recursal/Fanatic-Fandom huggingface dataset:
Enviro-Suit

The number of different types of environments found in the galaxy is staggering. Every world has its own unique mix of gravity, atmosphere, and environment that forms the beings who dwell upon it. While there are numerous worlds that are considered just right in that a substantial percentage of sentient species can dwell there in relative comfort, the great majority of planets, moons, asteroids, and star bases are toxic to at least one species, if not more. To allow those with sensitive systems to operate safely in the galaxy at large, numerous companies produce enviro-suits.

Enviro-suits come in a dizzying array of patterns and styles. At their most basic, enviro-suits are fully sealed, full-body suits made of sturdy materials designed to keep sentients alive in inhospitable places. They protect their wearers from toxic environments, radiological, biological, and chemical hazards, extremes of temperature, and variations of atmospheric pressure. With the right suit, a wearer can withstand the vacuum of space, the depths of the deepest oceans, and even atmospheres that are little more than choking miasmas of poisonous gasses. While most enviro-suits on the market have built-in monitoring systems that can self-adjust to a wearers particular needs and are therefore appropriate for a variety of users, some are custom built and fitted for those species with especially delicate or bizarre physiologies. Enviro-suits typically have numerous attachment points and interface sockets for the use of jetpacks, external tanks for those with specific environmental needs, and storage pockets. Enviro-suits have an operational life of eight hours until they need to be recharged and have their gasses and fluids refilled. Thanks to their many layers of protective shielding, enviro-suits tend to be bulky and reduce a wearers sense of his surroundings. An individual wearing an enviro-suit suffers 1 black die to any Agility- or Perception-based checks while wearing the suit.
Dueling Pistol

CORONET ARMS DUELING PISTOL

Crafted by Coronet Arms, a small weapons manufacturer known for producing high-quality blasters, these dueling pistols are almost invariably sold in pairs. Though illegal, dueling has a long history on Corellia, where honor often trumps law. Dueling pistols are virtually useless at any great range, the cohesion of their particle streams quickly dissipating, but these deadly accurate blasters are meant to be used at close range. Since a single shot is all that is permitted in a duel, the power packs only power one blast, but that shot will almost invariably be lethal.

## Special Abilities Weapon has

* Accurate 1
* Limited Ammo 1
* Pierce 1
BlackOps Data Breaker

## What This Gear Does

Data breakers are common tools used by slicers to force their way into secure systems. Essentially a data battering ram, they are unsubtle tools used for expedience instead of finesse and stealth. Many are also data harvesting devices, recording everything encountered in a system while the slicer roots around for nuggets of information. Most organic Slicers carry one or two of these devices, but droid Slicer Player Characters can have them installed in their internal computer systems as well. Data breakers add 2 blue dice to any Computers check made to slice computers, but they also add 1 blue die to any attempts to locate use of a data breaker in a computer system due to the "noise" these devices make. Data breakers are highly illegal, and possession or use of one can land a Rebel operative in a maximum security Imperial prison for a very long stay.
Boonta Blaster

Named after the legendary hero Boonta the Hutt, who allegedly carried a similar weapon, these specialized holdout blasters typically appear to be nothing more than ornate and ostentatious pieces of jewelry. Custom-made to the taste of individual Hutts, these garish blasters pack enough firepower to ensure that any would-be assassin who gets past the wearer’s bodyguards does not live long enough to remain a threat. Some of these weapons are treasured family heirlooms, passed down from one Hutt to another for many generations.

Add 1 black die to Perception checks to find a Boonta Blaster on a wearer’s body. Remove 1 black die from the wearer’s Deception checks to explain away the weapon as purely ornamental or otherwise non-threatening.
Digital Lockpick

## What This Gear Does

Some smugglers and thieves find that it pays not only to keep a lockpick in hand in a figurative sense, but also in a more literal fashion. A digital lockpick is a cybernetic appendage, usually a finger, equipped with a number of small tools that assist in cracking both physical and electronic locks.

A digital lockpick provides 1 rank of the Bypass Security talent (see page 1 33 of the Edge of the Empire Core Rulebook).
Data Dead Drop

## What This Gear Does

A common and relatively cheap tool of embedded agents and informants, a data dead drop enables the covert exchange of a datachip or some other form of encoded message. One operative hides the informa-tion in a concealed compartment in a relatively commonplace item such as a glowlamp or datapad. Later, a second operative collects the item. Ideally, the covert agents do not draw attention, and any others casually using the device fail to notice the modification.

To find the something hidden within a data dead drop, a character must make a Daunting (4 purple dice) Perception check. At the GM's discretion, an unaware character might use Vigilance instead.

## Models include

* Brennkeyes Syndicate Security Capsule
* Countless custom-made models
Authentication Tools

## What This Gear Does

As criminals and spies advance their ability to forge documents, the need to detect falsifications becomes paramount. Few sentients have sufficiently acute vision to detect minor discrepancies, so officials fre-quently rely on electronic tools to aid verification. The devices are typically programmed to recognize the telltale markers of official documents issued by the local government, but authentication tools are some-times unable to verify documents from a different issuing authority.

