recursal/Fanatic-Fandom huggingface dataset:
GAMORREAN

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Brutish and violent porcine Gamorreans come from the outer rim world of Gamorr. Green skinned with pig-like snouts tusks and small horns Gamorreans are respected for their great strength, and short tempers. The history of Gamorr is marked by almost constant warfare males train for, and fight wars. While the females farm, hunt, and handle trade.

**Personality:** Gamorreans are brutish, violent, and proud. They respect physical prowess, and have no problem facing death against a foe they feel they are at least on equal footing with. They do however show fear in the face of obviously superior opponents.

**Physical Description:** Gamorreans average about 1.8 meters in height with thick green skin covering powerfully built bodies close set eyes a thick snout tusks small horns lend a distinct look to every Gamorrean.

**Gamorrean home world:** The per-industrial agricultural world of Gamorr.

**Language:** the Gamorreans speak Gamorrean there is no written form of this language they can learn to understand and read basic and other languages but can never speak any language but their own

**Adventurers:** Gamorreans leave their home world for a number of reasons some are taken as slaves and latter escape by buying out their contracts others still move out looking for work as body guards professional soldiers and mercenaries even bounty hunters one thing can be said of a Gamorrean male where ever they reside in the galaxy they are at war in some fashion or another

**GAMORREAN RACIAL TRAITS**

• • +2 Strength +2 Constitution -2 Intelligence -2 Dexterity Gamorreans possess great physical power but have limited intelligence and agility.

• • Medium-size Gamorreans have no special benefits or penalties due to their size.

• • Gamorreans have a base land speed of 10 meters.

• • Rage 1/day

• • Gamorreans gain the power attack feat for free at first level.

• • Gamorreans gain +2 on all Fortitude saves.

• • Automatic Languages speak Gamorrean.
Heavy Gear Heavy Armor

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**Mk. 23 Heavy Flak Armor (PL 6)**

The Northern Troopers are equipped with the Mk 23 family of personal armor. The Mk 23 family of personal armor is a standard pattern of modular armor used by the north. The modular nature allows for up to 4 variations of the armor while sharing many of the same parts and components. The Mk. 23 Heavy Flak Armor is the third level of protection among the line of armor suits.

**Mk. 23 Turtleshell Flak Armor (PL 6)**

The Northern Troopers are equipped with the Mk 23 family of personal armor. The Mk 23 family of personal armor is a standard pattern of modular armor used by the north. The modular nature allows for up to 4 variations of the armor while sharing many of the same parts and components. The Mk. 23 Turtleshell Flak Armor is the Highest level of protection among the line of armor suits. The Armor Is very cumbersome providing maximum protection but reducing the endurance of the wearer.

**SPMF Heavy Flak Armor (PL 6)**

The SPMF or (systeme de protection modulaire de fantassin) ArmorSuit is comparable to the north Mk23 in both conception and protection Factor though there are several differences as well as similarities. Low in comparison it definitely lacks the mobility of the Mk23. The SPMF Heavy Flak Armor is the third level of protection among the line of armor suits.

**SPMF Turtleshell Flak Armor (PL 6)**

The SPMF or (systeme de protection modulaire de fantassin) ArmorSuit is comparable to the north Mk23 in both conception and protection Factor though there are several differences as well as similarities. Low in comparison it definitely lacks the mobility of the Mk23. The SPMF Turtleshell Flak Armor is the Highest level of protection among the line of armor suits. The Armor Is very cumbersome providing maximum protection but reducing the endurance of the wearer.

**Peace River Battlesuit Heavy Flak (PL 6)**

The futuristic armor design for and used exclusively by the troops of the Peace River Defense Force or PRDF, was designed and manufactured by Paxton Arms Corporation. Each type of armor offers a very good level of comprable or even more protection and weighs less than comfortable armor is on the market. The Peace River Battlesuit Heavy Flak is the third level of protection among the line of armor suits.

**Peace River Battlesuit Turtleshell Flak (PL 6)**

The futuristic armor design for and used exclusively by the troops of the Peace River Defense Force or PRDF, was designed and manufactured by Paxton Arms Corporation. Each type of armor offers a very good level of comprable or even more protection and weighs less than comfortable armor is on the market. The Peace River Battlesuit Turtleshell Flak is the Highest level of protection among the line of armor suits. The Armor Is very cumbersome providing maximum protection but reducing the endurance of the wearer.
Gundam Mecha Codex

