Vauban Presten by WilhelmScreamer

Species
Arkanian
Career
Engineer
Specializations
Sapper (Starting), Recruit
System
Age of Rebellion

4
Threshold 17
Current 0
Threshold 15
Current 0
Ranged 0
Melee 0

Placeholder Image

Characteristics

3
3
4
2
2
1

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) 0
Athletics (Br) X 3 1 Boost
Charm (Pr) 0
Coercion (Will) 0 Boost to checks targeting imperial troops, from officer's cap
Computers (Int) X 1
Cool (Pr) 0
Coordination (Ag) 0
Deception (Cun) 0
Discipline (Will) X 2
Leadership (Pr) 0
Mechanics (Int) X 3 2 boost from utility arm
Medicine (Int) 1 Automatic advantage from medkit
Negotiation (Pr) 0
Perception (Cun) X 2
Piloting: Planetary (Ag) X 1
Piloting: Space (Ag) 0
Resilience (Br) 0 1 Boost
Skulduggery (Cun) 0
Stealth (Ag) 0
Streetwise (Cun) 0
Survival (Cun) X 4
Vigilance (Will) X 1
Brawl (Br) 0
Gunnery (Ag) X 1
Lightsaber (Br) 0
Melee (Br) X 3
Ranged: Light (Ag) X 1
Ranged: Heavy (Ag) X 3
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) X 5
Knowledge: Lore (Int) 0
Knowledge: Outer Rim (Int) 0
Knowledge: Underworld (Int) 0
Knowledge: Warfare (Int) X 1
Knowledge: Xenology (Int) 0

Attacks

RLR-331 "Bulldog" Rocket Rifle
Range
Long
Skill
Ranged: Heavy
Blast 8, Cumbersome 3, Guided 3, Accurate 1, Limited Ammo 6, Innate Talent (Point Blank)
Damage
10
Critical
4
Entrenching Tool
Range
Engaged
Skill
Melee
Improvised (but also not)
Damage
5
Critical
2
Engineer's Hammer
Range
Engaged
Skill
Melee
Cumbersome 3, Disorient 1, Knockdown
Damage
6
Critical
5
Concealed in Medkit Pistol
Range
Medium
Skill
Ranged: Light
Stun Damage
Damage
6
Critical
3

25
690
1618
14/19

Weapons & Armor

RLR-331 "Bulldog" Rocket Rifle, Range Long, Skill Ranged: Heavy, Damage 10, Critical 4, Blast 8 (10 w/ powerful blast), Cumbersome 3, Guided 3, Limited Ammo [6/6], Point Blank 1, Accurate 1
!roll [pppb]
Attachments:
Lightweight Frame: Reduce encumbrance by 1 (mod to further reduce encumberance by 1)
Forearm Grip: Decreases the additional difficulty of making Ranged (Heavy) checks when engaged to an additional ♦️ (rather than ♦️♦️). (Modifications: Innate Talent (Point Blank), +1 Accurate.)
Weapon sling: Obvious benefits of having a sling, -1 Cumbersome (Modifications: Innate Talent (Quickdraw))

Entrenching Tool, Engaged, Melee, Damage 5, Crit 2, Improvised (but not), Crit rating reduced with creative killer
!roll [ppp][t]

Engineer's Hammer, Engaged, Melee, Damage 6, Crit 5, Cumbersome 3, Disorient 1, Knockdown
!roll [ppp]

Concealed in Medkit Pistol, Medium, Ranged (Light), Damage 6, Crit 3, Stun Damage
!roll [paa]
Attachment: Filed front sight (Innate Talent (Quick Draw). Increases difficulty of combat checks to hit targets at ranges beyond short range by 1)

Have another stun only blaster pistol stolen on operation weeding

Pioneering Armor (+1 soak, +3 Enc)
Attachment: Helmet Comlink

Rebel Heavy Battle Armor (+2 Soak, +1 Defense, Built in Rebreather)
Attachment: Utility Arm with all mods (swapped with normal armor), Helmet Comlink (Swapped with normal Armor), Strength enhancing system (Modifications, 2 ranks Athletics, 1 Rank Brace)
Note: the profile on this page assumes the heavy armor is NOT equiped

Personal Gear

Entrenching tool (Enc 1) (can be a weapon)

Engineer's Hammer (enc 2)
Adds :boostBlank::boostBlank: to any check made to build or demolish structures. Can be a weapon.