A character using authentication tools adds 2 blue dice to checks to determine if a document has been falsified.

## Models include

* Goseia Heavy Industries Concern Executive Verification Suite
Blaster Actuating Module

Actuating modules are blaster modifications popular with mercenaries, bounty hunters, and anyone needing to make the first strike count. Adaptable to nearly any blaster pistol, this attachment is a simple upgraded blaster actuating module with custom firmware and a stronger electromagnetic accelerator that provides more powerful and more penetrating blaster shots. Unfortunately, this excess power takes its toll on the weapon; blasters so modified tend to develop reliability problems the longer they are used with this attachment. This attachment is only for use on Ranged (Light) blaster pistols.

## Models Include

* Dolmax Heavy Blaster Actuator
* Arakyd 97R Enhanced Blaster Actuating Module
* SoroSuub X440 "Hammer" Blaster Actuating Module

## Base Modifiers

Increases weapon damage by 1. Adds 1 black die to all checks made when using this weapon.

## Modification Options

* 2 Damage +1 Mods
* 2 Weapon Quality (Pierce + 1) Mods
Climbing Gear

## What This Gear Does

Climbing gear is a catchall term for tools used to scale and abseil steep or sheer surfaces. Whether a character is attempting to scale a stony cliff or the smooth transparisteel facade of an office tower, climbing gear is essential for anyone who needs to gain access to otherwise-unreachable places. Most sets of climbing gear include a few coils of synthrope or liquid cable, a hook or adhesive attachment, and a number of pitons, picks, hammers, and other tools used to secure lines.

## Models Include

* Pretormin Environmental Basic Climbing Gear

## Characters Who Use This Gear

* Flin
* Jiarra
* Kaiden
* Yellow
Combat Scanner

## What This Gear Does

A combat scanner is a sophisticated optics and sensor array designed for military applications. A combat scanner provides all of the functions of a general-purpose scanner, along with robust mapping and navigation capability, mission data storage and display, and hardened and secure communications with a one-hundred-kilometer line-of-sight range. External optics provide a 360-degree view around the bearer, and this imagery can be beamed to any communications device within range, or shared with the combat scanners worn by other members of the unit. The Chedak Mark 6 is integrated into a combat helmet with visor.

The Mark 6 offers some of the features of a general purpose scanner, scanner goggles for night-vision capability, and a com scrambler. This means it allows the user to see normally in dark conditions, can be set to track motion, heat, and metal, and adds 2 black dice to any checks made to attempt to decode and understand transmissions from the combat scanner to other combat scanners.
Advanced Flesh Camouflage Kit

## What This Gear Does

More comprehensive than a regular disguise kit, advanced flesh camouflage kits allow users to drastically change their appearance all the way down to a genetic level. They can be used to fool bioscanners and even impersonate other individuals, especially if the individual being impersonated was kind enough to "donate" a genetic sample, such as a lock of hair or a skin sample. The disguises created by a flesh camo kit are so good that seeing through them requires a Formidable (5 Purple dice) Perception check Most of the pieces of a flesh camouflage kit are perfectly legal separately, but most law enforcement agencies, and especially Imperial authorities, take a dim view of anyone carrying all of these pieces together.
Blaster Rifle

The tried-and-true blaster rifle rivals the blaster pistol in ubiquity and versatility throughout the galaxy. Countless civilian and military model blaster rifles are produced by every major arms manufacturer from BlasTech to Zenoti Arms, and they fill roles ranging from hunting and sporting weapons to military sharpshooter and infantry battle rifles. At their most basic, they are large-framed, long range, semi-automatic weapons that combine accuracy, range, and stopping power into an incredibly versatile package. Blaster rifles commonly feature long barrels; fixed alloy, composite, or wood stocks; and basic iron sights. Civilian models feature attachment points for optical sights, and a healthy aftermarket provides a wide variety of modifications to improve handling and accuracy. Military style blaster rifles can mount optics as well and, in addition, possess attachment points for a number of accessories such as bipods, slings, targeters, and bayonets to improve their battlefield effectiveness. While ownership of blaster rifles is only lightly regulated, possession of militarygrade blaster rifles by civilians is strictly prohibited. Being caught with a military rifle by Imperial authorities is cause for a very long stay at an Imperial prison.

## Models Include

* BlasTech E-11
* BlasTech DC-15
* BlasTech A280
* Czerka Arms 84-U

## Characters Who Use This Weapon

* Isshaar
* Kilix
* Tarkav
* Suam
Ace

The Ace Career lets you start off with the following Skills as class skills

* Astrogation
* Cool
* Gunnery
* Mechanics
* Perception
* Piloting (Planetary)
* Piloting (Space)
* Ranged (Light)

You can choose any 4 of these skills and increase their rank to 1.