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MS-05B Zaku IMS-06F2 Zaku IIMS-07B GoufMSA-003 NemoOZ-00MS TallgeeseOZ-00MS2 Tallgeese IIOZ-00MS2B Tallgeese IIIOZ-06MS LeoOZ-06MSF Leo Flight TypeOZ-06MSS Leo Space TypeOZ-06MS-SN3 Leo-NOZ-06MS-SR2 Leo-ROZ-06MS-SS1 Leo-SOZ-07AMS AriesOZ-12SMS TaurusOZ-13MS Gundam EpyonOZ-13MSX1 VayeateOZ-13MSX1B-S Vayeate SuivantOZ-13MSX2 MercuriusOZ-13MSX2B-S Mercurius SuivantOZ-14MS Gundam AquariusRMS-179 GM IIRX-78-2 GundamRX-78NT-1 Gundam AlexRGM-79 GMRGM-79G GM CommandRGM-86R GM IIIXXXG-00W0 Wing Gundam ZeroXXXG-00W0L Gundam LuciferXXXG-00W0S Wing Gundam SeraphimXXXG-01D Gundam DeathscytheXXXG-01D2 Gundam Deathscythe HellXXXG-01H Gundam HeavyarmsXXXG-01H2 Gundam Heavyarms KaiXXXG-01HD Gundam Derringer ArmsXXXG-01S Shenlong GundamXXXG-01S2 Altron GundamXXXG-01SR Gundam SandrockXXXG-01SR2 Gundam Sandrock KaiXXXG-01SRL Gundam SandleonXXXG-01W Wing Gundam
Farscape Long Arms

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**Peacekeeper Pulse Rifle (PL 6)**

Originally developed by Peacekeepers, it has seen wide use throughout the galaxy. It holds in the handle a chakgon oil reservoir. When cocked chakgon oil is loaded into the firing chamber. When fired the Chakgon Oil is excited, and ignited turning it into high tempature plasma before a series of electrical pulses fire it down and out the barrel.

**Chakgon Oil (PL 6)**

Is a liquid derived from a rare plant. It is a highly explosive, and semi unstable chemical. Not unlike nitroglycerin. Peacekeepers use it to power most of their weaponry. It also has a magnetic quality allowing it to be ignited and accelerated to about the speed of a bullet.

**Fire Slug Pistol and Rifle (PL 6)**

Fire slug weapons are seen by many as a more primitive firearm but they still see wide-spread and frequent use due to how cheap they are to purchase. Ammunition for a fire slug pistol or rifle uses an explosive cartridge propellant to gain velocity for the projectile but the round itself is super-heated and ignited as it exits the barrel. The ceramic rounds it uses are coated in a long burning substance that burns extremely hot, heating up the round to extremely high temperatures but due to the temperature resistant qualities of ceramic the rounds or slugs maintain their shape and ridgetidy.
Intimidate (Cha)

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**Check:** With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way. A character’s Intimidate check is opposed by the target’s level check (1d20 + the target’s character level or Hit Dice). Any modifiers that a target may have on Will saving throws against fear effects apply to this level check. If the character succeeds, he or she may treat the target as friendly for 10 minutes, but only for purposes of actions taken while in the character’s presence. (That is, the target retains his or her normal attitude, but will chat, advise, offer limited help, or advocate on the character’s behalf while intimidated.) Circumstances dramatically affect the effectiveness of an Intimidate check. There are limits to what a successful Intimidate check can do. The character can’t force someone to obey his or her every command or do something that endangers that person’s life. If the character fails by more than 5, the target may actually do the opposite of what the character wishes.

**Try Again?:** No. Even if the initial check succeeds, the other character can only be intimidated so much, and trying again doesn’t help. If the initial check fails, the other character has become more firmly resolved to resist the intimidator, and trying again is futile.

**Special:** A character can take 10 when making an Intimidate check, but can’t take 20. A character immune to fear effects can’t be intimidated.

A character may add a +2 bonus to his or her Intimidate check for every size category the character is larger than his or her target. Conversely, the character takes a –2 penalty to his or her check for every size category the character is smaller than his or her target. A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation.

**Time:** An Intimidate check is a full-round action.
Investigate (Int) Trained Only

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**Check:** A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers.

**Analyze Clue:** The character can make an Investigate check to apply forensics knowledge to a clue. This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue he or she has found. The base TN to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.

 Scene is outdoors
 Scene slightly disturbed
 Scene moderately disturbed
 Scene extremely disturbed

**Collect Evidence:** The character can collect and prepare evidentiary material for a lab. This use of the Investigate skill requires an evidence kit.

To collect a piece of evidence, make an Investigate check (TN 15). If the character succeeds, the evidence is usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a –5 penalty on any necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material. This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.

**Try Again?:** Generally, analyzing a clue again doesn’t add new insight unless another clue is introduced. Evidence collected cannot be recollected, unless there is more of it to take.

**Special:** A character can take 10 when making an Investigate check, but cannot take 20. Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a –4 penalty on his or her check. A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks.

