recursal/Fanatic-Fandom huggingface dataset:
Technician

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

* Astrogation
* Computers
* Coordination
* Discipline
* Knowledge (Outer Rim)
* Mechanics
* Perception
* Piloting (Planetary)

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

Found in Edge of the Empire Core Rule Book

## Mechanic

Makes the following Skills Class skills

* Brawl
* Mechanics
* Piloting (Space)
* 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 Core Rule Book

## Outlawtech

Makes the following Skills Class skills

* Knowledge (Education)
* Knowledge (Underworld)
* Mechanics
* 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 Edge of the Empire Core Rule Book

## Slicer

Makes the following Skills Class skills

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

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

Found in Edge of the Empire Core Rule Book

## Cyber Tech

Makes the following Skills Class skills

* Athletics
* Mechanics
* Medicine
* 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: Special Modifications

## Droid Tech

Makes the following Skills Class skills

* Computers
* Cool
* Mechanics
* Leadership

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: Special Modifications

## Modder

Makes the following Skills Class skills

* Gunnery
* Mechanics
* Piloting (Space)
* 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 Edge of the Empire: Special Modifications

## 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
Tool Kit

## What This Gear Does

In a galaxy dependent on advanced technology to hold its very fabric together, repair and maintenance of equipment is a constant task. From small precision tools used to repair droids and advanced computers to huge rolling boxes used by shipwrights in spaceports, tool kits are an essential piece of equipment. Whether general kits used for maintenance or custom-built sets for specific jobs, tool kits offer their users a wide variety of necessary tools for getting the job done. With the proper tools, there is little that a skilled and inventive technician can't accomplish if given the time and circumstances. Tool kits allow mechanics and technicians to perform most mechanical checks to repair devices, as well as to "heal" droids.

## Models Include

* Regalis Engineering 60-Piece Ship's Engineering Tool Kit
Rally

## History

Rally has grown up with her parents being taught the Mandalorian ways. Nothing else is really special about her past at this time.

## Personality

A survivalist at heart, she likes to be stealthy as she looks for information on various planets and animals. She is a bit of an extremist

## Skills

* Ranged (Light) 1
* Survival 1
* Athletics 1
* Computers 1
* Knowledge (Warfare) 1
* Stealth 1
* Perception 1
* Knowledge (Outer Rim) 1
* Coordination 1

## Talents

 Forager
 Quick Strike
 Let's Ride
 Grit
 Familiar Suns

## Abilities

* Mandalorian Humans begin the game with one rank in Ranged (Light) . They still may not train Ranged (Light) above rank 2 at character creation. They have a keen sense of their military history whether they seek to emulate it or avoid it; they gain Knowledge (Warfare) as a career skill, regardless of starting specialization.
* Finally, any gear of Mandalorian origin (e.g. , Mandalorian Armor, Westar-35 blaster pistol) is counted as 2 rarity levels lower (to a minimum of 1 ) and 25% cheaper for a starting Mandalorian character. Mandalorian gear is never classed as Restricted to a Mandalorian character.
Weapon Harness

Designed to allow a single sentient to held even the heaviest portable weapon with no support, weapon harnesses are common among heavy weapon squads. Worn over the shoulders and belted around the midsection or torso, weapon harnesses consist of a series of load-bearing straps and harnesses connected to a gyro-stabilized, power-assisted boom arm to which a heavy weapon can be affixed. Powered by a tiny rechargeable power pack, the harness offers its user enhanced stability and strength when using heavy weapons. This Attachment can only be used with Ranged (Heavy) and Gunnery weapons.

## Models Include

* Arakyd WW480 "Goliath" Weapons Harness
* Galactic Arms HR12 Power Harness
* SoroSuub "Little Giant" Heavy Weapon Power Assist
Telescopic Optical Sight

Popular with marksmen and snipers, this attachment consists of a long tube attached to the top of a weapon containing a number of very precisely ground lens elements protected by an impact-resistant housing. The lenses are polarized and treated with a glare-resistant coating which makes for a bright, clear view through the scope. It is equipped with necessary adjustments for position and range, and can even be upgraded with an ambient light amplification system. This attachment can be used on any ranged weapon that could logically benefit from the addition of a sight.

## Models Include

* Zikon Optics Model 40 Marksman Scope
* Merr-Sonn 80Z Telescopic Optical Sight

## Base Modifiers

Reduces the difficulty of ranged combat checks at long and extreme range by one.
Synthskin Synthflesh

## What This Gear Does

Synthskin and synthflesh are two versions of a synthetic, skin-like covering used in medicine and the production of cybernetic limbs. Sold as small patches, full sheets, or a thick gel, these products are used to heal abrasions, cuts, and other minor wounds, as well as for skin grafts and cosmetic surgeries. Synthskin is the more common type, and is used more often in emergency medical or surgical applications; synthflesh is typically used to cover mechanical items, such as cybernetic limbs or even whole droids, to disguise their artificial nature. Both varieties are produced by the major medical technology and pharmaceutical companies in the galaxy (although BioTech is by far the leader in the field) and both are designed to integrate seamlessly with the integumentary systems of nearly every sentient species in the galaxy.
Vodran Hunting Rifle

