Vehask Fo'tes by haun

Species
Bothan
Career
Spy
Specializations
Slicer
System
Age of Rebellion

3
Threshold 11
Current 0
Threshold 14
Current 0
Ranged 3
Melee 3

Placeholder Image

Characteristics

1
2
3
3
2
2

Skills

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

Attacks

garrote
Range
Engaged
Skill
Brawl
suffocation see A-CRB 228
Damage
-
Critical
-
CS14 "Ghost" Light Blaster Pistol
Range
Short
Skill
Ranged: Light
stun setting
Damage
5
Critical
3
slicewire
Range
Engaged
Skill
Brawl
pierce 2, vicious 3
Damage
+2
Critical
2
palm stunner
Range
Engaged
Skill
skulduggery vs resilience
Damage
12
Critical
-
Frag Grenade
Range
Short
Skill
Ranged: Light
blast 6 limited ammo 5
Damage
8
Critical
4

0
215
1585
15/15

Weapons & Armor

CS14 "Ghost" Light Blaster Pistol
C&M 38
Garrote Chrono
C&M 48
Slicewire
C&M 49
Merr-Sonn Model 31 Palm Stunner
EV 49
Cyricept MK IX Personal Mimetic Concealment Suit 6/15/19
C&M 43
(reflec Adaptive Skin, Reverse Engineering, Armor Insert, Helmet comlink, multi-band comlink) (total 3 upgrades and two boost to stealth while invisible)

Personal Gear

5 dataspike
C&M 45
mem-stick
C&M 46
Garrote Chrono
C&M 48
Lockpick Set
C&M 48
Concealed Escape Kit
C&M 47
Slicewire
C&M 49
Utility Belt
A-CRB 198
Slicer Gear
A-CRB 195
MK. III Modular Backpack
SS 46
5x MK. III Modular Backpack Extra Pouch
SS 46
Merr-Sonn Model 31 Palm Stunner
EV 49

Assets & Resources

reflect body glove
earbud comlink

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Codebreaker rank 1 5xp A-CRB 99 remove one set back per rank in codebreaker from checks to break codes or decrypt communications. decrease difficulty of checks to break codes or decrypt communications by 1.
Defensive Slicing rank 2 30xp A-CRB 99 when defending computer systems add one setback per rank of defensive slicing to opponet's checks
natural programmer rank 1 15xp A-CRB 99 once per session may reroll any 1 computer or astrogation check
technical aptitude rank 1 5xp A-CRB 99 reduces time needed to complete computer related tasks by 25% per rank
Grit rank 1 5xp A-CRB 99 gain +1 strain threshold
Bypass Security rank 1 5xp A-crb 99 remove one setback per rank of bypass security from checks made to disable a security device or open a locked door.
improved defensive slicing A-CRB 99 defensive slicing now upgrades opponents' difficulty once per rank of defensive slicing. this replaces the usual benefits

Background

VISIONARY OPPORTUNISTS
Conflict brings change, and change brings opportunity. Many in the galaxy are unsatisfied with the status quo—especially as it exists under Palpatine's rule. The Alliance's war against the Empire provides an extraordinary chance to topple the current order and bring about more desirable changes. Whether those changes are oriented toward reestablishing the Republic as it was or installing a new structure altogether depends on the individual's frame of mind.

Many who seek such change are genuinely altruistic in their goals. They recognize the evil of the Empire and the suffering it brings. They're motivated to end this evil, and the Rebellion's organization and resources offer the best possibility of accomplishing their goal. Whether they join the Rebellion simply because they were made aware of Imperial atrocities and destructive policies, or because they and their loved ones have been directly victimized by the Empire, is for the players to decide.

Others have less idealistic, perhaps even selfish, goals. Current policies might cut into their ability to make a profit in their chosen vocation or damage the business they choose to run. Perhaps a character has run afoul of Imperial authorities one too many times, and he sees an alliance with the Rebellion as his best chance of escaping the less-than-tender mercies of the Empire's justice. Some PCs may simply see a chance to grab some credits and valuable assets while helping to strike against the Empire's forces.

