recursal/Fanatic-Fandom huggingface dataset:
Droid

## Special Abilities

Droids do not need to eat, sleep, or breathe and are unaffected by toxins and poisons. Droids have a cubernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting a career, a droid Player Character may train one rank each in six of the eight career skills (instead of the usual four). After selecting a specialization, a droid PC may train one rank each in three of the four specialization skills (instead of the usual two)

Inorganic: Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, a stimpack, or Medicine skill checks. Droids do not recover naturally by resting, as their systems attempt self-repairs. If self-repair is not adequately effective, a droid needs to be tended to with a Mechanics check, using the same difficulties and results as Medicine checks for organic beings. Emergency repair patches can be used to repair damage, just like stimpacks can be used on organic beings. See page 232 for more on droid repairs and healing. Due to their resilient metallic construction, droids start the game with one rank in the Enduring talent (Gain +1 soak value.)

Mechanical Being: Droids cannot become Forcesensitive nor acquire a Force rating by any means. Droids cannot use Force powers and also cannot be affected by mind altering Force powers.

Found in Age of Rebellion Core Rulebook

For more information on Droids Click here
Adrenal Implant

## What This Gear Does

A small implant affixed to the suprarenal glands, an adrenal implant stimulates the production of epinephrine in the body when the individual’s nervous system is subjected to strain. While the implant’s stimulation is not as rapid as a direct injection of epinephrine into the bloodstream, it does reduce recovery time from fatigue.

An adrenal implant provides 1 rank of the Rapid Recovery talent.

## Models Include

* Athakam MedTech A.9a Adrenal Stimulator
* BioTech Industries
Biome Generator

## What This Gear Does

Tri-Planetary Atmospherics (TPA) is a small atmospheric research and engineering firm based in the Outer Rim territories. Specializing in atmospheric synthesis technologies, TPA is the go-to company for custom tailored environments. Their most popular product is the A99 Custom Biome Generator, a relatively small, sophisticated device used to create specialty environments in starships, space stations, and buildings. Equipped with powerful chemical analyzers and synthesizers, the A99 can produce comfortable, safe environments for even the most stringent biological requirements. When installed, they are commonly integrated into existing ventilation and temperature regulation systems, allowing the A99 to replicate nearly any biome in the universe.
Field Dressing Kit

## What This Gear Does

When hunting for sustenance or for pure sport, most hunters kill their prey in the field as opposed to trapping it and taking a live—and possibly quite angry—animal back to camp. Quite often these creatures weigh hundreds of kilograms, and even the most well-equipped hunting party balks at dragging a large, dead prey animal overland for many kilometers. To this end, most prey is butchered in the field, its innards removed and the usable meat cut from the carcass and stored in cooling chests for easy transportation. Referred to as field dressing, the act of cleaning and gutting an animal is a bloody and time-consuming task that, like most other complex tasks, can be made quicker and easier through the use of proper tools. For the discerning hunter, Survival Equipment Inc. sells the popular and easily carried Viscera Field Dressing Kit.

The Viscera Field Dressing Kit contains a selection of saws and knives of various shapes and sizes, gut hooks, spring-loaded shears, a portable vacuum packer, sturdy gloves, and a ten-meter coil of extremely strong and incredibly thin synthetic rope. The blades of the tools are all made of a resilient, precision-laser-ground, durasteel-reinforced crystal-ceramic that keeps its edge far longer than other types of knives. These tools come in a compact, locking, impact-resistant polymer case with custom-cut form-fitted recesses for each knife, hook, and saw. The case also contains a small, low-storage datapad with anatomical charts for most known sport and food animals, as well as charts showing different cuts of meat, butchery instructions, sanitation instructions, and other helpful tips for dressing a kill.

Using the Viscera Field Dressing Kit grants a hunter 1 blue die to any Survival skill checks made to harvest meat, organs, or bones from a prey animal.

## Models Include

* Survival Equipment INC. Viscera Field Dressing Kit
Electromag-Pulse Disruptor

An electromag-pulse disruptor is a device that is a slim stylus used to short out electronic equipment. While some Technicians who work with droids or computer systems that might run out of control need such a device in their daily work, having one on hand can be helpful to anyone who ends up in a combat situation. In the Core Worlds. machinists rarely need to concern themselves with such risks, but in the Outer Rim, where marauders and pirates abound, possession of such a device can mean the difference between life and death.

