recursal/Fanatic-Fandom huggingface dataset:
Captain Ness

*Reference Book: Star Wars Saga Edition Unknown Regions*

*Affiliations: The Ebruchi Fleet*

The Ebruchi leader of the Burning Gear pirate flotilla, Captain Ness is an obese sensualist who loves puzzles and has an appetite for everything. Unlike most Ebruchi, he is fascinated by other cultures. Ness will urge adventurers to spill tales of the wonders they have seen or encourage them to challenge his intellect with riddles and games of chance. However, he does not desire companionship- only stimulation. As soon as he becomes bored, Ness will reach for his Shrapnel Pistol to put an end to the offender's life.

From his flagship *Burning Gear*, Ness commands hundreds of pirates within the flotilla. He is subordinate to the Ebruchi high captain of the armada known as Common Cork, who in turn takes orders from the chieftain of the Flux Screw fleet. An urgent report by Ness up the chain of command can bring the full weight of this particular clan down on any parties brash enough to defy their demands.

Captain Ness is vain, wearing gold bands around his mouth tentacles and purple feathers in the seams of his furs. He can be placated by gaudy trinkets and alcohol and possibly even manipulated into helping the heroes through promises of treasure to come. But his vengeance will be pitiless if he discovers that he has been tricked.

## Captain Ness Statistics (CL 10)

Medium Ebruchi Noble 5/Soldier 2/Officer 3

**Destiny Points:** 1; **Force Points:** 5; **Dark Side Score:** 8

**Initiative:** +6; **Senses:** Perception +12

**Languages:** Ebruchese, Sy Bisti

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 28; Vehicular Combat

Hit Points: 67, Damage Threshold: 28

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d6+7)

**Ranged:** Shrapnel Pistol +7 (2d6+5)

**Base Attack Bonus:** +8, **Grapple:** +10

**Attack Options:** Point-Blank Shot, Precise Shot

**Special Actions:** **Assault Tactics**, **Born Leader**, Command Cover (+1), **Deployment Tactics**, **Indomitable**, **Presence**, Quick Draw, Share Talent (**Indomitable**), Unsettling, **Weaken Resolve**

**Species Traits (Ebruchi):** Bonus Feat (Improved Damage Threshold), Iron Will, Unsettling

### Base Stats

**Abilities:** Strength 14, Dexterity 13, Constitution 13, Intelligence 12, Wisdom 14, Charisma 16

**Talents:** **Assault Tactics**, **Born Leader**, **Deployment Tactics**, **Indomitable**, **Presence**, **Weaken Resolve**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Improved Damage Threshold, Martial Arts I, Point-Blank Shot, Precise Shot, Quick Draw, Skill Focus (Persuasion), Vehicular Combat, Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Deception +13, Knowledge (Galactic Lore) +13, Knowledge (Tactics) +13, Perception +12, Persuasion +18, Pilot +11, Use Computer +11

**Possessions:** Shrapnel Pistol (As Slugthrower Pistol), Datapad, Expensive Garments
Cal Kestis, Jedi Knight

*Cal Kestis, Jedi Knight character data created by Wikia user Kutay603.*

*Affiliations: The Jedi, The Fringe, Cere Junda*

Cal Kestis is a member of The Scrapper Guild located on Bracca, where he works as a rigger- a specialization in the guild that involves setting up demolition and salvage equipment. The work is dangerous and physically demanding; riggers are agile, expert climbers without exception. Quiet and hard-working, Cal is well-liked in the guild but generally keeps to himself. The only real friend he has is Prauf, an older Abednedo.

## Cal Kestis, Jedi Knight Statistics (CL 14)

Medium Human Jedi 11/Soldier 2/Jedi Knight 1

**Destiny Points:** 5; **Force Points:** 14, Force Boon

**Initiative:** +9; **Senses:** Use the Force +14

**Languages:** Basic, Binary, High Galactic

### Defenses

Reflex Defense: 29 (Flat-Footed: 27), Fortitude Defense: 28 (33 vs Extreme Temperatures), Will Defense: 29; **Block**, **Deflect**, Dodge

Hit Points: 135, Damage Threshold: 28; Extra Second Wind, **Tough as Nails**

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +17 (1d4+10)

**Melee:** Lightsaber +18 (2d8+13)

**Melee:** Lightsaber +16 (3d8+13) with Rapid Strike

**Melee:** Lightsaber (Interlocking Hilt) +13 (2d8+16) and Lightsaber (Interlocking Hilt) +13 (2d8+16)

**Melee:** Lightsaber (Interlocking Hilt) +11 (3d8+16) and Lightsaber (Interlocking Hilt) +11 (3d8+16) with Rapid Strike

**Ranged:** **Lightsaber Throw** +17 (2d8+13)

**Base Attack Bonus:** +14, **Grapple:** +17

**Attack Options:** Acrobatic Strike, Attack Combo (Melee), **Lightsaber Throw**, Rapid Strike

**Special Actions:** Feat of Strength, **Psychometry**, **Redirect Shot**

**Force Power Suite (Use the Force +14):** *Battle Strike*, *Farseeing*, *Force Thrust*, *Move Object*, *Saber Swarm*, *Slow*

### Base Stats

**Abilities:** Strength 16, Dexterity 15, Constitution 13, Intelligence 14, Wisdom 14, Charisma 14

**Talents:** **Block**, **Deflect**, **Force Perception**, **Lightsaber Throw**, **Masterwork Lightsaber**, **Psychometry**, **Redirect Shot**, **Tough as Nails**

**Feats:** Acrobatic Strike, Attack Combo (Melee), Dodge, Extra Second Wind, Dual Weapon Mastery I, Dual Weapon Mastery II, Feat of Strength, Force Boon, Force Sensitivity, Force Training (2), Improved Defenses, Rapid Strike, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +14, Climb +15, Mechanics +14, Swim +15, Use the Force +14 (may substitute for Perception checks),

**Possessions:** Lightsaber (2; Self-Built (Ilum Crystal, Fiber Cord, Interlocking Hilt)), All-Temperature Cloak, Aquata Breather, Tool Kit, Comlink (Encrypted, Short-Range)
CWSB Jedi Knights (Part 1)

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook*

The Jedi Order has existed in parallel to The Galactic Republic for over twenty-five thousand years. They have acted as guardians of peace throughout the galaxy, settling disputes and providing the kind of sage advice that can only be given through pure benevolence and deep understanding of The Force.

