Jehanna Camari
Failed Jedi

Jehanna Camari before the Change Jehanna Camari after the Change
The above image (on the right) has been used by permission. Link to Jason Dement's Gallery

Original Stats | Current Stats | Force Skills/Powers

Background: This Jedi is a former Knight, named Jehanna Camari. Jehanna is sort of a down on her luck, space-faring liberal. Often dissenting with the Old Republic and the Council, she was against the idea of the Clone Wars, and a reluctant participant in those campaigns.

Jehanna is not only on the run from the Empire, but also from the Black Sun organization. After a run-in with the Falleen, Xizor, she has become something of an obsession to him...adding a Jedi Knight to his collection of women, to thumb his nose at Vader. Being caught in this enmity is most unpleasant, as it vastly restricts the number of smuggling vessels that she can exploit. In addition, her own pseudo human makeup makes her as vulnerable, if not slightly more so, to the will nullifying pheromones of the Falleen.

Pursued by Xizor's Falleen bounty hunters, and Vader's Imperial Guard, the Jedi has only one weapon...her bright green lightsabre, which is sculpted in an antique, alien shape, and encrusted with intricate symbols like her vest.

In the wake of the Clone Wars, Jehanna was forced to "go underground" as it were. The forces of the Empire had overwhelmed her own homeworld, so the youthful Jedi Knight was forced to move from fringe world to fringe world, staying just ahead of her pursuers through a combination of wit, ruthlessness, and luck.

She is, to this day, still actively pursued by Xizor's bounty hunters, mostly Falleen thugs, and a lesser contingent of Vader's forces. Xizor is her main problem, seeking revenge on her for his troubles years past, and a return of his "pet Jedi." To this end, she is constantly using her Force attuned senses to stay one step ahead of these dangerous hunters, who could overwhelm her by their mere presence.

*  *  *

Nearly one and a half years has passed since the near-human Jedi has been on the run. In that time she has met some very unusual beings and has done some pretty amazing things. Two of those amazing things resulted in aquiring two of three ancient Force Artifacts called scarabs. Together they have enhanced her ability to use the force in a way she never thought possible. In addition to that, she has felt as if they have been building a bond with her as she has with them. The scarabs feel as if they are becoming part of her in a real sense. She is not sure what that means, but whatever it is feels peaceful and right; as if she, throught them, has a greater purpose than running away from her enemies the rest of her life.

In the last two months the feeling that she needs to be alone for an extended period of time has grown stronger and more pronounced. It is as if the scarabs are telling her that something is going to happen, but she is not sure what that is. As with many things, only time will reveal the answer.

*  *  *

Jehanna and her new associates have now joined with a Resistance group in order to further impeed evil. It is here that she found time to her self. Rainmaker quarters would do fine, as Admiral Drayson is likely to use that ship for their next mission. She retired there to follow the seemingly urgent need to be alone for whatever change was to come. No one would miss her right away as she had completed all of her required Executive Officer paperwork. For that she was extremely grateful.

Once in her quarters she dimmed all the lights to the lowest setting and went into a meditative state. Dylanna came in just then to set up and give her the promised massage. She set up and started....

Now more relaxed than ever and feeling leftover tingles from the deep massage, Jehanna resumed her meditative state after locking her door. After a few deep breathes her mind drifted into the Force with an ease she had never felt before. Her mind drifted to many places completely unfamiliar to her, yet inherently related on some deeper level.

The change had begun....

Physical Description: Jehanna had long, greenish tinged hair, worn in an intricate braid, but how her head is covered with long, softly glowing blue locks that seem to entice all who look upon her. She wears loose clothing in the fashion of the Jedi, despite being somewhat "underground." Her leather over vest is black, worked with intricate, arcane patterns in green, while her loose fitting under-jacket and trousers are a light purple. She is slender of build, with startling blue eyes that now have a slight blue glow to them. The typical green teardrop shaped jewel that has been on her brow has been absorbed or dissolved. She now bares (as what appear to be tattoos) the first and second scarabs on her body, one on either shoulder.

