recursal/Fanatic-Fandom huggingface dataset:
Ha'vislis, the End of Words

The **Ha'vislis** (lit. *End of Words*) was a hardlight blade discovered in 10,927 PR by the Vaarn hero Tev Kaln, while on pilgrimage to the ancient Aoshanti ruins on Arvis. Supposedly found in the hands of a soldier's corpse, the sword was originally fitted with a Minor Power Crystal, and only received a passing mention in the saga of *Kal'ijin*, as the weapon with which Kaln vanquished the Three-Tongued Griffin. The Ha'vislis was passed down to a number of Kaln's successors before fading into obscurity.

The mid 14th millennia saw a mass conversion of the Bonds of Kallos to Rhyanism. As a functional Aoshanti relic of moderate renown, the Ha'vislis was among the famed Seven Blades gathered to Kallos and presented to the greatest heroes of the era. Refitted with an Empyrean Power Crystal, the sword was wielded by Isgaar Aern during the Second Talven Escalation War, before being lost in an attempt on the life of Ila of Xibs, the Aldrean Empress at the time.

For a time, the blade was incorporated into the private collection of Orgo's First House, before being donated to the throneworld's Imperial War Museum. Its Empyrean Crystal, however, was removed, and changed hands frequently over the following centuries, until being claimed as collateral by the Viper's Tail Casino in Round Table. The Crystal was fitted into a psionic die, named the Ha'vislis after the Vaarn sword.

No effort has been made by the Bonds of Kallos to reclaim either the Crystal or or the blade, but both are monitored closely by Vaarn chroniclers. The Minor Power Crystal originally fitted into the Ha'vislis has since been incorporated into another blade of the same name.

## Wielders

* Tev Kaln
* Isgaar Aern
Crab Droid Scout

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

Introdiced late in the Clone Wars, the crab droids used by he Confederacy of Independent Systems were designed to function as advanced scouts and trailblaizers in harsh environments. Nicknamed “muckrakers” by the clone trooper legions they faced, crab droids were often used on wet, swampy worlds where they could use their powerful vacuum system to clear a path for battle droids to follow.
      Crab droids range in size from 2 meters tall for the scout models to 6 meters tall for the assault models. They have metal armor plating on the outside and multiple jointed legs that grant them great stability and flexibility. Though they are well protected from incoming fire, they do have weak spots atop their central bodies that, while difficult to reach, leave vital equipment and computer systems exposed to anyone brave enough to get that close.
      Crab droids can’t be played as droid heroes.

#### Crab Droid Scout             (CL 4)

      *Saga Edition Core Rules*, page 202.
Large droid (4th-degree) nonheroic 12 nonplayable

**Initiative:** +5; **Senses:** darkvision; Perception +13

**Languages:** Basic, Binary

**Defenses:** Fort 17, Ref 18 (flat-footed 18), Will 12

**Hit Points:** 80; **Damage Threshold:** 42

**Immune:** droid traits

**Speed:** 6 squares (walking), climb 3 squares

**Melee:** claw +16\* (1d6+15) or

**Melee:** claw +20\* (1d6+21) with Powerful Charge

**Ranged:** twin blaster +8 (3d10)

**Fighting Space:** 2×2; **Reach:** 1 square

**Base Attack:** +9; **Grapple:** +21

**Attack Options:** Power Attack

**Abilities:** Cha 8, Con —, Dex 9, Int 10, Str 24, Wis 14

**Special Qualities:** stability

**Feats:** Armor Proficiency (light, medium, heavy), Crush, Pin, Power Attack, Powerful Charge, Weapon Proficiency (rifles, simple weapons)

**Skills:** Climb +8 (may reroll, may take 10 when threatened), Perception +13, Stealth −6

**Systems:** walking locomotion (extra legs), climbing claws, heuristic processor, 2 claw appendages, hardened systems ×5, duranium battle armor(+10 armor)

**Possessions:** twin blaster (treat as heavy blaster rifle)

**Availability:** Military, **Cost:** 20,000 credits

**Stability**—A crab droid gains a +5 stability bonus on checks made to resist being knocked prone.

*\* Includes 8 points of Power Attack*

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Dante Barkin

Nome = Dante Guzman Barkin.

