recursal/Fanatic-Fandom huggingface dataset:
Da-Hakar Station

Da-Hakar Station is built within and around the largest asteroid in the Da-Hakar asteroid field. The base was created Kalbool Mining Concern during the Old Republic Era, but has subsequently been abandoned and reestablished over the last thousand years.

The station is home to many free-minded people, traders, and smugglers. Since it is at the edge of Mandalorian Space, it is also known to be a frequent stop of Mandalorian mercenaries.

## Points of Interest

### Graffbacca's Bar

This Wookiee is almost three hundred years old, but he's been running the most successful bar on the station for only the last 50 years. The Wookiee's strength, combined with his business savvy, has made him fairly wealthy.

### Randa's Imports

Randa runs one of the largest import emporiums on the station. The Trandoshan used to be semi-famous hunter on her homeworld. She sells weapons, armor, and starship parts around the standard galactic prices.

### The Tangled Chasm

Most of Da-Hakar Station is built into a yawning chasm within the asteroid, with buildings angling in from the sides toward the middle of the asteroid itself. Ships fly through the openings incessantly, and the view is considered one of the more charming aspects of the otherwise industrialized rock.
Zee Scannamore

Cameron Scannamore (son)

Ethan Scannamore (son)

Gwendil Scannamore (daughter)

Pumpkin Scannamore (daughter)

Zee Scannamore is a man who moved to Little Pillock with his growing family. Originally from Norway, Zee moved away when he was ten, He met his wife, Ellie, at university, where they began their relationship and eventually married, having five children over time.

## Background

Zee was born in a small village in Norway. Not much is known about his life in Norway, other than it is said to have been a beautiful place to live, and whilst he was sad to leave, he wouldn't have wished it any other way. He moved away when he was ten.

During his time at university, he met his future wife Ellie, who after a passionate night together, impregnated her with twin boys. Not wanting his love's studies to suffer, Zee supported Ellie in every way he could in order for them to have a good family life, as well as her continue her studies. They soon married and Ellie birthed the twins, Jack and Cameron. Eventually they would go on to have three more children together, a son named Ethan, and two daughters, Gwendil and eventually Pumpkin.

## Trivia

- Zee's birthdate (July 3rd) would make him a Cancer

- Zee's favourite food is honey, or anything with honey in or on top

- He is a tea drinker, his favourite being breakfast black. He cannot stand coffee

- Some of Zee's hobbies include:

* Taking naps on the sofa
* Cooking
* Researching and reciting Norwegian history
* Collecting old Norwegian coinage
* Watching TV
Weequay

The Weequay are the leathery
skinned warrior people native to Sriluur, and are a dependency of the
Hutts.  The Weequay are warriors for
their Hutt Overlords.  They are strong,
rugged, stupid, and uncharismatic.

**Personality:**
Weequay are not very intelligent by Galactic standards, nor are they very
charming.  It helps, then, that they
rarely speak.  Their pheremonal communication
method, however, often means that their bodies release smells unpleasant to
other sentients.

**Physical Description:** Weequay have leathery skin, dark in
coloration, and they wear their long hair braided.  They have small slits for eyes, and their
faces are flat.  They otherwise are
around the same size as humans.

**Homeworld:**
Sriluur (S-8) just outside of the borders of Hutt Space.  They can be found wherever Hutts are, though.

**Type:**
Humanoid (Weequay)

**Abilities:** +2
str, +2 con, -2 int, -2 wis, -2 cha

**Speed:** 30-ft

**Scent**

**Stench:** DC 10
+ ½ HD + con modifier, 30-ft range, 10 round duration.  A Weequay can suppress this ability as a
swift action.

**Languages:**
Huttese and Weequay Pheromone Language (only in the area of the Stench)
Shistavanen

Shistavanen, sometimes called Uvena and Wolf-Men by those who don’t know them, are a race of somewhat xenophobic canid humanoids from the Planet Uvena Prime.  They are well known scouts and hunters, using their heightened senses to track prey. Many Shistavanen who leave their homeworld become mercenaries or bounty hunters.

## Game Stats

* Type: Humanoid (Canid, Shistavanen)
* Racial Hit Points: +10
* Abilities: +2 Dex, +2 Wis, -2 Cha
* Speed: 30-ft
* Low-Light Vision
* High Anxiety: +2 species bonus to initiative.
* Perceptive: +2 species bonus on Perception and Survival skill checks.
* Languages: Shistavanen and Basic

## Additional Information

### Personality

Shistavanen don’t care for other species, normally.  They are considered gruff and unlikeable by most. Some, especially those who leave their homeworld behind, are more outgoing; they are standoffish, but willing to spend time with members of other species.  Most Shistavanen have a natural predatory instinct, and see weakness as something to be exploited.

### Physical Appearance

They’re known as Wolf-Men for a reason.  They evolved from canids on their homeworld, and thus have wolf-like features; a canid muzzle, ears, and fur cover their body.  Their hands end in claws, though they’re not useful as weapons. They also have small tails, but usually cover them with their clothing.

### Homeworld

Uvena Prime (M-18), and a number of other planets in the same system.  They’ve relocated to many isolated, wilderness worlds around the Galaxy as well.

### Languages

Shistavanen, a language of snarls, howls, and barks, as well as Basic.
Background

Home > Background

All characters have a background.  Your background represents a number of things already, such as your species, class, what skills you choose, and what feats you take.  Your home region, your allegiance, and what traits you’ve picked up from your life in the Galaxy.

## Home Region

Each character has a home as part of their background.  This is a particular star system, sector, or region of the galaxy where you were raised.  Being raised in this area has shaped your background by providing you with automatic languages, access to regional traits, and potentially some additional starting equipment.

