recursal/Fanatic-Fandom huggingface dataset:
Ion Grenade

KIRGO BLASTWORKS LIGHTNING 22 ION GRENADE

The detonation of an ion grenade is much like the blast of an ion gun. The advantage of an ion grenade is that all droids caught in the blast radius are affected, allowing the user to disable multiple mechanical targets at once. Great care must be taken in the vicinity of important technology. Many starship captains refuse to allow ion grenades aboard their vessel, even when providing transport to heavily armed mercenaries.

## Special Abilities Weapon has

* Blast 7
* Disorient 5
* Stun Damage (droid only)
* Limited Ammo 1
Isshaar Betuos

Isshaar, a blonde Wookie who appears to like to interact with a lot of folks. She appears to be an unique Wookie who often is spotted wearing a long, silky red dress.

## Character Infobox Template

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## History

Isshaar, a Wookiee of its own kind! She was about twenty when she first discovered about the war between the Empire and the Rebels, she was curious about what it was like. Against her best judgement, she first had joined Empire and worked alongside with Stormtroopers as a mean of heavy ordnance force. Once she witnessed and learned about the slavery that the Empire promotes, she immediately began plotting against them.

Once she found her opportunity to strike back against Empire before they made another successful run at capturing other innocent folks to enslave them for eternity, she rallied up prisoners from the holding bay and then sabotaged their shield generators. She also was able to lead a riot against the Empire.

After learning what Rebels really stood for, she immediately enrolled to join in their ranks, she told them of the Empire plans and tools of destruction. Despite against her abilities to speak well, not a lot of Rebels understood her, but she didn't mind. She now intermingles with other folks that had aligned with Rebels.

## Personality

Despite her being a Wookiee, she is very social and often likes to interact with engineers that focuses on weapon designs and defenses. She often is very calm under intense situations due to the fact that she was an experienced combatant among the folks in Empire and Rebels. She loves to be wild when the time calls for it. She usually finds herself being an observant person, regardless of her inability to speak Common, she can communicate with others in body gestures.

## Skills

* Enter the Skill name and what Rank it is in this bullet list. For every new Skill that has a rank just hit enter from the previous skill to add a new bullet point.

## Equipment

### Credits

Start with 1,000 Credits to buy things for Hero Characters.
Ithorian

## Special Abilities

Ithorians begin one game with one rank in Survival. They still may not train Survival above rank 2 during character creation.

Ithorian Bellow: With two mouths and four throats, Ithorians have a unique natural weapon they can call upon when threatened (Resilience Damage 5, Critical 4, Range (Short): Blast 3, Concussive 1, Slow-Firing 2, Stun Damage). Each time they Ithorian uses this ability, he suffers 3 strain.

Found in Age of Rebellion Core Rulebook

For more information on Ithorians Click here
Jet Pack

## What This Gear Does

A jet pack is ideal for fast maneuverability and surprise attacks. Most use small thrusters to blast into the air for short periods, though some augment this with antigrav devices. Their only drawbacks are their large size and weight, limited fuel, and the not inconsiderable skill needed to pilot them safely

The Z-6 uses an air-breathing jet turbine to propel the user, maintaining stability via directional exhaust nozzles and a gyro-stabilizer The pilot uses a verbal control interface and wrist controls to fly the jet pack

A jet pack allows a person to function as a Silhouette 1, Speed 2, Handling 0, System Strain Threshold 3 vehicle that can only operate in atmosphere, and requires Piloting (Planetary) to operate.
Incendiary Missile

MERR-SONN C-908 INCENDIARY MISSILE

Combining the fury of a flame projector with the range and power of a missile, an incendiary missile is a devastating weapon capable of wiping out entire squad's of infantry in a single blast. Some Hired Guns enjoy the particularly powerful effect of an incendiary missile on their enemies' morale. Few sights are as demoralizing as that of a missile incinerating one's comrades in a single fiery instant.

