recursal/Fanatic-Fandom huggingface dataset:
R2-TKN

**R2-TKN,** frequently referred to as **"Route"**, 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 first of its brothers and sisters. For this reason, the droid is the most standard of its comrades, and was created with the purpose of being a "Pilot" specializing in Planetary vehicles, but also possessing the ability to pilot Space vehicles. "Route", named for the fact that his designation can be sounded out as "Route Taken", also serves as a navigator. His current location is unknown.

## Personality

Route's programming stems from his nature as a pilot, leading him to be helpful if not somewhat impatient. Route also hates it when people believe he is incapable of piloting due to being an Astromech droid, and often takes offense when people think he's incapable just because of what he is. He takes pride in his abilities as a pilot, and he is also fiercely loyal to his creator and his handler. While Route sometimes misses his family, he is content doing work as a pilot and a navigator, and hopes to see more of the universe - and to fulfill a part of his programming that even he's not fully aware of.

## Skills

* Astrogation - 1
* Cool - 2
* Mechanics - 1
* Perception - 1
* Piloting (Planetary) - 1
* Piloting (Space) - 1
* Survival - 1
* Gunnery - 1
* Knowledge (Outer Rim) - 1

## Equipment

### Gear

 General Purpose Scanner
 Crash Survival Kit

## 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

 All Terrain Driver
 Grit
 Improved Full Throttle
 Defensive Driving
 Supreme Full Throttle
Smuggler

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

* Coordination
* Deception
* Knowledge (Underworld)
* Perception
* Piloting (Space)
* Skulduggery
* Streetwise
* Vigilance

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

Found in Edge of the Empire Core Rule Book

## Charmer

Makes the following Skills Class skills

* Charm
* Cool
* Leadership
* Negotiation

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 Edge of the Empire: Fly Casual (Smuggler Sourcebook)

## Gambler

Makes the following Skills Class skills

* Computers
* Cool
* Deception
* Skulduggery

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 Edge of the Empire: Fly Casual (Smuggler Sourcebook)

## Gunslinger

Makes the following Skills Class skills

* Coercion
* Cool
* Knowledge (Outer Rim)
* Ranged (Light)

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 Edge of the Empire: Fly Casual (Smuggler Sourcebook)

## Pilot

Makes the following Skills Class skills

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

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

Found in Edge of the Empire Core Rule Book

## Scoundrel

Makes the following Skills Class skills

* Charm
* Cool
* Deception
* Ranged (Light)

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 Edge of the Empire Core Rule Book

## Thief

Makes the following Skills Class skills

* Computers
* Skulduggery
* Stealth
* 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 Edge of the Empire 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
Hyperwave Signal Interceptor

## What This Gear Does

A sophisticated subspace receiver, the hyperwave signal interceptor (HSI) is designed to covertly listen in on communications sent through the HoloNet or by hypertransceivers. Capable of scanning a broad band of subspace frequencies, an HSI can detect and pick up nearly any hypercommunications originating with ten light years of the receiver. Additionally, since they can detect even the smallest fluctuations in hyperspace, they can be used by skilled operators to track vessels through hyperspace, providing several minutes' warning prior to a ship exiting hyperspace or giving the user a fairly good idea of the general course and direction of a vessel in hyperspace.

## Models Include

* Bothawui Communications Conglomerate HSI-280 Hyperwave Signal Interceptor
Hutt

## Special Abilities

Hutts begin the game with one rank in the Enduring talent (Gain +1 soak value) and one rank in the Nobody's Fool talents. Hutts begin the game with one rank in Coercion or Discipline. They still may not train Coercion or Discipline above rank 2 during character creation.

Ponderous: A Hutt can never spend more than one maneuver moving per turn.

Found in Edge of the Empire: Lords of Nal Hutta (Hutt Space Sourcebook)

For more information on Hutts Click here
Immune Implant

## What This Gear Does

Given the wide variety of life forms and the frequency with which many travel the galaxy, it's little wonder that the spread and containment of disease is of major concern to medical professionals and travelers alike. Most beings have to rely on treatment or some form of local resistance medication, but these can vary from world to world. Immune implants solve such problems with simplicity and efficiency through use of a subdermal, wide-spectrum defense drug cocktail designed to protect against almost every disease known. The Mod I implant is the most commonly used version, combining broad effectiveness and long-term results in a single package that rests just below the skin.