**Time:** Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.
Gamble (Wis)

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**Check:** To join or start a game, a character must first pay a stake. The character sets the purchase TN of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase TN 4) to astronomical (purchase TN 24). A character cannot take 20 when purchasing a stake. If the stake is within the character’s means (it is equal to or less than his or her Wealth bonus), the character stands no chance of winning any significant amount. The character might come out ahead, but the amount is not enough to affect his or her Wealth bonus. Since paying the stake didn’t cost any points of Wealth bonus, the character doesn’t lose anything either. If the stake is higher than the character’s Wealth bonus (before applying any reductions from purchasing the stake), the character gets a +1 bonus on his or her Gamble check for every point the purchase TN is above the character’s Wealth bonus. The character’s Gamble check is opposed by the Gamble checks of all other participants in the game. (If playing at a casino, assume the house has a Gamble skill modifier equal to the stake purchase TN. Regardless of the stake purchase TN, the house does not get a bonus on its Gamble check for the purchase TN.) If there are many characters participating, the GM can opt to make a single roll for all of them, using the highest Gamble skill modifier among them and adding a +2 bonus to the check. If the character beats all other participants, he or she wins and gains an increase to his or her Wealth bonus. The amount of the increase depends on the difference between the character’s check result and the next highest result among the other participants.

 10–19
 20–29
 30–39
 40 or more

**Try Again?:** No, unless the character wants to put up another stake.

**Special:** A character can’t take 10 or take 20 when making a Gamble check. A character with the Confident feat gets a +2 bonus on all Gamble checks.

**Time:** A Gamble check requires 1 hour.
Echani Novice

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**Species Traits**

• • Armor Aversion: Echani, while not incapable of wearing Armor, prefer light flexible outfits that grant greater freedom of movement and feel uncomfortable in anything heavier than light armor and suffer an additional -2 check penalty when wearing any armor above medium.

• • +2 to Fort Saves made to resist cold weather conditions.

• • Skill Bonus: Echani gain a +2 species bonus to Listen, Spot, and Sense Motive.

• • Human Subtype: This trait means that Echani are considered human for purpose of determining whether the character is susceptible to certain diseases that only effect humans. Additionally, Echani are considered human for purpose of determining whether the character qualifies for racial templates that require the character to be human, and Advanced Classes that require the character to be human.

**Class Abilities**

• • Living Weapon 1d6: The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.

The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 7th level, damage increases to 1d8. At 16th level, it increases to 1d10.

This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

• • Damage Reduction 1/-: The Athlete ignores 1 point of damage from melee and ranged weapons.

• • Unarmed Weapon Finesse: At 2nd level, a martial artist gains the Unarmed Weapon Finesse class ability, providing the benefits of the Weapon Finesse feat specifically to unarmed attacks.

The martial artist may use his Dexterity modifier instead of his Strength modifier on unarmed attack rolls.

• • Uncanny Dodge 1: At 2nd level, the martial artist gains the Uncanny Dodge 1 class ability, providing the benefits of the Fast hero talent of the same name.

The martial artist retains his Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (He still loses his Dexterity bonus to Defense if he is immobilized.)

If the martial artist already has the Uncanny Dodge 1 ability as a class ability, he instead gains the benefits of Uncanny Dodge 2.

• • Damage Reduction 2/-: The Athlete ignores an additional 1 point of damage from melee and ranged weapons (DR 2/- total). *Prerequisites:* Damage Reduction 1/-, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
ENHANCE SENSES (Wis) Trained Only

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**Psionic Skill:** Requires the Wild Talent, and Psychometabolism feats.

You can use your psionic abilities to enhance your normal sensory capabilities.

**Check:** An Enhance Senses check adds a psionic bonus to any Listen, Search, Sense Motive, or Spot checks. It also adds to Survival checks made to find or follow tracks. The result of the Enhance Senses check indicates the bonus.

 10 – 14
 15 – 19
 20 – 24
 25+

**Special:** You can take 10 when making an Enhance Senses check, but you can't take 20.

**Time:** Activating Enhance Senses is a standard action. The psionic bonus lasts for 20 rounds (2 minutes).
Liopleurodon

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This beige-and-black striped beast has a thick, powerful body with strong flippers in place of legs and a crocodilian snout full of impressive, pointed teeth.

Liopleurodons are aquatic super-predators, though they breathe only air. Liopleurodons attack any moving creature they encounter, biting down with its powerful jaws in an attempt to swallow its prey.

**Improved Grab (Ex):** To use this ability, a Liopleurodon must hit an opponent up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow an opponent in the following round.

**Swallow Whole (Ex):** A Liopleurodon can attempt to swallow an opponent up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+10 points of bludgeoning damage and 9 points of acid damage per round from the Liopleurodon's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A gargantuan Liopleurodon's gizzard can hold 2 large, 8 medium, 32 small, or 128 tiny or smaller opponents.

