recursal/Fanatic-Fandom huggingface dataset:
The Thunderlands

The Thunderlands are a small cluster of islands south of Sahan, made up of 5 major islands. Inhabited by a bird like race, known as The Andite.

## Elimis

Elimis is the largest island of The Thunderlands. It was once the centre of all of The Thunderlands culture and population, but with the rise of Nomagos, so has come the fall of Elimis.

It is, for the most part, now made up of simple highland farmland and peach farms in the south of the island.

### Nolm

Nolm is one of the few important locations left on Elimis. When an Andite comes of age they will travel to Sharnestra alone to meet with The Chisceidon. This journey begins in Nolm where they will have to build their boat and sail to the temple.

### Wrocan

Wrocan is the centre for trade in the south of The Thunderlands, known for its peach farms that surround it.

### The Gates of Saldun

The Gates of Saldun lie in the mountains of Elimis. They are a duo of giant statues that lead into a grotto like cave that was said to once be the home of a Chisceidon.

## Nomagos

Nomagos is the capital island of The Thunderlands.

Formerly part of Elimis, a great flood separated Nomagos. Exalted, the Andites believed Nomagos to be a city blessed by The Five.

Over time the population flocked to Nomagos, making it the hub of all society in The Thunderlands.

In Andite culture it is common place to treat geographical height as a form of status and this comes from the formation of the island of Nomagos. The people are often referred to as Highland or Lowland. It is seen as bad luck to be somewhere below sea level.

## Ederfen

Ederfen is the centre of schools, libraries and knowledge within Andite Culture.

### Carcaso

Carcaso is the school that houses most of the ancient texts from the beginnings of Andite culture. Many will travel to Carcaso to study the history and culture of their land.

## Nsis

Nsis is home to The Andite Armada - the army of its people known as The West Protectors

### Azurest

The outpost where those who wish to join The West Protectors must go to train. It is here that the Andite Armada is built.

## Sharnestra

Sharnestra is the holy island, none set foot there accept for The Chisceidon and it’s Protectors, until an Andite comes of age and they must make the pilgrimage to the temple of the Chisceidon to meet with it.
Khadahamu

LEGENDARY CHARACTER
Khadahamu
LEVEL 40

* +20 military power
* +20 to rolls in duels
* +4 HP
* +𝔛400,000,000 per year

1d20+20

**NON-COMBAT DUEL STATS**
1 ❤
1d20
20 Military Power

* Gains experience from won and lost battles and military exploits.
* Gains one level for every duel fought, regardless of whether they won or lost it.
* May be killed in action.
* May be taken prisoner.
* May be killed by an opposing faction.
Haelin

These beings are said to be he oldest in the world. they came forth from the ruins of Enen, much larger in stature than any others, they are now few in numbers. They are wise and loyal.

## Known Haelin

* Bruin
* Bralin

## Religion

Haelins believe that the very land they live on in Enen is the body of the first giant. They treat their land with the utmost respect. Enen is referred to as The Father, The Landgiver but mostly known as The Fallen Giant.
Gnoll (Race)

The Gnoll are a race that formerly inhabited Genaro, but have lived in The Known Realm since the third age. Gnolls are a hyena like species of ferocious humanoids. They attack settlements and outposts in packs without warning, often killing and eating their victims. They are intelligent are tenacious, causing a lot of upset throughout The Known Realm.

## Religion

The Gnoll are believed to worship an ancient Genaran, who resembled a modern day Gnoll, who was said to have discovered fire and invented such tools as the bow and arrow. He is said to go by many names but is mostly referred to as Dryzokk Gnar - meaning ‘Ancient One’ in Gnoll.
Galaxy of Intrigue

“Many Bothans died to bring us this information”

> While war rages on throughout the galaxy, a more subtle conflict is taking place in the shadows: a war of intrigue. Secrets are whispered in dark corners, bribes pass through corrupt hands, and saboteurs and assassins directly attack the resources and allies of their enemies. A campaign full of intrigue is a campaign full of mystery, where as one layer of the plot is revealed, so are three more mysteries whose true meaning have yet to be discovered.
>
>
Genaro

Genaro, also known as The Tail of the World, is said to be the most beautiful expanse of land in the world. Its great plains of bountiful jungles and savannah are inhabited by rare and wonderful creatures alike.