Possessing an immune implant grants the wearer + 1 Resilience..
Jonas Bruh'dahr

## 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 ">"

**"If you're gonna fight this hard to keep people safe and free, make sure you don't end up bein' the thing you hate."**

## 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.
Musical Instrument (Legendary)

## What This Gear Does

The number of different musical traditions across the galaxy is truly staggering. From the haunting throat singing of the Tusken Raiders to the cool and sophisticated wail clubs of Coruscant, every sentient species that has ever existed has made music of one kind or another. Along with musical traditions comes musical instruments. Musical instruments are made in a dizzying array of styles, and the list of specific instruments is far too vast to include here (although some common instruments are included to provide guidance), but a character needing to purchase an instrument or instrument accessory (strings, reeds, sticks, etc.) can usually find what he's looking for with little effort on any marginally civilized world. The exact price and availability of a specific instrument not found here is left to the discretion of the Game Master, and the acquisition or theft of a rare musical instrument can easily lay the foundation for a complex and exciting adventure.

### Anklet-chimes

These small, clear-toned chimes are secured to the performer's ankles with a length of string or chain, tinkling softly as the performer moves. To properly "play" these chimes, one must be able to control his own movements with the care and precision of an acrobat. Thus, they are often used to accompany dances.

### Bandfill

Bandfills are complicated wail instruments, featuring several horn bells. Playing one is difficult, and the best bandfill players can obtain galactic renown.

### Chin-harp

Developed by the Weequay, the chinharp creates music by striking notes with a small chord hammer.

### Common Instruments

Most cultures invent some form of horns, drums, and reed instruments as part of their development. While price and rarity may vary depending on the specific instrument, they typically tend to be within an affordable price range, and local substitutes for common musical instruments can be found throughout the galaxy.

### Floonorp

Scratch-built musical instruments made out of spare Podracer parts, floonorps are more likely to be assembled than purchased. The most that can be said for them is that they are both cheap and loud.

### Kloo horn

Double-reeded wind instruments, kloo horns are commonly used by jatz musicians and create that music's distinctive higher notes.
Signet Ring

## What This Gear Does

Nobles who consider identification cards or files to be fit only for commoners can instead rely on family heirlooms or elaborate jewelry to prove their heritage. The signet ring has remained popular throughout the ages, used by nobles and official government digni-taries alike. Most are masterfully crafted and incor-porate designs unique to the wearer or family, and modern signet rings typically incorporate embedded electronics that offer additional identity validation. Some signets are not rings at all, but are instead other pieces of jewelry, such as pendants, bracelets, or even gemstones mounted in the pommels of weaponry—such items fill a similar role, even if they are a different sort of adornment.

A character who possesses a signet ring (even a stolen one) adds automatic 2 advantages to checks to establish his identity (or his assumed identity).
Military Medpac

## What This Gear Does

This advanced medpac is carried by soldiers and se-curity personnel who lack advanced medical training to treat severe trauma in battlefield conditions. The integrated computer contains medical and surgical databases for most prominent species and can even suggest emergency treatment protocols and provide step-by-step instruction. It can be easily used by the untrained to stabilize a patient.

Medpacs allow characters to attempt to heal others using Medicine checks without penalty, as detailed on page 219 of the EDGE OF THE EMPIRE Core Rule-book. In addition, if the user has no ranks in Medi-cine, he counts as having 1 rank in Medicine when using this medpac.

## Models Include

* Athakam Medtech Military Medpack (Untrained/Emergency)
Neuromachine Interface

## What This Gear Does

A vehicle control system designed to be integrated directly into the nervous system, this ingenious (if notoriously difficult to use) device allows the user to control a vehicle with a thought, moving it as if it was part of his own body. The cybernetic requires use of a linked control device, which must be installed in the craft in question.

