recursal/Fanatic-Fandom huggingface dataset:
Shoto Hilt

The soul of each lightsaber is its crystal. The Jedi of old tested their younglings by sending them to search for their lightsaber crystals. The process was as much a spiritual journey as a physical search, with the trainees confronting their inner demons as part of the process. In finding a crystal, they bonded with it in a way that transcended the physical realm.

The hilt of the lightsaber, on the other hand, is a primarily mechanical system. Individuals can customize a hilt, adding ornamentation or additional functionality in the same manner as any weapon or item. In this way, an individual can make a unique hilt that is truly his; but it is still simply an item. Provided here are the hilts for the lightsabers listed in the armory section. Each requires a crystal to become a true weapon (otherwise they deal no damage and have no critical rating, and they do not have many of their item qualities). However, PCs wanting to construct their own lightsaber should start with a hilt. If the PC wants to construct their own hilt out of available materials, the GM can still have the PCs make a check to find the hilt based on its rarity and pay the cost. This represents them finding and paying for the raw materials. Then it is simply a matter of spending a few hours putting the materials together to build the hilt—no checks are necessary.
Kelvarek Consolidated Arms KD-30 "Dissuader" Pistol

A particularly vicious slugthrower, the KD-30 “Dis- suader” fires special ammunition filled with a particularly caustic acid capable of eating through armor, flesh, and bone. Outlawed in many “civilized" parts of the galaxy, the KD-30 is a disconcertingly common weapon in Hutt Space.

The acid in the Dissuader’s ammunition continues to cause damage over time. A target struck by a round from the KD-30 suffers one wound, ignoring soak, at the beginning of his turn for the next two rounds.

## Special Abilities Weapon has

* Pierce 2
* Vicious 1
Snivvian

## Special Abilities

Snivvians begin the game with
 one free rank in Charm or Perception. They still may
 not train Charm or Perception above Rank 2 during
 character creation.

Cold Resistance: When making skill checks, Snivvians
 may remove 2 black dice imposed due to cold environmental
 conditions.

Size: Snivvians have a Silhouette of 0.

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Snivvians Click here
Morgukai Cortosis Staff

Relics of the Morgukai, an ancient Nikto warrior society that hunted Jedi and Sith alike, these weapons are exceedingly rare. Crafted using lightsaber-resistant cor- tosis ore, the staves emit energy blades very similar to those of lightsabers. The Morgukai were declared an outlawed religious cult by the Galactic Empire and have long been thought extinct like the Jedi they once fought.

The cortosis staff requires two hands to wield.

## Special Abilities Weapon has

* Breach 1
* Cortosis
* Defensive 1
Specimen Containers (Small)

## What This Gear Does

Made by numerous scientific-technology companies throughout the galaxy, such as Loronar Corporation and SoroSuub, specimen containers are ubiquitous among explorers who need to transport delicate or dangerous flora and fauna. They come in all shapes and sizes, from the simple petri dish to massive, environmentally sealed and controlled containers designed to hold the largest and most lethal creatures. No matter their size, shape, or manufacture, specimen containers all possess a set of common features and systems. They are constructed from sturdy impact-resistant polymers and have secure environmentally sealed lids.  They are generally transparent, the interiors of specimen containers are modular and can be configured to fit a number of small specimens or one large one. They are also usually equipped with life-support and stasis systems that allow specimens to be safely transported.

Specimen containers come in four general sizes, as follows: tiny, small, medium, and large. Tiny specimen containers have an encumbrance capacity of 1 and are typically roughly the size of a human's hand. Small specimen containers have an encumbrance capacity of 3-5 and range up to the size of an R2 series astromech droid. Medium specimen containers have an encumbrance capacity of 5-10 and typically require two or more sentients to lift and carry them. Large specimen containers have an encumbrance capacity of 10-15 and are designed to carry the largest and heaviest specimens. These last containers are so large that they have their own repulsorlift generators to assist in their handling. They have a maximum altitude of roughly one meter and move as quickly as they can be pushed.
R2-J4M

**R2-J4M,** frequently referred to as **"Jam"**, is an astromech droid and part of the R-Series experiment known as "Project: Restoration".

## History

Created as part of a mysterious experiment known only as "Project: Restoration", R2-TKN is the second of its brothers and sisters. For this reason, the droid is somewhat standard amongst its comrades, and was created with the purpose of being a "Tech" droid specializing in jamming signals and protecting systems, but is also capable of doing other types of hacking. "Jam" was named for the fact that his specialty is jamming things, and perhaps because his creator was having toast. We just don't know. His current location is unknown.

## Personality

Jam is a friendly droid who, when not on duty, enjoys listening to music - though whether this is because of his name or unrelated and entirely coincidental, no one's really sure. Jam takes pride in his abilities, and is somewhat cocky when it comes to defending systems and jamming signals. Jam is a little bit of an oddball among droids, and sometimes will play music within his own systems that he dances around to, to the confusion of those around him. While Jam sometimes misses his family, he is content doing work as a defensive technician, and hopes to become as good as he can be with his work - and to fulfill a part of his programming that even he's not fully aware of.