Add 2 blue to any check the character makes to sabotage electronics or computers. Add 1 black to a character's Perception check made to find this weapon on a person's body

## Special Abilities Weapon has

* Disorient 1,
* Ion
Dug

## Special Abilities

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

Born to Ride: Whether it be atop. dangerous beasts or screaming repulsorcraft. Dugs are particularly adept riders. They begin the game with one rank of the Defensive Driving talent.

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

For more information on Dugs Click here
Defel

## Special Abilities

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

Light-Sensitivity: See page 392 of Edge of the
 Empire core rulebook for details.

Shadowed: See page 392 of Edge of the Empire
 core rulebook for details.

Size: Defel have a Silhouette of 0.

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

For more information on Defel Click here
Caballerin Series Riding Tack

No matter how tame and biddable a creature is, and how much a rider believes he can trust his mount, a good set of riding tack is an indispensable part of a beast rider's accoutrement. Made in a variety of styles for nearly every known beast able to be domesticated in the galaxy, Piccatech Ltd.'s Caballerin-series beast tack is the industry leader in beast-riding equipment. A full set of riding tack includes a sturdy saddle tailored to both the beast and the type of riding expected, stirrups, headgear (bridle, halter, bit, etc), and breastplate. If the tack is purchased for a working animal as opposed to a riding animal, a harness is substituted for the saddle, and allows a creature to pull or carry vast amounts of cargo.

Tack can only be equipped to bestial riding animals. Using it allows the character to ride the beast without suffering the bareback riding penalties discussed on page 81.
Balanced Hilt

Good balance is a key component in any melee weapon. Professional weaponsmiths use modern, ultra-light materials to create a weapon that is not only lighter, but also more accurate in the hands of a skilled user. This attachment can be applied to any bladed weapon.

## Base Modifiers

Grants the weapon the Accurate (+ 1) quality.

## Modification Options

* 1 Weapon Quality (Accurate + 1) Mod
* 1 Decrease encumbrance of weapon by one to a minimum of one Mod.
Arcona

## Special Abilities

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

Mood Readers: Arcona add 1 advantage to any Charm or Negotiation checks they make.

Found in Edge of the Empire: Far Horizons (Colonist Sourcebook)

For more information on Arcona Click here
Explosive Tipped Arrow

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

* Corellian Compound Bow
* Stun Arrows

## Special Abilities Weapon has

* Blast 4
* Limited Ammo 1
Escape Circuit

## What This Gear Does

Many free droids find the notion of being placed back into servitude intolerable. While some worlds have laws preventing a free droid from being subjected to a restraining boll, many more do not, and criminals rarely let the law get in their way regardless. Most droids concerned about this fate simply resolve to never be caught in a situation where a restraining bolt could be applied, but some turn to trusted Droid Techs to get an escape circuit installed. These internal systems function similarly to cybernetics in organics, augmenting the droid's verbobrain with the capacity to resist and even overload restraining bolts through concentrated effort.

An escape circuit is a cybernetic implant that can only be installed in droids. A droid installed with an escape circuit can resist a restraining bolt with an Easy (1 purple dice) Discipline check instead of the normal difficulty (see page 178 of the EDGE OF THE EMPIRE Core Rulebook). The droid may spend (2 Advantage) from a check made to resist a restraining bolt to overload the bolt, rendering it entirely useless.
Axiom

Kaiden's prior knowledge on the subject has unveiled a bit of information on the businessman himself. A mysterious presence in the underworld simply known as **Axiom.**None are certain if it's the real name of the being in question. He thinks that an 'Axiom' is a term for a statement or proposition that seems self-contradictory or absurd but in reality expresses a possible truth. Unfortunately, he doesn't know much more because they apparently adamantly *refused*to work with Jelkala, so the Hutt didn't exactly speak of them much aside from some derogatory comments.

Nar Shaddaa, nicknamed the Smuggler's Moon. It's got a notorious reputation for being a criminal underworld dominated by bounty hunters and Hutt crime lords. Several people in the Rebellion have mentioned one such Hutt, Jelkala, by name.
Forgery tools

## What This Gear Does

A busy Diplomat might misplace his identity card and need a quick replacement. A deep-cover opera-tive might need temporary access to a secure facility. Regardless of the case or the legitimacy of the reason, quality forgery tools such as carefully crafted inks and implements or complex credential-falsification devices can enhance a crafter's innate talents.