When piloting a vehicle with the linked control device, a character with a neuromachine interface may use his Coordination skill in place of the Pilot (Planetary) or Pilot (Space) skill.
Sakiyan Shadowsuit

Woven from the silk of the umbraspider, Sakiyan shad- owsuits are used by assassins who wish to remain unseen. The silk has unusual properties, refracting and absorbing light in a way that makes the umbraspiders’ webs virtually invisible. The Sakiyans have put this extraordinary material to use in crafting body gloves that make the wearer almost impossible to see except in bright light. Chemists working for Ayelixe/Krongbing Textiles were able to synthesize shadowsilk by studying the properties of Defel fur, but Sakiyans contend that the silk of the umbraspider is superior.

A Sakiyan Shadowsuit grants 2 blue dice to Stealth checks.
Powered Capacitive Armor

Another variant on the popular, lightweight line of pro-tection, capacitive armor offers moderate protection against most forms of attack at all times. However, an expensive, miniaturized power source in the armor can be activated to make the flexible panels within stiffen, offering increased protection at the expense of mobility.

As a maneuver, the wearer may power up or power down the armor. While the armor is powered and the plates are locked in place, the wearer gains + 1 soak and + 1 defense but loses his free maneuver during each of his turns.
Ryll (100-dose cargo container)

## What This Gear Does

A relatively mild but addictive and potentially dangerous spice, ryll is mined primarily on Ryloth, the dry, rocky homeworld of the Twi’leks. Much of the unprocessed ryll is smuggled along the Death Wind Corridor and Triellus Trade Route to Ylesia to be refined before making its way onto the black market. Not as popular in the Core Worlds as other spices, ryll has a ready market in the Outer Rim and the Corporate Sector.

A dose of ryll allows a character to ignore the effects of a single Easy or Average Critical Injury Result until the end of the scene or combat encounter. Two doses allow the character to ignore the effects of a single Hard Critical Injury result until the end of the scene or combat encounter instead. Once its effects end, the character suffers the effects of the Critical Injury result as normal, and also suffers 2 black dice on all checks he makes until the end of the game session.
Krayt Dragon Perl

The terrible krayt dragons of Tatooine tend to live for an incredibly long time, and over the course of their lives will ingest stones to aid with digestion. While the caustic digestive juices of the krayt dragon can even break down stone over time, every once in a while these stones contain some form of Kyber crystal. Incredibly resilient, they remain in the creatures’ guts for the entirety of the dragons’ lives, slowly being polished and smoothed into small, dense spheres of crystal. The resulting “krayt dragon pearls” are vanishingly rare. Since they are a type of Kyber crystal, they can be worked into powerful lightsaber crystals. A krayt dragon pearl is a lightsaber crystal.

## Base Modifiers

Installing this crystal changes the lightsaber’s damage to 9 and its critical rating to 1, and the lightsaber gains the Breach 1, Sunder, and Vicious 1 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

* 3 Item Quality (Vicious +1) Mods
* 1 Damage +1 Mod.
Laser Sight

An extremely simple gun sight, a laser sight emits a low-power light beam to place a visible "dor that marks the weapon's precise target. A laser sight can help even an amateur shooter hit a target. One drawback to this upgrade is that the laser can alert an otherwise unaware target to the shooter. For these reasons, laser sights are rarely used by sharpshooters and snipers. This attachment can be used with any Ranged (Light) or Ranged (Heavy) weapon that do not possess the Blast quality.

## Base Modifiers

Gain automatic 1 advantage on successful combat checks with this weapon.
Selonian

## Special Abilities

Selonians begin the game with one rank in Coordination. They still may not train Coordination above rank 2 during character creation. The structure of a Selonian's eyes alllows her to see in near total darkness. She may remove all black die added to checks due to darkness though she still cannot see in absolute darkness.

Tail: A Selonian's tail may be used as a Brawl weapon. When used to attack, it uses the Brawl skill combined with the Agility characteristic, but like most Brawl weapons, adds its weapon damage to the character's Brawn for total damage. It always counts as equipped, and has the following weapon profile (Brawl; Damage +1; Critical 5; Range [Engaged]; Disorient 2, Knockdown). The Selonian may trigger Knockdown with 1 advantage but still must spend additional advantage to knock down targets with a higher silhouette as per the knockdown quality rules.