These rifles, usually crafted by hand in local Vodran workshops, are commonly found in the hands of skilled dianoga hunters (or occasionally in the stomachs of dianogas). While not particularly advanced, these weapons are powerful enough to kill most predators that roam the swamps of Vodran. Cunning hunters often set up a blind in the lower branches of a mangle tree and wait for a dianoga to pop its eyestalk up from the murky waters, then blind the creature with a well-aimed shot before moving in to finish it off.
Surveyor's Bag

## What This Gear Does

Surveyor's bags are made by numerous companies and are marketed to the men and women tasked with exploring and mapping the wild places of the galaxy. The bag itself has a vertical rectangular body with one large compartment, and it is typically worn over the shoulder and across the body, with the bag resting on the wearer's hip or at the small of his back. They are constructed of thick, hard-wearing, weatherproof synthetic textiles designed to stand up to heavy usage and protect the bag's contents from impact, the elements, and foreign-matter damage. The large compartment can hold all manner of equipment and has a sleeve sewn inside that fits most common datapads and portable computers. The exterior of the bag holds a number of covered pouches of different shapes and sizes, with additional clips, straps, and loops for extra carrying and storage. A single large flap folds down and securely covers the main compartment and most of the external pouches. The inside of the flap has a weatherproof, see-through pouch for storing maps, charts, and other references for quick access and easy reading.

Surprisingly roomy for their compact size, surveyor's bags increase the user's encumbrance threshold by 2.
Vibroknife

Vibroknives were the first mass-produced vibro weapons, and are the standard by which all vibro weaponry is judged. Little more than a combat knife with an onboard ultrasonic vibration field generator, the integrated ultrasonic generator causes the knife's blade to vibrate at incredibly high frequencies, greatly increasing its penetrative and destructive potential. They can saw through most materials, are easily concealed, and offer their users even more versatility than a standard combat knife.

## Special Abilities Weapon has

* Pierce 2
* Vicious 1

## Characters Who Use This Weapon

* Flin
* Garnet
Marcando

## History

This Wookiee was trained in the ways of hand to hand combat while growing up on Kashyyyk. When he finally left he became a hired gun, doing bounty hunting out in the galaxy at large. Though it sometimes hurts him get jobs because of the language barrier he has with most other people.

## Personality

Very excitable when a battle gets started. He is fairly easy to irritate especially for those making fun of him, to those people he will go and punch them in the face, unless they are a serious threat, then he will chop at them with his sword.

## Skills

* Brawl 2
* Melee 2
* Resilience 2
* Athletics 1
* Vigilance 1

## Equipment

### Gear

 Backpack | --
 Stimpack | 0

## Talents

 Feral Strength
 Heroic Fortitude

## Abilities

* Wookiees begin the game with one rank in Brawl. They still may not train Brawl above rank 2 during character creation.
* Wookiee Rage: When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is Critcally Injured, he instead deals +2 damage ro Brawl and Melee attacks.
Soarin (human)

**Soarin** was the Chosen Name of Peter Eastman. He was the leader of the Wonderbolts, a benevolent street gang (or as he called it, "neighborhood watch") dedicated to keep clean up the streets from criminals and making Canterlot City a safer place to live. Rainbow Dash used to be a Wonderbolt, which is why she is good friends with Soarin and the rest of the Wonderbolts.

During the Battle of the Bands, Soarin got his mind taken over byLorelei, but her death freed his mind.

Soarin fought Thanos alongside the rest of the Wonderbolts, but they had to run away when they realized how outmatched they were against Thanos.

He was killed when Yukari Yakumo destroyed the Multiverse.

## Powers and abilities

Soarin is an expert at hand to hand combat. He fights using baseball bats and tire irons.

He is an expert at soccer and ice hockey.
Lorrdian Gemstone

Lorrdian gemstones are crystals mined millennia ago by enslaved Lorrdians during the Kanz Disorders. A Lorrdian gemstone is a lightsaber crystal.

## Base Modifiers

Installing this crystal changes the lightsaber’s damage to 7 and its critical rating to 2, and the lightsaber gains the Breach 1, Defensive 1, and Sunder weapon qualities. If the crystal is ever removed, the lightsaber loses these qualities, and reverts to its previous base damage and critical rating.

## Modification Options

* 1 Item Quality (Defensive +1) Mod
* 2 Item Quality (Deflection +1) Mods
Styanax Lance

A large, vicious harpoon gun, the styanax lance has been used by countless generations of stabmen to hunt the ferocious sea serpents that haunt the stormy Sea of Jarad on Tralus. Mounted at the bows of their nagaks (the wide-hulled, oar-powered boats used by the human and Selonian seafarers of Tralus), the styanax lance is a meter-and-a-half long harpoon with a sharp, barbed durasteel tip designed to penetrate the armored scales and tough skin of the styanax. Thrown by the strong arms of the stabmen, the lance is attached to a stout flexisteel cable about two hundred meters long, which the stabmen use to haul in their prey. Rarely seen outside of Tralus, the styanax lance is occasionally used by off-world big game hunters on safari to bring down particularly large beasts, such as giant gundarks or bull rancors.

