The Workshop: Stase Trebal – Traitor to the Empire

This week we’re going to take a look at a character concept I’ve had floating around my head for some time for Fantasy Flight Games Star Wars: Age of Rebellion game line: Stase Trebal – Traitor to the Empire!

Stase Trebal
Species: Human
Career: Spy
Specialization: Scout
Duty: Combat Victory (-10 magnitude)
Motivation: Connection (The Empire)

Brawn 3
Agility 3
Intellect 2
Cunning 3
Willpower 3
Presence 2

Wound Threshold 13
Strain Threshold 13
Soak Value 4
Melee/Ranged Defense 0|0

Skills: Athletics 1, Cool 1, Melee 1, Perception 1, Ranged (heavy) 1, Skulduggery 1, Stealth 1, Survival 1

Talents: None

Abilities: None

Equipment: heavy clothing (+1 soak value), slugthrower rifle (Ranged [Heavy]; Damage 7; Critical 4; Range [Medium]; Cumbersome 2), combat knife (Melee; Damage 4; Critical 3; Range [Engaged]), macrobinoculars, breath mask/respirator, 2 stimpacks, 5 filed ration packs  

Stase Trebal (150 earned XP)
Species: Human
Career: Spy
Specialization: Scout/Commando
Duty: Combat Victory
Motivation: Connection (The Empire)

Brawn 3
Agility 3
Intellect 2
Cunning 3
Willpower 3
Presence 2

Wound Threshold 17
Strain Threshold 15
Soak Value 5
Melee/Ranged Defense 0|0

Skills: Athletics 2, Cool 1, Melee 2, Perception 1, Piloting (planetary) 1, Ranged (heavy) 2, Resilience 1, Skulduggery 1, Stealth 3, Survival 2

Talents: Grit 2, Physical Training 1 (add 1 Boost Die to all Athletics and Resilience checks), Shortcut 1 (add 1 Boost Die to any checks made to catch or escape an opponent in a chase), Stalker 1 (add 1 Boost Die to all Stealth and Coordination checks), Toughened 2

Abilities: None

Equipment: laminate armor (+2 soak value) with optical camouflage system (upgrade Stealth checks twice), blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range [Extreme]; Cumbersome 2, stun setting) with Marksman Barrel, vibroknife (Melee; Damage 4; Critical 1; Range [Engaged]; Pierce 2, Vicious 2) with monomolecular and serrated edges, handheld comlink, electrobinoculars, breath mask/respirator, thermal cloak, 3 stimpacks, 5 field ration packs

Background: Stase Trebal wasn’t like his peace loving countrymen. As soon as he was able to, he signed up to join the Empire, longing to prove himself within their vast war machine. An avid outdoorsman from a very young age, he managed to apply those skills to his training and was selected to join the Storm Commandos. Shortly after his training began, he received word that in a show of military force against the Rebellion, the Empire had destroyed his home planet of Alderaan. Stase was crushed by the feeling of betrayal. He didn’t think twice. He immediately left, stealing a shuttle to get off-planet. He put his efforts into finding the Rebellion, finally getting a chance to prove himself to a small cell of Resistance fighters fighting a losing battle against a contingent of Imperial Scout Troopers sent to crush them. He’s been with the Rebellion ever since, applying his unique skills and training against the Empire.

Design Notes: The idea for Stase came from a module concept I’ve been kicking around in my head. I fell in love with the concept of the former Storm Commando and he is about the only character concept that has remained constant in my thoughts about what the Rebel Cell might be comprised of. As a starting character there is nothing that really stands out about him – he’s a Scout that has what he managed to scrape together when fleeing the Empire. I chose to sink all of his starting experience points into raising four of his six characteristics to 3s, giving him better than average dice pools on a lot of tasks. But as he grows in experience he really starts to come into his own as a concept, which is why I provided some stats for him at Knight Level play along with an equipment wish list (I didn’t actually price out his loadout in the second entry, so it may be well above or below 9,000 credits).

I really like the blending of the Scout and Commando for this type of build. It allows him to get places he shouldn’t be and strike hard when he gets there. Ranged (Heavy), while not a career skill for him allows him the ability to strike a target from afar, acting as a sniper should the need arise. Commando also gives him access to a lot of talents like Toughened and Durable and later Armor Master and Improved Armor Master making him harder to take down. Scout has some neat talents that let him strike hard from surprise and let him operate more freely in the wilderness. I would probably leave him in both of those specializations and let him grow in those directions. However, there is some merit in giving him the Recruit Universal Specialization as well. It gives him access to Discipline and Vigilance as career skills that let him take advantage of his higher than average Willpower. It also allows him to add some combat skills as career skills as well, making Ranged (Heavy) and Ranged (Light) cheaper to buy as he advances.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.