The people of Genaro are proud warriros, called Genarans, who protect their motherland fiercely.
The Shrine of Ser Uwen Long

The Shrine of Ser Uwen Long is a tomb, situated inside a mine, South East of the town of Redpath, on The Red Road

Inside the tomb lie the remains of Ser Uwen Long.

## History

At some point in the past, somebody set a necromantic ward on the tomb, meaning that anyone who came within 30 feet of the tomb would raise Ser Uwen to fight and protect the items he had been buried with.

In 1119 of the Fifth Age, two adventures named T'owl and Magalmir entered the cave, defeating Ser Uwen Long and taking his hoard from the tomb.
Sahan (Race)

The Sahan are a satyr like race, that inhabit the lands to the west that they share a name with. They are hardy and friendly in nature. And work best when in a team. They have limited magical ability but make up for it with excellent hand to hand combat.

## Religion

The Sahan worship a great deity, that resembles a giant bipedal monster with three heads. Each of the heads represents a different aspect.

* War - the Right Head represents the Sahan‘s love of War and conquest. They are a very proud race who have defended their land for all time.
* Love - the Left Head represents Sahan’s love - which they consider to be the greatest virtue.
* The Divide - the Centre Head represents the understanding that to be successful you must have War & Love(peace) in equal measure.
The Old World

The most Southern and Easterly land in the world, said to be the Land where all of life began. The inhabitants, The Vara, are reptilian in their appearance with a vast array of colours and patterns.

## Ch'taren

Ch’taren is the holiest location in V’ara. Surrounded entirely by mountains, this lush forest is said to be the location of the dawn of life. It is heavily guarded by not only the circle of mountains but 4 small cities

* S’therat in the north
* At’hon in the south
* Th’kindra in the east
* M’ilgard in the west

In the centre of the mountains lies the Almighty tree that the city of Ch’taren is built around. The tree is worshiped by most Varan.

## H'osser

H’osser is a large city built through the swampland and trees in mid-v’ara. the Varan there are known for their camouflage and hunting abilities.

## Ve'erotha

Ve’erotha is a large port city, second in size only to Ch’taren. It is the main location for trade for the Varan. It is also the place where most travelers will stay when visiting V’ara.

## Run'kalos

Run’kalos is a secondary harbour town in the south shores of V’ara. On the banks of the estuary a giant fighting pit lies, rarely used now but was once an ancient seat of power in the country.

## Dra'ad

Dra’ad is a city built into the rock on the side of the mountains. It is relatively untouched by the rest of society in V’ara.

## Den'rod & O'qenthor

In the north lie the two large towns, mostly residential.

## Za'haat

Za’haat is the mostly northerly town on the west side of the country. It is mostly used by the Za’haat - the army that protect V’ara.

When a Varan chooses to join the army, they will renounce their prename and will take Za instead.

## Mos'garo & Kel'om

The two most southern parts of V’ara and the entire world. They are home so several tribes who are brave enough to live in the snow

## Tor'angu

Tor’angu is a oasis city that lies in the rolling northern sand.
Redpath

Redpath is a town, situated in the Lightrock Ward.

It is currently held by Ser Bolster Ramm

### Snell’s Nook

A shop that sells strange and rare items. Run by a Human named Snell and his assistant, Jumm.

### The Mines

A mined cave, south of the town, that is now disused.

It now holds The Shrine of Ser Uwen Long.

