recursal/Fanatic-Fandom huggingface dataset:
Curved Hilt

The curved hilt is preferred by duelists and practitioners of the lightsaber combat form Makashi. This modification allows both for better control and flexibility when handling the lightsaber and for more force behind overhand strikes.

## Base Modifiers

Adds automatic Advantage to successful Lightsaber combat checks when engaged with a single opponent.
Shift Coffer

## What This Gear Does

Also called “Bith hiding cubes,” these transparisteel cubes are about three-quarters of a meter on each side, and function as small safes designed to be invisible to the naked eye. Originally designed by Bith engineers, the walls of the coffer contain special fiber optic relays that transfer the light around the cube across its surface. When placed flush into a niche in a wall, the shift coffer disappears, blending perfectly into the surrounding plane of the wall. When out in the open, the coffer refracts light around itself but creates an odd blurring effect akin to heat haze.

Shift coffers can contain up to a total 5 encumbrance in items, though items more than about half a meter in length do not fit inside (at least, not without being bent or folded). When the coffer is in its wall niche, attempts to discover it require a successful Formidable (5 purple dice) Perception check. The locks on shift coffers are usually good but not extremely complex or sophisticated, requiring a Hard (3 purple dice) Skulduggery check to pick.

## Models Include

* Veretrex Securities hiding cube SCT- 1000
* SecuriCorp “Sleepsafe” shift coffer
Character Connections

## Main Cast

1. Rinyn Nolu
2. Kilix Gui'n Ranuen
3. Atiin Ordo
4. Kaiden Kre'fey
5. Nel Otterna
6. Sarisa Caltrel
7. Kay Darksun
8. Leon Wilco
9. Jenrose

## Main Camp

1. Lomax
2. Treena
3. Polo Droid
4. Sgt. Ew
5. Lee
6. Grawn Grawn
7. R5-DI4
8. Rar Jar Sphinx
9. Cara Kre'fey
10. Alex

## Reoccurring Characters

1. Natan
2. Garnet
3. Cofar
4. Sek'noss
5. Rodian Girl
6. Flin
7. Markov
8. Markov's Daughter
9. Gora
10. Ian "Skull King" Wilson
11. Glandor

## Family

1. Evree
2. Katrina
3. Tarkav
4. Jack Kre'fey
5. Luna Kre'fey

## Gogorai Crew

1. Byurce
2. Deryll
3. Tailspin
4. F1-0w3r
5. R4-N3
6. Giska
7. Zal
8. Vandar

## Team Droid Ranger

1. Blue
2. Green
3. Orange
4. Purple
5. Red
6. Yellow

## Not met anyone yet

1. Icarua
2. Isshaar
3. Jakari
4. Jiarra
5. Lilaton
6. Marcando
7. Rally

## Villians

1. Mortius
2. Jelkala
3. Blair
4. Uldric
Iktochi

## Special Abilities

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

**Precognition:** Iktotchi occasionally see glimpses of the future, letting them predict certain events even before they occur. In addition to seeing flashes of the future at the GM's discretion, an Iktotchi may spend 1 triumph on a check to determine Initiative to perform a free maneuver before the encounter begins or to have an ally in short range perform a free maneuver before the encounter begins.
Basic Lightsaber Hilt

The soul of each lightsaber is its crystal. The Jedi of old tested their younglings by sending them to search for their lightsaber crystals. The process was as much a spiritual journey as a physical search, with the trainees confronting their inner demons as part of the process. In finding a crystal, they bonded with it in a way that transcended the physical realm.

The hilt of the lightsaber, on the other hand, is a primarily mechanical system. Individuals can customize a hilt, adding ornamentation or additional functionality in the same manner as any weapon or item. In this way, an individual can make a unique hilt that is truly his; but it is still simply an item. Provided here are the hilts for the lightsabers listed in the armory section. Each requires a crystal to become a true weapon (otherwise they deal no damage and have no critical rating, and they do not have many of their item qualities). However, PCs wanting to construct their own lightsaber should start with a hilt. If the PC wants to construct their own hilt out of available materials, the GM can still have the PCs make a check to find the hilt based on its rarity and pay the cost. This represents them finding and paying for the raw materials. Then it is simply a matter of spending a few hours putting the materials together to build the hilt—no checks are necessary.
Jawa

## Special Abilities

Jawas begin the game with one free rank in Mechanics. They still may not train Mechanic above Rank 2 during character creation. They also start with one rank in the Utinni! talent. (Remove 1 black die per rank of Utinni! from checks to find or scavenge items or gear. Such checks take half usual time.)

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

For more information on Jawas Click here
Blaster Energy Dampener

Some assassins and spies prefer a blaster energy dampener, an attachment that significantly reduces the visible wavelengths of light that blaster fire emits at the cost of some damage. This attachment is only for use on Ranged (Light) and Ranged (Heavy) blaster weapons.

## Base Modifiers

Increase the difficulty of checks made to detect this weapon’s fire by one. Decrease weapon damage by one.