## Special Abilities Weapon has

* Blast 10
* Burn 3
* Guided 2
Neutron Pixie (100 dose cargo container)

## What This Gear Does

A powerful hallucinogenic spice, Neutron Pixie typically has a somewhat calming effect on the user. The spice is derived from Black Gabaki, a variant of the more common Grey Gabaki, and has a very high concentration of hallucinogenic compounds. The natural oils in the mushroom-like plant are quite pungent, leading most users to ingest the spice with a light fruit flavoring to make it more palatable. The Black Gabaki grows only on Toydaria, a secret closely guarded by the small ring of Toydarian spice-growers who manufacture Neutron Pixie. Even the Hutts don’t know the origin of the spice, though many would undoubtedly pay handsomely for such information.

A dose of Neutron Pixie grants the user automatic 2 advantage on Agility- and Willpower-related checks until the end of the encounter. Once its effects end, the character suffers automatic 1 disadvantage all Brawn, Intellect, and Cunning-related checks for the remainder of the game session due to nausea, muscle aches, weakness, and mental torpor.
Second Skin Armor

Like most types of armored clothing, second skin armor offers moderate protection while still enabling easy movement and flexibility. Unlike most forms, though, this variant remains remarkably thin and can often even be hidden under a layer of looser, non-protective clothes, making it almost undetectable. The lightweight nature of second skin armor, however, carries a correspondingly higher cost without offering a measurable increase in protection.

Add 2 black dice to a character's Perception checks to notice second skin armor on the wearer.

## Models Include

* Preparix Second Skin
* Aylixe/Kro-ngbing Undershield
Lepi

## Special 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.

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

For more information on Lepis Click here
Specimen Containers (Medium)

## What This Gear Does

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

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

The Corellian Arms SKZ Sporting Blaster is a popular civilian weapon used for hunting and self-defense. A relatively compact and simple design that has been in production for centuries, the SKZ doesn't have the power of military grade blaster rifles, but has good range and is capable of bringing down all but the largest game. The SKZ comes with a rail system for easily adding attachments and can be quickly broken down into three parts for transport in a small case
J-7b Beamdrill

The standard beamdrill used by Corellia Mining Corporation, the J-7b has been in service since before the Clone Wars. Using intense pulses of plasma to strip away rock, the beamdrill can carve through virtually anything, including armor. While not intended to be a weapon, the cumbersome beamdrill can be extremely lethal if used as a makeshift weapon, and has even seen use by pirates to breach the hulls and bulkheads of their prey vessels.

## Special Abilities Weapon has

* Breach 1
* Cumbersome 4
* Inaccurate 2
* Sunder
Physician's Kit

## What This Gear Does

Carried by doctors and healers on backwater worlds, physician’s kits are bigger and more comprehensive than their smaller cousins.

Like portable healing kits, physician’s kits allow a character to use the Medicine skill without penalty, as per the rules on page 82, and in addition grant 1 blue die to all Medicine skill checks. Also, thanks to their stock of stimulants and other unguents, these kits add automatic 1 advantage to successful Medicine checks made while using the kit.
Soldier

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

* Athletics
* Brawl
* Knowledge (Warfare)
* Medicine
* Melee
* Ranged (Light)
* Ranged (Heavy)
* Survival

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

Found in Age of Rebellion Core Rule Book

## Commando

Makes the following Skills Class skills

* Brawl
* Melee
* Resilience
* Survival

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

Found in Age of Rebellion Core Rule Book

## Medic

Makes the following Skills Class skills

* Knowledge (Xenology)
* Medicine
* Resilience
* 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

## Sharpshooter

Makes the following Skills Class skills

* Cool
* Perception
* Ranged (Light)
* Ranged (Heavy)

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

Found in Age of Rebellion Core Rule Book

## Recruit

Makes the following Skills Class skills

* Athletics
* Discipline
* Survival
* Vigilance

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

Found in Age of Rebellion Core Rule Book
Heavy Frag Grenade

GOLAN ARMS MK.4 HEAVY FRAGMENTATION GRENADE

Sporting a stronger detonite charge and larger surface area than other frag grenades, Golan Arms' heavy fragmentation grenade yields a consequently larger and more powerful blast, with a greater quantity of shrapnel dispersed over a wider area. Typically, only very large and physically strong individuals carry heavy frag grenades in lieu of standard models, as the increased bulk and weight is a not-inconsiderable hindrance for most users.