## Skills

* Astrogation - 1
* Computers - 2
* Discipline - 1
* Mechanics - 1
* Piloting (Planetary) - 1
* Stealth - 1
* Knowledge (Education) - 1
* Knowledge (Outer Rim) - 1

## Equipment

### Gear

 Com Jammer
 Comlink (Handheld)
 Datapad

## Abilities

* Droids do not need to eat, sleep, or breathe and are unaffected by toxins and poisons. Droids have a cubernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting a career, a droid Player Character may train one rank each in six of the eight career skills (instead of the usual four). After selecting a specialization, a droid PC may train one rank each in three of the four specialization skills (instead of the usual two).
* Inorganic: Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, a stimpack, or Medicine skill checks. Droids do not recover naturally by resting, as their systems attempt self-repairs. If self-repair is not adequately effective, a droid needs to be tended to with a Mechanics check, using the same difficulties and results as Medicine checks for organic beings. Emergency repair patches can be used to repair damage, just like stimpacks can be used on organic beings. See page 232 for more on droid repairs and healing. Due to their resilient metallic construction, droids start the game with one rank in the Enduring talent (Gain +1 soak value.)
* Mechanical Being: Droids cannot become Force sensitive nor acquire a Force rating by any means. Droids cannot use Force powers and also cannot be affected by mind altering Force powers.

## Talents

 Defensive Slicing
 Natural Programmer
 Improved Defensive Slicing
 Bypass Security
Session 23

## Rescue the Pilots

Characters involved

* Nel
* Treena
* HND
* Giska
* Deryll
* R4-N3
* Kay
* Tailspin
* Kaiden
* F1-0W3R

A group of people went to rescue everyone from the Imperial blockade, to rescue their rebel friends and retreat then retreat. Before escaping Tailspin, and F1-0W3R ended up loosing their ships (The cloakshape, and A-Wing) in the fight as they group managed to secure 11 out of 12 X-Wings.
Marksman Barrel

Marksman barrels are designed to meet the needs of soldiers for whom long range accuracy is a necessity. Popular among bounty hunters and assassins, this barrel is nearly two meters long and made of lightweight materials. It features upgraded static pulse adapters as well as a denser Galven circuitry pattern, which not only increases the weapon's range but also its accuracy. The trade-off for this increased range and accuracy is a weapon that's slightly awkward to use and nearly impossible to conceal due to the length of the barrel. This modification may only be applied to blaster rifles.

## Models Include

* Merr-Sonn KX756 Marksman Barrel
* SoroSuub WQ80 "Long-shot" Barrel
* Arakyd 3300 Hawkeye Sharpshooter's Barrel

## Base Modifiers

Increases weapon's range by one range band. The weapon gains the Cumbersome 2 quality.

## Modification Options

* 2 Weapon Quality (Accurate +1) Mods
* 1 Innate Talent (Sniper Shot) Mod
Session 09

## Calculated Risks Part 1

At an Imperial Office, Inspector Leon sits looking through papers, when he comes across one set of papers for Kay's ship, which he thinks isn't being taken care of according to proper procedure. So he contacts the hanger and informs them he is coming over to inspect the ship. So he does so, and whilst in the middle of doing this Leon ends up having to leave for some reason taking Leon with him. They end up in the base everyone tries to pretend they are an imperial base, failing beautifully.

Then Fulcrum, the leader of the rebellion has come to personally speak with Kilix, Rinyn and Rar Jar about something. Then later there is briefing where Leon figures out they are Rebels and that he will help them get ship shape to actually be an enemy the empire would be proud to face. Then they all are told about a base they need to take over so, they plan to attack it on 2 fronts, one is with Leon and Rinyn going to hack into their main systems while everyone else except Kay goes and breaks into the building from it's blind spot. and Kay was being the get away pilot when everything is said and done. When executing this plan Atiin got into a bit of trouble as he was spotted by the enemy. Things really started to go downhill very fast as Rar Jar and his men started being attacked, and Kay was being attacked by some TIE Fighters, Let's not forget about the AT-ST. Then when Kaiden, Nel, Atiin, and Kilix were getting ready to enter into the room they were after to begin with to get some guy and learn about the big plans the Empire has in store for the galaxy, a space ship lands in the courtyard in front of the AT-STs, and out steps an Inquisitor. Kilix is freaking out everyone is bracing for something big, and this will be continued in Session 10.
Sonic Rifle

Known primarily for their finely designed skiffs and robust security systems, Telex-Delcor also produces a line of reliable and easy-to-use non-lethal riot control devices. One of their more unique offerings is the SWE/2 Sonic Rifle. A refinement of the SWE/1 Sonic Suppressor released during the Clone Wars, the SWE/2 is a long-barrelled firearm designed to incapacitate even the toughest, most persistent malcontent. Using a powerful acoustic generator, the SWE/2 fires a concentrated beam of sound waves similar in power and performance to the particle beam packets fired by blasters. When used on sentient beings, this weapon affects the targets' hearing and sense of balance, staggering the targets and shorting out their fine motor centers. Similar to its Clone Wars-era predecessor, the sonic blast generated by the SWE/2 cannot be parried or disrupted by a lightsaber; a very attractive feature during the end of the Clone Wars, but of limited usefulness today.