**Keen Scent (Ex):** A Liopleurodon can detect opponents in an 180-foot radius by scent and can detect blood in the water up to a mile away.

**Skills**: A Liopleurodon has a +2 racial bonus on Hide checks in water and spot checks.
ENHANCE ABILITY (Con) Trained Only

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**Psionic Skill:** Requires the Wild Talent, and Psychometabolism feats.

You can use you psionic powers to manipulate and enhance your body increasing you Strength or Dexterity for a short period of time.

**Check:** An Enhance Ability check grants a psionic bonus to either your Strength or your Dexterity, but not both. The result of the skill check determines the bonus, and the psionic power point bonus.

 15 – 19
 20 – 24
 25 – 29
 30+

**Special:** You can take 10 when making an Enhance Ability check, but you can't take 20.

**Time:** Activating Enhance Ability is a standard action. The psionic bonus lasts for 20 rounds (2 minutes).
Gattle

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The Gattle is a fighter-bomber used mainly for anti-ship attack. The Gattle carries four large missiles, two missiles on each side or two vulcan pods on each side. It has two 5-tube missile launcher. The Gattle has a crew of two - a pilot and a flight officer seated in side-by-side. Unlike the Gobble the Gattle has an escape cockpit for each pilot.

**Purchase TN:** 92 (To Build) 61 (New) 41 (Used)

**Restriction:** Mil (+3)

• • Shuttles require the Pilot Starship Skill to be operated.

***Accommodations***

• • 18 Seats

***Structure Traits***

• • 2x Docking Clamps (PL 4)

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) **• •** 2x Rocket-Jet Space Engines (200 meters) (PL 5) **• •** 4x Rocket-Jet Space Engines (100 meters) (PL 5) **• •** 20 Unit Fuel Tank (PL 5) **• •** Automatic Fire Control System (PL 5) **• •** Life Support System (PL 5) **• •** Radio Transceiver (PL 5) **• •** Class II Sensor Array (PL 6) **• •** Laser Transceiver (PL 6) **• •** SatCom (Satellite Communications) (PL 6) **• •** Autopilot System (PL 5) **• •** Damage Control System (PL 5) **• •** Anti-Accident System (PL 6) **• •** 4x Missile/Torpedo Launcher, Heavy (PL 5) **• •** 6x Missile/Torpedo Launcher, Large (PL 5)
EIRRAUC

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The Eirrauc were a primitive species of migratory omnivores. They traveled in groups around their mild world developing their arts, specifically music and drama. They had mobile hydroponic gardens and gifted artisans. When two migratory communities met, they often engaged in trade and sometimes arranged marriages to keep their gene pool varied.

The Eirraucs practiced a pure democracy, where every member of the community had a full vote on every issue facing the migratory band. If an Eirrauc felt strongly opposed to a particular decision, he was free to join another community at his leisure. This often occurred when two communities crossed paths. When the Empire took control of the galaxy, the hardworking Eirraucs were enslaved. The peaceful beings were too passive to secure their own freedom, and those few that have escaped slavery have joined the Rebellion or resist the Empire in their own way. Many Eirraucs become traders and buy their fellow Eirrauc’s freedom with their profits.

**Personality:** Typically, a very peaceful species, the Eirraucs are hard workers and have a great interest in the arts. They are careful thinkers but are accustomed to speaking their mind. Their most predominant trait, however, is their sense of responsibility. They feel a deep loyalty to whatever groups to which they associate.

**Physical Description:** The Eirraucs are six-limbed beings with a middle pair of limbs that can function as either additional legs or arms. The snouted heads sit atop a long, slender neck, and they have a pair of eyes on either side of their snout. They tend to stand at two meters when in a comfortable position, though when standing at their full height they are closer to 2.4 meters. Their skin ranges through normal human pigments, with peach being the predominant skin tone.

**home world:** Eirrauus

**Languages:** Eirraucs speak and read Eirraucii.

**Example names:** Daushoroc, Puroth, Tamoss

**EIRRAUC SPECIES TRAITS**

• • Ability Modifiers: +2 Strength, -2 Constitution. Eirraucs have great strength, but quickly tire.

• • Size: As Medium creatures, Eirraucs have no special bonuses or penalties due to their size

• • Speed: Eirrauc base speed is 10 meters.

• • Climate Sensitivity: Eirraucs have delicate organs that quickly degrade in extreme temperatures. Eirraucs suffer a -5 penalty to Fortitude Saves when resisting the effects of extreme heat or cold.

• • 360 Degree Vision: Eirraucs can see in all directions around itself at once, and as such, gain a +4 bonus to all Spot Checks.