During the restructuring of The Galactic Republic following The Republic Dark Age a thousand years ago, The Jedi Order willingly places itself under the appointment to the office of the Supreme Chancellor. By the request of the leader of the galactic government, The Jedi serve as ambassadors, diplomats, and intermediaries to the various governing bodies of the Republic and its allies.

With the onset of the Clone Wars, the Supreme Chancellor appoints The Jedi to act as generals and commanders to the Grand Army of the Republic. During this sinister time, many Jedi from Master to Padawan fight and lose their lives. The following is a chronicling of some of the most notable participants.

## Jedi Knights

During the Clone Wars, the bulk of the non-clone military commanders who served in the Grand Army of the Republic are comprised of the Knights of The Jedi Order. These Jedi Knights typically serve as generals, leading brigades, legions, or entire corps. However, these Jedi are also commonly sent on missions vital to the Republic without the assistance of their clone forces.

The following entries are Jedi Knights who fought during the Clone Wars.
CSA Organization Data

*Homebrew Reference Book: Corporate Sector Sourcebook*

*See also: The Corporate Sector Authority, Organizations*

The organization of the Authority is quite different from that of the other divisions; devoted to protecting the information, property, and employees of The Corporate Sector to the best of its ability. In keeping with this, the decision was made to hire staff experienced in security matters rather than those with a business background. Further, the CSA is exempted from cost overrun penalties; if the division occasionally goes over budget, it is more than worth it to The Corporate Sector.

**Type:** Government

**Enemies and Allies:** The Authority is constantly at odds with The Trianii Rangers, a former power in the region that uses fit-and-fade tactics to combat the CSA. The Hutt Kajidics are also major rivals, though with much less obvious violence. As dictated in their Charter, the Authority is still partly incorporated with The Galactic Empire, though it finds more immediate allies with the local corporate groups.

**Scale:** 13 (Sector)

**Criteria Tables:** Peacekeeping is a high priority because unrest is always bad for business. To guarantee the finest security possible, the Authority scanned millions of resumes to find the right people to command the Espos. The Authority interviewed individuals from all manner of backgrounds, including corporate investigators, planetary rangers, skip-tracers, civilian defense advisors, and even retired ISB personnel. The Authority selected individuals with great skill and patience, confident that it was creating a force to reckon with. The Authority succeeded.

**Titles, Benefits, and Duties:** The governing body of the Corporate Sector Authority comprises several powerful corporations managed by a Direx Board, made up of 55 high ranking business executives.
CSS The Corporate Sector

*Homebrew Reference Book: Corporate Sector Sourcebook*

It's said they don't care about your loyalty there; only your credits. So many sign up, wait the appropriate months, endure the customary security checks, and pay the considerable fees to get those sought-after work permits, and The Corporate Sector beckons.

What they don't mention in the holobrochures are the catches in the contract or the hidden processing fees. It's easy to make a few credits in The Corporate Sector, but getting out from under The Corporate Sector Authority to spend them is considerably more difficult.

Some wind up as indentured servants, always just a few payments short of cutting free. Others just end up as bantha food. Not everyone ends up that way, obviously, but like an invisible tramill: you never see how it runs you more than you run it. Still, lots of folks continue to go to the Sector. It just takes a certain kind of person to make it big there; someone with the right talents and an aptitude for bending the rules...

## Planets of The Corporate Sector

This section provides a brief gazetteer detailing information on a variety of planets throughout the Sector. Each entry lists not only pertinent information for the Gamemaster but also Knowledge check DCs for players. This sort of information allows the GM to determine how much a character (and not necessarily the player) knows about a given world.
CR-1 Blast Cannon

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

Designed by Golan Arms under exclusive contract with the Galactic Republic, and then the Empire, the CR-1 Blast Cannon fires a burst of blaster bolts, each at reduced power, that spread out in an ever-expanding wave of energy. Often used to suppress riots or eliminate threats gathered in large crowds, the CR-1 Blast Cannon can be incredibly lethal at Short and Medium Range, but becomes ineffective at Long Range.

The CR-1 Blast Cannon is treated as a Pistol for the purposes of determining the weapon's Range. However, the CR-1 Blast Cannon does not take Range Penalties to attack rolls, instead applying any Range Penalties to damage rolls.

Against adjacent targets, the CR-1 Blast Cannon deals an additional 1d8 points of damage. Against nonadjacent targets, the CR-1 Blast Cannon acts as a Splash Weapon with a 1-Square Splash radius.

A CR-1 Blast Cannon requires a Power Pack to operate. After 10 shots, the Power Pack must be replaced.

**Weapon Type:** Exotic Weapons (Ranged)

**Size:** Large

**Cost:** 2,000

**Damage:** 3d8 (See Above)

**Stun Setting:** NO

**Rate of Fire:** Single-Shot

**Weight:** 6 Kilograms

**Type:** Energy

**Availability:** Military

**Inaccurate:** This weapon cannot fire at targets at Long Range.
CX-133 Chaos Fighter

*Reference Book: Star Wars Saga Edition Knights of the Old Republic Campaign Guide*

Originally designed by Koros Spaceworks as a light, inexpensive fighter for the defense of The Deep Core worlds, the 10.5-meter-long CX-133 Chaos Fighter is a light superiority fighter that can be mass-produced quickly and without great cost. When Krath cultists seize control of numerous Deep Core worlds, they convert manufacturing facilities to Chaos Fighter assembly lines.

Hundreds of thousands of Chaos Fighters enter service quickly, and the quick production is made into a necessity by The Krath space fleet tactics, which calls upon Chaos Fighters to slam into enemy ships in Ram attacks. CX-133 Chaos Fighters are always loaded with volatile fuel and munitions, resulting in greater explosions when they engage in Ram attacks.

