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'''Miraluka''': a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision.  The strength of a Miraluka's connection to the Force varied by individual.
 
'''Miraluka''': a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision.  The strength of a Miraluka's connection to the Force varied by individual.
:'''Force Sensitive''': start automatically with Arcane Background (Gifted) and start with the Focus skill at a d4.  
+
:'''Force Sensitive''': start automatically with Arcane Background (Gifted) and start wutg tge sjull Focus at a d4.  
:'''Force Sight''': ignore darkness penalties and from non-force Invisibility penalties. Anything that can suppress the Force can also cause them blindness. They can also use ether their Focus or Notice skills when making a perception checks.
+
:'''Force Sight''': ignore darkness penalties and from non-force Invisibility penalties. Anything that can suppress the Force can also cause them blindness. They cab also use ether their Focus or Notice skills when making a perception checks.
 
:'''Pacifism''': as Minor Hindrance.   
 
:'''Pacifism''': as Minor Hindrance.   
 
:'''Homeworld''': Alpheridies
 
:'''Homeworld''': Alpheridies
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[[File:StarWars.Scoundrel.jpg | 200px | right]]
 
[[File:StarWars.Scoundrel.jpg | 200px | right]]
 
'''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners.
 
'''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners.
: '''Charmers''': gain the Charisma Edge.
+
: '''Charmers''': gain a free re-roll with Persuasion checks (stacks with Charisma Edge).
 
: '''Low-Light Vision''': no penalties in Dim and Dark illumination.
 
: '''Low-Light Vision''': no penalties in Dim and Dark illumination.
 
: '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants.  
 
: '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants.  
: '''Natural Talkers''': start with the skill of Persuasion at a d6 instead of a d4 (and maximum starting level of d12+1).
+
: '''Natural Talkers''': start with a basic starting skill of Persuasion of a d6 instead of a d4 (and maximum starting level of d12+1).
 
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter.
 
: '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter.
 
: '''Homeworld''': Ryloth
 
: '''Homeworld''': Ryloth
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:'''Holdout''' - gain +2 to Stealth when hiding on own body
 
:'''Holdout''' - gain +2 to Stealth when hiding on own body
 
:'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing.
 
:'''Ion''' – Ignores armor and force field points of armor, deals full damage to droids and vehicles and is always considered a Heavy weapon verses vehicles. However cannot destroy the vehicle or droid from this damage. ½ the repair time to ‘fix’ and add +2 to all rolls when removing ion damage. Deals ½ damage to non-Droids beings and has 0 AP vs. any armor they are wearing.
:'''Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty.
+
:'''½ Handed''' - normally used 2-handed but can be used one handed if Min Str is one die step higher, without penalty.
 
:'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per minute, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage.
 
:'''Stun''' – when set to stun the weapon deals the base damage and if its’ enough to deal Shaken also requires a Vigor check or be Stunned for one round per 'wound' dealt, or one minute (10 rounds) with a critical failure on this check. The damage cannot kill and Wounds inflicted by the weapon heal back at one per minute, or a Healing check with one minute of work (healing an additional stun 'wound' level per raise). Droids are immune to stun setting damage.
  
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| Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach
 
| Power Whip || Str+d8 || 2 || d4 || 1 || +0 (L) || Reach 2, Stun. Can grab at reach
 
|-
 
|-
| Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only, Touch attack
+
| Stun baton || Str+d10 || 0 || d4 || 3 || +0 || Stun only
 
|-
 
|-
 
| Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered
 
| Vibro-knife || Str+d6 || 4 || d4 || 1 || +0 (L) || Holdout. Dagger unpowered
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| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
 
| Vibro-blade || Str+d8 || 4 || d6 || 2 || -1 (L) || Shortsword unpowered
 
|-
 
|-
| Vibro-sword || Str+d10 || 4 || d8 || 4 || -2 (L) || Longsword unpowered
+
| Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || Parry -1, 2-handed. Greataxe unpowered   
|-
 
| Vibro-axe || Str+d12 || 4 || d10 || 8 || -2 (L) || 2-handed. Greataxe unpowered   
 
 
|-
 
|-
 
|}
 
|}
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| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES'''
 
| '''NAME''' || '''RANGE''' || '''DAMAGE''' || '''AP''' || '''ROF''' || '''SHOTS''' || '''MIN STR''' || '''WT''' || '''COST''' || '''NOTES'''
 
|-
 
|-
| Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, Handed
+
| Blaster carbine || 25/50/100 || 2d8 || 3 || 3 || 50 || d6 || 7 || -1 (L) || Stun, 3RB, ½ Handed
 
|-
 
|-
 
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted  
 
| Blaster E-Web || 50/100/200 || 3d8 || 8 || 3 || 200 || n/a || 200 || -5 (M) || HW, snapfire, tri-pod mounted  
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| Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || d6 || 12 || -2 (L) || Stun, 3RB, 2-handed
 
| Blaster rifle || 30/60/120 || 2d10 || 3 || 3 || 100 || d6 || 12 || -2 (L) || Stun, 3RB, 2-handed
 
|-
 
|-
| Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || Handed
+
| Bowcaster pistol || 10/20/40 || 2d10 || 4 || 1 || 6 || d6 || 6 || -2 (U)* || ½ Handed
 
|-
 
|-
 
| Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed  
 
| Bowcaster rifle || 20/40/80 || 2d12 || 4 || 1 || 6 || d10 || 18 || -2 (U)* || 2-handed  
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| Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs)  
 
| Armored flightsuit || 4 || d6 || 16 || -1 (L) || Full body. +2 Vigor high-g man. Vacuum (18hrs)  
 
|-
 
|-
| Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. +2 vs. hostile environments
+
| Battle armor, heavy || 10 || d10¹ || 80¹ || -3 (M) || Full body. +2 die steps Strength. Vacuum (18hrs)
 
|-
 
|-
| Battle armor, light || 5 || d6 || 18 || -1 (L) || Full body. +2 vs. hostile environments
+
| Battle armor, light || 5 || d6 || 18 || -1 (L) || Full body. Vacuum (18hrs)
 
|-
 
|-
| Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. +2 vs. hostile environments
+
| Battle armor, medium || 8 || d8¹ || 32¹ || -2 (L) || Full body. +1 die step to Strength. Vacuum (18hrs)
 
|-
 
|-
 
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2  
 
| Battleframe || 3 || d6¹ || 20¹ || -3 || +2 die steps Strength. Pace & Run +2  

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