Aniversário: 14 de Fevereiro de 2001 (idade 17 anos)

Apelidos: Dante Pedante (por Tina),

Familia: Tina Guzman Barkin (Irmã), Caridad (baba), Ana Barkin Guzman (Mãe).

Amigos: Kally Ponce(namorada), Tina Barkin, Kevin, Alex, Andy, Lucy, Tommy, Olivia, Nicole,Stefi, Jessi, Camila,

.Inimigos: Gloria, Pablo Van Brinken, Lisa (antes).

Relaciones: Kally Ponce(visinha ,amiga e namorada) Lisa (Ex namorada),

Dante Barkin **é um dos personagens principais da série.**

Dante é guitarrista e DJ dos DAK e cria as músicas mais legais com a ajuda dos seus amigos, Alex e Kevin, e eles tocam essas musicas no music shake com seus amigos e a lisa fica tentando tirar o alex e o kevim da banda eles chamam ela de CARA AZEDA
Explosive Shot

You target critical ship systems and fuel cells, causing your target to explode with incredible force.
      **Time:** Reaction.
      **Target:** All targets adjacent to a ship you just destroyed.
      **Make an attack roll:** Compare the result of the attack roll to the Reflex Defense of all targets adjacent to the vehicle you just destroyed. The effect of the result is determined by how much the attack roll exceeds the target’s Reflex Defense:
            *0-4:* Target caught in the explosion of the destroyed ship, dealing 3d10×2 points of damage to the target.
            *5-9:* As above, except target takes 4d10×2 points of damage.
            *10 or more:* As above, except target takes 5d10×2 points of damage.
      **Special:** You activate this maneuver as a raction to making an attack that destroys a vehicle (that is, reduces the targt vehicle to 0 hit points with an attack that deals damage equal to or exceeding the target’s damage threshold).

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Deck Sweeper

This page best viewed with the right sidebar hidden.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Deck Sweeper

**Exotic Weapon**
      *Scum and Villainy*, page 50.      **Cost:** 5,000   **Weight:** 4.5kg   **Availability:** Restricted
      **Damage:** —   **Stun:** 3d6   **Type:** Energy  **Mode(s)** SingleThe Merr-Sonn Deck Sweeper blaster is designed to stun large numbers of people at once, typically in the confined space of a starship interior (hence the name). Unlike normal blaster weapons, a deck sweeper only fires on the stun setting and has no nonlethal setting. Additionally, a deck sweeper differs from other rifles in that it targets all creatures or droids within a 6-square cone as an area attack. The wielder makes a single attack roll and compares the result to the Reflex Defense of all targets within the area. A hit deals normal stun damage, while a miss deals half stun damage, following the normal stun damage rules. You must spend a swift action on the same turn to prime the deck sweeper before you make your attack. Otherwise, the wepon will not fire.
      A deck sweeper requires a power pack to operate. After 5 shots, the power pack must be replaced.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Clone Trooper

**Allies and Opponents**   Nonheroic Codex   Beast Codex

To counter the threat of the Trade Federation’s droid armies, the Republic deploys an army of cloned warriors. The clone’s creators, the Kaminoans, concieve the clones from a single genetic blueprint (that of the Bounty Hunter Jango Fett, making a few alterations to ensure the trooper’ rapid maturation and unwavering obedience. The true loyalty of the clone troopers is revealed at the end of the Clone Wars, when Darth Sidious issues Order 66 and turns the clones against the Jedi order.
      Although identical in appearance, clone troopers have different levels of training, which accounts for their varying levels of ability. Clone toopers can’t be bribed, blackmailed, or seduced. Any such attempt automatically fails.