Found in Suns of Fortune (Corellian Sector Sourcebook)

For more information on Selonians Click here
Laminate Armor

The dreaded Imperial stormtroopers wear environmentally sealed suits of plastoid armor designed to deflect or negate the damage from incoming attacks. While it does provide quite a bit of protection from concussive damage, light blasters, and shrapnel, laminate armor won't stop a direct hit from heavier blasters. Suits of laminate armor consist of a number of form-fitted plastoid plates designed to protect important areas worn over a snug, reinforced armorweave body glove. These suits also typically include vision enhancements such as low-light filters, thermal imaging, and image magnification built into the helmet, along with on-board comlinks and environmental and diagnostic systems.

## Models Include

* Imperial Department of Military Research Stormtrooper Armor
Merr-Sonn N-4 Noise Grenades

When confronted with a hostile situation, a quick escape is sometimes the wisest course of action. Other times, fatally wounding individuals might cause a diplomatic disaster or have other repercussions. In such situations, nonlethal grenades are the best recourse, providing a relatively cheap area-of-effect alternative to a stun shot. When deployed, Merr-Sonn N-4 noise grenades and other similar weapons release a horrendous burst of sound across the spectrum, causing temporary but incredibly intense pain in most sentient species. The cacophony typically lasts for only a few seconds, but the lingering effects give the user a chance to escape or seize the initiative.

## Special Abilities Weapon has

* Blast 4
* Stun Damage
* Concussive 1
* Limited Ammo 1
SSB-1 Static Pistol

Originally developed by long defunct Systech Corporation several thousand years ago, the design was recently revived by SoroSuub as the SSB-1 static blaster pistol. Firing a powerful bolt of electricity generated by high-energy piezoelectric crystals within the weapon, the static blaster is only useful at close ranges, but a couple of blasts can bring down a Wookiee or even a full-grown gundark. Due to the exceptionally low energy requirements to supercharge the crystals, energy packs in static pistols can power the weapon through thousands of firings. Flowever, the internal alignment of the crystals is very exact, and the pistol can stop functioning if damaged or roughly handled

## Special Abilities Weapon has

* Disorient 1
* Stun 8
Journal Session 01

Sky High Piloting

The Session starts off in space with a female human pilot named Kay, and her partner Lee. They are at an imperial checkpoint, on a job delivering droid parts, However while in line, the ship in front of them went crazy and drove right into the destroyer that was there causing it to blow up. the Imperial troopers sent out some attack ships, and not wanting to stick around for this mess Key started to fly away. Some of the attack ships went after her knocking some holes in her ship. This prompted her to do a emergency landing in Dxun where the main group has been. Luckily she lost her attackers. Kay and Lee were greeted by some of the members of the group, Lee was injured, and turns out that Atiin, Sarisa and Nel had met each other in the past. When no one was looking Kaiden stole a droid part from the ship's cargo, in not the most graceful manner.
Model 80 Blaster Pistol

The Model 80 from Merr-Sonn Munitions is a rugged and dependable blaster pistol that many mercenaries tend to use as their primary weapon. It lacks the stopping power of a heavy blaster pistol, but still fires powerful energy bolts that can do a great deal of damage to their target. The weapon gains this stop-ping power at the expense of weight and portability. A bulky blaster, the Model 80 is a bit too heavy for a soldier to carry as a backup weapon and the various protuberances and the secondary scope makes it hard to draw quickly in a firefight.

The time taken to draw, holster, stow, or otherwise access this weapon cannot be reduced by talents, gear, or any other means.
Shadowcloak

## What This Gear Does

Shadowcloaks are peculiar devices designed to protect a user’s anonymity during meetings in person. When activated, a shadowcloak generates a field of concealing darkness around its user, causing him to appear as nothing more than a black mass of shadows, even in bright light. In addition to hiding the user from sight, the shadowcloak field also baffles most sensors and scanners, and distorts the user’s voice, ensuring his identity remains a secret. The shadowcloak field is relatively static and inflexible once activated, and the user cannot walk or move around too much without revealing his identity. Additionally, the power requirements of the field only allow the device to operate for an hour before it must cool down and recharge for four hours. Normally, the user will sit down somewhere and activate the shadowcloak just prior to a meeting.