• • Extra Arms: Eirraucs have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.

• • Automatic Languages: Eirraucii.
KAMINOAN

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Not all Kaminoans are clone technicians, but Kaminoans are known—among those who still remember them—as cloners. Long ago, to better survive rising sea levels at the end of a planetary ice age, the Kaminoans used cloning technology to ensure the continuance of their species, weeding out physical weaknesses and enabling them to survive with less. Consequently, Kaminoans are somewhat hardier, but even genetic engineering has only taken them so far. Kaminoans have no respect for weakness and tend to think of identifiably weak persons as beneath their notice. They do not bear such individuals any animosity; to the Kaminoans, such people should simply be culled from the “herd”—and they find it vaguely disturbing that others cannot seem to grasp this fact. Although Kaminoans are all created from nearly identical genetic stock, there is still considerable variation. The cloning process does not create perfect duplicates, but rather children who fall into a given set of genetic parameters. These Kaminoan children then grow and develop along defined guidelines but are still free to pursue any career that interests them—provided the Kaminoan community approves.

**Personality:** Kaminoans are outwardly polite, yet behind this lurks an intolerance of physical imperfection. They present an aspect of quiet curiosity and aloofness but are generally pleasant and approachable. Their voices are as soft and soothing as their manner.

**Physical Description:** Kaminoans are slim, bipedal beings with pale skin and dark eyes. They stand 2.1 to 2.7 meters tall and are thin to the point of being gaunt. They have long, graceful necks and slender fingers. Their mouths are somewhat smaller than those of Humans but seem smaller yet because of their large eyes. Female Kaminoans are bald, while most males possess a small head crest.

**home world:** The stormy ocean world of Kamino, located on the edge of Wild Space.

**Language:** Kaminoans speak and read Kaminoan and Basic.

**Example Names:** Aya Lim, Lama Su, Maru Lan, Tau Shel, Taga Sai, Seva Ke, Taun We.

**Age in Years:** Child 1-6; young adult 7-10; adult 11-39; middle age 40-59; old 60-79; venerable 80+.

**Adventurers:** Kaminoans are genetically bred to fill various niches. A Kaminoan might become a noble just as easily as a soldier. Scouts are rare, scoundrels even more so, and Force-using Kaminoans are all but unheard of.

**KAMINOAN SPECIES TRAITS**

• • Ability Modifiers: +2 Con, –2 Wis

• • Medium-size: As medium-size creatures, Kaminoans have no special modifiers due to their size.

• • Speed: Kaminoan base speed is 10 meters

• • Aquatic Survival: Kaminoans are adept at surviving oceanic environments and may take 10 on Survival checks made in aquatic terrain.

• • Expert Cloners: Kaminoans are capable cloners and may choose to re-roll any Treat Injury or Knowledge (life sciences) checks, but the result of the re-roll must be accepted, even if it is worse.

• • Languages: Kaminoan and Basic.
M-300 Hovertank

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The M-300 Hovertank is powered by a fission reactor and crewed by a pilot, gunner,and commander. It comes equipped with a fully turreted its main gun and a chaingun in a separate turret located above the commander’s hatch. Each crew position has a topside hatch located directly above it.

Entering or disembarking through a top hatch requires a full-round action, and starting the Hovertank requires another full round action.

**Purchase TN:** 60 (To Build) 40 (New) 27 (Used)

**Restriction:** Mil (+3)

• • Tanks require the Pilot Ground Vehicles Skill to be operated.

• • Many tanks have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A tank has a main cannon. This main cannons damage, range, and rate of fire are dependent on the vehicles size category. A large tank (a tank built for small creatures), has a cannon that deals 2d10, with a range of 30 meters, and can fire once per round. For every size category above large increase the damage one step for each size category above large, additionally the range increase by 5 meters. Tanks above Colossal Type 5 can fire its cannon as many times per round as the character manning it has attacks per round. A character must man the cannon separately. Firing the cannon is always a full-round action. (Vehicle Trait)

• • A tank can drive over any object at least 1 size category smaller than the tank. Anything run over by a tank takes damage based on how big the tank is, a large tank deals 3d6, and the damage increases by one damage step for every size category the tank is above large. Characters and creatures run over by a tank are considered stunned, and prone. (Vehicle Trait)

• • A tank may always turn in place as a standard move action, regardless of the vehicles maneuverability rating.

• • A speeder travels just above the ground there fore it may ignore difficult terrain, and even travel above water as if it were ground.

• • A speeder can change the height at witch it travels to a maximum of 10 meters above the ground. This allows the speeder to travel above most typical obstacles.

• • *[Special]:* the M-300 Hovertank has 2 external mounts for heavy weapons (Example: M60 Heavy Machine-gun).