## Special Abilities Weapon has

* Blast 7
* Limited Ammo 1
* Cumbersome 2
Mystic

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

* Charm
* Coercion
* Knowledge (Lore)
* Knowledge (Outer Rim)
* Perception
* Vigilance

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

Found in Force And Destiny Core Rulebook

## Advisor

Makes the following Skills Class skills

* Charm
* Deception
* Negotiation
* Streetwise

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

Found in Force And Destiny Core Rulebook

## Makashi Duelist

Makes the following Skills Class skills

* Charm
* Cool
* Coordination
* Lightsaber

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

Found in Force And Destiny Core Rulebook

## Seer

Makes the following Skills Class skills

* Discipline
* Knowledge (Lore)
* 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 Force And Destiny Core Rulebook
Remote Activation Controller (Short Range)

## What This Gear Does

Useful for those needing to make a speedy getaway, a remote activation controller (also known as a beckon call) is a small, handheld device that can be worn on the wrist or stowed in a pocket. Linked to a slave circuit, a beckon call allows the user to remotely activate the coupled vehicle or starship. Inexpensive, low-end models, such as the Bespin Motors Remote DVI Activator, have relatively short ranges of no more than two to five kilometers, while exceptionally sophisticated beckon calls can transmit through hyperspace up to a parsec and instruct the ship's autopilot to fly to the user's location.

Inexpensive models simply activate the vehicle or ship's engines from no more than 5 kilometers away and run simple pre-flight checks, allowing the pilot to take off right away. More advanced beckon calls can summon a vehicle or starship, though the autopilot is only capable of performing simple maneuvers, which can be complicated by weather conditions and other obstacles. Some models can be used to remotely pilot a vehicle or starship via slave circuit, though this requires a Daunting (4 purple dice) Piloting check.
Shadowsheath

A shadowsheath utilizes technology similar to Merr-Sonn’s “Ghost” Optical Camouflage System, but rather than conceal an entire body, its smaller projector is specifically designed to conceal a single large-bladed weapon in a sheath. This attachment comes in various sizes and is available for any Melee weapon small enough to carry on one’s person.

## Base Modifiers

Increase the difficulty of any checks made to detect the sheath or the weapon it holds by two.
Net Gun

PALANDRIX A014 "ARANEA" NET GUN

The Palandrix Personal Protection Gear company has been a leading provider of personal armor, defensive weapons, and crowd-control devices to the Core Worlds for generations. Known primarily for its broad range of nonlethal weapons such as stun batons, sonic stunners, and stun gauntlets, the company also produce a small line of offensive weapons, including the handsome and deadly PowerCane. Among its various product lines are a few devices that don't fall neatly into any one category, possessing both defensive and offensive attributes that make them extremely versatile and effective. One such item is the A014 "Aranea-Net Gun".

Heavy and squat, the Aranea is roughly the size of a small blaster carbine with a wide-gauge, rifled barrel, and lightweight polycarbonate furniture. Officially classified as a grenade launcher, the A014 is a single-shot, break-action, breach-loading weapon that fires entangling munitions as opposed to slugs or blaster bolts. The 40mm spin-stabilized ammunition used by the Aranea contains a tightly packed, weighted, fine-mesh net constructed from synthetic ArachSilk made by CorChemCo. Upon firing, the shells fired by this weapon burst open at a preset range and release the net, the spin of the round causing the net to unfurl and the weights spreading it to its maximum width. With its incredibly strong tensile strength and the ability to tighten around an opponent as he struggles, the Aranea's nets make excellent tools for capturing animal and sentient targets alive.
Macrobinoculars

## What This Gear Does

Simpler, less expensive, and often more reliable than their complex electrobinocular cousins, macrobinoculars are a common sight throughout the galaxy. Used in a number of fields, from scouting and surveying to scientific pursuits and hunting, macrobinoculars use a combination of precision-ground magnifying lenses and simple technical upgrades, such as image stabilization. light filtering, and image sharpening to magnify targets and allow users to see over long distances. Preferred by many Rebels in the field due to their lack of complex electronics and their ease of use and maintenance, macrobinoculars are common among Rebel scouts and forward observers.
Insider's Guide

## What This Gear Does

Seasoned travelers can avoid obvious tourist traps and find the establishments frequented by locals, but asking about particularly unusual needs sometimes arouses suspicion. Fortunately, most planets produce a number of guides to major locations, including the best cafes, restaurants, temporary residences, and tips on how to get the best deals and avoid trouble. Some guides include the less publicized sites where one can purchase illegal items. These guides are regional, and useful only in the particular areas they cover.

