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WRETCHED HIVES

TABLE OF CONTENTS
Introduction Chapter 8: Tool Proficiencies 67
 Wretched Hives, Engineers, and You 5  Archaelogist Kit 68
Chapter 1: Step-By-Step Factions 6  Artillerist's Kit 68
Chapter 2: Entertainment and Downtime 9  Armormech's Tools 68
 Bounty Hunting 11  Armstech's Tool 68
 Buying Enhanced Items 12  Artificer's Tools 69
 Carousing 13  Artist's Tools 69
 Crafting 15  Astrotech's Tools 69
 Crime 17  Bioanalysis Kit 69
 Espionage 18  Biochemist's Kit 70
 Gambling 19  Biotech's Tools 70
 Mercenary Contracting 21  Brewer's Kit 70
 Pit Fighting 22  Chef's Kit 70
 Racing 23  Constructor's Tools 71
 Research 25  Cybertech's Tools 71
 Selling Enhanced Items 26  Demolitions Kit 71
 Training 27  Disguise Kit 71
 Work 28  Forgery Kit 72
Chapter 3: Factions and Membership 29  Gaming Set 72
 Faction Benefits 31  Jeweler's Tools 72
 Faction Membership 33  Mechanic's Kit 72
Chapter 4: Using Ability Scores 35  Munitions Kit 73
Chapter 5: Equipment 39  Musical Instrument 73
 Armor and Shields 40  Poisoner's Kit 73
 Weapons 43  Scavenging Kit 73
 Adventuring Gear 47  Security Kit 74
 Tools 54  Slicer's Kit 74
Chapter 6: Customization Options 55  Spicer's Kit 74
Chapter 7: Enhanced Items 58  Surveyor's Tools 74
 Enhanced Item Categories 59  Synthweaver's Tools 74
 Awarding Enhanced Items 60  Tinker's Tools 74
  Enhanced Item Values 61 Appendix A: Enhanced Items 75
 Modifiable Items 62 Changelog 123
  Modifications by Item Type 63
   Variant: Common Modifications 64
 Cybernetic Augmentations 65
 Droid Customizations 66

3 TABLE OF CONTENTS
INTRODUCTION
         HE STAR WARS 5TH EDITION ROLEPLAYING GAME IS ABOUT In the Star Wars DUNGEONS AND DRAGONS game, each
         vast worlds populated populated by myriad sites player creates an adventurer (also called a character)
and species. It shares elements with childhood games and teams up with other adventurers (played by
of make-believe. Like those games, SW5e is driven by friends). Working together, the group might join a
imagination. It's about picturing the expansive faction, earning renown to increase their standing.
marketplace and seeing the different people's living They might become benevolent Jedi, malevolent Sith,
their lives, and seeing how they might interact with the ruthless bounty hunters, or scurrying scoundrels. If no
player's characters. faction catches their attention, they might instead
This book is designed to add another significant layer create their own.
to your SW5e experience. The rules are designed to One player, however, takes on the role of the Game
work alongside the traditional SW5e ruleset, and so an Master (GM), the game's lead storyteller and referee.
experienced player should have no trouble jumping The GM creates adventures for the characters, who
right into the book. For the less experienced-or more navigate its hazards and decide which paths to explore.
curious-player, this Introduction discusses the basics. The GM might describe a populous city, and the
players decide what they want their adventurers to do.
Will they spend time buying and selling wares? Or will
Game Master (GM): As you enter the teeming they look for work and entertainment in the city to
marketplace, you see merchants of all types make—or spend—their coin?
peddling wares, trying to entice the flowing Then the GM determines the results of the
traffic. As you move further into the crowd,
adventurers' actions and narrates what they
one of the vendors catches your attention as
experience. Because the GM can improvise to react to
they hail you.
anything the players attempt, SW5e is infinitely flexible,
Drew (playing Dash): I'm going to check out what and each adventure can be exciting and unexpected.
they have for sale.
The game has no real end; when one story or quest
Rickey (playing Vinto): I'm going to keep an eye wraps up, another one can begin, creating an ongoing
on the crowd to make sure our things aren't story called a campaign. Many people who play the
stolen. game keep their campaigns going for months or years,
meeting with their friends every week or so to pick up
the story where they left off. The adventurers grow in
Unlike a game of make-believe, SW5e gives structure to might as the campaign continues. Each force defeated,
the stories, a way of determining the consequences of each adventure completed, and each relic recovered
the adventurers' actions. Players roll dice to determine not only adds to the continuing story, but also earns
whether or not they can haggle for a better price, or to the adventurers new capabilities. This increase in
try to entice a merchant to accept work instead of power is reflected by an adventurer's rank in a faction,
credits for their goods. Anything is possible, but the and the tier of the faction itself.
dice make some outcomes more probable than others. There's no winning and losing in the Star Wars
DUNGEONS AND DRAGONS game—at least, not the way
Game Master (GM): OK, one at a time. Rickey,
those terms are usually understood. Together, the GM
you're checking the vendor's goods? and the players create an exciting story of bold
adventurers who confront deadly perils. Sometimes an
Rickey: Yeah. Do I see anything cool? adventurer might come to a grisly end, dispatched by a
GM: Make an Intelligence check. Sith lord. The party itself might meet its demise if it
Rickey: Does my Investigation skill apply? antagonizes a powerful and malicious faction. Even so,
the other adventurers can beseech a powerful Jedi to
GM: Sure!
revive their fallen comrade, or the players might
Rickey (rolling a d20): Ugh. Seven. choose (or be forced) to create new characters to carry
GM: You see many trinkets and baubles but on. The group might fail to complete an adventure
nothing catches your eye. And Drew, Dash is successfully, but if everyone had a good time and
watching the crowd? created a memorable story, they all win.

EXPLORE CITIES
One of the premier components of Star Wars 5th
Edition, versus a traditional DUNGEONS AND DRAGONS
campaign, is the massive—almost overwhelming—
number of planets. Each planet, and each city, hosts its
own species, communities, factions, and traditions.
Each city hosts its own activities and factions. Players
can choose to engage in these activities and join these
factions if they so desire. Alternatively, players can
instead form their own faction, recruiting other

4
members to span across multiple cities, planets, or support one targeting and barrel, but any number of
even the galaxy itself. cores and attachments. Additionally, it can support up
But if your players want to explore cities more to three augments.
indepth, this book is designed to those ends.
ASTROTECH
USING THIS BOOK Like armormech and armstech, some astrotech
modifications exist in this book, while others do not.
Wretched Hives is divided into eight chapters. For instance, Four-Armed Combatant exists in
Chapters 1-4 are about spending time in cities, Appendix A, but Martial Protocol does not. Additionally,
joining factions or creating your own, and how to run when installing Wretched Hives droid customizations in
inter-faction conflict. It includes information on the your droid companion, they count towards your
major activities adventurers can engage in, as well as maximum modification slots, but do not reduce your
the boons they gain for joining a faction and maximum tech points.
maintaining a good standing. It also includes the rules
for creating their own faction, if they so choose, with a OTHER ARCHETYPES
step-by-step guide on how to build one. Lastly, it Some archetypes, such as Augmented Approach
includes rules to help govern or inspire conflict berserker, thematically use rules that exist in Wretched
between factions. Hives. Their archetype features should not use the
Chapters 5-6 include new adventuring gear and rules presented here.
customization options to help players realize their
characters. It adds many new weapons and armor, HOW TO PLAY
including new properties, as well as all sorts of new Generally, the rules in this book use the same
adventuring gear, tools, and trade goods. mechanics already encountered. The GM still describes
Chapters 7-8 include the rules for enhanced items the environment, and the players describe what they
and tools, including how to implement them in your want to do. The GM then narrates the results of of the
game and give tools more weight. adventurers' actions.
WRETCHED HIVES, ENGINEERS, AND YOU GAME DICE
Engineers have a lot of interaction and overlap with The game uses the same polyhedral dice with different
this book. These guidelines help exist to merge the numbers of sides, referenced in the same fashion; the
overlap. different dice are referred to by the letter d followed by
the number of sides: d4, d6, d8, d10, d12, d20, and
CRAFTING AND BLUEPRINTS
d100.
If adopting this book with the intention of utilizing
crafting, any class with proficiency in a tool should ADVANTAGE AND DISADVANTAGE
know a number of standard rarity blueprints no
greater than half their character level, rounded up. Advantage and disadvantage function identically; with
Engineers should instead know a number equal to advantage, you roll two dice and take the higher value,
their level. Additionally, engineers can learn blueprints while with the disadvantage you roll two dice and take
that exist as part of their archetype's modifications. the lesser.

ARMORMECH AND ARMSTECH SPECIFIC BEATS GENERAL


For armormech, armstech, and other similar In the same vein, while some chapters contain broad
archetypes that focus on modifying an item— strokes for the game's rules, others reference specific
specifically, armor, blasters, clothing, focus generators, actions or activities that that override these rules,
lightweapons, shields, vibroweapons, or wristpads— creating an exception to how the rest of the game
use the following rules. works. Remember this: if a specific rule contradicts a
Modifications. Some engineer modifications have a general rule, the specific rule wins.
counterpart in this book. For instance, armstech's
Burst Core modification exists in Appendix A, but ROUND DOWN
Booming Strikes does not. Consequently, an engineer There's one more general rule you need to know at the
can craft a Burst Core that can be used by anyone outset. Whenever you divide a number in the game,
using this book's crafting rules, but not Booming round down if you end up with a fraction, even if the
Strikes. The engineer must meet the archetype's level fraction is one-half or greater, unless otherwise
requirements for a modification before it can craft it specified.
using this book's crafting rules. If the modification
presented in this book is different than that of the WHAT IT BRINGS
archetype feature, you should instead use this book's Wretched Hives is designed to be an in addition to
modification. rather than instead of. If you implement some—or all
Chassis. Engineer chassis can use Wretched Hives —of these rules, however, you create more powerful
modifications of any rarity. These modifications do adventuring parties. The rules included here add an
count towards their maximum modification slots, but additional level of customization to characters. All of
do not reduce their maximum tech points. Additionally, the rules work in conjunction with each other, but are
an engineer's chassis is differently limited than normal generally not interdependent; use as much or as little
item chassis. For instance, an armstech's blaster can as you like.

5 INTRODUCTION
CHAPTER 1: STEP-BY-STEP FACTIONS
           ANY FACTIONS SPAN THE GALAXY, FROM LOWLY GANGS 1. DETERMINE YOUR IDEALS
           inhabiting a single city to governments
controlling the majority of known planets. While many Every faction deviates in what they value, how they
characters will find a faction they want to join—for exercise those values, and what kind of members they
instance, a Jedi will most likely want to climb the ranks attract. Your faction's ideals help determine what kind
of the Jedi Order—many characters will prefer to build of members you'll attract, should you decide to recruit
their own. outside the confines of your party.
Before you dive into step 1 below, thinking about GOALS
whether or not establishing your own faction is the Each faction has its own goals. One of the most
correct route, and what your faction will do that is not common goals many factions share is the desire for
already done better by others. You might want to increased wealth and influence. Many factions,
create your own bounty hunter organization and try to however, have goals unique to their own efforts. For
take on the greatest bounties the galaxy has to offer. instance, a faction might have a goal of maintaining
Maybe you want to start your own government and peace and prosperity in their region, directing all of
break away from the known powers. Perhaps you want their wealth and influence towards that one goal.
to start your own faction of Force-wielders, separate
from the Jedi and the Sith. Or maybe you just want to BELIEFS
create your own chain of casino resorts, with pazaak Each faction also has its own beliefs. Many nefarious
and companions. factions, such as the Exchange, believe power should
Once you have a faction in mind, follow these steps be wielded by the strong, and that the weak deserve to
in order, making decisions that reflect the faction you be enslaved, while a more monetarily motivated
want. Your conception of your faction might evolve faction, such as the Commerce Guild, believe that
with each choice you make. What's important is that material wealth is the greatest source of control.
your faction helps you realize a character you're
MEMBER TRAITS
excited to play.
Members of a faction are often drawn to it because
Throughout this section, we use the term faction they share common traits with its members. For
sheet to mean whatever you use to track your faction, instance, criminals who prefer to work alone, or in
whether it's a formal sheet (like the ones at the end of small groups, might be drawn to the Black Sun, while
these rules), some sort of digital record, or a piece of bounty hunters might choose to join the Bounty
notebook paper. The official SW5e sheets are a fine Broker's Association to earn greater wealth and
place to start until you know what information you prestige.
need and how you use it during the game.
INSIGNIA
Building the Mandalorians Every faction has a symbol that represents it, whether
Each step of faction creation includes an example of that symbol is worn publicly or only shown in secret.
that step, with a player building the iconic faction the
Mandalorians. Building the Mandalorians, Step 1
Mandalorian culture places heavy emphasis on
strength and worthiness. The primary goal of the
Mandalorians is to prove that their strength is greater
than that of others. Mandalorian beliefs are
characterized by the Resol'nare, or the Six Actions:

A Mandalorian must wear armor.