## Models include:

* Goseia Heavy Industries Concern Executive Privacy Suite
* Countless custom-made (and illegal) models
Engineer

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

* Athletics
* Computers
* Knowledge (Education)
* Mechanics
* Perception
* Piloting (Space)
* Ranged (Light)
* Vigilance

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

Found in Age of Rebellion Core Rule Book

## Mechanic

Makes the following Skills Class skills

* Brawl
* Mechanics
* Piloting (Space)
* Skulduggery

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

Found in Age of Rebellion Core Rule Book

## Saboteur

Makes the following Skills Class skills

* Coordination
* Mechanics
* Skulduggery
* Stealth

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

Found in Age of Rebellion Core Rule Book

## Scientist

Makes the following Skills Class skills

* Computers
* Knowledge (Education)
* Knowledge (Lore)
* Medicine

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

Found in Age of Rebellion Core Rule Book

## Recruit

Makes the following Skills Class skills

* Athletics
* Discipline
* Survival
* Vigilance

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

Found in Age of Rebellion Core Rule Book
FWG-5 Flechette Pistol

Manufactured by Malaxan Firepower Incorporated, the FWG-5 is a smaller, pistol-sized improvement on flechette launchers made by larger firms such as Golan Arms and the Salus Corporation. Firing a small canister or pellet filled with scores of tiny needle-like darts known as flechettes, the FWG-5 is a lethal and terrifying weapon. Effective even against armored targets, the pellets explode with tremendous energy upon hitting from their target, propelling the flechettes to tremendous speeds. Additionally, a lasertracking system built into the weapon guides the pellets to their targets, allowing them to make minor adjustments in flight before showering their victims with a hail of deadly flechettes. Though outlawed in many systems, more than a few Smugglers keep an FWG-5 handy at all times.

## Special Abilities Weapon has

* Guided 3
* Limited Ammo 3
Chem Lure

## What This Gear Does

Similar to the beast call, the Beastmaster Chem Lure by CorChemCo is designed to attract beasts to a place where they can be easily captured or killed. However, where the beast call uses sound and recording tech-nology, the Beastmaster does so through the use of pheromones. Small and easy to conceal (around the size of a typical datapad), the Beastmaster contains an exhaustive database listing the genetic codes of most known species in the galaxy. With the creature database and an onboard testing and recording suite that contains a DNA sequencer and a chemical synthesizer, the Beastmaster can create nearly any pheromone, musk, or other biological secretion. It can also be programmed with new DNA if it is provided with a physical sample such as blood, hair, skin, or bone.

To use, a hunter first chooses his creature from the database or creates a new entry with a sample. Then he simply conceals the chemical lure, retreats to an upwind location, and settles in to wait. The Beastmaster uses the DNA information stored in the database to synthesize the correct chemical, aerosolizes it, and then slowly releases it over the course of one standard hour. The synthetic pheromones are incredibly hard for a targeted beast to resist, and the Beastmas-ter typically has a better chance of luring in its prey than a beast call or other apparatus.

Creatures targeted by the Beastmaster must make a Hard (3 purple dice) Discipline check to resist, otherwise they come as quickly as possible to investigate. These items are often used with electro-snares or other live-trapping equipment to capture exotic animals alive for use as pets, zoo animals, and research subjects. Using the Beastmaster does not require a skill check, although placing it in the best position might, at the Game Master's discretion, require a Survival check.
Czerka Arms 411 Holdout Blaster

Developed for use by Imperial agents, the 411 holdout blaster’s supercharged actuator module and tight muzzle emitter give it impressive range for a holdout blaster. The increased range comes at the cost of overall stopping power when compared to other holdout blasters. Though intended for the exclusive use of the Empire, Rebels stole the design specifications and a large shipment of 411 s, flooding the black market with the small, deadly weapons.
Gravity Belt

## What This Gear Does

Intended to save pilots in the event of an emergency, anti-grav chutes are small backpacks with miniature repulsorlifts incorporated into them. An anti-grav chute does not allow the wearer to fly, but rather arrests his fall as he nears the ground. With an anti-grav chute equipped, a person can survive a freefall from several kilometers up. Specialized military forces also use anti-grav chutes for insertion behind enemy lines or combat assault jumps.