Tool Belt (enc 3) (Once per session, may draw tools as incidental)
Military belt pouch (clipped on to tool belt)
Holds 2 encumberance 0 items that may be drawn as an incidental.

X5R HEAVY DEMOLITIONS KIT (enc 4)
Can store 2 explosive charges
Adds 2 Boost die to Mechanics checks to prepare, set, or disarm explosives.
Once per session, a character using an X5R can remove one :Despair: or up to :Threat::Threat::Threat: (after canceling dice symbols but before resolving the effect) from a Mechanics check dealing with explosives.

Lockpick Set (enc 1, not carried)

Custom made medkit (enc 1)
*This tool is the right tool for the job when making Medicine checks.
*Inbuilt Weapon: Item has a built-in Blaster Pistol (stun only)
*Compact: Add :Setback: to checks to find this item on the wearer's person
*Safety Features: Add automatic :Advantage: to Medicine checks made by this weapon

Military Modular Backpack Frame
Storage Unit (+3 Enc)
Storage Unit (+3 Enc)

Surveyor's bag (+2 Encumberance)

Pioneer squad tool kit (2 Boost dice to clear land, build structures, set up obstacles, set or disarm explosives, or other engineering tasks in the field.)

Assets & Resources

Imperial Officer's cap (taken on Operation Unchained Melody) Adds :boostBlank: to Coercion checks targeting Imperial troops.

Contribution Rewards:
Rank 1: Utility Arm (Fully upgraded), 1 Planetary Shield generator (lead by example) (Donated to Ondara for Operation: White Dejarik)
Rank 2: Strength Enhancing System Armor Attachment and a Pioneer squad tool kit
Rank 3: Caisson transport https://swsheets.com/v/zh7riz99h-construction-fr
Astrogation droid brain

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Dark Vision (Species ability) Disciples of Harmony 16 Arkanians remove up to ⬛⬛ due to darkness when making skill checks.
Known Schematic AoR CRB 151 Once per game session, the character may spend a maneuver to make a Hard {♦️♦️♦️} Knowledge [Education] check. Success means he is familiar with a building or capital ship's design. They now know the location of critical components or facilities within the ship or vehicle, as well as their own location. They can also plan unconventional routes around obstacles. Additional success, advantage, or triumph results can reveal other useful information at the GM's discretion.
Tactical combat Training AoR CRB 158 Melee and Ranged (Heavy) become career skills
Grit 3 AoR CRB 146 Each rank of Grit increases a character's strain threshold by one.
Powerful Blast 2 AoR CRB 154 The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast.
Toughened 2 AoR CRB 158 The character increases his wound threshold by two per rank of Toughened.
Construction Specialist 2 Fully Operational 30 The character removes ⬛ per rank of Construction Specialist from checks made to construct bases, defense works, positions, fortiflcations, tunnels, bunkers, and similar combat engineering projects.
Improvised Defenses Fully Operational 30 The character may attempt an Average (:Difficulty::Difficulty:) Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend :Advantage::Advantage: or :Triumph: from the check to increase the ranged defense the structure provides to 2.
Durable 1 AoR CRB 146 The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one.
Outdoorsman 1 AoR CRB 154 The character removes ⬛ per rank of Outdoorsman from his checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50 % (this does not decrease with additional ranks of Outdoorsman).
Second wind 2 AoR CRB 155 Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind.
Contraption AoR CRB 144 Once per game session, the character can take a Contraption action. With a successful Hard (:Difficulty::Difficulty::Difficulty:) Mechanics check, the character can fashion a device to solve a current problem using the tools and parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. :Triumph: may be spent to allow the tools to be recovered to be reused later. !roll [ppaaddd]
Vehicle Combat Training AoR CRB 159 Gunnery and Piloting (Planetary) become career skills
Physical Training 1 AoR CRB 154 The character adds :boostBlank: per rank of Physical Training to his Athletics and Resilience checks
Quickdraw AoR CRB 154 Once per round on the character's 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 maneuver to properly prepare or stow, by one maneuver.
Improvised Detonation Fully Operational 30 Once per session, the character may make a Hard(:Difficulty::Difficulty::Difficulty:) Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus :Success: on the initial check, and possesses the Blast quality at an equal value. The character can spend :Triumph: to increase the damage by an additional 2. :Despair: causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect.
Master Grenadier AoR CRB 151 The character decreases the :Advantage: cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses.
Jump Up AoR CRB 150 Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental.
Creative Killer AoR CRB 145 The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1).
Improvised Position Fully Operational 31 The character may make a Hard Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicles' silhouettes must be 4 or less. The position provides cover (see page 227 of the ACE OF REBElLION Core Rulebook) and can have additional narrative benefits at the GM's discretion. The character may spend :Advantage::Advantage: or :Triumph: from the check to increase the ranged defense the position provides to 2.

