recursal/Fanatic-Fandom huggingface dataset:
Concussion Missile

GOLAN ARMS MK.10 CONCUSSION MISSILE

Like their hand-held grenade counterparts, concussion missiles unleash a powerful blast and accompanying shockwave strong enough to incapacitate or injure tar-gets outside of the initial blast radius. Numerous varieties of concussion missiles are available from different manufacturers, with some advertised as a non-lethal countermeasure, and others as anti-armor weapons. The Golan Arms Mk.10 is an anti-personnel weapon.

If the user activates a concussion missile's Disorient quality, the Disorient quality affects all characters at short range from the target (even if they are not damaged by the weapon). If the user activates a concussion missile's Concussive quality, the Concussive quality affects all characters engaged with the target (even if they are not damaged by the weapon).

## Special Abilities Weapon has

* Blast 10
* Concussive 3
* Disorient 5
* Guided 2
Ammunition

*Với phiên bản other uses, hãy tham khảo Ammunition (Dark Souls III).*
**Ammunition (quân trang tầm xa)** bao gồm arrow (mũi tên cung) và bolt (mũi tên nỏ) là những vật phẩm trong *Dark Souls*. Chúng có thể được trang bị lên cung và nỏ để tấn công tầm xa.

## Sơ lược

Người chơi có thể trang bị tối đa hai loại tên cung và hai loại tên nỏ một lúc, để chuyển đổi giữa chúng cần sử dụng nút L2/R2 (tay cầm) hoặc chuột phải (bàn phím) khi đang ở trạng thái chuẩn bị bắn. Tên cung chỉ có thể trang bị lên cung và tên nỏ sẽ chỉ được trang bị lên nỏ. Bề ngoài nhân vật sẽ xuất hiện thêm cung tên hoặc cung nỏ tùy theo người chơi trang bị loại nào vào ô quân trang tầm xa bên trái trong giao diện trang bị. Nếu trang bị vào ô quân trang tầm xa bên phải thì sẽ không có sự thay đổi.

Gần như tất cả mọi loại tên đều gây ra sát thương Thrust ngoại trừ Moonlight Arrow sẽ gây ra sát thương Magic. Sát thương tầm xa được tính bằng sát thương của vũ khí cộng với sát thương cố định theo từng loại tên được trang bị. Một số loại tên đặc biệt sẽ gây ra sát thương nguyên tố kèm cả sát thương Thrust. Poison Arrow sẽ gây ra sát thương Poison. Tùy vào kích cỡ từng loại tên sẽ cho ra tầm bắn khác nhau, sát thương của tên sẽ bị giảm nếu khoảng cách quá xa mục tiêu. Sát thương của tên là duy nhất và không thể nâng cấp như trang bị khác.

## Arrows

Arrows (mũi cung tên) được trang bị cho Bows (cung tiêu chuẩn), ngoại trừ hai loại Greatbows (cung lớn).

## Great Arrows

Great Arrows (mũi cung tên lớn) được sử dụng cho hai loại Greatbows là Dragonslayer Greatbow và Gough's Greatbow.

 Gough's Great Arrow(AotA) | Thrust | 105

## Bolts

Bolts (mũi tên nỏ) chỉ được trang bị cho Crossbows.
ACP Repeater Gun

The Accelerated Charged Particle repeater gun is a medium range blaster carbine capable of laying down a tremendous field of fire. Designed prior to the Clone Wars for use in urban and close combat firefights, the weapon was deemed underpowered for general use and saw limited assignment to commandos and other specialized units. However, the ACP repeater gun has enjoyed success in the private market, particularly among criminals, who appreciate the weapon’s ability to spray a small area with bolts of deadly charged particles. So popular is the ACP repeater gun among Trandoshan mercenaries and Gank killers that it is often referred to as the “Trandoshan Chopper” or “Nar Shaddaa Grinder.”

## Special Abilities Weapon has

* Auto-Fire
* Stun Setting
Corellian Compound Bow

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

* Explosive Tipped Arrow
* Stun Arrows

## Special Abilities Weapon has

* Cumbersome 3
* Knockdown
* Limited Ammo 1
* Pierce 1
Cybernetic Legs (Mod II and III)

## What This Gear Does

Loss of a leg can permanently sideline an individual, and it is especially hard on those who make their livings in physical fields such as the military or law enforcement. To assist those who have lost legs to accident or disease, many companies produce replacement cyberlegs. Unlike cyberarms, cyberlegs must be purchased and installed in pairs. Most are simple replacements tailored to the user's height, weight, and strength, but other, more advanced models can increase strength and agility just as cyberarms can.

Mod II cyberlegs provide +1 Brawn, and Mod III cyberlegs provide +1 Agility. Both legs must be replaced to gain these benefits.