## Special Abilities Weapon has

* Concussive 1
* Slow-Firing 1
* Stun Damage
Niv Session Loot Gain

## START LOOT:

* 9 Imperial E-11 Blaster Rifle
* 9 Imperial Frag Grenade
* 1 Imperial Scout Blaster

## Requests:

### Met

* 3 Frags
* 1 Blaster Rifle

### Jack

* 2 Blaster Rifle
* 2 grenades

### REMAINING LOOT

* 4 Imperial E-11 Blaster rifle
* 2 Imperial Frag Grenade

### REMAINING LOOT

* 2 Imperial E-11 Blaster rifle
* 2 Imperial Frag Grenade

## GAINED 1

* 9 Heavy Clothing
* 4 Imperial Frag Grenade
* 1 Imperial Scout Blaster

## Requests:

#### Met

* 2 Frags
* 1 Heavy Clothing

#### Jack

* 1 heavy Clothing
* 1 Imperial Scout Blaster
* 2 Frags

### *REMAINING LOOT*

* 2 Imperial E-11 Blaster rifle
* 2 Imperial Frag Grenade
* 7 Heavy Clothing

## GAINED 2

* 7 E-11 Imperial Blaster Rifle
* 7 Vibro-Knife
* 7 Frag Grenades
* 1 Storm Trooper Armor
* 2 Storm Trooper Helmets without communicators

## Requests

### Dan

* 1 Storm Trooper Armor
* 1 Storm Trooper Helmet without communicator

### Jack

* 1 Storm Trooper Helmet without Communicator
* 3 Frag Grenades

### 4 Recruits

* 4 E-11 Imperial Blaster Rifles
* 4 Frag Grenades
* 4 Heavy Clothing

### *TOTAL LOOT*

* 5 E-11 Imperial Blaster Rifle
* 7 Vibro-Knife
* 2 Frag Grenades
* 3 Heavy Clothing

### TIM SESSION

* 2 Bacta Tanks!
* 2 TIE Maulers
* 1 Source of Intelligence
* 1 Load lifter droid

### GATE SESSION

* shuttle (with dmg leg)
* 7 blaster rifles from dead storms
* 2 captives (one of which doctor)
Relics of the Ancient Empire Summary Page

This is information on a seperate Tabletop session that is currently transpiring with a different group. The events of which will be marked here.

## Session 01

Deep within wildspace lies the Coda system, a trinary star system of 32 worlds and countless moons, all orbiting in a display that baffles even the most clever of scientific minds. It is here that the Zabrak archealogist known as "Yuna" stood over the captain of the ship she had sought passage on...a captain who was lying dead on the floor with shrapnel having torn through his jugular.

The ship- A YT-2400 vessel known as "The Jewel of Hutta" had fallen under attack by a trio of Scyk class starfighters. And as the crew mobilized- consisting of Yuna, a wookie bodyguard known as "Snotatha", a Verpine Gadgeteer named "Vir Cotto" and a Mirialian doctor named "Bitza." After a desperate battle to keep from getting blasted into oblivion- two of the fighters had retreated and the newly introduced "Crew" came together to introduce themselves and figure out their situation.

Having successfully gotten off on the right foot, the crew proceeded to make what repairs they could to the vessel and made their way to the nearest port. A radioactive planet known as "Ithkara". There the crew ran odd jobs- including hunting down a woman who had refused to pay her fare after being transported to the planet, and after being wrestled to the floor, Vir, Snotatha and Yuna managed to bring her in for a tidy profit of 175 credits.

Meanwhile Bitza had gone to the med-bay to lend her skills as a doctor to assist however was required. And while her shift was initially quite dull with the occasional head cold or migraine needing treated- suddenly through the door walked a human male in dire need of medical attention- on account of the radiation burns all over his body.

Any other doctor would have failed in saving this mans' life...but Bitza knew exactly what to do, with the right combination of drugs and a little "luck" she managed to save his life...and was awarded 200 credits for doing so- double her initial fee.

Then- as the group continued to look for jobs they stumbled upon a new possibility, an old clone trooper named "67" had been looking for people to go out onto the planets' surface with him for an expedition- hoping to find...whatever out there. And having promised them a tidy sum the party jumped at the chance, and began preparations to go out onto the dangerous surface outside.
Session 07

## Journey to the Underworld

Rinyn and Kaiden having some loot from the Spice Mines and, Kaiden having some loot from previous adventures. They were going to head off with R5 to meet with Jelkala, a business hutt in the underworld of society. Kaiden was the one nervous about this meeting. Atiin wanted to come along with the two as well since he had his own business to settle. The 4 of them set off in one of the ships that were not Kay's.

Meanwhile Kilix, Rar Jar, Kay, and Nel found about more about the faction that attacked the destroyer that caused Kay's ship to be in some disrepair. The 4 headed off on their adventure to go stop this faction, which they did, kidnapping their leader who turns out to be force sensitive like Kilix, and has been facing off against the Empire, but in a more brutal way.

