Phynster Phinagrin | SWFFG Character Sheet | Star Wars Narrative Dice (EoE/AoR/F&D) | Statblocks & Sheets | World Anvil

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Character Name Phynster Phinagrin
Career Warrior Career Specialization(s) Shi-Cho Knight
Species Nautolan Homeworld Glee Anselm
Force Rating 2 Morality 50
Soak
Base 4
Armored 4
Defense
Base 0
Ranged 5 bbbbb
Melee 5 bbbbb
Wounds
Thresh 15
Now 0
Strain
Thresh 10
Now 0
Experience
Total 2670
Avail 20
Characteristics
Brawn 4
Agil 3
Int 2
Cunn 3
Will 1
Pres 2
Encumbrance
Base 9
Mod 9
Add'l +12
Current 30
 
General Skills
Skill Rnk CS ↑ Xp Dice
Astrogation (Int) 5 dd
Athletics (Br) 5 30 dcccc
Charm (Pr) 10 dd
Coercion (Will) 5 35 ddddc
Computers (Int) 10 dd
Cool (Pr) 5 30 dddcc
Coordination (Ag) 5 35 ddccc
Deception (Cun) 10 ddd
Skill Rnk CS ↑ Xp Dice
Discipline (Will) 10 d
Leadership (Pr) 10 dd
Mechanics (Int) 5 35 dddcc
Medicine (Int) 5 35 dddcc
Negotiation (Pr) 10 dd
Perception (Cun) 5 30 ddccc
Piloting, Planetary (Ag) 5 35 ddccc
Piloting, Space (Ag) 10 ddd
Skill Rnk CS ↑ Xp Dice
Resilience (Br) 10 dddd
Skulduggery (Cun) 10 ddd
Stealth (Ag) 5 35 ddccc
Streetwise (Cun) 10 ddd
Survival (Cun) 5 30 ddccc
Vigilance (Will) 10 d
Combat Skills
Skill Rnk CS ↑ Xp Dice
Brawl (Br) 5 35 dcccc
Gunnery (Ag)   10 ddd
Lightsaber (Br) 5 30 dcccc
Melee (Br) 5 30 dcccc
Ranged, Light (Ag)   10 ddd
Ranged, Heavy (Ag)   10 ddd
Knowledge Skills
Skill Rnk CS ↑ Xp Dice
Core Worlds (Int) 10 dd
Education (Int) 10 dd
Lore (Int) 5 35 dddcc
Lore, Jedi (Int) 5   N/A dddcc
Lore, Sith (Int) 5   N/A dddcc
Outer Rim (Int) 10 dd
Underworld (Int) 10 dd
Xenology (Int) 10 dd
Custom Skills
Skill Rnk ↑ Xp
Mindful Assessment (Initiative)  0 10
  0 10
  0 10
  0 10
  0 10
Skill Notes

Mindful Assessment (Initiative)

When combat begins, a Warrior or other character may, with the GM's permission, attempt a Mindful Assessment check during Step 1: Determine initiative (see page 204 of the FORCE AND D ESTINY Core Rulebook).
The PC makes a skill check for Mindful Assessment instead of one for Initiative and contributes a PC Initiative slot as if having made an Initiative roll that generated no [SU] and no [AD].
Before making a Mindful Assessment check, the character chooses either a particular individual involved in the combat(a nemesis or a named rival) or a type of adversary (a minion type or. at the GM's discretion, a type of rival. such as "acklay" or "Imperial officer"). The Warrior then makes an Average ([DI][DI]) Perception or Knowledge check.
The exact skill used depends on the situation. If the chosen foe is a type of minion group the character has had occasion to study in the past, or even if the foe is a particularly famous individual whose deeds and fighting style are recorded in holo-Iogs and data archives, the check uses an appropriate Knowledge skill.
If the foe is a variety of adversary the character has not had the opportunity to learn about in the past, as is usually the case with named individual rivals and nemesis adversaries, the character must rely only on what they observe in the moment. using Perception. As always, a GM might add [BO] or [SE] to the check to reflect the particulars of the situation . If the character is caught in an ambush and has less time to size up the foe, the check might suffer [SE], While a character facing a particular nemesis for the second time could add [BO] to reflect additional understanding gained in the previous duel.
If the skill check succeeds, the character adds [BO] to their combat checks targeting the chosen foe during the encounter. In addition, the character may spend [AD] and [TR] for additional benefits, as shown on Table 3- 1: Mindful Assessment.
If the character chose a partIcular individual as the target for the check, the results apply only to that specific NPC; if the PC instead chose a type of minion or rival, the benefits apply to all adversaries of that type.
Although the check is made during an encounter, Mindful Assessment also represents the character drawing from previous training. GMs are encouraged to add [BO] or [SE] to Mindful Assessment checks to reflect the quantity and quality of the character's training during recent downtime. Specialized equipment or tranquil scenery might add [BO]. while distractions or a lack of space or sufficient time could add [SE]. 
Physical Details
Gender Male
Hair Color Unknown
Age 30
Eye Color Unknown
Height 6'3
Skin Color Unknown
Build Athletic
Notable Features -Languages: Basic, Huttese, Mando'a, Shyriiwook, Tusken, Droidspeak, Sith(Secret), Nautila, Anselmian
-As a Force-Sensitive Foundling of the Mandalorian Creed he is never seen without the custom fitted helm of mand'lor and armor.
-Has a Custom Beskar Cybernetic Arm(s) and Leg(s).
Critical Injuries Lost Left/Right Arm/Leg from battle, Replaced with Custom Cybernetic Arm/Leg
Obligations
First Obligation
Oath - Resolare 
Magnitude  10 
Complications  
Second Obligation
Oath - Self Force Code 
Magnitude  10 
Complications  
Motivations
Primary Belief: The Force 
Secondary Creed: Order from Chaos 
Force Powers
Sense  

