, no longer.<br/><br/>Savage Blade<br/>Requires: Psychic Blade<br/>Your psychic blade does an extra +1d4 damage, and also has the<br/>close tag.<br/><br/><br/>Warrior Gear<br/>You start with your clothes, a backpack, some dungeon rations (5 uses, 1 weight),<br/>Adventuring gear (5 uses, 1 weight).<br/>Shield (+1 armour, 2 weight).<br/>Healing poultice.<br/>Medical Kit.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Void Raven's Feather</div><div class="spoiler_body"> 1/day -  As a move, teleport up to 100 feet in any direction, appearing in the closest unoccupied space from your chosen destination.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Raven Plate armour</div><div class="spoiler_body">While the decorative wings lining the arms of this armor don't provide true flight, they do allow the wearer to perform great acrobatic feats. While worn the wearer can leap up to 15 feet in the air in a single bound. The wearer can also fall from a height of up to 50 feet without taking damage, and will retain 1 hp when suffering a fall that would normally be lethal.<br/></div></div>(4 armour, clumsy, 3 weight). (Hide Like Iron applied)<br/>Cold Weather Attire (Higher Quality, 0 weight)<br/>Climbing supplies<br/><br/><br/>Bonds:<br/><br/><ul class="bbc_list"><li>People of Second Chance can trust Valna.  I think something happened to her as a kid where her truthfulness was doubted, she was being honest, and it’s affected her forevermore.</li><li>Juro comes at things from methods other than book logic that I don't understand, but that doesn't make him wrong.  He provides a sort of anvil to my hammer that lets us gauge when situations require stronger scrutiny.</li><li>Mercy doesn't need to be defended like the others do.</li><li>I can’t always protect Grella, but I can at least help make sure Cass can get her back up.</li></ul><br/>—-<br/><br/>Katra was naturally born with the ability to shape cyan energy into something like a blade, and she knew it’d make her an adventurer despite her lack of physical strength.  All was well until she was granted a magical shield - the Guardian - that possessed her with an overwhelming desire to protect everyone above all else.  The knack for throwing herself in front of assailants has stayed with her, but she died during a drunken barroom brawl where no one got hurt except her.  She has no idea who took that accursed shield, though she’ll easily recognize it if she sees it again, and would love either to see it destroyed or given to a criminal who deserves it.<br/><br/>They say that, in death, all of life’s questions are answered.  Regardless of whether this is true, there’s information that Katra remembers that she knows she can’t possibly know.  So much of being dead is a blur, but perhaps she consulted with wraithly sages and was able to learn all kinds of things as a result.  It’s far preferable a concept to a nightmare where Death left a hole in her mind and whispers crawl in.<br/><br/>Katra is good at showing kindness to those who are polite and friendly, but matching toughness with toughness for those who think themselves strong and are simply bullies.  She also has a happy taste for alcohol, even though she hates wasting money on it.  Sometimes, though, you just have to celebrate…<br/><br/>