* **Bonus Language:** Aside from your race, your home region provides you the opportunity to gain another language.  If you speak this language from another source, you do not gain the benefit of an automatic language.  Basic is always an automatic language in known regions of the Galaxy, however. This automatic language is in addition to those provided by high intelligence. If you see that a language comes from a planet that you come from, you can choose either the planet’s language or the region’s language.

* **Bonus Equipment:** You may choose one of the bonus equipment packages for your region.
Felucian

Felucians are a mysterious
race that hail from the planet Felucia, a planet covered in massive fungal
growths.  Felucians come in a wide
variety of primary colors; many are blue, red, or yellow.  They have bodies and heads covered in
tendrils that make them look bushy.  They
have dark black irises with small yellow pupils.  Their hands end in large, four tentacle-like
digits on a webbed hand.  The species
rarely migrates off-world, but a number of them have been transplanted to other
fungal planets successfully.

**Personality:** Not
much is known about the Felucians, except that they are tribal and
shamanistic.  Their culture revolves
around the jungle and their connection to the Force.

**Type:** Humanoid (Amphibian, Felucian)

**Racial Hit Points:** +10

**Abilities:** +2
con, +2 wis, -2 int

**Speed:** 30-ft

**Low-Light Vision**

**Amphibious:**
Felucians can breathe underwater, but they’re not particularly great swimmers.

**Stealthy:** +2
species bonus on Stealth skill checks.

**Primitive:**
Regardless of their starting class, Felucians only weapon proficiency is with
Simple Weapons.

**Force Sensitive:** Every Felucian gains Force Sensitive as a bonus feat.

**Languages:**

Felucian
Kel Dor

## Game Stats

* Type: Humanoid (Kel Dor)
* Racial Hit Points: +8
* +2 Dex, +2 Wis, -2 Con
* Gas Breather: Kel Dor require a special breath mask and protective goggles when not in their native environments.  Without them, a Kel Dor is considered blind and begins suffocating. While wearing this special equipment, a Kel Dor cannot be poisoned by air born toxins and cannot be blinded or dazzled by bright light.
* Low-Light Vision
* Vacuum Survivor: Kel Dor can survive in the vacuum of space indefinitely, as long as they have a breathing mask.  Exposure to space deals no damage to them, though it gives them no protection from radiation or other space hazards.
* Languages: Basic and Kel Dor
Species

*Home* *> Species*

### **List of Playable Species:**

* Human
* Bothan
* Cathar
* Cerean
* Chiss
* Devaronian
* Drall
* Duros
* Gran
* Gungan
* Ithorian
* Jawa
* Kaleesh
* Kel-Dor
* Miraluka
* Mon-Calamari
* Nagai
* Nautolan
* Quarren
* Rodian
* Selkath
* Sephi
* Shistavanen
* Sullustan
* Togruta
* Trandoshan
* Twi’lek
* Wookiee
* Yoda's Species
* Zeltron
* Zabrak
Star Wars RPG by Puffin Wiki

## Creating a Character

* Species
* Classes
* Skills
* Feats
	+ New Feats
* Equipment

## Additional Rules

* Defense
* Force Points
	+ Alternate Force Points
* The Dark Side
* Background
* Destiny
* Reputation
* Wealth and Bulk
* Starship Rules
	+ Starship Market

## NPC Classes

* Commoner
* Diplomat
* Expert
* Force Savant
* Warrior
* NPC Species
* Droid Characters

## TESTING MATERIALS

* Force Powers
* Blank Stat Block
Miraluka

Miraluka are a race of near-humans that are all blind, but can see through the Force.  Every member of this species is Force Sensitive, and they are often taken to train as Jedi or Sith as a result.  Miraluka have many colonies around the Galaxy, and in many cases can live in human society without much second thought.

## Game Stats

* Type: Humanoid (Miraluka, Near-Human)
* Racial Hit Points: +8
* Abilities: +2 Int, +2 Cha, -2 Dex
* Speed: 30-ft
* Force Sensitive: All Miraluka gain Force Sensitive as a bonus feat.  If they gain Force Sensitive as a starting feat from their class, they instead gain Force Training as a bonus feat.
* Force Sight: A Miraluka has Blindsense out to a range of 30-feet.  Areas deadened to the Force became dark spots to a Miraluka.
* Languages: Basic and Miralukese

## Additional Information

### Personality

Miraluka are considered to be thoughtful by many other species due to their cautious natures.  They have little interest in personal glory, going so far in some cases as to prefer anonymity. They prefer to go their own way, which leads many to consider them somewhat isolationist.

### Physical Description

They superficially appear as humans, but their eyes are different.  They either have no place for eyes (covered by skin), empty sockets (rarely), or they have white eyes with no pupil or iris (most common).  To prevent the shock of seeing them, most Miraluka use a veil or band to cover their eyes when interacting with species outside of their homeworld.