Discerning any identifiable features of a character wearing a shadowcloak requires a Daunting (4 purple dice) Perception check

## Models Include

* Tenloss SX-1 shadowcloak
* Creshal- dyne Industries “StaticShadow” generator
Purple

## History

Built as the agile hotshot to a team of droids that work as an entertainment show for kids by the imperial army.

## Personality

A hotshot, show off. They are very fast and skilled when it comes to flying and shooting

## Skills

* Charm - 1
* Coordination - 1
* Deception - 2
* Negotiation - 1
* Knowledge (Education) - 1
* Streetwise - 1
* Ranged (Light) - 1
* Piloting (Space) - 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 Forcesensitive nor acquire a Force rating by any means. Droids cannot use Force powers and also cannot be affected by mind altering Force powers.
Jelkala

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.
Squib

## Special Abilities

Squibs begin the game with one
 free rank in Negotiation. They still may not train Negotiation
 above Rank 2 during character creation.

Tech Savvy: Squibs always treat Mechanics as being
 a career skill.

Size: Squibs have a Silhouette of 0.

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

For more information on Squibs Click here
Load-bearing Gear

## What This Gear Does

Load-bearing gear, or combat webbing, is a system used by soldiers to carry necessary equipment on their persons in easily accessible pouches. They are commonly made of hard-wearing reinforced textiles, and often with removable armor plates.

Load-bearing gear increases a wearer's encumbrance threshold by 3

## Models Include

* Imperial Armory M-4 Army Combat Webbing
* AHH "Striker" Tactical Vest.

## Characters Who Use This Gear

* Atiin
* Kaiden
* Rinyn
OK-98 Blaster Carbine

The OK-98 is unique in that the weapon features slots for two power packs. An onboard computer automatically switches to the second power pack once the first is depleted, so that a user reloads half as frequently as with a typical blaster. Because blasters require such infrequent reloading in the first place, this feature proved to be of secondary concern to most buyers, who were put off by the weapon's extra weight in comparison to similarly sized carbines. As a result, the OK-98 sold poorly and SoroSuub discontinued production of the model after only six years. The weapon has since found new life on the black market thanks to an illegal modification that allows it to draw from both packs simultaneously. This does enhance the damage output of the weapon, but also wears out several components in a comparably short time. The modification is fairly sensitive, and a poorly-modified weapon can be quite dangerous to the user.

A character using an OK-98 can ignore the first "out of ammo" dispare result during a combat, just as...with an extra power pack, without expending a maneuver. A modified OK-98 (requiring an Easy [1 purple die] Mechanics check) increases weapon damage by 2, replacing the option to ignore the first "out of ammo" result. The GM can spend 1 dispare to have a modified OK-98 catastrophically overheat and explode, inflicting one hit from the weapon (dealing base damage) on the user and destroying the weapon after the attack has been resolved.
Sentinel

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

* Computers
* Deception
* Knowledge (Core Worlds)
* Perception
* Skulduggery
* Stealth

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

Found in Force And Destiny Core Rulebook

## Artisan

Makes the following Skills Class skills

* Astrogation
* Computers
* Knowledge (Education)
* Mechanics

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

Found in Force And Destiny Core Rulebook

## Shadow

Makes the following Skills Class skills

* Knowledge (Underworld)
* Skulduggery
* Stealth
* 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 Force And Destiny Core Rulebook

## Shien Expert

Makes the following Skills Class skills

* Athletics
* Lightsaber
* Resilience
* Skulduggery

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

Found in Force And Destiny Core Rulebook
Stormtroopers

Faceless, Infinite, and absolutely loyal to the Emperor, The Stormtrooper Corp is made up of the most fanatical and skilled combatants The Empire can find. They are loyal to none but The Emperor himself and act as the shocktrooper corps for The Imperial war-machine.

## 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.
Session 03

## Base Raid Part 1

Rar Jar gets a communication report from someone named Fulcrum about an Imperial base on Onderon that the group should checkout since its defenses have been weakened. So, RarJar, Atiin, Kaiden, Sarisa, and Nel end up heading off to Onderon to take on this base. When they get there a whole slue of things occur, such as convincing one of the officers that his grandmother was in danger from the Imperial army so he ran off to go save her. Rar Jar can be very convincing. Then the alarms went off as the group set up traps in the hanger bay using the speeders and sending them through the doors into the facility. Then Storm troopers appeared and Rar Jar was wounded pretty severely.