A character using an insider's guide adds automatic 1 advantage to any check to find a specific location or service within the region the guide covers.
Out of Context Quotes

* "Anything that involves Rar-Jar dying makes me Giggle." - Bee 2016
* "They do what they do, even if it is each other" - Kilix 2016
* "Hold on- why can't I just throw you over there?" - Atiin 2016
* "My mother cried when I was born because she knew that she'd never be better than me." - Atiin
* "I’M THE COOL DAD. THAT’S MY THING. I’M HIP. I SURF THE WEB. I TEXT. LOL: LAUGH OUT LOUD. OMG: OH, MY GOD. WTF: WHY THE FACE? UM YOU KNOW, I KNOW ALL THE DANCES TO HIGH SCHOOL MUSICAL SO…" - Leon
* "Atiin, look scary and take point." - Kaiden
* "I’d like to offer moral support, but I have questionable morals." - Kaiden
* "They're pirates, and now Nel is going to use their bathroom!" - Rar Jar 2016

* "Interesting seeing you here Di'kut." - Mandalorian
	+ "Hm? I'm sorry what?" - Atiin
* "Why do we have a word for someone who specifically does not wear pants?" - Setrin
	+ "Because Atiin exists" - Niv
* "Sarisa is packing a lizard." - GM
* "I'm hip deep in Monkeys right now and I need an extraction." - Rar Jar 2016
Portable Survival Shelter

## What This Gear Does

The Portable Survival Shelter by Gandorthral Atmospherics is a marvel of modern materials science and survival technology. Common throughout the galaxy, especially among sportsmen and explorers, the PSS is a collapsible, one-person shelter packed with advanced life-sustaining equipment. Made of sturdy textiles and supported by a unique flexible internal frame, it packs easily, sets up quickly, and provides more than ade-quate protection from even the harshest environments. The advanced textiles that compose the structure have a natural heat-exchanging property that keeps the in-terior of the shelter at a constant comfortable temper-ature no matter what the external temperature is. The shelter is weatherproof, and a special foil-fiber mesh is woven into the fabric that makes it flameproof and able to withstand lightning strikes. portable survival shelters are also equipped with a water-reclamation system that is designed to double a user's carried water sup-plies. When stowed, these items are about the size of a large datapad and pack easily in a backpack, pannier, or shoulder bag. Unfolding the shelter makes it spring immediately to shape, and within the span of a minute it is ready for use.
MCI-100 Magnacuffs

## What This Gear Does

Produced by Locris Syndicated Securities, MCI-100 magnacuffs are a type of heavy-duty binders designed to restrain unusually powerful or dangerous individuals. Generally built of reinforced durasteel, magnacuffs consist of two full wrist restraints connected by a semirigid rod. Instead of crude mechanical locking systems, magnacuffs use tiny, powerful magnetic field generators to stay locked tight around an individual's wrists, and are locked by thumbprint readers or keypad locks. Magnacuffs can be adjusted to fit most known sentient species, and are popular among frontier law enforcement agencies, bounty hunters, and slavers.

A character may only escape magnacuffs with a successful Formidable (5 purple dice) Coordination check (the bindings on the cuffs are too strong to break with brute force).
Multi-Optic Sight

A complex and sophisticated piece of equipment, the multi-optic sight is a wonder of modern sensor technology. Marketed to the discriminating professional soldier, each consists of a bulky on-weapon optic equipped with numerous types of sensors, including low-light, thermal, ultrasound, millimeter wave emitters, video capture, and common optical enhancements. The optic is connected to a pair of goggles worn by the user by a reinforced fiber-optic cable that transmits the vision enhancements directly to the user in real time. This allows the user to see his tar0k eets in inclement conditions like smoke, foe. and darkness. With some clever use, users can see around corners, under obstacles, and over cover. This attachment can be fit to any ranged weapon.