A Mandalorian must speak Mando'a.
A Mandalorian must defend themself and their
family.
A Mandalorian must contribute to the overall well-
being of the clan.
A Mandalorian must raise their children as
Mandalorians.
A Mandalorian must heed Mandalore's call and
rally to their cause.
Mandalorians often share member traits of being
strong, hardy, resilient, and uncompromising. The
Mandalorian insignia—the Kyr'bes—features the skull of
a mythosaur. It is a badge of honor that Mandalorians
wear openly.

CHAPTER 1 | STEP-BY-STEP FACTIONS 6


2. ESTABLISH A HEADQUARTERS 3. DETERMINE ABILITY SCORES
Most factions have use of a headquarters. For smaller Much of what your faction does—and how it directly
factions, it might be a simple building, or even a room. affects its members—depend on its six abilities:
For larger factions, however, it might be a space ship, a Strength, Dexterity, Constitution, Intelligence,
space station, or even an entire moon or planet. A Wisdom, and Charisma. Each ability has a score, which
faction headquarters is required to recruit members to is a number you record on your faction sheet. The six
a faction. abilities and their use in the game are described in the
What type of headquarters you choose for your Using Ability Scores chapter.
faction makes a statement about how effective your You generate your faction's six ability scores using a
faction is in whatever field it operates. Choosing the standard array: 16, 14, 14, 12, 10, 8. You then take
appropriate location and appearance for your faction's these six numbers and write each number beside one
headquarters can help or hinder your ability to recruit of your faction's abilities to assign score to Strength,
new members. Dexterity, Constitution, Intelligence, and Charisma.
After assigning your ability scores, determine your
OPERATING COSTS faction's ability modifiers using the Ability Scores and
Beyond the required costs for actually maintaining a Modifiers table. To determine an ability modifier
headquarters, factions have costs directly associated without consulting the table, subtract 10 from the
with their functions. These fees might cover licensing ability score and then divide the result by 2 (round
fees, bribes, government contracts, etc. These fees down). Write the modifier next to each of your scores.
amount to roughly 1,000 cr per headquarters per
month.
Building the Mandalorians, Step 3
Mandalorians value strength above all, so we assign
Building the Mandalorians, Step 2 the highest score, 16, in Strength. The next highest
The Mandalorians have myriad headquarters scores—both 14—we apply to Constitution and
throughout the galaxy, including a massive flagship Wisdom, since Mandalorians are both resilience and
the Spirit of Vengeance. perceptive. We then apply the final three scores—12,
10, and 8—to Charisma, Dexterity, and Intelligence,
respectively. The Mandalorian ability scores and
modifiers look like this: Strength 16 (+3), Dexterity 10
(+0), Constitution 14 (+2), Intelligence 8 (-1), Wisdom
14 (+2), Charisma 12 (+1).

Ability Scores and Modifiers


Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

7 CHAPTER 1 | STEP-BY-STEP FACTIONS


4. RECRUITMENT
In order for a faction to grow, it must recruit members. Building the Mandalorians, Step 5
A smaller faction will have trouble recruiting skilled
Mandalorians are a tier 17 faction, having existed for
members, while larger factions don't. thousands of years, unlocking numerous features over
REQUIREMENTS time.
Faction Training. Mandalorians have four faction
Factors, such as a faction's ideals, headquarters, and
training options. They have their faction-specific
ability scores play a huge part into how many people a language, Mando'a. They also place heavy emphasis on
faction can recruit, and how skilled those individuals crafting, so they have armormech's tools, armstech's
are. Additionally, many higher skilled potential tools, and mechanic's kits.
members of a faction will not consider joining until the Assocation Proficiency. Mandalorians are proficient in
faction reaches a high enough tier. four ability scores: Strength, Dexterity, Constitution,
and Wisdom. When the faction makes an ability check
DUES with these abilities, they add their proficiency bonus
Every faction comes with some requirements that must (+6) to the check.
be fulfilled for members to maintain their status in the Faction Activity. Mandalorians have three faction
faction. For some, it might be simple credit dues. For activities: Bounty Hunting, Mercenary Contracting, and
others, they might require a certain amount of work Pit Fighting.
each month. Consider what your faction's dues should Enhanced Insignia. Mandalorians have an enhanced
insignia. While wearing their insignia, all Mandalorians
be carefully.
can cast the combustive shot at-will tech power (Player's
MEMBERSHIP RANKS Handbook, page 230). Intelligence is their casting
Factions have five total ranks. New members start at ability for this tech power.
Ability Score Improvement. Mandalorians have four
1st rank, and over time can work their way as high as
ability scores improvements. They apply two of them
5th rank. Each rank unlocks unique benefits on its own, to Strength, one to Dexterity, and one to Constitution.
in addition to the normal benefits of faction The Mandalorian ability scores and modifiers now
membership. look like this: Strength 20 (+5), Dexterity 12 (+1),
Constitution 16 (+3), Intelligence 8 (-1), Wisdom 14
Building the Mandalorians, Step 4 (+2), Charisma 12 (+1).
Premium Item Stockpile. Mandalorians choose
Mandalorians are a large, galaxy-spanning faction,
Mandalorian Helmet as their favored premium
that doesn't rely on active recruitment. Instead, new
enhanced item. Any 2nd rank or higher members can
members tend to seek out Mandalorian clans to join.
procure this item.
Mandalorians require new members to proficient in at
Prototype Item Stockpile. Mandalorians choose
least one martial weapon and require at least one
workweek of work a month to retain status. Mandalorian Beskar'gam as their favored prototype
enhanced item. Any 3rd rank or higher members can
procure this item.
5. COME TOGETHER Association Expertise. Mandalorians have expertise in
two ability scores: Strength and Wisdom. When the
Factions are a great way to tie a party together in a way
faction makes an ability check with these abilities, they
that an adventure sometimes can't. To some parties, add twice their proficiency bonus (+12), instead of
the founding and expanding of a faction can be an their normal proficiency bonus.
adventure in itself. Advanced Item Stockpile. Mandalorians choose
Mandalorian Shuk'orok as their favored advanced
BEYOND 1ST TIER enhanced item. Any 4th rank or higher members can
As your faction expands and earns renown, it increases procure this item.
in tier. Each tier unlocks new features, or expands on Association Advantage. Mandalorians have advantage
old ones. on one ability score: Strength. When the faction makes
an ability check with this ability, they have advantage
FACTION FEATURES on the roll.
When your faction increases in tier, it offers features Ability Score Mastery. Mandalorians have one ability
that benefit members, as shown in the Factions and score mastery. They apply this to Strength, increasing
Membership chapter. Some of these features allow the score and it's maximum by 2. The Mandalorian
you to increase your faction's ability scores. You can't ability scores and modifiers now look like this:
Strength 22 (+6), Dexterity 12 (+1), Constitution 16 (+3),
increase an ability score above 20. In addition, every
Intelligence 8 (-1), Wisdom 14 (+2), Charisma 12 (+1).
faction's proficiency bonus increases at certain tiers. Legendary. Mandalorians choose the Darksaber as
Some features only apply to members who have their favored legendary enhanced item. Only one 5th
achieved a certain rank. For instance, a 5th-tier faction rank member can procure this item.
has access to a cache of premium enhanced items, but
only members of 2nd rank or higher are able to
requisition from that cache.
RENOWN
Renown is the primary source of faction and
membership progression. Characters earn renown
when they work on behalf of their faction, benefiting
both themselves and the faction itself.

CHAPTER 1 | STEP-BY-STEP FACTIONS 8


CHAPTER 2: ENTERTAINMENT AND DOWNTIME
          NY CAMPAIGN BENEFITS WHEN CHARACTERS HAVE TIME BETWEEN COMPLICATIONS
           adventures to engage in other activities. Allowing
days, weeks, or months to pass between adventures The description of each activity includes a discussion of
stretches the campaign over a longer period of time complications you can throw at the characters. The
and helps to manage the characters' level progression, consequences of a complication might spawn entire
preventing them from gaining too much power too adventures, introduce NPCs to vex the party, or give
quickly. characters headaches and advantages in any number
of other ways. One of the most common—and
Allowing characters to pursue side interests between
recurring—types of complications is the introduction of
adventures also encourages players to become more
rivals.
invested in the campaign world(s). When a character
owns a cantina in a city or spends time carousing with Each of these sections has a table that offers
the locals, the character's player becomes more likely possible complications. You can use a complication
to respond to threats to the city and its inhabitants. from the table, or invent your own complication.
As your campaign progressions, your players' UPTIME
characters will not only become more powerful, but
also more influential and invested in the world. They While most downtime activities aren't suitable for
might be inclined to undertake projects that require enacting during a session due to the requisite time
more time between adventures, such as building and requirements, others are. For those activities suitable
maintaining a stronghold. As the party gains levels, you for engaging in during a session, uptime exists. Uptime
can add more downtime between adventures to give rules cover what actions need to be taken. Uptime
characters the time they need to pursue such interests. rules often use their own resources, Resolution, and
Whereas days or weeks might pass between low-level complications.
adventures, the amount of downtime between higher-
level adventures might be measured in months or RIVALS
years. Rivals are NPCs who oppose the characters and make
Downtime activities are tasks that usually take a their presence felt whenever the characters are
workweek (5 days) or longer to perform. These tasks engaging in downtime. A rival might be a villain you
can include buying or creating enhanced items, have featured in past adventures or plan to use in the
criminal activities, general carousing, or simply working future. Rivals can include more than just malicious
a job. A character selects a downtime activity from entities—they might be unaligned folk who are at odds
among those available, and you, as GM, then follow the with the characters, whether because they have
rules for the activity to resolve it, informing the player opposing goals or they simply dislike one another. A
of the results and any complications that ensue. rival might be a third party the players inadvertently
snubbed throughout their adventures, or simply a
RESOURCES vindictive bystander who is convinced that the party is
Each activity has a resource requirement, typically up to no good.
comprised of money and time, though some may have A rival's agenda changes over time. Though the
greater requirements. The required amount of money characters engage in downtime only between
and time to perform an activity varies, as described in adventures, their rivals rarely rest, continuing to spin
the activity's resource description. plots and work against the characters even when the
characters are off doing something else.
RESOLUTION
CREATING A RIVAL
The Resolution portion of each activity's description
tells you how to resolve it. Many activities require an It's possible for the characters to have one or more
ability check, so be sure to note the character's rivals at a time, each with a separate agenda. At least
relevant ability modifiers. Follow the steps in the one should be a villain, while the others might not be
activity, and determine the results. nefarious characters; conflicts with those rivals might
Most downtime activities require at least a workweek be social or political, rather than manifesting as direct
(5 days) to complete. Some activities require days, attacks.
weeks (7 days), or even months (30 days). A character The best rivals have a connection with their
must spend at least 8 hours of each day engaged in the adversaries on a personal level. Find links in the
downtime activity for that day to count toward the characters' backstories or the events of recent
activity's completion. adventures that explain what sparked the rival's
For many downtime activities, the days of an activity actions. The best trouble to put the characters in is
don't need to be consecutive; you can spread them trouble they created for themselves. You can find
over a longer period of time than is required for the sample rival ties in the Example Rivals table to the
activity. But that period should be no more than twice right.
as long as the required time, otherwise you risk To add the right amount of detail to a rival you want
introducing additional complications (see below), and to create, give some thought to what the NPC is trying
possibly double the activity's costs to represent the to accomplish and what resources and methods the
inefficiency of the character's progress. rival can bring to bear against the characters.

