Ifemelu

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  • Name: Ifemelu Nkoyo Okoye
  • Level: 4
  • Class: Psychic
  • XP: 12,039
  • Age: 30
  • Languages: English, Hausa
  • Background & Description:

Ifemelu, or Ifem, is a tall, muscular, shaven-headed warrior monk on a distant pilgrimage. She has the confidence and serenity that comes from bringing psychic power, spiritual focus, and martial muscle memory with her wherever she goes. She genuinely values the freedom and survival of her home culture and is animated by her anticolonial ideals, but has the perspective (or naivete?) to treat the enormous undertaking as a path with many steps that can't be skipped by unwise rushing. Knowing what's truly important and what's trivial gives her the freedom to relax and take things as they are. She's interested in the culture and technology of the wider world, but mostly as a means to an end, so far. In addition to the martial side of her training, she's a dance-focused artist who especially loves the medium of motion: the complex, interdependent movements and emergent organization of large urban crowds (unheard of on Hesione!) absolutely fascinate her.

Clustered in islands and undersea shelters across the cold oceans of Hesione, the great relics of a bygone era have grown into the temples and halls of a complex religion. The Hesionites are held together by a network of monasteries, not unlike the society of old Tibet, or the fictionalized rival schools of wuxia fiction. Transcending their doctrinal differences, they share a mythology of faraway Anchises, a physical heaven among the stars that fell to the hubris of its own gods but may one day be redeemed through enlightenment, liberating the Hesionites with it.

Ifemelu was born into a clan of traveling whalers with fealty to a certain monastery, known for the bright and silvery flowers that bloomed there (thanks to side effects from a pretech relic). Even as a kid, her hardiness made her an able hunter, but the monks had certain omens and intuitions that it would be better to raise her in the monastery than on the fishing fleet. When her psychic abilities emerged as a teenager, she was already in an environment and tradition that knew how to handle the rare MES eruption - the inheritance of Anchises. Woven hand in hand with spiritual, martial, and artistic instruction, she and a handful of other students studied the psionic disciplines under teachers across the monastic network as generations had before. As an adult, she returned to her home monastery with the path-name Ifemelu Nkoyo Okoye and took her place among the Shining Flowers of Okoye, spiritual warriors and culture heroes of Hesione.

By then, the Black Ships had come, colonizers from Iamassa with no knowledge of the true way. The Shining Flowers worked to unite the Hesionites via the monastic network and organize resistance, but the Iamassans sought to root them out and erase Hesionite culture. Ifem and other Flowers used psychic martial arts to win surprising victories in small group engagements, but picking their battles could only go so far against an overwhelming foe. Fearing for the survival of the lineage as a whole, the precognitive abbot ordered a small number of able and promising Flowers to scatter to the stars in search of help rather than throw their lives away fighting. It was a bitter pill, but Ifem and her comrades finally accepted. Ifemelu found passage to Iamassa with a semi-sympathetic smuggler, and from there to the wider sector, but the others took their own ways rather than risk all being caught at once.

If anyone else made it out of the Solomos system, or if they held true to their religious oath in a world that doesn't respect it, she doesn't know. For her part, Ifemelu earnestly seeks out knowledge, power, and allies to eventually free her people from the Iamassan colonizers, and perhaps from the curse of the gods in their broken heaven as well.

Attributes[edit]

  • Strength 12
  • Dexterity 11
  • Constitution 14 (+1)
  • Intelligence 7 (-1)
  • Wisdom 13
  • Charisma 10

Skills (3 points)[edit]

  • Artist/Dance 0
  • Combat/Ghost Walker Style 2
  • Combat/Mindwall Style 1
  • Culture/Hesione 1
  • Culture/Iamassa 0
  • Instructor 1
  • Persuasion 1
  • Religion 0
  • Stealth 0
  • Survival 0

Psychic Powers[edit]

  • Precognition 4 (primary)
    • Omen
    • Terminal Reflection
    • Alternate Outcomes
    • Destiny's Shield
  • Telekinesis 2
    • Remote Manipulation
    • Telekinetic Press
  • Telepathy 2
    • Empathy
    • Metalinguistics

Martial Arts[edit]

  • Ghost Walker Style 2 (unarmed)
    • Novice: Unarmed strikes do 1d6+1 damage.
    • Intermediate: Move freely in melee when in this style, no need for fighting withdrawal. Roll this skill in place of Athletics for acrobatics, climbing, or jumping checks.
    • Master: Unarmed strikes do 1d10 damage. Add this skill to Evasion saves at all times, even when not in this style.
  • Mindwall Style 1 (staves, swords)
    • Novice: Enter a defensive stance for 1 psi point per round, during which energy and projectile attacks suffer -3 to hit me.
    • Intermediate: While in the stance, reflect 1 missed range attack per round back to attacker. Roll Con+Mindwall to hit, deal original attack's base, unmodified damage.

Other Stats[edit]

  • Movement Rate: 20 (Unencumbered)
  • HP: 20
  • Psi Points: 20
  • System Strain: 0
  • AC: 4
    • Psitech Combat Suit: May take incoming damage to psi points instead of HP, then Tech Save or lose psionic disciplines until after end of next turn.
  • Attacks (Attack Bonus 0 +)
    • Unarmed (Combat/Ghost Walker Style) (Str 0 + Skill 2 to hit) (1d10 + Skill 2 damage)
    • Bo Staff (Combat/Mindwall Style) (Con 1 + Skill 1 to hit, -2 if Telekinetic) (1d8+1 + Skill 1 damage)
  • Saves
    • Physical 13
    • Mental 12
    • Evasion 13
    • Tech 16
    • Luck 14

Equipment[edit]

  • Readied (2/6)
    • Bo Staff (TL4)
    • Lazarus Patch
    • Telescoping Pole (Enc 0)
    • Backpack (TL4) (Enc 0)
    • Compad (Enc 0)
    • Glowbug x5 (Enc 0) (common)
    • Psitech Combat Suit (Enc 0)
  • Stowed (6/12)
    • Survival Kit
    • Rope (TL4, 40m)
    • Climbing Harness
    • Atmofilter
    • Binoculars
    • Lazarus Patch x2
  • On Comstock
    • Telekinetic Generator (Enc 2)
    • Vacc Suit (Enc 2)
    • Vacc Fresher
    • Power Cell A x10 (dead - waiting to be recharged)
  • Money
    • 150 credits

Plot Thing[edit]

-Main Page: Delta Drop No Sharper Spur