Kilix having realized that everyone has left, and fearing for the worst, he left Rinyn to her training despite her wanting to come along.

To be continued in Session 4
Jack Kre'fey

The Father of Kaiden Kre'fey and Cara Kre'fey. A very good Businessman especially when it comes to running a restaurant.

## History

Growing up, Jack had plans of having a settling down, starting a restaurant business to eventually having a large family, with a caring wife. For the most part his dream was coming to fruition. during his Teenage years he met a wonderful girl named Luna. The times were awkward at first when he asked her out on some dates, he was actually very clumsy and Luna found that charming.

Jack would share his dreams and aspirations with Luna, who wanted nothing more than to settle down and be a part of her family farm business, which produced many vegetables and meat.

Eventually the two got married, and for a while they were well off with working on Luna's Farm. Then Jack had the brilliant idea to start his restaurant, though he needed some loans. Without thinking he had made a deal with Jelkala, and gained enough funds to start his restaurant.

A year afterwards Luna gave birth to twins, Kaiden and Cara Kre'fey. Jack was the happiest man on the planet when this occurred, and the family lived happily for the next 3 years. That was when Luna fell ill, and Jack already being in debt couldn't earn the money to pay for Luna's hospital bills. Then a few months later, she had passed, and this hit Jack really hard. He started to ignore Kaiden and Cara as he tried to keep himself busy with the restaurant he started, and having some hired help keep track of the farm.

Just after Kaiden and Cara turned 4 Jelkala's men came to pay a visit to collect the rest of their money. Jack was not in his right state of mind, not wanting to loose what was left to him from his late wife he made a call and offered his only two children to pay off his debts. This decisions wasn't an easy one as he tried to delay and deliberate with the men about another way of paying, but in the end he gave in, selling his two first born children.

After that his business began to boom as he managed to earn a profit free from his debts, though he has had a heavy heart the rest of the time when running his business.

## Personality

Outwardly he is happy and outgoing, showing a love to his customers and his employees. However when he is home, he has a heavy heart, he knows he has done wrong and would love nothing more than to make up for his past wrong doings 13 years ago. Not knowing what he can do, he stays in his home, alone, not making much appearances outside his farm or Restaurant.

## Skills

* Discipline 1
* Knowledge (Education) 1
* Knowledge (Underworld) 1
* Negotiation 2
* Charm 1
* Leadership 1
* Streetwise 1
* Athletics 1

## Talents

 Sound Investments
 Wheel and Deal
 Know Somebody

## Abilities

* Lepi begin the game with one free rank in Athletics or Perception. They still may not train Athletics or Perception above Rank 2 during character creation.
* Kick: When a Lepi makes a Brawl check to deal damage to an opponent, their attack deals +2 damage and has a Crit Rating of 4.
R4-WV3

**R4-WV3,** frequently referred to as **"Wave"**, 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", R4-K0 is the sixth of its brothers and sisters. The droid is the second of its siblings to be in possession of a Vocalizer, suiting its role as a teaching unit. "Wave" is in reference to the sound waves that the droid usually projects while fulfilling her role as a teaching unit, and boy what sound waves this droid can create. Her current location is unknown.

## Personality

It is entirely possible that Wave's creator was *absurdly* drunk while building Wave, because Wave's vocalizer makes her sound like Sergeant Johnson. Wave alsotends to *act* like him when dealing with those she's teaching, which is confusing as high heaven to the people around her because when she's not on duty she tends to help plant flowers and fawns over pretty things and sweets and everything that would make you think she's not a nasty drill sergeant. (Some scholars have even cited Wave as proof of droids being capable of possessing personality disorders.) Wave believes her family capable of taking care of themselves, but is uneasy not knowing where they are. She aims to make more people capable of fighting for what they believe in, and also to fulfill a part of her programming that not even she is fully aware of.