9 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


GOALS
An effective rival has a clear reason for interfering with Some elements of a rivals plans might involve events
the characters' lives. Think about what the rival wants, in the world that aren't under the rival's control.
how and why the characters stand in the way, and how Whether such an event can be easily anticipated or not,
the conflict could be resolved. Ideally, a rival's goal the rival's plans might include contigencies for taking
directly involves the characters or something they care advantage of such happenings.
about.
ASSETS
PLANS Think about the resources the rival can marshal. Does
The foundation of a rival's presence in the campaign is the character have enough money to pay bribes or to
the actions the rival takes or the events that occur as a hire a small gang of mercenaries? Does the rival hold
result of that character's goals. Each time you resolve sway over any guilds, factions, or other groups? Make a
one or more workweeks of downtime, pick one of the list of the rival's assets and how they can be used.
ways a rival's plans might be advanced and introduce it
into play. EXAMPLE RIVAL: BROGG CHAK
Think about how a rival might operate in order to The Chak clan is a small but powerful family of
bring specific plans to fruition, and jot down three or geonosians traders in the city, but years ago, they
four kinds of actions the rival might undertake. Some pulled up stakes and left overnight. Brogg Chak, the
of these might be versions of the downtime activities youngest scion, has now returned to restore his
described in the --- chapter, but these are more often family's prestige.
efforts specific to that rival. These actions might be a In truth, the family fled because its members had
direct attack, such as an assassination attempt, that been evading the city's requisite taxes. A corrupt
you can play out during a session, or it might be a official who was an ally informed the family that a raid
background activity that you describe as altering the on their business was going to be conducted, so they
campaign in some way. For instance, if the characters fled the city and began operating as smugglers. After
pursue a specific artifact, the rival might learn of the climbing the ranks of their smuggling ring, Brogg—
plans and attempt to retrieve it first. along with a small army of followers—has returned to
claim his place among the elite of his former home city.
Example Rivals He vows that he will succeed, or leave the city in ruins.
d20 Rival
GOALS
Tax collector who is convinced the characters are
1 Brogg wants to become the most respected and most
dodging fees.
important merchant in town—someone to whom even
Politician who is concerned the characters are causing the governing body must yield.
2
more trouble than they solve.
PLANS
Faction leader who worries the characters are
3
diminishing their faction's prestige.
Brogg plans to discredit and ruin other merchants. His
allies spy on his opponents, disrupting their trade
Affluent individual who blames the characters for some routes, stealing their wares, and causing minor chaos.
4
recent troubles. Brogg disrupts his own warehouses to avoid suspicion.
5 Rival adventuring party. If Brogg's plan fails, he intends to use his forces to
6 Individual who loves a scandal enough to spark one. assassinate as much of the ruling body as possible, as
well as his merchant peers.
7 Childhood rival or member of a rival clan or faction.
8 Scorned sibling or parent. Brogg's Plans
Merchant who blames the characters for any business
Element  Description
9
woes. Renegade droids become a noticeable problem in
Event
the city. Folk demand that action be taken.
10 Newcomer out to make a mark on the world.
Supply raids become more common, and
11 Sibling or ally of a defeated enemy.
Action common folk talk of gathering a militia. Brogg
12 Official seeking to restore a tarnished reputation. contributes to the effort.
13 Deadly foe disguised as a social rival. Warehouses are burned down, ruining tens of
14 Nefarious character seeking to subvert the party. Action thousands of credits worth of goods. Brogg
blames the city for lax response times.
15 Spurned romantic interest.
An electrical storm strikes the city, overriding and
16 Political opportunist seeking a scapegoat. Event
destroying many droids and constructs.
17 Traitorous noble looking to foment a revolution. Brogg spreads rumors that the characters or
18 Would-be tyrant who brooks no opposition. Action other rivals in town are responsible for the
increased crime.
19 Exiled noble looking for revenge.
Corrupt official worried that recent misdeeds will be ASSETS
20
revealed. Brogg has a small fortune, some noteworthy skills in
espionage, and a substantial following that is dedicated
to him.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 10


BOUNTY HUNTING
One of the galaxy's oldest professions, bounty hunting COMPLICATIONS
is a lucrative—but dangerous—activity that is held in
Bounty hunting is a dangerous profession that involves
great esteem by adventurers.
interaction with many seedy and nefarious characters,
RESOURCES and targets rarely go willingly. Consequently, each
workweek spent bounty hunting brings a 10 percent
Bounty hunting requires one workweek and at least chance of triggering a complication.
500 cr spent on materials, bribes, gifts, and other
expenses. Spending more money increases your This is a great opportunity to create a rival to the
chance of successfully collecting your bounty, as shown party, or involve a previous rival.
in Resolution.

RESOLUTION Bounty Hunting Complications


After one workweek, the character makes a Wisdom d6 Complication
(Survival) check, with a +1 bonus per 500 cr spent 1
Your quarry swears up-and-down that you've got the
beyond the initial 500 cr, up to a maximum bonus of wrong person.
+5. The character then consults the Bounty Hunting Your target manages to escape after you've collected
Roll Modifier table below. 2
your bounty, and they are coming for you.

Bounty Hunting Roll Modifier Your target was very valuable to a crime boss, and
3
they've sworn to take revenge on you.
Ability d100 Roll
Check DC Modifier Your target had connections with an esteemed noble
4
family, and they're publicly besmirching you.
10 +5
Your target was a high-ranking member of a guild.
15 +10 5
You've earned their ire.
20 +15
Another bounty hunter was also on the hunt. You just
6
25 +20 barely beat them, and they're not happy.
30 +25
UPTIME
The d100 Roll Modifier is added to the percentile dice Bounty hunting is another activity that many
rolled for the Bounty Hunting Results table, which is characters will find attractive, but it is better executed
discussed below. using the three pillars of adventuring. The GM can
determine that complications arise, as appropriate.
Once the player has determined their bounty hunting
roll modifier, they then roll percentile dice and consult
the Bounty Hunting Results table below.
Bounty Hunting Results
  d100   Result
40 or
You fail to catch your target.
lower
41- You fail to catch your target, but stumble across a
70 lesser bounty, earning 500 cr
71-
You catch your target, resulting in a 1,000 cr bounty
100
101- You catch a high-value target, resulting in a 2,500 cr
110 bounty.
111 or You catch a kingpin, resulting in a 10,000 cr bounty
higher and a nickname.

11 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


BUYING ENHANCED ITEMS
Purchasing an enhanced item requires time and You determine a seller's identity. Seller sometimes
money to seek out and contact people willing to sell move prototype, advanced, and legendary items
items. Even then, there is no guarantee a seller will through proxies to ensure that their identities remain
have the items a character desires. unknown.
A character looking to purchase a standard,
premium, prototype, advanced, or possibly legendary As a further option to reflect the availability of
enhanced item can spend downtime searching for a enhanced items in your campaign, you can apply up to
seller. The downtime activity can be performed only in a -10 penalty for a scarce setting, or up to a +10 bonus
for a setting where enhanced items are more
a city or another location where one can find
common, when resolving the d100 roll for buying
individuals interested in parting with enhanced items. enhanced items, as appropriate.
Artifact enhanced items can't be purchased during
downtime. Finding such an item can be the substance
of an adventure in and of itself. Buying an Enhanced Item
  d100   Result
RESOURCES 40 or A seller asking five times the item's value, or a shady
Finding enhanced items to purchase requires at least lower seller asking two and a half times the item's value.
five days of effort and 1,000 cr in expenses. Spending 41- A seller asking twice the item's value, or a shady
more time and money increases your chance of finding 70 seller asking the full item's value.
a high-quality item, as shown in Resolution.
71-
A seller asking the full item's value.
RESOLUTION 100

A character seeking to buy an enhanced item makes an 101- A shady seller asking half the item's value, no
Intelligence (Investigation) check to determine the 110 questions asked.
rarity of the item found. The character gains a +1 111 or
A seller asking half the item's value, and a favor.
bonus on the check for every five days beyond the first higher
that are spent seeking a seller, and a +1 bonus for
every additional 1,000 cr spent on the search, up to a COMPLICATIONS
maximum bonus of +10. The monetary cost includes a
The buying and selling of enhanced items is fraught
wealthy lifestyle, for a buyer must impresses potential
with peril. The large sums of money involved and the
business partners.
power offered by enhanced items attract thieves, con
If the characters seek a specific enhanced item, have
artists, and other villains. If the characters encounter a
them make the check twice. If both checks succeed,
shady seller, they have a 50 percent chance of
they find a seller with the specific enhanced item.
triggering a complication. Otherwise, they have a 10
Otherwise, use the lower of the two rolls to determine
percent chance of triggering a complication.
what rarity item they find for sale.
The result of the check determines the rarity of the
This is a great opportunity to create a rival to the
item for sale, as shown below in the Purchasable party, or involve a previous rival.
Enhanced Item table.
Purchasable Enhanced Items Buying Complications
DC to d100 Roll d6 Complication
Rarity Find Seller Modifier 1 The item is a fake.
Standard 10 +10 2 The item is stolen after purchase.
Premium 15 +0 3 The item is a relic cursed by a dark entity.
Prototype 20 -10 The item's original owner will kill to reclaim it; the
4
Advanced 25 -20 party's enemies spread news of the transaction.
Legendary 30 -30 The other party is murdered before the transaction is
5
completed.

The d100 Roll Modifier is added to the percentile dice 6 A third party enters the transaction, doubling the price.
rolled for the Buying an Enhanced Item table, which is
discussed below. UPTIME
The GM can determine whether or not buying
Once a seller is found, the player rolls percentile dice enhanced items can be performed during uptime.
and consults the Buying an Enhanced Item table below,
applying a modifier based on the item's rarity, as
shown in the Purchaseable Enhanced Items table.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 12


CAROUSING
Carousing is a default downtime activity for many Contacts are NPCs who now share a bond with the
characters. Between adventures, who doesn't want to character. Each one either owes the character a favor
relax with a few drinks and a group of friends at a or has some reason to hold a grudge. A hostile contact
cantina? works against the character, placing obstacles but
stopping short of committing a crime or violent act,
RESOURCES possibly even developing into a rival. Allied contacts
Carousing covers a workweek of fine food, strong are friends who will render aid to the character, but
drink, and socializing. A character can attempt to not at the risk of their lives.
carouse among lower-, middle-, or upper-class people. Lower-class contacts include criminals, laborers,
Carousing with the lower-, middle-, or upper-class costs mercenaries, a guardsman, or any other folk who
100, 500, or 2,500 cr for the workweek, respectively. normally frequent the chepeast cantina in town.
A character with an appropriate background, such as Middle-class contacts include guild members, town
noble, can easily mingle with the upper class, but other officials, merchants, and other folk who frequent well-
characters can only do so if you judge that character kept establishments.
has made sufficient contacts. Alternatively, a character Upper-class contacts are the nobles, elite, and their
might use a disguise kit to pass as a noble visiting from personal servants. Carousing with such folk covers
a distant city. formal banquets, state dinners, and the like.
Once a contact has helped or hindered a character,
If the player elects to disguise themselves, they must the character needs to carouse again to get back into
make a Charisma (Deception) check instead of a the NPC's good graces. A contact provides help only
Charisma (Persuasion) check during Resolution. once, not help for life. The contact remains friendly,
which can influence roleplaying and how the
RESOLUTION characters interact with them, but doesn't come with a
guarantee of help.
After a workweek of carousing, a character stands to
make contacts within the selected social class. The You can assign specific NPCs as contacts. You might
character makes a Charisma (Persuasion) check, and decide that the barkeep in some wretched hovel and a
consults the Carousing Roll Modifier table below: guard stationed at a city gate are the character's allied
contacts. Assigning specific NPCs gives the players
Carousing Roll Modifier concrete options. It brings the campaign to life and
Ability d100 Roll seeds the area with NPCs that the characters care
Check DC Modifier about. On the other hand, it can prove difficult to track
and might render a contact useless if that character
10 +5
doesn't come into play.
15 +10 Alternatively, you can allow the player to make an
20 +15 NPC into a contact on the spot, after carousing. When
the characters are in the same area in which they
25 +20
caroused, a player can expend an allied contact and
30 +25 designate an NPC they meet as a contact, assuming the
NPC is of the correct social class based on how the
The d100 Roll Modifier is added to the percentile dice character caroused. The player should provide a
rolled for the Carousing Results table, which is reasonable explanation for this relationship and work
discussed below. it into the game.
Using a mix of the two approaches is a good idea,
Once the player has determined their carousing roll since it gives you the added depth of specific contacts
modifier, they then roll percentile dice and consult the while giving players the freedom to ensure that the
Carousing Results table below. contacts they accumulate are useful.
The same process can apply to hostile contacts. You
Carousing Results can give the character's a specific NPC they should
d100 Result avoid, or you might introduce one at an inopportune or
dramatic moment.
40 or
You make a hostile contact. At any time, a character can have a maximum
lower
number of unspecified allied contacts equal to 1 + the
41- character's Charisma modifier (minimum of 1). Specific,
You make no new contacts.
70 named contacts don't count toward this limit—only
71- ones that can be used at any time to declare an NPC as
You make an allied contact.
100 a contact.
101-
You make two allied contacts.
110
111 or
You make three allied contacts.
higher

13 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


COMPLICATIONS
Characters who carouse risk bar brawls, accumulating Lower-Class Carousing Complications
a cloud of nasty rumors, and building a bad reputation d8 Complication
around town. Every workweek spent carousing brings a
1 A pickpocket lifts 1d10 x 50 cr from you.
10 percent chance of a triggering a complication.
2 A bar brawl leaves you with a scar.
This is a great opportunity to create a rival to the You have fuzzy memories of doing something very, very
party, or involve a previous rival. 3
illegal, but you can't remember exactly what.
You are banned from a cantina for some obnoxious
UPTIME 4
behavior.
Players can actively engage in carousing using the After a few drinks, you swore in a public place to pursue
5
following rules. a dangerous quest.