Kaiden, Rinyn and Atiin met with Jelkala earned some decent money went into Kaiden's back story a bit, and Atiin got a new job from Jelkala, and that lead to the group facing off against a gang of Trandoshans and winning, Rinyn manged to take out the leader in one hit after the leader nearly downed Kaiden. The group found out some information about Jelkala and also gained a few Vibroswords and a vibro-ax. After confronting the Deathwatch and escaping with only loosing the disintegration pistol they were glad to be alive. Also they did some shopping for new armor and weapons.
Inquisitorius

Add Flavor Text here if you like

## Character Infobox Template

To add an image here you need to first upload your image to Wikia. Then, go to the image tab in the infobox of the character you are adding and type down File:[image name].[file type]If wanting to add more than 1 image with tabs in the infobox. Then under image type down "<"gallery">"[image name].[file type] | [Tab name][image name].[file type] | [Tab name][image name].[file type] | [Tab name]"<"/gallery ">"

## 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.
Specimen Containers (Tiny)

## What This Gear Does

Made by numerous scientific-technology companies throughout the galaxy, such as Loronar Corporation and SoroSuub, specimen containers are ubiquitous among explorers who need to transport delicate or dangerous flora and fauna. They come in all shapes and sizes, from the simple petri dish to massive, environmentally sealed and controlled containers designed to hold the largest and most lethal creatures. No matter their size, shape, or manufacture, specimen containers all possess a set of common features and systems. They are constructed from sturdy impact-resistant polymers and have secure environmentally sealed lids.  They are generally transparent, the interiors of specimen containers are modular and can be configured to fit a number of small specimens or one large one. They are also usually equipped with life-support and stasis systems that allow specimens to be safely transported.

Specimen containers come in four general sizes, as follows: tiny, small, medium, and large. Tiny specimen containers have an encumbrance capacity of 1 and are typically roughly the size of a human's hand. Small specimen containers have an encumbrance capacity of 3-5 and range up to the size of an R2 series astromech droid. Medium specimen containers have an encumbrance capacity of 5-10 and typically require two or more sentients to lift and carry them. Large specimen containers have an encumbrance capacity of 10-15 and are designed to carry the largest and heaviest specimens. These last containers are so large that they have their own repulsorlift generators to assist in their handling. They have a maximum altitude of roughly one meter and move as quickly as they can be pushed.
Holdout Blaster

Holdout blasters are lightweight, small-framed sidearms designed for ease of handling and concealment. They are especially popular among civilians, espionage agents, politicians, and others who need to go about armed but would rather not have it known. While every bit as deadly as their larger cousins, holdout blasters do suffer from both reduced range and stopping power thanks to the lighter charge and smaller amount of blaster gas they hold in their magazine. Holdout blasters are hard to find when concealed well, even with a physical pat-down. Anyone searching an individual carrying a concealed holdout blaster adds 1 black die to their Perception check.

## Models Include

* BlasTech HSB-200
* Imperial Munitions Model 22T4 ISB Special
* Gee-Tech No. 12 "Defender" Disposable MicroBlaster
Session 02

## The Little Droid

After exploring the base some more, Nel had found an old, run down Astromech Droid in one of the buildings, it's personality matrix, and (something else) were destroyed. Atiin, Rinyn, and Nel were all for fixing up the droid. Kaiden however was more for selling the droid to have some funds to fix up the old Dxun base. So, the group goes back to Onderon to find some parts, Kaiden and Rinyn went to a shop on their own where a firefight broke out, causing an explosion to occur in the building. Atiin did something, and Nel went with Sarisa, or Rar Jar, or both to the clinic she was originally suppose to report to. In the end the Droid gets fixed after everyone that went to Onderon came back to Dxun.
Luna Kre'fey

Cara Kre'fey - Daughter

18 BBY

Mother to Kaiden Kre'fey, and Cara Kre'fey

## History

Born on Coachelle Prime to a family of Farmers. One day she met with another Lepi named Jack, and fell in love with him and would support him no matter his choices.

The two became married in worked on Luna's farm together until Jack decided to get a lone for his restaurant business to start up. The two became busy and Luna gave birth to twins, Kaiden and Cara. Then for the next 3 years of their life everything was wonderful, until Luna was hit with an illness.

This illness was fatal for her, and she died in 18 BBY.

## Personality

Luna was a very kind and caring person. She loved her family, and her job on the farm. The only people she got mad at were vandals to her farm. When she was told by Jack that he wanted to start a Restaurant she was very supportive of his decision. She was the one to mainly keep an eye on Kaiden and Cara while managing the farm with the hired help, giving her all into everything she did.
SE-14r Light Repeating Blaster

The BlasTech SE-14r, also known as the Imperial repeating pistol, combines the portability and ease of use of a blaster pistol with a high rate of fire. These weapons are carried as side arms by some Imperial officers (including some stormtrooper commanders) and pilots. Manufactured specifically for Imperial forces, some of these weapons inevitably find their way onto the black market, where they fetch a high price.

Due to its high rate of fire, the SE-14r is more likely to run out of ammo during an extended firelight or series of engagements. The GM may spend 3 disadvantages to cause a character's SE-14r to run out of ammo.