Found in Age of Rebellion Core Rule Book

## Beast Rider

Makes the following Skills Class skills

* Athletics
* Knowledge (Xenology)
* Perception
* Survival

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion: Stay on Target (Ace Source book)

## Driver

Makes the following Skills Class skills

* Cool
* Gunnery
* Mechanics
* Piloting (Planetary)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book

## Gunner

Makes the following Skills Class skills

* Discipline
* Gunnery
* Ranged (Heavy)
* Resilience

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book

## Hotshot

Makes the following Skills Class skills

* Cool
* Coordination
* Piloting (Planetary)
* Piloting (Space)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion: Stay on Target (Ace Source book)

## Pilot

Makes the following Skills Class skills

* Astrogation
* Gunnery
* Piloting (Planetary)
* Piloting (Space)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book

## Rigger

Makes the following Skills Class skills

* Gunnery
* Knowledge (Underworld)
* Mechanics
* Resilience

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion: Stay on Target (Ace Source book)

## Recruit

Makes the following Skills Class skills

* Athletics
* Discipline
* Survival
* Vigilance

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Age of Rebellion Core Rule Book
Hammer

CZERKA ARMS KS-23 HAMMER

The KS-23 is yet another popular slugthrowing design by Czerka Arms. A rarity even among the already scarce slugthrowing class of weapons, the KS-23 fires a canister of small explosive pellets instead of a single long-range, precision slug. When fired, these pellets scatter from the barrel to fill a wide area with as much destructive potential as possible. Brutally effective at short and medium ranges, this weapon is known unofficially as the "Hammer."

The KS-23 was initially produced as a hunting weapon to take down extremely hardy beasts like the krayt dragon or rancor. They are roughly the size of a blaster carbine, with a large-caliber smoothbore bar-rel, a sturdy action, and composite stocks and furniture. The ammunition is stored in a tubular, five-round magazine that runs under the barrel, and the firing mechanism is self-loading and uses the weapon's re-coil for power. An extremely unsubtle weapon, the KS-23 is loud and has a powerful recoil thanks to the large-bore, high-powered ammunition it fires.

Thanks to its rugged construction and powerful ammunition, the KS-23 has gained a wide following in the Outer Rim. Easy to maintain and repair and built from high-quality, resilient materials, the Hammer stands up exceedingly well to the kinds of abuse equipment suffers in the wild places of the galaxy. Used primarily by big-game hunters, these weapons have also found their way into the armories of explorers, smugglers, pirates, and even some planetary law-enforcement agencies who appreciate their pow-er and utility.

## Special Abilities Weapon has

* Blast 6
* Knockdown
Filed Front Sight

An old assassin's trick, this is the simple act of removing the front sight of a blaster pistol via filing it off. A common modification to holdout blasters, along with removing their serial numbers, filing down the weapon's front sight allows it to be drawn more quickly from its holster and reduces the possibility of it becoming snared on clothing. Unfortunately, while this modification makes for easy concealment and drawing, it also reduces the weapon's accuracy, as it effectively makes it impossible to aim with any amount of precision. This modification may only be applied to pistol-sized weapons. Doing the work oneself requires an Average (2 purple dice)

**Mechanics Check:** The listed price is used when paying someone else to perform the work.

## Base Modifiers

Innate Talent (Quick Draw). Increases difficulty of combat checks to hit targets at ranges beyond short range by 1.

## Modification Options

* 1 Decreases the difficulty of checks to conceal the weapon by 1 Mod
Dragite Gem

In their natural state, dragite crystals are one of the most brittle forms of Kyber crystal, and produce a loud ringing when struck. When worked into a suitable lightsaber crystal, a difficult task due to the dragite gem’s distressing tendency to fracture or shatter at the slightest provocation, it produces an extremely loud blade that pulses and hums across a number of frequencies. A dragite gem is a lightsaber crystal.

## Base Modifiers

Installing this crystal changes a lightsaber’s damage to 7 and critical rating to 3, and the ☀lightsaber gains the Breach 1, Disorient 1, and Sunder weapon qualities. If the crystal is ever removed, the lightsaber loses these qualities, and reverts to its previous base damage and critical rating.

## Modification Options

* 2 Item Quality (Disorient +1) Mods
* 2 Item Quality (Concussive +1) Mods
* 1 Damage +1 Mod
Heavy Blaster Rifle

Heavy, long ranged, and incredibly powerful, heavy blaster rifles are among the deadliest weapons in the galaxy. Favored by military snipers and big game hunters alike, heavy blaster rifles can be up to two meters long and typically feature particularly powerful accelerant gases, advanced XCiter technologies, upgraded galven circuitry, and precision-ground focusing crystals. With their upgraded, heavy duty internals, heavy blaster rifles throw a powerful bolt over long distances with pinpoint accuracy, are capable of easily piercing plastoid and heavy combat armor, and can even pose a serious threat to lightly armored groundspeeders and airspeeders.