RESOURCES 6 Surprise! You're married.


Carousing covers fine food, strong drink, and Streaking naked through the streets seemed like a great
7
socializing. A character can attempt to carouse among idea at the time.
lower-, middle-, or upper-class people. Carousing with Everyone is calling you by some weird, embarrassing
the lower-, middle-, or upper-class costs 20, 100, or 500 8 nickname, like Puddle Drinker or Bench Slayer, and no
cr, respectively. one will say why.
A character with an appropriate background, such as
noble, can easily mingle with the upper class, but other Middle-Class Carousing Complications
characters can only do so if you judge that character
d8 Complication
has made sufficient contacts. Alternatively, a character
might use a disguise kit to pass as a noble visiting from You accidentally insulted a guild master, and only a
a distant city. 1 public apology will let you do business with the guild
again.
If the player elects to disguise themselves, they must 2 You swore to complete some quest on behalf of a guild.
make Charisma (Deception) or Charisma (disguise kit)
A particularly obnoxious person has taken an intense
checks instead of Charisma (Persuasion) checks during 3
Resolution. romantic interest in you.
4 A social gaffe has made you the talk of the town.
RESOLUTION 5 You have made a foe out of a local bounty hunter.
The character then makes five DC 20 Charisma
You have been recruited to help run a local festival,
(Persuasion) checks. Once you've resolved all five 6
play, or similar event.
checks, consult the Carousing Results (Uptime) table
below. 7 You made a drunken toast that scandalized the locals.
You spent an additional 1,000 cr trying to impress
Carousing Results (Uptime) 8
people.
Successes   Result
You are ejected from the establishment, making Upper-Class Carousing Complications
0 successes
two or more hostile contacts. d8 Complication
1 success You make a hostile contact. A pushy noble family wants to marry off one of their
1
2 successes You make no new contacts. scions to you.

3 successes You make an allied contact. You tripped and fell during a dance, and people can't
2
stop talking about it.
4 successes You make two allied contacts.
3 You have agreed to take on a noble's debts.
5 successes You make three allied contacts.
You have been challenged to a duel by an embarrassed
4
nobleman.
COMPLICATIONS
Characters who carouse risk bar brawls, accumulating 5 You have made a foe out of a local noble.
a cloud of nasty rumors, and building a bad reputation A boring noble insists you visit each day and listen to
around town. For each failure during Resolution, you 6
long, tedious expositions on lineage.
have a 10 percent chance of triggering a complication.
You have become the target of a variety of
7
embarrassing rumors.
This is a great opportunity to create a rival to the
party, or involve a previous rival. You spent an additional 5,000 cr trying to impress
8
people.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 14


CRAFTING
A character who has the time, money, and necessary
The d100 Roll Modifier is added to the percentile dice
tools can use downtime to craft all sorts of equipment.
rolled for the Crafting Results table, which is discussed
below.
RESOURCES
Unlike other downtime activities, crafting takes a
In addition to facing a specific creature, creating an
varying amount of time based on the value of the item
item comes with a credit cost covering other materials,
being crafted. Crafting requires the tools appropriate
tools, and so on, equal to half the item's value. If all the
to the item being crafted, as shown in the Item Specific
above requirements are met, the character can
Tools table on page ---. The character also needs raw
attempt to craft the object.
materials equal to half of the item's value. To
determine how many days it takes to create an item, RESOLUTION
divide its value by 250. More experienced craftsmen
After collecting all the necessary resources and
can craft at a faster rate. A character can complete
spending the requisite amount of time, a character
multiple items at a time if the items' combined value
potentially crafts the item(s). For each item being
no greater than twice the craftsman's crafting rate.
crafted, the character makes an Intelligence check with
Items that cost more than 500 cr can be completed
the appropriate artisan's tools, and consults the
over longer periods of time, as long as the work in
Crafting Roll Modifier table below. If multiple craftsmen
progress is stored in a safe location.
worked on the item, use the ability scores and relevant
Multiple characters can combine their efforts. Divide
proficiencies for the most skilled amongst them.
the time needed to create an item by the number of
characters working on it. Use your judgment when Crafting Roll Modifier
determining how many characters can collaborate on
Ability d100 Roll
an item. A tiny item, like a hold-out, might allow only Check DC Modifier
one or two workers, whereas a large, complex item,
like a speeder, might allow four or more workers. 10 +5
15 +10
CRAFTING ENHANCED ITEMS
Creating an enhanced item requires more than just 20 +15
time, effort, and materials. It is a long-term process 25 +20
that involves one or more adventures to track down 30 +25
rare materials and the knowledge needed to create the
item. To start with, a character needs a blueprint for an
enhanced item in order to create it. The blueprint is The d100 Roll Modifier is added to the percentile dice
like a recipe; it lists the materials needed and steps rolled for the Crafting Results table, which is discussed
required to make an item. below.
An item invariably requires a rare material to
complete it. This material can range from a specific For each item being crafted, the player rolls percentile
resource found only in the swamps of Dagobah, or the dice and consults the Crafting Results table below,
pearl of a krayt dragon. Finding the material should applying a modifier based on the item's rarity, as
take place as part of an adventure. shown in the Enhanced Item Ingredients table above.
The Enhanced Item Ingredients table below suggests
the challenge rating of a creature the character needs
Crafting Results
to face to acquire the materials for an item. Note that   d100   Result
facing a creature does not necessarily mean that the 40 or You inefficiently craft the item, expending twice the
characters must collect items from its corpse. Rather, lower requisite raw materials.
the creature might guard a location or a resource that 41- You inefficiently craft the item, expending one and a
character needs access to. 70 half times the requisite raw materials.
Enhanced Item Ingredients 71-
You craft the item with no significant issue.
d100 Roll 100
Rarity CR Range Modifier 101- You efficiently craft the item, using only half the
Standard 1-3 +10 110 requisite materials*.

Premium 4-7 +0 111 or You expertly craft the item, using only one-quarter
higher the requisite materials*.
Prototype 8-11 -10
Advanced 12-14 -20
*If the item required a rare material, you also used a
Legendary 15-18 -30 reduced amount of that material.
Artifact 19+ -40

15 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


CRAFTING COMPLICATIONS
Most of the complications involved in creating from the Enhanced Item Ingredients table, and then
something, especially an enhanced item, are linked to consult the Crafting Results table. At the end of
the difficulty in finding rare ingredients or components resolution, unless the character fails to meet a DC, they
needed to complete the work. The complications a learn a blueprint for an item and craft the item. The
character might face as byproducts of the creation GM can choose an item, or determine it randomly.
process are most interesting when the characters are
working on an enhanced item. Every workweek spent COMPLICATIONS
crafting brings a 10 percent chance of a triggering a Complications occur as normal during crafting.
complication.
LEARNING BLUEPRINTS
Crafting Complications Throughout their adventures, characters might
d6 Complication discover blueprints that teach them the recipes to
Rumors swirl that what you're working on is unstable
make specific items. If the character has the
1 appropriate tools, they can spend 10 minutes studying
and a threat to the community.
the blueprint. If they do so, they must make an
2 Your tools are stolen, forcing you to buy new ones. Intelligence check with those tools to attempt to learn
An affluent craftsman shows keen interest in your work the blueprint. The DC for the check is determined by
3
and insists on observing you. the rarity of the item the blueprint is for, as shown
A powerful wealthy individual offers a heft price for your below in the Blueprint Learning DC by Rarity table.
4
work and is not interested in hearing no for an answer.
Blueprint Learning DC by Rarity
A noteworthy craftsman accuses you of stealing its Rarity Blueprint Learning DC
5
secret knowledge to fuel your work.
Standard 10
A competitor spreads rumors that your work is shoddy
6 Premium 14
and prone to failure.
Prototype 18
This is another great opportunity to create a rival to Advanced 22
the party, or involve a previous rival.
Legendary 26
Artifact 30
UPTIME
Due to the required time involved in crafting, it is best On a success, the blueprint is learned. On a failure,
suited to downtime. However, characters can work on the blueprint is not learned, and you must wait 24
items in small increments, such as during a short rest, hours before you can try again.
provided they have their tools and their work readily
available and unspoiled. REVERSE ENGINEERING
EXPERIMENTING Many tools have the option to reverse engineer a
crafted item to learn how to make it themselves. Over
If a character has resources and wants to experiment the course of 1 hour, which can be done during a short
in crafting an item, using tools with which they are rest, a character can carefully disassemble an
proficient, they can attempt to participate in this enhanced item. If they do so, they must make an
variant of this downtime activity. Intelligence check with the appropriate tools. The DC
RESOURCES for the check is determined by the rarity of the item
The character should first choose a rarity for which being reverse engineered, as shown below in the
they want to experiment. If experimenting with Reverse Engineering DC by Rarity table.
enhanced items, they should have an appropriate rare Reverse Engineer DC by Rarity
material. The character needs raw materials equal to
Rarity Reverse Engineer DC
half the maximum value of that item's rarity, as shown
in the Enhanced Item Value by Rarity table on page ---. Standard 15
If experimenting with artifact quality, the value should Premium 19
be assumed to be 1,000,000 cr. For instance, if
Prototype 23
experimenting with a premium quality item, the value
should be treated as 5,000 cr. Advanced 27
Legendary 31
RESOLUTION
Once experimenting is completed, the character Artifact 35
should make an Intelligence check with the appropriate
artisan's tools with disadvantage, and consult the On a success, the item is broken down to half of its
Crafting Roll Modifier table. If the player fails to meet a raw materials (any rare components are destroyed),
DC, no item is crafted, but all materials are expended. and the blueprint for the item is learned. On a failure,
The player should then roll percentile dice twice, taking the item is destroyed with no recoverable components,
the lesser value, and adding the appropriate modifier and the blueprint is not learned.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 16


CRIME
Sometimes it pays to be bad. This activity gives a Crime Results
character the chance to make some extra cash, at the   d100   Result
risk of arrest.
40 or
The robbery fails, but you escape.
RESOURCES lower

A character must spend one workweek and at least 250 41-


You earn 500 cr by robbing a struggling merchant.
cr gathering information on potential targets before 70
committing the intended crime. 71-
You earn 1,000 cr by robbing a prosperous figure.
100
RESOLUTION
101-
The character must make at least one, but up to three You earn 2,500 cr by robbing a noble.
110
checks, and then consult the Crime Roll Modifier table
111 or You earn 10,000 cr by robbing one of the richest
below. If the character makes more than one check, higher figures in town.
they can choose the highest value amongst all checks
made. However, for each check made beyond the first,
the DC for each tier increases by 5. The player can COMPLICATIONS
choose to make a Dexterity (Sleight of Hand), Dexterity A life of crime is filled with complications. A character
(Stealth), Intelligence (security kit), or Intelligence committing a crime has a 10 percent chance of
(slicer's kit) check, as appropriate to the crime they triggering a complication. They have an additional 10
attempt. Each check can only be made once. percent chance of triggering a complication for each
check made during Resolution beyond the first.
Crime Roll Modifier
Ability d100 Roll This is a great opportunity to create a rival to the
Check DC Modifier party, or involve a previous rival.
10 +5
15 +10
Crime Complications
d8 Complication
20 +15
A bounty equal to your earnings is offered for
25 +20 1
information about your crime.
30 +25 An unknown person contacts you, threatening to reveal
2
your crime if you don't render a service.
The d100 Roll Modifier is added to the percentile dice 3 Your victim is financially ruined by your crime.
rolled for the Crime Results table, which is discussed
below. Someone who knows of your crime has been arrested
4
on an unrelated matter.