## CX-133 Chaos Fighter Statistics (CL 7)

Huge\* Starfighter

**Initiative:** +8; **Senses:** Perception +6

*\*CX-133 Chaos Fighters are laden with volatile materials, causing them to deal 8d6 damage to any ship they Collide with, instead of the normal 4d6.*

### Defenses

Reflex Defense: 15 (Flat-Footed: 11), Fortitude Defense: 23; +3 Armor, Vehicular Combat

Hit Points: 60; Damage Reduction: 10; Damage Threshold: 33

### Offense

**Speed:** Fly 16 Squares (Character Scale), Fly 4 Squares (Starship Scale); (Maximum Velocity 1,100 km/h)

**Ranged:** Light Laser Cannons +4 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale), 1 Square (Starship Scale); **Total Cover**

**Base Attack Bonus:** +2; **Grapple:** +25

**Attack Options:** Autofire (Light Laser Cannons), Fire-Link (Light Laser Cannons)

### Abilities

Strength: 36, Dexterity: 18, Constitution: -, Intelligence: 14

**Skills:** Initiative +8, Mechanics +6, Perception +6, Pilot +8, Use Computer +6

### Ship Statistics

**Crew:** 1 (Skilled Crew Quality); **Passengers:** None

**Cargo:** 40 Kilograms; **Consumables:** 2 Days; **Carried Craft:** None

**Availability:** Military; **Cost:** Not available for sale (Estimated 65,000)

### Weapon Systems

#### **Light Laser Cannons (Pilot)**

**Attack Bonus:** +4 (-1 Autofire), **Damage:** 5d10x2
Capital Ships

*See also: Vehicles*

Capital Ships include all Starships of Colossal (Frigate) Size or larger. Capital Ships usually carry hundreds, if not thousands of crewmembers and passengers, and some are large enough to house other Capital Ships within their hangar bays. Some very large transports and colony ships fall into this category, despite not being designed for combat.

## Additional Capital Ships

The below details all Capital Ships found within the *Star Wars Saga Edition* Reference Books.

### Knights of the Old Republic Campaign Guide

Though most Capital Ships in service during this time are strictly for military use, a few serve the general public in other roles.

### Force Unleashed Campaign Guide

In the years right after the Clone Wars, few Capital Ships are in the hands of anyone other than the Empire, planetary navies, and a small number of business consortiums so large that they have the same amount of influence as planetary governments (if not more). Capital Ships are hard to hide or maintain, and are the first concern of the New Order. Although Imperial planners have little fear of snub fighters or even armed Space Transports, the threat of Capital Ships in the hands of renegade forces is a high concern. The Empire works hard to track any modern Capital Ship, and though a few from the Clone Wars do end up being used against the Empire, the numbers are small enough not to be a threat to more than individual sectors.

Older Capital Ships are a lower priority, though still higher than smaller designs. Anything built well before the Clone Wars, or lacking the firepower common in later Clone Wars warships, is seen as a secondary concern. If an ally of the Empire decides to acquire such outdated Capital Ships, it's largely overlooked. If an outlaw faction gathered them, Imperial planners assume that the ships will either fall apart from lack of maintenance or be destroyed as soon as they cause enough trouble to require Star Destroyers to be sent after them.

### Galaxy at War

The following Capital Ship is suitable for campaigns taking place during the Clone Wars or later.

### Galaxy of Intrigue

Below are examples of Starships that the heroes might encounter or use in an Intrigue Campaign.

### Unknown Regions

The following Starships are examples of vessels used to explore The Unknown Regions and the outer reaches of the known galaxy.
Cade Skywalker, Bounty Hunter

*Reference Book: Star Wars Saga Edition Web Enhancements (Star Wars Miniatures Previews)*

*Affiliations: The Fringe, Deliah Blue, Bounty Hunter*

About 125 years after the fall of Emperor Palpatine, Cade Skywalker is the last of the Skywalkers. Like his predecessors, The Force is strong in him. And, like many of them, he struggles to find his way between the Dark and Light sides. He's temperamental, often selfish, and he tries to forget his lineage after the devastating Sith attack on the Jedi Temple at Ossus. He lost his father, Kol Skywalker, and used an extraordinary healing power that tapped into The Dark Side of The Force to save his dying Master.

Fearing the temptation of The Dark Side, Cade abandoned the Jedi way and fell in with a pirate gang that rescued him from the debris of Ossus. Cade became an effective bounty hunter over the next seven years, working with his companions, Deliah Blue and Jariah Syn. However, Cade would soon discover that a Skywalker's destiny is not so easily cast aside, as the remaining Jedi and the new Sith took interest in his lineage and abilities.

## Cade Skywalker, Bounty Hunter Statistics (CL 9)

Medium Human Jedi 1/Scout 5/Soldier 1/Bounty Hunter 2

**Destiny Points:** 1; **Force Points:** 5, Strong in the Force; **Dark Side Score:** 5

**Initiative:** +11; **Senses:** Perception +10

**Languages:** Basic, Huttese, Shyriiwook (understand only)

### Defenses

Reflex Defense: 26 (Flat-Footed: 24), Fortitude Defense: 25, Will Defense: 21; **Deflect**

Hit Points: 96, Damage Threshold: 25

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +8 (1d6+5)

**Melee:** Lightsaber +8 (2d8+6)

**Ranged:** Double-Barreled Blaster Carbine +9 (3d8+6)

**Ranged:** Double-Barreled Blaster Carbine +4 (3d8+6) and Double-Barreled Blaster Carbine +4 (3d8+6) with Double Attack

**Base Attack Bonus:** +7, **Grapple:** +9

**Attack Options:** Double Attack (Rifles), Double Shot (Double-Barreled Blaster Carbine)

**Special Actions:** Familiar Foe (+1), **Hunter's Mark**, **Power of the Dark Side**

**Force Power Suite (Use the Force +11):** *Dark Transfer*, *Force Disarm*, *Force Thrust*, *Move Object*

### Base Stats

**Abilities:** Strength 13, Dexterity 15, Constitution 18, Intelligence 14, Wisdom 13, Charisma 14

**Talents:** **Acute Senses**, **Armored Defense**, **Deflect**, **Hunter's Mark**, **Improved Initiative**, **Power of the Dark Side**

**Feats:** Armor Proficiency (Light), Double Attack (Rifles), Force Sensitivity, Force Training (2), Martial Arts I, Skill Training (Survival), Strong in the Force, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +11, Initiative +11 (may reroll, must take second result), Perception +10 (may reroll, must take second result), Pilot +11, Survival +10, Use the Force +11

**Possessions:** Blast Vest (+2 Reflex), Double-Barreled Blaster Carbine (Modified, no Retractable Stock), Kol Skywalker's Lightsaber, Datacards, The *Mynock*
Calrissian Legacy

*Calrissian Legacy data created by Wikia user Droidscotty.*

*See also: Legacy*

Yours is a family of extreme showmanship and self-confidence. Generations of your family have put that attitude to their benefits, both legitimately and in the fringe. You yourself have learned to apply your natural charm and charisma to boost your personal prospects and wealth.