## Modification Options

* 1 Add 1 black die to checks made to detect this weapon’s fire Mod.
Chiss

## Special Abilities

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

Infravision: Chiss have adapted to be able to see in both the infrared and normal visual spectra. This enables Chiss characters to remove up to 1 black die added to checks by lighting conditions.

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

For more information on Chiss Click here
Liquidsilver L7 Light Blaster Pistol

A simple, inexpensive blaster pistol, the Liquidsil- ver L7 has developed a reputation among smugglers as a good weapon to have in a pinch. The L7’s compact size, clean lines, and steel finish make the blaster fairly inconspicuous and easy to overlook, especially if stowed for quick and easy access on the wall of a cargo hold or beside the gangplank servos of a light freighter.

Add 2 black dice to a character’s Perception checks to notice a Liquidsilver L7 light blaster pistol stashed aboard a starship.
Seeker

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

* Knowledge (Xenology)
* Piloting (Planetary)
* Piloting (Space)
* Ranged (Heavy)
* Survival
* 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

## Ataru Striker

Makes the following Skills Class skills

* Athletics
* Coordination
* Lightsaber
* Perception

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

## Hunter

Makes the following Skills Class skills

* Coordination
* Ranged (Heavy)
* Stealth
* Vigilance

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

Found in Force And Destiny Core Rulebook

## Pathfinder

Makes the following Skills Class skills

* Medicine
* Ranged (Light)
* 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 Force And Destiny Core Rulebook
Selkath

## Special Abilities

Selkaths begin the game with
 one free rank in Medicine or Negotiation. They still
 may not train Medicine or Negotiation above Rank
 2 during character creation. They also start with
 one rank in the Surgeon talent. (When making a Medicine check to
 help a character recover wounds. the
 target recovers 1 additional wound
 per rank of Surgeon.)

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

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

For more information on Selkaths Click here
Modular Backpack Extra Pouch

## What This Gear Does

The convenient Mk. IV Modular Backpack is manufactured by Creshaldyne Industries and marketed almost exclusively to military and governmental forces. Designed with scouts, reconnaissance troopers, and explorers in mind, these backpacks are large and sturdy, made from weatherproof textiles and equipped with an internal frame to help support the weight of the load carried. The backpack has one large compartment with four smaller compartments on the exterior. Each compartment can be sealed and unsealed quickly with a specially designed, silent tear-away textile sealer that keeps the contents of the backpack safe. secure, and dry. What makes this backpack unique is the number of different pouches that can be purchased and attached to the exterior by way of Creshaldyne's proprietary modular quick-release system. This allows the user to customize his backpack for the job at hand, adding extra pouches for contents like ammunition, optical equipment, or specialized hunting gear.

The Mk. IV Modular Backpack increases the user's encumbrance threshold by 3, plus an additional 1 point of encumbrance threshold for each accessory pouch to a maximum of 3.
SoroSuub Persuader

SoroSuub's Persuader, officially known as the Model VIII Animal Shock Prod, uses the technology found in force pikes and shock batons to control large, thickskinned beasts. A little over two meters long, the Persuader is a long, narrow rod with a thicker haft at one end and a multi-pronged tip at the other. The haft contains the prod's power cell and controls as well as the non-slip handgrips. When activated the Persuader emits a variable electrical charge with an intensity that can be adjusted from a light sting that gets a creature's attention to a powerful discharge that can knock a fully grown Wookiee unconscious or render a rampaging rancor meek and biddable.

Persuader Animal Shock Prods require two hands to wield. This weapon has the Slow-Firing 1 rule, representing its electrical charge having to recharge. On rounds during which it is recharging, if the character wants to attack with it, he can only use it as an improvised weapon (see page 225 of the A C E OF REBELLION Core Rulebook).

## Special Abilities Weapon has

* Concussive 1
* Slow Firing
* Stun Setting
Session 04

## Base Raid Part 2

The battle ensues as Kilix finally made it to the base where everyone was fighting. Sarisa found vent that she could easily fit into and she walked through brushing off some spiders here and there. She found out the guy in charge was not exactly the best liked person. And the fact that the room there was the control room. Kaiden, and Atiin went off further into the base, and Rar Jar was being treated by Nel. The base leader died, by spiders I think, and the rest of the members of the base surrendered. Rar Jar and Nel managed to convince the rest of the members of that imperial base to join them, on the condition that they would have their families rescued from the watch of the imperial army. This was something that Rar Jar and Nel happily agreed to. Meanwhile Atiin and Kaiden managed to get some pretty cool new weapons.
Gridian

## Special Abilities

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

Prehensile Tail: Gridians can use their tails to hold and manipulate small items, but cannot use that item to make an attack.