## Models Include

BioTech Industries Cyberleg Mod II and Mod III.
12 Defender

Described as a "micro blaster" in advertising literature, the 12 Defender holdout blaster by Gee-Tech is a weapon of dubious quality and legality. Touted as "the smallest, most reliable self-defense blaster for sale in the galaxy," this tiny pistol is a light, easily concealable, low-powered holdout blaster marketed to wealthy individuals such as merchants, entertainers, and politicians. In theory, the 12 Defender is perfect for those who need a bit of personal protection but have no need or desire to carry a larger blaster pistol. In practice, however, this tiny pistol is a cheaply made, largely disposable weapon of questionable reliability. Produced in the millions and possessing no distinguishing markings (not even a serial number) these weapons feature a ceraplas frame coated with a non-reactive polymer case, which makes them incredibly light and nearly invisible to weapon detection systems. They carry only two shots in their integral power pack, and, once fired, cannot be recharged and retain only a small amount of scrap value.

While the 12 Defender certainly does offer a fair amount of protection for the price, its shoddy construction and lack of versatility limits its usefulness to the average galactic citizen. However, due to its ease of concealment, ability to elude scanners, untraceable components, and disposable nature, this tiny pistol has found an avid following among the criminal classes.

Add 2 black dice to a character's Computers and Perception checks when attempting to find a 12 Defender on a person's body. The A 12 Defender may not be reloaded.

## Special Abilities Weapon has

* Inferior
* Limited Ammo 2
Greff-Timms ATA Pulse-Wave Blaster

These ancient weapons were state-of-the-art thousands of years ago, prior to the development of the modern blaster. Operating on the same basic principle as a blaster, the pulse-wave blaster fires a short beam of intense energy at its target. However, this energy tends to dissipate quickly, making its effective range quite short. The destabilizing molecular effect produced by these weapons is similar to that of dis- ruptors, resulting in particularly vicious wounds. While generally considered archaic, some rogues and criminals still appreciate the pulse-wave blaster’s unpleasant capacity for mayhem.
Bola Carbine

Individually handcrafted by weaponsmiths, the bola carbine is a unique and somewhat rare blaster carbine. Natural wood is used in the weapon’s construction, specifically in the forearm, stock, and butt assemblies. Though use of wood increases the weapon’s weight when compared to modern materials, it allows for a large amount of personalization for individual users.

The most unusual feature of the bola carbine is the charge it fires. The blaster bolt discharged by the weapon is combined with a series of hard energy particles that are capable of producing a small energy net that can ensnare targets. Though they ensnare targets for a fairly brief amount of time, the hard energy particles often make a difference, especially when the user is being pursued by enemies.

## Special Abilities Weapon has

* Accurate 1
* Ensnare 1
AG/I mk III Targeting Goggles

## What This Gear Does

Popular with weapon crewmen, squad support gunners, and anyone who makes a living behind the sights of a heavy man-portable or vehicle-mounted weapon, Fabritech's AG/I Mk.lll targeting goggles are the best selling targeting aid on the galactic market today. Worn over a shooter's eyes, the Mk.lll goggles use a number of physical and electronic systems to improve a gunner's combat effectiveness. Along with a highly detailed holographic targeting reticule, the Mk.lll also provides a user with varying strengths of telescopic zoom, low-light vision, and a number of filters to reduce glare and eye fatigue. In addition, the goggles are equipped with a small, powerful ballistic computer that can instantly plot firing solutions, label and rank enemies by threat level, track friendlies, and generally increase accuracy while reducing waste and incidents of friendly fire.

Wearing an AG/I Mk.lll targeting goggles allows the character to count the silhouette of his target as one greater when making Gunnery checks targeting a starship or vehicle.
ACP Array Gun

A favorite weapon of pirates, the somewhat crude-looking Arakyd Accelerated Charged Particle Array Can is a short-range blaster useful for clearing the halls and corridors of starships. With a specialized galven coil and prismatic crystal array at the end of the actuating module, blasts from an ACP Array split into a wide spray pattern on exiting the barrel. Though only effective at short ranges, in the narrow passage-ways and closed spaces of a starship, these weapons can be devastating and are frequently employed by shock troops and pirates during boarding actions.

## Special Abilities Weapon has

* Blast 5
* Stun Setting
Flin Chaser

Thresh
Thresh

Available XP - 19

## Talents

Dark Vision - Take one black die away from vision in darkness

Tail - When used to attack uses Brawl skill + Agility characteristic.  add Weapon damage + Brawn for total damage.

Uncanny Senses - Add 1 blue die to all Perception checks

Move Basic Power - Spend 1 Light force to move one object of silhouette 0 within short range up to his maximum range.

Uncanny Reactions - Add 1 Blue per rank to all vigilance checks

Touch of Fate - Once per session add 2 blue to any 1 check

## Obligations

Type: Bounty

Magnitude: 13

Complications:

Due to being a Male Salonian, a Smuggler, and force sensitive he isn't well liked by many. He has rubbed too many people the wrong way.

## Motivation

Type: Wonderlust / Novelty

He wants to explore the galaxy and experience new sensations and activities.
Comlink (Handheld)

## What This Gear Does

Comlinks are the most common communication devices in the galaxy. Small, convenient, and easy to use, they come in a variety of designs; from complex handheld devices that can transmit audio, video, and data; to simple headset comlinks worn by Rebel commandos while in the field. Most are simple two-way devices that can transmit to and receive from a single mated unit at relatively long ranges over land and even into low orbit. There are also models that can transmit to multiple users at once or network whole squads together on the same frequency. Larger, longer-range models are carried in a satchel or backpack and can reach across entire planets and even well out into a solar system. Most comlinks, especially those made specifically for military or law enforcement use, can be encrypted for secure lines of communications. While they are largely foolproof, comlinks can be disrupted by certain terrain features, atmospheric disturbances, and deliberate signal jamming.