**Prerequisite:** Human or Near-Human

**Legacy Destiny:** If you have The Legacy Destiny, you can spend a Destiny Point as a Free Action. For the rest of the encounter, you gain access to any one Talent from the Fortune Talent Tree that you meet the prerequisites of.
Captain Kolaff

*Captain Kolaff character data created by Wikia user Weedlehunter (AKA killbotvii) (Converted from its Starfall counterpart).*

*Affiliations: The Galactic Empire*

*Captain Kolaff is an impressive-looking man, tall and square shouldered. His uniform is always kept immaculately clean, to match his neatly cut hair and piercing steel-grey eyes.*

Assigned to command the Imperial fleet protecting the Relgim Sector, Kolaff reluctantly agreed to Governor Wessex’s order to accompany his wife to Kwenn. He dislikes the fact that he must participate in a trap, preferring to engage an enemy in honorable combat. But he does like the idea of capturing a Rebel traitor. He will go along with Lira Wessex for as long as it serves his own purposes- to achieve a promotion out of the core systems and onto an Imperial Star Destroyer, or even onto a Super Star Destroyer. From such a post, Kolaff knows he could truly distinguish himself in the battle against The Rebel Alliance.

A brilliant tactician and intrepid leader, Kolaff had quickly built a reputation as one of the most competent commanders in the Imperial Navy. He had been known, however, to take his time with certain assignments, savoring the challenge of battle for as long as he could, rather than extinguishing a Rebel threat as quickly and easily as possible This practice eventually became his undoing, as Kolaff was transferred to Relgim to command a fleet of VSDs.

Kolaff is an extremely intelligent, though obsessed, leader who has only one true love in life, the love of battle. He holds no true hatred of the Rebellion, and rather admires their courage. He is smugly confident, sarcastic and believes himself invincible.

## Captain Kolaff Statistics (CL 8)

Medium Human Soldier 7/Officer 1

**Force Points:** 4; **Dark Side Score:** 6

**Initiative:** +10; **Senses:** Perception +10

**Languages:** Basic, High Galactic

### Defenses

Reflex Defense: 24 (Flat-Footed: 20), Fortitude Defense: 22, Will Defense: 23

Hit Points: 93, Damage Threshold: 27; **Hard Target**, **Tough as Nails**

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +12 (1d10+8)

**Melee:** Unarmed +10 (2d10+8) with Rapid Strike

**Melee:** Unarmed +7 (3d10+8) with Improved Rapid Strike

**Ranged:** Blaster Pistol +9 (3d6+4)

**Base Attack Bonus:** +8, **Grapple:** +11

**Attack Options:** **Experienced Brawler**, Improved Rapid Strike, Rapid Strike, **Stunning Strike**

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 14, Intelligence 12, Wisdom 12, Charisma 14

**Talents:** **Experienced Brawler**, **Hard Target**, **Melee Smash**, **Stunning Strike**, **Tough as Nails**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Improved Damage Threshold, Improved Rapid Strike, Martial Arts I, Martial Arts II, Martial Arts III, Rapid Strike, Weapon Focus (Simple Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Endurance +11, Initiative +10, Knowledge (Tactics) +10, Perception +10, Pilot +10

**Possessions:** Blaster Pistol, Code Cylinder, Comlink (Short-Range, Encrypted), Datapad, Imperial Officer's Uniform
CWSB Force Users

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook*

During the galaxy-raging conflict of the Clone Wars, both the Republic and Confederacy are defined by their Force-wielding leadership. The Republic trusts The Jedi Order to lead their clone forces in the field of battle, while the Confederacy relies on Dooku's leadership and guidance, as well as a number of dark Force-users for more specialized missions.

However, there are a number of Force sensitives in the galaxy that are neither in Dooku's thrall, nor under the purview of the Jedi Council. These Adepts nonetheless play pivotal roles in many of the battles of the Clone Wars, from unimportant backwater worlds like Haruun Kal, to Core Worlds like Coruscant.
CSS The Trianii Rangers

*Homebrew Reference Book: Corporate Sector Sourcebook*

*Affiliation Page: The Trianii Rangers*

The Trianii Rangers have inadvertently become a major thorn in the side of The Corporate Sector Authority. Much of their female-dominated society is organized around their religious ways; dance, art, music, literature, even industry and commerce, revolve around their beliefs. In the past, the Trianii collectively agreed upon a specific moral code of conduct and beliefs, building a religious coalition that has lasted for thousands of years.

The Trianii Rangers controlled their space in peace; then, The Corporate Sector Authority expanded into their region. By most reckoning, with tens of thousands of systems to be exploited, the Authority need never have come into conflict with the Trianii. Such thinking ignores greed, the principle upon which the Authority was founded.

The Authority has always appreciated the wisdom of letting others do the hard work, then swooping down to stealth the profits. They tried to force the Trianii out of their settlements, but the colonists fought back. Eventually, The Trianii Rangers were also to intercede; their efforts have slowed the predations of the Authority, but the conflicts have continued.

## Personnel

Below are described the various units fielded by The Trianii Rangers.

 Trianii Ranger Squad | CL 7

## Influential Personalities

Below are described the many individuals of importance involved with The Trianii Rangers.

 Keeheen | CL 6
 Pakka | CL 0

## Starships

The Trianii Rangers makes use of many different Starships, most prominently the RX4 Patrol Ship.