## Known Residents of Redpath

#### The Town Hall

* Ser Bolster Ramm
* Lady Perella Ramm
* Ser Meryn Potworth

#### Townsguard

* Aster
* Tomm
* Flynt

#### Snell‘s Nook

* Snell
* Jumm Perimin

#### The Hungry Hunter

* Bobfor - Owner of The Hungry Hunter
* Kimi - waitress

#### The Market

* The Two Fisherman
* The Clothes Merchants
* The Fabric Merchant
Great Cleave

*Saga Edition Core Rules*, page 85.
You can weild a melee weapon with such power that you can strike multiple times when you drop your opponents.
      This feat is a bonus feat for the Jedi and Soldier classes.
      **Prerequisites:** BAB +4, Strength 13, Power Attack, Cleave.
      **Benefit:** As the Cleave feat, except that you have no limit to the number of times you can use it per round.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Nice Hael

Nice Hael was a famous human explorer from the fourth age of The Known Realm famed for travelling north to The Kingdom of Enen and discovering a giant race, who he named after himself, known as the Haelin.

His travels north were recorded in a book he wrote, as he journeyed north, called The Chronicles of Enen and Other Frozen Cities.
THE KNOWN REALM

The Known Realm, formely referred to as Helgard, is a large cluster of islands surrounded by most of the other continents of The World. It is inhabited mostly by a race known as Humans, though others have found home their too, such as the Gnoll and Goblinkind.

## History of The Known Realm

The Known Realm, formerly known as Helgard, it is the centre of trade and power in the world, and where many travel to to seek adventure, wealth or notoriety

### The First Age - The Wild Times

50,000-30,000 years ago - The first pockets of humanity across Helgard began to conquer and colonise the continent. Helgard was one great land and people known as The Brave lived together as tribes fighting daily with the beasts that ruled the land. They wore the skins of the animals they killed on their backs and fought using only rocks as weapons. Despite their disadvantages they survived.

### The Second Age - Helgard's Triumph

30,000-5,000 - Magic is discovered by The Brave and with the help of the people who can control it, hence forth known as Magus, a great city known as Gardia is formed. Gardia was the greatest settlement ever built, said to put the mountains in shadow.

### The Third Age - The Moment

5,000-4,500 - The Moment – A cataclysmic event occurs and Helgard is split into the islands of Helgard, wiping out a large portion of life on Helgard. Gardia is ripped into pieces and magic is all but lost. Humanity is pushed to the brink of extinction.

### The Fourth Age - The Age of Light

4,500-1,119 - the dregs of man survive through 500 years of darkness and begin to explore the destroyed Helgard. The Ancestors of The Brave colonise the various islands of Helgard and established the Helgardian religion that worships the three gods – Blood, Rock and Sand. The Floodfolk attack from the seas but are eventually defeated by humans, ushering in a new age

### The Fifth Age - The Age of Land

1119-present - with the defeat of the Floodfolk, humans continue to grow in number and spread beyond the Known World, forming alliances with Zhyn & The Land of the Second Morning
Deukalion

Deukalion is an Andite Pirate, who currently works for Pondicherry alongside Ser Arthur Drerrington and the rest of his company.

## Appearance

Deukalion is tall and muscular with blue and yellow feathers across his body. He has two long scars on the right side of his face, one that juts horizontally from his eye, and the other running across his temple to the centre of his forehead.

He wears black trousers, large pockets running up the sides. He has large strappings across his body with large pouches across them.

He carries a large curved blade on his back.

## History

Deukalion, and the rest of Ser Arthur Drerrington’s Company, confronted T’owl, in The Hungry Hunter Inn in the town of Redpath, asking if she had any items of value to give to Pondicherry.
The Land of Fire

A vast expanse, south of The Land of the Second Morning, inhabited by creatures of fire, considered by most of the world as dangerous and evil. A race known as Daemons rule over much of its land.

Dragons and fire itself are said to have been birthed from this land.

## Geography

### The Great Three

A series of three volcanoes in the heart of the country, said to be used for sacrificial purposes in the past
Ser Arthur Drerrington

Ser Arthur Drerrington is a Human Knight who works for Pondicherry. He leads a small company that have been tasked with pursuing T’owl across The World, occasionally taking items of value or power from her to return back to Pondicherry.

## History

At some point in the past, Ser Arthur renounced his title as the leader of House Drerrington and sailed South to The Thunderlands to pledge a new aligiance to Pondicherry.