## Models Include

* Galactic Arms Model 44 Combat Optical Enhancer
* Merr-Sonn 480.zl "Beholder" Multi-Optic Sight
* SoroSuub XAD Omnisight

## Base Modifiers

Removes up to 2 black dice on any checks to use this weapon due to smoke, darkness, or other environmental conditions that obstruct vision.
Spray Stick

Designed ages ago by the Stokhli, a non-human nomadic race from the Inner Rim world of Manress, these long-range non-lethal weapons are perfect for crowd control and riot suppression. Used primarily by the Stokhli to hunt the large, incredibly aggressive megafauna of their homeworld, the Spray Stick is a meter long metal rod with a tightly focused spray nozzle at one end and a stun pad equipped buttstock at the other. Fired from the shoulder like a blaster rifle, these weapons shoot a highly concentrated spraynet mist. The mist condenses into a liquid, then into a solid web while in flight, enveloping and immobilizing its target. In addition, as the net envelops its target, it delivers a powerful electrical charge. Extremely rare and finely made, each Stokhli Spray Stick comes equipped with an accurate range finder and a fine aerosol control system that allows the user to more easily hit targets at long range. Despite their rarity and steep price, Stokhli Spray Sticks are always in demand.

When using the stun pad on the butt-stock, the Stokhli Spray Stick can be used as a melee weapon with the following profile (Skill Melee; Damage + 2; Critical - ; Range [Engaged]; Inaccurate 1, Stun Damage)

## Special Abilities Weapon has

* Accurate 2
* Ensnare 4
* Slow-Firing 1
* Stun 8
Hunting Goggles

## What This Gear Does

Produced by a number of well-known manufacturers of sensors and scanners, hunting goggles are a kind of scanner goggle specifically designed to assist pro-fessional guides and hunters in tracking their quarry. Along with the usual light-amplification and thermal-imaging sensors found in most scanner goggles, hunt-ing goggles are equipped with an image magnifica-tion and enhancement system, a short-range motion detector, and a targeting system and micro heads-up display that projects aiming reticules and targeting in-formation into the wearer's field of vision. Hunting gog-gles sharpen the wearer's vision to a preternatural de-gree, and they allow him to see clearly in the dark and through fog, smoke, haze, and other obscuring agents. All of these systems combine to make a highly useful piece of equipment for those who make their livings stalking beasts and sentients through the Outer Rim.

Hunting Goggles grant 1 blue die to any Perception skill checks made to locate prey, and thanks to their image magnification and enhancement, they remove up to 2 black dice imposed due to concealment, darkness, or fog and mist from all Ranged (Light) and Ranged (Heavy) checks.
Kel Dor

## Special Abilities

Kel Dors begin the game with one rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 during character creation.

Dark Vision: Kel Dors remove up to 2 black die imposed due to darkness from any skill tests.

Atmospheric Requirement: Kel Dors must wear a specialized mask to breathe and see outside of their native atmosphere. A Kel Dor character starts the game with an antitox breath mask and treats oxygen as a dangerous atmosphere with Rating 8 (see page 156). However, Kel Dor may survive in vacuum for up to five minutes before suffering its effects.

Found in Force and Destiny Core Rulebook

For more information on Kel Dors Click here
Red

## History

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

## Personality

Head strong. Always up for a hand to hand combat, and always likes the fight to be an honorable one.

## Skills

* Melee - 2
* Coordination - 1
* Negotiation - 1
* Leadership - 1
* Deception - 1
* Streetwise - 1

## Talents

 Dodge
 Natural Athlete

## 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.
Musical Instrument (High Quality)

## What This Gear Does

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

### Anklet-chimes

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

### Bandfill

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

### Chin-harp

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

### Common Instruments

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

### Floonorp

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

### Kloo horn

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

## Special Abilities

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

Intestinal Fortitude: Ortolans downgrade the difficulty
 of Resilience checks made to resist the effects
 of any poison by one.

Keen Senses: Ortolans receive 1 blue die on Perception
 checks.

Size: Ortolans have a Silhouette of 0.

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

For more information on Ortolans Click here
Serrated Edge

This is a simple and vicious modification commonly made to bladed weapons to increase their damage output. It simply alters the blade to give it a jagged, tearing edge that ensures extremely traumatic damage to flesh and bone. This modification may be applied to melee weapons that use a cutting edge.