## Ranger Organization Data

*See also: The Trianii Rangers, Organizations*

The Trianii Rangers ply the lanes of Trianii Space, protecting the felinoids' isolationist colonies during their early establishment and continually against outside forces bent on conquest. The Trianii Rangers are a formidable force, adept in space combat as well as in ground warfare. The Corporate Sector was powerless to defeat the Trianii Rangers in a campaign to claim Trianii space, and the Empire never tried.

During the Trianii-CSA conflict, several Trianii were captured and interrogated, and some were sent to the asteroid prison facility of Stars' End before Han Solo and his cohorts destroyed it.

**Type:** Colonial Military

**Enemies and Allies:** The Corporate Sector Authority unilaterally assaulted Trianii Space in a bid for expansion, earning the direct attention and ire of The Trainii Rangers.

**Scale:** 12 (multiple systems)

**Criteria Tables:** Trianii are fiercely independent explorers and, as such, prefer to stick to their own kind. Rare is the outsider that joins The Trianii Rangers.

**Titles, Benefits, and Duties:** Most Trianii Rangers maintain family units within their groups, but there are some who hold more prominent authority over The Trianii Rangers.

 Explorer
 Ranger
 Ranger Officer
 Ranger Captain
 Ranger Marshal
* Ranger Marshals gain access to a specialist agent, who has no more than twelve levels- heroic or otherwise- while within Trianii Space.
COMPNOR Supporter

*Reference Book: Star Wars Saga Edition Dawn of Defiance (The Core of Corruption)*

*Affiliations: The Galactic Empire*

*The attackers look like many Coruscant citizens, but their zeal for the Empire and its anti-alien stance is readily apparent in their insults and taunts.*

The COMPNOR Supporters are near-fanatical in their support of the Empire. There are four Humans- two males and two females- dressed in nondescript, dark-colored clothing that would blend into any Coruscant crowd.

## COMPNOR Supporter Statistics (CL 8)

Medium Human Scoundrel 8

**Force Points:** 4; **Dark Side Score:** 5

**Initiative:** +5; **Senses:** Perception +9

**Languages:** Basic

### Defenses

Reflex Defense: 21 (Flat-Footed: 19), Fortitude Defense: 19, Will Defense: 19; Dodge, Mobility

Hit Points: 51, Damage Threshold: 19

### Offense

**Speed:** 6 Squares; Improved Charge, Powerful Charge, Running Attack, **Skirmisher**

**Melee:** Unarmed +8 (1d4+6)

**Melee:** Vibroblade +8 (2d6+6)

**Melee:** Stun Baton +8 (2d6+6 (Stun))

**Ranged:** Blaster Pistol +7 (3d6+4)

**Base Attack Bonus:** +6, **Grapple:** +8

**Attack Options:** Acrobatic Strike, Point-Blank Shot, Precise Shot, **Sneak Attack** (+1d6)

**Special Actions:** **Disruptive**, **Walk the Line**

### Base Stats

**Abilities:** Strength 14, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 10, Charisma 9

**Talents:** **Disruptive**, **Skirmisher**, **Sneak Attack** (+1d6), **Walk the Line**

**Feats:** Acrobatic Strike, Dodge, Improved Charge, Mobility, Point-Blank Shot, Powerful Charge, Precise Shot, Running Attack, Weapon Proficiency (Advanced Melee Weapons), Weapon Proficiency (Pistols), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +10, Deception +8, Perception +9, Persuasion +8, Stealth +10

**Possessions:** Blaster Pistol, Stun Baton, Vibroblade, Comlink (Short-Range), Credit Chip (100 credits)
CWSB Jedi Masters (Part 1)

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook*

When the Clone Wars begin, the Republic looks to The Jedi Order for leadership on the battlefield. Despite deeply expressed reservations, the majority of Jedi honor their commitment to support and defend the Republic. The Jedi Masters are commissioned as generals, leading anything from a single legion to an entire Sector Army.

The following are the most notable Jedi Masters to serve in the Clone Wars.
Captain Merod

*Captain Merod character data created by Sterling Hershey (source).*

*Affiliations: The Blazing Chain*

Near-Human, Lord Talo's advisor and friend. He is steadfastly loyal to Lord Co Talo and very protective of him and Lin Sar.

## Captain Merod Statistics (CL 8)

Medium Near-Human Soldier 7/Force Adept 1

**Force Points:** 3; **Dark Side Score:** 3

**Initiative:** +6; **Senses:** Perception +10

**Languages:** Basic, Si Bisti

### Defenses

Reflex Defense: 24 (Flat-Footed: 22), Fortitude Defense: 23, Will Defense: 24

Hit Points: 83, Damage Threshold: 23; **Damage Reduction 10**

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +10 (1d6+7)

**Ranged:** Heavy Blaster Pistol +10 (3d8+6)

**Ranged:** Heavy Blaster Pistol +8 (4d8+6) with Rapid Shot

**Base Attack Bonus:** +7, **Grapple:** +10

**Attack Options:** **Devastating Attack (Pistols)**, **Force Directed Shot**, Point-Blank Shot, Precise Shot, Rapid Shot

**Special Actions:** **Rising Panic**

**Force Power Suite (Use the Force +12):** *Battle Strike*, *Force Slam*, *Move Object*, *Surge*

**Species Traits (Near-Human):** Naturally Acrobatic

### Base Stats

**Abilities:** Strength 16, Dexterity 14, Constitution 14, Intelligence 12, Wisdom 12, Charisma 16

**Talents:** **Damage Reduction 10**, **Devastating Attack (Pistols)**, **Force Directed Shot**, **Rising Panic**, **Weapon Specialization (Pistols)**

**Feats:** Armor Proficiency (Light), Armor Proficiency (Medium), Force Sensitivity, Force Training (2), Martial Arts I, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Pistols), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +10, Mechanics +10, Perception +10, Use Computer +10, Use the Force +12

**Possessions:** Heavy Blaster Pistol, Comlink (Short-Range), Datapad
Caamasi Military Guard Commander

*Caamasi Military Guard Commander character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: General Units*

A veteran of the Clone Wars, the Military Guard Commander lends their experience to the guard unit.

