Willow (SFL) by Spainelnator

Species
Human
Career
Ace
Specializations
Pilot, Padawan Survivor, Rigger, Hotshot
System
Age of Rebellion

4
Threshold 17
Current 0
Threshold 20
Current 0
Ranged 2
Melee 0

Placeholder Image

Characteristics

3
4
3
3
4
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 3
Athletics (Br) 0
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) X 1
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) X 5
Medicine (Int) 0
Negotiation (Pr) 0
Perception (Cun) X 3
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) X 3
Resilience (Br) X 1
Skulduggery (Cun) 0
Stealth (Ag) 1
Streetwise (Cun) 0
Survival (Cun) 0
Vigilance (Will) 2
Brawl (Br) 0
Gunnery (Ag) X 3
Lightsaber (Br) X 2
Melee (Br) 0
Ranged: Light (Ag) X 1
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) X 2
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) 0

Attacks

Shield Gauntlet
Range
Engaged
Skill
Brawl
Deflection 2, Stun Damage
Damage
+1
Critical
5
Blastech DH-17 Blaster Pistol
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
6
Critical
3

15
1160
0
0/11

Weapons & Armor

Shield Gauntlet
(A shield Gauntlet counts as Lightsaber weapon for the purposes of the reflect talent)
A/KT Wing Commander Armored Flight Suit
(The Wing Commander suit reduces any strain received from Critical Hits dealt to the wearer's vehicle by 1 [to a minimum of] and the flame-resistant coating reduces damage dealt to the wearer by fires and weapons with the Burn quality by 1.)
DH-17 Blaster Pistol

Personal Gear

Interior Broadcast Suite Attachment
Custom Tool Kit
(Add 1 boost die to any checks for repairs and maintenance when used by the buyer of the kit. Add 1 setback die if the tools are not designed for the user.)
Datapad
Comlink
Utility Belt
(Utility belts increase a wearer's encumbrance threshold by 1.)
Load Bearing Gear
(Load-bearing gear increases a wearer's encumbrance threshold by 3)
Disguise Kit
(Disguise kits are simple collections of makeup, wigs, hairpieces, prosthetic features, and chromatic iris alternators; some even contain programmable skinweave for altering fingerprints, and DNA cloaks to spoof advanced genetic scanners. In addition, disguise kits contain basic camouflage paints for use in various environments to help an agent blend more easily into the surroundings.)

Assets & Resources

BTS-A2 "H-Wing" Long-Range Strike Starfighter - "Vector 2"

Broken Lightsaber Parts (Purely Narrative)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Constant Vigilance 1 DoR 103 May Always use Vigilance during initiative rolls
Street Smarts 1 DoR 103 The character removes• per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks.
Slight of Mind 1 DoR 103 The character adds • per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers
Nobody's Fool 1 DoR 103 The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool.
Secrets of the Jedi 1 DoR 103 Lightsaber becomes a career skill. He may also decrease the difficulty made to construct or repair lightsaber hilts a number of times equal to half his ranks in knowledge [Lore] (Rounded up) to a minimum of easy
Master of Shadow's 1 DoR 103 Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy
Trust No One 1 DoR 103 When Targeted by a social check, may chose to suffer one strain to add automatic failure to the check. If the check fails with a despair. The character may immediately perform a maneuver as an out of turn incidental.
Dedication 3 DoR 103, AoR Core 69 Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six.
Force Rating 1 DoR 103 Each rank permanently increases the character's Force rating by one.
Full Throttle 1 AoR Core 69 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 3 AoR Core 69 Remove setback per rank of Skilled Jockey from Piloting (Planetary) and Piloting (Space) checks.
Improved Full Throttle 1 AoR Core 69 Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average
Grit 6 AoR Core 69 Gain + 1 strain threshold.
Master Pilot 1 AoR Core 69 Once per round when piloting a starship, may suffer 2 strain to perform any action as a maneuver.
Galaxy Mapper 1 AoR Core 69 Remove • per rank of Galaxy Mapper from Astrogation checks. In addition, Astrogation checks take 50% less time(this does not increase with additional ranks of Galaxy Mapper).
Let's Ride 1 AoR Core 69 Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental.
Rapid Recovery 1 AoR Core 69 When recovering strain after an encounter, recover 1 additional strain per rank of Rapid Recovery
Natural Pilot 1 AoR Core 69 Once per session, may reroll any 1 Piloting (Space) or Gunnery check.
Defensive Driving 1 AoR Core 69 Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving.
Tricky Target 1 AoR Core 69 Count vehicle or starship piloted as having a silhouette 1 lower when being attacked.
High-G Training 3 SoT 29 When a starship or vehicle the character is currently piloting would suffer system strain (either voluntary or involuntary), the character may suffer a number of strain up to his ranks in High-C Training. If he does, the amount of system strain the starship or vehicle suffers is reduced by that amount (to a minimum of 0).
Second Chances 2 SoT 29 Once per encounter, after the character has rolled a skill check (but before resolving the result), he chooses a number of positive dice from his dice pool up to the number of his ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any O.
Dead to Rights 1 SoT 29 Spend 1 Destiny Point to add additional damage equal to half Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry.
Toughened 2 SoT 31 Gain +2 wound threshold.
Gearhead 2 SoT 31 The character removes • per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead).
Signature Vehicle 1 SoT 31 The character chooses one starship or vehicle with a silhouette of 3 or lower that she owns. This starship or vehicle is the character's "Signature Vehicle." she upgrades the ability of all Mechanics checks made to work on the vehicle once. If the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship o r vehicle that meets the requirements. The process of modifying and acclimating to the new vehicle may take some time at the GM's discretion. No two characters can have the same vehicle as their Signature Vehicle.
Tuned Maneuvering Thrusters 1 SoT 31 The character increases the handling of his Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.
Bolstered Armor 1 SoT 31 Increase the armor value of Signature Vehicle by 1 per rank of Bolstered Armor
Fortified Vacuum Sealing 1 SoT 31 Increase the hull trauma threshold of Signature Vehicle by 1 per rank of Fortified Vacuum Seal.
Koiogran Turn 1 SoT 29 When the character is piloting a starship or vehicle on which an opponent has gained the advantage (see page 247 of the AGE OF REBELLION Core Rulebook) the char- acter may suffer 2 strain to perform a Koiogran Turn maneuver, immediatelyremovingtheeffectsofCainthe Advantage any opponents have on the character's star- ship or vehicle. This maneuver can only be performed in a starship or vehicle with a speed of 4 or higher.
Customized Cooling System 1 SoT 31 Increase the system strain threshold of Signature Vehicle by 2 per rank of Customized Cooling Unit.
Black Market Contacts 1 SoT 31 When looking to purchase illegal, exotic, or black mar­ket goods, the character may decrease an item’s rar­ ity by one level per rank in Black Market Contacts. For each level an item’s rarity is decreased, its cost increases by 50% of its base cost.
Reflect 1 DoR 103 When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery com­ bat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Per­ form a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon.
Parry 1 DoR 103 When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculat­ ed (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the charac­ter is wielding a Lightsaber or Melee weapon.