## Characters Who Use This Gear

* Deryll
* Flin
* Garnet
* Jiarra
* Kaiden
* Katrina
* Kilix
* Lilaton
* Marcando
* R4-N3
* R5-DI4
* Rinyn
* Tailspin
Corellian Arms "Storm" Charge Suit

The "Storm" Charge Suit offers protection similar to other makes of padded armor, but offers several unique features. The padding that makes up most of the armor is highly resistant to electrical energy. While this doesn't offer any additional protection against blasters, it ensures that the wearer suffers no ill effects from the electro-conductive wiring that girds the entire suit. When switched on, the entire suit hums with en-ergy. Any enemy who comes into direct contact with the suit suffers a jolt comparable to a lower-end stun blaster. When struck, the electrical discharge is likely to force an assailant with a plasteel or similarly conductive weapon to drop it, and may even incapacitate him. This armor is a mainstay of riot police within the Corporate Sector, but finds its way into the hands of mercenaries and bounty hunters as well.

If the wearer of the charge suit is hit by a melee attack and the attack generates 1 despair, the attacker is automatically hit by an attack dealing 8 damage. This damage is applied to the target's strain threshold. If the attack generates 2 disadvantages, the attacker is disoriented for one round. Wearing a charge suit counts as being equipped with shock gloves (Brawl; Damage +0; Critical 5; Range (Engaged); Stun 3).
Besalisk

## Special Abilities

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

Extra Limbs: Besalisks have multiple sets of arms. As a result, They gain an additional free maneuver per turn. Though still may not perform more than two maneuvers per turn.

Found in the Special Modifications (EotE: SM): Additional Species list

For more information on Besalisk Click here
Combat Knife

Part tool, part weapon, and one of the most important pieces of a trooper's equipment, a good combat knife is worth its weight in aurodium. Produced in countless numbers in a dizzying array of styles, combat knives typically have a thin, razor sharp, hardened metal clippoint blade roughly fifteen centimeters long and mated to a polycarbonate or metal handle. The last few centimeters closest to the hand guard, if so equipped, feature a rugged serration that allows the knife to be used as a saw. Some more complex knives feature built-in tools such as wire cutters, compasses, and fire starters. Whatever their features, combat knives are incredibly handy, and more than one Rebel agent owes his life to his trusty blade.
Farghul

## Special Abilities

Farghul begin the game with
 one free rank in Deception or Skulduggery. They
 still may not train Deception or Skulduggery above
 Rank 2 during character creation. They also start
 with one rank in the Convincing Demeanor talent.

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

For more information on Farghul Click here
Alex

**Alex**, or **Lex**, is a human hero character who lives on Onderon. Alex has officially joined the camp and works as a doctor alongside Nel, and has a pet nala tree frog named Simba.

 History

An orphan raised by a kindly bartender, Alex grew up in a bar on Onderon known as the Sleepy Hollow. Growing up in a place filled with species of all shapes and sizes inspired Alex to take up medicine, learning about various different species and how to treat them properly. Lex also became interested in computers, using them to make an effective database to quickly check the information that was available for use. After finishing in college, Alex moved around a few medical practices before coming into ownership of one, situated near the Sleepy Hollow (and often taking patients from it).

## Personality

Alex is a very friendly sort who cares enough about other people to pursue a career in medicine, but is *also* the sort who would mess with people by sending them on a snipe hunt. Also something of a flirt, Alex will flirt with any member of any species, regardless of gender, compatibility, or orientation. (Though, the line is drawn at people who are underage or people who are taken.) Alex is a good person at heart, but often finds it far too fun to mess with people, and finds that the best friends are the ones who accept this part of Alex's personality but don't make assumptions because of it.

## Skill

* Computers - 1
* Deception - 1
* Medicine - 2
* Ranged (Light) - 1
* Knowledge (Xenology) - 1

## Abilities

* Humans start the game with one rank in two different non-career skills of their choice. They still may not train these skills above rank 2 at character creation.

## Talents

 Stimpack Specialization
 Bacta Specialist
Falleen

## Special Abilities

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

Beguiling Pheromones: By emitting pheromones and altering their skin color, Falleen can affect emotional states of other sentients. Once per check as an incidental, a Falleen may suffer 2 strain to upgrade the ability of a Charm, Deception, or Negotiation check against a living sentient being within short range once, This ability has no effect on targets wearing breath masks or without respiratory systems.

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

For more information on Falleens Click here
Corondexx VES-700 Pulse Rifle

Often used by urban riot police and bounty hunters, the Corondexx VES-700 pulse rifle has also found a place aboard many of the light freighters roaming the galaxy. Firing a rapid series of micro-bursts in a wide blast pattern, the pulse rifle is particularly effective in closed spaces, such as the corridors of a starship.

## Special Abilities Weapon has

* Blast 6
* Stun Setting
Blade-breaker

Designed to be used in conjunction with a vibrosword or other melee weapon, the blade-breaker is typically a small, serrated vibroblade or pronged dagger capable of catching and possibly even breaking an opponent’s melee weapon. Equipped with an ultrasonic generator in the handle to increase the weapon’s ability to shatter durasteel, a blade-breaker can quickly leave an opponent unarmed and at the mercy of its wielder.