In the town of Redpath, Ser Arthur and his Company confronted T’owl, taking a small Amulet of Fire Resistance from her.
Dundergall

The Dundergall have lived in the hills of The Land of the Second Morning since ancient times. They are hard workers, building mighty fortresses and castles across the world. They are not one to shy away from a fight but are not the brighest.

The Dundergall are not born with surnames, but are given them, either by themselves or others. Their surnames usually consist of two parts e.g Greenleaf or Drakebelly. Some Dundergall aspire to inherit the surnames of their forefathers, though they will often obtain a different name in the process.

## Known Dundergall

* Magalmir Greenleaf
* Skammela Drakebelly

 Religion

The Dundergall believe that one day a great darkness will envelop the world - known as Rideon - and that they will be the only race left at the end, having built their homes inside of mountains and underground. The Final Darkness of Rideon is the reason why Toldok has become known as The Land of the Second Morning.
Andite (Race)

Born from The Thunderlands, south of Sahan. They are winged creatures are of high intelligence with strong magic and advanced weaponry.

## Known Andite

* T’owl
* Deukalion

## Religion

The Andites worship 5 ancient beings known as The Chisceidon. There are said to only ever 5 Chisceidon in existence at one time, and when one dies, another will automatically take its place. The 5 are said to bestow great powers to those who visit them. Follows of the 5 can chose to take a pilgrimage to one of them and pledge themselves to that Chisceidon.

1. Soul Chisceidon - ADASTRAN
2. Time Chisceidon - KASOEDEN
3. Material Chisceidon - PALDERNAN
4. Mind Chisceidon - RADIDION
5. Power Chisceidon - PHISDALION
Rond (The Cold Chain)

Said to once be part of The Kingdom of Enen, now a cluster of fragmented islands, a wasteland inhabited only by giant monsters. None are brave enough to venture to the land and it is considered to be lost to the world.

## Geography

### The Lighthouse

A giant tree that lies on the eastern shore of Rond. It can be spied from The Kingdom of Enen.
Sahan

A land in the far west of the world, sharing land with Zhyn.

It is inhabited by a race of hoofed humanoids known as the Sahan Very little is known about Sahan, other than tales of lost pirates who landed ashore on its northern coast. They were treated like children and nurtured by the beings from that land, who inducted them with strange rituals involving Horselike gods.

Another race occupies the eastern side of Sahan, known as The Vouesi.

## Geography

The Land of Sahan is made up mostly of large deserts an tropical areas near the coastlines.

### The Reef of Love (Sehcet)

A region in the north of Sahan, famed for its piracy.
Widget (Race)

The Widgets were originally created in The Second Age by Humans, through incredible magical means, used as slaves to do their work. They are the animated bodies of armour, who’s minds have been given full consciousness.

Since the fall of Helgard, Widgets maintained their consciousness, and have become independent from Humans. Despite great tension throughout the ages, Humans and Widgets are currently on relatively good terms.
Vouesi (Race)

The Vouesi are race of amphibious molloscs who stem from the lands between Sahan and Zhyn. They are intelligent and value their honour over even their lives.They come in a wide variety of colours, and it is commonplace for traditional Vouesi to be dressed in long robes on all occasions

## Religion

At birth, a Vouesi is gifted a sword by his parents. From then on, the blade becomes his religion, that he must maticulously clean, sharpen and generally care for.
Vara (Race)

The Vara are an race from the distant south east Old World. They have scaly reptilian like skin in a wide variety of colours. They are amphibious and have keen hunting abilities. Not much is known about them as they tend to keep to themselves.

It is common place in V’ara to be named after the place you were born, the part of your name before the apostrophe indicating your birthplace e.g H’olgash from H’osser

## Religion

The Vara worship the giant tree in the centre of The Old World. Believing that it is the origin of all life on the plant. It is also referred to as The Great One. A common practice in Varan culture is the pray to The Ch’taren by placing your forehead to the ground facing in the direction of the tree - this they will do most morning as the sun rises.
Human

Humans are the most prosperous of the races, inhabiting all of The Known Realm, with the most advanced technology and knowledge of the world. They are determined fighters and great scholars.