Homebrewed Species

## Markings

Gridians are given body markings based on their middle initial. Refer to the chart to the left for what each letter's marking looks like. Also, gods help you if your middle initial is I.
Hero Characters

## Available for recruit

### Individual

1. Cici
2. Cofar
3. Icarua
4. Isshaar Betuos
5. Katrina
6. Lilaton
7. Marcando

### Project Restoration

1. R2-J4M
2. R2-TKN
3. R3-BL
4. R3-CH
5. R4-K0
6. R4-N3
7. R4-WV3

### Imperial Rangers Team

1. Blue
2. Green
3. Orange
4. Purple
5. Red
6. Yellow

### Mandalorians

1. Tarkav Mineer
2. Jakari Luko
3. Jiarra
4. Rally

## Recruited

### Individual

1. Alex
2. Grawn Grawn
3. Lee
4. Lomax
5. Polo Droid
6. R5-DI4
7. RL-001
8. Sgt. Ew
9. Treena
10. Yibdip
11. K'maro Cin

### Gogorai Crew

1. Byurce Wayeen
2. Deryll
3. F1-0w3r
4. Giska
5. Tailspin
6. Vandar
7. Zal
Missile Tube

Missile tubes are shoulder-fired, portable launchers capable of firing a variety of small and deadly rocket assisted warheads. Equipped with microrepulsors and sophisticated targeting systems, missile tubes grant an infantry squad or group of freedom fighters anti-armor, anti-airspeeder, and anti-materiel capabilities in one small, easy to use package. The warheads available for use in these launchers range from anti-tank missiles that can pierce even the strongest vehicle armor to miniaturized guided anti-aircraft proton missiles that can chase their flying targets for hundreds of kilometers

The most common models of missile tube feature three firing modes—infrared, grav-seeking, and lineof-sight—depending on the current warhead loaded. Infrared warheads home in on a vehicle's heat signature,which makes them especially useful against wheeled or tracked vehicles and walkers. Grav seekers detect the gravity-repelling effect of a vehicle's repulsor engines, and perform remarkably well against fast airspeeders. Line-of-sight, or direct-fire warheads, are typically used against slow-moving targets or fixed emplacements such as buildings, bunkers, or other fortifications. Infrared and grav-seeking warheads can be easily spoofed through the use of flares, smoke, repulsor decoys, or chaff dispensers, and use the Guided weapon quality in their attacks. Line-of-sight warheads are unguided. They lose the Guided quality but they cannot be spoofed by anti-missile countermeasures. All missile tubes, no matter what mode they are firing in, require one preparation maneuver before firing.

Additional ammo for the missile tube costs 500 credits per rack of six.

## Special Abilities Weapon has

* Blast 10
* Cumbersom 3
* Guided 3
* Breach 1
* Prepare 1
* Limited Ammo 6

## Models Include

* Golan Arms HH-15
* Merr-Sonn PLX-2M
Raquor Venom (1 dose)

## What This Gear Does

Extracted from the glandular toxin sacs of Sriluurian dark wolves, raquor venom is a powerful paralytic enzyme inhibitor. Significantly harder to shake off than most synthetic neuroparalytics, raquor venom is harvested by Weequay beastmasters and commands a high price on the black market among bounty hunters.

Any sized dose has a Daunting (4 purple dice) difficulty. The poison Staggers the target for 2 rounds if the target fails the check. In addition, each disadvantage generated inflicts 2 strain on the target (this ignores soak), and the GM may spend 1 despair to Immobilize the target for 2 rounds. While raquor venom is usually introduced to the target via injection, it can be aerosolized for use in poison gas grenades, though this reduces the effectiveness to a Hard (3 purple dice) difficulty
Personal Distress Beacon

## What This Gear Does

Ubiquitous among spacers, explorers, and other professionals in the galaxy, the PED-2l is a personal emergency distress beacon carried in case of accident or is fortune. Around the size of a glow rod and weighing next to nothing, the PED-21 uses a high-powered, long-range transmitter to broad-cast a short, constantly repeating emergency mes-sage across all common search-and-rescue comm frequencies. The PED-21 can be programmed to repeat its message in up to twelve prepro-grammed languages and has a power-pack life of seventy-two stan-dard hours. It can be manually triggered or linked to a monitoring sys-tem, such as those found in survival suits or sealed armor, and set to activate au-tomatically when the wearer's bio signs reach a preprogrammed threshold. The signal broadcast by the PED-21 can be picked up from low orbit on most worlds and from many kilometers away depending on atmospheric conditions, terrain, and a number of other variables.

Anyone searching for an individual with an active PED-2l gains 2 blue dice to any Perception, Computers, or Surveillance checks made in the course of the search.
Mephite Crystal

Mephite crystals are rare, lustrous crystals found in a handful of places in and around the Adega system. Mephite crystals are well-suited for use in lightsabers due to their internal structure and light-modulating capabilities. A mephite crystal is a lightsaber crystal.

## Base Modifiers

Installing this crystal changes the lightsaber’s damage to 8 and its critical rating to 2, and the lightsaber gains the Breach 1 and Sunder weapon qualities. Force-sensitive characters using Force powers to sense their surroundings automatically detect a lightsaber using a mephite crystal if it is in range of the power. If the crystal is ever removed, the lightsaber loses these qualities and abilities, and reverts to its previous base damage and critical rating.