For instance, if the character makes a Dexterity Your loot is a single, easily identifiable item that you
5
can't fence in this region.
(Stealth) check, and the result is 23, they can elect to
keep that check, resulting in +15 crime roll modifier. If 6
You robbed someone under the protection of a local
the character makes an Intelligence (security kit) check, crime lord, who now wants revenge.
and the result is a 6, however, they can choose to then Your victim calls in a favor from a guard, doubling the
make a Dexterity (Sleight of Hand) check. If the result 7
efforts to solve the case.
of that check is a 19, and the character elects to keep it,
Your victim asks one of your adventuring companions
they receive a +5 crime roll modifier, since the DC for 8
to solve the crime.
each tier increased by 5 after the first check. If the
character elects to make three checks, with the results
being 8, 9, and 17, however, they fail to meet a DC, UPTIME
since the DC for each tier increased by 5 for each While crime is a very fun and engaging activity for a
subsequent check. In this instance, since they failed to character to participate in, it is better executed using
meet a DC, they are caught and jailed. the three pillars of adventuring. The GM can determine
Once the player has determined their crime roll that complications arise, as appropriate.
modifier, they then roll percentile dice and consult the
Crime Results table below.

17 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


ESPIONAGE
The galaxy is a vast place with many secrets to be Espionage Results
uncovered. Between missions, many adventurers may   d100   Result
want to spend their downtime engaging in espionage,
40 or You fail to find any useful information with which to
uncovering the galaxies secrets.
lower blackmail, and your face is clearly identified.
RESOURCES 41-
You find no useful information.
Espionage requires one workweek finding leads, 70
bribing guards, and infiltrating clandestine locations. A 71- You find information with which to blackmail one
character can attempt to spy on lower-, middle-, or 100 person.
upper-class people. Spying on lower-, middle-, or 101- You find information with which to blackmail two
upper-class costs 100, 500, or 2,500 cr for the 110 people.
workweek, respectively.
111 or You find information with which to blackmail three
RESOLUTION higher people.

The character must make at least one, but up to three


checks, and then consult the Espionage Roll Modifier Blackmail is information that can be used to coerce an
table below. If the character makes more than one activity from an NPC. Blackmail can come in a variety of
check, they can choose the highest value amongst all forms, and the value of the blackmail varies depending
checks made. However, for each check made beyond on how important the subject of the information is and
the first, the DC for each tier increases by 5. The player to whom it has value.
can choose to make a Charisma (Deception), Dexterity Lower-class blackmail includes the secrets of
(Stealth), or Intelligence (slicer's kit) check. Each check criminals, laborers, mercenaries, guardsmen; anyone
can only be made once. you might find a cheap cantina.
Middle-class blackmail includes the secrets of faction
Espionage Roll Modifier members, town officials, merchants, and people who
Ability d100 Roll frequent well-kept establishments.
Check DC Modifier Upper-class blackmail covers the secrets of the
nobles and elite.
10 +5
15 +10 COMPLICATIONS
20 +15 Espionage is fraught with peril. A character who
25 +20
engages in espionage has a 10 percent chance of
triggering a complication. They have an additional 10
30 +25 percent chance of triggering a complication for each
check made during Resolution beyond the first.
The d100 Roll Modifier is added to the percentile dice
rolled for the Espionage Results table, which is This is a great opportunity to create a rival to the
discussed below. party, or involve a previous rival.

For instance, if the character makes a Dexterity Espionage Complications


(Stealth) check, and the result is 21, they can elect to d8 Complication
keep that check, resulting in +15 crime roll modifier. If A bounty equal to the credits spent is offered for
the character makes an Intelligence (slicer's kit) check, 1
information about your crime.
and the result is a 3, however, they can choose to then
make a Charisma (Deception) check. If the result of An unknown person contacts you, threatening to reveal
2
your activities if you don't render a service.
that check is a 17, and the character elects to keep it,
they receive a +5 crime roll modifier, since the DC for 3
Your victim asks one of your adventuring companions
each tier increased by 5 after the first check. If the to solve the crime.
character elects to make three checks, with the results Someone who knows of your activities has been
being 4, 7, and 13, however, they fail to meet a DC, 4
arrested on an unrelated matter.
since the DC for each tier increased by 5 for each
Your victim calls in a favor from a guard, doubling the
subsequent check. In this instance, since they failed to 5
efforts to solve the case.
meet a DC, they are caught and jailed.
Once the player has determined their espionage roll You blackmailed someone under the protection of a
6
modifier, they then roll percentile dice and consult the local crime lord, who now wants revenge.
Espionage Results table below.
UPTIME
While spying is a very fun and engaging activity for a
character to participate in, it is better executed using
the three pillars of adventuring. The GM can determine
that complications arise, as appropriate.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 18


GAMBLING
Games of chance are a great way to make a fortune, Gambling Results
and a better way to lose one.   d100   Result
RESOURCES 40 or
You lose your entire stake.
lower
This activity requires one workweek of effort, plus a
stake of at least 100 cr to a maximum of 10,000 cr, or 41-
You lose half your stake.
more as you see fit. Alternatively, you could allow 70
characters to bet with things other than money. 71-
You break even. Not bad.
100
RESOLUTION
101-
The character must make at least one, but up to three You win an amount equal to your stake.
110
checks, and then consult the Gambling Roll Modifier
111 or
table below. If the character makes more than one higher
You win an amount equal to three times your stake.
check, they can choose the highest value amongst all
checks made. However, for each check made beyond
the first, the DC for each tier increases by 5. The player COMPLICATIONS
can choose to make a Charisma (Deception), Gambling tends to attract unsavory individuals. The
Intelligence check with the appropriate gaming set, or potential complications involved come from run-ins
Wisdom (Insight) check. If the character is not with the law and associations with various criminals
proficient in the gaming set, they can not make a tied to the activity. Every workweek spent gambling
Charisma (Deception) or Wisdom (Insight) check. Each brings a 10 percent chance of a triggering a
check can only be made once. complication. They have an additional 10 percent
chance of triggering a complication for each check
Gambling Roll Modifier made during Resolution beyond the first.
Ability d100 Roll
Check DC Modifier This is a great opportunity to create a rival to the
party, or involve a previous rival.
10 +5
15 +10
Gambling Complications
20 +15
d6 Complication
25 +20
You are accused of cheating. You decide whether you
1
30 +25 did cheat or were framed.
The town guards raid the gambling hall and throw you
2
The d100 Roll Modifier is added to the percentile dice in jail.
rolled for the Gambling Results table, which is A noble in town loses badly to you and loudly vows to
discussed below. 3
get revenge.
You won a sum from a low-ranking member of a
For instance, if the character makes an Intelligence 4
nefarious guild, and the guild wants it money back.
(sabaac deck) check, and the result is an 18, they can
A local crime boss insists you start frequenting their
elect to keep that check, resulting in a +10 gambling 5
gambling parlor, and no others.
roll modifier. If the result of the check was only 4,
however, they can choose to then make a Charisma A high-stakes gambler comes to town and insists that
6
(Deception) check. If the result of that check is a 22, you take part in a game.
and the character elects to keep it, they receive a +10
gambling roll modifier, since the DC for each tier
VARIANT: GAMBLING SPECTATOR
increased by 5 after the first check. If the character Occasionally, rather than participate themselves, your
makes an Intelligence (sabaac deck) check with a result characters might want to gamble on a game or event
of 8, a Charisma (Deception) check with a result of 13, in which someone else is involved. In that case, the
and finally a Wisdom (Insight) check, with a result of 11, character can instead make a Wisdom (Insight) check.
they fail to meet a DC, since the DC for each tier If they do so, they do not have the opportunity to
increased by 5 for each subsequent check. In this make subsequent checks.
instance, they lose their entire stake, and accrue a debt
equal to that amount. This debt can be paid
immediately if the character has the requisite funds
after losing their stake.
Once the player has determined their gambling roll
modifier, they then roll percentile dice and consult the
Gambling Results table below.

19 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


UPTIME
Players can actively engage in gambling using the Gambling Results (Uptime)
following rules. Successes   Result
RESOURCES You lose your entire stake, and accrue a debt
0 successes
This activity requires a stake of at least 20 cr to a equal to that amount.
maximum of 2,000 cr, or more as you see fit. 1 success You lose your entire stake.
Alternatively, you could allow characters to bet with
things other than money. 2 successes You lose half your stake.
3 successes You break even. Not bad.
RESOLUTION
The character must make five checks. 4 successes You win an amount equal to your stake.
If playing against the house, the player makes a DC You win an amount equal to three times your
5 successes
20 Intelligence check with the appropriate gaming set. stake.
Once you've resolved all five checks, consult the
Gambling Results (Uptime) table below. COMPLICATIONS
If playing against an opponent, the player can Gambling tends to attract unsavory individuals. The
choose to make a Charisma (Deception), Intelligence potential complications involved come from run-ins
check with the appropriate gaming set, or Wisdom with the law and associations with various criminals
(Insight) check contested by the opponent. If there are tied to the activity. For each success during Resolution,
multiple opponents, use the ability scores and relevant you have a 10 percent chance of triggering a
proficiencies for the most skilled amongst them. For complication.
each check the character makes, the opponent also
makes a check, with an additional effect based on what This is a great opportunity to create a rival to the
choices were made. party, or involve a previous rival.

If the character chooses to make a Charisma


Gambling Complications (Uptime)
(Deception) check, they have advantage on the check if
the opponent makes an Intelligence (gaming set) check,
d6 Complication
and disadvantage on the check if the opponent makes You are accused of cheating. You decide whether you
1
a Wisdom (Insight) check. If the opponent also makes a did cheat or were framed.
Charisma (Deception) check, both checks are made 2 The town guards raid the gambling hall.
normally.
A noble in town loses badly to you and loudly vows to
If the character chooses to make an Intelligence 3
get revenge.
(gaming set) check, they have advantage on the check if
the opponent makes a Wisdom (Insight) check, and You won a sum from a low-ranking member of a
4
disadvantage on the check if the opponent makes a nefarious guild, and the guild wants it money back.
Charisma (Deception) check. If the opponent also A local crime boss insists you start frequenting their
5
makes an Intelligence (gaming set) check, both checks gambling parlor, and no others.
are made normally. A high-stakes gambler insists that you take part in a
If the character chooses to make a Wisdom (Insight) 6
game.
check, they have advantage on the check if the
opponent makes a Charisma (Deception) check, and
disadvantage on the check if the opponent makes an VARIANT: GAMBLING SPECTATOR
Intelligence (gaming set) check. If the opponent also Occasionally, rather than participate themselves, your
makes a Wisdom (Insight) check, both checks are made characters might want to gamble on a game or event
in which someone else is involved. In that case, the
normally.
character can instead make five Wisdom (Insight)
This advantage and disadvantage occurs for both the check.
character and the opponent. For instance, if the
character chooses to make a Charisma (Deception)
check, and the opponent choose to make an
Intelligence (gaming set) check, the character has
advantage on their check, while the opponent has
disadvantage on theirs. In the event of a tie, the
character and opponent should reroll the contest. If
the character is not proficient in the gaming set, they
can not make a Charisma (Deception) or Wisdom
(Insight) check. Once you've resolved all five checks,
consult the Gambling Results (Uptime) table below.