## Religion

The old words passed down through the ages spoke of Three Great Gods that took the form of giant wolves and roamed the sky watching over the people of Helgard

* The first was Kyral The Sand Wolf who was said to give sand to Helgard so that man may built their homes near to the sea
* The second was Kuu The Rock Wolf who was said to give rock to Helgard so that man may bludgeon all beasts into the ground
* The third was Kreck The Blood Wolf who was said to give blood to Helgard to course through mans veins and to cut from their enemies
The Land of the Second Morning

The Land of the Second Morning, also known as *Toldok* is a large expanse of land in the east, inhabited by the Dundergall, sometimes referred to as The Brothers, or The Brothers of the Second Morning. It is also inhabited by a lesser race in the east of the continent, known as The Arghon, as well as race of tunnelling, goblin like creatures, known as Redcaps.

## Geography

### The Land Without Eyes

A land in the east of the the continent, known as the home of The Arghon.
Cirac

Cirac is a Genaran Shaman who works for Pondicherry and is a member of Ser Arthur Drerrington’s Company, acting as their healer.

## Appearance

Cirac is an old Genaran, who’s appearance resembles that of a ram. He wears long white robes with long sleeves covering his hands.

## History

Cirac, along with the rest of Ser Arthur Drerrington’s Company, confronted T’owl in The Hungry Hunter Inn in Redpath. Cirac successfully used a Detect Magic spell to identify an item that T’owl had kept hidden from Ser Arthur.
Cleave

*Saga Edition Core Rules*, page 83.
You can follow through with a powerful melee attack.
      This feat is a bonus feat for the Jedi and Soldier classes.
      **Prerequisites:** Strength 13, Power Attack.
      **Benefit:** If you deal an opponent enough damage to reduce its hit points to 0, you get an immediate extra melee attack against another opponent within your reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. You can use this ability once per round.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Dodge

*Saga Edition Core Rules*, page 84.
      *Starships of the Galaxy*, page 20.
You are adept at dodging blows.
      This feat is a bonus feat for the Jedi, Scoundrel, and Scout classes.
      **Prerequisites:** Dexterity 13.
      **Benefit:** During your turn, you designate an opponent and receive a +1 dodge bonus to your Reflex Defense against attacks from that opponent. You can select a new opponent on any action.
      A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
      **Starship/Vehicle:** The pilot of a vehicle may use Dodge to grant the vehicle a +1 dodg bonus against a single opponent (whether a vehicle or a single character).

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Gear Templates

**General Equipment**   Communications   Computers   Surveillance   Implants   Life Support   Medical   Survival   Tools   Accessories   Templates
**Game Templates**      **Gear Templates**      Vehicle Templates      Creature Templates      Weapon Templates      Armor Templates

Here is a list of all the general equipment templates in the game.
House Epicurus

**House Epicurus** is a magnate house formed around 6,000 years ago, when the Coalition of Agatropian States had abandoned the House of Auterhalex for a new monarchy. Using their wealth and ties to one of the largest and most famous Agatropian families in Selten, they established the **Epicurus Mining Conglomerate** in the territories of now defunct Anaxos. They became the refinery tycoons of most Anaxian natural resources, and helped fund the war effort when Kleitos came knocking on their doors.

They worked well with the Braunech family and helped push for concession after concession whenever asked, being a direct bridge between Kleitian upper class and the supremacist lows of the Agatropian race. The disastrous end to the war and Veneteshian occupation of Anaxic lands forced **Epicurus** to adapt, the patriarch of the family in the end fled the country to join the newly risen Ardius II back on Adrealis.