## Special Abilities Weapon has

* Auto-Fire
* Stun Setting
Nannarium Root (dose)

## What This Gear Does

Large blue flowers native to Drall, nannariums are often cultivated for their beauty and sweet aroma when in bloom. The roots of the nannarium plant also have certain nootropic pharmacological properties. When properly prepared, the extract of the nannarium root is made into a tincture thought to increase the imbiber's cognition and mental acuity.

A character under the effects of distilled nannarium root extract may upgrade the ability of any Intelligence or Cunning-related check once, though doing so requires single-minded concentration and causes them to suffer 2 strain. The effects of a single dose of nannarium root last for about an hour.
Stimpack

## What This Gear Does

Stimpacks are small, single-use auto-injector systems containing a powerful cocktail of bacta, painkillers, anti-inflammatories, antibiotics, and other medications designed for quick healing in the field. Stimpacks come in countless varieties tailored to the physiology of most known species, and are produced by most pharmaceutical corporations, especially Chiewab and Athakam.

Using a stimpack requires one maneuver, which covers the simple act of a character using the autohypo on himself or one other person. This immediately heals 5 wounds. While a character can use multiple stimpacks, doing so is an act of diminishing returns, as every stimpack used after the first heals one fewer wound. A second stimpack heals 4 wounds, a third 3 wounds, and so on. Using a sixth stimpack in a single day has no further effect, as the character's system is already so saturated with medications that additional stimpacks are useless (and could even cause harm at the Game Master's discretion). Once used, the chemicals within a stimpack stay in a character's system for one standard day, after which additional stimpacks have their full effect again. See page 233 for more information on stimpacks and healing.

## Stimpacks Rules

Stimpacks are auto-injection tubes filled with medicine, bacta, and painkillers. They are field-ready emergency health recovery products. Stimpacks heal a fixed number of wounds with no roll necessary. However, the drawback is that stimpacks offer diminishing returns over the course of a day. Characters must spend a full night's rest or wait at least twenty-four hours before stimpacks can be used at their full effectiveness again.

The first stimpack used on a character automatically recovers 5 wounds. The second stimpack only recovers 4 wounds, the third stimpack recovers 3 wounds, and so on. This means that a sixth stimpack will have no effect, as the target's body is too over-saturated with the medicine for it to be effective.

It requires one maneuver to inject a stimpack. The character administering the stimpack must be engaged with the target to treat them. A character with a free appendage may apply a stimpack to himself with one maneuver as well.

For healing Critical Injuries, a successful Medicine check based on the injury's severity is required. Stimpacks have no effect on Critical Injuries.

## Characters Who Use This Gear

* Alex
* Flin
* Grawn Grawn
* Icarua
* Jakari
* Kaiden
* Lilaton
* Marcando
* Rally
* Tailspin
Sapith Gem

Sapith gems are similar to krayt dragon pearls in that they were consumed by large volice worms, then polished and shaped within their stomachs. Shaped like serpent scales, these smooth, lustrous crystals have an incredibly complex internal structure, which increases the intensity and brilliance of any light that passes through them. A sapith gem is a lightsaber crystal

## Base Modifiers

Installing this crystal changes a lightsaber’s damage to 7 and its critical rating to 2, and the lightsaber gains the Breach 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

* 1 Item Quality (Breach +1) Mod
* 2 Damage +1 Mods
* 1 Decrease the weapon’s critical rating by one to a minimum of 1 Mod
Ryshcate (cake)

## What This Gear Does

A sweet, cake-like pastry, ryshcate is eaten by Corellians to mark holidays and special occasions. Made with Corellian whiskey and vweilu nuts, ryshcate has a very distinctive flavor that tends to conjure up memories of their homeworld and childhood for Corellian expatriates elsewhere in the galaxy. Due to the alcohol used in baking it, ryshcate cakes can be preserved and remain edible for years or even decades.
Sound Dampener

## What This Gear Does

Using technology originally designed to minimize the constant background noise of a crowded metropolis, Veslox Corporation ingeniously realized the effect could be localized, and their sound dampener quickly became a bestseller in the criminal underworld. Small enough to be worn on a belt or mounted on a back-pack, the device uses nearly instantaneous sound recognition to deploy sound-cancelling waves to elimi-nate or soften any sounds in the immediate vicinity. The sound dampener cannot cancel out a sound as loud as a blaster bolt, but it can make sounds such as footsteps virtually inaudible.

The spherical dampening field extends to short range around the device; add 2 black dice to checks to detect noise coming out of this area.