Background

In civilian life, Vauban Presten was a civil engineer, when Republic funding turned to Inmperial funding, and Imperial funding went to human run and human crewed engineering firms; he was left with no recourse. Now he applies his education in buildings and structures to a more sinister goal.

Motivation

**Motivation - Vengance**
> The Empire builds and denied the action of building to Vauban, tearing down testaments of Imperial might is the first step to making things right. That will teach them for taking vauban's job.

Duties

**Duty - Countermeasures**
> Anything to disrupt the Empire's capacity to function is the ultimate manifestation of spite. Disrupting communications, sealing of means of safe escape, denial of supplies, or even destroying basic comforts.
> Magnitude - 360

Description

Frankly, as douchy as his hair would suggest. Very petty.

Other Notes

Attached to the 3rd regiment - 3rd Regiment, Urban Guerrillas:
The Urban Guerrillas specialize in urban combat and street fighting. They typically do not fight pitched battles or use heavy weaponry, but instead use stealth, extreme mobility, demolitions, light weapons, and hand-to-hand fighting

20 Duty for 10 XP/+2500 Credits
Brawn 3, Agility 3, Intelligence 4
Recruit spec IS taken, +15 XP SFL Boost

Free ranks : Medicine 1(Species) // Athletics 1, Knowledge (Education) 1, Mechanics 1, Perception 1 // Athletics 2, Mechanics 2

Skill Ranks bought
▪ Computers - 1
▪ Discipline - 1,2
▪ Knowledge (Education) - 2,3,4
▪ Survival - 1,2,3,4
▪ Ranged (Heavy) - 1,2,3
▪ Melee - 1,2,3
▪ Perception - 2
▪ Mechanics - 3
▪ Piloting (Planetary) - 1
▪ Gunnery - 1
▪ Knowledge (Warfare) - 1
▪ Vigilance - 1

Sapper Talent Tree (Starting)
· 5: ■ ■ ■ ■
10: ■ ■ ■ ■
15: □ □ ■ ■
20: □ □ ■ ■
25: □ □ ■ □
Recruit Talent Tree (SFL Grant)
· 5: □ ■ ■ ■
10: ■ ■ □ ■
15: ■ ■ □ □
20: □ ■ ■ ■
25: □ □ □ □

Battle Scars:
1 - Physical Training - Concussion riffle induced along the abdominal - meritorious valor in extracting a squad-mate from hostile fire. - 15 xp