Left with little in the way of political influence, and an increased level of suspicion held against them for being pro-Anaxos, and a familial bond with the House of Auterhalex, they have been forced to rebrand. With the creation of the KATC and Adresaas business set to return to Kleitos, Epicurus is most likely to start inching its way back into the spotlight.
Counter

This maneuver allows a pilot to take a quick action while engaged in a dogfight after being the target of an attack.
      **Time:** Reaction.
      **Target:** You.
      **Make a Pilot check:** The result of the Pilot check determines the effect, if any:
            *DC 20:* You may immediately take one swift action.
            *DC 25:* You may immediately take one move action.
            *DC 30:* You may immediately take one standard action.
      **Special:** You may activate this maneuver only as a reaction to being attacked by another vehicle with which you are engaged in a dogfight. The result of the attack is resolved before you take your action, and your Initiative is not modified by this maneuver.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Dewback

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Of all the creatures indiginous to Tatooine’s vast deserts, the dewback is the most respected. While the ploddign bantha makes for shelter at the first hint of a sandstorm, a dewback marches resolutely on without so much as a grunt, even right through the heart of the storm.

#### Dewback             (CL 2)

      *Saga Edition Core Rules*, page 275.
Large desert beast 3

**Initiative:** +0; **Senses:** Perception +0

**Defenses:** Fort 18, Ref 12 (flat-footed 12), Will 9

**Hit Points:** 43; **Damage Threshold:** 28

**Speed:** 6 squares

**Melee:** bite +6 (1d8+5)

**Fighting Space:** 2×2; **Reach:** 1 square

**Base Attack:** +2; **Grapple:** 11

**Abilities:** Cha 3, Con 26, Dex 8, Int 1, Str 19, Wis 8

**Feats:** Improved Damage Threshold, Toughness

**Skills:** Survival +5

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Burst Fire

*Saga Edition Core Rules*, page 82.
      *Starships of the Galaxy*, page 19.
When using a ranged weapon in autofire mode, you can fire a short burst at a single foe.
      **Prerequisites:** Proficient with heavy weapons, proficient with weapon.
      **Benefit:** When using a ranged weapon with autofire capability in autofire mode, you may fire a short burst as a signle attack against a single target. You take a −5 penalty on the attack roll but deal +2 dice of damage. For example, weapon that deals 3d10 points of damage deas 5d10 points of damage instead.
      The effects of this feat do not stack with the extra damage provided by the Deadeye or Rapid Shot feat.
      **Starship/Vehicle:** Vehicle weapons capable of autofire can be used with this feat normally. This is, in fact, the only time autofire attacks are useful in starship-scale combat.
      **Normal:** Autofire uses ten shots, targets a 2-square-by-2-square area, and can’ be aimed at a specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra shots are wasted.
      **Special:** Firing a burst expends five shots and can only be done if the weapon has at least five shots remaining. If you do not have a Strength of 13 or higher, increase the penalty on attacks to −10 when using this feat with non-vehicle weapons.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
3P0 Series Protocol Droid

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids
    Supplied with a SyntheTech AA-1 Verbobrain, the 3P0 protocol droid is capable of storing huge amounts of information, enabling it to understand over six million forms of communication and respond in nearly all of them. It also has a tremendous capacity for analyzing previously unknown languages and translating them into whatever language its master desires. The 3P0 even includes an olfactory sensor for translating pheromonal communication. The 3P0’s additional memory storage is generally used to keep specific communication modes in active memory, avoiding lengthy delays while searching for linguistic information in mid-translation.
      Each 3P0 comes with a factory-installed restraining bolt mount. They are also programmed for passive behavior—a typical 3P0 droid never attacks under any circumstances. If the droid becomes a problem, the 3P0’s shutdown switch is conveniently located at the back of its neck.
      Built to resemble humanoids, 3P0’s come in a wide variety of colors.
      3P0 Series protocol droids can be played as droid heroes.
#### 3P0 Series Protocol Droid             (CL 0)

      *Saga Edition Core Rules*, page 198.
Medium droid (3rd-degree) nonheroic 1 playable