Personality: Very quiet and reserved, but quick to action when needed.

Objective(s): Avoid capture by the Empire and Black Sun. To stop Moradin with all the powers of the scarabs.

Quotes: "To create a species requires a mate. I have discovered the one I need." "I must reach throughout the galaxy and destroy Moradin."

Template: Jedi Knight
Prestige Classes/Levels: Jedi Counselor: 5th Level
Character Name: Jehanna Camari
Gender: F
Species: Unknown
Age: 33
Height: 1.65m
Weight: 57.6kg
Force Sensitive: Yes
Force Points: 8
Dark Side Points: 0
Character Points: 38 *
Extra Character Points: 20 *
Cyber Points: 0
Move: 12

Resistance Rank: Navy O-5: Rear Admiral
Resistance Title: XO: Executive Officer, Second Fleet
Resistance Pay: 900 Bi-Monthly (currently in Imperial Credits)
* As schools cost Character Points, half of all earned points will go towards payback
CP Payback Amount: 0

Resistance Schools:
Total Training Time: 67 weeks
  1. Basic Training
  2. Vehicle Ops
  3. Corpman/Demolition
  4. OCS
  5. Leadership I
  6. Marines
  7. Leadership II

Dexterity 5D: Acrobatics 9D, Blaster 7D, Dodge 9D+2, Grenade 6D, Lightsabre 11D,

Lightsabre: Form "Zero" 10D [M]
Lightsabre: Form I 10D+2 [M]
Lightsabre: Form II 10D+2 [M]
Lightsabre: Form III 10D+2 [M]
Lightsabre: Form IV 10D [M]
Lightsaber: Form V: Shien 12D [M]
Lightsaber: Form V: Djem So 12D [M]


Melee Combat 6D+1, Missile Weapons 5D+2, Running 9D+2, Thrown Weapons 5D+1
Perception 5D: Bargain 7D, Command 10D, (s) Command: 1188th Resistance 11D, Con 9D+1, Hide 5D+1, Investigation 8D, Persuasion 9D+1, Search 8D+1, Sneak 8D+2
Strength 5D: Brawling Combat 9D+1, Climbing/Jumping 8D+2, Lifting 5D+2, (A) Regeneration 6D, Stamina 9D, Swimming 5D
Knowledge 5D: Alien Species 8D+1, Bureaucracy 8D, Cultures 7D+1, Intimidation 7D+1, Languages 7D+1, Planetary Systems 8D+1, Politics 8D+1, Scholar 8D+1, (s) Scholar: Ancient Civilizations 9D+2, (s) Scholar: Celestials 11D+2, (s) Scholar: Jedi Lore 9D, (s) Scholar: Sith Lore 9D, , Survival 9D, Tactics 5D+1, Tactics: Capitol Ships 7D+1, Tactics: Ground Assualt 8D, Tactics: Imperial 8D, Tactics: Planetary Defense 8D, Tactics: Squad 7D, Tactics: Starfighter 7D, Technology 7D, (s) Technology: Celestials 10D, Willpower 10D+2
Mechanical 5D: Astrogation 7D+1, Beast Riding 6D, Capitol Ship Gunnery 6D+1, Capitol Ship Piloting 7D+1, Capitol Ship Shields 6D+1, Communications 7D+2, Ground Vehicle Ops 5D+2, Hover Vehicle Ops 5D+2, Power Suit Ops 5D+1, Repulsorlift Ops 8D, Sensors 8D, Space Transports 9D, Starship Shields 6D, Vehicle Blasters 6D+1, Zero-G Ops 6D+2
Technical 5D: Capitol Ship Repair 6D+2, Capitol Ship Weapon Repair 6D+2, Computer Program/Repair 9D, Demolition 6D, Droid Programming 7D, Droid Repair 7D, First Aid 9D, Ground Vehicle Repair 5D+2, Hover Vehicle Repair 5D+2, Lightsabre Repair 8D, Repulsorlift Repair 9D+2, Security 8D+2