## Caamasi Military Guard Commander Statistics (CL 11)

Medium Caamasi Nonheroic 4/Soldier 5/Officer 5

**Force Points:** 5; **Dark Side Score:** 5

**Initiative:** +14; **Senses:** Low-Light Vision, Perception +17

**Languages:** Basic, Bocce, Caamasi, High Galactic

### Defenses

Reflex Defense: 27 (Flat-Footed: 25), Fortitude Defense: 24, Will Defense: 27; Dodge, Mobility

Hit Points: 63, Damage Threshold: 24

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +13 (1d4+5)

**Melee:** Stun Baton +13 (2d6+5 (Stun))

**Ranged:** Blaster Rifle +16 (3d8+5)

**Ranged:** Blaster Rifle +16 (4d8+5) with Deadeye

**Ranged:** Stun Grenade (2) +15 (4d6+5 (Stun), 2-Square Burst)

**Base Attack Bonus:** +13, **Grapple:** +15

**Attack Options:** Coordinated Attack, Deadeye, Point-Blank Shot, Precise Shot

**Special Actions:** **Assault Tactics**, **Battle Analysis**, **Born Leader**, Command Cover (+2), **Deployment Tactics**, Memory Sharing, Pacifism, Share Talent (**Assault Tactics**, **Deployment Tactics**)

**Species Traits (Caamasi):** Memory Sharing, Pacifism, Silver Tongue

### Base Stats

**Abilities:** Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Wisdom 16, Charisma 14

**Talents:** **Armored Defense**, **Assault Tactics**, **Battle Analysis**, **Born Leader**, **Deployment Tactics**, **Improved Armored Defense**

**Feats:** Armor Proficiency (Light), Coordinated Attack, Deadeye, Dodge, Mobility, Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Tactics)), Weapon Focus (Rifles), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +14, Knowledge (Tactics) +19, Perception +15

**Possessions:** Military Guard Armor (+6 Reflex, +2 Fortitude; +2 Perception, Low-Light Vision), Blaster Rifle, Stun Baton, Stun Grenade (2), Comlink (Short-Range)
CSA Security Guard

*Reference Book: Star Wars Saga Edition Galaxy of Intrigue*

*Affiliations: The Corporate Sector Authority*

*The gray Combat Jumpsuits worn by these guards indicate that they are employed by The Corporate Sector Authority. They appear to be well equipped to put down minor resistance, but you doubt that they have the ability to do much more than that.*

These Security Guards represent the standard level of security for CSA mine complexes on Nyriaan. Although competent, they are by no means infallible. Most guards are bored, at least until a disturbance attracts their attention. They communicate openly over their Comlinks, and grow suspicious if any guards fail to respond.

If captured, they know little of the Deluge Experiment. Sure, they have heard of it, but it's way beyond their security clearance.

## CSA Security Guard Statistics (CL 2)

Medium Human Nonheroic 6

**Initiative:** +5; **Senses:** Perception +10

**Languages:** Basic

### Defenses

Reflex Defense: 16 (Flat-Footed: 14), Fortitude Defense: 11, Will Defense: 12

Hit Points: 21, Damage Threshold: 11

### Offense

**Speed:** 6 Squares; Running AttackH

**Melee:** Unarmed +6 (1d4+2)

**Melee:** Stun Baton +6 (2d6+2 (Stun))

**Ranged:** Blaster Carbine +6 (3d8)

**Ranged:** Blaster Pistol +6 (3d6)

**Base Attack Bonus:** +4, **Grapple:** +6; Pin

**Attack Options:** Autofire (Blaster Carbine), Point-Blank Shot

*H- Human bonus Feat*

### Base Stats

**Abilities:** Strength 15, Dexterity 14, Constitution 12, Intelligence 10, Wisdom 14, Charisma 8

**Feats:** Armor Proficiency (Light), Pin, Point-Blank Shot, Running AttackH, Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Perception +10, Pilot +10H

**Possessions:** Combat Jumpsuit (+4 Reflex), Blaster Carbine, Blaster Pistol, Stun Baton, Comlink (Short-Range)

*H- Human bonus Feat or Trained Skill*
Cardooine Chills

*See also: Hazards, Diseases*

*This disease is common throughout the galaxy and is typically only an inconvenience.*

## Cardooine Chills Statistics (CL 2)

**Keywords:** Atmosphere, Disease, Natural

**Trigger:** A creature is exposed to the Cardooine Chills.

**Attack:** +4 vs Fortitude Defense

**Damage:** 1d6 (-1 Persistent step on the Condition Track)

**Recurrence:** Daily, until the Cardooine Chills is treated.

**Suggested Skills:** The following are suggested Skills for this Hazard:

* **Knowledge (Life Sciences) (DC 14):** The character identifies the Cardooine Chills.
* **Treat Injury (DC 15; Requires Medical Kit):** The character treats the Cardooine Chills.

**Special:** Once a creature has been exposed to the Cardooine Chills and the Disease has been treated, that creature can not contract the Disease again.
Cargohopper 102

*Homebrew Reference Book: Corporate Sector Sourcebook*

A standard cargo lifter, similar to most other models on the market, the Cargohopper 102 from TaggeCo is also sold under a number of different brand names. A small spaceport can be serviced by a half dozen of these vehicles, while large starports can use hundreds of them. Cargohoppers often work closely with Gravsleds, Freight Droids, and cargo skiffs.