## Special Abilities Weapon has

* Defensive 2
* Pierce 1
* Sunder
Character Current Experience

These characters, are apart of the Star Wars RPs and this list is to show who controls what character and (if applicable) show what their current level of experience points is,) If you can and have not done so already please update your own experience [REMEMBER EDIT HISTORY CAN BE VIEWED TO SEE IF UPDATED RECENTLY OR NOT]

## Nase's Characters

* Kaiden - 1000 XP
* Cara - 285 XP
* Cici - 120 XP
* Tailspin - 205 XP
* Xero - 200 XP

Mandolorian

* Rally - 150 XP

NPC At This Point

* Lilaton - 110 XP
* Blue - 200 XP
* Green - 200 XP
* Icarua - 85 XP
* Jack - 100 XP
* Marcando - 90 XP
* Orange - 200 XP
* Purple - 200 XP
* Red - 200 XP
* Yellow - 200 XP
* Flin -
* Luna - 0XP (Dead)
* Grawn Grawn - 120 XP

## Niv's Characters

* Rinyn - 920 XP
* R5-DI4 - (+95 XP)
* Alex - (+20 XP)
* Deryll - (+35 XP)
* R4-N3 - (+25 XP)
* Jiarra - (+50 XP)

NPC At This Point

* Cofar
* Katrina
* Everee
* Garnet
* R2-J4M
* R2-TKN
* R3-BL
* R3-CH
* R4-K0
* R4-WV3

## Tim's Characters

* Joras - 310 XP
* Jai - 230 XP
* Shaman - 120 XP

NPC At This Point

* Roudon
* Vandar
* Natan
* Blair
* Jelkala
* Mortius
* Scarfed Rodian
* Sek'noss
* Sgt. Ew

## Gate's Characters

* --Dead---Jenrose - 520 XP
* Emma - 880 XP
* Kuki - 175 XP
* Reed - (+70 XP)
* Rar Jar - 300 XP (+40 XP since becoming NPC)
* F1-l0W3R - 300 XP
* Jewels - (+50 XP)
* SADOS - (+85 XP)

## Mete's Characters

* Atiin - 880 XP
* HND - (+15 XP)
* Byurce - (+40 XP)
* Tyliier - (+30 XP)
* Misami - (+185 XP)

* Suam - 195 XP

NPC At This Point

* Tarkav -

## AnX's Characters

* Kilix - 630 XP
* Giska - (+45 XP)
* Jakari - (+50 XP)
* Lomax - (+60 XP)
* Yibdip - (+20 XP)
* K-C-171 - (+55 XP)
* R3-CH - (+20 XP)

## Bee's Characters

* Nel - 980 XP (A Nase note as of 4-14: 80 available EXP)
* Zal - (+50 XP)
* Nrogara - (+50 XP)
* Polo Droid -
* Treena -(+35 XP)

## MO's Characters

* Kay - 810 XP
* Lee - (+35 XP)

## Setrin's Characters

* Leon - 625 XP
* RL-001 - (+65 XP)
* Sayal - 245 XP

## Haunter's Characters

* Sarisa - 580 XP
* Aries - (+125 XP)
* Appa - (+5 XP)
* Tendaar - (+10 XP)

## Gin's Characters

* Cyrus - 150 XP
* Volya - 205 XP

## Jack's Characters

* Siphol - 435 XP
* Kilrus - 190 XP
* Krax - +130XP
Anx

## Special Abilities

Anx begin the game with one rank in the Kill with Kindness talent

**Anatomical Knowledge:** Anx have an innate grasp of how bodies are put together and are able to intuit the anatomical vulnerabilities of almost any species. Anx gain one rank of the Lethal Blows talent.

**Mood Indicator:** If an Anx's head-crest is not covered the character upgrades the difficulty of Deception checks once.

Found in the Edge of the Empire: No Disintegrations

## Special Abilities

Anx begin the game with one rank in the Enduring talent (Gain +1 soak value) they also begin the game with one free rank in Negotiation. They still may not train Negotiation above Rank 2 during character creation.

Herd Mentality; When performing the assist maneuver, Anx grant 2 blue dice instead of 1 blue die.

Bad Eyes, Good Nose: Anx have sub-par eyesight, and add 1 black die to sight based perception checks. However, they have great sense of smell and gain 1 blue die to smell based perception checks within 30 feet.

Low Rumble; Once per session, an Anx can do a Low Rumble action, which causes some form of pain or discomfort to all beings within a 30 feet radius provided they have bones/similar structure. This effect is resisted by Dicipline AND Resilience VS 3 purple.

If Dicipline fails, lose 1 strain per failure (or 1 per 2 threats, provided they failed first). If Risilience fails, lose 1 wound per failure (or 1 per 2 threats, provided they failed first)

NOTE; Droids can only lose strain, as they are inorganic, yet they still have a skeletal structure

Rules for this Species was created by this group

For more information on Anx Click here
Cargo Scanner

## What This Gear Does

To smugglers and free traders, the humble cargo scanner is every bit as useful as a blaster, if not more so. These small, hand-held scanners can quickly catalog cargo and calculate its mass, volume, and dimensions. By programming in the shape and size of a ship’s cargo holds, a cargo scanner computes the most efficient method of loading and stowing freight.