When determining what action the opponent takes,


the GM can choose or determine the choice randomly.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 20


MERCENARY CONTRACTING
Often, traditional work doesn't appeal to adventurers, Mercenary Contracting Results
who crave a little more excitement, even during their   d100   Result
offweeks. Those characters might prefer to engage in
40 or The character finds a job, but fails to complete it
mercenary work.
lower successfully and goes unpaid.
RESOURCES 41-
You complete a relatively simple job, earning 250 cr.
Working as a mercenary requires one week of 70
downtime, as well as 100 credits to seek out an 71- You complete a moderately difficult job, earning 500
available job. 100 cr.
101- You complete an exceptionally difficult task, earning
RESOLUTION 110 1,250 cr.
The character must make at least one, but up to three
111 or You complete an insanely difficult task, earning 5,000
ability checks as appropriate to the contract they take. higher cr and a favor from your employer.
The GM might call for a Charisma (Intimidation) check if
the character as working as an enforcer, a Strength
(Athletics) check if working as a guard, or an COMPLICATIONS
Intelligence (Investigation) check if the character is Mercenary work varies drastically in how eventful it can
working as a detective. If the character makes more be. A character spending a week mercenary
than one check, they can choose the highest value contracting has a 10 percent chance of triggering a
amongst all checks made. However, for each check complication. They have an additional 10 percent
made beyond the first, the DC for each tier increases chance of triggering a complication for each check
by 5. made during Resolution beyond the first.

Mercenary Contracting Roll Modifier This is a great opportunity to create a rival to the
Ability d100 Roll party, or involve a previous rival.
Check DC Modifier
10 +5 Mercenary Contracting Complications
15 +10 d6 Complication
20 +15 You manage to offend a bystander with an innocuous
1
comment, and it turns out they're important.
25 +20
2 You have a run-in with the law.
30 +25
You beat out another individual who wanted your job,
3
earning their ire.
The d100 Roll Modifier is added to the percentile dice
Your boss works for a local criminal organization, and
rolled for the Mercenary Contracting Results table, 4
insists you perform further work for them.
which is discussed below.
5 Another person offers to pay you to fail in your task.
For instance, if the character makes a Charisma You are forced into a physical altercation, resulting in a
6
(Intimidation) check, and the result is 20, they can elect scar.
to keep that check, resulting in +15 mercenary
contracting roll modifier. If the character makes an UPTIME
Intelligence (Investigation) check, and the result is a 4,
While mercenary contracting is a common endeavor in
however, they can choose to repeat the check. If the
any campaign, it is better executed using the three
result of that check is a 16, and the character elects to
pillars of adventuring. The GM can determine that
keep it, they receive a +5 mercenary contracting roll
complications arise, as appropriate.
modifier, since the DC for each tier increased by 5 after
the first check. If the character elects to make three
checks, with the results being 9, 10, and 18, however,
they fail to meet a DC, since the DC for each tier
increased by 5 for each subsequent check. In this
instance, since they failed to meet a DC, they fail to find
a job.
Once the player has determined their mercenary
contracting roll modifier, they then roll percentile dice
and consult the Mercenary Contract Results table
below.

21 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


PIT FIGHTING
Pit fighting includes boxing, wrestling, and other Pit Fighting Results
nonlethal forms of combat in an organized setting with   d100   You Find...
predetermined matches. If you want to introduce
40 or
competitive fighting in a battle-to-the-death situation, You lose all of your bouts.
lower
the standard combat rules apply, rather than
downtime. 41-
You win some of your bouts, earning 250 cr.
70
RESOURCES 71-
You win half of your bouts, earning 500 cr.
Engaging in this activity requires one workweek of 100
effort from a character. 101-
You win most of your bouts, earning 1,500 cr.
110
RESOLUTION
111 or You go undefeated, earning 5,000 cr and a title
The character must make at least one, but up to three higher recognized by the people of this town.
checks, and then consult the Pit Fighting Roll Modifier
table below. If the character makes more than one
check, they can choose the highest value amongst all COMPLICATIONS
checks made. However, for each check made beyond Characters involved in pit fighting must deal with their
the first, the DC for each tier increases by 5. The player opponents, the people who bet on matches, and the
can choose to make a Dexterity (Acrobatics) or matches' promoters. Every workweek spent pit fighting
Strength (Athletics) check. Alternatively, the character brings a 10 percent chance per success of triggering a
can instead make an attack roll using one of the complication. They have an additional 10 percent
character's weapons. Each check can only be made chance of triggering a complication for each check
once. made during Resolution beyond the first.

Pit Fighting Roll Modifier This is a great opportunity to create a rival to the
Ability d100 Roll party, or involve a previous rival.
Check DC Modifier
10 +5 Pit Fighting Complications
15 +10 d6 Complication
20 +15 1 An opponent swears to take revenge on you.

25 +20 A crime boss approaches you and offers to pay you to


2
intentionally lose a few matches.
30 +25
You defeat a popular local champion, drawing the
3
crowd's ire.
The d100 Roll Modifier is added to the percentile dice
You defeat a noble's servant, drawing the wrath of the
rolled for the Gambling Results table, which is 4
noble's house.
discussed below.
You are accused of cheating. Whether the allegation is
5
true or not, your reputation is tarnished.
For instance, if the character makes a Dexterity
(Acrobatics) check, and the result is an 27, they can 6
You accidentally deliver a near fatal wound to an
elect to keep that check, resulting in a +20 pit fighting opponent.
roll modifier. If the result of the check was only 9,
however, they can choose to then make an attack roll UPTIME
with one of their weapons. If the result of that attack While pit fighting is a very fun and engaging activity for
roll is a 24, and the character elects to keep it, they a character to participate in, it should be executed
receive a +10 pit fighting roll modifier, since the DC for using the normal rules of combat. For each round
each tier increased by 5 after the first check. If the victory, a character should receive winning determined
character makes an Strength (Athletics) check with a by the GM. The GM can also determine that
result of 11, a Dexterity (Acrobatics) check with a result complications arise, as appropriate.
of 14, and finally an attack roll with one of their
weapons, with a result of 18, they fail to meet a DC,
since the DC for each tier increased by 5 for each
subsequent check. In this instance, they lose all of their
bouts, and suffer one level of exhaustion.
Once the player has determined their pit fighting roll
modifier, they then roll percentile dice and consult the
Pit Fighting Results table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 22


RACING
On my worlds, racing is a popular local pastime. For Racing Results
the accomplished pilot, racing is a great way to make   d100   Result
credits and a name for yourself. However, racing is not
40 or
for the faint of heart. You lose all of your races.
lower
RESOURCES 41-
You win some of your races, earning 500 cr.
This activity requires one workweek of effort and a 250 70
cr entry fee. If the character does not own an 71-
You win half of your races, earning 1,000 cr.
appropriate vehicle, they can rent one for 1,000 cr. 100
101-
RESOLUTION 110
You win most of your races, earning 2,500 cr.
The character must make at least one, but up to three
111 or You go undefeated, earning 10,000 cr and a title
checks, and then consult the Racing Roll Modifier table higher recognized by the people of this town.
below. If the character makes more than one check,
they can choose the highest value amongst all checks
made. However, for each check made beyond the first, COMPLICATIONS
the DC for each tier increases by 5. The player can Racing attracts many different kinds of individuals:
choose to make an Intelligence (mechanic's kit), from arrogant racers to manipulative managers,
Intelligence (Piloting), or Intelligence (Technology) adoring fans to obsessive critics. The potential
check. If the character is not proficient in Piloting, they complications can vary from vehicular trouble to
can not make an Intelligence (mechanic's kit) or perceived slights. Every workweek spent racing brings
Intelligence (Technology) check. Each check can only be a 10 percent chance of a triggering a complication.
made once. They have an additional 10 percent chance of
triggering a complication for each check made during
Racing Roll Modifier Resolution beyond the first.
Ability d100 Roll
Check DC Modifier This is a great opportunity to create a rival to the
party, or involve a previous rival.
10 +5
15 +10
Racing Complications
20 +15
d6 Complication
25 +20
1 You side-swipe another racer, earning their ire.
30 +25
A crime boss approaches you and offers to pay you to
2
intentionally lose a few races.
The d100 Roll Modifier is added to the percentile dice You are accused of cheating. Whether the allegation is
rolled for the Racing Results table, which is discussed 3
true or not, your reputation is tarnished.
below.
You beat a low-ranking member of a nefarious guild,
4
and the guild isn't happy.
For instance, if the character makes an Intelligence
(Piloting) check, and the result is a 17, they can elect to A local crime boss insists you start racing for them, and
5
no others.
keep that check, resulting in a +10 racing roll modifier.
If the result of the check was only 7, however, they can 6 A renowned racer comes to town and insists on a race.
choose to then make a Intelligence (mechanic's kit)
check. If the result of that check is a 24, and the
character elects to keep it, they receive a +10 racing roll VARIANT: ANIMAL RACING
You may encounter an arena in which they race
modifier, since the DC for each tier increased by 5 after animals instead of vehicles. In this instance, you'll
the first check. If the character makes an Intelligence want to substitute Intelligence (Nature), Wisdom
(Technology) check with a result of 9, an Intelligence (Animal Handling), and Wisdom (Survival) for
(Piloting) check with a result of 9, and finally a Intelligence (mechanic's kit), Intelligence (Piloting), and
Intelligence (mechanic's kit) check, with a result of 9, Intelligence (Technology), respectively.
they fail to meet a DC, since the DC for each tier
increased by 5 for each subsequent check. In this
instance, they lose all of their races and crash their
vehicle, requiring at least 1,000 cr in repairs to fix.
Once the player has determined their racing roll
modifier, they then roll percentile dice and consult the
Racing Results table below.

23 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


UPTIME
Players can actively engage in racing using the
When determining what action the opponent takes,
following rules. the GM can choose or determine the choice randomly.
RESOURCES
This activity requires a 50 cr entry fee. If the character Racing Results (Uptime)
does not own an appropriate vehicle, they can rent one Successes   Result
for 200 cr.
You lose your race and crash your vehicle,
0 successes
RESOLUTION requiring at least 1,000 cr in repairs to fix.
The character must make five checks. 1 success You lose your race.
If racing against a time, the player makes a DC 20
2 successes You just fail to place, but manage to earn 100 cr.
Intelligence (Piloting) check. Once you've resolved all
five checks, consult the Racing Results (Uptime) table 3 successes You take 3rd place, earning 200 cr.
below. 4 successes You take 2nd place, earning 500 cr.
If racing against an opponent, the player can choose 5 successes You take 1st place, earning 2,000 cr.
to make an Intelligence (mechanic's kit), Intelligence
(Piloting), or Intelligence (Technology) check contested
COMPLICATIONS
by the opponent. If there are multiple opponents, use
Racing attracts many different kinds of individuals:
the ability scores and relevant proficiencies for the
from arrogant racers to manipulative managers,
most skilled amongst them. For each check the
adoring fans to obsessive critics. The potential
character makes, the opponent also makes a check,
complications can vary from vehicular trouble to
with an additional effect based on what choices were
perceived slights. For each success during Resolution,
made.
you have a 10 percent chance of triggering a
If the character chooses to make an Intelligence complication.
(mechanic's kit) check, they have advantage on the
check if the opponent makes an Intelligence (Piloting) This is a great opportunity to create a rival to the
check, and disadvantage on the check if the opponent party, or involve a previous rival.
makes an Intelligence (Technology) check. If the
opponent also makes an Intelligence (mechanic's kit) Racing Complications (Uptime)
check, both checks are made normally. d6 Complication
If the character chooses to make an Intelligence
1 You side-swipe another racer, earning their ire.
(Piloting) check, they have advantage on the check if
the opponent makes an Intelligence (Technology) A crime boss approaches you and offers to pay you to
2
check, and disadvantage on the check if the opponent intentionally lose a few races.
makes an Intelligence (mechanic's kit) check. If the You are accused of cheating. Whether the allegation is
3
opponent also makes an Intelligence (Piloting) check, true or not, your reputation is tarnished.
both checks are made normally. You beat a low-ranking member of a nefarious guild,
If the character chooses to make an Intelligence 4
and the guild isn't happy.
(Technology) check, they have advantage on the check
A local crime boss insists you start racing for them, and
if the opponent makes an Intelligence (mechanic's kit) 5
no others.
check, and disadvantage on the check if the opponent
makes an Intelligence (Piloting) check. If the opponent 6 A renowned racer insists on a race.
also makes an Intelligence (Technology) check, both
checks are made normally.