***Accommodations***

• • 3 Seats

***Power System***

• • Fusion Generator (PL 6)

***Vehicle Systems***

• • 4 Unit Fuel Tank (PL 5) • • 2x Rocket-Jet Space Engines (100 meters) (PL 5) • • Fuel Economizer (PL 6) • • Class I Sensor Array (PL 5) • • Radio Transceiver (PL 5) • • Utility Flare System (PL 5) • • SatCom (Satellite Communications) (PL 6) • • Anti-Accident System (PL 6) • • M-9 Barrage Chaingun (PL 5) • • Targeting System (+3) (PL 6)
Jedi Consular Rookie

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**Species Traits**

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • Extend Range (+1 meter): At 1st, 4th, 7th, 10th, 13th, 16th, and 19th level, the Psion can extend the range or reach of her psionic abilities, skills, or attacks by 1 meter. This Extended Range increases by 1 meter every three levels after first level. Extending the range of a psionic ability, skill or attack increases the Psionic Power Point cost by 1 point for every meters of extended range.

• • Lightsaber Bonus +1: Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

• • Lightsaber Deflection (1/round): Starting at first level the Force Knight once per round can use their lightsaber to redirect a missed attack with a ranged energy weapon that targets the Force Knight. The redirected attack can be aimed at a new target by the Force Knight. The redirection is treated as an attack of opportunity, this attack is made at one half the Force Knight’s ranged attack bonus rounded down, and again at 5th level, 9th level, 13th level, and 17th level the Force Knight gains this ability again, each time the Force Knight gains this ability he can use this ability one more time per round each time per round past the first use incurs a -1 penalty to the attack. Making a Lightsaber Deflection is considered an attack of opportunity as such you can not use this ability more times per round than you would normally be able to make attacks of opportunity. Making a Lightsaber Deflection does not incur attacks of opportunity from adjacent opponents.

• • *Force of Will:* You gain a +2 Insight bonus to Will Saves, additionally as a swift action, you can spend 5 Psionic Power Points to give all allies within 6 squares of you a +2 Insight bonus to Will Saves that lasts for the remainder of the encounter. This bonus does not extend to allies outside of the range of effect of this ability, even if they move within 6 meters of you later on. Allies who were within 6 meters of you at the start of you using this abilities effect must stay within 6 meters to keep benefits. If they move out of range or you're rendered unconscious/dead, it ceases to work.
IOTRAN

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The Iotrans were a militaristic species hailing from the planet of Iotra in the Outer Rim Territories. Their military history was long and storied, and they originated several famous military orders, including the Kilandran Royal Forces, the Lurathi Guard, and the Jengardin Millennial Warriors.

Iotrans had smooth skin, dark brown to black in color. They possessed a broad, flat nose, no discernible ears, hands with four digits, and two-toed feet. They had distinctive spots on their bald heads, knobby protrusions at their temples, and short, stubby spikes protecting their shoulders, elbows, and hands.

Iotrans were atheistic and firmly believed in a strong, stable culture, and saw that as only achievable through a strong military tradition. Even before their planet was unified, their nations possessed strong militaries; after their unification 700 years before the Galactic Civil War, these militaries were merged into the Iotran Police Force (IPF), which enforced law and provided emergency services on Iotra and throughout the Iotran Expanse. The eight top-ranking leaders of the IPF formed the Joint Council, which acted as parliament for Iotra.

From an early age, Iotrans were trained for military service, and in their fourteenth season (approximately 18 standard years of age), they were inducted into the IPF for approximately six standard years. At any given time, nearly half of the population was part of the IPF in one form or another.

Especially talented enlistees in the IPF often became Iotran Bspeciesmen, which tracked down fugitives outside of the Iotran Expanse, often without regard for local laws or for what other species called "jurisdiction"; this often resulted in diplomatic incidents.

Iotran technology was primitive by galactic standards, typified by slugthrowers, surface vehicles, and simplistic computer and droid technology. However, they adopted galactic standard technology for much of their defense industry, and most Iotrans were quite at home with modern tech.

Iotrans, though not generally respectful toward other cultures, did respect stability and might. As a result, they tended to support the Galactic Empire, though some supported the Alliance to Restore the Republic, as the Galactic Republic was historically more stable and just in their eyes. The species' general contempt for the Rebel Alliance brought them down in the eyes of many other species.

**IOTRAN SPECIES TRAITS**

• • Ability Modifiers: +2 Constitution, -2 Intelligence, -2 Charisma

• • Medium-size: As Medium-size creatures, Iotrans have no special modifiers due to their size.

• • Speed: Iotran base speed is 10 meters.

• • Martial Prowess: Iotrans gain a +1 species bonus on melee attack rolls.

• • Skill Bonus: Iotrans gain +4 species bonus on Knowledge (tactics) checks.