A technician or engineer could have had his designs rejected by Imperial agents, and the Alliance is providing him a chance to vindicate his work. A politician or political operative might have been ousted when the current regime took power; the Rebellion provides an opportunity to reclaim a sense of purpose and authority. A pilot deemed unfit for service and rejected by the Imperial Academy would consider flying for the Alliance a chance to prove his worth at the controls of a starfighter.

Source(s): Age of Rebellion Core Rulebook, Page 43

AN ANCIENT RELIGION
More than twenty years ago, then—Supreme Chancellor Palpatine wiped out the Jedi. Before he did so, the Jedi were figures of whom many people had heard, but with whom few had ever interacted. To most, they were a tiny and aloof band of warriors and peacekeepers. not people one interacted with on a daily basis.

After the purge, those few who had formerly had the most opportunity to interact with the Jedi, the people engaged in the work of galactic governance. worked directly for the man responsible for wiping out those same Jedi. Some dismissed the Jedi as a dangerous cult that had almost overthrown the galactic government. Some figured the best way to survive in the growing Galactic Empire was to forget the Jedi had ever existed. Some refused either of these paths. only to vanish quietly as they drew the attention of the Imperial Security Bureau. Many beings in the rest of the galaxy had never even seen a Jedi or experienced the Force. For them, it was all too easy to believe the Force was a hoax. and the Jedi were gone.

Now, the Galactic Empire works tirelessly to stamp out the last rumors and legends of the Jedi's existence. Many who live under the Empire's dominion believe the Force is little more than an outdated legend. Citizens who have the potential to use the Force almost never come to recognize their inborn talents. Instead, they simply attribute any signs of their ability to luck, spiritual favor, or some other natural ability. Most vigorously deny any connection to the Force, insisting that their skills and abilities are not enhanced by its influence. Learning to embrace the Force as well as to use his abilities deliberately could be a central part of a character's initial development.

Source(s): Force and Destiny Core Rulebook, Page 46

THE NEW RECRUIT
Under the guidance of such wise administrators as Mon Mothma, the Alliance began recruiting efforts very early in its inception. Those skilled in the ways of intelligence, oration, and sheer talent scouting were employed from the start to build growing networks dedicated to finding those who had cause to oppose the Empire as well as the capability and the will to take action against it. As the conflict grows, so, too, does this network dedicated to finding bodies to fill the ranks and serve the needs of the Alliance.

A Player Character may well be a part of the Rebellion because he was discovered by someone in this network—someone who saw his potential and recognized his willingness to fight against the current regime imposed by Emperor Palpatine. It might not even have been someone normally tasked with recruitment who found the PC; chance encounters by those connected to the Alliance with those who might be able to help occur all the time, and risks are frequently taken if it means an opportunity to gain the services of a capable and savvy ally.

The cellular nature of most Alliance operations minimizes the risk of betrayal fairly well. Such recruits are tested considerably before they are ever given access to sensitive material or plans, and their awareness of the extent of the network they are connected to is kept to a minimum until they have truly earned the trust of their superiors.

Source(s): Age of Rebellion Core Rulebook, Page 44

Motivation

SECRETS
Spies deal with secrets. Secrets are often the reason for their missions, but aspects of secrecy can also be what drew them to become Spies in the first place. They might be driven to uncover secrets, believing no information should be hidden. Alternatively, they could have a desire to keep secrets secured and believe that sometimes society is better off not knowing the truth. Motivations related to secrecy can help mold backgrounds for Spy characters and offer guidance in playing them, especially when dealing with enemy agents.

RETRIEVAL
Tradecraft often involves penetrating enemy security systems to gain access to secrets, and some find this the grandest game of all. Only when battling their opposite numbers and stealing their secrets do these Spies come alive.

Duties

INTELLIGENCE
Magnitude: 35
Contribution rank: 0
The PC knows that every victory hinges on knowing as much about the Empire's military might and other assets as possible. He is driven to gather any and all potentially useful data, wishing to locate vital and vulnerable targets for Rebellion forces to strike at. He not only wants to know what the Imperial military factions are up to, but also the state of technological research, economic policies, and other aspects of Imperial strength.

Source(s): Age of Rebellion Core Rulebook, Page 47

Description

Other Notes

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