Characters equipped with an anti-grav chute take no damage or strain from falls. The speed of the fall also decreases significantly once the anti-grav chute activates, which means reaching the ground can take multiple rounds.
Antidote Set

## What This Gear Does

Poisoning is not a common concern for most citizens, but for certain high-value persons of interest, poisoning is an all-too-real hazard. Small, portable antidote sets offer a degree of protection, providing an assortment of single-use vials of antidotes to common poi-sons. Almost every major medical corporation offers some version of the portable antidote set, and some even sell regional variants.

A character using an antidote set reduces the difficulty of any check to resist a poison by two (to a mini-mum of Easy (1 purple die)). If he does not know which poison was used, he must make a Hard (3 purple dice) Knowledge (Underworld) check to make an educated guess at the poison based on region, its qualities, and other evidence at his disposal to benefit from this item.
Collar-Amp

## What This Gear Does

The Collar-Amp is a deceptively simple and useful device that is essentially an unobtrusive and very small amplifier. It can be mounted on the user's collar or the front of his clothing, where it looks like an innocuous silver button. There, the Collar-Amp detects the user's voice and amplifies it, filtering out ambient noise. Politicians and law enforcement officials often use the Collar-Amp to address large crowds, while some entertainers hook the device into a larger sound system for concerts or performances at large venues.

The Collar-Amp can boost the wearer's voice so that he can be heard up to long or extreme range (this depends on terrain, environmental conditions, and even the weather). For an extra 100 credits, the user can purchase a model that hooks into a sound system or entertainment system, which improves sound quality.
Creshaldyne Mk.IV Riot Armor

The Mk.IV Riot Armor is one of Creshaldyne Industries' most popular offerings. Sold almost exclusively to governmental and law enforcement agencies, this sophisticated riot armor is advertised as the final word in protection for law enforcement officers. Worn over a smartmesh body glove woven with foil-fiber reinforcement, the armor is composed of a lightweight clamshell to protect the torso and a number of flexible contoured plates to protect the legs, groin, arms, and shoulders. A blast helmet with a removable, polarized face shield and integrated breath mask completes the ensemble.

This armor includes a breath mask that allows the user to filter out and ignore airborne toxins and gases (but not breathe in atmospheres without the character's required atmosphere mix). In addition, when staggered or disoriented, the wearer reduces the duration of the effect by one round, to a minimum of one round.
Bacta (Liter)

## What This Gear Does

An ancient healing technology, bacta is nothing less than miraculous. Developed thousands of years ago, it is a viscous, clear liquid within which live millions of genetically-altered and synthetic bacteria. Usable on nearly every species in the galaxy, bacta drastically increases the rate of healing and cures even the most grievous wounds with little-to-no scarring. Typically, patients are completely immersed in large bacta tanks where they stay suspended in the thick liquid while hooked up to life support systems. This takes quite a bit of infrastructure, and bacta tanks are relatively rare outside of large medical facilities and dedicated medical vessels. However, bacta can be administered by injection or by pre-treated patches, and is included in one form or another inside every medpac sold in the galaxy.

Characters can also recover using a bacta tank. The rate of recovery depends on the character's state of health. A wounded character recovers at a rate of one wound every two hours. An incapacitated character recovers at a rate of one wound every six hours.

At the end of each twenty-four-hour period, the character may attempt one Resilience check to remove one Critical Injury. The difficulty is equal to the Critical Injury's severity rating. On a successful check, the character recovers from the Critical Injury and is no longer affected. On a failed check, the character retains the Critical Injury effect, but still recovers one wound.
Bowcaster Automatic Re-cocker

Few weapons in the galaxy are as indicative of their users as the Wookiee bowcaster. Bowcasters require an incredible level of raw physical strength to wield, especially when loading and cocking the weapon to fire. A time-consuming and labor-intensive process, reloading a bowcaster is made much simpler and easier by use of the automatic re-cocker. This attachment entails upgrading the basic weapon with a number of powerassist systems as well as a magazine feed system that allows the weapon to fire, re-cock, and reload all in one smooth, quick movement. These attachments are only for use on Wookiee bowcasters, and they cannot be purchased; they must be built either by the owner of the bowcaster with an Average (2 purple dice) Mechanics check or the weaponsmith who built the weapon for him. Encumbrance HP Required Rarity

## Base Modifiers

Removes reloading maneuver requirement from bowcaster.
Givin

## Special Abilities

Givins begin the game with one
 free rank in Knowledge (Education). They still may
 not train Knowledge (Education) above Rank 2
 during character creation. They also start with one
 rank in the Researcher talent.