## Cargohopper 102 Statistics (CL 4)

Huge Ground Vehicle (Speeder)

**Initiative:** +5; **Senses:** Perception +5

### Defenses

Reflex Defense: 13 (Flat-Footed: 11), Fortitude Defense: 14; +3 Armor

Hit Points: 46; Damage Reduction: 10; Damage Threshold: 24

### Offense

**Speed:** 6 Squares (Character Scale); (Maximum Velocity 100 km/h)

**Melee:** Cargo Claw +4 (See Below)

**Ranged:** Tractor Beam +4 (See Below)

**Fighting Space:** 3x3 Squares (Character Scale); **+5 Cover Bonus**

**Base Attack Bonus:** +0; **Grapple:** +14

**Special Actions:** Battlefield Effects

### Abilities

Strength: 19, Dexterity: 14, Constitution: -, Intelligence: 12

**Skills:** Initiative +5, Mechanics +5, Perception +5, Pilot +5, Use Computer +5

### Ship Statistics

**Crew:** 1 (Normal Crew Quality); **Passengers:** None

**Cargo:** 1,000 Kilograms; **Consumables:** 1 Week; **Carried Craft:** None

**Availability:** Licensed; **Cost:** 13,000 (6,500 Used)

### Weapon Systems

#### **Cargo Claw** **(Pilot)**

**Attack Bonus:** +4, **Damage:** 1d6+8 (Grapple +14)

#### **Tractor Beam** **(Pilot)**

**Attack Bonus:** +4, **Damage:** - (Grapple +14)
CWSB Grand Army of the Republic (Part 2)

*Homebrew Reference Book: Clone Wars Saga Edition Fan Sourcebook*

Hand selected by Jango Fett, the *Cuy'val Dar* are a collection of seventy-five Mandalorian warriors and twenty-five other deadly warriors with expert skills in over a dozen specialties. Each *Cuy'val Dar* training sergeant was specifically brought in to train over two dozen four-man commando squads. Many take on additional duties, training specialized skills to other trainers' squads, or even giving specialized skills to ARC Troopers, Clone Commandos, and other specialized troopers.

Not all of the *Cuy'val Dar* get along, oftening leading to infighting between different cliques. After the Battle of Geonosis, most of these warriors return to a mercenary lifestyle, eager to leave rain-soaked Kamino. While some of those individuals fight for the Confederacy against the very troops they trained, a handful of the *Cuy'val Dar* remain with their trainees acting as special advisers for the Republic's Special Operations Brigade.
Caamasi Emperor's Hand

*Caamasi Emperor's Hand character data created by Wikia user Chellewalker (formally Wikia user Lukewarner).*

*Affiliations: The Galactic Empire, Darth Sidious*

Every Emperor's Hand is a highly specialized individual, selected by the Emperor for ability with The Force and loyalty to Palpatine. Very few Imperial officers or officials dare refuse to help when an Emperor's Hand appears in their midst. Many don't believe they exist, until confronted with an authorization code that demands any and all aid, as if the Emperor himself is requesting it. And in many ways, he is.

Each Emperor's Hand believes that he or she is the only one, a belief bestowed by the Emperor and encouraged by Darth Vader and the rest of Palpatine's inner circle. Although no "Standard" Emperor's Hand exists, many of the individuals share similar basic abilities. Below is a prototypical Emperor's Hand, ready to be adapted for the Gamemaster's campaign.

## Caamasi Emperor's Hand Statistics (CL 15)

Medium Caamasi Scout 5/Scoundrel 5/Force Adept 5

**Force Points:** 6; **Dark Side Score:** 12

**Initiative:** +15; **Senses:** Perception +15

**Languages:** Basic, Caamasi, 1 Unassigned

### Defenses

Reflex Defense: 31 (Flat-Footed: 28), Fortitude Defense: 18, Will Defense: 24; Dodge, Mobility, Vehicular Combat

Hit Points: 97, Damage Threshold: 18

### Offense

**Speed:** 6 Squares; Running Attack, **Skirmisher**, **Surefooted**

**Melee:** Unarmed +12 (1d4+7)

**Melee:** Lightsaber +12 (2d8+7)

**Melee:** Lightsaber +7 (2d8+7) and Lightsaber +7 (2d8+7) with Double Attack

**Ranged:** Heavy Blaster Pistol +12 (3d8+7)

**Base Attack Bonus:** +9, **Grapple:** +12

**Attack Options:** Double Attack (Lightsabers), Point-Blank Shot, **Power of the Dark Side**, Weapon Finesse

**Special Actions:** **Equilibrium**, **Force Focus**, **Greater Force Talisman**, Memory Sharing, Pacifism, **Swift Power**, **Telekinetic Savant**

**Force Power Suite (Use the Force +15):** *Force Disarm* (2), *Force Thrust* (2), *Move Object* (2), *Surge* (2)

**Force Techniques:** Force Point Recovery, Improved Move Light Object

**Species Traits (Caamasi):** Memory Sharing, Pacifism, Silver Tongue

### Base Stats

**Abilities:** Strength 10, Dexterity 16, Constitution 12, Intelligence 12, Wisdom 16, Charisma 16

**Talents:** **Equilibrium**, **Force Focus**, **Force Talisman**, **Greater Force Talisman**, **Power of the Dark Side**, **Skirmisher**, **Surefooted**, **Swift Power**, **Telekinetic Savant**

**Feats:** Dodge, Double Attack (Lightsabers), Force Sensitivity, Force Training (2), Mobility, Point-Blank Shot, Running Attack, Vehicular Combat, Weapon Finesse, Weapon Proficiency (Lightsabers), Weapon Proficiency (Pistols), Weapon Proficiency (Rifles), Weapon Proficiency (Simple Weapons)

**Skills:** Initiative +15, Knowledge (Galactic Lore) +13, Perception +15, Pilot +15, Stealth +15, Use the Force +15

**Possessions:** Heavy Blaster Pistol, Lightsaber, Comlink (Encrypted, Short-Range, Holo Capability), Credit Chip, **Greater Force Talisman**
CWCG Starships

*Reference Book: Star Wars Saga Edition Clone Wars Campaign Guide*

Even though the Clone Wars are waged between The Galactic Republic and The Confederacy of Independent Systems, a number of unaffiliated organizations participate in the struggle. Among these are countless mercenary bands that are drawn into the war by the siren song of easy money. Both Republic and Separatist forces supplement their interstellar forces with mercenaries. To the Separatists, it is a matter of business as usual; to the Republic, especially in the earliest days of the conflict, the use of mercenaries is necessary to bolster the few available fighter craft.

With the coming of lawlessness in the wake of the war, piracy blossoms. Many late-war pirate bands are formed from disenfranchised mercenary companies, and their weapons include the same craft that are on the Republic and Separatist rolls earlier in the conflict.

Other factions, too, possess unique vessels during the Clone Wars. The Mandalorians, for one, had their own ships, the majority of which are produced by Mandalmotors. The Seltiss line of luxury ships- expensive and opulent- are used by the Hutts and their ilk for centuries to come.