## Base Modifiers

Grants the weapon the Vicious (+ 1) Quality.
Nautolan

## Special Abilities

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

Amphibious: Nautolans may breathe underwater
 without penalty and never suffer movement
 penalties for traveling through water.

Found in Force and Destiny Core Rulebook

For more information on Nautolans Click here
Jiarra

**Jiarra** is a Wookie who is currently undergoing Mandalorian training. She is a hero character.

## Skills

* Athletics - 1
* Resilience - 2
* Brawl - 2
* Melee - 2

## Equipment

### Gear

 Datapad | 1
 Climbing Gear | 1

## 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 to Brawl and Melee attacks.

## Talents

 Toughened
 Feral Strength
Musical Instrument (Common)

## What This Gear Does

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

### Anklet-chimes

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

### Bandfill

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

### Chin-harp

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

### Common Instruments

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

### Floonorp

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

### Kloo horn

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

## What This Gear Does

The ultimate in personal stealth technology, personal stealth fields are rare and expensive, and well worth the price. Relics of the ancient past, these tools use a number of optical and light-bending technologies to render the wearer completely invisible to the naked eye. The major flaw with personal stealth fields is that they are incredibly unstable, and are prone to malfunctions (such as complete field collapse at a moment's notice). Those lucky enough to own one consider the ability to move undetected through even the most crowded, well-lit space well worth the price of the occasional malfunction. PSF users cannot be detected by sight, and any attempts to detect a user by other means, such as scent, motion, or sound, make their skill checks at a difficulty of Formidable (5 purple dice) Any Disadvantage or Despair generated while using a personal stealth field may be used by the Came Master to indicate that the field flickers for a moment, or collapses altogether rendering the user visible.
Integrated Public Address System

## What This Gear Does

For instances when a full-fledged stage set-up is unavailable, various corporations offer a lightweight, portable speaker system that provides the necessary degree of amplification for public address. The system consists of a stand, microphone receiver, several speakers, and a power pack, all stored neatly in the backpack carry-ing case that can also be used as an impromptu soap-box from which to speak. Precise optimization enables the power supply to keep the unit operating for one hour before requiring a recharge.

## Models Include

* Alvaxi "Impetus" PA-wear
* TaggeCo. Broadcaster
Range Finder

A system incorporating a simple computer and visual sensors, a range finder calculates the distance to any spot in the user's field of vision, feeding him precise information to a visor HUD. With this information, the wearer can push his weapon to its limits, while knowing when to hold his fire on an impossible shot. The most sophisticated systems interface directly with the user's weapon for increased effect.
Quarren

## Special Abilities

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

Amphibious: Quarren can breathe underwater without penalty and never suffer movement penalties for traveling through water,

Ink Spray: Quarren can spir ink from a specialized sac within their gills that disperses in water, creating a brief murk used to confuse foes or escape predators. This ability can be used on land as well, though it is considerably less effective because it must be sprayed directly on the target. Once per encounter, as an out-of-turn incidental, a Quarren may suffer 2 strain to add 1 black die to a combat check made by a character within short range (under water, it adds 3 black die to the combat check instead).

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

For more information on Quarrens Click here
Ryyk Blade

The traditional melee weapon of the Wookiees, a Ryyk blade is a heavy, single-edged sword useful for clearing away both brush and enemies in the thick jungles of Kashyyyk. Though the weapon has changed little over the millennia, many Wookiees prefer the weapon of their ancestors to more tech-nologically-advanced vibro-weapons.

The damage from the Superior quality is included in the profile.

## Special Abilities Weapon has

* Cumbersome 3
* Defensive 1
* Superior
Lightsaber Pike

Similar in construction to a force pike or electrostaff, a lightsaber pike consists of a long, sturdy haft typically made of composites or strong alloys laced with cortosis weave or phrik. When activated, a shoto-length blade springs from the end of the haft, creating a weapon between two and three meters long.