## Modification Options

* 3 Damage +1 Mods
* 1 Decrease the weapon’s critical rating by one to a minimum of 1 Mod
* 1 Item Quality (Vicious +1) Mod
Repulsor Fist

## What This Gear Does

Also called a repulse-hand or an enforcer grip, this durasteel weapon cybernetic is typically neither covered in synthskin nor intended to appear natural. It contains miniature repulsor generators that can be switched on to deliver crushing blows and deflect incoming attacks.

A repulsor grip provides one rank of the Defensive Stance talent and counts as a Brawl weapon with a damage of 8, a Critical Rating of 3, and the Concus- sive 1 and Slow-Firing 2 qualities. This weapon has the Slow-Firing 2 rule, meaning it can only be used once every third round. This means that while a character may still make Brawl attacks when this weapon is “recharging” he does so without any benefits from the weapon—he simply makes an unarmed melee attack.

## Models Include

* Illicit Electronics Juggernaut Mag Fist
* Control Zone Ltd. Repulse-hand
Mustafarian

## Special Abilities

Each Mustafarian subspecies has its own special abilities, listed below:

#### Northern Mustafarian

Tall and spindly. many northern Mustafarians can be found working alongside their southern cousins in Mustafar's many mining facilities. Though they are typically not as sturdy as southern Mustafarians. their faceted eyes are quite keen helping them to pick out flaws in one and machines alike.

* **Special Abilities:** Northern Mustafarians many remove 2 black die from check to resist arid or hot environmental conditions. Additionally, they begin play with one rank in the Eye for Detail talent (see page 34)

#### Southern Mustafarian

Bulkier and tougher than their northern cousins thanks to their adaptation to relatively higher gravity in their homeland. Southern Mustafarians do a great deal of the grunt work in Mustafar's mining facilities their thick carapaces makes them difficult to harm and help them survive the incredible heat and frequent accidents on the lava flows.

* **Special Abilities:** Southern Mustafarians may remove 2 black dice from checks to resist and or hot environmental conditions. Additionally, they begin play with one rank of the Enduring talent.

Found in the Edge of the Empire: Special Modifications (EotE: SM)

For more information on Mustafarians Click here
19 January 2017

Niv's Session

Annulus Augmentin

Axiom has informed the Rebellion about the existence of a traveling medical ship that has been targeted by the Empire as of late.  While he's not certain why, he believes it's to do with them offering aid to worlds where their influence is particularly harsh.  If we help them then they may be willing to aid us in the future.
Plasma Grenade

KIRGO BLASTWORKS NOVA40 PLASMA GRENADE

A plasma grenade contains a store of blaster gas comparable to the load of a blaster pistol. When primed, an XCiter unit converts the gas to a highly energetic state. After three to sixty seconds, as selected by the user, the grenade activates the gas with a laser charge, detonating in highly explosive fashion. The resulting explosion is very similar in appearance and effect to a blaster bolt, but more powerful than even a heavy blaster and dispersed over a much larger area.

## Special Abilities Weapon has

* Blast 10
* Limited Ammo 1
MarkV Hunting Rifle

CORONET ARMS MARK V "SAND PANTHER" HUNTING RIFLE

Coveted by big game hunters who can afford the steep price, the Coronet Arms Mark V "Sand Panther" is a superb rifle with excellent range, accuracy, and stopping power. Like other Coronet Arms designs, the Mark V is precisely tooled, with handcrafted stocks made of golden creshik wood imported from Tralus. The rifle's exceptionally long barrel allows the weapon to be accurate, even at extreme ranges. Due to the length and caliber of the barrel, the Mark V is somewhat cumbersome and has a considerable recoil when fired, which is somewhat dampened by a pneumatic recoil buffer built in to the rifle's firing mechanism.

## Special Abilities Weapon has

* Accurate 1
* Cumbersome 2
* It also summons your mother trebek
Polis Massan

## Special Abilities

Polis Massans begin the game with one rank in Medicine. They still may not train Medicine above rank 2 during character creation.

No Vocal Chords: The vast majority of Polis Massans are born without vocal chords, though a small subset does possess them. Referred to as "speakers" by their people, these rare individuals can physically speak languages, though their voices are soft and strangely, resonant. When creating a Polis Massan character a player may spend 10 starting XP to specifiy that the character possesses vocal chords.

Telepathy: Polis Massans can communicate with other beings at short range using a simple form of telepathy. This communication is akin to a broadcast, and anyone within short range "hears" the polis Massan's speech Plois Massans can only "whisper" privately to beings they are engaged with.

Found in Age of Rebellion: Strongholds of Resistance

For more information on Polis Massans Click here
Concealed Recorder

## What This Gear Does

A surreptitiously captured moment can be turned into evidence that wins wars, topples governments, or sim-ply persuades a certain person to remain silent. Many corporations and investigative groups have produced a wide range of specialized recorders that can be effec-tively hidden. Although usually made to capture full-color hobos and audio, sometimes such devices capture flat-screen images or audio only, depending on the needs of the user. These miniature recording devices can be installed in an innocuous item, such as a light fixture or chronometer, and left to record until retrieved by the operator. Simple programming optimizes data storage, pausing recording when no activity is detected.