## Special Abilities Weapon has

* Auto Fire
* Cumbersom 3

## Models Include

* BlasTech RT-97C
* BlasTech DLT-19
12 January 2017

Tim Session

The Beuracracy of Thyferra

Thyferra finds itself under pressure from The Empire to increase Bacta Supplies to their military.  The local Killiks claim that they are providing all they can, however, the Imperials continue to harass and even thereaten them. If we can convince the Killiks to funnel some of their supply to us we may have a distinct advantage in the field of medicine.
Field Rations

## What This Gear Does

The only features that distinguish field rations from standard ration packs are their awful taste and hyper-infusion of nutrients that allows a soldier to survive on a single ration for up to one week. The brown goop comes in flat packages and looks like nothing so much as digestive waste. Field rations can be heated by the thermal circuitry integrated in the packaging, and they can also be consumed cold. Soldiers report little difference in taste or enjoyment.
Goseia HIC "Mercy" Grenades

When discovered in a compromising position, an operative might prefer a nonlethal means to disable foes, particularly if those foes are left with little beyond a clouded recollection of events. Goseia Heavy Industries Concern "Mercy" grenades—more often called nightmare grenades in the criminal underworld—fill this need, emitting a hallucinogenic gas that distorts perceptions, provokes intense visual illusions, impairs memory, and creates intense feelings of paranoia and dread. Nightmare grenades are generally held to be less reliable than their explosive counterparts because the effect of the gas varies wildly, and because species that do not need to breath are unaffected by them.

A character hit by a "Mercy" grenade must make a Hard (3 purple dice) Resilience check. If he fails the check, he later has an incomplete or inaccurate memory of events that transpire during that encounter. Additionally, he becomes disoriented for 1 round per disadvantage 1 on the check.

## Special Abilities Weapon has

* Blast 5
* Stun Damage
* Limited Ammo 1
Emergency Medpac

## What This Gear Does

Emergency medpacs are prevalent wherever the threat of injury is higher than average. Small and easily portable, these lifesaving tools contain the basic supplies to heal small injuries as well as those needed to stabilize seriously wounded individuals for transportation to larger medical facilities. A standard emergency medpac (such as those found aboard most starships) contains a number of bandages and dressings; bacta patches; basic medical tools like scalpels, syringes, and forceps; blood coagulators; synthflesh applicators; and other necessities. More advanced models include a limitedfunction medical scanner that can monitor vital signs, as well as a small computer that includes a medical database, and can suggest treatment options based on data collected by the included scanner. Emergency medpacs allow characters to use the Medicine skill to heal others without penalty, as described below.

## Models Include

* Athakam MedTech Survival Medpac
* Chiewab GLiS Emergency Medpac.

## Medical Care

A character may attempt a Medicine check to help a character heal wounds. Each character may only receive one Medicine check each encounter, as there is only so much that good first aid can do to help a character.

The difficulty of the check is based on the target's current state of health. On a successful check, the target recovers a number of wounds equal to the number of successes generated by the Medicine roll and an amount of strain equal to the number of advantages generated.

A character may also attempt to help someone recover from a Critical Injury by making a Medicine check with a difficulty equal to the severity rating of the Critical Injury (see Table Medical Check Difficulty). A character may attempt one Medicine check per week per Critical Injury.

A character may attempt to heal his own normal wounds or recover from his own Critical Injuries with Medicine, but doing this himself increases the difficulty of the Medicine check by two. In addition, attempting a Medicine check without the proper equipment (see above) increases the difficulty of the check by one.

Droids cannot benefit from medical care. However, they do receive the same benefits from Mechanics checks, based on the same guidelines and difficulty ratings as their Medicine-based equivalents. All of the guidelines and rules governing Medicine checks also govern Mechanics checks to heal droids, with the exception that a droid using Mechanics to heal himself only increases the difficulty by one, rather than two. Simply put, most droids can avoid feeling "pain" and have the self-diagnostic routines and programming to better understand how to repair themselves

## Medical Check Difficulty

 Current wounds equal more than half of wound threshold
 Current wounds exceed wound threshold
 Recover Critical Injury
Kalleran

## Special Abilities

Kallerans begin the game with one rank in Streetwise. They still may not train Streetwise above rank 2 during character creation.

Hypersensitive Antennae: Kallerans begin the game with the Heightened Awareness talent.

Found in the Edge of the Empire: No Disintegrations

For more information on Kallerans click here
Gene-Lock

Some sentients form a great attachment, even a bond with their weapon, and take steps to ensure that no other can use it. For this, or for more practical reasons, some individuals have their weapon modified so that it only functions in their hands. This is accomplished through a gene-lock: a system, featuring a computer that, once loaded with the user's genetic code, samples and scans the DNA of any individual who picks up the weapon. If his genetic profile does not match the weapon's designated user, the computer locks down the weapon and prevents it from firing.

This upgrade is most relevant for ranged weapons, but it is possible to gene-lock a vibroblade or similar weapon. In this case, an unauthorized user can still wield the weapon as a basic sword, etc., but any technological components such as a vibromotor cease to function. This attachment can be applied to any hand-held weapon.