Basic Power - Sense

The Force User can sense the Force interacting with the world around him/her.
The Force User may spend [FP] to sense all living things withing short range(including sentient and non-sentient beings.)
The Force User may spend [FP] to sense the current emotional state of one living target with whom he is engaged.
Control: Upgrade Difficulty
Ongoing Effect: Commit [FO], Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once.
Control: Upgrade Ability
Ongoing Effect: Commit [FO], Once per rund, when the Force user makes a combat check, he upgrades the ability of that check once.
Duration
Sense's Ongoing Effects may be triggered one additional time per round.
Strength
When using Sense's Ongoing Effects, upgrade the pool twice, instead of once.
Control: Sense Thoughts
Effect: Spend [FP], The Force user senses the current thoughts of one living target with whom he/she is engaged.
Range 3
Spend [FP] to increase power's range by a number of range bands equal to range upgrades purchased.
Magnitude 3
Spend [FP] to increase number of targets affected by power equal to Magnitude upgrades purchased. 
Move  

Basic Power - Move

The Force User can move small objects via the power of the Force
The Force User may spend [FP] to move one object of silhouette 0 that is within short-range up to his maximum range. The Default maximum Range is Short-Ranged.
Control: Hurl
The Force User can hurl objects to damage targets, by making a Ranged Combat Check combined with a Move Power Check, dealing damage equal to 10 times Silhouette, or weapon damage, GM Discrection.
Control: Pull
The Force User can pull objects out of secure mountings or out of an opponent's grasp.
Control: Manipulate
The Force User can perform fine manipulation of objects, allowing him to do whatever he could normally do with his hands via this power at this powers range.
Control: Push
The Force User can push the force outwards to stun targets, by making a Range Combat Check combined with a Move Power Check targeting an adversary, difficulty determined by targets athletics(and at GM's discetion, Encumberance). Dealing stun damage equal to 10 times Silhouette, Disorient 1 + (ranks purchased in Strength - Number of Range Bands from Target), Concussive 1 + (ranks purchased in Strength - Number of Targets Affected), Knockdown.
Magnitude 4
Spend [FP] to increase targets affected equal to Magnitude ranks purchased
Strength 4
Spend [FP] to increase silhouette able to be targeted equal to Strength upgrades purchased.
Range 3
Spend [FP] to increase power's range by a number of range bands equal to Range upgrades purchased. 
Enhance  