Add 2 black dice to a character's Perception checks to find a concealed recorder on a person's body.
Rebel Dxun Moon Base

This small base was created on Dxun way before Kilix, Rinyn, and Rar Jar had found the facilities. The location is run down, has very few beds and one shower area. To protect itself from the jungle wildlife in the surrounding area the Dxun Base has a parameter fence that surrounds the encampment.

## Base Type and Facilities

* **Type:** Safehouse
* **Funds:** 0 credits
* Parameter Fence
* Communication Hub
* Barracks
Rebel Forces

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.
Recon Remote

## What This Gear Does

These are small, spherical remotes with miniaturized repulsorlift generators used by military and security personnel for reconnaissance and surveillance. They feature full 360 degree visual sensors with night vision capability and have the ability to transmit data to a remote receiver up to 20 kilometers away.

The Recon Remote is roughly the size of a shuura fruit (silhouette 0), and can travel at speeds of 20 km per hour. The control unit can monitor the input from up to four of these remotes simultaneously. Arakyd Industries' brand of remote can run for 24 hours be-fore needing to be recharged.
Shortened Barrel

Shortened barrels are a handy modification used by spies, plain-clothes law enforcement officers, or anyone needing to conceal the fact that they're carrying a weapon. Little more than a shorter-than-stock replacement barrel, this attachment makes concealing a pistol on one's person much easier than usual. As an added bonus, the short barrel can, with some practice, make the act of drawing the weapon quicker and easier. This attachment can only be applied to Ranged (Light) pistol weapons.

## Models Include

* Arakyd SB4 "Stubber"
* SoroSuub SBSS Reduced Length Barrel

## Base Modifiers

Reduces the difficulty of checks made to conceal this weapon by 1. Reduces range by one range band to a minimum of short. If already short, add 1 black die to attack checks.
Strength Enhancing System

Strength-enhancing systems easily convert a suit of full armor into a power-assisted suit. Composed of a matrix of electrically-controlled myomer synthetic muscle fibers backed up with nano-hydraulics, an SES increases a wearer's raw physical strength, allowing him to lift more and carry more for longer periods of time. This attachment can only be used with laminate armor or similar full-body hard armor suits.

## Models Include

* Atlas Corp Myomer Strength Enhancing System
* Industrial Automaton Xr5 Power Assist
* BioTech "Brute" Strength Enhancer

## Base Modifiers

Increases wearer's Brawn by one point while wearing this armor. This does not increase soak or wound threshold.

## Modification Options

* 2 Skill (Athletics) Mods
* 2 Innate Talent (Brace) Mods
Loaded Chance Cubes

## What This Gear Does

Countless credits have been won and lost on the roll of simple chance cubes. Basic and low-tech, these dice can be found virtually everywhere in the galaxy. The simplicity of chance cubes also makes them susceptible to swindlers who like to keep the odds in their favor. By weighting the cubes slightly, unscrupulous individuals can increase the chances of the cubes coming up either red or blue. While difficult to detect on first glance, even the thickest Gamorrean will eventually realize that loaded chance cubes, or "tops” as they are sometimes called, are anything but random if used too often.

Characters using loaded chance cubes may add up to 2 blue dice to Deception checks when gambling. Noticing that chance cubes are weighted requires a Formidable (5 purple dice) Perception check on the first roll of the dice, but the difficulty decreases by one for each subsequent roll.
Resplendent Robes

Some beings naturally become the center of attention when they enter a room, but dressing for the part never hurts, either. Purposefully ostentatious clothing greatly aids their efforts, allowing the wearer's allies to go about other business unobserved.

As long as a character wearing resplendent robes purposefully draws attention to himself, each of his allies in medium range adds 1 blue die to Perception, Skulduggery, and Stealth checks.
Noble Regalia

* Female
* Male

Although often inconvenient to wear, severely limiting to movement, and historically archaic, few things command innate respect as much as the traditional attire of a planet's nobility. Varying from culture to culture, noble regalia typically incorporates multiple layers of ornate, expensive clothing. Although a casual observer might not recognize the wearer's exact rank or title, noble regalia nonetheless conveys a degree of aristocratic importance.

The wearer downgrades the difficulty of social checks to interact with other nobility and their sub-ordinates once.
Hypertransceiver

## What This Gear Does

Also known as subspace transceivers, hypertransceivers are used for nearly instantaneous, faster-than-light communications between star systems. While not as advanced and efficient as those linked in to the HoloNet, hypertransceivers can send messages several light years, with powerful models such as this one able to transmit up to 100 light years. Most planets in the galaxy are integrated into a local subspace network independent of the galaxy-spanning HoloNet, with hyperspace transceivers on deep-space relay satellites to create sector-wide communications grid.

Most starships have hypertransceivers to send long-range messages and transmit distress signals. Small, portable hypertransceivers are also available, with ranges up to about 25 light years. Utilizing local subspace systems, these transceivers can potentially send a message anywhere in the galaxy, routing the transmission across networks. Many smugglers and assorted criminals prefer to send messages using private hypertransceivers rather than the HoloNet in order to make their communications harder to detect and trace.