A character using a cargo scanner may make an Average (2 purple dice) Computers check to increase the available encumbrance capacity of a planetary vehicle or starship with a silhouette of 5 or more by 10 percent (rounding up) thanks to more efficient organization.
CR-2 Heavy Blaster Pistol

CORELLIAN ARMS CR-2 HEAVY BLASTER PISTOL

Produced by Corellian Arms, the CR-2 heavy blaster pistol is a somewhat outdated weapon. Though no longer in production, the CR-2 is still used by several police and security forces throughout the galaxy. Firing a focused beam of charged plasma, the CR-2 is reliable and easy to maintain. The blaster is usually fitted with a second under-barrel forearm grip to increase its firing stability.
Blaster Carbine

Blaster carbines are small-framed versions of full blaster rifles designed for use by vehicle crews, shipboard security, special forces operatives, and anyone requiring the power of a rifle in a smaller, easier to use package. They are typically equipped with a number of weight-reducing and size-reducing features such as folding stocks, short barrels, lightened frames, and the like. These features make them easier to use in confined spaces such as ships' corridors and inside buildings. Although they have the same level of stopping power as longer, bulkier rifles, they have a shorter range and are typically not as accurate due to their light weight and shortened barrel.

## Models Include

* BlasTech EE-3
* BlasTech DC-15S
* Baktoid Armor Workshop E5 Carbine.
Brennkeyes Syndicate Knockout Mines

Another favorite tool for nonlethal personnel con-trol, knockout charges such as Brennkeyes Syndicate safety mines allow the user to safely concentrate on other tasks while being assured early warning in the case of unwanted guests—at least, those who need to breath. Smaller and more easily concealed than their lethal counterparts, the mines are typically placed at head height and triggered via laser tripwire. Upon detonation, a knockout mine releases a flash of light and a neuroparalytic that halts organics who inhale it.

A character hit by a knockout mine must make a Hard (3 purple dice) Resilience check. If he fails, he becomes immobilized until the end of the encounter.

## Special Abilities Weapon has

* Stun Damage
* Limited Ammo 1
Anti-Personnel Mine

Simple, deadly weapons deployed by countless military and paramilitary forces throughout the galaxy, anti-personnel mines are, outside of hand grenades, the most common portable ordnance in use. Cheap, easy to use, and frightfully efficient weapons, anti-personnel mines come in a number of forms, from simple explosive devices buried in the ground that detonate when stepped on to sophisticated weapons that fire blaster bolts, gouts of fire, clouds of shrapnel, or other deadly ordnance designed to shred squads of approaching infantry. Much smaller and lighter than anti-vehicle mines, one or two anti-personnel mines can easily be carried by a single trooper. They are usually deployed with their larger cousins around fortifications and on the battlefield to protect assets or disrupt enemy troop movement, or as part of booby traps or sabotage. The major drawback to anti-personnel mines is, much like flame projectors and thermal detonators, they can inadvertently target allies. In addition, the production and use of these weapons is banned on many worlds due to the fact that unexploded mines can remain active and ready to kill on battlefields well after the fighting is over.

## Special Abilities Weapon has

* Blast 4
* Breach 4
* Limited Ammo 1

## Models Include

* Merr-Sonn LX-1 Laser Flechette Mine
* Merr-Sonn SM-01 High Explosive Land Mine.
Cloaking Coat

While spies, theives, and saboteurs favor more expensive personal stealth fields and similar devices, a skilled Slicer typically considers staying unnoticed by sensors and probes to be the most important part of breaking through security. After all, if the Slicer runs into organic guards in person, something has already gone dramatically wrong elsewhere in the planned operation or heist. To avoid automated detection measures, many Slicers invest in or construct cloaking coats. These heavy, full-body suits are outfitted with jamming suits designed to mask the wearer's presence from detection. A cloaking coat's senseors and automated syetsm keep the wearer hidden by constantly broadcasting an obscuring cloud signal it broadcasts on the fly to confuse droid brains into disregarding the wearer as background data rather than as a being of any note.

Upgrade the difficulty of all checks to detect an individual wearing a cloaking coat using sensors or electronic forms of detection twice Droids with an Intellect characteristic lower than the character's ranks in the Computers skill are also affected in the same way when trying to detect the character.
Dashade

## Special Abilities

Dashade begin the game with
 one free rank in Coercion or Vigilance. They still
 may not train Coercion or Vigilance above Rank 2
 during character creation. They also start with one
 rank in the Outdoorsman talent.

Force Resistance: Upgrade the difficulty of Discipline
 checks to affect a Dashade with a Force power
 or talent by one.