• • Bonus Feats: Iotran characters gain the bonus feat Weapon Proficiency (personal firearms).

• • Free Language: Read/Write and Speak Tranese, Speak Basic.
Farscape Vehicle Weapons

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**PK Pulse Cannon (PL 5)**

Originally developed by Peacekeepers, it has seen wide use throughout the galaxy. It holds a chakgon oil reservoir. When fired chakgon oil is loaded into the firing chamber. When fired the Chakgon Oil is excited, and ignited turning it into high tempature plasma before a series of electrical pulses fire it down and out the barrel.
Gather Information (Cha)

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**Check:** By succeeding at a skill check (TN 10) and spending 1d4+1 hours passing out money and buying drinks, a character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons exist why information would be withheld. The higher the check result, the better the information. If the situation doesn’t require the expenditure of money, no Wealth check is necessary. Information ranges from general to protected, and the cost and TN increases accordingly for the type of information the character seeks to gather, as given in the table below.

 Specific
 Restricted
 Protected

General information concerns local happenings, rumors, gossip, and the like. Specific information usually relates to a particular question. Restricted information includes facts that aren’t generally known and requires that the character locate someone who has access to such information. Protected information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answer. There’s a chance that someone will take note of anyone asking about restricted or protected information. The character can increase the amount of money used to gather information, gaining a circumstance bonus by effectively offering a bribe (though the process might entail buying more expensive drinks, not necessarily offering a character extra money). Increase the Wealth check TN by 2 for each +1 circumstance bonus the character wants to add to his or her skill check.

**Try Again?:** Yes, but it takes 1d4+1 hours for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.

**Special:** A character can take 10 when making a Gather Information check, but cannot take 20. A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks.

**Time:** A Gather Information check takes 1d4+1 hours.
MALACIA (Int)

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***Psionic Skill:** Requires the Wild Talent, ESP, and Psychokinesis feats.*

Using the Force technique called Malacia, the Jedi turns an opponent’s equilibrium against him, causing extreme dizziness and nausea without any lasting effects. Malacia can be powerful when employed properly. Use of this ability is rare, since most Jedi find it easier to employ Affect Mind or Psionic Strike to achieve similar effects. The Jedi Master Oppo Rancisis is a master of Malacia who has taught the technique to a small number of Jedi.

**Check:** A Malacia check sets the TN for a single target’s Fortitude saving throw. On a failed save, the target is stunned for 2d6 rounds. (Stunned characters cannot act and lose their Dexterity bonus to Defense.)

 16-25
 25 or higher

This Psionic skill requires line of sight between the user and the target, regardless of distance. At the GM’s discretion, if seeing the target is difficult (possibly because of concealment or extreme distance), the user may need to make a Spot check first.

**Time:** Using Malacia against a target within 10 meters is an attack action. Using it against a target more than 10 meters is a full-round action that draws an attack of opportunity.

**Psionic Power Point Cost:** 6
M3-A Scyk Fighter

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The M3-A Scyk fighter was a light interceptor, the lightest of all the starfighter designs produced by its Mandalorian manufacturer, MandalMotors. It was named after the Scyk lizard of Tatooine.

Although the Scyk barely provided more amenities to its pilot than a TIE/LN starfighter did, it had two strong points - it was cheap and its weapon mount was designed to handle nearly anything. Its standard equipment consisted of a weapon, an engine, a reactor, a capacitor and a weak shield generator. Its laser cannon could be easily swapped for an ion cannon, concussion missiles or a proton torpedo launcher. Large organizations used this versatility to create wings of starfighters with complementary weapon mixes, while individual pilots benefited by replacing or upgrading damaged weapons anywhere in the galaxy. Apart from that, it had very little room for modifications and additional equipment, and was not able to fit a booster or a flight computer in addition to its default equipment, which made its pilots rely on allied ships to plot a hyperspace jump.

**Purchase TN:** 79 (To Build) 52 (New) 35 (Used)

**Restriction:** Mil (+3)

**Shield** – **SP** 50 – **DR** 10 – **Shield** **Damage Threshold** 20

• • Starfighters require the Pilot Starship Skill to be operated.

• • Many starfighters have vehicle mounted weapons, these vehicle weapons require the Vehicle Weapon Proficiency feat.

