Terrifying psychic dervishes who meld body and mind
Your character starts with the following competencies:
Violence: Athletics, shields, and a martial weapon of your choice
Your character starts with the following traits:
Resilience. Your Grit and Will increase by 1.
Cereblade. As an action, you can manifest a knife of psychic energy made tangible that you are competent with. It deals damage as a dagger and dissipates instantly if it leaves your hand.
Telekinesis. You have 5 pound gross telekinesis out to 20 feet.
Your character starts with the following abilities:
PSIONIC, METABOLICS, POWER 0
As an action, you harden your skin. Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage.
PSIONIC, CLAIRSENTIENCE, POWER 1
As a bonus action or reaction, you glimpse a moment into the possible future of your own movements in combat. You have advantage on your next weapon attack before the end of the round.