## Skills

* Cool - 1
* Discipline - 2
* Leadership - 2
* Negotiation - 1
* Perception - 1
* Piloting (Space) - 2
* Knowledge (Core Worlds) - 1
* Knowledge (Warfare) - 2

## 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.
Prosthetic Replacement (Organ)

## What This Gear Does

Given the often-violent nature of the galaxy and the dangerous weapons used to settle many disagreements, many losers (and winners) of such conflicts wind up with fewer fingers, arms, or legs than when they started. Others might have internal organs destroyed, or suffer from ruined eyes. While cloning technology and flesh regenerators can be used to repair such losses, few use this option, as it is expensive and often highly illegal. Instead, many opt for mechanical replacements.

For those seeking quality, unobtrusive replacements for lost limbs, prosthetic replacements are among the more popular options. These cybernetics are designed to provide functionality identical to that of the original limb or organ, and are installed with a synthflesh covering, making them almost indistinguishable from the organic component they replace.

Limbs and major organs (including sensory organs such as eyes and ears, as well as vital organs such as heart, lungs, livers, and more) can all be replaced with prosthetic replacements. They do not provide any bonuses or enhancements to the character, instead restoring him to normality. There are two general cost entries for prosthetic replacements; the first is for limbs, the second for organs. However, the GM should feel free to increase or decrease the costs depending on the specific circumstances.

## Models Include

* BioTech Industries Repli-Limb Prosthetic Replacements
Integrated Med-Systems

For some, it is not enough for their armor to simply prevent injury—it must lessen the effects of those wounds they do suffer. Integrated med-systems range from automated stim-injectors to sophisticated medical computers and full-body bacta baths. Though they can never replace a doctor or medical droid, these med-systems can keep the user alive long enough to get proper treatment, or to continue fighting despite his wounds. This attachment can be added to any armor that covers the majority of the wearer's body. subject to the GM's discretion.

## Base Modifiers

Once per session, the user may activate the attachment as an incidental, counting as one use of a stimpack. Additionally, all Medicine checks made to heal the wearer gain 1 blue.

## Modification Options

* 2 All successful Medicine checks made to heal wounds the wearer is suffering heal one additional wound Mods
Knockout Grenade

It is not always necessary or even desirable to kill a threat in order to neutralize it. While stun weapons are the most common nonlethal method of disabling a foe, they are by no means the only way to subdue an opponent. Knockout grenades are one method of incapacitating multiple targets without causing permanent damage. Filled with a tranquilizer gas, these grenades can quickly subdue most living things caught in their blast radius, sending them into a deep sleep. Poachers sometimes use grenades such as these to capture wild, dangerous predators, and knockout grenades can even take down large creatures if used in sufficient quantity.

Knockout grenades have no effect on targets wearing breath masks or without respiratory systems.

## Special Abilities Weapon has

* Blast 10
* Stun Damage
* Limited Ammo 1
Shoto

Another lightsaber created for duelists, the shoto was initially designed as an off-hand weapon for individuals who practiced the two-handed Jar’Kai school of lightsaber combat.

This lightsaber is a basic shoto hilt containing an unmodded Ilum lightsaber crystal (see page 137). This crystal occupies two of the weapon’s hard points.

When installing a lightsaber crystal into a shoto, reduce the damage of that lightsaber crystal by two.

## Special Abilities Weapon has

* Accurate 1
* Breach 1
* Sunder
Nagai

## Special Abilities

Nagai begin the game with one free rank in Charm or Coordination. They still may not train Charm or Coordination above Rank 2 during character creation. They also start with one rank in the Kill with Kindness talent. (Remove 1 black die per rank of Kill with Kindness from all Charm and Leadership checks.)

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

For more information on Nagais Click here
Specimen Containers (Large)

## 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.
Nel Otterna

**Dr. Nel Otterna** is the base's medic. She recently graduated from medical school on her home planet, Glee Anselm, and fell in with the Rebellion after a chance meeting on Onderon. Nel feels it is her duty to prevent undue harm and keep everyone, close friends or "the enemy", alive and well.

## History

Nel was raised on Glee Anselm by her three parents, a father and two mothers. She is the oldest of 27 siblings and one of innumerable nieces, nephews, and cousins in her extended family. The Otternas are one of the only families on Glee Anselm that own large sections of land above water, leading to positions controlling trade and off-planet affairs. Nel attended university for medicine and passed with above-average grades and then left immediately for an off-planet job working in a clinic.