### Homeworld

Alpherides (O-8) out in the Mid Rim.  They have many colonies in the Outer Rim and have presences on several coreward worlds.
Diplomat (CR3)

Gamemastering > Bestiary 1 > Diplomat (NPC) > Diplomat (CR3)

Male Human Diplomat 5

M Humanoid

**Init** +0; **Sense** Perception +14

**Def** 16 (+1 Defense, +0 Dex, +5 Level), FF 16

**HP** 43 (5d6 HD + 5 Con + 8 Racial); **Armor** None; **DR** 0

**Fort** +2, **Ref** +1, **Will** +5;

**Speed** 30-ft,

**Ranged** Heavy Blaster Pistol +3 (4d8, 19-20 / x2)

**Str** 7, **Dex** 10, **Con** 12, **Int** 14, **Wis** 12, **Cha** 18

**BAB** +2; **CMB** +1; **CMD** 11

**Feats:** Alertness, Dodge, Persuasive, Skill Focus (Perception), Skill Focus (Persuasive), & Skill Focus (Sense Motive)

**Skills:** Intimidate +15, Knowledge (Bureaucracy) +7, Knowledge (Galactic Lore) +7, Linguistics +11, Perceptions +14, Persuasion +18, Sense Motive +14

**Languages:** Basic, Huttese, Mon Calamari, Rodese, Togrutan, Ryl, Shyriiwook, Jawa Trade Language, Chiss

**Equipment:** 2500 credits, 5x Medpac, & MW1 Heavy Blaster Pistol
Devaronian

The mountainous and jungled world of Devaron is the homeworld of the Devaronians, famed for their horns in many corners of the Galaxy.  Unfortunately, many Devaronians appear like the devils of many world’s myths. It doesn’t help that they have a natural penchant for mischief.  As a result, Devaronians are considered untrustworthy in many places.

## Game Stats

* Type: Humanoid (Devaronian)
* Racial Hit Points: +10
* Abilities: +2 to any one ability score of your choice
* Speed: 30-ft
* Male Horns: If playing a Male Devaronian you have a pair of horns on your head that grant you a natural gore attack.  This attack is a secondary natural attack, and deals 1d6 piercing damage.
* Female Teeth: If playing a Female Devaronian you have sharp incisors, granting you a bite attack that deals 1d6 piercing damage as a secondary natural attack.
* Poison Resistance: A Devaronian gains a +2 species bonus on fortitude saving throws against poison, and once per day can reroll a fortitude saving throw against poison and take the better result.
* Huckster: +2 species bonus on Deception skill checks.
* Mountaineer: +2 species bonus on Athletics skill checks made to climb.
* Languages: Basic and Devaronian

## Additional Information

### Personality

Devaronians, especially males, have a natural wanderlust.  They are constantly pushing frontiers, but returning home. They like practical jokes as well, though they often go too far.  Female Devaronians control their society, and the males like it that way.

### Physical Description

Devaronians of both sexes have orange to red skin, superficially resembling humans.  Males have no hair, but have a pair of horns on their heads of varying sizes. Females usually have hair of black or white, with a pair of black spots on their foreheads where the horns on a male emerge.  They also have sharp fangs. They are the same size as humans for the most part.

### Homeworld

Devaron, in the Colonies (M-13).  They can be found on many other worlds as a result of their wander lust.

### Languages

Devaronians have their own traditional language, but most speak Basic in their day-to-day life.
Hutt

Hutt Space, a region in the slice dominated by the gastropods.  They are known for running many shady
enterprises around the galaxy, but they are also serious about making their
lives as comfortable as possible.  Hutts
see themselves as beyond morality, and have a talent for manipulating other
species and exerting power over them.

**Personality:** Hutts
are all business.  Whether that business
is selling Gizka to farmers on backwater worlds or trafficking drugs doesn’t
matter.  So long as it makes them money,
they’re happy.  Hutts love luxury, and
are often decadent and opulent when it comes to spending the money they feel
they’ve so justly earned.

**Physical Description:** Hutts are immense, slug-like creature with
bulbous heads.  Two cat-like eyes rise
from the surface of a Hutt’s face, while a lipless mouth spreads from ear hole
to ear hole.  They are far larger than
humans.  They locomote using their
stomach muscles, and have no legs but have two stumpy arms that protrude from
their sides.

**Homeworld:** Hutts
originated on the planet Varl, but they poisoned that world and now think of
Nal Hutta as their world.  They control
numerous worlds around Hutt Space and can be found on many worlds throughout
the Outer Rim.

**Type:**
Aberration (Hutt)

**Racial Hit Points:** +10

**Abilities:** +4
str, +2 con, +2 int, -6 dex

**Size:** Large

**Speed:** 10-ft

**Indomitable Will:**
Hutts are immune to Force-based mind-affecting effects.

**Superior Stability:** A Hutt cannot be tripped or knocked prone.

**Culturally Adaptive:** A Hutt gains an additional skill point at each level that
can only be spent on an Intelligence or Charisma based skill.  They typically use this additional point to
gain as many knowledges as possible.

**Manipulative:** +2
species bonus on Deception and Persuasion skill checks

**Languages:** Basic
and Huttese; Even if a Hutt knows another language, they prefer to speak
Huttese unless coerced into speaking Basic.
Human

Humans are the primary species of the Core Worlds, and can be found in virtually every corner of the galaxy.  They are the descendants of early space-farers that colonized wide stretches of the Galaxy over the last 26,000 years.  Most inhabitable worlds have some sort of human population upon them.

## Game Stats

* Type: Humanoid (Human)
* Racial Hit Points: +8
* Abilities: +2 to any single ability score of your choice
* Speed: 30-ft
* Adaptable: Humans gain an additional feat at 1st level, but must meet the prerequisites before selecting that feat.
* Skillful: Humans gain an additional skill rank at each level, including 1st.

* Languages: Basic, any one other

## Additional Information

### Personality

Humans have incredibly varied personalities compared to other races.  Some are very stoic, serious, and passive. Others are active, verbose, and silly.  One trait that humans seem to share is their adaptability, their tenacity, and willingness to push boundaries.