This advantage and disadvantage occurs for both the


character and the opponent. For instance, if the
character chooses to make an Intelligence (mechanic's
kit) check, and the opponent choose to make an
Intelligence (Piloting) check, the character has
advantage on their check, while the opponent has
disadvantage on theirs. In the event of a tie, the
character and opponent should reroll the contest. If
the character is not proficient Piloting, they can not
make an Intelligence (mechanic's kit) or
Intelligence (Technology)
check. Once you've
resolved all five
checks, consult the Racing
Results (Uptime)
table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 24


RESEARCH
To be forewarned is to be forearmed. This activity As GM, you are the final arbiter concerning exactly
allows a character to delve into lore concerning a what a character learns. For a monster or an NPC, you
monster, a location, an enhanced item, or some other can reveal elements of statistics or personality. For a
specific topic. location, you can reveal secrets about it, such as a
hidden entrance, the answer to a riddle, or the nature
RESOURCES of a creature that guards the place.
Typically, a character needs access to a library or some Alternatively, you can allow the player to determine
other academic institution to conduct research. what lore they've learned on the spot, after research.
Assuming such access is available, conducting research When the characters are in an area related to what was
requires one workweek and at least 500 cr spent on researched, a player can expend a lore to uncover
materials, bribes, gifts, and other expenses. Spending something related to the location on hand, assuming it
more money increases your chances of finding pertains to what was researched.
noteworthy lore, as shown in Resolution. Using a mix of the two approaches is a good idea,
since it gives you the added depth of specific lore while
RESOLUTION giving players the freedom to ensure that the lore they
The character declares the focus of the research—a learn is useful.
specific person, place, or thing. After one workweek, At any time, a character can have a maximum
the character makes an Intelligence (Lore) check, with a number of unspecified lore equal to 1 + the character's
+1 bonus per 1,000 cr spent beyond the initial 500 cr, Intelligence modifier (minimum of 1). Specific, learned
up to a maximum bonus of +5. The character then lore doesn't count toward this limit—only ones that
consults the Research Roll Modifier table below. can be used at any time to learn something related to
the original subject of study.
Research Roll Modifier
Ability d100 Roll COMPLICATIONS
Check DC Modifier The greatest risk in research is uncovering false
10 +5 information. Not all lore is accurate or truthful, and a
rival with a scholarly bent might try to lead the
15 +10
character astray, especially if the object of the research
20 +15 is known to the rival. The rival might plant false
25 +20 information, bribe scholars to give bad advice, or steal
key information needed to find the truth.
30 +25
Additionally, a character might run into other
complications during research. Every workweek spent
The d100 Roll Modifier is added to the percentile dice in research brings a 10 percent chance of a triggering a
rolled for the Research Results table, which is complication.
discussed below.
This is a great opportunity to create a rival to the
Once the player has determined their research roll party, or involve a previous rival.
modifier, they then roll percentile dice and consult the
Research Results table below. Research Complications
Research Results d6 Complication
  d100   Result You accidentally damage a rare, fragile source of
1
information.
40 or
You learn nothing. 2 You offend a scholar, who demands an extravagant gift.
lower
41- If you had known the source of information was cursed,
You learn one piece of lore. 3
70 you never would have opened it.

71- A scholar becomes obsessed with convincing you of a


You learn two pieces of lore. 4
100 number of strange theories.

101- Your actions cause you to be banned from a library or


You learn three pieces of lore. 5
110 some other academic institution.

111 or You learn five pieces of lore, as well as the relative You uncovered useful lore, but only by promising to
6
higher location of an item worth at least 5,000 cr. complete a dangerous task in return.

Each piece of lore is the equivalent of one true UPTIME


statement about a person, place, or thing. Examples Conducting research is generally a long-term activity,
include knowledge of a creature's resistances, the requiring time and devotion, best suited to downtime.
method required to enter a sealed tomb, or the
clandestine knowledge held by a specific person.

25 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


SELLING ENHANCED ITEMS
Few people can afford to buy an enhanced item, and For each item a character wishes to sell, the player rolls
fewer still know how to find one. Adventurers are percentile dice and consults the Selling an Enhanced
exceptional in this regard due to the nature of their Item table below, applying a modifier based on the
profession. item's rarity, as shown in the Salable Enhanced Items
A character who comes into possession of a table. The subsequent total determines what a buyer
standard, premium, prototype, advanced, or possibly offers to pay for the item.
legendary enhanced item that he or she wants to sell You determine a buyer's identity. Buyers sometimes
can spend downtime searching for a buyer. The procure prototype, advanced, and legendary items
downtime activity can be performed only in a city or through proxies to ensure that their identities remain
another location where one can find wealthy unknown.
individuals interested in acquiring enhanced items.
Artifact enhanced items can't be sold during downtime. As a further option to reflect the availability of
Finding someone to buy such an item can be the enhanced items in your campaign, you can apply up to
substance of an adventure in and of itself. a -10 penalty for a scarce setting, or up to a +10 bonus
for a setting where enhanced items are more
RESOURCES common, when resolving the d100 roll for selling
enhanced items, as appropriate.
Finding a buyer for a standard, premium, prototype,
advanced, or legendary enhanced item takes up to
twenty days of effort, depending on the rarity of the Selling an Enhanced Item
enhanced item for sale, and costs 100 cr per day.   d100   Result
40 or A buyer offering one-quarter of the item's value, or a
RESOLUTION lower shady buyer offering half the item's value.
For each salable item, the character must make a DC 41- A buyer offering half the item's value, or a shady
20 Intelligence (Investigation) check to find buyers. 70 buyer offering the full item's value.
Another character can use his or her downtime to
71-
assist with the search, granting advantage on the A buyer offering the full item's value.
100
check.
On a failure, no buyer for the item is found after a 101- A shady buyer offering one and a half times the
search that lasts a number of days equal to the 110 item's value, no questions asked.
maximum for that item's rarity, as shown below in the 111 or A buyer offering one and a half times the item's
Days to Find Buyer column of the Salable Enhanced higher value, but they also want a favor.
Items table below. On a success, a buyer for the item is
found after a number of days based on the item's COMPLICATIONS
rarity, as shown below in the Salable Enhanced Item
The buying and selling of enhanced items is fraught
table.
with peril. The large sums of money involved and the
Salable Enhanced Items power offered by enhanced items attract thieves, con
Days to d100 Roll artists, and other villains. If the characters encounter a
Rarity Find Buyer Modifier shady buyer, they have a 50 percent chance of
triggering a complication. Otherwise, they have a 10
Standard 1d4 +10 percent chance of triggering a complication.
Premium 1d6 +0
Prototype 1d8 -10 This is a great opportunity to create a rival to the
party, or involve a previous rival.
Advanced 1d10 -20
Legendary 1d20 -30 Selling Complications
d6 Complication
The d100 Roll Modifier is added to the percentile dice 1 The item is perceived as a fake.
rolled for the Selling an Enhanced Item table, which is
discussed below. 2 The item is stolen before the sale.
3 The item is a relic cursed by a dark entity.
A character can attempt to find buyers for multiple The item's original owner will kill to reclaim it; the
4
enhanced items at once. Although this requires party's enemies spread news of the transaction.
multiple Intelligence (Investigation) checks, the The other party is murdered before the transaction is
searches are occurring simultaneously, and the results 5
completed.
of multiple failures or successes aren't added together.
For example, if the character finds a buyer for a A third party enters the transaction, offering an
6
alternative item.
standard enhanced item in 2 days and a buyer for a
premium enhanced item in 5 days, but fails to find a
buyer for a prototype enhanced item, the entire search UPTIME
takes 8 days. The GM can determine whether or not selling
enhanced items can be performed during uptime.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 26


TRAINING
Given enough time, money, and the services of an Training Roll Modifier
instructor, a character can learn a language, pick up Ability d100 Roll
proficiency with a tool or kit, gain proficiency or even Check DC Modifier
expertise in a skill, or possibly even earn a feat.
10 +5
RESOURCES 15 +10
Receiving training requires you first find a teacher who 20 +15
is willing and capable of teaching you. It then takes a 25 +20
varying amount of time and credits, depending on
what you're training in. Costs are paid at the beginning 30 +25
of each workweek.
The d100 Roll Modifier is added to the percentile dice
LANGUAGE OR WEAPON
rolled for the Training Results table, which is discussed
Learning a new language or training in a new weapon below.
takes 10 workweeks and costs 250 cr per workweek.
During resolution, training in a language calls for an
Intelligence check, while a weapon requires an attack Once the player has determined their training roll
roll with that weapon. If you are proficient in that modifier, they then roll percentile dice and consult the
saving throw, you add your proficiency bonus to the Training Results table below.
roll. Training Results
TOOL PROFICIENCY   d100   Result
Learning to use a new tool takes 10 workweeks and 40 or Your training falters, advancing only half a workweek
costs the value of the tool in cr per workweek. During lower towards completion.
resolution, training in a new tool calls for an ability
41- Your training is adequate, advancing one workweek
check appropriate to that tool, as determined by the 70 towards completion.
GM. If you are proficient in that saving throw, you add
your proficiency bonus to the roll. 71- Your training has a breakthrough, advancing two
100 workweeks towards completion.
TOOL EXPERTISE 101- Your training is excellent, advancing three
Gaining expertise in a tool in which you are proficient 110 workweeks towards completion.
takes 20 workweeks and costs the value of the tool in
cr per workweek. During resolution, gaining expertise 111 or Your training is masterful, advancing four workweeks
higher towards completion.
in a tool in which you are proficient requires an ability
check with that tool.
COMPLICATIONS
SKILL PROFICIENCY
Complications that arise while training typically involve
Learning a new skill takes 20 workweeks and costs at
the teacher. For every five workweeks spent in training,
least 500 cr per workweek. During resolution, training
or for each failure during resolution, a character has a
in a new skill calls for an ability check with that skill's
10 percent chance of a complication. Examples of
governing ability score. If you are proficient in that
which are on the Training Complications table.
saving throw, you add your proficiency bonus to the
roll.
This is a great opportunity to create a rival to the
SKILL EXPERTISE party, or involve a previous rival.
Gaining expertise in a skill in which you are proficient
takes 30 workweeks and costs at least 1,000 cr per Training Complications
workweek. During resolution, gaining expertise in a d6 Complication
skill in which you are proficient requires an ability
1 Your earn the ire of another of the teacher's students.
check with that skill.
Your teacher instructs you in rare, archaic methods,
FEAT 2
which draw comments from others.
Learning a new feat takes 40 workweeks and costs at
3 Your teacher is a spy sent to learn your plans.
least 2,000 cr per workweek. During resolution, training
in a new feat calls for an ability check appropriate to 4 Your teacher is a wanted criminal.
that feat, as determined by the GM. If you are 5 Your teacher is a cruel taskmaster.
proficient in that saving throw, you add your
6 Your teacher asks for help dealing with a threat.
proficiency bonus to the roll.

RESOLUTION UPTIME
At the end of each workweek, a character makes an Due to the required time involved in training, it is best
ability check depending on their training, and then suited to downtime.
consults the Training Roll Modifier table.