Sealed Exoskeleton: Givens are immune to the
 effects of vacuum or suffocation.

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

For more information on Givins Click here
Cathar

## Special Abilities

Cathars begin the game with
 one free rank in either Athletics or Stealth. They
 still may not train Athletics or Stealth above Rank 2
 during character creation.

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

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

For more information on Cathar Click here
Concealment Holster

## What This Gear Does

These compact holsters built for small, light handguns are designed to fit the contours of the carrier's body and mask his presence from even determined observation and surveillance. Concealment holsters are available in a variety of forms, allowing them to be worn high on the belt, under the arm, in the small of the back, or on an ankle or other extremity.

These holsters add 1 black die to Perception checks to dis cover the presence of the concealed weapon, but may only hold light blaster pistols or holdout blasters.
Gunjack Spice (1 dose)

## What This Gear Does

Synthesized from a highly concentrated admixture of methylpenatox, glucose, and inotropic chemicals, gunjack markedly increases the strength of its user at the cost of reduced motor coordination, diminished mental acuity, and severe long-term health risks.

A dose of gunjack increases the user’s Brawn characteristic by 1 (to a maximum of 6) until the end of the scene or combat encounter. Additionally, each dose a character con- | sumes upgrades the difficulty of his Agility-, Intellect-, and Cunning-related checks once until the end of the game session
Banal Apparel

Stealth equipment can render a person literally invisible to the naked eye, but sometimes simply fading into the crowd offers a more elegant and effective solution. Banal apparel is specifically chosen to encourage a wandering eye to continue to wander, allowing the wearer to hide in plain sight simply by avoiding attention.

Opposing characters upgrade the difficulty of any checks made to identify the wearer once.
Catch Vest

Worn by many Corellians who live on the fringe, the innocuous catch vest has saved the lives of many free traders. Made of tightly woven energy-absorbing fibers, the catch vest is able to partially diffuse blaster shots. Indistinguishable from regular clothing, the catch vest is an excellent choice for those wishing to add some extra protection without advertising the fact.

Catch vests have a soak value of 2 against damage from energy-based weapons only; they provide only 1 point of soak against all other forms of damage.
Evree Talol

**Evree Talol**, or just **Evree**, is a Mon Calamari who is also Rinyn's adoptive mother.

## History

Evree's history pre-Onderon is largely unknown.

Upon arriving on Onderon, Evree decided to look in the wilds for inspiration for building and developing new ships. When wandering around, she found a young Rinyn injured and in need of medical attention. Evree took her in and nursed her back to health, and upon learning that Rinyn had no one to take care of her, she decided to take her in as her own. Evree taught her about civilizations, about using firearms, about the stars and the ships and life within the walls of Iziz. This was all done while Evree continued developing her own ships and devices, and learning more about the young child that she'd decided to take in.

Evree began to suspect there was something different about Rinyn a few months before the Empire showed up on their doorstep; and in an effort to keep the Empire from finding out about her daughter, Evree willingly gave herself up and went with the Empire. Her current status, and if she is even still alive or not, remains a mystery.

## Personality

Not much is known about Evree, aside from what Rinyn has said, and Rinyn has nothing to say but praises about her.

## 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.
* Mon Calamari can breathe underwater without penalty and never suffer movement penalties for traveling through water.
Burning Gel

## What This Gear Does

Burning gel is an electro chemical hull-breaching agent synthesized and sold by the Corellian Chemical Corporation, a wholly owned subsidiary of Chiewab Amal-gamated Pharmaceuticals. Colloquially referred to as the "shipwright's spare key," burning gel is used to gain access to doors, hatchways, and machine compart-ments that have been rendered inaccessible. When ap-plied, it quickly burns through nearly any substance, in any environment, including the vacuum of space. It is commonly used to cut holes in starships that are derelict or otherwise damaged and adrift in space and is quite popular among salvage outfits, archaeologists, and other less savory characters. Unlike cutting torches and welders, it emits no flame and requires no oxygen to operate, making it preferable for use in a vacuum.