## Personality

Nel can be gruff. She's used to giving orders and gets frustrated if she's not immediately acknowledged. She can also be easily made angry by outright rudeness or unnecessary violence. This stems from a sense of responsibility to others that can overwhelm her desire to take care of herself. People come first, her second, and she'll put in long hours in the medbay to make sure everyone from her friends to the enemy is taken care of. Anyone who she sees as a potential threat to the well-being of her group is regarded with suspicion. Once the pressure has passed, Nel's friendly and playful and eager to know her teammates better.

## Skills

* Athletics: 2 (2Y, 1G)
* Charm: 1 (1Y, 1G)
* Cool: 1 (1Y, 1G)
* Discipline: 1 (1Y, 1G)
* Medicine: 4 (3Y, 1G)
* Resilience: 1 (1Y, 1G)
* Survival: 1 (1Y, 1G)
* Vigilance: 1 (1Y, 1G)
* Ranged Light: 1 (1Y, 1G)
* Xenology: 1 (1Y, 1G)

## Equipment

### Gear

 Utility belt | +1
 Emergency Medpac | 1
 Medical Backpack | 2

## Abilities

* Amphibious: Can breath underwater indefinitely and suffers no movement penalties underwater.
Session 18

## Tower Control

Kaiden has been left behind on Nar Shada after Kay discovered he has been working with Jelkala this whole time. However during these events Everyone else had their own missions to handle. Leon, Rar Jar, and Rinyn wanted to take control of the communications tower to hopefully gain some new support for their cause. While back with the Beastlord clan they have sent a distress signal and Sarisa, Nel, Atiin, and Kilix went to help the clan out with their problems.

### MISSION 1 Topple Tower

Characters involved

* Jenrose
* Rinyn
* Rar Jar
* Leon
* R5-DI4

Starting off, at a ritzy party for the ruler of Onderon. The Imperial leaders, stationed there, alongside The Ruler of Onderon and her daughter Jenrose commenced as boringly as ever. Jenrose, feeling not at ease walked out of the party mostly unnoticed. When she made it outside she walked about for a bit, after the curfew that was imposed by the Imperials. Jenrose found Leon, Rar Jar, R5, and Rinyn talking about how they were going to get inside the tower to broadcast their message. Jenrose offered to help and the group agreed to take her along.

Turns out just before they went in a ship carrying Mortius flew in to complicate matters. Most of the group tries to stealth their way around one of 2 turrets they saw stationed outside, while Jenrose manages to convince some imperials that she should have some bodyguards being a princess. Rar Jar thinking he was still being sneaky climbs into one turret to create a distraction, but the guards notice him and open fire. He was lucky enough to take out the 2nd turret with a pretty good shot.

Rinyn attacked one guy with her lightsaber, though she only cut his gun, this caused the man to call out about a Jedi. Mortius came out and Rinyn ran up an antenna distracting everyone. This allowed Leon, and R5 to get into the Tower to broadcast their signal. Meanwhile Rar Jar keeps getting KOed and woken up after being exploded twice, and he some how managed to get the turret to start spinning around in circles. The Antenna fell down on top of a few guys and Rinyn began to dual Mortius. Jenrose was being a sharpshooter and aiming in Rar Jar's direction taking out one guy after another. Then when a whole group of imperials went to protect the princess she dropped a grenade and blew them all up.

The message was sent out as Mortius had to escape after being called away. Leon, Rar Jar, Rinyn, R5, and Jenrose all went back to the Rebel camp where they would find 103 new recruits had joined them. One of them being a very talented Engineer.

### Mission 2 Beastlord Clan Rescue

Characters Involved

* Sarisa
* Nel
* Atiin
* Kilix
* Lomax

After hearing that the Beastlord clan is in trouble Sarisa rushed off with Nel, Atiin, Kilix, and Lomax in toe to save them. It turns out the group of thugs that attacked before were back, this time in greater numbers. The group fought them off managing to beat them into submission, causing the thugs who didn't go unconscious to run with their tails between their legs. The end result was that the Beastlord Clan is now an official ally to the Rebel forces.