#### Clone Trooper             (CL 2)

      *Saga Edition Core Rules*, page 281.
Medium Human nonheroic 6 NPC

**Initiative:** +9; **Senses:** Perception +9

**Languages:** Basic

**Defenses:** Fort 13, Ref 17 (flat-footed 16), Will 9

**Hit Points:** 21; **Damage Threshold:** 13

**Speed:** 6 squares

**Melee:** by weapon +5

**Ranged:** blaster rifle +5 (3d8+3)

**Base Attack:** +4; **Grapple:** 5

**Attack Options:** Careful Shot

**Special Actions:** Point Blank Shot

**Abilities:** Cha 8, Con 12, Dex 13, Int 10, Str 12, Wis 9

**Feats:** Armor Proficiency (light), Careful Shot, Coordinated Attack, Point Blank Shot, Weapon Proficiency (pistols, rifles, simple)

**Skills:** Initiative +9, Perception +4

**Possessions:** clone trooper armort (+6 armor, +2 equipment), blaster rifle, comlink

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Force Talents

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The Force   The Dark Side   Force Powers   **Force Talents**   Force Techniques   Force Secrets   Force Traditions
Force talents work exactly like the class talents presented on the Class Talents page; however, instead of being restricted by class, they are available only to characters with the Force Sensitivity feat. Any time a character with the Force Sensitivity feat would normally gain a talent (such as from gaining an odd-numbered level in an heroic class), they may instead select a Force talent from one of the Force talent trees presented below. If a character with the Force Sensitivity feat is a member of a Force-using tradition, they may instead select a Force talent from that Force tradition’s individual Force talent tree.
      It should be noted that while the Jedi and Sith are Force traditions, their talent trees fall under class talents because those trees are only accessible to characters that have levels in their respective classes.

## Force Tradition Talent Trees

The Force   The Dark Side   Force Powers   **Force Talents**   Force Techniques   Force Secrets   Force Traditions

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Darklighter Spin

*Starships of the Galaxy*, page 26.
Originally an improvised combat maneuver, the *Darklighter spin* maneuver allows you to attack multiple targets with your starship’s weapons.
      **Time:** Standard action.
      **Target:** One 2×2-square area within weapons range.
      **Make a Pilot check:** You may make a starship-scale area attack with a vehicle weapon even if it is not normally capable of making area attacks at starship scale. The vehicle weapon must be capable of autofire. The result of the Pilot check also determines the success of your attack:
            *DC 25:* You may make an autofire attack at the normal −5 penalty.
            *DC 30:* As DC 25, except you take only a −2 penalty on your attack roll.
            *DC 35:* As DC 25, except you take no penalty on your attack roll.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Afterburn

*Starships of the Galaxy*, page 25.
This maneuver allows a pilot to throttle up and blast past enemies, to avoid becoming entangled in dogfights.
      **Time:** Full-round action.
      **Target:** You.
      **Make a Pilot check:** The result of the Pilot check determines the effect, if any:
            *DC 15:* You immediately take the all-out movement action as a free action. Additionally, during this action you gain a +1 maneuver bonus on all Pilot checks made to rsist another pilot initiating a dogfight.
            *DC 20:* As DC 15, except the maneuver bonus on Pilot checks increases to +2.
            *DC 25:* As DC 15, except the maneuver bonus on Pilot checks increases to +5.
            *DC 30:* As DC 15, except the maneuver bonus on Pilot checks increases to +10.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Gungan Weapons

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
Gungans have two distinct weapons they use in their army. Both can be used to hurl Energy Balls. Although these weapons are considered as exotic weapons, Gungans who have the Weapon Proficieny (simple weapons) feat are treated as proficient in both weapons.
#### Atlatl

   **Exotic Weapon**
      *Saga Edition Core Rules*, page 121.      **Cost:** 50   **Weight:** 1.5kg   **Availability:** Rare
      **Damage:** 2d4   **Stun:** —   **Type:** BludgeoningA Gungan weapon, the atlatl adds speed and power as an extension of a throwing arm, allowing the user to hurl energy balls farther than with just an unaided toss. If forced into close combat, the wielder can use the atlatl as a clublike melee weapon.