## Space Transports

*Main Article: Space Transports*

The following Space Transports are prevalent or achieved notoriety during the Clone Wars.

## Starfighters

*Main Article: Starfighters*

The following Starfighters are prevalent during the Clone Wars. Some achieve greatness, while others fly into obscurity after the wars.
Camo Scout Armor

*Reference Book: Star Wars Saga Edition Galaxy at War*

Creshaldyne Industries Camo Scout Armor is worn by scouts, commandos, and other stealthy troops. It combines sound-dampening technology with the light-bending and light-absorption technology used in the Camouflage Poncho.

Camo Scout Armor provides a +5 Equipment bonus on all Stealth checks made by the wearer.

If you are using the Armor Upgrades options from *Scum and Villainy*, Camo Scout Armor has the Shadowskin upgrade as well as one additional Upgrade Slot.

**Type:** Medium Armor

**Cost:** 6,000

**Bonus to Reflex Defense:** +6

**Bonus to Fortitude Defense:** +2

**Maximum Dexterity Bonus:** +3

**Weight:** 13 Kilograms

**Availability:** Licensed
Camouflage Poncho

*Reference Book: Star Wars Saga Edition Galaxy at War*

**Equipment Type:** Survival Gear

**Cost:** 125

**Weight:**1.5 Kilograms

The Camouflage Poncho is worn over Armor to conceal the wearer from being spotted. Special materials track the surrounding area and alter the pattern of the Camouflage Poncho, smoothing and blending the wearer's silhouette. Typical examples include the Ayelixe/Krongbing Textiles Camouflage Poncho. A Camouflage Poncho grants a +5 Equipment bonus to Stealth checks.
Callos

*Reference Book: Star Wars Saga Edition Force Unleashed Campaign Guide*

Once a jungle world teeming with life and vegetation, Callos incurred the ire of the Empire in their development of new technologies. Imperial bombing turned the world into catastrophic icy storms, ravaging what little life remained on the world.

### Callos Statistics

**Region:** The Outer Rim

**Climate:** Arctic

**Gravity:** Standard

**Moons:** 3

**Length of Day:** 29 Standard Hours

**Length of Year:** 296 Local Days

**Sapient Species:** None (After Imperial Orbital Bombardment)

**Government:** None

**Capital:** None

**Major Exports:** None

**Major Imports:** None

Knowledge (Galactic Lore)
 15
 20
 25

Knowledge (Social Sciences)
 15
 20
Cal Kestis

*Cal Kestis character data created by Wikia user ZenithSloth.*

*Affiliations: The Jedi, The Fringe, Cere Junda*

Cal Kestis is a former member of The Jedi Order that survived Order 66, due to the sacrifice of his Master Jaro Tapal. To survive, he operates as a member of the Scrapper Guild on the planet Bracca for five years.

This second life ended when Kestis is forced to use The Force to save his friend Prauf. Because of this, The Inquisitorius, specifically the Second Sister and Ninth Sister, were able to expose Cal. To escape, he is aided by the former Jedi Cere Junda, who hopes to rebuild The Jedi Order with Cal's help.

Along the way, Cal finds and befriends BD-1, an exploration Droid that becomes his companion, as well as Merrin, the last Nightsister who wishes to combat the Imperial threat.

## Cal Kestis Statistics (CL 12)

Medium Human Jedi 7/Scout 4/Jedi Knight 1

**Force Points:** 12

**Initiative:** +7; **Senses:** Use the Force +13

**Languages:** Basic, Binary

### Defenses

Reflex Defense: 25 (Flat-Footed: 24), Fortitude Defense: 24 (29 vs Extreme Temperatures), Will Defense: 26; **Block**, **Deflect**

Hit Points: 87, Damage Threshold: 24; Fast Surge

### Offense

**Speed:** 6 Squares

**Melee:** Unarmed +14 (1d4+9)

**Melee:** Lightsaber +16 (2d8+9)

**Melee:** Lightsaber +14 (3d8+9) with Rapid Strike

**Melee:** Lightsaber +11 (2d8+11) and Lightsaber +11 (2d8+11)

**Melee:** Lightsaber +9 (2d8+11) and Lightsaber +9 (2d8+11) with Rapid Strike

**Melee:** Lightsaber (Interlocking Hilt) +11 (2d8+12) and Lightsaber (Interlocking Hilt) +11 (2d8+12)

**Melee:** Lightsaber (Interlocking Hilt) +9 (3d8+12) and Lightsaber (Interlocking Hilt) +9 (3d8+12) with Rapid Strike

**Ranged:** **Lightsaber Throw** +14 (2d8+6)

**Base Attack Bonus:** +11, **Grapple:** +14

**Attack Options:** Acrobatic Strike, Attack Combo (Melee), **Lightsaber Throw**, Rapid Strike, **Riposte**

**Special Actions:** Gearhead, Droidcraft, **Psychometry**, **Redirect Shot**

**Force Power Suite (Use the Force +13):** *Battle Strike* (2), *Farseeing*, *Force Slam*, *Move Object*, Repulse, *Slow* (2), *Hawk-Bat Swoop*

### Base Stats

**Abilities:** Strength 16, Dexterity 13, Constitution 10, Intelligence 12, Wisdom 14, Charisma 14

**Talents:** **Block**, **Deflect**, **Force Perception**, **Lightsaber Throw**, **Psychometry**, **Redirect Shot**, **Riposte**

**Feats:** Acrobatic Strike, Attack Combo (Melee), Droidcraft, Dual Weapon Mastery I, Fast Surge, Force Sensitivity, Force Training, Gearhead, Rapid Strike, Weapon Focus (Lightsabers), Weapon Proficiency (Lightsabers), Weapon Proficiency (Simple Weapons)

**Skills:** Acrobatics +12, Climb +14, Mechanics +12, Use the Force +13 (may substitute for Perception checks)

**Possessions:** Lightsaber (2; Self-Built (Ilum Crystal, Interlocking Hilt)), All-Temperature Cloak, Aquata Breather, Tool Kit, Comlink (Encrypted, Short-Range)