Force Powers

Force Rating
2
Power
Enhance
Description
When making an Athletics check, the Force user may roll an Enhance Power check as part of the pool. He may spend O to gain & or O (his choice) per point on his check. This counts as a normal Force power check in every way—it is simply combined with the overall skill check.
Upgrade Effect
Control Enhance can be used with the Piloting (Planetary) skill.
Control This power gains the Ongoing effect: Commit O. The Force user increases his Agility characteristic by 1 (to a maximum of 6).
Control Enhance can be used wit the Piloting (Space) skill.
Control Enhance can be used with the Coordination skill.
Power
Move
Description
The Force user can move small objects via the power of the Force.
The user may spend O to move one object of silhouette 0 that is within short range up to his maximum range.The default maximum range is short range.
Upgrade Effect
Magnitude Spend O to increase the number of targets affected equal to the number of Magnitude upgrades purchased. The Force user may activate this multiple times, increasing the number of targets by this number each time. However, remember that the Force user must still spend Force points to activate the power's actual effects.
Control The Force user gains the ability to move objects fast enough so as to be difficult to dodge and capable of inflicting damage. Resulting impacts deal damage to both the target and the object being moved. The Force user makes a Discipline check with a difficulty equal to the silhouette of the object being thrown, and makes a Move power check as part of the pool. To successfully hit the target, he must gain enough Force points to move the object from its start- ing location to the target, then he must succeed on the check. The damage is resolved following all the rules for ranged attacks. Silhouette 0 objects deal 5 damage while other objects deal damage equal to 10 times their silhouette. The number of targets affected by a single object is up to the CM, but in general a single object should only affect a single target, unless the object is particularly large. If the player wants to use multiple objects to hit multiple targets, he may do so by using the rules for hitting multiple targets with the Auto-fire quality. This attack follows all the rules for ranged attacks, including ranged defense and aiming.
Strength Spend O to increase silhouette able to be targeted equal to Strength upgrades purchased.
Strength Spend O to increase silhouette able to be targeted equal to Strength upgrades purchased.
Magnitude Spend O to increase the number of targets affected equal to the number of Magnitude upgrades purchased. The Force user may activate this multiple times, increasing the number of targets by this number each time. However, remember that the Force user must still spend Force points to activate the power's actual effects.
Fine Manipulation The Force user gains the ability to perform fine manipulation of items, allowing him to do whatever he could normally do with his hands to a held item. If this power is used to manipulate something such as a control board the controls count as an object of silhouette 0.
Range Spend O to increase the maximum range at which the Force user can move objects by a number of range bands equal to the number of Range upgrades purchased. The Force user may activate this multiple times, increasing the range by this number each time. However, remember the Force user must still spend Force points to activate the power's actual effects.
Control The Force user gains the ability to pull objects off secure mountings or from an opponent's grasp.
Range Spend O to increase the maximum range at which the Force user can move objects by a number of range bands equal to the number of Range upgrades purchased. The Force user may activate this multiple times, increasing the range by this number each time. However, remember the Force user must still spend Force points to activate the power's actual effects.