The gel itself consists of two parts: a stable, extremely caustic acid suspended in a clear gel that adheres to nearly any substance and a pair of thin electrodes. Both parts are contained in a dispenser unit that in-cludes a refillable tank of gel and electrode wire, a tiny power generator, and a pistol-grip applicator. When the applicator trigger is squeezed, a measure of gel is released from the applicator along with the wires con-tained within. Once the desired amount of burning gel has been applied, the power generator is activated, running a quick, high-powered charge through the gel and activating the acid, which immediately begins eat-ing away at whatever it's been applied to.

For rules purposes, exposure to burning gel deals damage to materials and sentient beings as if it were a weapon. It deals 10 damage and has the Burn 5 and Pierce 5 weapon qualities. Using burning gel requires no skill check. However, placing it correctly and effectively might, at the Game Master's discretion, require a Mechanics check.
Duros

## Special Abilities

Duros begin the game with one rank in Piloting (Space). They still may not train Piloting (Space) above rank 2 during character creation.

Intuitive Navigation: Duros may add 1 advantage to all Astrogation checks they make.

Found in Age of Rebellion Core Rulebook

For more information on Duros Click here
Backhand Shock Gloves

Produced by Corellian Personal Defense and marketed toward bodyguards, security forces, and law enforcement, the Backhand series is one of the most powerful types of shock glove on the market. Using an advanced kinetic energy reclamation system to power its highoutput circuitry, a pair of Backhand shock gloves gives an individual the power and versatility of a stun baton in a wearable glove. However, due to their power requirements and the nature of their charging system (which uses the movements of their wearer to charge powerful capacitors), these gloves are slow to recharge.

This weapon has the Slow-Firing 1 rule, meaning it can only be used once every other 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.

## Special Abilities Weapon has

* Concussive 1
* Stun Damage
* Slow-Firing 1
Diplomat

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

* Charm
* Deception
* Knowledge (Core Worlds)
* Knowledge (Lore)
* Knowledge (Outer Rim)
* Knowledge (Xenology)
* Leadership
* Negotiation

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

Found in Age of Rebellion Core Rule Book

## Advocate

Makes the following Skills Class skills

* Coercion
* Deception
* Negotiation
* 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: Desperate Allies (Diplomat Source book)

## Agitator

Makes the following Skills Class skills

* Coercion
* Deception
* 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 Age of Rebellion Core Rule Book

## Ambassador

Makes the following Skills Class skills

* Charm
* Discipline
* Knowledge (Core Worlds)
* Negotiation

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

## Analyst

Makes the following Skills Class skills

* Computers
* Knowledge (Education)
* Knowledge (Warfare)
* 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 Age of Rebellion: Desperate Allies (Diplomat Source book)

## Propagandist

Makes the following Skills Class skills

* Charm
* Deception
* Knowledge (Warfare)
* 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 Age of Rebellion: Desperate Allies (Diplomat Source book)

## Quartermaster

Makes the following Skills Class skills

* Computers
* Negotiation
* Skulduggery
* 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

## 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
Basic Lightsaber

The basic lightsaber is, in essence, the baseline to which all other lightsabers and their variants are compared. Simple weapons, though still exceedingly elegant, all lightsabers are equipped with some form of Kyber crystal. Kyber crystals are actually a broad family of different types of crystals. Though these can vary in shape and coloration, and even certain properties, Kyber crystals share certain unique attributes. These attributes enable them to focus a lightsaber’s power into the signature energy blade. Prior to the rise of the Empire, nearly every lightsaber constructed by the Jedi Order during the Clone Wars contains a crystal gathered by the Padawans from the planet Ilum.

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

## Special Abilities Weapon has

* Breach 1
* Sunder

## Characters Who Use This Weapon

* Kilix
* Rinyn
Bowcaster

Bowcasters are associated with the Wookiees of Kashyyyk. They are as distinctive to the Wookiees as gaffi sticks are to the Sand People.

The various quarrels that can be fired from these weapons allow the wielder a great range of options. Standard ammunition consists of metallic bolts accelerated by polarizers astride the barrel tip. This increases the power and velocity of the round so that the heavy projectile reaches ranges equivalent to conventional blasters.

The standard quarrel is a micro-explosive capable of blasting through armor, metal, or thick flesh-like that of the giant creatures native to Kashyyyk. Other types of quarrels include sonic detonators, flash quarrels that stun and blind, or smoke quarrels designed to create cover for advancing Wookiee warriors.

