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."
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.