## Base Modifiers

The weapon functions only in the hands of its authorized owner.

## Modification Options

* Self-destruct. The weapon detonates if an unauthorized user tries to fire it, inflicting one Critical Injury on the wearer (roll normally to determine the Critical Injury). The weapon is destroyed if it self-destructs.
8 December 2016

***ATTENTION: ALL PLAYERS IN TIM AND NIV'S SESSION***

This session will be a *crossover event!* That meaning, everyone in those sessions will be getting involved somehow (unless they're not here). Jai's lightsaber has been stolen, and people from both parties intend to go and get it back from the pirates who have it!

There will be two "groups" for this session - **Group A**, who will be working Aerial Assault (keep the pirates busy in space), and **Group B**, who will be working Insightful Infiltration (sneak onto the ship and find the lightsaber)! Things that Group A is doing will effect Group B and vice versa - so if Group A manages a *really* good hit on the Pirate Ship then Group B might be dealing with less people as the pirates go to try and fix their ship; whereas if Group B manages to disable some systems/distract the crew, then Group A will have to deal with less resistance from the pirates.

Note: ***Groups A and B do not necessarily have to just be Tim's Group as one and Niv's Group as the other.*** You're free to join whichever group you feel your talents are best suited towards/what you think your character would do. However, do note: **If there's too many people in one group, it will be harder for both groups.** That is, if Group B has 90% of the players, Group A is going to be SOL and not be able to effectively help Group B, meaning the difficulty goes up for both of them. We *will* allow the use of multiple characters for those who have them available (so Nase could use both Tailspin and Xero if he wanted, and have them be in separate groups), but only do this if you think you'll be *able* to manage being in both groups.

Be prepared for hectic chaos, and hope you can make it for the party!
Cybernetic Cavity

## What This Gear Does

Some smugglers go to great lengths to conceal valuable cargo, including hiding it in their own bodies. While smuggling goods and spice strapped to the body or swallowed for later retrieval is not uncommon, some smugglers have found it expeditious to move goods inside small containers surgically implanted into their bodies or even incorporated into cybernetic limbs. While a full body search or holoscan might reveal the presence of a cybernetic cavity, it is practically unnoticeable on casual inspection and is likely to be missed by many scanners.

A cybernetic cavity provides 1 rank of the Hidden Storage talent (see page 1 37 of the Edge of the Empire Core Rulebook). A character with this cybernetic can use the Hidden Storage talent to conceal items within his own body.
Guardian

The Guardian Career lets you start off with the following Skills as class skills

* Brawl
* Cool
* Discipline
* Melee
* Resilience
* Vigilance

You can choose any 3 of these skills and increase their rank to 1. As well as have a Force Rating of 1.

Found in Force And Destiny Core Rulebook

## Peacekeeper

Makes the following Skills Class skills

* Discipline
* Leadership
* Perception
* Piloting (Planetary)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny Core Rulebook

## Protector

Makes the following Skills Class skills

* Athletics
* Medicine
* Ranged (Light)
* Resilience

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny Core Rulebook

## Soresu Defender

Makes the following Skills Class skills

* Discipline
* Knowledge (Lore)
* Lightsaber
* Vigilance

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny Core Rulebook

## Armorer

Makes the following Skills Class skills

* Knowledge (Outer Rim)
* Lightsaber
* Mechanics
* Resilience

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny book

## Warden

Makes the following Skills Class skills

* Brawl
* Coercion
* Discipline
* Knowledge (Underworld)

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny book

## Warleader

Makes the following Skills Class skills

* Leadership
* Perception
* Ranged (Light)
* Survival

You can choose any 2 of these skills and increase their rank by 1. (If you have the same skill in your sub career as you do in your main career you can go up to the 2nd rank of that skill but no higher.)

Found in Force And Destiny book
Heavy Blaster Pistol

Heavy blaster pistols are pure combat weapons, designed from the ground up to pack as much firepower into as small a frame as possible. Nearly as powerful as most blaster rifles, heavy blaster pistols tend to be large and bulky, as well as nearly impossible to conceal. With the ability to kill most sentients in one or two shots, and to penetrate even the hard plastoid armor worn by Imperial stormtroopers, heavy blasters are favored by bounty hunters, mercenaries, and Rebels and insurgents throughout the galaxy. The trade-off for all of this power in such a small package is that heavy blaster pistols are slightly inefficient and use more power and gas per shot than lighter, more efficient models. In addition, thanks to their power and performance, the purchase and ownership of heavy blaster pistols is very heavily regulated by the Galactic Empire; possession of a heavy blaster pistol without the proper licenses and permissions carries both a heavy fine and, typically, a long stint in an Imperial prison.

During combat, Game Masters may make a heavy blaster pistol run out of ammunition by spending 3 disadvantage This is in addition to the standard spending of 1 despair as discussed on page 218 of AoR Core Rule book.

## Models Include

* BlasTech DT-57 "Annihilator,"
* BlasTech DL-44
* SoroSuub SSK-7.