**Initiative:** −1; **Senses:** Perception +1

**Languages:** Basic, Binary, 3 unassigned

**Defenses:** Fort 9, Ref 9 (flat-footed 9), Will 11

**Hit Points:** 2; **Damage Threshold:** 9

**Immune:** droid traits

**Speed:** 6 squares (walking)

**Melee:** unarmed −1 (1d3−1)

**Fighting Space:** 1 square; **Reach:** 1 square

**Base Attack:** +0; **Grapple:** −1

**Abilities:** Cha 14, Con —, Dex 3, Int 13, Str 8, Wis 13

**Feats:** Linguist, Skill Training (Knowledge [bureaucracy], Knowledge [galactic lore])

**Skills:** Knowledge [bureaucracy]+6, Knowledge [galactic lore] +6, Knowledge [social sciences] +6, Persuasion +12

**Systems:** walking locomotion, basic processor, translator unit (DC 5), 2 hand appendages, vocabulator

**Possessions:** audio recorder

**Availability:** Licensed, **Cost:** 3,000 credits

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Hazard: Blaster Rifle Turret

*This automated turret blasts enemies who come within its range.*

**Type:** Acid, contact, natural

**Trigger:** The turret detects a creature or droid within its line of sight; targets all creatures in a 2x2-square area.

**Attack:** +5 vs. Reflex Defense

**Damage/Effect:** 3d8 energy (*Miss*: Half damage)

**Recurrence:** Each round, on initiative (Initiative +5).

**Skill:**
**Stealth:** The character makes a Stealth check, opposed by the turret’s Perception check (+5, with darkvision). If the character’s check is successful, the character is not noticed by the turret.

#### Blaster Rifle Turret (Deprecated)

      *Saga Edition Core Rules*, page 256.The blaster rifle turret is a slightly larger variant of the blaster turret. It is statistically identical to its smaller cousin except as noted here. It has the range of a rifle and can fire either in single shots or switch to autofire mode. It deals 3d8 points of energy damage with each successful attack.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Force Boon

*Saga Edition Core Rules*, page 85.
You are able to draw upon the Force more often than less skilled users.
      **Prerequisites:** Force Sensitivity.
      **Benefit:** You gain three additional Force Points at each level.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Dathomiri Witch (talent tree)

The Force-using witches of the planet Dathomir are primitive yet powerful beings. They use ancient training handed down for generations as the basis of their powers.
      This talent tree is available to any character that has the Force Sensitivity feat and is a member of the Witches of Dathomir Force tradition and talents may be selected from this tree regardless of class.

### Adept Spellcaster

      *Saga Edition Core Rules*, page 107.
You may use any Force power that normally requires a swift action, move action or standard action as a full-round action instead. If you choose to do so, you may reroll your Use the Force check to activate that power, but you must accept the result of the reroll, even if it is worse.

### Charm Beast

      *Saga Edition Core Rules*, page 107.
You may make a Use the Force check instead of a Persuasion check when attempting to change the attitude of an undomesticated creature with an Intelligence of 2 or less. Additionally, you do not take the normal −5 penalty on the check if the creature can’ speak or understand your language.

### Command Beast

      *Saga Edition Core Rules*, page 107.
Whenever you manage to shift the attitude of a beast to indifferent or friendly, you may treat that creature as a domesticated animal—but for you only (it remains undomesticated in its response to other creatures). Additionally, you may use this beast as a mount, as per the Ride skill, provided that it is at least one size category larger than you and has a comfortable place for you to sit.
      **Prerquisite:** Charm Beast.

### Flight

As a swift action, you can spend a Force Point to fly. You gain a fly speed equal to your land speed, and you can ascend at half speed or descend at double speed. The flight lasts until the start of your next turn; if you’re still airbore at that time, you fall.
      **Prerquisite:** Adept Spellcaster.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Blastsword

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Blastsword

**Exotic Weapon**
      *Unknown Regions*, page 36.      **Cost:** 600   **Weight:** 2.1kg   **Availability:** Rare
      **Damage:** 3d6   **Stun:** —   **Type:** EnergyThe favored weapon of duelists from the remote world of Adumar, the blastsword is an odd combination of a standard vibroblade and the inner workings more commonly found in blaster weapons.. At the tip of the blade sits a small metal nozzle, which emits a slight glow and an audible hum when activated. When the user successfully stabs a target, the baster energy discharges.
      A blastsword is well balanced, and its wielder can consider it to be a light weapon for the purpose of using the Weapon Finesse feat. A blastsword requires a power pack to operate.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Cybernetic Surgery