### Physical Description

Humans average anywhere between 5 and 7 feet in height (about 5’10” for males and 5’8” for females).  Skin colors run from nearly black to nearly white along the tan side of the color palette, with black, brown, blonde, or red hair as the most common natural colors.  Coloration tends toward homogeneity among humans of different colonies, depending on their contact with the rest of the Galaxy. Humans often tattoo their skin or dye their hair to different colors.  In most human groups, males tend to be taller and heavier than women. Humans achieve maturity around the age of 15, and some can live as long as 150 years.

### Homeworld

Humans hail from a number of worlds.  The most famous human-worlds are Coruscant (L-9) and Corellia (M-11).

### Languages

Humans speak, read, and write the Basic language.  Most humans know how to speak at least one other language.

## Near-Humans

There are many Near-Human species that are virtually indistinguishable from base line humans. Unlike other Near-Humans such as Chiss or Zeltrons, these Near-Humans retain the ancestral traits of all humans as described above, except that their type changes from Human to Near-Human.

This change is merely superficial. Any effect that affects a Near-Human also affects a Human and vice-versa. The idea is to allow for additional roleplay options for characters whose statistics are virtually identical to a baseline human but require some other superficial change like unique species skin tones.

A typical near-human group is the Pantorans, who are found on many worlds through out the Galaxy including Orto Plutonia, Saleucami, and Pantora (their homeworld).
List of Armor

*Home > Equipment > List of Armor*

### **Armor Traits**

* **Clumsy:** This armor’s maximum dexterity also applies to Reflex saves and to all Dexterity-based skill and ability checks.
* **Flight Suit:** This armor is also considered a Flight Suit.
* **Fragile:** Whenever this armor is broken, it is destroyed instead.
* **Noisy:** This armor’s check penalty increases by 1 on Stealth checks.
* **Space Suit:** This armor is also considered a Space Suit.
Alderaan (Reconstruction Project)

Alderaan's Rebirth

Alderaan is a formerly inhabited planet that was destroyed by the Galactic Empire with the Death Star super weapon around 0 BBY. Circa 185 ABY, the planet was reconstructed and is going through the process of being recreated.

## Inhabitants

There are a number of repatriated Alderaanian descendants living in orbital habitats all over the Alderaan system, several of which are tethered with space elevators to the restored world.

In addition to the Alderaanian Humans, a number of Ithorians and Yuuzhan Vong also live in the system and have been instrumental in helping to rebuild the planet out of its former remains.

## History

Alderaan is the original homeworld of the Kiliks, an insectoid species that now lives somewhere in the Unknown Regions. They abandoned the planet some time ago.

Humans discovered the planet and colonized it utilizing sleeper ships before the Hyperdrive was discovered, and it was one of the earliest members of the Old Republic.

The planet was destroyed by the order of Grand Moff Tarkin in 0 BBY in order to prove the effectiveness of the Death Star. The numerous expatriates that were off-world tried to build a new community several times, but they always returned to Alderaan to bury their dead.

Over the last century, the Core Republic has been utilizing tractor beam technology in order to recreate Alderaan as much as possible, with the aim of someday restoring its biosphere to its former living conditions.

## Old Alderaan

The former glory of Alderaan, just before it was destroyed

## The Alderaan Restoration Project

Alderaan's restoration has been worked on using three phases:

1. New Core
2. Aggregation and Surfacing
3. Terraforming

During the first stage of the operation, a new core for the planet was created by utilizing the remains of both death stars, as well as a small moon that was thrown clear of a neighboring planet that was tractored back into position. The new core was then dropped into the "Graveyard" asteroid field and was aided in aggregation by the same tractoring station that created the core.

In the second stage of the project, the aggregation of the loose material in Alderaan's former orbit was moved into collection range and a planet roughly 99% of Alderaan's former mass and gravity was created. Habitats were created in system to aid work on surfacing the molten world into something useable in the near future. A number of domed stations now orbit the planet, building up resources for future colonization.

The final step is still a long way off, as it may take centuries for the planet to cool enough to begin the reintroduction of breathable gases or any planet and animal life.
Togruta

## Game Stats

* Type: Humanoid (Lekku, Togruta)
* Racial Hit Points: +8
* +2 dex, -2 con, +2 wis
* Speed: 30-ft
* Montrals: Togruta gain Blind Fight as a bonus feat.
* Ambush Predator: Togruta gain a +2 species bonus on Perception and Stealth checks.
* Pack Hunters: +2 species bonus on damage rolls against opponents they flank.
* Low-Light Vision
* Languages: Basic and Togrutan
Trandoshan

## Game Stats

* Type: Humanoid (Reptilian, Trandoshan)
* Racial Hit Points: +10
* +2 str, +2 wis, -2 dex
* Speed: 30-ft
* Low-Light Vision
* Shockproof Scales: Trandoshans gain Electricity Resistance 5.
* Dauntless: +2 species bonus on Intimidate skill checks.
* Racial Hatred: Trandoshans gain a +1 to attack rolls against Wookiees.
* Weapon Familiarity: Trandoshans are always proficient with vibrodaggers and vibroblades.
* Tough: +1 species bonus on Fortitude saving throws.
* Languages: Basic and Dosh
Jem Hawkeye

## Jem Hawke

Jemma "Jem" Hawke is a young woman who lives in Little Pillock, who recently decided to move away from her family home in order to live with her close friends, Daniel Tillman and Patrick Prince. She was born and raised in the town of Little Pillock and is entirely in tune with the culture and goings on throughout the town.

## Background

Born and raised in Little Pillock, Jem had a somewhat normal childhood with her parents and younger brother. Often seeking adventure, Jem was always getting herself into shenanigans, which often led to her getting in trouble with her parents.