## Models include

* Veslox 11 b
* TaggeCo. Sound Dampener
* Brennkeyes Syndicate Privacy Protector
Spy

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

* Computers
* Cool
* Coordination
* Deception
* Knowledge (Warfare)
* Perception
* Skulduggery
* Stealth

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

Found in Age of Rebellion Core Rule Book

## Infiltrator

Makes the following Skills Class skills

* Deception
* Melee
* Skulduggery
* Streetwise

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

## Scout

Makes the following Skills Class skills

* Athletics
* Medicine
* Piloting (Planetary)
* 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 Core Rule Book

## Slicer

Makes the following Skills Class skills

* Computers
* Knowledge (Education)
* Knowledge (Underworld)
* Stealth

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

## 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
Ji Rikknit (dose)

## What This Gear Does

Cultivated from the ovum sacks of rikknits of New Plympto, a world located about midway between Corellia and Duro along the Corellian Trade Spine, ji rikknit is a highly-addictive narcotic. For centuries, several Corellian trade cartels have made vast fortunes off rikknit eggs and processed ji rikknit, which is popular in spice dens across the galaxy. Ji rikknit provides no benefits save a mildly euphoric feeling in the user. However, if someone tries the narcotic, they must make an Easy (1 purple die) Resilience check or gain a 1 value Addiction Obligation.
R3-BL

**R3-BL,** frequently referred to as **"Rebel"**, is an astromech droid and part of the R-Series experiment known as "Project: Restoration".

## History

Created as part of a mysterious experiment known only as "Project: Restoration", R3-BL is the fourth of its brothers and sisters. The droid is the first of the female droids among its brothers and sisters, and was built for infiltration. "Rebel" is named for her tendency to 'rebel' against the norms of what astromechs are expected to do. Her current location is unknown, and it's a good thing, too - she wouldn't be doing her job well if people could find her.

## Personality

Rebel's personality is very hard to pinpoint, because she tends to flip between all sorts of personalities depending on what sort of place she's infiltrating. Rebel is something of a chameleon in this way, blending into her surroundings and taking the role that suits her best in any given situation. She is, however, consistently known to be very interested in family and what that entails. Rebel cares for her family, and as she moves from place to place gathering information, she does what she can to keep them updated on things occurring in the universe around them. While doing so, Rebel also hopes to fulfill a part of her programming that not even she is fully aware of.

## Skills

* Cool - 1
* Coordination - 1
* Deception - 2
* Perception - 1
* Skulduggery - 2
* Stealth - 2
* Streetwise - 1
* Knowledge (Warfare) - 1

## Abilities

* Droids do not need to eat, sleep, or breathe and are unaffected by toxins and poisons. Droids have a cubernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting a career, a droid Player Character may train one rank each in six of the eight career skills (instead of the usual four). After selecting a specialization, a droid PC may train one rank each in three of the four specialization skills (instead of the usual two).
* Inorganic: Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, a stimpack, or Medicine skill checks. Droids do not recover naturally by resting, as their systems attempt self-repairs. If self-repair is not adequately effective, a droid needs to be tended to with a Mechanics check, using the same difficulties and results as Medicine checks for organic beings. Emergency repair patches can be used to repair damage, just like stimpacks can be used on organic beings. See page 232 for more on droid repairs and healing. Due to their resilient metallic construction, droids start the game with one rank in the Enduring talent (Gain +1 soak value.)
* Mechanical Being: Droids cannot become Force sensitive nor acquire a Force rating by any means. Droids cannot use Force powers and also cannot be affected by mind altering Force powers.
Punch Dagger

A punch dagger, also known as a push dagger or gimlet knife, is a small, short-bladed knife attached to a T-shaped handle, or “gimlet.” The user grasps the gimlet so the blade protrudes between his fingers. Easily-concealed, the punch dagger allows the user the put considerable force behind a thrust, often piercing thick clothing and simple armor. A favorite holdout weapon among gamblers, a punch dagger typically won’t set off the weapons detectors used in many gambling dens and the backrooms of cantinas throughout the galaxy.

Add 2 black dice to a character’s Perception checks made to find a punch dagger on a person’s body.
Security Sweeper

## What This Gear Does

Government officials and military personnel must maintain a vigilant guard against espionage, taking greats pains to ensure they are not being overheard or recorded. The world of intelligence and counterintel-ligence fluctuates as recorders become more complex and more difficult to detect, and sweepers advance to keep up with them. Security sweepers are optimized to detect specialized electronic components, ignoring mundane devices such as holocams or datapads. Security sweepers precisely locate recorders and listening devices, but they typically cannot identify the exact nature of any such device.

A character using a security sweeper may check an area for espionage tools by making an Average (2 purple dice) Computers check. If he succeeds, the device notifies him of the presence and location of any recording or espionage devices within medium range of his current location. If the device is particularly well-hidden, this check might be opposed by the Mechanics skill of the character who placed the device.

## Models Include

* Veslox 19q
* TaggeCo
* Security Verification Sweeper
Plasma Missile

MERR-SONN SK-44 PLASMA MISSILE

When primed, a store of high-energy gas within the plasma warhead is converted into a highly volatile plasma state. The operation of a plasma missile is actually very similar to that of a blaster, and the resulting detonation is not unlike the impact of a blaster bolt, albeit magnified tenfold. The trade-off of this weapon is that the unstable warhead detonates after a brief flight time whether it hits its target or not, making the effective range relatively short.