Background

Willow was born in the year 26 BBY to a family of merchants in the Mid Rim. From a young age, the girl was shown to have a connection with the force and soon her connection was discovered by her uncle, a newly made knight of the Jedi order. Her Uncle whisked her away to bring Willow to the Jedi temple. With that, at the age of three, Willow had seen the last of her parents.

At the temple on Coruscant, she found friends among her peers and soon found happiness again. However, the young Willow was blind to the encroaching darkness of the clone wars and only vaguely knew why her uncle was deployed to lean clone starfighter squadrons against the separatists. The war was brought to her doorstep with the battle of Coruscant where she saw her uncle fly against the horde of droid fighters in the sky. After the battle, her uncle took her and a few other younglings to a small Jedi outpost in the mid rim. It was there that the clones attacked, overwhelming the place and leaving her uncle and herself the only survivors, fleeing in a old beat up Pathfinder scout ship.

For three years, they ran. Her uncle attempting to find a place for them to be safe, burning through connections and favors until they were barely scraping by, fleeing from the agents of the rising empire every day. The only happy moments Willow remembers is when her uncle taught her how to fly. However, the years took a toll on her uncle, turning him bitter and hateful toward the world that had turned on him. A group of purge troopers caught with them near an outer rim backwater, cornering and killing her uncle but not before Willow was able to hear his last words and take his lightsaber.

"Never Stop Running, Never Stop Flying, Never Stop Fighting" was her motto for the rest of her childhood as Willow smuggled herself aboard cargo vessels, lived under bridges, and weaved her way through the streets. When she was 14, she stumbled into the wrong cargo hold and was caught by a group of pirates. One of these pirates, a younger lannik named Valek Sha took her to the captain, Tristan Briggs, who decided to let her stay aboard. And so she stayed aboard the old beat up Gozati class Patrol Cruiser, learning to fly the battered R-41 Starchasers over the following year. Aboard she got her new name, "Willow", because as Briggs explained it "Your spirit always bends, never breaks". Her time aboard came to an end when the pirates signed on to join Black Sun and Willow didnt want to be a part of it. She stole a R-41 Starchaser, with the help from Valek Sha, and left.

Willow continued to drift around, taking odd jobs as a mercenary pilot before her lightsaber got her the wrong attention. Shot down and cornered by Purge troopers, Willow was barely able to survive, however it cost her lightsaber to do so, it was shattered beyond repair in the fighting.

She drifted on still for more years before she ended up in a bar on New Ralltir. Watching some shadow-feed, she saw rebel starfighters and capital ships destroy imperial warships and hordes of Tie Fighters across various battlegrounds. Then she received a message from an old friend and after having a work with him, the pilot decided to join up because she has nothing left to lose and no where else to run.

Motivation

```No One: Willow is all alone in the galaxy. Having lost her uncle and her childhood to the purges and the rise of the empire, she has decided to join the Rebellion on a old friends offer because she has nothing left to lose and no where else to run.```

Duties

```Sabotage: Willow realizes that every Imperial asset destroyed is one that can't later be used against the Rebellion or innocent civilians. The overall strategy of the Rebellion relies on sabotage and raids, and Willow is fully committed to this plan of action. Whether or not to take another pass to hit one last secondary objective or target of opportunity is not even a question for Willow. Imperial troops without food, blaster gas. or supplies are easy pickings for the Rebels, and Willow aims to make the Empire as weak as possible.```

Description

Willow stands at 4 feet, 11 inches with a modest slim frame. Her rusty red hair is kept at shoulder length, though it is tied in a loose bun during missions. Her grey eyes are dulled and can be described as tired when they scan around a room. Her complexion is fair, though no stranger to sun burns. When shes not in the cockpit, she wears a simple tank top and the bottom part of her pilot outfit with workmens boots. When out on the ground, she switches it out for some street clothes and a hood to conceal her face.

Other Notes

"Never Stop Running, Never Stop Flying, Never Stop Fighting"
10 Duty -> 10 XP
10 Duty -> 2500 credits

15 XP from AOR career
10 XP from not taking recruit

120 XP into a 233332 spread
20 XP into Padawan Survivor
5 XP into Constant Vigilance

Please do not make me do the math to figure all the spends are, I have the trees marked down but I dont want to grab a calculator.

Operation Space Jacker: 10 XP, 24 Hours, 500 credits
Operation Attempted Redistrubution: 10 XP, 250 Credits, 12 Hrs
Operation Belongs in a Museum: 10 XP, 250 Credits, 12 Hrs
Operation Yellow Brick Road: 15 XP, 500 credits, 24 hours, a empty refresher
Operation Tranquil Vengance: 10 XP, 250 Credits, 12 Hours
Operation Iron Curtain: 10 XP, 500 credits, 24 hours
Operation Jumping Jacks: 10 XP, 250 Credits, 12 Hours
Operation Mixed Signals: 10 XP, 250 Credits, 12 hours
Operation Turncoat I: 10 XP, 250, 12 hour
Operation Turncoat II: 10 XP, 250 Credits, 12 Hours


100 Hours

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