#### Cesta

   **Exotic Weapon**
      *Saga Edition Core Rules*, page 121.      **Cost:** 100   **Weight:** 1.8kg   **Availability:** Rare
      **Damage:** 2d4   **Stun:** —   **Type:** BludgeoningAnother Gungan weapon, the cesta is a flexible pole used to hurl small energy balls, it can also be used as a stafflike melee weapon.
      **Reach weapon.**

**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
All-Terrain Scout Transport (AT-ST)

**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates
The 8.5-meter tall All‑Terrain Scout Transport (AT‑ST) is a simple, two-legged mobile weapons platform that rapidly moves across battlefields and through cramped urban environments, providing reconnaisance and quick-response fire support for ground troops.

#### AT-ST             (CL 8)

      *Saga Edition Core Rulebook*, page 175.
Huge ground vehicle (walker)

**Initiative:** +8; **Senses:** Perception +8

**Defenses:** Fort 20, Ref 14 (flat-footed 12) ; +4 armor

**Hit Points:** 120; **DR:** 10; **Damage Threshold:** 30

**Speed:** 6 squares (max. velocity 90 km/h)

**Ranged:** twin blaster cannons +6 and
twin light blaster cannon +6 or

**Ranged:** twin blaster cannons +6 and
grenade launcher +6

**Fighting Space:** 3×3; **Cover:** total

**Base Attack:** +5; **Grapple:** +25

**Attack Options:** autofire (twin light blaster cannon)

**Abilities:** Con —, Dex 14, Int 12, Str 30

**Skills:** Initiative +8, Perception +8, Pilot +8

**Crew:** 2 (expert); **Passengers:** none

**Cargo:** none; **Consumables:** 2 days; **Carried Craft:** none

**Availability:** Military; **Cost:** not available for sale

**Twin blaster cannons (pilot)
Attack:** +6, **Damage:** 4d10×2

**Twin light blaster cannon (copilot)
Attack:** &+6 (+1 autofire), **Damage:** 3d10×2

**Grenade launcher (copilot)
Attack:** &+6, **Damage:** 4d6, 2-square burst

**Vehicle Codex**   Ground Vehicles   Airspeeders   Starfighters   Space Transports   Capital Ships   Vehiculum Personæ   Templates

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Bowcaster

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Bowcaster

   **Exotic Weapon**
      *Saga Edition Core Rules*, page 128.      **Cost:** 1,500   **Weight:** 8kg   **Availability:** Licensed, Rare
      **Damage:** 3d10   **Stun:** —   **Type:** Energy, Piercing  **Mode(s)** SingleThe bowcaster is crafted exclusively by the Wookiees of Kashyyyk. A fusion of modern and ancient technologies, the weapon hurls an explosive energy quarrel at incredible speed, much like an archaic rail gun. Wookiees treat bowcasters as rifles, not exotic weapons. Bowcasters are treated as rifles for the purposes of determining weapon range.
      A quiver of 10 quarrels costs 50 credits and weighs 1kg.
      **Accurate weapon:** This weapon takes no penalty when firing at targets at short range.

**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Concealed Dart Launcher

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Concealed Dart Launcher

**Exotic Weapon**
      *Legacy Era Campaign Guide*, page 65.      **Cost:** 1,900   **Weight:** 0.5kg   **Availability:** Illegal
      **Damage:** —   **Stun:** 3d8   **Type:** Piercing  **Mode(s)** SingleWorn on the wrist and usuall concealed by clothing, this weapon fires toxic darts. A dart can be fillled with contact poisons, but by default it contains a potent sedative that effectively deals stun damage to the target. Unlike weapons set to stun, a concealed dart launcher can deal stun damage to targets farther than 6 squares away. A concealed dart launcher is treated as a pistol for purposes of determining range.
      Because of its compact design, a concealed dart launcher grants a +5 equipment bonus on Stealth checks to conceal the weapon.
      A concealed dart launcher requires a bundle of darts to operate. After 6 shots, the bundle must be replaced.
      **Lore note:** Deliah Blue often uses a concealed dart launcher to bring down her targets quickly and without causing lethal damage.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
ASP Labor Droid