## Models Include

* Cirenian Communications Pioneer Long-Range Transceiver
Session 14

## And On That Bombshell/When the Mice are Away

Mission 1: Investigate disappearing Rebellion sympathizers

Personnel: Atiin Ordo, Sarisa, Nel Otterna, Treena, Kaiden Kre'fey, P010-R01D

People in Iziz have been disappearing upon any sign of agreeing with the Rebellion. Investigations into the city finds a cell of secret police for the Empire, which is swiftly destroyed by Treena. The secret police are harboring Terror Troopers, clone troopers outfitted with heavy cybernetic augmentation to the point of complete cessation of self. Upon their termination, the group is informed that whoever is in charge of producing them knows who they are.

Mission highlights:

* Atiin cuts off a Dark Trooper's leg with a vibrosword. Dark Trooper then explodes, taking the building down with him.
* Treena charms a brigade of secret police out of a bar, and charms a grenade pin right out of the commanding office's grenade belt.
* A room filled with 6 Terror Troopers in bacta is euthanized painfully but quickly by Nel.
* A voice over a console makes itself known to the party.

Mission 2: Investigate a normally quiet hyperspace route that is suddenly active

Personnel: Rinyn Nolu, Leon Wilco, Rar-Jar Sphinx, Kilix

A check of a normally unused hyperspace byway finds the group in the presense of a Gladiator Class Star Destroyer, which after being addressed by Leon accepts them as guests. Comfortable in company, Rinyn removes her helmet to eat and is accosted by a young Cathar teen named Blaire, who finds her enchanting. His advances are unaccepted. Blaire engages the party and reveals himself as an Inquisitor. Leon saves the group by convincing the crew of the Star Destroyer to open all airlocks on the ship, flushing Blaire out into space. As the party leaves, a dark, black ship looms over the now significantly smaller-by-comparison Star Destroyer...

Mission highlights:

* Rinyn gains the attention of an overly-hormonal Cathar male named Blaire, an Inquisitor.
* Leon gains the respect of the crew enough to rescue the others.
* Rar-Jar's arm is forcibly removed and later reattached.
Slugthrower Rifle

Slugthrower rifles are highly accurate, long ranged slugthrowers occasionally used by professional killers, bounty hunters, and sportsmen. Rugged and reliable, slugthrower rifles are produced as either single-shot bolt-action weapons or magazine-fed semi-automatic weapons. While not as sophisticated or as potentially destructive as a blaster rifle, they are still lethal weapons with a long reach that can, depending on their caliber and the properties of their ammunition, pierce even the heavy plastoid armor of Imperial stormtroopers.

## Models Include

* KiSteer 1 284
* Czerka Arms 6-2Aug2 Hunting Rifle
* Czerka Arms Adventurer
Session 06

## Chilly Mines

The group gets tasked with going to the Spice mines, where Rinyn has some apprehension about going to these mines. When there the group ended up splitting up. Atiin, Nel, Rar Jar, and Kilix, all ended up going north into the mines, while Kaiden, and Rinyn went East.

The group north ended up running into some imperial troopers, as well as a lot of bodies and blood, as they had no idea as to what happened to these people. They find out soon that Energy Spiders (Spice Spiders) attached everyone killing anyone they could find.

Meanwhile to the group that went east they found a computer that logged something about the spiders, but was vague and was the last entry. The group found some special drugs that they knew they could sell, though this was going to be a bit of a secret from the rest of the group. They ended up facing off against one of the spice spiders as well.

In the end both groups won and they both made it away from the mines.
Medpac

## What This Gear Does

Often described by Rebel operatives as "a medical frigate you can fit in your pocket," a standard medpac is a larger and better-equipped version of the common emergency medpac. Carried by held medics and first responders, medpacs carry a full suite of surgical implements, a larger and more powerful mediscanner and diagnostic computer, advanced synth-nutrient replicators, spray splints, various basic medications, and antiradiation/anti-biological contamination drugs, in addition to the equipment found in the emergency versions.

Standard medpacs allow a user to perform relatively complex medical procedures in the held. Like emergency medpacs, standard medpacs allow a character to use the Medicine skill without penalty as per the rules below, and in addition grant 1 blue die to all Medicine skill checks. Also, thanks to their stock of stim applicators, these medpacs grant a group of Rebels the equivalent of one stimpack per scene, at the Game Master's discretion.

## Models Include

* Athakam MedTech First Responder
* BioTech FastFlesh Medpac

## Medical Care

A character may attempt a Medicine check to help a character heal wounds. Each character may only receive one Medicine check each encounter, as there is only so much that good first aid can do to help a character.

The difficulty of the check is based on the target's current state of health. On a successful check, the target recovers a number of wounds equal to the number of successes generated by the Medicine roll and an amount of strain equal to the number of advantages generated.