*Saga Edition Core Rules*, page 83.
You can perform the surgical procedures necessary to graft cybernetic components onto living flesh.
      This feat is a bonus feat for the Noble class.
      **Prerequisites:** Treat Injury (Trained).
      **Benefit:** You can install a cybernetic prosthesis on a living being. The surgical procedure takes 1 hour of uninterrupted work, after which you must make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed correctly. If the check fails, the prosthesis is not properly installed; however, you can try again after another uninterrupted hour of surgery.
      **Special:** You can install a cybernetic prosthesis on yourself, but you take a −5 penalty on the Treat Injury skill check. If you have the surgical Expertise feat, you can install a cybernetic prosthesis in 10 minutes instead of 1 hour.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Arghon (Race)

In the east of The Land Without Eyes in Toldok, lives a lesser race known as The Arghon. The Arghon are a race of stonelike beings, they are physical powerful, rivalling most other races.

They vary in shape and size and are the only race known to be able to harness Earth Magic naturally.

## Religion

The Arghon worship the mountains themselves. Believing them to be the mightiest of The Arghon, who still live, but have become so immense that it takes them eons to move an inch.
Airspeeders

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**Vehicle Codex**   Ground Vehicles   **Airspeeders**   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates

Airspeeders are swift flying vehicles that can achieve altitudes of a few hundred kilometers; however, they are not suited for space travel.

**Vehicle Codex**   Ground Vehicles   **Airspeeders**   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ Wookieepedia: The Essential Guide to Vehicles and Vessels

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Force Unleashed Campaign Guide

“Before the Dark Times. Before the Empire.”

> From the ashes of the Republic rises the dread Galactic Empire. The Sith hold the fate of the galaxy in their iron grasp, and the Rebel Alliance is still years away from formation. In these dark times, is there any force that can challenge the tyranny of the empire?
>
>

This is another great campaign guide that will enrich your game with lore about the era between the rise of the Empire and the rebellion, known as the Dark Times; the first decade after Palpatine declared himself Emperor. Learn about new species and how the Force changed giving rise to new powers, techniques and secrets on an epic scale.

Also learn much, much more about the inner workings of the Empire. This book is very much an Imperial Campaign Guide akin to the Imperial Sourcebooks of previous Star Wars role-playing games.

Of course, with new lore and powers comes new rules. The *Force Unleashed Campaign Guide* introduces a new gameplay mechanic with Unleashed Abilities that truly expand the way the Force can be used. With these new abilities come new prestige classes, feats, talents, as well as updates to heroic classes and skills.

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ 1.0 1.1 1.2 Junk droids do not have a specific degree classification but are listed as 4th-degree due to their ability to engage in combat.
Force Stun

*Saga Edition Core Rules*, page 98.
You call upon the Force to overload an enemy’ senses, potentially stunning it.
      **Time:** Standard action.
      **Target:** One creature within 6 squares or within your line of sight.
      **Make a Use the Force check:** If the result equals the target’ Fortitude Defense, the target moves −1 step along the condition track. For every 5 points by which you exceed the target’ Fortitude Defense, the target moves an additional −1 step along the condition track. The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
       This is an area effect.
      **Special:** When you use this power, you can spend a Force Point to move the target an additional −1 step along the condition track.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
The Icosagon

The Icosagon is a council, consisting of a member of each of the twenty races that make up The World.

It was formed by the Zhyn, Prince Eylon, after the assassination of his mother, Queen Asce.

## The Twenty Members

* Zhyn Representative: Prince Eylon
* Human Representative:
* Genaran Representative: Razagaul The Eld
* Andite Representative: O Preem
* Gnoll Representative
* Miath Represnentative:
* Polliwog Representative