Starlow Hawk by jessewisener

Species
Corellian Human (Male)
Career
Colonist
Specializations
Marshal, Ace
System
Age of Rebellion

1
Threshold 12
Current 0
Threshold 12
Current 0
Ranged 0
Melee 0

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Characteristics

2
4
2
3
2
2

Skills

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

Attacks

Corellian K5 Blaster Pistol - GYYYBBVV
Range
Medium
Skill
Ranged: Light
Linked 1, Inaccurate 1, Accurate 2, Stun Setting, Superior (+1 Advantage)
Damage
7
Critical
3

0
1000

Weapons & Armor

Corellian K5 Blaster Pistol
Customized heavy blaster pistol.
Skill: Ranged (Light).
Damage: 8. Crit: 3. Range: Medium. Qualities: Accurate 2, Stun Setting, Superior (+1 Advantage).
Mods:
- Hair Trigger (Linked 1, Inaccurate 1)
- Custom Grip (cancels Inaccurate 1 setback, 2 Setback for others)
- "Bantha's Eye" Laser Sight (auto advantage)
Encumbrance: 1. Rarity: 8.
Price: 6000
Visual: Matte black, worn bantha-hide grips etched with old badge number, tally scratches on slide (one set for CorSec kills, deeper set post-desertion).

Armored Flight Suit
Soak: +1. Encumbrance: 3. Defense: 0/0. Includes integrated commlink and vacc suit seals. Worn from years of use.

Personal Gear

Personal Commlink.

Datapad: loaded with street maps, syndicate dossiers, and years of underworld knowledge and notes.

Medpack.

Utility Belt Holds 4 small items (e.g., glow rods, multi-tool, ration packs). Standard drifter kit.

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Toughened 1 https://star-wars-rpg-ffg.fandom.com/wiki/Toughened_talent he character increases [their] wound threshold by two per rank of Toughened. Once per session, the character may heal a number of wounds equal to their ranks in Toughened.
Grit 2 https://star-wars-rpg-ffg.fandom.com/wiki/Grit_talent Each rank of Grit increases a character's strain threshold by one.
Hard Headed 1 https://star-wars-rpg-ffg.fandom.com/wiki/Hard_Headed_talent On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting difficulty Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy difficulty.
Street Smarts 1 https://star-wars-rpg-ffg.fandom.com/wiki/Street_Smarts_talent Once per session, the character may perform the Improved Street Smarts action. [They] make a Formidable difficulty Streetwise or Knowledge (Underworld) check, reducing the difficulty once per rank of Street Smarts. If successful, the GM must reveal one vital clue pertaining to a current mystery the character is attempting to solve.
Good Cop 1 https://star-wars-rpg-ffg.fandom.com/wiki/Good_Cop_talent The character may spend two advantage results from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop.
Bad Cop 1 https://star-wars-rpg-ffg.fandom.com/wiki/Bad_Cop_talent The character may spend two advantage results from a Deception or Coercion check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Bad Cop. A single check may only benefit from one use of Bad Cop.
Quick Draw 1 https://star-wars-rpg-ffg.fandom.com/wiki/Quick_Draw_talent Once per round, on the character's turn, [they] 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 maneuver to properly prepare or stow, by one maneuver.
Full Throttle 1 https://star-wars-rpg-ffg.fandom.com/wiki/Full_Throttle_talent The character may push a ship or vehicle past its limits of speed. [They] may perform the Full Throttle action, attempting a Hard difficulty Piloting check. With success, the ship's top speed increases by one for a number of rounds equal to Cunning. The ship cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement).
Skilled Jockey 1 https://star-wars-rpg-ffg.fandom.com/wiki/Skilled_Jockey_talent The character removes setback dice per rank of Skilled Jockey from [their] Piloting (Planetary) and Piloting (Space) checks.
Galaxy Mapper 1 https://star-wars-rpg-ffg.fandom.com/wiki/Galaxy_Mapper_talent The character removes a setback die per rank of Galaxy Mapper from [their] Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper).
Unrelenting Skeptic 1 https://star-wars-rpg-ffg.fandom.com/wiki/Unrelenting_Skeptic_talent When targeted by a Deception check, the character automatically adds failure results to the check equal to [their] ranks in Vigilance.