## Special Abilities Weapon has

* Cumbersome 4
* Limited Ammo 1
* Pierce 3
* Vicious 1
Tenloss L70 Acid Projector

A terrifying weapon, the Tenloss L70 Acid Projector fires a stream of xenoboric acid capable of burning through virtually any material. The inert component chemicals are contained within two separate reservoirs within the L70, only mixing as the weapon is fired at its unfortunate target. For obvious reasons, these gruesome weapons are banned in most systems.

Acid projectors operate similarly to flame projectors, spraying targets in a narrow cone. When triggering the weapon’s Burn quality, the user may choose to apply it to any one target hit by the attack; this quality may be triggered multiple times, affecting a different target each time. The CM can spend 2 disadvantages or 1 despair to apply the weapon’s Burn quality to an ally hit by the original attack. Since the burn is chemical in nature, the Burn damage cannot be stopped by rolling around on the ground or jumping into water.

## Special Abilities Weapon has

* Blast 6
* Burn 3
* Vicious 1
Weequay Blaster Lance

Designed for use in the endless expanse of white sand deserts on Sriluur, these unusual blasters have exceptionally long barrels, some nearly two meters in length. While not the most powerful blasters available, the particularly long range of these weapons makes them ideal for hunting in the desolate wastes and for desert warfare, in which enemies can be spotted at a great distance. Though blaster lances are somewhat cumbersome, many Weequay nonetheless carry them for their ability to hit virtually anything visible under the light of Quay.

## Special Abilities Weapon has

* Accurate 1
* Cumbersome 2
Togorian

## Special Abilities

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

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

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

For more information on Togorians Click here
Training Lightsaber Emitter

In the days of the Republic, the Jedi allowed their younglings to train with “training sabers,” non-lethal versions of their famous energy blades. In actuality, a training lightsaber is almost the same as a standard lightsaber, except that the crystal is replaced with training emitter. The training emitter creates a blade that is completely non-lethal. At most, it can generate a stun shock. Though of limited utility, these devices do have the benefit of not being illegal—in the strictest sense. A training emitter is a lightsaber crystal.

## Base Modifiers

Installing this crystal changes a lightsaber’s damage to 6 and its critical rating to —, and the lightsaber gains the Stun Damage quality. If the crystal is ever removed, the lightsaber loses this quality, and reverts to its previous base damage and critical rating.
Riot Shield

ACTIW1 RIOT SHIELD

Carried throughout the galaxy by law enforcement officers responding to riots and violent protests, riot shields are a symbol of faceless authority and, occasionally, oppression. The Activvl by Drearian Defense is one of the most common models available in the Outer Rim. Worn strapped to an officer's non-dominant forearm, a riot shield averages around a meter long and nearly as wide, providing almost complete cover for a kneeling or crouching officer. They are constructed from a variety of materials. The shields are typically shaped in such a way as to help deflect incoming thrown objects and stand up to sustained fire from nearly any sidearm, although anything more powerful than a heavy blaster makes short work of a riot shield and the officer behind it. In addition to their obvious protective qualities, riot shields can be used as improvised, somewhat awkward melee weapons, allowing an officer to push and bash his way through a crowd if need be.

Riot shields require one hand to wield, and so can only be used with pistols and one-handed melee weapons. Some riot shields incorporate a slot or mag-lock to allow the user to support a Ranged (Heavy) weapon with the shield itself (firing the weapon one-handed while wielding the riot shield in the other hand). A riot shield with this feature costs an additional 100 credits and has no hard points. Firing a rifle locked to the shield in this way is somewhat cumbersome, and adds 1 black die to combat checks with both weapons.

## Special Abilities Weapon has

* Cumbersome 3
* Defensive 2
* Deflection 2
* Disorient 1
Wookiees

## Special Abilities

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

Wookiee Rage: When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is Critcally Injured, he instead deals +2 damage ro Brawl and Melee attacks.