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

ASP Series labo droids are common throught the galaxy. They perform a variety of simple task, including maintenance, repair, sanitation, delivery, and simple hard labor. Cheap and effective, they are designed as “entry-level” droids for first time buyers. Many ASP owners modify the droids heavily instead of actually replacing them.
      ASPs are built for strength and sturdieness, not intelligence. Since the main virtue of the ASP is versatility, it’s programmed with only the most basic functions—leaving the owner to instruct the droid in its specific duties.
      ASP Series droids can be played as droid heroes.

#### ASP Series Labor Droid             (CL 0)

      *Saga Edition Core Rules*, page 203.
Medium droid (5th-degree) nonheroic 2 playable

**Initiative:** +2; **Senses:** Perception +1

**Languages:** Basic, Binary, 2 unassigned

**Defenses:** Fort 13, Ref 15 (flat-footed 14), Will 10

**Hit Points:** 5; **Damage Threshold:** 13

**Immune:** droid traits

**Speed:** 6 squares (walking)

**Melee:** claw +4 (1d4+3)

**Fighting Space:** 1 square; **Reach:** 1 square

**Base Attack:** +1; **Grapple:** +4

**Abilities:** Cha 5, Con —, Dex 12, Int 6, Str 17, Wis 11

**Feats:** Armor Proficiency (light), Skill Focus (Endurance), Skill Training (Mechanics), 1 unassigned

**Skills:** Endurance+11, Mechanics +4

**Systems:** walking locomotion, basic processor, 2 claw appendages, durasteel shell (+4 armor)

**Availability:** Licensed, **Cost:** 1,000 credits

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Force Lightning

**Make a Use the Force check:** If your result equals the target’ Fortitude Defense, the target takes damage and can only take a single swift action on his next turn. Otherwise, the target takes half damage and may act normally, and you may not maintain the power.
            *DC 15:* power activation, 2d6 points
            *DC 20:* 4d6 points
            *DC 25:* 6d6 points
      The target adds a size modifier to its Fortitude Defense: Colossal, +50; Gargantuan, +20; Huge, +10; Large, +5; Medium and smaller, +0.
      **Special:** You may maintain your concentration on the targeted creature to continue damaging it from round to round. Maintaining the *Force grip* is a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining a *Force grip*, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.
      You can spend a Force Point to deal an additional 2d6 points of damage with your *Force grip*.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
B1 Series Battle Droid

**All Droids**   1st‑Degree Droids   2nd‑Degree Droids   3rd‑Degree Droids   4th‑Degree Droids   5th‑Degree Droids

Frail in appearance but deadly in intent, Baktoid Combat Automata’s battle droid is a metal skeleton with a blaster. Built by the Geonosians to the Trade Federation’s specifications, battle droids are designed to resemble Geonosians, or perhaps desiccated Neimoidian corpses. Most intelligent beings regard them as startling, but Neimoidians see battle droids as positively gouhlish.
      Battle droids are drones controlled by a remote processor, taking their commands from a Central Control Computer that operates several thousand battle droids, destroyer droids, and droid starfighters simultaneously. A battle droid communicates with its fellow drones via commlinks, transmission antenae, and encryption computers, making for a control signal that is nearly impossible to jam (DC 40 Mechanics check).
      B1 Series battle droids can’t be played as droid heroes.