## Characters Who Use This Weapon

* Flin
* Kaiden
* Katrina
* R5-DI4
Lockpicking Tools

## What This Gear Does

While most locks in the galaxy rely on an electrical component, there exist locations and cultures without a steady supply of electricity. Unexpected loss of power can also mean that formerly electronic locks must be manipulated manually. In these cases, more archaic options are available to thieves and smugglers looking to surreptitiously breach physical security, including laser lockpicks and vibropicks.
Cici

Add Flavor Text here if you like

## Skills

* Athletics - 1
* Coordination - 1
* Perception - 1
* Skulduggery - 1
* Knowledge (Underworld) - 1
* Stealth - 2

## Abilities

* Cathars begin the game with one free rank in either Athletics or Stealth. They still may not train Athletics or Stealth above Rank 2 during character creation.
* Claws: When a Cathar makes a Brawl check to deal damage to an opponent, their attack deals +1 point of damage and has a Crit Rating of 3.
Extra Reload

## What This Gear Does

In the field, every Alliance operative knows that anything that can go wrong, will go wrong, and at the most inopportune time. One of the most common mishaps in the field is some piece of important gear running out of power, or a blaster running short on gas and energy. Energy cells are small replaceable batteries that keep most handheld devices running when not plugged directly into a power source. Extra reloads allow a character to ignore an "out of ammo" Despair result with a ranged weapon. By spending a maneuver, a character can switch out a power pack or reload a weapon to get back into the action.
Avionics Interface

## What This Gear Does

Implanted in the palm and fingers of the user (or incorporated into prosthetic hands) and linked to the user's brainstem, the cybernetic avionics interface allows a pilot to connect with his airspeeder or starship's avionics and flight control systems at a digital level. While interface doesn't eliminate the need for manual control of a vessel, it does significantly improve a pilot's reaction time and help provide instantaneous feedback from the ship's computer.

A character with a cybernetic avionics interface and at least 1 rank in Piloting (Planetary) or Piloting (Space) gains + 1 to the appropriate Piloting skill when flying a starship or airspeeder. The avionics in speeders, swoops, and other repulsorcraft are generally too primitive to interface with, but a player may do so at the GM's discretion if the vehicle is equipped with a particularly advanced flight control computer.

## Models Include

* Taggeco, CAAF-2 System Cybernetic Avionics Interface
Gotal

## Special Abilities

Gotals begin the game with one rank in Perception. They still may not train Perception above rank 2 during character creation.

Energy Sensitivity: The head cones of Gotal are finely tuned sensory organs used to detect almost the entirety of the electromagnetic spectrum. Once per enencounter as a maneuver, a Gotal may sense the presence and current emotional states of all living things within short range of himself.

Found in Edge of the Empire: Fly Casual (Smuggler Sourcebook)

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Beastlord Natan

Caretaker of many animals alongside his clan. He has run into Sarisa and the group of rebels once when the animal he was taking care of had run off. The Rebels resolved the issue with no injuries to the creature, and even retrieved the eggs. After that Natan had contacted the group one more time asking for help from Nel after some deadly virus had infected their village, Kilix, Nel, and Sarisa all went over to help them. even finding a cure for the virus.

## History

Having lived on Onderon a long time with his Beastlord clan he earns money by going to Iziz and selling animals to good homes. When one day one of his creatures ended up running off to lay eggs. This is the first time he has met with Sarisa, and the rest of her group of rebel alliance team mates. After the people agreed to go save the creature Natan wished them the best of luck and a safe return. Little did he realize that these people would help him not only retrieve the creature, but also drive off some poachers, and find the creature's eggs.

After parting ways with the group, he finished his business in the market and went back home, where he found his family and animals were struck by some kind of nasty virus. So, he once again reached out to his new friends, this time specifically Nel who is the medic of the group. Kilix, Sarisa, and Nel came to his aid they investigated the issue, tracked down the cause and took down the people that distributed the virus came back created and cure and saved all his animals and clan members.

## Skills

* Enter the Skill name and what Rank it is in this bullet list. For every new Skill that has a rank just hit enter from the previous skill to add a new bullet point.

## Equipment

### Credits

Start with 1,000 Credits to buy things for Hero Characters.

