Moradin Philo (Retired) by Celharn

Species
Nautolan
Career
Guardian
Specializations
Armorer, Artisan, Soresu Defender
System
Force and Destiny

5
Threshold 14
Current 0
Threshold 14
Current 0
Ranged 1
Melee 1

Characteristics

3
2
4
2
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) X 1
Cool (Pr) X 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 1
Leadership (Pr) 0
Mechanics (Int) X 3
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) 0
Piloting: Planetary (Ag) 0
Piloting: Space (Ag) 0
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 0
Gunnery (Ag) 0
Lightsaber (Int) X 1
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Great Lightsaber (Ilum)
Range
Engaged
Skill
Lightsaber
Sunder, Breach 1, Vicious 2, Accurate 1
Damage
11
Critical
1
Ashala Staff
Range
Engaged
Skill
Melee
Damage
+2
Critical
3

25
385
2788
12/17

Weapons & Armor

Great Lightsaber Hilt (3/8 HP) (+1 Damage) (2E)
Reverse Engineered: +1HP
Superior Performance: Bonus to Boost die
Intuitively Improved: +2HP
-Custom Grip: Removes setback from combat checks. Accurate 1

Ilum Crystal
- Vicious x2
-Damage x4
-Crit -1 x1

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

Heavy Robes(0/0 HP) 1E, stored

Jedi Reconnaissance Armor (0/2 HP) Boost to stealth checks

Personal Gear

-Jedi Utility Belt (Emergency medpack, Lightsaber Maintenance Kit, A99 Aquata Breather, 3 field rations, glow rod, handheld commlink, +1 Enc threshold)"

"Breaker" Heavy Hydrospanner(3E)
-Adds advantage to mechanics check

MKIII Backpack (+8E)
-6 Pockets(+1E)

Entrenching tool (1E): Build fortifications
Engineer's Hammer (2E): 2 boost to build or demolish structures

2 Stimpacks



Healing accelrant: Invigorating 4. Recover 6 strain total when using the talisman to recover strain.

Assets & Resources

CR1: Rewards- Mechanics Workshop, Emergency Containment Field.

Ship Workshop(1/3): Right tools for the job, reduces the difficulty of mechanics checks by 1.

Paragon: +2 strain

Mechanics Check Sample roll:
yyygbvv*w

Mechanics Crafting/Modifying:
yyygbbvv*w

Shield Schematic

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Inventor(1) ArmorerD1 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 ArmorerC2 +1 Strain
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 (1) ArtisanB2 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
Parry (1) SoresuA1 If using a lightsaber or melee weapon, when hit by melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry
Amphibious Nautolan May breathe underwater and never suffer movement penalties for traveling through water.
Soresu Technique SoresuA2 May use intellect instead of brawn for lightsaber checks.
Natural Tinker ArtisanC3 May re-roll mechanics check one per session

Force Powers

Force Rating
1
Power
Manipulate
Description
May spend force pip to recover 1 system strain.
Upgrade Effect
Control Ongoing. Commit force die to count weapon or item as undamaged if damaged
Control Mechanics Check: May roll manipulate, spend pips to gain success or advantage
Control Ongoing. Commit force die to increase hull trama of vehicle or starship engaged by 3 per dice
Range Spend pip to increase the power range by range band equal to range upgrades
Control Ongoing. Commit force die to upgrade ability of computers and mechanics check once
Mastery May spend two pips to gain truimph when using manipulate as part of a mechanics check.

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. Moradin is sent to the 7th fleet to continue his training among at the famed foundry of the 7th Systems Army.

Motivation

Ambition: Expertise

Moradin seeks to train and hone his abilities in crafting weapons, armour, vehicles, and whatever equipment the 7th Systems Army needs to remain operational.

Morality

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.

Vanity: The line between modesty and false modesty to have others feed his ego is thin. Moradin hasn't mastered his vanity and can self denigrate to have others prop himself up.
Morality: 93
Duty: 0
CR:1
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 brown Jedi robes when not in combat, preferring modest clothing. In combat he dons vambraces and armoured boots.

Other Notes

BASE : 100 exp, 500 credits
Base 100 exp,
Starting skills:
Class: Disicpline, Resilience, Vigilance
Specialization: Mechanics, Lightsaber
BONUS 150 exp, 900 credits, -10 duty for 10xp
Skills: Mechanics-10xp, Mechanics 15xp
Specializations: Inventor 5xp, Gearhead 10xp, Gearhead 5 xp, Grit 10xp, Armor Master 10xp, Artisan 30xp, Mental Tools 5xp, Fine Tuning 5xp, Solid Repairs 10xp, Imbue Item 15xp, Soresu Defender 30xp, Parry 5xp, Soresu Technique 10xp
Force Powers: Manipulate 10xp,
Items:
Jedi starter Kit 1000 credits (Heavy Robes, Jedi Utility Belt), Great Lighsaber(Ilum) 2500 credits, Modding Ilum Crystal (Fully) 700 credits, "Breaker" Heavy Hydrospanner 250 credits, Custom grip 500cr, Jedi Reconnaissance Armor 4000cr, MK III modular backpack with 6 pockets 105cr, Entrenching tool 20cr, Engineer's Hammer 350 cr, 2 stimpacks 50cr
Current:
Downtime: 45Hr
Skills/Specializations: Natural Tinkerer 15xp, Computers 5xp
Force Powers: Manipulate:Control 5xp, 10xp, 15xp, Range 15xp, Control 15 xp, Mastery 20xp.
Items: Custom Tool 200cr, 1737 for ashala staff and greased palms, 300 cr for healing accelerant talisman from Shadow.
Downtime Spent: 48 hr for +10 duty, 3 hours for mechanics tool.
Missions:
Unbound, Unbroken Rewards: 20xp/20duty/1000cr/24hr
Rights and Rites II: 20xp/15duty/1000cr/24hr
Rights and Rites III: 25xp/15duty/1000cr/24hr
Rights and Rites IV:30xp/20duty/1000cr/24hr
Operation: Irritated Ikopi 25xp/20duty/1000cr/24hr

Tool Build:
Supreme Craftsmanship (2T)
Lightwieght(1A x 7)
Efficient Construction (3A)
Safety Features(3A)
Mechanics Tool(1E): Automatic Success and Advantage on Mechanics Checks
-Compact(x3): 3 Setback to find it on characters person
-Superior: Upgrades checks made by this tool. -Returned to nero when she died.

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