Found in Edge of the Empire Core Rulebook

For more information on Wookiees Click here
Tent

## What This Gear Does

Found in larger survival kits and sold separately by a number of companies, tents are portable shelters used to provide protection from the elements. Depending on the model, a tent can hold one to six individuals, and can be made from any material, from simple canvas to advanced durasilk with internal self-assembling memory supports.
Synthetic Anesthetic (1 dose)

## What This Gear Does

This is a general anesthetic produced on many worlds for medical procedures and designed to render the user unconscious. Unsurprisingly, many Rebel operatives have found it valuable. This poison may be introduced into a target's body via aerosol deployment, food ingestion, or injection (via an applicator or dart). A single dose has an Average (2 purple dice) difficulty, while two or more doses combined into a single application have a Hard (3 purple dice) difficulty. The poison inflicts 5 strain if the target fails the check. If the check generates one to two disadvantages, the target must also give up his free maneuver during his next turn (he may still take two maneuvers, however); if it generates 3 disadvantages or more, he's staggered during his next turn. Finally, the GM can spend 1 despair to make the target test against the poison again during the next round, as the poison remains in his system.
Stun Grenade

Stun grenades are ostensibly non-lethal defensive grenades used mainly for crowd control and riot suppression. They employ a number of different technologies, ranging from sonic pulses and concussion waves to blinding phosphorous strobes, designed to disorient and confuse enemy combatants, allowing them to be taken alive or more easily restrained.

Like frag grenades, stun grenades can be set to detonate on impact or set with a timer to detonate up to 3 rounds after being activated. Stun grenades rarely have pressure detonators.

## Special Abilities Weapon has

* Disorient 3
* Stun Damage
* Blast 8
* Limited Ammo 1

## Models Include

* Merr-Sonn C-10 Stun Grenade
* Imperial Arms "Starfire" Flash Bang Grenade
Vibro-ax

The vibro-ax is a long, heavy, savage, two-handed weapons popular among thugs, enforcers, and self-proclaimed tough guys throughout the galaxy. While there are many models on the galactic market, the average vibro-ax consists of a broad-bladed axe head mounted to a sturdy pole between one and two meters long. The axe head, typically built from sturdy and long-lasting alloys and sharpened to a razor edge, is equipped with a small ultrasonic vibration generator that enhances the weapon's intrinsic combat effectiveness. The combination of the weapon's weight, the leverage from its long handle, the sharpness of its blade, and its ultrasonic generator allows users to cleave limbs and heads from even the most heavily armored opponents.

A vibro-ax requires two hands to wield.

## Special Abilities Weapon has

* Pierce 2
* Sunder
* Vicious 3
Q-22 Retinal Tracker

## What This Gear Does

Consisting of microsensors implanted directly behind the user’s retinas and a tiny tracking computer installed at the base of the skull, a retinal tracker aids the user in targeting imminent threats. A simple thought impulse activates the system, which projects a targeting reticule directly onto the user’s retina. Though not infallible, the system can increase the user’s accuracy when trying to land precision shots or hit multiple foes with a heavy weapon.

A retinal tracker provides automatic 1 advantage on Gunnery and Ranged (Heavy) checks.
Tailspin

The skilled pilot with a limp. "Just because one has a handy cap, doesn't mean you are useless."

## History

During one of the empire's raids of a planet she had one of her legs crushed and didn't have it properly healed leaving her with a limp in her step ever since. However her love of flying always

## Personality

Loves flying and being a better pilot than the ones she faces off against, even if it is her allies. Though she is still very worried about her allies when they do something crazy, she tries to help them out in any way she can.

## Skills

* Astrigation 1
* Perception 1
* Piloting (Planetary) 1
* Piloting (Space) 4
* Gunnery 2

## Equipment

### Gear

 Comlink (Handheld) | 0
 Breath Mask/Respirator | 1
 Stimpack | 0
 Backpack | --

## Abilities

* Corellians begin the game with one rank in Piloting (Planetary) or Piloting (Space). Because Corellians are naturally exceptional pilots and grow up handling swoops, airspeeders, and spacecraft from a young age, they may train Piloting up to rank 3 during character creation.
Zygerrian

## Special Abilities

Zygerrians begin the game with one free rank in Coercion. They still may not train Coercion above Rank 2 during character creation. They also start with on free rank in the Frenzied Attack talent. (When making a Melee or Brawl check, .- may suffer a number of strain to upgrade
 the attack an equal number of
 times. Strain suffered this way cannot
 exceed ranks in Frenzied Attack.)

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

For more information on Zygerrians Click here
R4-K0

**R4-K0,** frequently referred to as **"Rako"**, 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 fifth of its brothers and sisters. The droid is the first of its siblings to be in possession of a Vocalizer, suiting its role as a translation unit. "Rako" is the odd one out among her siblings in that her name does not signify anything about her role, likely because of the fact that she's intended to be more 'human' than her siblings thanks to her role as a translator. Her current location is unknown.

## Personality

Benefitting her role as someone who is constantly interacting with people, Rako is very friendly and open towards others, often starting conversations and learning more things about the galaxy around her. Due to how often she interacts with people, Rako is unusually perceptive and good at reading people, capable of picking up on small intricacies that other people might not be able to due to her processing capabilities. Rako misses her family dearly, but she knows the universe is big and they can take care of themselves, so she does not miss them. She hopes to be a well-known translator across the galaxy, and to fulfill a part of her programming that not even she is fully aware of.