## Abilities

* The abilities gained through the species or other means.
Elysium Atmospheric Processor

## What This Gear Does

Gandorthral Atmospherics is a leading provider of atmospheric engineering systems, producing everything from breath masks and hostile environment suits to massive, city-sized terraforming installations. The smallest of these latter items is the highly respected Elysium Model 2 Atmospheric Processor. Powered by a planet's natural subsurface heat and energy, the Model 2 resembles a massive ziggurat: a stepped, flat-topped pyramid full of systems designed to produce breathable atmospheres, clean water, and even weather patterns from the raw materials at hand. Roughly the size of a star cruiser, the Elysium Model 2 requires a crew of at least one hundred engineers and technicians, not to mention numerous droids to work in areas unfit for their organic colleagues. When deployed to a new colony, these processors commonly form the core of the initial settlement, and many a sprawling city throughout the Outer Rim has a decommissioned or repurposed Model 2 somewhere in its borders.
E-11s

Developed from the venerable E-11 blaster rifle, BlasTech's E-11s was designed primarily as a dedicat-ed marksman's rifle for use by the Galactic Empire. A large, sleek, and deadly-looking weapon, the E-11s is nearly as long as a grown human is tall, with a shroud-ed barrel that makes up fully half of its length. Excellent balance and precision-fit components help compensate for this, however, and the E-11 s is quite easy to carry and shoot for a weapon of its size. The E-11s is incredibly popular among the Empire's scout and reconnaissance forces, whose missions typically see them operating in conditions where the long range and pinpoint accuracy of a dedicated sniper weapon can be used to their fullest potential. In the field, the E-11s grants a small reconnaissance squad incredible reach and allows them to project their force at ranges unmatched by most military units. Officially, the E-11s carries a restricted rating, limiting it to governmental, military, and law-enforcement use only. That being said, more than a few of these powerful rifles have fallen out of the backs of speeder trucks, so to speak. Those that have found their way into civilian hands make for excellent hunting and sniping weapons, and their performance nearly makes up for the serious risks involved in owning them.

E-11s rifles are equipped with relatively light-weight, matte-finish composite furniture that absorbs light, a fixed stock, and a powerful multioptical telescopic sight. The rifle's firing mechanism uses a su-percharged actuating module, upgraded xciter, and extremely volatile, highly compressed blaster gasses to increase the range and penetration of the blaster bolt. This extra power has the added side effect of reducing refraction and beam degradation, allowing it to maintain both its penetration and stopping power at incredible range. While this makes for a powerful weapon, especially in the hands of a talented marks-man, it also makes for a weapon that consumes quite a bit of energy and as such has a limited ammunition capacity (a rarity in blasters). These rifles also emit an enormous amount of heat when firing, thanks to their supercharged firing systems. To compensate for this, the E-11s has a slow rate of fire to allow for cooldown, and the barrel is insulated with a triple-redundant nitrogen cooling system.

## Special Abilities Weapon has

* Accurate 1
* Cumbersom 3
* Pierce 2
* Slow Firing 1
Cybernetic Brain Implant

## What This Gear Does

These enhancements are miniaturized computer implants designed to augment the user's brainpower. The implant fits around the user's ears and the back of the his head, melding with the user's brain to achieve superior reasoning speeds as well as to store information for later analysis.

A cybernetic brain implant provides + 1 Intellect and includes a comlink and computer access link.

## Models Include

BioTech Borg Construct A j A 6 Cybernetic Implant
Fusion Cutter

## What This Gear Does

These handheld, portable cutting torches are found throughout the galaxy in numerous industrial, technical, and even artistic operations. They use small, high-powered fusion batteries to produce intense plasma or laser beams used to weld metals together and to cut them apart, depending on the needs of the user. Their beams can easily cut through durasteel, duraplast, and even armored ship hulls with ease. Field mechanics often carry them into battle for emergency repairs of vehicles, droids, and other equipment. Fusion cutters can be adjusted to produce a fine, precise beam for welds or a broad, powerful beam good for brazing and cutting. Engineering and mechanic droids can have a fusion cutter directly installed in their chassis so that they always have one at hand, and they are especially common on astromech droids. In a pinch, a fusion cutter can be used as a close-quarters weapon, and can cause some incredibly frightful wounds. If used as a weapon, a fusion cutter has a range of engaged, deals 5 damage, has a critical rating of 3, and possesses the Breach 1, Burn 3, Sunder, and Vicious 3 weapon qualities.
Beast-Hide Warrior's Armor

Blasters and other advanced weapons can make a mockery of even the most sophisticated armor. Perhaps it is because of this that some warriors use the same primitive armors that have been used across the galaxy for countless millennia. For some individuals, their choice of armor is made to send a message rather than for practical purposes. Armor made from the tanned hides or heavy furs of wild beasts and covered in claws and teeth is a common sight on many backwater worlds, but is also worn by some spacers who wish to demonstrate their own ferocity. Whether worn as a reminder of home or crafted from the skin of a ferocious animal slain during their travels, such a suit of armor marks the wearer as a predator among predators.

When wearing beast-hide armor, the character gains automatic 1 advantage on Coercion checks and automatic 1 disadvantage on Charm checks. The GM may determine that this armor provides different benefits or detriments depending on the situation. The wearer of the armor may be barred from high society events on Coruscant, but automatically invited to similar events on a Rim world, for example.
Corellian Cutlass

Traditionally granted to Corellian naval officers upon being promoted from ensign or sub-lieutenant to full lieutenant, the Corellian cutlass is a relatively short, broad saber with a solid hand guard. While generally considered little more than ornamental blade, the weight and craftsmanship of the cutlass makes it an effective weapon in close combat. Some Corellian free-traders who previously served in the navy retain their cutlasses and continue to wear them.