#### B1 Series Battle Droid             (CL 1)

      *Saga Edition Core Rules*, page 199.
Medium droid (4th-degree) nonheroic 3 nonplayable

**Initiative:** +0; **Senses:** Perception +6

**Languages:** Basic, Binary

**Defenses:** Fort 11, Ref 9 (flat-footed 9), Will 11

**Hit Points:** 10; **Damage Threshold:** 11

**Immune:** droid traits

**Speed:** 6 squares (walking)

**Melee:** unarmed −3 (1d3+1)

**Ranged:** blaster carbine +1 (3d8)

**Fighting Space:** 1 square; **Reach:** 1 square

**Base Attack:** +2; **Grapple:** +3

**Abilities:** Cha 10, Con —, Dex 9, Int 9, Str 13, Wis 10

**Feats:** Toughness, Weapon Proficiency (pistols, rifles, heavy weapons, simple weapons)

**Skills:** Perception +6

**Systems:** walking locomotion, remote receiver, 2 hand appendages, internal commlink, vocabulator

**Possessions:** blaster carbine

**Availability:** Military, **Cost:** 1,800 credits

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Engine Hit

This maneuver allows you to target an opponent’s engines, slowing them down with a successfull hit.
      **Time:** Reaction.
      **Target:** One vehicle that you just attacked.
      **Make an attack roll:** If you deal damage to a vehicle with a critical hit or deal damage to a vehicle that equals or exceeds its damage threshold, you may activate this maneuver as a reaction. The target’s speed is reduced by a number of squares for the remainder of the encouter. An engineer aboard the target ship may spend a full-round action to repair the damge to the engines. The effect and the Mechanics check DC is determined by how much your attack roll exceeds the target’s Reflex Defense:
            *0-4:* −1 square, DC 20 to repair.
            *5-9:* −2 squares, DC 25 to repair.
            *10 or more:* −3 squares, DC 30 to repair.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Beast Codex

**Allies and Opponents**   Nonheroic Codex   **Beast Codex**

The following is the most comprehensive list of beasts and critters listed in the Saga Edition game. It is not a complete list of beasts in the Star Wars universe nor does it include creatures modified by Biotech or swarming. Those templates can be found in their respective rule sets.

**Allies and Opponents**   Nonheroic Codex   **Beast Codex**

Footnotes and References

Please see the following pages or sites, if any, for further information:

1. ↑ The Mantellian Savrip is a beast but may also be played as a heroic character.
Crime Lord (npc)

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Crime lords come from all strata of society. Some began their careers as streetwise thugs, crawling up from the darkest, filthiest pits of the galaxy to positions of power within the criminal underworld. Others are noble-born, using their money and influence to support their fiendish syndicates.

#### Crime Lord             (CL 8)

      *Saga Edition Core Rules*, page 283.
Medium Human Scoundrel 4 / Noble 3 / Crime Lord 1 NPC

**Initiative:** +6; **Senses:** Perception +10

**Languages:** Basic, High Galactic, Huttese, plus 5 other languages

**Defenses:** Fort 18, Ref 22 (flat-footed 20), Will 23

**Hit Points:** 51; **Damage Threshold:** 18

**Speed:** 6 squares

**Melee:** unarmed +4 (1d4+3)

**Ranged:** heavy blaster pistol +7 (3d8+4) or

**Ranged:** heavy blaster pistol +5 (3d8+4) and heavy blaster pistol +5 (3d8+4)

**Base Attack:** +5; **Grapple:** 7

**Attack Options:** Acrobatic Strike, Dastardly Strike, Dual Weapon Mastery II, Sneak Attack +1d6

**Special Actions:** Point Blank Shot, Presence

**Abilities:** Cha 15, Con 10, Dex 14, Int 17, Str 8, Wis 12

**Feats:** Armor Proficiency (light, medium), Mighty Swing, Point Blank Shot, Precise ShotH, Rapid Strike, Weapon Proficiency (adv. melee, pistols, rifles, simple)

**Skills:** Acrobatics+10H, Deception +8, Gather Information +8, Initiative +10, Perception +8, Persuasion +8, Stealth +10

**Possessions:** blaster rifle with enhanced targeting scope, hold-out blaster, vibroblade, vibrodagger, comlink (encrypted), utility belt with medpac

*H Human bonus feat or trained skill*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Explosives

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      **Explosives**

Sometimes a mission calls for the use of more powerful explosives then either grenades or thermal detonators. Set explosives aren’t ranged weapons and can’t be used like grenades. Placing an explosive requires a Mechanics check.
      When set and activated, the charge’s timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.
      With a successful Mechanics check, explosives ignore the damage reduction of objects to which they’re attached. Particularly good Mechanics check results can increase the damage even more (see Mechanics: Handle Explosives). Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage. For example, two blacks of detonite deal 7d6 points of damage, while four blacks deal 9d6 points of damage.