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

For more information on Dashades Click here
Custom Tool Kit

## What This Gear Does

For every job there is a proper tool; the bigger the job, the more tools a technician needs. Journeyman Tools Inc. knows the importance of a well-made, reliable, easy-to-use tool to a mechanic or shipwright, and their line of custom tool kits are designed and built for the hardworking and discerning professional. Journeyman custom tool kits feature all the tools common to specific kits, like the kits used to work on a walker or a starfighter, with the addition of a number of specialty implements as dictated by the purchaser. Each tool is custom-fit to the purchaser using a number of variables including grip, handedness, strength, arm length, and even working style. Once ordered, the tools are packed in a custom-built, locking tool box with each tool nestled into its own form-fitted foam cutout to keep it securely in place during use or transit.

Using a Journeyman Tools custom tool kit grants the user for whom the kit was built 1 blue die to any skill check made to maintain or repair an item, computer, weapon, vehicle, or starship. A character attempting to use Journeyman tools made for someone else suffers 1 black die to the same checks. Custom tools can be customized for another user with extensive, and often expensive, modification.

 Models Include

* Journeyman Tools INC.
Flare Jacket

Originally designed by a high-end clothes manufac-turer for making literally flashy entrances, some orga-nizations saw potential military use and contracted Ayelixe/Krongbing Textiles to produce a more intense version of their Personal Defense coat. Concealing several small charges in seams throughout the design, the jacket can release a blinding and stunning flash of light, allowing the wearer a few seconds to make an escape. The internal power source is small, and thus can take several minutes to recharge after each use.

Once per encounter, a character wearing a flare jacket can trigger the charges as a maneuver. Each character within short range (besides the wearer) must make a Hard (3 purple dice) Vigilance check. Each character who fails is staggered for 1 round, plus 1 additional round per 3 disadvantages.

## Models Include

* Ayelixe/Krongbing Personal Defense Coat
* Brennkeyes Syndicate flare jacket
Blue

## History

Bule is part of the critically acclaimed Imperial Rangers Galaxy Broadcast series. It is built as the team's Brain to both help keep its team of droid rangers together and to help keep the kids of the imperial sectors informed of how good the empire is to their people.

On the television series it is shown to be quite a skilled hacker and Library enthusiast, there to primarily teach the children how good it is to keep informed, and to stay in school.

## Personality

Very logical thinking. Always using the technology to solve it's problems in some way or another. The down side to this droid is the fact that it isn't all that great at lying just like most of it's other team mates, and will speak it's cybernetic mind even when not prompted to speak.

## Skills

* Knowledge (Core Worlds) - 1
* Knowledge (Education) - 1
* Knowledge (Lore) - 1
* Knowledge (Outer Rim) - 1
* Charm - 1
* Coordination - 1
* Melee - 1
* Mechanics - 1
* Computers - 1
* Medicine - 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.
Cara Kre'fey

Cara Kre'fey is a slave of the underground master Jelkala. She serves as entertainment for the powerful crime lord, and also a barging chip to keep one of his more hard working men, Kaiden, inline.

## Cara Kre'fey

### Relatives

Brother: Kaiden Kre'feyFather: Jack Kre'feyMother: Luna Kre'fey

## History

After being sold at the age of 5 with her brother to Jelkala the two were separated, and Cara had shown a propensity of being a skilled entertainer as she quickly learned how to use her charm and wits to keep her master happy. Outside of seeing her brother periodically and doing Jelkala's bidding she hasn't had much in terms of the world outside.

## Personality

She is pretty shut off from the world today, only thinking about survival in the underworld. She knows as long as she entertains Jelkala she will receive her meals and a proper place to sleep. Though with this mindset letting others get close to her has become difficult which has benefited her during her negotiations with others, and if a deal has gone south she has been known to fairly icy cold and doesn't bat an eye when someone is seriously injured or even killed by others, though she knows when to put on the charm and act properly, she doesn't always show a cold expression after all.

She knows how to act happy, and sad, whatever emotion Jelkala wants her to act she has learned how to do it effectively for him, again to keep herself safe.

## Skills

* Athletics - 1
* Charm - 3
* Negotiation - 2
* Leadership - 1
* Deception - 1
* Coordination - 1

## Talents

 Grit
 Kill With Kindness
 Nobody's Fool

## 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.
Glop Grenade

MERR-SONN MUNITIONS G-20 GLOP GRENADE

Merr-Sonn's ingenious G-20 Glop Grenade is a reusable, less-than-lethal antipersonnel grenade used to suppress rioters and capture fugitives alive. Roughly the size of a thermal detonator, the G-20 is a small metallic sphere covered in spray nozzles. As a trigger, glop grenades are equipped with a timer that can be set to detonate on contact or set to detonate after a delay of up to fifteen seconds. Inside the sphere is a refillable reservoir that holds a semiliquid foam that instantly hardens upon contact with oxygen. When deployed, the user sets his detonation time and sim-ply throws it at his target. When it detonates, the grenade sprays its quick-hardening foam over a broad area, trapping everything in its range in a thick, nearly unbreakable substance that is almost as strong as ferrocrete. The hardened foam is only good for around five minutes, after which it begins to break down and becomes brittle and easy to shatter.

A glop grenade's Ensnare quality triggers automatically on any targets the weapon hits, with no need to spend 1 advantage.