## Special Abilities Weapon has

* Blast 14
* Cumbersome 3
* Inaccurate 1
* Pierce 2
Ji Rikknit (100 dose cargo container)

## What This Gear Does

Cultivated from the ovum sacks of rikknits of New Plympto, a world located about midway between Corellia and Duro along the Corellian Trade Spine, ji rikknit is a highly-addictive narcotic. For centuries, several Corellian trade cartels have made vast fortunes off rikknit eggs and processed ji rikknit, which is popular in spice dens across the galaxy. Ji rikknit provides no benefits save a mildly euphoric feeling in the user. However, if someone tries the narcotic, they must make an Easy (1 purple die) Resilience check or gain a 1 value Addiction Obligation.
Kubaz

## Special Abilities

Kubaz begin the game with one free rank in Perception. They still may not train Perception above Rank 2 during character creation. They also start with one free rank in the Street Smarts talent. (Remove 1 black die per rank of Street Smarts from Streetwise or Surveillance checks.)

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Kubaz Click here
Scanner Goggles

## What This Gear Does

Scanner goggles are a lighter, wearable version of electrobinoculars equipped with a more limited set of optical enhancements. Produced in a variety of styles, scanner goggles typically feature passive light amplification and thermal imaging, along with polarized lenses and a number of filters for different lighting situations. They are usually issued to Rebel commandos or infiltrators, as they grant many of the benefits of electrobinoculars while leaving the hands free. When worn, scanner goggles allow the wearer to see normally in dark conditions.

## Models Include

* Fabritech X-2000 Scanner Goggles
* Torjeka B3, TaggeCo Luminator Goggles

## Characters Who Use This Gear

* Flin
* Jakari
* Rinyn
Modular Backpack

## What This Gear Does

The convenient Mk. IV Modular Backpack is manufactured by Creshaldyne Industries and marketed almost exclusively to military and governmental forces. Designed with scouts, reconnaissance troopers, and explorers in mind, these backpacks are large and sturdy, made from weatherproof textiles and equipped with an internal frame to help support the weight of the load carried. The backpack has one large compartment with four smaller compartments on the exterior. Each compartment can be sealed and unsealed quickly with a specially designed, silent tear-away textile sealer that keeps the contents of the backpack safe. secure, and dry. What makes this backpack unique is the number of different pouches that can be purchased and attached to the exterior by way of Creshaldyne's proprietary modular quick-release system. This allows the user to customize his backpack for the job at hand, adding extra pouches for contents like ammunition, optical equipment, or specialized hunting gear.

The Mk. IV Modular Backpack increases the user's encumbrance threshold by 3, plus an additional 1 point of encumbrance threshold for each accessory pouch to a maximum of 3.
Noghri

## Special Abilities

Noghri begin the game with one
 free rank in Brawl. They still may not train Brawl
 above Rank 2 during character creation. They also
 start with one rank in the Stalker talent. (Add 1 blue die per rank of Stalker to all Stealth Coordination, and Surveilance checks made outdoors.)

Scent: Noghri may remove all black imposed due to
 concealment against targets within Short Range.

Claws and Teeth: When a Noghri makes a Brawl
 check to deal damage to an opponent, their attack
 deals +1 point of damage and has a Crit Rating
 of 3.

Found in the Unofficial (FFG Rules): Additional Species list

For more information on Noghris Click here
Item Modifications

Most attachments have a list of modifications (mods) that can be made to them. These are alterations a skilled mechanic can make to the attachment to grant additional bonuses or modifiers. The mods are listed under the attachment's modification options.

Each of these modification options are potential mods for the piece of gear in question. Some of the modification options have a number listed before them. This number indicates the number of times that particular modification can be made to that attachment. If there is no number, that modification can only be made once.

## Installing Mods

To install a mod, the Player Character attempting to customize an attachment selects the modification option he wishes to make. The PC must also have a tool kit, access to a suitable work area for a suitable amount of time, and 100 credits with which to buy parts for making the mod. The PC must then succeed on a Hard (3 purple dice) Mechanics check

If he succeeds, the Player Character makes the alterations needed to modify the attachment and can now benefit from any bonuses the modification provides. If he fails, he may not try to install that particular mod on the attachment again; if he fails and generates one or more despair on the check, he has not only failed to install the mod but has broken the attachment in the attempt.

When second and subsequent mods are added to the attachment, the process becomes more arduous. Each additional mod installed on an attachment beyond the first increases the difficulty of the Mechanics check by one and costs an additional 100 credits.

## Types of Mod

The different types of mod fall into the following broad categories.

* Damage mods:
	+ These Mods increase the damage dealt by the weapon.
* Weapon quality mods:
	+ These mods add a listed quality to the weapon. Some qualities have values that can increase. If this is the case, the mod is listed as "Quality (+1)." This indicates the mod adds 1 to the quality if it is already listed or adds the quality at rating 1 if it is not already present.
* Innate talent mods:
	+ These mods grant the user the listed talent only when he is wielding the gear and only affect that piece of gear. For example, if a blaster had the Innate Talent (Quick Draw), the user would be able to use Quick Draw when drawing or stowing that particular blaster, but could not use it with another piece of equipment.
* Skill and characteristic bonuses:
	+ These mods grant the user a bonus in the listed skill or characteristic as if he had + 1 in that skill or characteristic while he actively uses the modified item.
* Additional mod:
	+ Some mods may not fall into any of the listed categories. If a mod does something specific and unique, it is described in its entry.
Integrated Scanner

Warriors must be aware of their surroundings at all times, and ready to respond to any threat. Because a hand-held scanner both requires the user to direct his attention to it and restricts his weapon use, it is common for military forces to integrate scanner systems into helmets. As usual, many Hired Guns follow suit, particularly those with a military background. Most integrated scanner systems utilize a heads-up display, projected on the inside of the helmet's visor. Some systems include a retractable mono-visor that extends only while the scanner is in use.