Every bowcaster is hand-built for its user-hence the exorbitant cost. Most require significant strength to cock, but automatic re-cocking mechanisms are one of the most common modifications [Chewbacca's bowcaster has automatic re-cocking, as well as a low-light scope).

The bowcaster presented here fires standard microexplosive quarrels, and does not have an automatic re-cocking mechanism. It requires the user to spend a maneuver cocking the weapon before each shot.

## Special Abilities Weapon has

* Cumbersome 3
* Knockdown
Electronic Lock Breaker

## What This Gear Does

Much of the information and materiel so desperately needed by the Alliance is kept behind securely locked doors, much to their chagrin. Electronic lock breakers go a long way in assisting the Rebels with their logistics and acquisitions in their struggle against the Empire. Most locking mechanisms in the galaxy, even those on the benighted and backwater worlds of the Outer Rim, use complex electronic systems rather than simple mechanical systems. Electronic lock breakers are small, powerful, limited-use slicing rigs designed to cut through the most common types of computerized locks. As with most equipment, there are a variety of models: from low-tech versions used to override simple civilian house and vehicle locks to heavily modified, military-grade lock slicers that can grant a user access to the bridge of an Imperial-class Star Destroyer as if the user had the actual keys themselves.

## Models Include

* Locris Syndicated Securities "Skeleton Key" Locksmith's Tool.
Hero Character Creation

Hello, Welcome to the random character hero creation page!

If you are looking to create a new Hero character and just want to randomly choose what their Career, Specialization , and Species is randomly you have come to the right place.

First you need to go here (https://www.random.org/). This will let you generate a random number from any minimum to maximum number amount.

To randomly choose a Species you must make sure the MIN, is at "***1***" and the MAX is at "***94***". Then randomly roll it.

Then you use the Species table below to figure out which one was selected.

To randomly choose a Career and Specialization you must make sure the MIN, is at "***1***" and the MAX is at "***57***". Then randomly roll it.

Then you use the Species table below to figure out which one was selected.

---***IMPORTANT* ---**

Hero Characters cannot use any of the Force Sensitive Careers and Specializations, as per the GM.

So, with that out of the way Time for the Tables of Character list!

## Careers and Specializations

http://sparkofrebellion.wikia.com/wiki/Gridian

## Money

For a Player character you start off with 500 Credits

## Duty/Obligation

### Starting Duty Value

in the Party
 3
 4
 5
 6+

### Duty Reductions

 +10 starting XP
 +1,000 starting credits
 +2,500 starting credits
Ionization Blaster

These anti-droid weapons work by combining the power pack of a blaster rifle with a typical droid restraining bolt. Somewhat contrary to its name, the bolt doesn't disable a droid mechanically, but instead attaches to its housing and issues a broadcast command to halt that cannot be refused. The ionization blaster amplifies the command via the blaster's power pack to a range of about 1 2 meters in a wide, unfocused arc.

Organic life forms feel no more than a brief sting, but droids are blasted with the halt command and simultaneously overloaded with energy that prevents any shielding that might resist it. Most droids are rendered inert for up to half an hour when hit by a successful ionization blast (reflected in the stun damage).

Ionization blasters work only on droids and cyborgs, and only deal strain damage as per their Stun quality. They have no effect on organic beings beyond a brief and painful sting.

## Special Abilities Weapon has

* Disorient 5
* Stun Damage (Droid only)

## Models Include

* Jawa scavenged ion blaster
* MerrSonn DEMP 2 lon Carbine
Appraiser’s Eye

## What This Gear Does

To negotiate with clients successfully, a smuggler must be able to recall the rough market value for a staggering number of goods on dozens, if not hundreds, of different worlds. While most smugglers simply develop a sense for such things, certain discerning individuals find estimates to be far too imprecise. An appraiser’s eye is a combination scanner and cross-reference tool in the form of a cybernetic eye or lens implant. In addition to identifying most goods quickly and accurately, it constantly records commodity prices on the planets its wearer visits, and offers past data points as well as market trends on the items in question.

An appraiser’s eye provides automatic 1 advantage on Negotiation and Streetwise checks to buy or sell items.