• • A starfighter in combat is always moving either under its own power, or by its current momentum, unless it has been brought to a full stop (a starfighter coming to a full stop is a move action, a starfighter at a full stop is considered flatfooted until it moves again. This rule does not apply to vehicles able to hover in place). On a turn that a starfighter does not come to a full stop, and does not make a move action that round, the starfighter still moves forward in a straight line an amount of squares equal to one half its normal movement. (Vehicle Trait)

***Accommodations***

• • 1 Seat Only

***Structure Traits***

• • Advanced Wings (PL 5)

***Power System***

• • Cryogenic Power Cell (PL 6)

***Vehicle Systems***

• • Maneuvering Thrusters (PL 5) • • Electromagnetic Turbine (PL 6) • • Repulsorlift (PL6) • • Ion Engine (Speed +1500 meters.) (PL 6) • • Navicomputer (PL 6) • • Hyperdrive, Class 2 (PL 7) • • Life Support System (PL 5) • • Class II Sensor Array (PL 6) • • Subspace Radio (PL 7) • • Shields – SP 50 – DR 10 (PL 7) • • Targeting System, Improved (PL 7) • • 2x Laser Cannon, Light (PL 6)
Giant Cockroach

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The Giant Cockroach is a staple of science fiction monsters in just about every media form from comic books, novels, TV shows, movies, and video games. Cockroaches are the creepy crawly infesting creatures that are the nightmares of home owners world wide, but just imagine how bad it would be if they were the size of a man, with a veracious appetite to match! The Giant Cockroach makes a perfect creature to plug into any existing campaign either as a solo encounter, or a short side quest to wipe out a pesky infestation. These creatures can spring up for any number of reasons from a mad science experiment gone horribly wrong, to a new course of evolution, or simply radioactive fallout.

• • **Light Sensitivity:** Giant cockroaches will retreat from daylight or natural sources of light but will immediately attack any artificial source of light in an attempt to restore an area to total darkness.
Destrachan

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The tunnel-dwelling destrachan looks like some bizarre, non-intelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight. From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack. A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds. A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action.

**Combat:** A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.

**Destructive Harmonics (Su):** A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 10-meters radius. It can tune the harmonics of this destructive power to affect different types of targets. All save TNs are Charisma-based.

**Flesh:** Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex TN 15 half).

**Nerves:** A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex TN15 half).
HYNERIANI

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Hynerians are fiercely proud of their race, and heritage. As any Hynerian will gladly state the Hynerian Empire spans thousands of planets and hundreds of races. As a people Hynerians are acquisitive, intelligent, and generally arrogant. Though physically small and weak Hynerians have very high technological capabilities, and can defend themselves, and their empire much more adequately than expected, giving their humble appearance. Hynerians love games, especially those witch involve gambling, they also love to eat witch is a good thing because Hynerians have four stomachs, and require a lot of nutrients.

**Personality:** Hynerians tend to speak loudly, and often with an assertive air of authority. Consequently others often ignore them right, or wrong. When a Hynerian wants to be charming however he can be a skillful diplomat, and negotiator. Most Hynerians demonstrate strong intelligence. Despite their reputation Hynerians can be as loyal to friends, or causes as any other species. Hynerians put a great deal of importance on possessions tying it to their self worth so many of them focus on the acquisition of wealth.

**HYNERIAN SPECIES TRAITS:**

• • +4 Charisma +2 Intelligence -2 Strength -2 Constitution

• • Small as a small size category creature Hynerians gain a +1 size bonus to their Defense Class, a +1 size bonus to attack rolls, and a +4 to Hide checks.

• • Hynerians have a base land speed of 6 meters.

• • Lowlight vision a Hynerian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

• • +2 on all Appraise checks

• • +2 on Bluff, Diplomacy, Gather Information and, Sense Motive checks

• • Hold Breath, Hynerians are at home on land or in the water. When under water their nostrils seal. and they can stay submerged for much longer than members of other species. A Hynerian can hold his breath for a number of rounds equal to 25 times his constitution score before he needs to make checks against drowning. Hynerians also get a +4 bonus to Swim checks.
Human Clone Trooper Rookie

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Clone troopers, also known as Republic troops, Republic soldiers or the "Boys in White," were highly trained soldiers in the Grand Army of the Republic. Bred on the extragalactic planet Kamino, clone troopers were engineered by Kaminoan scientists—using the human bounty hunter Jango Fett as a genetic template for the entire clone army—and represented the latest evolution in galactic warfare, having been designed to be superior to battle droids, by the time the Galactic Republic entered its final years. Their formal introduction to the galaxy as the newly formed Republic military coincided with the Separatist Crisis that ultimately spawned the Confederacy of Independent Systems. The ensuing conflict, the Clone Wars, was named for the clones that made their debut on the Separatist world of Geonosis in 22 BBY, marking the first engagement in the first pan-galactic conflict since the founding of the modern Galactic Republic approximately one thousand years prior.

**Species Traits**

• • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents. See Chapter: Feats.

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • ***Battle Analysis:** As swift action, may make Knowledge (tactics) check vs. TN 15 to know which opponents within line of sight of you are at ½ HPs or less.*