She attended the university at Little Pillock when she was eighteen, where she studied English Literature. It was here she met and befriended Daniel Tillman. She later met Patrick through Daniel, when she visited them in the town of Pebblemaiden on frequent occasions.

## Trivia

- In accordance with Jem's birthdate (March 1st) she would be a Pisces.

- Jem is a vegetarian

- Jem is bisexual

- Her favourite food is margarita pizza with extra cheese

- Jem prefers coffee to tea

- Some of Jem's hobbies include:

* Reading
* Makeup
* Video games
* Films
* Baking
Selonian

The Selonians are the natives
of the planet Selonia in the Corellia system.
They aren’t famed for travelling far from their home system, as they’re
naturally agoraphobic.  Selonians are
quick, but they’re not considered particularly bright or charming.  They prefer to live a simple life in their
den-cities.

**Personality:**
Selonians have a need to have a consensus before making any decisions.  They are agoraphobic, as they were once a
prey species.  They hate leaving their
den cities, even to travel on the surface of their planets.  Open spaces make them uncomfortable, and they
don’t care for interacting with other species.
They are willing to do trade with outsiders, but only on their terms.

**Physical Description:** Large, Mustelid-like, and carnivorous.  A typical Selonian stands anywhere between 6
and 7 feet tall, generally, though they’re comfortable moving on all
fours.  They have bodies covered in
downy-fur, with long torsos and short arms and legs.

**Homeworld:**
Selonia, in the Corellian System (M-11).

**Type:**
Humanoid (Selonian)

**Abilities:** +2
dex, -2 wis

**Speed:** 30-ft
or 50-ft (Quadrupedal Movement)

**Quadrupedal Movement:** A Selonian can move on all four of its appendages instead
of just its legs, increasing their base land speed from 30-ft to 50-ft until
they stand upright again.  While moving
on all four appendages, they cannot wield weapons or carry items that aren’t
stowed except for their natural weapons.

**Low-Light Vision**

**Claws:**
Selonians have a natural claw attack that deals 1d4 slashing damage.

**Agoraphobia:**
Selonians suffer a -2 penalty on Initiative while in unenclosed environments
(typically planetary surfaces or the surface of a starship).

**Great Athletes:** +4 species bonus on Athletics checks.

**Languages:**
Selonian
Hapes-Onderon

Hapes-Onderon is the unified kingdom of the Hapes Consortium and the Dual Monarchy of Onderon and Dxun. They are a traditional monarchy typically ruled over by a Queen, though the union has forced some anti-male traditions to be rethought.

## History

### The Hapes-Onderon War

After the collapse of the Triumvirate, the Hapans began a period of expansion into the neighboring regions of the Slice. They began to establish colonies on worlds near Onderon and Zeltros, which quickly became bases for Hapan raids against other systems. This encouraged other pirates to begin raiding the area, forcing the locals to act.

Zeltros, Onderon, and Umbara joined into an uneasy alliance in order to face the Hapans. They weren't nearly as strong, but their combined arms allowed them to meet small parts of the Hapan fleet while they were raiding. Their powerful planetary shields allowed the alliance's forces to strike back at the Hapan colonies when their fleets weren't present, necessitating that some of their ships remain behind to defend the colonies.

### Union

The two groups became locked in a stalemate for a number of years, until a Hapan peace delegation arrived on Onderon with an offer. Prince Solo Bra'cen Khem arrived with a proposal of marriage to the Queen of Onderon, Jaima Caldorion an offer of peace, and an offer to share in the future prosperity of Hapes. The stunned Onderonians quickly reached out to their Zeltron and Umbaran allies, and after much deliberation it was decided that the offer should be accepted.

The two states were joined at that point, with Jaima Caldorion becoming the de facto head of state to a promising young kingdom in the Slice, quickly bringing in their alliance allies and drawing up a new constitution.
Jedi Sage

*Home* *> Classes > Jedi Consular > Archetype: Jedi Sage*

### **Force Pool**

A Jedi Sage does not gain the Force Missiles power.  Instead, they gain the following.

* Psychometry: A Jedi Sage can sense the past through an object.  By spending a power point they can tell who the last creature to handle an object was, though they don’t learn that creature’s name unless they already know of that creature.  They can tell whether the creature was living, unliving like a droid, or an unliving creature like a Force Ghost. Additionally, they can tell the species and gender of the creature as well.  When this ability is used, the last creature to handle the object is entitled to a will saving throw (DC 10 + ½ the Jedi Sage’s level + wisdom modifier) to prevent them from learning anything about them.

### **Librarian**

A Jedi Sage gains a bonus on all Knowledge skill checks equal to ½ their level.  In addition, they are always considered trained in the use of a knowledge skill. This ability replaces Adept Negotiator.

### **Mass Healing**

Beginning at 3rd level, a Jedi Sage can call upon the Force to produce a wave of healing energies.  This emanation manifests as a 30-ft radius circle centered on the Jedi Sage. Any living creature in that area regains a number of hit points equal to 1d8 plus the Jedi Sage’s class level.  This healing increases by 1d8 for every four class levels attained thereafter (2d8 at 7th level, 3d8 at 11th level, 4d8 at 15th level, and 5d8 at 19th level).

* Creatures tainted by the Dark Side (meaning those with Dark Side points greater than half their wisdom score) gain only half of this healing.  Dark Side Creatures (meaning those with Dark Side points equal to or greater than their wisdom score) are instead damaged by this effect. They are entitled to a will saving throw (DC 10 + ½ Jedi Consular level + Cha modifier) for half damage.

* A Jedi Sage who gains Dark Side Points equal to their Wisdom modifier cannot use this ability.

* Using this ability costs a power point.