## Models Include

* Neuro-Saav Technologies Q28
* Votan Industries 2b Appraiser’s Eye
Colonist

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

* Charm
* Deception
* Knowledge (Core Worlds)
* Knowledge (Education)
* Knowledge (Lore)
* Leadership
* Negotiation
* Streetwise

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

Found in Edge of the Empire Core Rule Book

## Doctor

Makes the following Skills Class skills

* Cool
* Knowledge (Education)
* Medicine
* Resiliennce

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

## Entrepreneur

Makes the following Skills Class skills

* Discipline
* Knowledge (Education)
* Knowledge (Underworld)
* Negotiation

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: Far Horizons (Colonist Sourcebook)

## Marshal

Makes the following Skills Class skills

* Coercion
* Knowledge (Underworld)
* Ranged (Light)
* Vigilance

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

Found in Edge of the Empire: Far Horizons (Colonist Sourcebook)

## Performer

Makes the following Skills Class skills

* Charm
* Coordination
* Deception
* Melee

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: Far Horizons (Colonist Sourcebook)

## Politico

Makes the following Skills Class skills

* Charm
* Coercion
* Deception
* Knowledge (Core Worlds)

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

## Scholar

Makes the following Skills Class skills

* Knowledge (Outer Rim)
* Knowledge (Underworld)
* Knowledge (Xenology)
* 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 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
Disruptor Pistol

Brutal weapons banned on most civilized worlds, disruptors are, perhaps, one of the most fearsome weapons in the galaxy. Essentially a highly modified blaster rifle, a disruptor weapon fires intense, densely packed beams of charged particles that have a disturbing tendency to completely disintegrate flesh rather than simply burning through it. To accomplish this, disruptor weapons have an oversized XCiter that keeps regular blaster gases at extremely high pressures; exceptionally precise and complex Galven circuitry; super-dense, high-contrast focusing crystals; and a specially designed actuating module with processing speeds far above those of common blaster rifles. All of this translates into one of the most powerful small arms in the galaxy, and one of the most reviled.

Few arms manufacturers make disruptors on any large scale; most are custom or small batch weapons made for wealthy and powerful individuals or governments. Of those few, the Tenloss Syndicate is best known for mass-producing disruptors, a dubious distinction at best. Their largest market for disruptors is among the Black Sun criminal organization, but the Galactic Empire also has more than a few of Tenloss' disruptors in their armories. There is little legitimate demand for disruptors in the galaxy, and only a handful are produced in a standard year. Aside from their ugly reputation as terror weapons and the number of restrictions placed on them, disruptors are in such low demand mostly due to their impracticality. They have dreadfully short range, and require a massive amount of energy to produce their destructive blasts. They are also notoriously difficult to maintain, and tampering with or modifying them can prove just as deadly to their users as their enemies.

Disruptors may never benefit from upgrades or attachments that improve their range or grant multiple shots.

Whenever a target is hit with a disruptor, any Critical Injury results in a "Crippled" effect, unless the roll on Table 6-10 would result in a more grievous injury.
Bipod Mount

Little more than a pair of folding or collapsible legs mounted beneath the barrel of a long arm, bipods are used to stabilize awkward or heavy weapons to improve their firing characteristics. Especially useful when firing from behind low cover or from a prone position, bipods are typically used on squad support weapons, or by sharpshooters and snipers to better steady their weapons. This attachment can only be applied to rifles, carbines, and light repeating blasters, and takes one preparation maneuver to set up.

## Models Include

* Czerka AA20 Marksman Bipod
* Galactic Arms XA Classic Bipod.

## Base Modifiers

Decreases weapon's Cumbersome rating by 2 when firing from a prone or crouched position (or can otherwise brace the bipod).
Double-bladed 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.

## Special Abilities Weapon has

* Linked 1
* Unwieldy 2
Blast Knuckles

OUTLAWTECH BLAST KNUCKLES

This unusual weapon consists of a heavy, armored glove incorporating what amounts to a light blaster pistol on the back of the wearer's hand. Impact-sensitive plating across the knuckles fires the blaster when the wearer lands a punch, delivering a devastating blast. While these weapons are undeniably effective, they are also dangerous for the wielder. Despite the fact that the impact-plating supposedly also shields the user, only the very brave or very reckless embrace the idea of a blaster impact just scant centimeters from their fingers. Even the toughest fighters can only withstand repeated blaster impacts on their knuckles for so long.

When using blast knuckles, every successful hit inflicts 1 strain on the wielder (in addition to any strain suffered due to check results). Blast knuckles cannot deal damage to a target's strain threshold.