Farnulthae Feibbs by SpringDingo

Species
Sullustan
Career
Ace
Specializations
Pilot
System
Age of Rebellion

5
Threshold 15
Current 4
Threshold 13
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
5
3
1
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 2
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 2
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 1
Piloting: Planetary (Ag) X 2
Piloting: Space (Ag) X 2
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 0
Brawl (Br) 0
Gunnery (Ag) X 1
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) X 3
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Burn 3, Sunder, and Vicious 3
Damage
5
Critical
3
Heavy Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun setting
Damage
7
Critical
3
Ion Blaster
Range
Short
Skill
Ranged: Light
Disorient 5, Ion
Damage
10
Critical
5

0
340
1120
14/16

Weapons & Armor

Fusion Cutter
Padded Armor
Heavy Blaster Pistol
Ion Blaster
2x Frag Grenade
Fancy Clothes
"Who farted!?" t-shirt

Personal Gear

Data pad
Fusion Cutter
Tool Kit
Backpack
Utility Belt
Load-Bearing Gear
3x Emergency Repair Patch
4x Stimpack
1x dose of spice

Assets & Resources

0 Duty

Critical Injuries & Conditions

x2 Distracted

Talents

Name Rank Book & Page Description
SKILLED JOCKEY 3 AoR 60 + 69 Remove 1 Black Die per rank of Skilled Jockey from Piloting (Planetary) and Piloting (Space) checks.
GALAXY MAPPER 2 AoR 69 Remove 1 Black Die per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.
GRIT 1 AoR 69 Gain +1 strain threshold.
TRICKY TARGET 1 AoR 69 Count vehicle or starship piloted as having a silhouette 1 lower when being attacked.
TOUGHENED 1 AoR 69 Gain +2 wound threshold.
DEDICATION 1 AoR 69 Gain +1 to a single characteristic. This cannot bring a characteristic above 6.
IMPROVED DEAD TO RIGHTS 1 AoR 69 Spend 1 Destiny Point to add additional damage equal to Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry.
NATURAL PILOT 1 AoR 69 Once per session, may reroll any 1 Piloting (Space) or Gunnery check.
DEFENSIVE DRIVING 1 AoR 69 Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving.

Background

Relationship with the Empire: Visionary Opportunist
Joining the Rebellion: The Searching Insurgent

Pilots have a tendency to come in only three varieties: the brilliant, the lucky, and the dead. Farnulthae relied on luck and confidence to get him through most situations in life and boy howdy was it working out for him. Coasting through flight school and interviews on the local circuit, Farnulthae managed to become one of the best and most beloved pilots in recent air show history. His light touch on the flight stick allowed him to coax any bird into maneuvers never intended by its engineers. After winning one particularly lucrative flight competition, Farnulthae's cantankerous grandpappy challenged him to find something meaningful to do with his skills. Farnulthae said, "Ha, you think I won't do it old man. Just you watch," and immediately set out to join up with the rebellion to compete against the best trained pilots that the Imperial Flight Academy could produce.
Former competitive pilots are valued in the Rebellion and Empire alike as combat aces, due to their preternatural ability to dance between laser blasts and flit through formations of enemies, coming out the other side unscathed, but the only way to ensure the highest caliber of opponents is to join up with the rebellion on account of the Empire having a highly regimented training course. Otherwise, Farnulthae would have just joined up with the Empire. After all, it's a hell of a lot easier to find a recruitment center than a secret underground terrorist cell.

Motivation

Thrill: There are few actions more dangerous than taking on the forces of the Empire in a head-on battle. It requires incredible speed, intelligence, and courage to climb into the cockpit of an X-wing or infiltrate an Imperial base. Farnulthae seeks thrills and danger wherever he can find them, and he has joined the Rebellion to get a shot at taking on the most dangerous and well-trained fighting force in the galaxy.
Daring: Many Aces are absolutely addicted to the rush they gain when behind the stick, wheel, or trigger housing. Never knowing which moment may be the last is a drug the Ace can never get enough of, and fighting for the underdogs of a galactic-scale war is the ultimate source of that high. Such an Ace will volunteer for every mission; he's never truly happy unless the turbolaser bolts are flying all around him as the engines scream at the torture they are put through in a nearly impossible turn.

Duties

Space Superiority: Farnulthae is dedicated to taking out enemy starfighters, turrets, capital ships, and platforms. He knows that if the Rebels can showcase their strength in space combat, it could sway entire systems to their cause.

Description

1.5 meters tall
large, dark eyes
large, rounded ears
notable flaps of skin that extend down from his cheeks called "dewflaps"

Can see up to twenty meters even in total darkness. All Sullustans to always know what direction they are going, regardless of conditions or lack of physical signs. For reasons not yet fully understood, this natural direction sense in any situation extends all the way to space travel, even including hyperspace navigation.

Other Notes

Breach - Breach weapons ignore one point of armor for every rating of Breach (meaning they also ignore 10 points of soak for every rating of Breach).

Burn - Weapons with Burn inflict damage over time. If the attack is successful, the target continues to suffer the weapon's base damage each round for a number of rounds equal to the weapon's Burn rating. Damage is applied at the start of each of the target's turns.

Sunder - When activated, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If a weapon already suffering major damage is the target of a successful Sunder, it is destroyed. Sunder requires O to activate. If activated multiple times in the same attack, each activation can be applied against the same weapon, potentially taking a weapon from undamaged to destroyed in a single attack.

Vicious - When this weapon scores a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, the victim adds + 30 to their Critical Hit result.

Ion - Droids and vehicles are affected by ion weapons, taking damage to their strain threshold. The damage is still reduced by armor and soak.

Disorient - When Disorient is triggered, the target is disoriented for a number of rounds equal to the weapon's Disorient rating. (A disoriented target adds 1 Black Die to all skill checks they perform.)

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