## Skills

* Charm - 2
* Deception - 1
* Leadership - 1
* Negotiation - 2
* Knowledge (Core Worlds) - 2
* Knowledge (Outer Rim) - 1
* Knowledge (Xenology) - 2

## Equipment

### Gear

 Comlink (Handheld)
 Cultural Etiquette Manual
 Datapad
 Vocalizer

## 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.
Weapon Sling

Slings are lengths of hide or synthetic fabric designed to allow easy handling of long arms like blaster rifles and slugthrower rifles. They come in a dizzying array of styles, from the simple adjustable single-strap sling for carrying a weapon on the shoulder to multi-strap slings made of specialized materials that allow for any number of custom sling configurations. These attachments can only be used with Ranged (Heavy) weapons.

## Models Include

* Custom-Tooled Bantha Hide Sling
* Tactical Three-Point Sling
* Quick-Release One-Point Drop Sling
Trixie Tamiya

**Trixie Tamiya** was the daughter of Toraichi Tamiya. She was born in Canterlot City in the U.S.A. after her father moved there from Nekomi City in Japan. Since her father was a good friend of Keiichi Morisato and Belldandy Morisato, Trixie was a good friend of Sunset Shimmer and Fluttershy (Casey Yaraborough), and by proxy the rest of the Humane Six.

Trixie competed during the Battle of the Bands, singing a song called "Tricks Up my Sleeve". Trixie also had her mind controlled by Lorelei's singing, but Lorelei's death broke Trixie free of the mind control.

Trixie was killed when Yukari Yakumo destroyed the Multiverse.

## Powers and abilities

Trixie is an expert magician, mechanic, and automobile racer.

She has a great singing voice.
Type III "Berethron" Personal Modular Armor

Manufactured for the Corellian military and CorSec forces, the Type III "Berethron" Personal Modular Armor system is a relatively lightweight form of armored clothing that allows for significant mission-specific customization. Made of an energy-dispersing mesh fiber, with strategically placed plastoid plates woven into the fabric, Berethron PMA provides a good degree of protection without severely impeding the wearer. The ability to significantly customize and upgrade the armor distinguishes Berethron PMA from other armored clothing, allowing the wearer to be prepared for many situations without donning cumbersome, restrictive laminate or heavy battle armor.
Weequay

## Special Abilities

Weequays begin the game with one rank in Resilience or one rank in Athletics. They still may not train Resilience or Athletics above rank 2 during character creation.

A Weequay can communicate with other Weequays using pheromones. This is completely non-verbal, and undetectable to any other species nearby. Weequays can only communicate like this if they are within short range of each other.

Found in Edge of the Empire: Dangerous Covenant (Hired Gun Sourcebook)

For more information on Weequays Click here
Stun Baton

Z2 STUN BATON

Resembling a typical police truncheon, the Z2 by Merr- Sonn packs an extra, often completely unexpected punch in the form of a concentrated stun blast. Carried by riot police and criminal enforcers alike on countless planets, the Z2 is a one-handed blunt weapon built from heavily reinforced polymers with conductive alloy striking surfaces. When used against organic beings, the Z2 releases a burst of stun energy that can quickly and effectively reduce a malcontent to unconsciousness. While not commonly used by the Empire, who prefer a more direct and punitive form of policing, stun batons are common in the Outer Rim where law enforcement officers prefer non-lethal methods of dealing with the people they serve and protect.

## Special Abilities Weapon has

* Disorient 2
* Stun Damage
Thunderbolt

THUNDERBOLT SHOCK PROD

A particularly brutal weapon used to herd thick skinned creatures and, on occasion, sentient beings, the Thunderbolt Shock Prod produced by SoroSuub is a weapon with a mixed reputation throughout the galaxy. At once the symbol of bucolic agricultural life and brutally oppressive regimes, the Thunderbolt consists of a solid alloy staff nearly two meters long. At one end is a heavily insulated, two-handed grip and at the other is a series of sharp prongs. The prongs aren't the main threat posed by these weapons, however. Rather, it is the powerful electrical shock generated by them. Able to produce an electrical arc powerful enough to tame a krayt dragon, the Thunderbolt is popular among planetary security forces and slavers, and judicious use of these weapons by riot police can disperse a violent crowd in minutes. The effects of the noise and the crippling pain from the shock quickly incapacitate even the most determined rioters, and these weapons are infamous throughout the galaxy.

## Special Abilities Weapon has

* Concussive 1
* Stun Damage
Venom

**Venom** was the supervillain persona of Eugene "**Flash Sentry**" Thompson. He was a student at Canterlot High, and he used to be a good friend of the Humane Six.

During the Battle of the Bands, Flash Sentry's mind was controlled by Lorelei's singing, but Lorelei's death broke him free of the mind control.

Eventually, Flash Sentry was captured by the Purple Man. The Purple Man used his powers to brainwash Flash Sentry into obeying his commands,and then attached a symbiote created when Toxin reverse-engineered the Aether Stone. All of this turned Flash Sentry into the villanous Venom. He broke all ties with Canterlot High and the Humane Six,and became the leader of the Sinister Six.