Operation OTB "Tea Time" (xp: 25, duty: 0, credits: 3500 no base pay, hours: 0)
Operation Crypt Pillager (xp: 20, duty: 10, credits: 300, hours: 24)
Spent 8 hours to heal from Crypt Pillager
Operation Cold Case (xp: 20, duty: 15, credits: 300+200 loot, hours: 24)
Operation Checkmate B6 (xp: 20, duty: 5, credits: 300+100 loot, hours: 24)
Operation Deep Orange (xp: 15, duty: 15, credits: 300, hours: 24)
Burn 48 Hours for 5 xp
4 hours spent crating (36 remain)
Operation Blinded Gaze (xp: 20, duty: 20, credits: 300+3000, hours: 24) (60 hours remain)
9 hours spent on shopping (51 remain)
8 Hours spent on healing (43 Remain)
Operation Maximum Ambition (xp: 5, duty: 0, credits: 300, hours: 24) (67 hours remain)
Operation Unchained Melody (xp: 25, duty: 10, credits: 300, hours: 24) Looted a hat (91 hours remain)
Operation Corn Husk (xp: 20, duty: 20, credits: 300, hours: 24) (115 Remain) Immediately bought a new tool belt
Burn 96 Hours on XP (19 Remain)
Operation Strawberry Milkshake (xp: 10, duty: 20, credits: 400, hours: 24) (43 Remain)
Operation Training Day (xp: 20, duty: 10, credits: 400, hours: 24) (67 Remain) Bought a new entrenching tool
Claimed CR reward (rank 1) - Utility Arm
Operation Blinded Judgement (xp: 25, duty: 15, credits: 400, hours: 24) (91 REMAIN) Looted 1 datapad Ended with 12 wounds on Feb 1
Battle Scar Earned - Physical Training - for meritorious valor in extracting a squad-mate from hostile fire. - 15 xp
Burned 48 for 5 xp (43 Hours remain)
Operation Snails Pace (xp: 25, duty: 15, credits: 400+750, hours: 24)(67 hours remain) Looted a small stormtrooper doll
Blew 48 hours on 5 xp (19 remain)
(GM) Operation Commercial Veil (xp: 15, duty: 10, Credits: 300, hours 12)(31 Remain)
Operation Icy Desperation (xp: 25, duty: 15, credits: 400, hours: 24)(55 Remain) (11 wounds 1 crit feb 20, 2020)
Blow 48 Hours on 5 xp (7 Remain)
Had to spend 5 hours to get off Ondara (2 Remain)
Operation Weeding (xp: 20, duty: 15, credits: 400+10, hours: 24) (26 Remain) (Fully healed)(Stole a stun only blaster pistol)
Operation Sheathed Sword (xp: 15, duty: 10, credits: 300, hours: 12) (38 Remain)(GM)
Earned contribution rewards rank 2: Strength Enhancing System Armor Attachment and a Pioneer squad tool kit
Operation Maximum Phalanx (Xp: 15, Duty: 10, Credits: 400, Hours: 24) (62 Remain)
Operation Scream Jumper (Xp: 15, Duty: 10, Credits: 500, Hours: 24) (86 Remain)
Spent 12 hours healing a crit with the chief medical officer, and getting another repaired in the process (74 Remain)
Operation Strike Out (Xp: 25, Duty: 20, Credits: 500, Hours: 24)(98 Remain)
Spent 17 hours and 5400 credits procuring Rebel Heavy Battle Armor (81 Remain)
Operation Brightest name in safety (Xp: 20, Duty: 15, Credits: 500, Hours: 24)(105 Remain)
Operation Cobra Quick Bite (Xp: 20, Duty: 15, Credits: 500, Hours: 24)(129 Remain)
Spent 72 hours for 15 duty (57 Remain)
Claim CR 3 rewards of a Caisson class transport and astrogation droid brain
Spent 1000 credit installing modifications on droid brain attachment
Operation Raider Retrieval (xp: 20, duty: 10, credits: 300, hours: 12) (69 Remain)(GM)
Operation Basic Improvements (xp: 20, duty: 15, credits: 600, hours: 24) (93 Remain)
Operation Powder Keg (xp: 20, duty: 20, credits: 600, hours: 24) (117 Remain)
Spent 48 hours on 5 xp (69 Remain)
Operation Engine that Shan’t (xp: 20, duty: 15, credits: 300, hours: 12) (GM) (81 remain)
Spent 48 hours on 5 xp (31 Remain)
Spent 5 hours on math (26 remain)
Spent 5 hours to plant bombs on rocks (21 Remain)
Donated 2450 credits to get baradium, got back 368 in change
Operation: Duchy of Danger (xp:10, Credits: 250, Hours: 12) (33 Remain) (GM)
Spent 24 hours studying Fear gas (9 Remain)
Operation: Garison Breaker (xp: 15, Credits: 500 plus looted blaster rifle, Hours: 24)(33 remain)
Operation: Span the Divide (xp: 15, Credits: 500, Hours: 24)(58 remain) Staid behind to oversee Uyter bridge construction

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