A character may also attempt to help someone recover from a Critical Injury by making a Medicine check with a difficulty equal to the severity rating of the Critical Injury (see Table Medical Check Difficulty). A character may attempt one Medicine check per week per Critical Injury.

A character may attempt to heal his own normal wounds or recover from his own Critical Injuries with Medicine, but doing this himself increases the difficulty of the Medicine check by two. In addition, attempting a Medicine check without the proper equipment (see above) increases the difficulty of the check by one.

Droids cannot benefit from medical care. However, they do receive the same benefits from Mechanics checks, based on the same guidelines and difficulty ratings as their Medicine-based equivalents. All of the guidelines and rules governing Medicine checks also govern Mechanics checks to heal droids, with the exception that a droid using Mechanics to heal himself only increases the difficulty by one, rather than two. Simply put, most droids can avoid feeling "pain" and have the self-diagnostic routines and programming to better understand how to repair themselves

## Medical Check Difficulty Edit

 Current wounds equal more than half of wound threshold
 Current wounds exceed wound threshold
 Recover Critical Injury
Huntsman Vibrospear

LASERHONE HUNTSMAN VIBROSPEAR

The Huntsman by LaserHone, a maker of fine vi-broweapons based in the Corporate Sector, is a relative oddity among weapons of its class. Over two meters long, the Huntsman is a sturdy vibrospear designed for hunting large and dangerous wild game. Equipped with LaserHone's patented ultrasonic vibro-technology, the vibrogenerator in the Huntsman vibrates at frequencies well outside the hearing range of most sentients. The ultrasonic vibrogenerator, special dampening fittings, and a coating of sound-absorbing polymers make the Huntsman completely silent when active. This allows a hunter to carry a powerful vibroweapon in the field without the fear of spooking his prey with the noise from the weapon.

The Huntsman's haft is a super-dense plasteel alloy embedded with sound-deadening materials and laced with foil-fiber reinforcements. Incredibly strong and flexible, the Huntsman can parry nearly any in-coming blow, from the claws of a powerful beast to the slashing edge of a vibro-ax. The blade is a long, thin, leaf-shaped affair made from a laser-honed steel alloy with a molecular edge that can pass through steel and stone as easy as through flesh and muscle. At the base of the blade where it meets the haft, two thick posts extend for a few centimeters perpendicular to the haft to prevent particularly recalcitrant beasts from charging up the haft after being stabbed and attacking the spear's wielder. While it is more of a niche weapon with limited appeal, many professional scouts and hunters appreciate the deadly simplicity of the Hunts man and the challenge of hunting untamed beasts in ways similar to their ancient forebears.

The vibrospear requires two hands to wield.

## Special Abilities Weapon has

* Pierce 2
* Vicious 2
Hired Gun

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

* Athletics
* Brawl
* Discipline
* Melee
* Piloting (Planetary)
* Ranged (Light)
* Resilience
* Vigilance.

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

Found in Edge of the Empire Core Rule Book

## Bodyguard

Makes the following Skills Class skills

* Gunnery
* Perception
* Piloting (Planetary)
* 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 Edge of the Empire Core Rule Book

## Demolitionist

Makes the following Skills Class skills

* Computers
* Cool
* Mechanics
* Skulduggery

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

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

## Enforcer

Makes the following Skills Class skills

* Brawl
* Coercion
* Knowledge (Underworld)
* Streetwise

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

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

## Heavy

Makes the following Skills Class skills

* Gunnery
* Perception
* Ranged (Heavy)
* Resilience

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

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

## Marauder

Makes the following Skills Class skills

* Coercion
* Melee
* Resiliance
* 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 Edge of the Empire Core Rule Book

## Mercenary Soldier

Makes the following Skills Class skills

* Discipline
* Gunnery
* Leadership
* 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 Edge of the Empire Core Rule Book

## Recruit

Makes the following Skills Class skills

* Athletics
* Discipline
* Survival
* Vigilance

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

Found in Age of Rebellion Core Rule Book
Molecular Stiletto

MSW-9 MOLECULAR STILETTO

Produced by Xana Exotic Arms, the MSW-9 is a small, easily concealable blade popular among professionals, politicians, and entertainers. Built to resemble a datapad stylus, the MSW-9 is light, inconspicuous, and easily overlooked by even the most zealous and dedicated search.

Due to their inherent fragility, any combat check made while wielding one of these blades that generates either 2 disadvantage or 1 despair damages the weapon by one step as if struck by a weapon with the Sunder quality. Add 1 black die to a character's Perception check when attempting to find a molecular stiletto on a person's body.

## Special Abilities Weapon has

* Pierce 5
* Vicious 1
Spukami Pocket Blaster Pistol

FED-DUB PROTECTIVE SERVICES SPUKAMI POCKET BLASTER PISTOL

This unassuming pistol produced by Fed-Dub Protective Services Inc. provides citizens of the double worlds with a last-ditch punch for personal protection. The Spukami is designed for close-quarters combat only, and while it hits hard, it also loses accuracy quickly at any kind of range.

