Editing Ifemelu

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==Skills (3 points)==
 
==Skills (3 points)==
 
*Artist/Dance 0
 
*Artist/Dance 0
*Combat/Ghost Walker Style 2
+
*Combat/Ghost Walker Style 1
 
*Combat/Mindwall Style 1
 
*Combat/Mindwall Style 1
 
*Culture/Hesione 1
 
*Culture/Hesione 1
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==Psychic Powers==
 
==Psychic Powers==
*Precognition 4 (primary)
+
*Precognition 3 (primary)
 
**Omen
 
**Omen
 
**Terminal Reflection
 
**Terminal Reflection
 
**Alternate Outcomes
 
**Alternate Outcomes
**Destiny's Shield
 
 
*Telekinesis 2
 
*Telekinesis 2
 
**Remote Manipulation
 
**Remote Manipulation
 
**Telekinetic Press
 
**Telekinetic Press
*Telepathy 2
+
*Telepathy 1
 
**Empathy
 
**Empathy
**Metalinguistics
 
  
 
==Martial Arts==
 
==Martial Arts==
*Ghost Walker Style 2 (unarmed)
+
*Ghost Walker Style 1 (unarmed)
 
**Novice: Unarmed strikes do 1d6+1 damage.
 
**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.
 
**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)
 
*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.
 
**Novice: Enter a defensive stance for 1 psi point per round, during which energy and projectile attacks suffer -3 to hit me.
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**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.
 
**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 +)
 
*Attacks (Attack Bonus 0 +)
**Unarmed (Combat/Ghost Walker Style) (Str 0 + Skill 2 to hit) (1d10 + Skill 2 damage)
+
**Unarmed (Combat/Ghost Walker Style) (Str 0 + Skill 1 to hit) (1d6+1 + Skill 1 damage)
 
**Bo Staff (Combat/Mindwall Style) (Con 1 + Skill 1 to hit, -2 if Telekinetic) (1d8+1 + Skill 1 damage)
 
**Bo Staff (Combat/Mindwall Style) (Con 1 + Skill 1 to hit, -2 if Telekinetic) (1d8+1 + Skill 1 damage)
 
*Saves
 
*Saves
 
**Physical 13
 
**Physical 13
 
**Mental 12
 
**Mental 12
**Evasion 13
+
**Evasion 15
 
**Tech 16
 
**Tech 16
 
**Luck 14
 
**Luck 14
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== Equipment ==
 
== Equipment ==
  
*'''Readied (2/6)'''
+
*'''Readied (4/6)'''
 
**Bo Staff (TL4)
 
**Bo Staff (TL4)
 
**Lazarus Patch
 
**Lazarus Patch
 +
**Satchel Charge (2)
 
**Telescoping Pole (Enc 0)
 
**Telescoping Pole (Enc 0)
 
**Backpack (TL4) (Enc 0)
 
**Backpack (TL4) (Enc 0)

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