* This ability replaces Force Burst.
Quarren

## Game Stats

* Type: Humanoid (Aquatic, Quarren)
* Racial Hit Points: +8
* +2 Con, +2 Int, -2 Cha
* Speed: 30-ft, Swim 30-ft
* Aquatic Adaptation: Quarren can breathe underwater and gain a +4 species bonus on Athletics checks to swim.
* Tentacles: A Quarren has facial tentacles that can be used to hold, but no wield, an object.
* Enduring: +1 species bonus on Fortitude saving throws.
* Quarren Paranoia: +2 species bonus on Sense Motive skill checks.
* Languages: Basic and Quarren
Gungan

Native to the world of Naboo, the Gungans are an amphibious people who live in cities deep under the swamps of their planet.  They are known for their armies, which were instrumental in the Battles of Naboo and Dac around the time of the Clone Wars. They are not as well known as other species in the Galaxy, but they are beginning to tread beyond their own world to new colonies.

## Game Stats

* Type: Humanoid (Aquatic, Gungan)
* Racial Hit Points: +10
* Abilities: +2 Con, +2 Cha, -2 Wis
* Speed: 30-ft, Swim 30-ft
* Aquatic Adaptation: Gungans can breathe underwater and gain a +4 species bonus on Athletics checks made to swim.
* Low-Light Vison
* Eyestalks: +2 species bonus on perception skill checks.
* Slippery Skin: +2 species bonus on CMD to avoid being grappled.
* Languages: Basic and Gungan
* Additional Information

### Personality

Gungans are a tribal people, traditional and spiritual.  They worship the ancient statues on their homeworld as representations of the gods, but contact with the rest of the Galaxy has many of their views shifting.  They are somewhat silly compared to other races, but resilient.

### Physical Description

Amphibians who evolved humanoid traits, Gungans have eyestalks that rise above their heads and long ears that trail behind their backs.  They have four digits on their hands, and three on their feet. Their skin colors range from gray to orange.

### Homeworld

Naboo, in the Mid Rim (O-17).  They have colonies on a few worlds along the mid-rim.

### Languages

Gungans speak Gungan, but many now also learn to speak Basic.
Whipid

Whipids are the large, fur
covered and porcine humanoids of the planet Toola.  Whipids have long heads with narrow eyes and
a mouth full of razor-sharp teeth.
Whipids have two large tusks that jut from their mouth.  They are often employed as mercenaries due to
their size and strength.

**Personality:**
Whipids are hunters, who prefer doing so in the most hands on way
possible.  They prefer to use spears, a
traditional weapon for them, but aren’t afraid to make a vicious bite on an
opponent.  They are omnivorous, but have
a preference for meat.

**Physical Description:** Whipids are far larger than humans, and far
stronger.  They have enormous, boar-like
heads and bodies covered in fur.  Their
hands are tridactyl, as are their feat.

**Homeworld:** Toola
(S-5), a frozen world.  They are friendly
with the Talz and often live along side them as well.

**Type:**
Humanoid (Arctic, Whipid)

**Abilities:** +4
Str, +2 Con, -2 Dex, -2 Cha

**Size:** Large

**Speed:** 30-ft

**Scent**

**Natural Weapons:** Whipid have a bite attack (1d8) as a natural weapon

**Insulating Fur:**
Whipids are naturally resistant to cold, and gain Cold Resistance 10.

**Languages:** Basic
and Whipid
Mastercraft Weapon

Home > Equipment > Mastercraft Weapon

You can make mastercraft weapons.  Mastercraft weapons gain the bonus on the table listed below.  Mastercraft weapons can also be crafted with a number of Weapon Qualities, which give these weapons additional abilities.

The damage increase for mastercraft is equal to 1 single die of the weapon type.  For instance, if you’re using a blaster pistol, you gain an additional 1d6 damage from a mastercraft +1 blaster pistol.  If you’re using a mastercraft +2 lightsaber, the damage increases by an additional 2d8. This damage is of the same type as the base weapon and is thus subject to damage reduction normally.
Da-Hakar Va

Da-Hakar Va is the first and largest moon of the fifth planet of the Da-Hakar system. It is the homeworld of a reptilian species known as the Shuri.

## Ecology

Da-Hakar Va is home to a host of mycelian fungoid lifeforms that have taken hold of the world. Many have become symbiotic with various bacterias and algaes and thus have places in the ecosystem analogous to traditional plants and some corals. A host of primitive arthropods and reptilian creatures round out most of the rest of the planet's ecosystems, most of which are no bigger than a meter in size.

Because of it's large size and the presence of so many asteroids in system, Da-Hakar Va is often struck by meteorites. This sometimes brings down Ferrum Spiders from the asteroid field, but they typically don't survive longer than a few weeks without the ionizing radiation of the field or their traditional prey: Mynocks.

The planet has numerous underground aquifers that have been sought out by various mining concerns over the years. They've left behind some equipment that is still utilized by thirsty Da-Hakarians and intrepid Shuri, though there was little mining done to the moon that didn't end up being filled with fungal growths.
Undefined Species

make a specific build, but need stats on the fly.  The best way to do that is to build a generic
species character.  You can modify a stat
block later to suit your needs, if necessary.
A player can NEVER be a generic species.

**Type:**
Humanoid (Any). Add a subtype of your choice, based on your description of the species.

**Bonus Hit Points:** Undefinded Species gain +8 HP at 1st level.

**Abilities:** +2 to
any one ability score of your choice

**Generic Skillset:** +2 species bonus to any one skill of your choice.

**Generic Save Ability:** +1 species bonus to any one kind of saving
throw of your choice.

**Languages:** Basic,
Bocce, Huttese, or any one language of your choice
Bastion

Bastion is the capital planet of the Draco Empire.