Alongside the rest of the Sinister Six, he fought Spider-Man, Silver Sable, Hulk and Black Widow.

By himself, he fought Captain Universe.

He was killed when Yukari Yakumo destroyed the Multiverse.

## Powers and abilities

Venom has superhuman strength, superhuman speed, endurance, invisibility, telepathy, shapeshifting, the ability to crawl on walls and ceilings, and the ability to shoot webbing from his wrists.

Eugene "Flash Sentry" Thompson
Twi'lek

## Special Abilities

Twi'leks begin the game with one rank in either Charm or Deception. They still may not train Charm or Deception above rank 2 during character creation. When making skill checks, Twi'leks may remove 1 black die imposed due to arid or hot environmental conditions.

Found in Edge of the Empire Core Rulebook

For more information on Twi'leks Click here
Thermal Detonator

About the size of a common frag grenade, thermal detonators are one of the most feared and destructive pieces of portable ordnance in the galaxy. Instead of a standard explosive core, thermal detonators have a core of compressed baradium surrounded by a thermite-baradium casing. Upon detonation, a small explosion starts a chain reaction in the baradium core. The resulting massive fusion detonation releases a wave of incredibly deadly radioactive particles, which completely annihilate everything in their blast area. Thermal detonators are extremely unstable, thanks to the baradium used in their construction, and are often as much a danger to their users as their targets. Due to their instability and their sheer destructive potential, the production and use of thermal detonators is strictly prohibited on many worlds. In addition, they have a reputation similar to flame projectors and anti-personnel mines as little more than terror weapons.

Any despair result on a check involving a Thermal Detonator means that the device explodes prematurely. If this should occur, the wielder takes full damage from the thermal detonator unless he has a maneuver with which he can attempt to avoid the blast. If this is the case, the wielder takes only the Blast damage from the explosion.

Thermal detonators can be set to detonate on impact or after a delay of up to 3 rounds by using the built-in timer. When used in delay mode, the thermal detonator explodes at the beginning of the attacker's turn when it reaches its set time. In addition, most thermal detonators are equipped with a dead man's switch similar to frag grenades. Finally, thermal detonators are so potent that their Blast quality affects everyone and everything within short range of its intended target.

## Special Abilities Weapon has

* Blast 15
* Breach 1
* Vicious 4
* Limited Ammo 1
Surveillance Tagger

## What This Gear Does

Tiny and unobtrusive, surveillance taggers are small radio transmitting beacons used to aid in surveillance and tracking. Delivered to their targets by dart, remote, or other clandestine means, and staying affixed through the use of magnetic or chemical adhesive systems, surveillance taggers broadcast a heavily encrypted stream of data about their target back to their user. The data transmitted is usually a mixture of location, range, rate and direction of travel, altitude, and other metrics used to pinpoint the location of a target. Most models are short-ranged, requiring the user to stay relatively close to their target, and their signals are easily blocked by natural and artificial obstacles as well as by radio and data interference. More powerful models have broadcast ranges measured in kilometers, and can transmit their data through the densest city or the most rugged terrain. The prevalence of surveillance taggers, especially as used by the various departments of Imperial Intelligence, makes Rebel agents particularly uneasy. As such, repeated and thorough searches of clothing and vehicles are second nature to members of the Alliance.

## Models Include

* RTC SureSnoop
* Astroserver Trail- Master
* MechBlaze Observer Mk. I
X-30 Lancer

Lightweight and easy to use, SoroSuub's X-30 Lancer is one of the most popular sporting blasters on the market. Designed with competition shooters and pistol hunters in mind, the Lancer is optimized for range, accuracy, and stopping power. Built to SoroSuub's exacting standards, the Lancer is a sleek, modern-looking blaster pistol with a long barrel and a weighted, finely balanced stock. Firing a blaster bolt that is well out of scale for a weapon its size, it uses a custom-formulated, highly volatile mix of blaster gasses and a supercharged actuating module to fire intense, highly concentrated bolts accurately over long distances. Superior galven patterns in the barrel reduce beam degradation and dispersal, allowing the pistol to maintain effectiveness well past the range of other weapons of its class.

In the Outer Rim, Lancer pistols are relatively common, especially among those who need a powerful weapon in a lightweight package. Many speeders and atmospheric craft have one of these fine pistols tucked away in an easy-to-reach storage locker, and many star-ships include them in their escape pods and emergency kits as a defensive weapon. They are also especially popular among explorers and scholars for their easy handling characteristics, as well as by those big-game hunters who enjoy the challenge of pistol hunting.

## Special Abilities Weapon has

* Accurate 1
* Pierce 2
Togruta

## Special Abilities

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

Pack Hunters: When performing the assist maneuver, Togrutas grant 2 blue dice instead of 1 blue die.

