Concealing Robes(Armored Clothing)(2S, 2D, 3E, 1HP)
+Armored Insert-Turned into Armored Clothing. +1S, +1D mods.
+2 difficulty check to notice robes are armored.
Ashala Staff (4E) (2HP): While wielding an Ashla Staff and making a Force power
check, a player may spend 3 strain to add light side pips to the results
VX-A Intelligent Toolbox (3E): Backpack toolbox, reduces time for mechanics checks like repairs, crafting, etc by 50%
LS Paragon: +2 Strain
Mechanics Specialist Tool(4E): Provides automatic boost and advantage.
Critical Injuries & Conditions
Talents
Name
Rank
Book & Page
Description
Amphibious
Nautolan
May breathe underwater and never suffer movement penalties for traveling through water.
Inventor (3)
ArmorerD1,C3,ArtisanC1
When constructing new items or modifying existing attachments, may choose to add ⬜ or remove ⬛ from the check.
Gearhead (2)
ArmorerD2,ArmorerC1
Remove per ⬛ rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments
Grit (1)
ArmorerC2
+1 Strain per rank
Armor Master
ArmorerC3
When wearing armor, the character increases his total soak value by one.
Mental Tools
ArtisanC1
Always count as having the right tools for the job when performing Mechanics checks
Fine Tuning (1)
ArtisanC2
When repairing system strain on vehicles, repair 1 additional system strain
Solid Repairs (2)
ArtisanB2,ArtisanA4
When repairing hull trama on vehicles, repair 1 additional hull trama
Imbue Item
ArtisanB3
Take the Imbue Item maneuver; suffer 1 strain and commit to grant one weapon, piece of armor, or item an improvement while dice remains committed. Suffer 1 strain every round dice remains committed
Short Path to Power
Starting
Force Rating +1
Natural Tinkerer
ArtisanC3
Once per session, may reroll mechanics check
Force Rating (1)
ArtisanB4
Intuitive Improvements
ArtisanB5
When making a check to craft or repair an item, may add force die up to force rating. Spend 2 pips to increase hard points by 1, to max of +2.
Force Powers
Force Rating
3
Power
Manipulate
Description
May spend force pip to recover 1 system strain.
Upgrade
Effect
Control
May use manipulate as part of a mechanics check
Range
Spend Pips to increase ranger equal to range upgrades purchased.
Control
Commit Force Die to have item or weapon count as being undamaged
Control
Commit Force die to upgrade ability of computers and mechanics check once.
Mastery
Spend 2 pips to generate triumph as part of a mechanics check.
Control
Commit Force Die, Increase hull trama by 3 per die committed to vehicle or starship at engaged range.
Background
Found and trained by the Jedi at a very young age, Moradin spent most of his life at the Jedi temple. Moradin developed an overstrong ability to sense pheromones in others, leading him to seek a quiet life among the armorer workstations in the Jedi temple. With the outbreak of the war, Moradin was rushed out into the world too quickly for him handle. Philo is currently very raw and unused to the way the greater galaxy works.
Motivation
Expertise:
Moradin seeks to train and hone his abilities in crafting weapons, armour, vehicles, and whatever equipment the Republic needs to supply the war effort.
Morality
Morality: 100
Duty: 15
CR:1
Modesty: Moradin does not seek praise for the works he creates or the lives he helps to save, knowing that others can do the same provided the right tools and equipment.
Naivete: Spending most of his free time with the Artisans of the temple, Philo is extremely sheltered and can be too trusting and easily taken advantage of.
Support: Moradin likes to have others shine, doing his best to allow them to be their best.
Description
Moradin is green-skinned, with speckles on his head tails, with black eyes. He is young, tall, and broadly built. He most commonly wears plain navy Jedi robes when not in combat, preferring modest clothing. In combat he dons vambraces and armoured boots painted in the style of the clone legion he serves with. He wears a large brown outer robe most of the time.