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

## Special Abilities Weapon has

* Breach 1
* Cumbersome 3
* Defensive 1
* Sunder
Model 77

FIELD SPORTS MODEL 77 AIR RIFLE

Air rifles are not considered weapons on most planets in the galaxy, and the majority of sentients therein see them as little more than toys. Even those Core Worlds with the most draconian restrictions on weapon owner-ship have no official laws governing air-powered weapons. A specialized form of slugthrower, air rifles use compressed air or other gasses to propel tiny metal pellets or light, spin-stabilized darts over long distances. Lightweight and extremely accurate, they are usually marketed to hobby shooters, collectors, or those who need a quiet, easy-to-use, and relatively safe weapon with which to practice their marksmanship.

These weapons' balance, accuracy, portability, and the nearly complete silence of their firing mechanism . make them excellent weapons for hunters, both of ; beasts and of sentient beings. Combined with the ability to chamber specialty darts that can be filled with various chemicals and toxins, air weapons make for fine silent killing weapons.

One of the most common air rifles on the market is the Model 77 from Field Sports, a trusted name in air-weapon production. Known colloquially as the Sandman, thanks to the unique effects of its standard ammunition, the Model 77 is a lightweight, long-barreled air gun similar in silhouette and stature to a sporting blaster. Made primarily of polycarbonate with fibermesh reinforcement, the Model 77 was initially marketed as a nonlethal weapon for animal control and law enforcement. It fires tiny, spin-stabilized darts with laser-honed tips capable of piercing the thickest hide from a detachable clip that is quick and easy to reload. Each dart contains a dose of tranquilizer agent that induces unconsciousness. In addition, the Model 77's darts can be loaded with the heavy-duty "SmartTranq" tranquilizer with an active ingredient that adapts itself upon contact with the target's bloodstream to be as effective as possible no matter what the species. Sandman air rifles have a well-deserved reputation for accuracy and reliability. In the Outer Rim many are used by bounty hunters and big-game hunters who need to take prey alive in order to collect their payments.

## Special Abilities Weapon has

* Pierce 4
* Stun Damage
Mimetic Suit

A combination of highly advanced materials and applied sciences, mimetic suits are the apex of personal cloaking technology. Able to bend light around the wearer to make him virtually invisible, the suit also contains sound dampeners, as well as electromagnetic and heat shielding, to make him even stealthier. While other stealth suits rely principally on special materials, mimetic suits must actually be energized in order to cloak the wearer, and they require a small power pack, generally affixed to the belt, to function properly. The power packs are usually only good for an hour of continuous use before they need to be switched out or recharged. Illegal to own and difficult to obtain, mimetic suits are much sought after by criminals, thieves, and assassins throughout the galaxy.

Upgrade the ability of Stealth checks the wearer makes while wearing a mimetic suit twice while it is active. The GM may spend 3 disadvantages or 1 despair on any Stealth check the wearer makes while the suit is active to have the battery run out of energy, causing the suit to stop functioning until it is replaced.
Session 22

Word reached the rebel base that a group of X-Wings are ripe for the taking, so the group jumpped at the chance

## Operation Trust

Characters involved

* Nel
* Treena
* Tailspin
* Deryll
* R4-N3
* Giska

The group went to get some X-Wings, and ended up making a plan to do so, then at the end after retrieving the machines ended up getting surrounded by the Empire.
The Underworld Staff

The folks listed here have been given Staff positions here on the Minecats Underworld server.

If you'd like to see how you can become staff, please follow this link:

http://minecats-underworld.wikia.com/wiki/MineCats\_Underworld#Staffing

### Builders

* eggo123
* KarinaX

### Chat Moderators

* Vitalbra
* HyDr0Buff\_xD
* crazy\_bro123

### Server Moderators

* KarinaX
* Wen\_Elentara
Smuggler's Trenchcoat

Every smuggler gets searched; that part of the job is inevitable. Some smugglers, however, take the tact that if they simply have enough hidden compartments, at least a few will inevitably go unsearched. The smuggler’s trenchcoat addresses this strategy, and is covered with pockets, minor compartments, and pouches within pouches to confound any search.

Checks made to find anything hidden within a smuggler’s trenchcoat while it is being worn are opposed by the Skulduggery of the wearer. The coat can conceal up to 2 encumbrance worth of items.
Loronar Corporation Mk.II "Steelskin" Anti-Concussive Armor

Some of the heaviest non-powered personal armor on the market, Steelskin armor is illegal on most worlds and sure to draw significant attention in even the roughest of Outer Rim settlements. The sheer weight of the armor deters many potential users, and only the most physically able of warriors can wear it for any amount of time.