### Explosive Charge

Explosive charges are highly restricted, usually only available to military or law enforcement specialists or specialized construction units. Han Solo and his strike team used explosive charges to take out the shield generator on Endor in *Episode VI: Return of the Jedi*.
      An explosive charge delivers a lot of destructive energy to a specific point, making it perfect for demolishing structures or clearing rubble. It causes negligible damage beyond its 1-square burst radius. Of course, collateral damage and subsequent explosions usually accompany the use of an explosive charge.

### Detonite

Detonite is a contact explosive that comes in tiny clay-like blocks. It can be shaped or molded around a target and crammed into small crack. Detonite is very stable in its normal forms and requires a timer to be set off.

## Explosives List

**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      **Explosives**

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
General Equipment

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Money   Restricted Items   Weapons   Armor   **General Equipment**   Yuuzhan Vong Biotech   Services/Expenses   Encumbrance
A list of equipment available during the time periods covered on this website is given below. Refer to the description links for full equipment information.

#### Accessories & Upgrades

Money   Restricted Items   Weapons   Armor   **General Equipment**   Yuuzhan Vong Biotech   Services/Expenses   Encumbrance

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Elite Rebel Trooper

**Allies and Opponents**   Nonheroic Codex   Beast Codex

The basic Rebel Trooper is stationed on Rebel bases and aboard Alliance starships throughout the galaxy, serving as the first line of defense against the Empire’s stormtroopers. They are also used as scouts and saboteurs.

#### Elite Rebel Trooper             (CL 2)

      *Saga Edition Core Rules*, page 281.
Medium Human nonheroic 6 NPC

**Initiative:** +9; **Senses:** Perception +8

**Languages:** Basic

**Defenses:** Fort 11, Ref 13 (flat-footed 12), Will 10

**Hit Points:** 21; **Damage Threshold:** 16

**Speed:** 6 squares

**Melee:** unarmed +5 (1d4+1)

**Ranged:** blaster pistol +6 (3d6) or

**Ranged:** frag grenade +5 (4d6, 2-square burst)

**Base Attack:** +4; **Grapple:** 5

**Special Actions:** Point Blank ShotH

**Abilities:** Cha 8, Con 12, Dex 13, Int 9, Str 12, Wis 10

**Feats:** Armor Proficiency (light), Improved Damage Threshold, Point Blank ShotH, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)

**Skills:** Initiative +9, Perception +8H

**Possessions:** blast helmet and vest (+2 armor), blaster pistol, 2 frag grenades, comlink (encrypted)

*H Human bonus feat or trained skill*

**Allies and Opponents**   Nonheroic Codex   Beast Codex

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Flamethrower

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**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives
#### Flamethrower

**Exotic Weapon**
      *Saga Edition Core Rules*, page 128.      **Cost:** 1,000   **Weight:** 7kg   **Availability:** Military
      **Damage:** 3d6   **Stun:** —   **Type:** Fire  **Mode(s)** SingleThe flamethrower is a ranged weapon that shoots a cone of burning chemicals 6 squares long and 6 squares wide ath the terminus. Make a single attack roll and compare it to the Reflex Defense of every target within this area. A successful attack deals 3d6 points of fire damage to the target; if the attack misses, the target takes half damage instead. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
      Reloading the flamethrower is a full-round action. The weapon can be used five times before its chemical supply is depleted. Replacement chemical cartridges for the flamethrower cost 200 credits and weigh 4kg each.
      **Area attack weapon**.
**Weapon Groups**      Advanced Melee Weapons      Exotic Weapons      Heavy Weapons      Lightsabers      Pistols      Rifles      Simple Wepons      Explosives

