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The Horde Invasion

 

Ahram Dhayn

Type: Jedi
Species/Gender: Elani Male
Age:26 Height:  6' Weight: 180lbs
Physical Description:
Ahram is tall, slender, with pointed ears, bluish hair, and sharp angular features.
Background:
Ahram was the Padawan of Master Imbrium himself. Ahram has the sacred Elani ability to warp natural substances.
Personality:
Ahram is a spiritual intellectual, but is often at odds with his own short temper and impatience.  His Jedi training helps to control such feelings, but hints of his inner self creep out from time to time.
Objectives:
To gain Wisdom through training and focus.
Quote: "Focus is everything."

Ahram Dhayn

DEX: 4D+1
Lightsaber 6D+1
Melee Combat 4D+2
Melee Parry 4D+2
Martial Arts 4D+2

KNO: 3D
Willpower 4D+1
Xenobiology 3D+1
Botany 3D+1
Geology 3D+1
Microbiology 3D+1
Navigation 3D+1

MEC: 2D+1

PER: 3D

STR: 3D

TEC: 3D

Equipment: Lightsaber (5D), Bow, Chess Board, Box of Raw Crystals.
Force Skills:
CONTROL: 4D, SENSE: 4D, ALTER: 5D
Force Powers: Accelerate Healing, Detect Poison, Control Pain, Reduce Injury, Remain Conscious, Concentrate, Aborb/Dissipate Energy, Light Saber Combat, Projective Telepathy, Combat Sense, Danger Sense, Receptive Telepathy, Translation, Life Sense, Life Web, Magnify/Dim Senses, Projected Fighting, Lesser Force Shield, Telekinesis, Dim Senses, Return Another to Consciousness, Place another in Hibernation Trance, Accelerate Other's Healing, Detoxify Poision in Another, Control Breathing, Control Another's Pain.
Move: 10
Force Sensitive:
yes

Special Abilities:Matter Warping (Elomani have learned through centuries to warp natural matter: rock, water, trees, soil. This they use as the basis of their technology. Treat Warp Matter like the apocryphal Force Power of the same name)

Warp Matter

Alter Difficulty:
Easy => liquid matter
Moderate => malleable matter
Difficult => hard matter (metal, wood)
Very Diff => very dense matter (hulls, reinforced metal walls), gases;
modifiers: 1 cubic cm => +0
1 liter/1000 cubic cm => +10
1 cubic meter => +25
10 cubic meter => +35 Required Power: Telekinesis

Time To Use: 1-12 rounds, scaled by difficulty number.

Note: This power will not work and cannot be used against living matter.

Effect: This power allows the Jedi to mold a volume of matter to anew shape. The Jedi must be able to touch some part of the object to be molded. This power does not destroy the matter, it merely changes it’s shape or position (much like a very advanced telekinesis). The effect is permanent. This Jedi is literally changing the world around them. This power coaxes millions of atoms and molecules to move controlling each particle. The fact that it is easier for the Jedi to affect the volume of matter as a whole rather than as distinct particles is reflected in the harder difficulty of managing gases with this power as opposed to some solids or liquids.


 

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