Background

Starlow Hawk grew up in the impoverished underbelly of Coronet City's ghettos on Corellia, where crime syndicates preyed on desperate families through smuggling, person-trafficking, and glitterstim distribution. Born amid the chaos of the Clone Wars, he never knew his father, a war hero who died in the fighting. His single mother raised him alone, scraping by in poverty but instilling a fierce sense of right and wrong—she was the one constant in his life, dying poor but proud of the man he became. Starlow watched friends and extended family—some his own criminal cousins—get pulled into the life: blackmailed, addicted, or just too broke to see another way out. He could've gone the same route, but instead, he enlisted in the Corellian Security Force (CorSec) right after the Empire's rise, channeling his rage into the badge. Stationed back in his old neighborhood, he spent over a decade as an undercover operative and pilot, busting inter-system drug rings and trafficking ops. His crowning achievement: a year-long infiltration that shattered the biggest glitterstim network in Coronet, putting away dozens and stabilizing the streets for a generation.But the job cost him everything. Family rejected him for ruining cousins' lives; friends died in crossfire he couldn't prevent. Promoted to captain, he built a rep that made him a target—syndicates knew his face, his routines, his address. CorSec brass didn't care: no protection, no relocation, just "keep the arrests coming." Burned out and pragmatic, Starlow walked away after the New Republic's birth, post-Endor. With Coruscant liberated and a shaky ceasefire holding against the Imperial Remnant, he saw a chance to pivot: enlisting in the Rebellion's ranks gave him a clean break, a way to keep flying and fighting without getting knifed in a Corellian alley by some small-time thug he'd grown up with. Left behind his CorSec-issued X-wing and loyal astromech droid—they went to his replacement. Now he's a drifter: no homeworld, no roots, just a lone operator dispensing justice in the galaxy's cracks. The enemies he made still have his name on low-priority hit lists, but distance keeps him breathing.

Motivation

Ambition (Prove Himself)—Outfly the ghosts of Rogue Squadron; turn Grey Squadron into a legend.
No fixed home or assets; drifter life means scraping credits between gigs. Old enemies might recognize him in a cantina brawl. The K5's his anchor—lose it, and the past catches up faster.

Duties

Bounty (10)—Low-heat warrants from Corellian syndicates. They want payback for the glitterstim bust and ruined ops, but Starlow's off-world status keeps it simmering, not boiling.

Personnel (5)—Mentoring the misfits, keeping the squad's fragile pieces from breaking.

Description

Starlow's a sharp operator: confident without the ego, quick with a dry jab that cuts through bullshit. He's got a competitive edge a parsec wide—always measuring himself against the next hotshot—and a real talent for reading people, spotting the lie behind the smile. Grew up reading the streets like a book, and it stuck. But grudges linger; that knack for seeing facades doesn't always catch his own blind spots. Leadership comes natural—he's the guy who steps up in a pinch—but trust? That's earned slow, after you've proven you're not another politician promising fixes that never stick.

Bitterness runs deep from the Rogue Squadron audition: he chased Wedge Antilles' nod like it was the galaxy's validation, only to get the boot for being "good, but not elite." It stings, fueling snide cracks about Wedge's overrated skills in Starlow's estimation and a relentless drive to grind harder. Now in Grey Squadron—a pack of misfits—he's gunning to eclipse that rejection: become the best damn pilot and squad lead they didn't see coming. Side gigs like navigating the bad blood with Kira Thorne (whose brother he jailed back on Corellia) or watching out for fragile types like his roommate Damen van Harr? Just more knots to untie. At core, he's in it for the underdog—the desperate folks syndicates chew up—because no one else is fixing it but guys like him.

Other Notes

K5 Weapon Acquisition: Deep into that year-long glitterstim op, Starlow's undercover persona clicked with "Pops" Harlan—an older syndicate lieutenant who took the kid under his wing like a surrogate son. They bonded over stakeouts, scores, and late-night talks about the grind; Harlan saw potential in the "rookie" and schooled him on the trade. Gear-shopping at a black-market collector's den for their next big run, Harlan pulled a dusty Corellian K5 blaster pistol from the case: pristine pre-Empire issue, balanced like a dream. Starlow hefted it, felt the weight settle perfect in his palm, and knew it was his—but the price was steep for his cover wallet. Mission nailed without a hitch, and Harlan surprised him post-job: the K5, gift-wrapped in oiled cloth, bought straight from Harlan's private stash. "For the next one, kid. Don't scratch it." Starlow carried it like a talisman through the op's end. When the raid hit and Harlan went down in cuffs—big fish, life sentence—Starlow didn't hesitate on the bust. No regrets; the man was poison to the streets. But the betrayal stings clean through: Harlan's faith earned, then shattered. A constant reminder that the criminals are still people. The K5's been modded over years, but every pull of the trigger echoes that debt.

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