## Special Abilities Weapon has

* Defensive 1
* Vicious 1
Gear

## Load Bearing, Carrying, and Storage Equipment

 Load-bearing Gear | 100
 Utility Belt | 25
 Sleight Box | 400 (R)

## Slicing Tools

 Ealewon A-212 Tracing Console | 3,000
 Signature Modulation Pad | (R) 250

## Remotes

 Butterbug Remote | 700
 Service Patch Remote | 900
 Shield Remote | 1,100

AoR Core = Age of Rebellion: Core Rule Book

AoR: DA = Age of Rebellion: Desperate Alies (Diplomat Source book)

AoR: SoT = Age of Rebellion: Stay on Target (Ace Source Book)

EotE Core = Edge of the Empire: Core Rule Book

EotE: DC = Edge of the Empire: Dangerous Covenants

EotE: EtU = Edge of the Empire: Enter the Unknown

EotE: FH = Edge of the Empire: Far Horizons

EotE: FC = Edge of the Empire: Fly Casual

EotE: LoNH = Edge of the Empire: Lords of Nal Hutta

EotE: SoF = Edge of the Empire: Suns of Fortune

FaD Core = Force and Destiny Core Rule Book
Byurce Wayeen

1. Byurce Wayeen, a tiny, smol male bat alien. He is there to fly shuttles that are indeed much bigger than him. He loves flying and riding people's shoulders. Despite his lack in athletics due to his size, he makes up for it in his piloting and taming wild animal's skills.

## Character Infobox Template

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## History

He decided to follow after his parent's efforts and loyalty to the Rebels. He had been training to become a pilot ever since in his young years. He practically loved everything about flying and watching shuttles come and go in the sky.

It wasn't long after his sixth birthday that he had last saw his parents leave for an important rescue mission, he has not heard from them ever since. He was taken in by Rebels as a means to keep himself safe from the Empire who could hold him captive to use him as a leverage against his parents. While he was staying with the Rebels, he had picked up few useful advices and tips such as mechanics, taming wild animals, astrology and computers.

Meanwhile in his years of studying and developing new said abilities, he was capable of creating his own path to becoming a pilot. Needless to say that he is very excited, he was very serious in his job. He practically had studied and became a very perceptive person. On his first mission, he was capable of taking down few TIE fighters by himself. He was promoted and moved on to a more difficult and severe tasks.

His life long goal in his piloting career, he wanted to see his parents once more before he embarks out on his own, to determine his own future.

## Personality

Though as small as he is, he has a lot of confidence in himself. He typically is a prankster among his friends, and he doesn't let doubts waver him.

## Skills

* Acute Senses - Superior Senses and they remove up to 2 black dices from perception checks
Fiver Pistol

The Xet Model C incorporates a five-round internal cylinder magazine. Even by the standards of slugthrowers, this weapon is time-consuming to reload, as each high-caliber round must be inserted individually. Yet despite its limitations, the Model C is popular with some Hired Guns who find an aesthetic pleasure in its unusual operation. It must be said that the Model C is a dangerous weapon, at least for a slugthrower, with high stopping power due to its large-bore chamber. However, a combatant wielding a Model C must make every shot count if he hopes to triumph over an enemy with a more sophisticated weapon. Most consider this weapon a curiosity at best, a museum piece at worst.

## Special Abilities Weapon has

* Accurate 1
* Limited Ammo 5
Hutt Shell Armor

Crafted especially for the Shell Hutts of Circumtore, these massive exoskeletons are fashioned from segmented cylinders of durasteel. Freed from the need for any sort of physical exertion by the repulsorlifts and powerful servomechanisms built into their armored suits, the gluttonous Shell Hutts grow to be tremendously corpulent, even by Hutt standards, necessitating ever-larger suits of armor. Shell armor allows its wearer to hover up to five meters above the ground.

Hutt Shell Armor allows a Hutt to ignore the effects of the Awkward and Ponderous abilities (if he possesses either or both of these). Further, the wearer does not have to spend additional maneuvers when navigating difficult terrain.
Session 08

## The Great Hunt

The group ends up heading back to Iziz on Onderon to finally get Kay's ship fixed up and to do some more shopping for R5. While Atiin, Kaiden, and Rinyn got R5 some new parts, Lee, Kilix, Rar Jar, and Kay dealt with the prices from the maintenance people. And Sarisa met with an Animal seller that seems to sell animals only to proper homes. Turns out one of the animals had escaped and he needs some help, after seeing how good Sarisa is with animals, he asks if she would like to help him out. Sarisa agrees and brings along her friends to find a lost Varactyl.

After finding it the group faced off against some poachers and managed to calm down the Varactyl. Rinyn spotted the eggs on a cliff's edge and she and Kaiden went up to get them and carry down all 4 large eggs. They brought the Varactyl and the eggs back to the animal seller and he let Sarisa keep one of the eggs. Then they all went back home leaving Lee to deal with the ship.