Jehanna Camari
Failed Jedi
Original Stats | Current Stats |
Force Skills/Powers
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Background and Character Stats
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: "I must reach throughout the galaxy and destroy Moradin."

Template: Jedi Knight
Prestige Classes/Levels: Jedi Counselor/2nd Level
Character Name: Jehanna Camari
Gender: F
Species: Unknown
Age: 32
Height: 1.65m
Weight: 57.61kg
Force Sensitive: Yes
Force Points: 7
Dark Side Points: 0
Character Points: 4 *
Extra Character Points: 0 *
Cyber Points: 0
Move: 12
Resistance Rank: Navy O-5: Rear Admiral
Resistance Title: XO: Executive Officer
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: 64 weeks
- Basic Training
- OCS
- Leadership 1
- Vehicle Ops
- Corpman/Demolition
- Marines
Dexterity 5D: Acrobatics 6D, Blaster 7D, Dodge 7D+2, Grenade 6D, Lightsabre 9D,
Lightsabre: Form "Zero" 9D+2 [M]
Lightsabre: Form I 9D+1 [I]
Lightsabre: Form II 9D+1 [I]
Lightsabre: Form III 9D+1 [I]
Melee Combat 6D+1, Missile Weapons 5D+2, Running 7D+2, Thrown Weapons 5D+1
Perception 5D: Bargain 5D, Command 8D, Con 5D+1, Hide 5D+1, Investigation 5D, Persuasion 5D+1,
Search 5D+1, Sneak 6D+2
Strength 5D: Brawling Combat 7D+1, Climbing/Jumping 5D+2, Lifting 5D+2,
(A) Regeneration 5D, Stamina 8D, Swimming 5D
Knowledge 5D: Alien Species 6D+1, Bureaucracy 6D, Cultures 5D+1, Intimidation 5D+1, Languages 6D+1,
Planetary Systems 6D+1, Politics 5D+1, Scholar 5D+1, Survival 7D, 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, Willpower 7D+2
Mechanical 5D: Astrogation 6D+1, Beast Riding 5D, Capitol Ship Gunnery 5D+1, Capitol Ship
Piloting 5D+1, Capitol Ship Shields 5D+1, Communications 5D+2, Ground Vehicle Ops 5D+2, Hover Vehicle Ops 5D+2, Power Suit Ops
5D+1, Repulsorlift Ops 7D, Sensors 6D, Space Transports 5D, Starship Shields 5D, Vehicle Blasters 5D+1, Zero-G Ops 5D+2
Technical 5D: Capitol Ship Repair 5D+2, Capitol Ship Weapon Repair 5D+2, Computer
Program/Repair 6D, Demolition 6D, Droid Programming 5D, Droid Repair 5D, First Aid 7D, Ground Vehicle Repair 5D+2, Hover
Vehicle Repair 5D+2, Lightsabre Repair 6D, Repulsorlift Repair 5D+2, Security 6D+2
Talents:
Control
Sense
Alter

Force Skills:
(T) Control: 8D+1
(T) Sense: 7D
(T) Alter: 6D+1
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, Force Push, Force 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: Lesser Force Shield
Control, Sense & Alter: Affect Mind, Force Cloak, Illusion
Innate Power:
Project Force: This ability works out to 5 meters 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 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.
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"
Intermediate Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 5D); Melee Combat (5D); Lightsabre Skill (7D); Brawling Combat
(5D).
Benefits: +2D only to all Attack and Defense skills in Melee Combat or Brawling Combat and +1D+1 to Dodge. May deflect
shots (-1D), but may not redirect blaster shots.
Form II: Makashi; "Way of the Ysalamiri" or "The Contention Form"
Intermediate Level:
Prerequisites: Force-Sensitive; Control, Sense, Alter (all 6D); Lightsaber Skill (8D); Form I at Intermediate Level.
Benefits: +3D 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 -1D] and +1D+1 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"
Intermediate Level:
Prerequisites: Dodge (5D); Force-Sensitive; Control, Sense, Alter (all 6D); Dodge (6D); Lightsaber Skill (8D); Form I at
Intermediate Level.
Benefits: +4D to all Defense skills in Melee Combat, Lightsaber, Brawling Combat and +2D to Dodge. May deflect and
redirect blaster shots with a +2D bonus.

Prestige Classes/Levels: Jedi Counselor: 2nd 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.

Equipment:
Green Lightsabre: (Damage: 6D +/-Control, constructed: +1D to Damage)
Jedi Robes
Bottle of Corellian XX (Scotch)
Scarab I and II (Force Artifacts, see below)
DL-18 Blaster Pistol 4D (2 extra clips)
A280 Blaster Rifle (2 extra clips)
Vibroknife Str+2D
Credits: 218 (on person), 28,800 (in account)

Scarabs: Ancient Light Side Force Artifacts

Scarab I Power: Telekinesis
Scarab II Powers: Heal Another (+2D permanent bonus to Control, Sense and Alter, they are now Talents)
Note: The Scarabs are now melded with Jehanna and appear as faintly glowing blue tattoos, one on each shoulder.
Jehanna's Lightsabre