## Base Modifiers

While wearing his helmet, the user benefits from a general purpose scanner and adds 1 blue die to Perception checks made to detect movement or hidden enemies.
Ion Blaster

Ion blaster is a catch-all term for portable anti-vehicle and anti-droid weapons that fire bolts of ion energy (as opposed to blaster or laser energy). Generally carbinesized, with squat, thickly insulated barrels, ionblasters are short-ranged, shoulder-fired long arms designed to take down droids and cyborgs, disrupt machinery, and disable vehicles, all with little-to-no collateral damage. They fire a concentrated blast of charged ions, similar to the output of ship-mounted and planetary defense ion cannons. While they cause havoc among machines, ion blasters cause little harm to sentient beings, giving them a sharp sting or a low-intensity burn like that of sunburn.

Used throughout the galaxy as a non-lethal means of controlling droids and sentients alike, these weapons are found in the armories of everyone from the Imperial Navy and the Coruscant Police Force to the scavenging Jawas of Tatooine and the agents of the sprawling Black Sun crime syndicate. Ion blasters have little effect on sentient beings and deal only strain damage to droids, cyborgs, and vehicles as dictated by their Ion quality.

## Special Abilities Weapon has

* Disorient 5
* Ion

## Models Include

* Merr-Sonn DEMP 2
* Ion Carbine
* scavenged Jawa scrap ion blaster

## Characters Who Use This Weapon

* Byurce
* Green
* Icarua
Selonian Glaive

Individually crafted by Selonian females as a rite of passage, the Selonian glaive is a unique work of art as much as it is a weapon. At maturity, a female is expected to collect the materials need to create the glaive herself, and wielding the weapon in battle is a mark of worth among the Selonians. A heavy wooden pole, typically about two meters in length, forms the body of the weapon, with a large, razor-sharp obsidian blade attached to one end and obsidian hooks and barbs affixed to the other end. A peculiar mineral in Selonian obsidian makes the volcanic glass more stable and far less brittle than normal, giving it unusual strength and toughness, as well as a distinctive iridescent quality. The edge of the glaive's blade is mere nanometers thick, allowing it to slice through armor, flesh, and bone with contemptuous ease.

## Special Abilities Weapon has

* Defensive 1
* Pierce 3
MicroData Pocket Attache

## What This Gear Does

An improvement on MicroData’s versatile Pocket Secretary and the more common Versafunction88 datapad, the P-2 Pocket Attache provides the user with a handheld multipurpose administrative tool and organizer combined with state-of-the-art security and encryption rivaling that of Imperial intelligence agencies. The pricey Pocket Attache has quickly gained popularity among Hutts and their majordomos for the peace of mind it affords.

Trying to slice into a Pocket Attache requires a Daunting (4 purple dice) Computers check If the check is unsuccessful, the data stored on the device is automatically wiped and lost forever.

## Models Include

* MicroData P-2 Pocket Attache
* Versafunction 108 Traveller datapad
Poison Gas Grenade

While most would balk at using poison gas in combat, some bounty hunters and assassins use it to inspire terror in their targets. Droid bounty hunters and Gand findsmen, who are unaffected by airborne toxins, often employ poison gas grenades. They can be filled with deadly gases, such as dioxis, trion, or Fex-M3.

Poison gas grenades can be loaded with up to 1 dose of neurotoxin, anesthetic, or neuroparalytic (see page 1 72 of the Edge of the Empire Core Rulebook) or other poison (such as those on page 109) that the GM deems suitable. Whenever the wielder successfully attacks a target with the weapon (whether or not he deals damage), the target also suffers the effects of being exposed to the poison.

Unless used outdoors in a windy environment, the poison gas lingers for 2 rounds, affecting anyone caught in the cloud. If used in a closed, poorly ventilated space, such as a small room or narrow starship corridor, the gas lingers for 5 rounds instead. Poison gas grenades do not harm droids and other creatures that do not breathe air. Characters equipped with vacuum sealed suits, breath masks, respirators, or rebreathers are also unaffected by the poison gas.

## Special Abilities Weapon has

* Blast 2
* Limited Ammo 1
Slugthrower Pistol

Like their more sophisticated energy-based cousins, slugthrower pistols are small, one-handed sidearms that fire lightweight ammunition from removable clips or magazines. A few are fed from open revolving cylinders. Slugthrower pistols are exceedingly rare thanks to the ubiquity of blaster technology. They are rarely seen outside of backwater worlds and historical collections. Some professional soldiers carry a slugthrower pistol as a backup or concealed weapon, especially those individuals hailing from low-tech worlds who have a soft spot for their homeworld's technology.

## Models Include

* ODS Striker
* Barimoq Industries "Protector" Revolver
* Morellian ,48-caliber "Enforcer" Pistol