Basic Power - Enhance

When making an Athletics checl. the Force User may roll an Enhanced Power Check as part of the pool. The Force User may spend [FO] to gain [SU] or [AD] (user's choice) on the check.
Control: Coordination
Enhance can be used with Coordination Skill
Control: Piloting - Planetary
Enhance can be used with Piloting - Planetary Skill
Control: Piloting - Space
Enhance can be used with Piloting - Space Skill
Control: Resilience
Enhance can be used with Resilience Skill
Control: Brawl
Enhance can be used with Brawl Skill
Control: Force Leap [Horizontal]
Take a Force Leap Action: make a Enhanced Power Check. The Force User may spend [FP] to jump Horizontally to any location in short range.
Control: Force Leap [Verticle]
Take a Force Leap Action: make a Enhanced Power Check. The Force User may spend [FP] to jump Vertically to any location in short range.
Control: Force Leap [Maneuver]
The Force User can perform a Force Leap as a Maneuver instead of an Action.
Control: Agility
Ongoing Effect: Commit [FO]. The Force User increases his Agility Characteristic by 1 (to a maximum of 6).
Control: Brawn
Ongoing Effect: commit [FO]. The Force User increases his Brawn Characteristic by 1 (to a maximum of 6).
Range 1
Spend [FP] to increase power's range by a number of range bands equal to range upgrades purchased. 
Morality Detail
Emotional Strength
 