Talents:
Control
Sense
Alter


Equipment:
Green Lightsabre: (Damage: 7D +/-Control, Constructed and Bonded: +1D to Damage, +1D to all Jedi powers, skills and abilities)
Jedi Robes
Scarab I and II (Force Artifacts, see below)
DL-18 Blaster Pistol 4D (2 extra clips)

Credits: 900 (on person), 48,800 (in account)

Force Skills:
[T] Control: 9D (10D)
[T] Sense: 8D+2 (9D+2, +2D)
[T] Alter: 8D+2 (9D+2)

Force Powers:
Control: Absorb/Dissipate Energy, Accelerate Healing, Concentration, Control Pain, Detoxify Poison, Emptiness, Enhance Attribute, Enhance Skill, Heal, Hibernation Trance, Regenerate, Remain Conscious
Sense: Cyber Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses, Receptive Telepathy, Sense Path
Alter: Force Jump, Knight Jump, Force Push, Knight Push, Force Run, Knight Run, Light, Telekinesis
Control & Sense: Force Wave, Lightsabre Combat, Projective Telepathy
Control & Alter: Accelerate Another's Healing, Control Another's Pain, Detoxify Poison in Another, Heal Another, Transfer Force
Sense & Alter: Greater Force Shield, Lesser Force Shield
Control, Sense & Alter: Affect Mind, Force Cloak, Illusion

Innate Power:
Project Force: This ability works out to 5 meters (10 meters when using the scarabs) and is considered always up.
With this power, the Jedi can project ambient personal Force away from their body.
If the Jedi is of the Light Side, anyone within the projection will feel warmth and a sense of well being. If the Jedi is of the Dark Side, anyone within the projection will feel cold and a sense of dread. Either way adds +2 (+1D+1 when using the scarabs) to all rolls to resist powers used against the Jedi or anyone within the radius. This power can be used to temporarily cancel out the effects of a Force Nexus (lasting for as many rounds as the Jedi has in Control dice).

Lightsabre Forms and Bonuses:

Form Zero
Master Level:
Prerequisites: Form I at Beginner Level, Force-Sensitive; Control, Sense, Alter (all 5D); Melee Combat (5D); Lightsaber (5D); Brawling Combat (5D).
Benefits: +1D to all Attack and Defense skills in Melee Combat, Lightsabre, Brawling Combat and +2D to Dodge. May deflect shots (+0D), but may not redirect blaster shots. And may use the following skills as free actions during combat: Bargain, Con, Persuasion, Intimidation, Affect Emotions (if has), Affect Mind (if has).

Form I: Shii-Cho; "Way of the Sarlaac" or "The Determination Form"
Master Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 7D); Melee Combat (5D); Lightsaber Skill (10D) Brawling Combat (5D).
Benefits: +3D only to all Attack and Defense skills in Melee Combat, Lightsaber or Brawling Combat and +2D to Dodge. May deflect shots (+0D), but may not redirect blaster shots.

Form II: Makashi; "Way of the Ysalamiri" or "The Contention Form"
Master Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 7D); Lightsaber Skill (10D); Form I at Intermediate Level.
Benefits: +4D to all Attack and Defense skills (including all rolls to disarm and avoid being disarmed) in Melee Combat, Lightsaber [if the opponent is using Form V, then the bonus is reduced to +0D] and +2D to Dodge. May deflect blaster shots (at a -2D penalty), but may not redirect them.

Form III: Soresu; the "Way of the Mynock" or "The Resilience Form"
Master Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 7D); Dodge (7D); Lightsaber Skill (10D).
Benefits: +5D to all Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D+2 to Dodge. May deflect and redirect blaster shots with a +3D bonus.

Form IV: Ataru, Way of the HawkBat
Master Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 7D); Lightsaber Skill (10D); Acrobatics (7D); Dodge (7D); Climbing/Jumping (7D); Stamina (7D)
Benefits: Four times per round can make an Acrobatics or Climbing/Jumping check as free actions. Add Acrobatics Skill to all Defense skill rolls. Add Dexterity Attribute dice, as a bonus, to all Attack and Damage rolls when wielding a Lightsaber one-handed, 1 1/2 when wielding it two-handed, and double when wielding dual blades or doubled bladed variants. Must make Difficult (23) Stamina check every round or become winded and loose all free actions. Force Power Bonus's can also apply.

