Freel by ObiWan92

Species
Defel
Career
Bounty Hunter
Specializations
Assassin Operator
System
Edge of the Empire

3
Threshold 13
Current 0
Threshold 16
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

4
4
1
3
2
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 1
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) 0
Coordination (Ag) 2
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 0
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 2
Resilience (Br) 0
Skulduggery (Cun) X 1
Stealth (Ag) X 4
Streetwise (Cun) X 0
Survival (Cun) 0
Vigilance (Will) X 1
Brawl (Br) X 2
Gunnery (Ag) X 1
Lightsaber (Ag) 0
Melee (Br) X 4
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) X 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

Claws
Range
Engaged
Skill
Brawl
Damage
+1
Critical
3
RS01 "Ripper" Powersword
Range
Engaged
Skill
Melee
Cumbersome 3, Pierce 2, Sunder, Knockdown, Vicious 2, Superior, Accurate 2
Damage
+4
Critical
2
Vibrorapier
Range
Engaged
Skill
Melee
Defensive 1, Pierce 9, Superior, Cortosis
Damage
+3
Critical
2
Fusion Cutter
Range
Engaged
Skill
Melee
Breach 1, Sunder, Vicious 3, Inaccurate 2
Damage
5
Critical
3
Vibrorapier
Range
Engaged
Skill
Melee
Defensive 1, Pierce 8, Superior, Cortosis
Damage
+3
Critical
2
Shock Boots
Range
Engaged
Skill
Brawl
Disorient 3, Stun 3
Damage
+0
Critical
5

0
475
19705
12/14

Weapons & Armor

Powersword (Powerswords are oversized vibroswords with high output vibrofield generators. This weapon is designed for heavy slashes and cuts, too heavy for precision dueling. This weapon requires two hands to wield.) Encumbrance 4

Vibrorapier x2 (This slender and specially balanced vibrosword is often used by those preferring honourable duels and a more civilised melee fight.) Encumbrance 2

Shock Boots (Common among criminals, this specialty weapon allows for a kick to hit with a bit more power thanks to the electrical circuitry that activates with the impact. Do not require hands to wield. Add 1 setback dice to Perception checks to notice that the boots are a weapon.) Encumbrance 2

Personal Gear

Earbud Comlink (This small comlink is convenient for users that need their hands free or a more inconspicuous form of communication. Usable at long range. Noticing the earbud comlink requires a Hard (3 difficulty) Perception check.)

Imperial Army Field Rations x5 (These rations differ from standard ones due to their awful taste and hyper infusion of nutrients to last a soldier 1 week. Provides 1 week's worth of nutrition.)

Imperial Army Canteen (This container is built from synthetics and housed in a canvas cover available in a variety of colors and patterns. Holds 1.5 liters of liquid and can purify water using an integrated filtration system.) Encumbrance 1

Imperial Army Military Pack (This backpack, a standard issue by the military, is used to carry all sorts of field equipment without adding to a soldier's overall load. However, it is relatively bulky and may cause issues with the frail species. This is Cumbersome 2. Increase encumbrance capacity by 6.)

Synthetic Anesthetic (This is a general compound used during medical procedures and readily available. It is bought in single doses; The poison may be introduced through aerosol, ingestion or injection. The target must succeed an average (2 difficulty) resilience check for a single dose, and a hard (3 difficulty) check for anything more than 2 doses (combined into a single application). It deals 5 strain on a failed check. If the check generates 1-2 threat, the target cannot make a free maneuver in their next turn. 3 or more threat causes the target to be staggered for one turn. A despair can be used by the GM to force the target to test against the poison again on their next turn, as it remains in their system.)

Stimpack x3 (These are one-use applicators which inject a special cocktail into a character's system which allows them to continue fighting despite their wounds. Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.)

Respirator (These are used by beings to allow breathing in conditions that would usually be asphyxiating.) Encumbrance 1

Fusion Cutter (Fusion cutters are used for cutting through the hardest alloys such as durasteel, duraplast and armoured ship hulls. However, they can also be used as a crude weapon.) Encumbrance 2

Restraining Bolt (This item is magnetically clamped onto droid chassis to shut them down or to make them compliant. Escape requires passing a daunting (4 difficulty) discipline check.)

Deathsticks x2 (The drug, popular due to its reality escaping effect and hallucinations, has no real benefits to one's abilities... but it is extremely addictive and long term use leads to a crippling death. It is so bad that many smugglers choose not to take shipments on "moral grounds". A character's force connection may be reduced. Add 1 setback die to any task being conducted until the end of the encounter.)