All Brawn-and Agility-based checks while wearing Steelskin armor gain 1 black die. Whenever the bearer is staggered or disoriented from a weapon quality, reduce the rounds staggered or disoriented by 1.
Imperial Troopers

Add Flavor Text here if you like

## Character Infobox Template

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

## Skills

* Enter the Skill name and what Rank it is in this bullet list. For every new Skill that has a rank just hit enter from the previous skill to add a new bullet point.

## Equipment

### Credits

Start with 1,000 Credits to buy things for Hero Characters.

## Abilities

* The abilities gained through the species or other means.
Slicer Gear

## What This Gear Does

Slicers, talented computer jockeys who navigate the labyrinthine guts of computer code and mainframe systems as easily as an ace pilot navigates through an asteroid belt, use specially constructed gear to gain access to secure computer systems. Most are homebuilt from custom components and are illegal to greater or lesser degrees. These powerful personal computers are packed with bleeding-edge codebreaking software, encryption/decryption systems, data probes, credit chip spoofers, and various other nefarious tools. Like their users, pieces of slicer gear are highly unique; often a slicer can be identified by others of his kind by the electronic fingerprints left behind by his gear.
SoroSuub Wipe-3 Data Purge Grenades

Although information is sometimes committed to flimsiplast or other forms of physical storage, most data storage utilizes electronic media. Overwhelming physical damage can eliminate memory banks and similar devices, but expert slicing can sometimes reconstitute and extract viable data. For more certain methods of data erasure, agents turn to devices like SoroSuub Wipe-3 data purge grenades. These small, one-use devices release a focused pulse that scrambles data, usually without destroying hardware.

Any computer or similar device hit by a data purge grenade loses all programming, memory, or any other kind of electronically stored data, but remains otherwise undamaged. A droid hit by a data purge grenade must make a Hard (3 purple dice) Resilience check or suffer 1 strain, plus 1 additional strain per Defeat. At the GM's discretion, 3 disadvantage or 1 dispare on the check can cause the droid to lose portions of its memory.
Longeing Whip

Used for guiding riderless beasts and driving teams of creatures, a longeing whip is an essential piece of a beast rider's kit. Made by companies such as Piccatech Ltd. and Xenovet, longeing whips typically consist of a hide or synthetic textile-wrapped composite haft between one and two meters in length. A thin, flexible lash extends from the haft another two meters and is used mainly to make noise to recall a wandering or distracted beast to its duty. Although mainly a tool, a longeing whip also makes a decent improvised weapon, especially in the hands of an experienced user. Its length and flexibility allows a user to keep a threat at a comfortable distance, and the lash can be used to distract and even entangle an assailant.

## Special Abilities Weapon has

* Ensnare 2
* Stun Damage
Skifter

## What This Gear Does

Perhaps the most common means of cheating at sabacc, a skitter is a rigged card. Like genuine sabacc cards, skitters have an electronic display that can shift to show any suit or value. However, unlike normal cards, characters can program a skitter to display any suit or value he wants, often by simply tapping at the corner of the card. By surreptitiously slipping the card into his hand in place of one provided by the dealer, a cardsharp can gain a distinct advantage—so long as he isn’t caught.

When gambling (see page 108 of the Edge of the Empire Core Rulebook), a character using a skifter gains 1 blue die to Skulduggery checks to cheat.
Marked Sabacc Deck

## What This Gear Does

A popular game of chance throughout the galaxy, sabacc is difficult to master and even more difficult to cheat at. Each sabacc card has an electronic face, and cards in play can change randomly without warning, which makes card counting virtually impossible. However, clever hustlers and devious cardsharps have found various ways to mark their decks or tamper with the cards or randomizer to tip the odds in their favor.

Players using a marked sabacc deck gain 1 blue die to Deception checks when gambling. Noticing that a deck is marked requires a Hard (3 purple dice) or Daunting (4 purple dice) Perception check, depending on the quality of the deck (a higher quality marked sabacc deck costs 1,000 credits).