Found in Force and Destiny Core Rulebook

For more information on Togrutas Click here
Vamblade

PRAX ARMS S-1 VAMBLADE

Falling somewhere between brass knuckles and a sword, vamblades are dagger-length blades extending from durasteel vambraces, which provide a degree of protection to the wielder's forearms in a knife fight, as well as mounting the blade itself. The S-1 from Prax Arms includes a magnetic locking mechanism, allowing the user to retract or extend the blade with a simple flick of his wrist. When retracted, the blade can easily be hidden under a heavy coat, robe, or similar garb, making these weapons a favorite of assassins.

Wrist blades are designed to be worn as a pair, and open up a whole range of combat options when used thus by a properly-trained fighter. When used as a pair, wrist blades gain the Sunder and Accurate 1 weapon qualities. (This applies even if they are not used with two weapon combat rules to gain an additional hit.) Vamblades cannot deal damage to a tar-get's strain threshold.
Synthetic Neuroparalytic (1 dose)

## What This Gear Does

Poisons that paralyze a target but leave higher cognitive functions intact (and do not kill the target) are difficult to create and administer. Certain types do exist, however, and are popular among Rebels tasked with infiltration and targeted kidnapping of Imperial officials. This poison may only be introduced into a target via injection, as in an applicator or dart. Any dose size has a Hard (3 purple dice) difficulty. The poison immobilizes the target for 3 rounds if the target fails the check. In addition, each disadvantage generated inflicts 1 strain on the target, and the GM can spend 1 despair to make the target test against the poison again during the next round, as the poison remains in his system.
Tarkav Mineer

Tarkav is a Drall hero character who had not been introduced yet. She is Atiin's adoptive mother, and she is working as a mediator for newcomers and her Mandalorian folks.

## History

She discovered Atiin alone on the streets in a very cold night; starving, cold, yet still kicking. She had decided to adopt him because she sees a lot of potential in him. She brought him back with herself back home with her clan. She soon discovered that her clan isn't keen on the idea of her taking someone's child into their clan. They mocked her, teased her, and continued to give her a hard time for it. She continues to keep true to her faith she had instilled in Atiin. Eventually from being a person who wanted to give him a chance at living again-- she gradually viewed Atiin as her own son, becoming his new mother. She gradually felt obligated to take care of him as her own son, thus leading up to the times when she taught Atiin how to write, read books, speak English, take a bath, fed him food. She also taught him how to hunt, fight, and speak in Mandalorian's way. She also taught him of their own history with Mandalorians, including Death Watch. She continued teaching him about their culture and the necessities of earning honor and respect as a Mandalorian. She awaits for her son to return from his exile to reunite with him once more.

## Personalities

Tarkav is a stern, yet warm mother who has a strong sense of loyalty among her family. She does everything she can to keep Atiin under her reach. Tarkav usually is loyal to her family members-- even within her Mandalorian's family circle. At the same time, while having to obey her higher-ups when it comes to certain moments in the situations.

## Abilities

- Drall have a mind for problems and their solutions. In addition to using his skill or characteric rating, a Drall adds 1 blue die to the dice pool when providing skilled assistance.
Tuskbeast Pike

Long spears used by the Nikto, tuskbeast pikes were originally developed to hunt the giant, mutated predators of Kintan. Though tuskbeasts are now extinct, many Nikto still carry these weapons. Traditionally, the polearms’ hafts are carved from slain tuskbeasts’ ivory and bone, often elaborately carved with sacred images and poetry from Nikto mythology.

The tuskbeast pike requires two hands to wield.

## Special Abilities Weapon has

* Defensive 1
* Knockdown
Raider Arms Model-1 “Nova Viper” Blaster Pistol

When weapon designer Joran Raider, the man behind many of the galaxy’s most successful blasters, left BlasTech to start his own small manufacturing firm, it was a blow to the arms giant. Rumors persist that several notorious bounty hunters contracted by BlasTech to eliminate its former employee were bought off by Raider with examples of what many believe to be the pinnacle of his craft, the Model-1 Nova Viper blaster pistol. Perfectly balanced, innovative, and tooled down to a fraction of a micrometer, Raider Arms customizes every Nova Viper sold for its buyer, from its grip to its finish. As such, Nova Viper blasters are highly sought after and cost nearly as much as a new speeder. The blaster’s incredible precision comes with a hidden price as well, requiring careful maintenance and exceptional skill to repair. Nonetheless, a fringer who manages to obtain a Nova Viper would almost invariably count himself lucky and consider it among his most valued possessions.

Increase the difficulty of Mechanics checks to repair a Nova Viper or modify attachments on it by one.

## Special Abilities Weapon has

* Accurate 2
* Pierce 2
* Stun Setting
Toydarian

## Special Abilities

Toydarians are smaller than average and count as silhouette 0.

Hoverer: Toydarians have wings that allow them to hover slightly off of the ground. When hovering, Toydarians do not have to spend additional maneuvers when navigating difficult terrain. Otherwise, their wings allow them no extra capabilities beyond those of a normal, walking character.