Corellian Soul Diamond (Looks cool)

Assets & Resources

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Stalker 2 Edge of the Empire Core 68 Add one boost per rank of Stalker to all Stealth and Coordination checks.
Quick Strike 1 Edge of the Empire Core 68 Add one boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
Dodge 2 Edge of the Empire Core 68 When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.
Quick Draw 1 Edge of the Empire Core 68 Once per round, draw or holster a weapon or accessible item as an incidental.
Grit 4 Edge of the Empire Core 68/https://star-wars-rpg-ffg.fandom.com/wiki/Operator?so=search Gain +1 strain threshold.
Lethal Blows 1 Edge of the Empire Core 68 Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.
Dedication 2 Edge of the Empire Core 68 Gain + 1 to a single characteristic. This cannot bring a characteristic above 6.
Jump Up 1 Edge of the Empire Core 68 Once per round, may stand from seated or prone as an incidental.
Precise Aim 1 Edge of the Empire Core 68 Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number.
Targeted Blow 1 Edge of the Empire Core 68 After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit.
Shortcut 1 https://star-wars-rpg-ffg.fandom.com/wiki/Operator?so=search During a chase, add 1 boost per rank in Shortcut to any checks made to catch or escape opponent
Defensive Driving 1 https://star-wars-rpg-ffg.fandom.com/wiki/Operator?so=search As a maneuver, suffer system strain up to vehicle's highest defense to upgrade the difficulty of target's next Piloting check that many times
Full Throttle 1 https://star-wars-rpg-ffg.fandom.com/wiki/Operator?so=search Take a Full Throttle action: make a Hard Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning
Skilled Jockey 1 https://star-wars-rpg-ffg.fandom.com/wiki/Operator?so=search Remove 1 setback per rank of Skilled Jockey from Piloting {Planetary} and Piloting {Space} checks.
Let's Ride 1 https://star-wars-rpg-ffg.fandom.com/wiki/Operator?so=search Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.

Background

Freel was born on Af'El, the only known planet where the rare metal Meleenium could be found. The Vulca Mineral Corporation had long been coming to Af'El to harvest Meleenium, used in the making of Durasteel, and had a congenial relationship with the Defel, trading fresh crops in return for the Meleenium. When the Empire rose to power, however, the policies of the Vulca Corporation changed, and the Defel were treated no better than slaves. When he was only five years old, Freel's father and brother were killed when they failed to provide enough Meleenium to the Vulca Corporation, and his mother was kidnapped. Freel was only saved because his parents had hidden him away before the Vulca Corporation came for their monthly pickup. When he was old enough, 16 years old, he took up hunting, since he hadn't been old enough to learn blacksmithing from his father, and his foster parents weren't blacksmiths. He became very adept at walking unseen and unheard, as many Defel's are, but Freel's skills were better than most. When he turned 21, Freel left Af'El by stowing away on a Vulca cargo ship, and got off at the next civilized planet. There Freel managed to steal enough credits to purchase himself basic gear to get himself into bounty hunting, as a way to make further credits and hone his skills as he hunted for the Vulca Corporation people responsible for his family's death and his mother's capture. He has been moving around the galaxy for the better part of a year now, searching for some sign of where the Vulca Corporation may have taken his mother, and where the individuals responsible for ruining his life are.

Motivation

Obligations

Description

Freel looks like your average Defel, pitch black fur in visible light, and dark green skin. He stands just over average Defel height, at 1.6 meters, and is currently 21 years old.

Freel has a very strong sense of honor, and never kills a bounty unless it is absolutely necessary, according to the bounty hunter code. After hearing the stories of the Vulca Corporation before the Empire rose to power, he views their change of policy a betrayal and will refuse to deal friendly with any member of the corporation. He will deal with anybody who goes against their word in a similiar. Freel will kill in self-defense, but it is unlikely he will kill anybody else, even those who have gone back on their word. He will, however, kill those responsible for his family's death and kidnapping without a second's hesitation, once he finds out who and where they are.

Freel is brutally honest and will tell you what he thinks without regard for how you may react, but he extremely loyal to those he considers friends and will never intentionally say something to hurt you.

Other Notes

• Claws: Deal +1 Brawl damage as wounds and have a Crit rating of 3.

• Light Absorption: When in darkness, appear only as a shadow. When standing still in the dark, cannot be seen without a 4 difficulty Perception check.

When attempting Stealth checks in darkness, add 1-5 additional boosts.

• Light-Sensitivity: Remove 3 setback for darkness, add 3 setback for brightness.

• Silhouette 0

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