Emotional Weakness
 
Conflict
 
Weapons
Weapon                                     Carried?    Skill     Dmg     Crit     Range     Enc   Notes                        
Triple-Bladed Broadshotosaber Hilt  Lightsaber 0 0 Engaged 1 Qualities: Accurate 1, Linked 1, Unwieldy 5, Superior
Hands: One- or Two-Handed
Features:
1 Damage for Crystal(s) -1 Mod
1 Damage for Crystal(s) +1 Mod
Costs 1 Maneuver to disengage a section of the Hilt
A Character with Force Move Basic Power can add [FO] equal to their Force Rating to any Combat Checks involving this weapon. User may spend [FP] as [AD] to activate linked or duel-wielding
A Character with Force Move Control: Manipulate can commit one [FO] to
Ghostfire Crystal  Lightsaber 8 2 Engaged 0 Qualities: Breach 1, Sunder, Defensive 2
Features: Wielder may spend [AD][AD][AD][AD] or [TR] to prevent the target from using the Parry talent to reduce damage from this attack
Krayt Dragon Pearl  Lightsaber 10 1 Engaged 0 Qualities: Breach 1, Sunder, Vicious 4
Mephite Crystal  Lightsaber 11 1 Engaged 0 Qualities: Breach 1, Sunder, Vicious 1
Features: Force-Sensitive Characters using Force Powers to sense their surroundings automatically detect a lightsaber with this crystal.
Mandalorian Wrist-Laser  Ranged - Heavy 8 3 Long
Qualities: Stun Setting, Pierce 5
Features:Can only be repaired, upgraded, and modified by a Mandalorian Armorsmith.
Built-In Attachments:
Removed Safety Features
Reverse Enginering
Droid Targeting System(Add [BO] to one Ranged Combat Check per encounter, Suffer 3 strain to remove [DE] from Ranged Combat Checks.)
Enhanced XCiter(3 Quality Pierce Mods)
Combat Tested(Add [BO] to check to resist fear)
Mandalorian Wrist-Flammer  Ranged - Heavy 9 2 Short
Qualities: Blast 8, Burn 3, Limited Ammo 1, Superior
Features:
When triggering Burn quality, may apply it to any target hit by the attack
GM may spend [TH][TH] or [DE] to apply the Burn quality to any ally hit by the attack
Built-In Attachments:
Set Trigger(Adds [SU] to the first combat check made with this weapon each encounter)
Superior Weapon Customization
Combat Tested(Add [BO] to check to resist fear)
Removed Safety Features
Reverse Engineering
Enviromental Adaption Kit
Mandalorian Wrist Rocket Launcher  Ranged - Heavy 10 4 Long
Qualities: Blast 5, Concussive 3, Disorient 3, Guided 3, Limited Ammo 3
Features:
Up to three micro-rockets can be loaded into the launcher at once. Use the fired rockets profil, but the launcher's range, if longer.
Can only be repaired, upgraded, and modified by a Mandalorian Armorsmith.
Built-In Attachments:
Removed Safety Features
Combat Tested(Add [BO] to check to resist fear)
Mandalorian Wrist Shock Whipcord Thrower  Ranged - Light 3 5 Medium
Qualities: Ensnare 2, Stun Setting, Superior
Features:
Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith.
Cord can be disengaged to hogtie the target
Built-In Attachments:
Superior Weapon Customization
Combat Tested(Add [BO] to check to resist fear)
Reverse Engineering
Magnetic Weapon Tether
Armor
Armor                                     Worn?    Def (Mel)     Def (Rng)     Soak     Enc   Notes                        
Mandalorian Beskar Helmet  1 1 1 1
Features:
Vacuum Sealed(uses Amphibious Air tanks)
Add [BO] to Presence Skill Checks
Add [BO] to Cunning Skill Checks
Add [SE] to Agility Skill Checks
Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith.
Built-In Attachments:
Cortosis Weave Attachment
Amphibious Attachment(2 Increase Oxygen supply by two hours)
Custom Fit Attachment(Remove an additional [SE] from Athletics and Stealth Checks)
Helmet Comlink
In-Helmet Scanner
Mandalorian Beskar Full Suit  2 2 4 11
Qualities:
Armor Master Talent
Improved Armor Master Talent
Superior Armor Master Talent
Features:
Add [SE][SE] to Brawn Skill Checks
Add [SE][SE] to Athletic Skill Checks
Add [BO] to Brawn Skill Checks
Add [SE][SE][SE] to Agility Skill Checks
Add [SE] to Coordination Skill Checks
Add [BO] to Presence Skill Checks
Add [BO] to Cunning Skill Checks
Easy ([DI]) Mechanics check to add/remove weights. -3 Encumberance, can be done twice.
At the GM's discretion. Training while wearing the weights might help a character develop physical fitness or adapt to high-gravity environments.
Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith.
Built-In Attachments:
Custom Fitted Attachment(Remove an additional [SE] from Athletics and Stealth Checks)
Cortosis Weave Attachment
Mandalorian Utility Belt  0 0 0 1
Features:
Increases encumberance threshold by 3 per pouch attachment, Maximum of 4 Pouches
Power Unit is used to power the systems of the Mandalorian's Armor.
Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith.
Built-In Attachments:
Power Unit
Cortosis Weave Attachment
4 Pouches
Mandalorian Beskar Jetpack  1 1 1 2
Features:
Allows a person to function as a Silhouette 1, Speed 3, Handling 1, System Strain 4 Vehicle that can operate anywhere
Requires Piloting - Planetary
Difficulty of actions performed while flying decreased by ranks in Coordination.
Requires Starship fuel Canisters for refueling.
Can only be repaired, upgrade, and modified by a Mandalorian Armorsmith.
Built-In Attachments:
Cortosis Weave Attachment
Concealing Robes  0 0 1 1
Features: Add [SE] to checks to notice or recognize an individual wearing concealing robes.
Mandalorian Beskar Cybernetic Arm (Brawn / Brawl, or Agility / Athletics)  1 1 1 4 Damage: Brawn + Ranks in Brawl
Range: Engaged
Critical: Brawn - Ranks in Brawl
Skill: Brawl
Qualities: Vicious 1, Pierce 2
Features: 1 Characteristic (Brawn or Agility) Mod
Can only be repaired, upgraded, and modified by a Mandalorian Armorsmith.
Can be used as a brawl weapon when unarmed.
Add [BO] to any Brawl Combat Checks or Athletic Checks involving the enhanced arm.
[DE] Causes the Arm to short-out temperarily, dealing 5 strain to the User.
Built-In Attachments: Hidden Compartment for Mandalorian Wrist Weapons(Maximum of 3 can be installed at once, +1 Encumbrance per weapon)
Cortosis Weave Attachment
Custom Fitted Attachment
Talents
Talent                                     Rank     Type      Lookup   Notes                        