Form V: Shien: Blasters Way of the Krayt Dragon
Master Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 7D); Dodge (7D); Lightsaber Skill (10D) Benefits: +3D to all Attack and Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D to Dodge. May deflect and redirect blaster shots at a +1D bonus. If an opponent fails a Melee or Brawling attack against the Jedi, he/she may make a Melee or Brawling attack of opportunity with twice Strength Attribute dice, as a bonus, to attack and damage rolls. This does not grant free or extra attacks per round that are not declared. If the attack succeeds, the opponent is knocked off balance (and therefore looses an amount equal to his Dexterity Attribute from his defense for the rest of the round and next round) and must make an Easy Dexterity check or be knocked prone.
Form V: Djem So: Lightsabers The Perseverance Form
Master Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 7D); Dodge (7D); Lightsaber Skill (10D)
Benefits: +3D to all Attack and Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D to Dodge. May deflect blaster shots (+1D), but may not redirect blaster shots. If an opponent fails a Melee or Brawling attack against the Jedi, he/she may make a Melee or Brawling attack of opportunity with twice Strength Attribute dice, as a bonus, to attack and damage rolls. This does not grant free or extra attacks per round that have not been declared. If the attack succeeds, the opponent is knocked off balance (and therefore looses an amount equal to his Dexterity Attribute from his defense for the rest of the round and the next round) and must make an Easy Dexterity check or be knocked prone.


Prestige Classes/Levels: Jedi Counselor: 5th Level

Prestige Class Specials:
Leadership: When using her Command skill to combine the actions of her subordinates (for more information, see the Star Wars Role playing Game, 2nd Edition - Revised and Expanded, pages 82-83), the Jedi Counselor's combined action bonus is doubled to +2D per every three characters combining, instead of +1D.
Increase Lightsaber Damage: A Jedi Counselor's ability to deal damage with a lightsaber improves as he gains levels. At 2nd level, the Jedi Counselor's lightsaber damage increases by +1D6. This added damage is cumulative with increased lightsaber damage from other Jedi classes.
Skill Bonus: The Jedi Counselor gains a +1D skill bonus to any one of the following skills: Alien Species, Bureaucracy, Command, Con, Cultures, Intimidation, Languages, Law Enforcement, (A) Linguistics, Planetary Systems, Persuasion, Politics, Scholar, Value, First Aid, (A) Medicine, Technology and Willpower. This skill bonus is permanent.
Inspire Hope: At 3rd level, a Jedi Counselor's reputation reaches such a point that anyone following his or her advice gains a bonus of +2D. Further those wishing to take direct action against her are subject to a skill penalty. This penalty is equal to the same as the bonus. This bonus or penalty affects all skill and attribute rolls (including attack rolls) made against the Jedi Counselor by other characters.
The Living Force: At 4th level the Jedi Counselor becomes more aware of the will of the force, and as such gains +2D to all Sense rolls.
Healing: A Jedi Counselor has an increased ability to heal the wounded. She gains a +2D to all skill or power rolls involving healing. Some renowned Jedi Counselors have even healed incurable diseases.


Scarabs: Ancient Light Side Force Artifacts

Scarab I and II
Scarab I Power: Telekinesis
Scarab II Powers: Heal Another (+2D permanent bonus to Control, Sense and Alter, they are now Talents)
Scarab III Powers: Presently unknown
Note: The Scarabs are now melded with Jehanna and appear as faintly glowing blue tattoos, one on each shoulder. When Jehanna is angry the wings glow a faint red color. When she is happy, they glow purple. She keeps them covered as a matter of course.

Jehanna's Lightsabre
Jehanna's Lightsabre

Color: Green
Special: Constructed and Bonded: +1D to Damage, +1D to all Jedi powers, skills and abilities
Crystals: 1st:
Damage: 7D +/-Control