## History

Bastion was formerly called Sartinaynian. Originally a code name, Bastion was used to describe the de facto capital of the Imperial Remnant. Once peace was achieved between the New Republic and the Imperial Remnant, the name stuck and even the locals began to refer to their world as Bastion.

Bastion remained the heart of the Remnant and the subsequently resurgent Fel Empire. It was the capital of the Fel Empire during the Sith-Imperial War, and it would remain the capital well into the Draco Empire.

## Demographics

Bastion is a cosmopolitan world on the verge of becoming an Ecumenopolis. There are still a few spaces on the planet that haven't been covered by civilian or industrial works, but the vast majority of the planet encased beneath sheets of metal and concrete.

Humans make up the vast majority of Bastion's population, but there is now a large contingent of Chiss who live on the planet as well. A number of Muun reside here as representatives of the InterGalactic Banking Clans.
Cathar

The furry feline species native to the planet of the same name, the Cathar are respected members of the galactic community. They are known for their passion-fueled outlooks and their incredible loyalty.  Around four-thousand years ago, the Cathar were nearly wiped out in the Mandalorian Wars. They survived, and through careful progress they’ve come back from the brink of extinction.

## Game Stats

* Type: Humanoid (Cathar, Feline)
* Racial Hit Points: +8
* Abilities: +2 Str, +2 Cha, -2 Int
* Speed: 30-ft
* Low-Light Vision
* Natural Weapons: A Cathar can use their claws as natural weapons, which deal 1d4 slashing damage in place of their normal unarmed attacks.  Cathar using their claws are considered armed, and these are primary natural attacks.
* Feline Grace: +2 species bonus on acrobatics and stealth skill checks.
* Ferocity: Once per day, when a Cathar is brought below 0 hit points but not killed, they can fight on for 1 more round as if disable.  At the end of their next turn, unless brought to above 0 hit points, they immediately fall unconscious and begin dying.
* Languages: Basic and Catharese

## Additional Information

### Personality

Cathar are fiercely loyal to their family and friends, but earning their trust can be difficult.  They are wary of outsiders on an instinctual level, but those who prove themselves as allies are welcome.  Each Cathar burns with an inner fire, a desire to prove themselves to the rest of the universe. Honor is important to them, and the greatest honor comes from being a great warrior.

### Physical Description

Cathar are covered in soft fur, with both males and females wearing them in long flowing manes.  Males sometimes sport facial hair. Most Cathar are about the same size as humans, though Cathar are often more muscular.  Their facial features are feline, lion-like.

### Homeworld

Cathar, in the Outer Rim near Dathomir (N-6).  Some Cathar also live on Ord Mantell and Rendilli.

### Languages

Catharese is their native language, but most Cathar can also speak Basic with a heavy accent.
Aqualish

Aqualish are walrus-faced
humanoids with skin ranging in color from dark green to blue to deep russet or
black.  Some Aqualish subspecies have
four eyes instead of two or fins instead of hands.  The Aqualish admire strength and are openly
hostile toward the weak.  In fact, it is
customary and accepted social behavior among Aqualish to be push and
belligerent upon first meeting others.

**Personality:** Aqualish are brutish, mean, and dumb.
They know they’re jerks, and they revel in it.

**Physical Description:** Aqualish are the descendants of aquatic
mammal-like arachnids on their homeworld, and they retain many of those
features.  They have bulbous heads, with
bulbous eyes.  Their features are much
like those of walruses combined with spiders.

**Homeworld:** Ando,
on the Mid-Rim.  They have colonies all
over the Lambda Sector.

#### Quara Subspecies

**Type:**
Humanoid (Aqualish, Aquatic)

**Racial Hit Points:** +8

**Abilities:**
+2
con, -2 int, -2 cha

**Speed:** 30-ft,
Swim 30-ft

**Aquatic Adaptation:** Quara can breathe underwater and gain a +4 species bonus
on Athletics checks to swim.

**Tough:** +2
species bonus on Fortitude saving throws.

**Languages:**
Aqualish

#### Ualaq Subspecies

**Type:**
Humanoid (Aqualish, Aquatic)

**Racial Hit Points:** +8

**Abilities:** +2
con, -2 int, -2 cha

**Speed:** 30-ft,
Swim 30-ft

**Aquatic Adaptation:** Quara can breathe underwater and gain a +4 species bonus
on Athletics checks to swim.

**Quad Eyed:** **+4 species bonus on Perception checks based on sight.**

**Languages:**
Aqualish
Expert

# Expert

An Expert is a Character who
excels at using his skills to accomplish a task.

**Hit**
Dice:
1d8

**Defense**
Bonus: **+1**

**Class**
Skills: **An Expert can select any 10 skills to be class skills.**

**Skill**
Points per Level: **6 + Int modifier**

**Starting**
Feats

Armor Proficiency (Light)

Weapon Proficiency (Blaster Pistols)

Weapon Proficiency (Simple)

**Skill**
Focus

An expert gains a Skill Feat as a bonus feat at the
indicated level.
Reputation

Home > Reputation

Reputation is a number representing your ability to gather and keep followers.

* A character can make a Reputation check to attract followers to their cause.  These followers may be troops, minions, personal servants, accomplices, trainees, acolytes, or whatever other type of dedicated follower the player chooses and the GM can agree makes sense.  If a character stands for some cause, they may win followers to their cause as well as personal followers, but that should be handled on a case-by-case basis. A follower is typically created by the player for a specific task or role, but the GM may allow certain NPCs they’ve designed to become followers as well.  Followers are not exploitable, if they feel that they’re being treated unfairly or being exploited they will quit their task and leave. If a follower quits due to being treated unfairly or exploited, the character’s reputation suffers a -1 cumulative penalty per hit dice of the follower that leaves. This penalty persists for a time subject to DM discretion, but it's typically no longer than one month.