When firing the Spukami at short range (or longer), the weapon gains the Inaccurate 1 quality (it does not gain this quality when fired at an engaged target). Add 1 black die to a character's Perception check when attempting to find a holdout pistol on a person's body.
Inferno Grenade

MERR-SONN D-24 INFERNO GRENADE

Restricted to military use or banned entirely on most worlds, the D-24 Inferno Grenade detonates in a fiery blast that inflicts terrible wounds and collateral damage. The extreme heat of the blast easily ignites flammable materials in the vicinity, causing unpredictable destruc-tion far past the grenade's initial use. An inferno grenade causes chaos and panic amongst targets. The indiscriminate and fearsome nature of the weapon ensures only the most ruthless mercenaries and killers employ it.

## Special Abilities Weapon has

* Blast 5
* Burn 2
* Limited Ammo 1
Journal Session 04

## Black Sun Rush

Kaiden feeling a bit down from his past missions, has run off to Isis to blow off some steam. He goes to Sek'noss, who informs him that there are no missions available for the day. Though per some extra pleading from Kaiden managed to get some information about the Black Suns that happened to be hanging around Onderon from time to time.

In the mood to investigate what is going on, Kaiden ends up stumbling upon some card players, wanting to give it a go he participates in the game of cards only to be pitied in the end and kicked from the game. Though, this is when he met with Garnet, who is quite the charmer, but luckly for Kaiden he was able to resit her wiles (even though he is a Lepi.) The two talked for a bit he paid for 2 drinks for her, and gained some intel as to where the Black Suns could be found. Kaiden Thanked her and ran off to take care of scouting.

He then realized he didn't have a ride and called up an old friend of his Markov. Markov was very weary of Kaiden's request to take him to the space station. He didn't want his daughter to be sad that her dad led such a cute bunny boy go off on a suicide mission. Kaiden managed to reassure his friend that nothing would go wrong, and was informed that the ship will land 3 miles out Isis where he hooked up with a twi'lek named Cofar and found out that Lomax had been shopping for a sandwich when he noticed Kaiden running off out of town after being missing the past week, so he followed Kaiden to find he was getting on a ship. Kaiden tried to hide what he was doing, though because of Cofar, Lomax put two and two together and Kaiden had to come clean with Lomax.

The three took off in Cofar's ship to the Black Sun's base, Cofar distracted the Black Sun's firing capabilities while dropping off Kaiden and Lomax into a tree. Trying to get down Kaiden fell flat on his face, while Lomax landed perfectly. Then a Black Sun member came about and a small fight ensued that ended with Lomax stealing the Black Sun Member's gun, and some grenade shrapnel in Kaiden's ass.

Lomax and Kaiden had to head for cover after knocking out this member of the Black Suns, as more came to investigate. The two had to do a bit of some bonding where Kaiden wants to become stronger and is willing to work with Lomax to do so. Just when the two were about to be cornered Cofar came in and blasted the ground where the Black Suns members were making them duck for cover, giving Lomax and Kaiden time to get into the ship and the three made their way back to camp.
Mon Calamari

## Special Abilities

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

Amphibious: Mon Calamari can breathe underwater without penalty and never suffer movement penalties for traveling through water.

Found in Age of Rebellion Core Rulebook

For more information on Mon Calamari Click here
Personal Deflector Shield

* Item
* In use

Rare, expensive, and difficult to use, personal deflector shields are one of the few types of personal armor capable of withstanding sustained blaster fire. While they can be found in many different styles and models, most personal deflector shields use limited scope ray/particle shields that deflect or completely block incoming fire. They are incredibly inefficient, requiring an immense amount of power to operate, and can only be used for short periods of time. When the wielder is using a personal deflector shield, the CM can spend any 1 Despair the wielder generates to have the shield run out of power for the remainder of the encounter. Typically, a PDS can be used for ten minutes before requiring a recharge. Recharging a personal shield requires three hours and access to the proper facilities. There are very few mass-produced examples of personal deflector shields, as the technology required to generate a shield powerful enough to stop blaster fire, but weak enough to not give the user extreme radiation poisoning, is rare. As such, those few units that can be found in the galaxy are usually custom-built one-offs that are often dangerous to wear.
Sakiyan

## Special Abilities

Sakiyans begin the game with one rank in Perception or Vigilance. They still may not train Perception or Vigilance above rank 2 during character creation. Sakiyans also start with one rank in the Expert Tracker talent. (Remove 1 black die per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.)

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

For more information on Sakiyans Click here
Shock Boots

Though shock gloves are fairly common among criminals and law enforcement personnel alike, shock boots are a specialty item crafted for those who are determined not to be caught defenseless under any circumstances. A solid kick from these boots activates the miniature power generators and electrical circuitry in their soles, delivering a paralyzing shock to an opponent. Generally indistinguishable from normal boots, few notice shock boots’ dangerous capabilities until it’s too late.

Shock boots are worn on the feet, and thus do not require a hand to wield. Add 1 black die to a character’s Perception checks to notice that shock boots are a weapon rather than merely normal footwear.

## Special Abilities Weapon has

* Disorient 3
* Stun 3