Parry  7 Active pg. 149 F&D When the Character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage is calculated(but before soak is applied), the Character may take a Parry incidental. He/She suffers 3 strain and reduces damage dealt by that hit by a number equal to 2 plus his/her ranks in Parry. This Talent may only be used Once per Hit and when the user is wielding a Melee or Lightsaber weapon.
Second Wind  2 Active pg. 151 F&D Once per Encounter, the Character may use a Second Wind Incidental to recover an amount of Strain equal to his ranks in Second Wind
Toughened  4 Passive pg. 153 F&D The Character increases his/her strain threshold by 2 per rank of Toughened
Conditioned  1 Passive pg. 141 F&D The Characters removes [SE] per rank of Conditioned from his Athletics and Coordination checks. He also reduces damage and strain suffered from falling by 1 per rank of Coordination.
Multiple Opponenets  Passive pg. 147 F&D The Character adds [BO] to his Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions.
Durable  2 Passive pg. 142 F&D The Character may reduce a Critical Injury result he/she suffers by 10 per rank of Durable, to a minimum of 1.
Quick Draw  Active pg. 149 F&D Once per round, on the Characters turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This Talent also reduces the amount of time to draw or stow a weapon that usually requires more than one turn to properly prepare or stow, by one maneuver.
Grit  4 Passive pg. 144 F&D Each rank of Grit increases a Characters strain threshold by 1.
Defensive Training  1 Passive pg. 141 F&D When the Character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training.(This replaces any ranks in Defensive the weapon already has.)
Natural Blademaster  Active pg. 147 F&D Once per game session, the Character may reroll any one Lightsaber or Melee check.
Sarlacc Sweep  Active pg. 151 F&D FORCE TALENT: The Character may take a Sarlacc Sweep action, making a Lightsaber combat check with +1 difficulty against one engaged target. The Character may spend [AD][AD] generated by this combat check to hit one additional target, paying [AD][AD] for each additional hit. When performing Sarlacc Sweep action, the Character must always target the opponent with the highest difficulty and highest defense.(GM discretion on ties)
Sum Djem  Passive pg. 152 F&D FORCE TALENT: When the character makes a successful Lightsaber combat check, he may spend [TR] or [AD][AD] to disarm his opponent (with GM's approval). The disarmed weapon lands anywhere within short-range of the engagement. (Characters Choice)
Center of Being  1 Active pg. 140 F&D FORCE TALENT: Once per round, when wielding a Lightsaber, the Character can make a Center of Being Maneuver. Until the beginning of his next turn, whenever an enemy makes a Melee attack targeting the Character, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being.
Dedication  3 Passive pg. 141 F&D Each rank permanently increases a single characteristic of the player's choice by 1 point. This Cannot bring a Characteristic above 6. (Choices: Agility, Willpower*2)
Parry (Improved)  Passive pg. 149 F&D When the Characters suffers a hit from a Brawl, Melee, or Lightsaber combat check and uses the Parry incidental to reduce the damage from the hit, after the attack is resolved, the Character may spend [DE] or [TH][TH][TH] to automatically hit the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon's base damage plus any damage from applicable talents or abilities. This talent my not be used if the original attack incapacitates the Character.
Intimidating  4 Active pg. 145 F&D When attempting a Coercion check, the Character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his/her ranks in Intimidating. When the Character is a target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed the ranks in Intimidating.
Plausible Deniability  1 Passive pg. 149 F&D The Character removes [SE] per rank of Plausible Deniability from his Coercion and Deception checks.
Fearsome  3 Passive pg. 142 F&D When an adversary becomes engaged with the Character, the Character may force the adversary to make a fear check(see page 326 F&D), with the difficulty equal to the Character's ranks in Fearsome. At the GM's discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.
Unique Abilities There isn't enough Talent / Ability Fields to fit all of them, but Shi-Cho Knight, Aggressor, and Juyo Berserk are all purchased, As well as Signature Ability Unmatched Feroicity attached to the Shi-Cho Knight Tree. There also isn't enough Weapon Fields, and the fields don't accept decimals so i can't show the proper armor by each individual piece, of which there isn't enough fields. Cybernetics Include Arms Mod V, Legs Mod III, Brain Implant, Eyes, Biofeedback Regulator, Immune Implant, Surge Override Switch, and Cyber Disguise. 
Backstory
After being collected with several other Force-Sensitive Children by a Jedi Knight on his Starship, they were ambushed on their way back to Coruscant by Sith in Mandalorian space. Only able to carry two of the Children, the Jedi Knight tried to escape in a pod to Mandalore, but suffered a fatal wound before getting to the pod. The pod landed in the Forests of Mandalore, amist a den of Strill. A young male Taung, who was on his hunt nearby and saw the pod crash, came upon a sight he did not expect. Among the reckage of the crashed pod petting and tickling the remaining shrill, who had clearly eaten something else, was this Octopus faced Creature. Deeming it worthy, he drove the strill off, pick it up, and brought it home to be raised by his Wife as a Mandalorian. His wife eventually died during childbirth, leaving the Taung to believe he was the last of his kind, so he trained the Child in the Ancient Ways of Mandalore, when the Child became of age, his Father crafted him a helmet in the Style of Mandalore the First, gave him his sword from the Wars of Old and challenged him to his Verd'goten to the death. After winning the duel, he turns away from his childhood hut and sets out to find his way on Mandalore. 

 

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Phynster.

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