* Once a character has at least a +1 Reputation, that character can make a special Reputation check to attract one potential follower.  This isn’t mandatory. If a player decides that they don’t want their character to have followers, they do not have to make this check.  The character rolls 1d20 + their reputation modifier + their charisma modifier + any other reputation modifiers (subject to DM discretion).  To make this reputation check, a character needs some down time. They cannot make this check while away from a populated area, and they must spend at least 24 hours attempting to attract followers.  At the end of this time, they make their check to see if they succeed. Additionally, a character can only make a Reputation check to attract followers once per week, even if they gain a higher reputation during that time.

* The maximum total levels of a hero’s followers cannot exceed their Reputation bonus.  For the purposes of this total, non-heroic characters count as one level lower than their total level.  A 1st level non-heroic character counts as 1/2.  A character with only the commoner class counts as two levels lower than their total level, so a 1st level commoner counts as 1/3.  Only Medium and Small sized non-sentient creatures can be selected as followers.

* The DC to attract a follower is 15 + the potential follower’s level.  If you’re attempting to attract a character with only non-heroic levels, subtract 1 from the DC.  If you succeed, the follower is recruited and can be assigned a role, below.

* A character may dismiss his followers whenever they please.  To regain those followers, or to attract new followers, the character must wait one week before they can make a new Reputation check to attract followers.  As a character gains reputation, they can increase the levels of their existing followers. If they choose to do so, the follower gains that level after a long rest (8 hours).  The total number of levels of followers you can have at any time still cannot exceed your reputation score.

* A follower can never have followers of their own.
Starship Market

## Getting Your own Starship

There are a number of ways to gain a starship. The easiest ways are to be part of an organization that can loan you a starship, such as the Jedi or the Republic. Alternatively, you can look to a wealthy benefactor to help you with getting access to a ship. If you want to purchase a ship yourself, follow these guidelines below.

### Legitimate Financing

As a general rule, legitimate financing (such as through a bank) is available with a down payment of 20% of the starship's cost, with monthly payments equal to 2% of the starship's cost for the next five years.

### Loan Sharks and Gangsters

Less appealing but much more interesting is the option of seeking out a loan shark and obtaining an under-the-table loan. Repayment terms are steep (usually 10% of the ship's value every month for three years), and missed payments can result in interest rates so high that the loan can never be repaid. If the heroes don't pay off the loan shark quickly enough, he might decide to send his thugs to rough up the heroes - or worse.

### Shipjacking and Theft

A third option for obtaining a vessel is to steal one from a legitimate owner, either before the campaign begins or as the objective of the heroes' first adventure. Shipjacking is an old profession in the Galaxy, and it is extremely dangerous. The authorities (and the original owner) are constantly on the lookout for stolen starships, and if the heroes fail to properly falsify the documentation that identifies the ship as theirs, they could find themselves the subjects of a rather uncomfortable investigation.
Combat Medic

*Home* *> Classes > Soldier > Archetype: Combat Medic*

THIS IS NO LONGER A USEABLE ARCHETYPE. LEAVING PAGE BUT DELETING LINK.

### **Battlefield Medicine**

A Combat Medic can call upon their medical knowledge on the battlefield, gaining a pool of Battlefield Medicine points that they can spend to heal themselves or their allies.  This pool has a number of points equal to their level + their wisdom modifier (minimum 1). The pool refreshes each morning after a long rest (8 hours).

* **Combat Medic:** A Combat Medic can expend 1 point from this Medicine pool to touch a creature (or themselves) and heal them of 1d6 + their wisdom modifier damage.  For every two levels beyond 1st, this healing increases by an additional 1d6, to a maximum of 10d6 + their wisdom modifier at 19th level.

* **Field Treatment:** A Combat Medic can spend one point from their Medicine pool to immediately remove one condition (such as blindness, deafness, exhaustion, fatigue, paralysis, or disease) affecting a creature by touching them.  Lastly, a Combat Medic can spend one point from their Medicine pool to revive a creature that has been dead no longer than 1 round. Each of these uses is a standard action, unless otherwise noted.

* **Stand Firm:** A Combat Medic can spend a point from his Surge Pool as a reaction to touch an ally and grant them a +1 competence bonus to their Defense Score for a number of rounds equal to twice the Combat Medic’s Constitution Modifier (minimum 1 round).  For every four levels gained beyond 1st, the defense gained increases by an additional +1, to a maximum of +5 at 17th level.

* **Resolute Ally:** A Combat Medic can touch an ally, granting them an additional number of temporary hit points equal to 1d6 per 2 two levels (round down, minimum 1d6).  These temporary hit points last for 1 minute, and the Combat Medic must wait an additional minute before bestowing these extra hit points again. Only one ally may benefit from this ability at any time.

This ability replaces Battle Surge.

### **Triage**

A Combat Medic adds half of his level on all Treat Injury skill checks.  This ability replaces Courageous Presence.

### **Heal at Range**

A Combat Medic uses the latest technologies to aid the regeneration of their allies.  Starting at 4th level, a Combat Medic can heal an ally using their Combat Medic and Field Treatment abilities at a range of 20-feet.  Every four levels thereafter, the range for this ability increases by 20-feet, to a maximum of 100-feet at 20th level.  This ability replaces Weapon Training.