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Attack Pattern Delta

This attack pattern utilizes close-range maneuvering by allied ships to make it more difficult to target and hit an individual vessel. The attack pattern typically requires the vessels to fly in a straight line toward their target, shielding the ships to the rear.
      **Time:** Swift action.
      **Target:** You.
      **Make a Pilot check:** If you succeed on a DC 20 Pilot check, you successfully activate this maneuver. While you are using *attack pattern delta* as your chosen attack pattern, you gain a +1 maneuver bonus to your vehicle’s Reflex Defense any time you are adjacent to an allied starfighter or airspeeder.
      **Special:** If any adjacent allies are using *attack pattern delta* as well, your maneuver bonus increases to +2.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Double Attack

*Saga Edition Core Rules*, page 84.
      *Starships of the Galaxy*, page 20.
You can make an additional attack during a round of combat.
      This feat is a bonus feat for the Jedi and Soldier classes.
      **Prerequisites:** BAB +6, Weapon Proficiency (chosen) OR Exotic Weapon Proficiency (chosen).
      **Benefit:** Choose a single exotic weapon or one of the following weapon groups: advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, simple weapons. When you use the full attack action, you may make one additional attack when weilding such a weapon. However, you take a −5 penalty on all attack rolls until your next turn because you're trading precision for speed.
      **Starship/Vehicle:** If you take this feat with heavy weapons, they work normally with vehicle weapons.
      **Normal:** Making a single attack is a standard action.
      **Special:** You may select this feat multiple times. Each time you select this feat, it applies to a different exotic weapon or weapon group.

Notes
There may have been some modification and/or removal of text from the original text written in the book. This was done for one or more reasons including but not limited to:

* To remove unnecessary redundancy, repetitiveness, or outright errors.
* Because the original formatting does not lend itself well to the web/wiki environment.
* The original text has been updated due to official errata.

In all cases, this contributor is confident that the context and meaning of the original text has not been compromised as a result of these edits. Edits that affect stats or that might have an impact on gameplay should contain reference notes on what was changed and why.
Tina Barkin

tina

**Tina** é uma das personagens principais da série.

## HISTORIA

Tina é a irmã mais nova de Dante Barkin e a melhor amiga e vizinha de Kally. É a primeira menina que Kally conhceu ao chegar na cidade. É doce, cheia de energia, criativa e sempre quer solucionar os problemas de todos, mesmo que muitas vezes acabe complicando mais as coisas. Ela ama animais: quer ser veterinária e sonha em morar na África e criar um abrigo para animais em extinção. Também é defensora do meio ambiente e fã de reciclagem e comida orgânica.E Tina guarda um segredo de Kally que ninguém sabe. a KALLY é a mica365
Kally Ponce

### Amigos

Tina (Melhor amiga),Dante, Andy, Lucy, Alex, Kevin,Tommy, Stefi, Nicole, Olivia, Gloria (viram amigas depois).

### Inimigos

Gloria,(primeira temporada ) Stefi,Nicoly (primeira temporada), Laia (Segunda temporada) Lisa (primeira temporada)

## Aparições e ator

### Ator/Atriz

Maia Reficco

Kally Ponce é a aluna mais jovem do Conservatorio Allegro sua especialidade é o piano.

Ela é a única filha de Mike Ponce e Carmen Ponce.

## Historia

Inicialmente, Kally é mostrada como uma garota normal de 14 anos, que frequenta a escola e vive com sua mãe Carmen e sua avó Rosario. Mas depois, Kally, recebe uma bolsa para estudar no famoso Conservatório Allegro (por causa de seu talento com o piano), então ela tem que ir embora de sua pequena cidade e vai embora para uma cidade muito grande. Kally se muda para viver com seu pai Mike e seu tio Charly.

Aniversário 19 de maio de 2003