While glop grenades are ostensibly rated as nonlethal, accidents do happen, and they have been known to cause death due to suffocation or, in extremely rare cases, allergic reactions to the foam. Whenever a target is hit with a glop grenade, he must make an Easy (1 purple die) Coordination check to keep the foam from filling his breathing passages. Failure on the skill check indicates that the foam has cut off the target's air, and he immediately suffers the effects of suffocation as detailed on page 214 of the EDGE OF THE EMPIRE Core Rulebook.

Glop grenades that are recovered after use can be refilled with special pressurized hypoinjectors that transfer the foam from a sealed container into the grenade's reservoir without exposing it to the atmosphere. This requires an Easy (1 purple die) Ranged (Light) check to complete. Failure on the check indicates that the foam has been ruined, and any net 1 disavantage gained on a failed skill check means that some mishap with the filling system occurs and the user is engulfed in quickly hardening goo. This doesn't require an attack roll, but it does require the user to make an Easy (1 purple die) Coordination check to avoid getting the goo in his nose or mouth per the rules above. Purchase of a Glop Grenade includes the hypoinjector and five refill canisters. Additional refill canisters can be purchased for 100 credits apiece and have a rarity of 6.

## Special Abilities Weapon has

* Blast -
* Ensnare 3
Boop

## Special Abilities

Look Ma no Hands: The Boop Have Literally no hands or even arms, none, just flightless wings at each end of their torso and as such all Melee. Gunnery, Ranged heavy, And Ranged Light not modified specifically for boop gain inaccurate 2

Lucky Bastard: Start with two free ranks in the dodge talent

Size: Boop have a Silhouette of 0.

Homebrewed Species
Credit Cleaner

## What This Gear Does

While Imperial officials generally turn a blind eye to the various dealings of the Hutts and their associates, those who traffic in high-value illegal goods and services often find it beneficial to make sure that their income cannot be easily traced. For those who prefer their money uncontaminated by any crimes committed in obtaining it, credit cleaners are an ideal solution. Sophisticated datapads incorporating complex encryption codes and logarithms, credit cleaners are designed to route Imperial credits and other electronic currency quickly and efficiently through a convoluted path of transfers and exchanges. Once so laundered, the funds are incredibly difficult to trace, making it virtually impossible for even the most skilled forensic accountant droids to tie them back to their source.

The difficulty of a Computers check to trace money shepherded this way is Formidable (5 purple dice)
Armor-Piercing Grenade

Armor-piercing grenades, commonly known as AP grenades, are offensive grenades designed to give an individual trooper respectable anti-armor capabilities. Used as both anti-armor and anti-materiel weapons, most AP grenades use precisely calibrated shaped charges housed in specially designed casings to focus all of their explosive force on one small area. This allows them to be deployed against armored vehicles or structures with little collateral damage to the surrounding area. Despite their tightly focused area of effect, AP grenades still have a decent blast area. One or two tossed into a squad of Imperial stormtroopers or other soldiers in heavy armor can cause more damage than a whole handful of frag grenades.

Many AP grenades, especially those designed specifically for anti-armor and anti-materiel work, are equipped with either a magnetic or chemical adhesive system that allows them to be placed on walls, floors, and vehicle hulls for pinpoint demolitions and targeted sabotage.

Like frag grenades, AP grenades can be set to detonate on impact, set with a timer to detonate up to 3 rounds after being activated, or use a pressure detonator.

## Special Abilities Weapon has

* Blast 4
* Limited Ammo 1
* Pierce 3

## Models Include

* Merr-Sonn Model 9 Armor Piercing Grenade
* Merr-Sonn "Door Buster" Anti-Materiel Grenade
BlastTech DL-19C Blaster Pistol

BlasTech's venerable DL-18 is one of the more common blaster pistols across the galaxy, and has been a considerable success for BlasTech for years. The DL-19C is a much more specialized weapon, targeted at a niche market of weapon hobbyists, perfectionists, and others who want the ability to adjust every aspect of the weapon to their personal taste. from the sensitivity of the trigger to the shape of the barrel, to the energy outflow from the charge pack. While these guns are produced in limited number, discerning firearms enthusiasts often recognize each other based on possession of the weapon.

When a character applies the Jury Rigged talent to this weapon, he may select one additional option from the talent's list and apply it to the weapon. The character cannot select the same option twice
Arakyd Industries PX-11 "Battlement" Powered Armor

The PX-11 "Battlement" from Arakyd Industries ex-emplifies powered armor suits. The PX-11 is a fully-enclosed suit of heavy durasteel armor, motivated by synthetic muscle fiber bundles and nano-hydraulics. Despite the armor's weight, the powerful mechanical musculature actually increases his strength. The suit forms a vacuum-sealed life support system, allowing the wearer to survive in a vacuum or toxic environment for up to one hour.

The suit's helmet incorporates a comlink as well as sophisticated optical and auditory sensors, allowing the wearer to deduct 2 black dice from all Perception, Surveillance, Vigilance, and com-bat skill checks due to darkness, smoke, or similar environmental factors that obscure vision. PX-11 armor suit charge packs supply enough power for 12 hours of use.