Found in Edge of the Empire: Enter the Unknown (Explorer Sourcebook)

For more information on Toydarians Click here
Synthetic Neurotoxin (1 dose)

## What This Gear Does

This is a general poison synthetically produced on hundreds of worlds (often illegally) that affects the biochemical reactions of most creatures, sometimes fatally. This poison may be introduced into the target's body via aerosol deployment, food ingestion, or injection (via an applicator or dart). A single dose has an Average (2 purple dice) difficulty, while two or more doses combined into a single application have a Hard (3 purple dice) difficulty. The poison inflicts 5 wounds if the target fails the check. Each disadvantage generated inflicts one strain on the target as the effort of fighting the poison overwhelms him. Finally, the GM can spend 1 despair to make the target test against the poison again during the next round, as the poison remains in his system.
Under-Barrel Flame Projector

Uncommon but highly effective, under-barrel flame projectors are designed to give infantry an extra punch at close range. Illegal on many worlds, and classified as a terror weapon, these flame projectors are typically used by only the most desperate or callous individuals. Essentially a scaled-down agricultural flame projector, this attachment fires a cone of searing flame and is quite effective at flushing enemies from cover and destroying flammable materials. This attachment can only be applied to rifle-sized weapons.

## Models Include

* Czerka "Firestorm" Under-Barrel Flame Projector
* Merr-Sonn XR14 Sunsear Flame Projector
* SoroSuub "Inferno" Auxiliary Flamer

## Base Modifiers

Enables weapon to fire using the following profile at the user's choice: (Ranged (Heavy); Dam 10; Crit 2; Range [Short]; Burn 5, Blast 2). Adds Cumbersome (+ 1) to weapon.
Stun Pulse

Sometimes lethal force isn’t necessary—or is easy to augment with a powerful electric shock. An attachment for any Melee weapon, from a police truncheon to a thug’s vibroblade, a stun pulse deals an electric shock to the target in addition to its weapon’s normal damage. Although any Melee weapon could conceivably be fitted with a stun pulse attachment, stun pulses are most common on bladed weapons and on truncheons and clubs used by police for crowd control purposes.
Weapon Mount

By modifying his armor to mount one or more weapons, a spacer can keep his hands free for whatever unexpected needs might arise in combat—or just to carry more weapons. While few weapons are intended for such use, most can be modified to mount on a properly-equipped suit of armor. The difficult part is modifying the weapon so that it can be aimed and fired hands-free. Methods range from voice-activation to a pressure sensitive glove activated by certain hand movements to a direct neural link. Such systems almost always incorporate a sophisticated targeting computer or retinal tracking mechanism. The most common location for the weapon mount is on the shoulder, though other areas are possible.

A weapon must also be modified in order to be armor-mounted, requiring one hard point. This attachment can mount any Ranged (Light) or Ranged (Heavy) weapon with an Encumbrance of 4 or less, subject to the GM's discretion.

## Base Modifiers

Mounts a single weapon on the armor, allowing the wearer to aim and fire it without using his hands or arms.
Military Pack

## What This Gear Does

This is a standard military-issue backpack used to stow and carry tents, rations, canteens, excavation tools, and all manner of other gear the soldier needs in the field. It is constructed of durable and lightweight materials able to withstand a broad range of environ-mental conditions while adding as little as possible to the soldier's load. The Imperial Army's military packs are available in a variety of uniform specifications and camouflage patterns.

This pack increases the user's encumbrance capacity by 6, but has the Cumbersome 2 quality.
Stun Arrows

A massive bow made of composite materials, the compound bow uses a system of cams and cables to lever the arms and reduce the draw weight when fully drawn, allowing for longer, more accurate aiming. This is almost a necessity for Corellian bows, since their draw weights tend to be in the range of 55 to 85 kilograms. Some Corellians consider drawing a bow a true test of a man's strength, and bows with draw weights of less than 50 kilograms are general considered children's models. The impressive tension stored in a Corellian compound bow allows the broadhead arrows fired from one to deliver a tremendous amount of kinetic force. Regular arrows are cheap to replace; if the GM needs to set a price he can charge 1 credit per arrow. These bows can also be used to fire special explosive tipped or stun arrows instead of the normal broadhead arrows. If these arrows are used, use the secondary Stats seen below

* Corellian Compound Bow
* Explosive Tipped Arrow

## Special Abilities Weapon has

* Limited Ammo 1
* Stun Damage
Trandoshan

## Special Abilities

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

Regeneration: Whenever a Trandoshan would recover one or more wounds from natural rest or recuperation in a Bacta tank. He recovers one additional wound. He does not recover one additional wound when receiving first aid or medical treatment from a character or when using a stimpack. Trandoshans can regrow lost limbs as well, though it usually takes at least a month before the limb is usable.

Claws: When a Trandoshan makes Brawl checks to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3

Found in Edge of the Empire Core Rulebook

For more information on Trandoshans Click here