In addition to its protective value, the armor increases the wearer's Brawn by 1 while wearing the armor. This does not increase his soak or wound thresh-old. The wearer also gains +1 rank of the Athletics skill as long as he is wearing the armor. The listed en-cumbrance value assumes the armor is powered. If a Battlement suit loses power or ceases to function for any reason, its encumbrance becomes 12, its defense becomes 0, and the wearer loses the Brawn increase. Equipping the armor without assistance takes five minutes. Assistance cuts this time in half.
Forensic Kit

## What This Gear Does

Essentially a specialized tool kit for crime scene investigations, forensic investigation kits are produced by a number of security companies for use by law enforcement agencies. Whatever their origin, these kits typically contain a number of medical instruments, evidence collection containers, chemical swabs, magnifiers, scanners, multi-spectrum light emitters, marking tools, and different kinds of solvents, adhesives, and specialty chemicals.

When used during the investigation of a crime, a forensic investigation kit adds automatic 1 success to all Perception checks made by the user to spot and gather evidence. It may also count as the right tools for the job when making checks to analyze the evidence gathered (see page 171 of the EDGE OF THE EMPIRE Core Rulebook). At the GM's discretion, this item can also be used for related purposes such as archeological digs.

## Models Include

* Biotech "Bag and Tag" Forensics Investigation Kit
Electro-snare

## What This Gear Does

There are countless devices in the galaxy designed to incapacitate a target or prey animal so that it can be captured alive. These include stun batons, gas gre-nades, and even low-powered blaster rifles used to short circuit a sentient's nervous system and render him unconscious. One of the smallest, simplest de-vices is the ubiquitous electro-snare. Little more than a power pack, an energy-discharge node, and a prox-imity sensor contained in a light metal frame, electro-snares are produced by many manufacturers in the galaxy. Simple and effective, electro-snares are difficult to detect, nearly foolproof, and one of the safest and most humane stun devices on the market.

To use an electro-snare, an individual must make a Survival check to set and conceal the snare with a difficulty set by the Game Master based on surrounding environmental factors. Once successfully hidden, any animal or sentient approaching the snare must make an Opposed Perception check against the Survival skill of the character who originally set the snare. If the snare remains undetected, it fires a powerful stun blast at the target once it enters engaged range, automatically hitting and dealing 10 stun damage (the damage is applied to the target's strain threshold but does not ignore soak), plus 2 additional damage per success scored on the initial Survival check.
HL-27 Light Blaster Pistol

CORONET ARMS HL-27 LIGHT BLASTER PISTOL

The HL-27 is a sterling example of the superior craftsmanship of weapons produced by Coronet Arms. Favored by the well-heeled of Corellia and those who wish to carry a first-rate blaster without necessarily announcing that they are armed, the HL-27 is an excellent choice for those who prefer discretion to bellicose valor without sacrificing firepower. It is not uncommon for CorSec agents who can afford them to carry the HL-27 in preference to the standard CDEF blaster pistol

## Special Abilities Weapon has

* Accurate 1
* Stun Setting
DR-45 Dragoon

The DR-45 cavalry blaster by Merr-Sonn is one of a line of convertible blaster carbines marketed to vehicle crews and beast riders. Based on Merr-Sonn's popular DD6 blaster pistol, the DR-45, also called the Dragoon, is marketed as an all-in-one weapon providing the portability of a blaster pistol with the range and stopping power of a blaster carbine. To accomplish this, the base weapon, which is a long-barreled blaster pistol, can be fitted with a detachable polycarbonate shoulder stock and a range-extending augmented spin barrel to turn it into a respectably effective blaster carbine. The stock and barrel are fixed to the base weapon with sturdy quick-release mounts that allow an experienced user to mount or dismount the attachments quickly and easily. While not particularly common, Dragoon cavalry blasters are slowly finding a following among members of the Rebel Alliance who value their versatility, reliability, and stopping power.

Converting the DR-45 from a pistol to a carbine takes one maneuver and changes the weapon's combat skill from Ranged (Light) to Ranged (Heavy). Similarly, it takes one maneuver to convert the weapon back, restoring its combat skill to Ranged (Light).

## Special Abilities Weapon has

* Accurate 1
* Stun Setting
Falsified Credentials

## What This Gear Does

Whether for relatively tame reasons, such as traveling incognito, or more nefarious reasons, such as government infiltration, the demand for fake credentials has remained strong. The highest quality fakes are created using stolen government production devices, allowing the operators to produce completely authentic docu-ments. Whether individuals listed on said documents exist in official government databanks remains the problem of the new card-carrier.

False credentials can fool most cursory examinations, and characters using scanners require a successful Hard (3 purple) Computers check to recognize the credentials as fakes (or a Daunting (4 purple dice) Perception check without equipment).
Hero Session 02

## Joy Ride

Out on a Joy Ride to stretch their wings, the main cast here ends up having to chase F1-0W3R through space and the skies of the planet below where the group ends up coming into contact with none other than Jabba the Hut. F1-0W3R amuses Jabba and so Jabba allows the little droid to go along his way.

After everyone was back on the main ship they jumped to hyperdrive, though the course was off a bit, and the crew wound up narrowly dodging being smashed into a large vessel that had been stranded in unknown space.
Concealing Robes

Many ancient Jedi Knights favored heavy concealing robes for their anonymity, and now Force users throughout the galaxy still use them to avoid detection and blend into their surroundings.

Thanks to their cut and construction, concealing robes add 1 black die to checks to notice or recognize an individual wearing them.