27 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


WORK
When all else fails, an adventurer can turn to an honest Work Complications
trade to earn a living. d8 Complication
RESOURCES You manage to outperform someone who has been
1
working longer than you, and they're not impressed.
Taking on a job requires one workweek of work.
You bump a coworker in a clearly accidental fashion, but
RESOLUTION 2 they blow it out of proportion, causing everyone to
dislike you.
The character must make an ability check as
appropriate to the job they are trying to perform. The A patron asks for a service not provided by your
GM might call for a Strength (Athletics) check if the 3 workplace, and asks for the manager when you try to
character is working with their hands, an Intelligence explain this.
check with a set of tools if the character is working as a Your manager takes credit for the work you are doing,
4
tradesman, a Charisma (Performance) check if the asserting it is their own.
character is working in a speaking capacity, a Charisma One of your coworkers slows down their workload so
check with a musical instrument if the character is 5
you have to pick up their slack.
performing in a venue, or any other check the GM
6 You sustain a small injury, resulting in a scar.
deems appropriate. Once the character has made their
chosen check, they should consult the Work Roll 7
Your coworkers, as a group, tell your boss a series of
Modifier table below. baseless lies. Your boss believes them over you.
Your coworkers bestow a nickname on you based on an
Work Roll Modifier 8 obscure, mundane thing you did or said. They no longer
Ability d100 Roll call you by your name.
Check DC Modifier
10 +5 UPTIME
15 +10 If you are the type who prefers to hoard their wealth
20 +15 and work for their dinner, you can engage in work
during uptime.
25 +20
30 +25 RESOURCES
Taking on a job requires at least one hour of work.

The d100 Roll Modifier is added to the percentile dice RESOLUTION


rolled for the Work Results table, which is discussed Make an ability check appropriate to the work you are
below. doing and consult the Work Results (Uptime) table
below.
Work Results Work Results (Uptime)
  d100   Result
    Ability    
40 or You earn enough to support a poor lifestyle for the Check DC Result
lower week, with 10 cr left over.
You earn enough to support a poor lifestyle for
10
41- You earn enough to support a modest lifestyle for night, with 2 cr left over.
70 the week, with 50 cr left over.
You earn enough to support a modest lifestyle
15
71- You earn enough to support a comfortable lifestyle for night, with 10 cr left over.
100 for the week, with 100 cr left over.
You earn enough to support a comfortable
20
101- You earn enough to support a wealthy lifestyle for lifestyle for night, with 20 cr left over.
110 the week, with 200 cr left over.
You earn enough to support a wealthy lifestyle
25
You somehow earn enough to support an for night, with 40 cr left over.
111 or
aristocratic lifestyle for the week, with 500 cr left
higher You earn enough to support a aristocratic
over. 30
lifestyle for night, with 100 cr left over.

COMPLICATIONS COMPLICATIONS
Despite what should be an uneventful, satisfying week You have a 10 percent chance of triggering a
of simple work, complications can arise from this complication. If you fail to meet an ability check DC,
activity. A character spending a week working has a 10 you instead have a one-hundred percent chance of
percent chance of triggering a complication. triggering a complication.

This is a great opportunity to create a rival to the


party, or involve a previous rival.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 28


CHAPTER 3: FACTIONS AND MEMBERSHIP
          S CHARACTERS TRAVEL THROUGH THE CITIES AND WORLDS OF For instance, if your faction requires a credit tithe,
          Star Wars, they may come across factions, such you must meet the missed tithe for each month before
as the Jedi Order, the Black Sun, or the Bounty Broker's you become current again. If your faction requires a
Association, to which the may want to pledge service. workweek of downtime, however, you must complete a
Joining a faction offers unique benefits, as determined workweek for each month you are behind.
by the faction's features. If you ever become overdue by a year or more, you
lose your membership in that faction entirely unless
JOINING A FACTION you can justify that the absence was beyond your
A character can join a faction at any time, provided control. If you can not justify your absence and you
they can find a faction member capable of recruiting choose to rejoin your faction, you start over at 1st rank.
and they are not in bad standing with the faction. If a
MEMBERSHIP IN MULTIPLE FACTIONS
character is in bad standing with a faction that they
wish to join, and they can find a nonhostile You can have ranks in multiple factions as long as
representative of that faction, they may be able to those factions are not in direct conflict, but your total
complete a task to return to the faction's favor, as combined ranks across all your factions can not exceed
determined by the GM. half your character level (rounded up). If you complete
The requirements for joining a faction vary based on a task that aligns with the goals of one of your factions,
the the faction you are trying to join. The Jedi Order, for but is in direct conflict with another faction, you risk
instance, might require you to be a certain age and lowing renown with the other faction, or potentially
Force-sensitive. The Bounty Broker's Association, being disavowed entirely.
however, simply require monthly dues.
FACTION RANKS
FACTIONS AND BACKGROUNDS Factions can have a maximum of five ranks. While the
If a character is of an appropriate background, such as names and responsibilities of each rank vary by
Jedi or Guild Merchant, can start at at least 1st rank in faction, their general structure tends to be the same.
their faction, as determined by the GM.
RANK 1: INITIATE
This is the rank a character receives when first joining a
MEMBERSHIP BENEFITS faction.
As an established and respected member of a faction,
you can rely on certain benefits that membership RANK 2: MEMBER
provides. Your fellow faction members will provide you Rank 2 characters have shown they're aligned with the
with lodging and food if necessary, and pay for your faction's goals, allowing greater responsibility.
funeral if needed. In some cities and towns, a RANK 3: VETERAN
headquarters offers a central place to meet other Rank 3 characters are reliable faction members,
members of your faction, which can be a good place to entrusted with many secrets and deserving of
meet potential patrons, allies, or hirelings. additional support.
Factions often wield tremendous political power. If
you are accused of a crime, your faction will support RANK 4: OFFICER
you if a good case can be made for your innocence or Rank 4 characters are trusted within the faction's
the crime is justifiable. You can also gain access to leadership. They are looked up as champions of a
powerful political figures through the faction, if you are faction's endeavors, and are the leaders of individual
a member in good standing. Your dues must be faction locations.
current to remain in the faction's good graces.
RANK 5: LEADER
MEMBERSHIP DUES Rank 5 characters are the leaders of their respective
factions. Typically, a faction has one singular leader per
After joining a faction, characters have certain headquarters, who delegates responsibilities to the
requirements they must meet in order to retain in their faction's rank 4 and lower characters.
faction's good standing. For some factions, it might
A faction can not have more rank 5 characters than
simply be credit dues paid at the beginning of the
its tier. If a faction has more than one rank 5 character,
month. For other factions, they might require you
typically one stands above the rest.
spend one workweek a month furthering their
interests. RISING THROUGH THE RANKS
OVERDUE When a character completes an endeavor, such as a
If at the end of a month you are not current in your downtime activity or mission, that aligns with the goals
dues, you must become current again before you can of their faction, they gain renown. As a character
gain any benefits from your faction. For every month reaches certain thresholds of renown, they earn the
you are not current in your dues, you must account for opportunity to rise through the ranks of their faction,
the missed dues for each month before you can provided they meet any other requirements, as shown
become current again. in the Membership Ranks table on page ---.

29 CHAPTER 3 | FACTIONS AND MEMBERSHIP


FACTIONS
Faction can vary greatly in size and renown, from a HEADQUARTERS
lowly local adventurer's guild to a galaxy-spanning
Most factions have use of a headquarters. For smaller
criminal organization. The nature of factions drastically
factions, it might be a simple building, or even a room.
differ as well, depending on the faction's intended
For larger factions, however, it might be a space ship, a
focus.
space station, or even an entire moon or planet. A
FACTION TIERS faction headquarters is required to recruit members to
a faction.
Factions vary in tier depending on their size. Smaller A faction can have any number of headquarters,
factions will typically hover between tier 1 and tier 5, provided it has the staff and funds to maintain them.
while larger, galaxy-spanning factions might reach tier However, every headquarters requires at least one 4th
20. Higher tiers require more active members, but rank or higher member to administrate.
grant greater benefits to them, as shown in the Faction
Benefits table on page ---. OPERATING COSTS
Beyond the required costs for actually maintaining a
PROFICIENCY BONUS headquarters, factions have costs directly associated
Factions have their own proficiency bonus, which with their functions. These fees might cover licensing
scales with their tier. This proficiency bonus affects fees, bribes, government contracts, etc. These fees
actions that faction takes as a whole, or actions taken amount to roughly 1,000 cr per headquarters per
by members of appropriate rank, in the ability scores month.
in which the faction is proficient.
RECRUITING
ABILITY SCORES
Ability scores represent what a faction choose to focus In order for a faction to grow, it must recruit members.
on for its enterprises. Their are six ability scores: While lower tier factions can thrive with only a few
Strength, Dexterity, Constitution, Intelligence, Wisdom, members, higher tier factions require constant effort
and Charisma. Ability scores are discussed at greater by thousands or more members. Additionally, a
length in Chapter 4: Using Ability Scores. smaller faction might have trouble recruiting skilled
members, while larger factions probably don't.
FACTION TRAITS Each membership rank can only support members
Every faction is unique, not just in how they function, of a certain CR or higher, as shown in the Membership
but also their goals, beliefs, and what kind of members Ranks CR and Renown table below.
they attract.
Membership Ranks CR and Renown
GOALS Membership Minimum Monthly Renown
Each faction has its own goals. One of the most Rank Member CR Generation
common goals many factions share is the desire for 1 1/8 1
increased wealth and influence. Many factions,
2 1/2 2
however, have goals unique to their own efforts. For
instance, a faction might have a goal of maintaining 3 1 3
peace and prosperity in their region, directing all of 4 2 4
their wealth and influence towards that one goal.
5 5 5
BELIEFS
Each faction also has its own beliefs. Many nefarious Additionally, certain NPCs might also require a
factions, such as the Exchange, believe power should higher tier to join your faction. For instance, a skilled
be wielded by the strong, and that the weak deserve to craftsman might not have a high CR, but might still
be enslaved, while a more monetarily motivated require a faction to be a higher tier to merit joining.
faction, such as the Commerce Guild, believe that
material wealth is the greatest source of control. RENOWN
MEMBER TRAITS Characters who act on behalf of their faction's interest
Members of a faction are often drawn to it because earn renown, improving their own standing within their
they share common traits with its members. For faction as well as their faction's overall effectiveness. In
instance, criminals who prefer to work alone, or in order for a faction to increase in tier, it must have a
small groups, might be drawn to the Black Sun, while specific amount of renown, as shown in the Faction
bounty hunters might choose to join the Bounty Benefits table on page ---. Additionally, once a faction
Broker's Association to earn greater wealth and reaches tier 6, it must have a certain amount of
prestige. renown generated each month in order to progress to
subsequent tiers.
NPC faction members generate an amount of
renown each month determined by their rank in the
faction, as shown in the Membership Ranks CR and
Renown table above.

CHAPTER 3 | FACTIONS AND MEMBERSHIP 30


FACTION BENEFITS
Proficiency Required Monthly Renown 
Tier Bonus Features Renown  Generation   
1st +2 Insignia, Faction Training 0  —    
2nd +2 Association Proficiency, Faction Activity 5  —    
3rd +2 Enhanced Insignia 15  —    
4th +2 Ability Score Improvement 30  —    
5th +3 Premium Item Stockpile 50  —    
6th +3 Faction Training (2) 75  —    
7th +3 Association Proficiency (2), Faction Activity (2) 100  10    
8th +3 Ability Score Improvement 150  15    
9th +4 Prototype Item Stockpile 200  20    
10th +4 Association Expertise 250  25    
11th +4 Faction Training (3), Association Proficiency (3) 325  30    
12th +4 Ability Score Improvement 400  40    
13th +5 Advanced Item Stockpile, Faction Activity (3) 500  50    
14th +5 Association Expertise (2), Association Advantage 1,000  100    
15th +5 Faction Training (4), Association Proficiency (4) 2,000  200    
16th +5 Ability Score Improvement 5,000  500    
17th +6 Ability Score Mastery, Legendary 10,000  1,000    
18th +6 Ability Score Mastery 20,000  2,000    
19th +6 Ability Score Mastery 50,000  5,000    
20th +6 Ability Score Mastery, Artifact 100,000  10,000    

INSIGNIA ASSOCIATION PROFICIENCY


Beginning at 1st tier when you establish your faction, At 2nd tier, your faction gains proficiency in one of
your faction can choose an insignia. Faction members ability score of your choice. When your faction engages
of 1st rank or higher can wear, carry, or otherwise bear in an activity that uses the chosen ability score, they
your insignia in a fashion appropriate to your faction's add the faction's proficiency bonus to the d20 roll, in
operations. Your insignia will be one of the primary addition to the ability score modifier.
ways that members identify themselves as a member At 7th, 11th, and 15th tier, your faction gains
of your faction. proficiency in another ability score.

FACTION TRAINING FACTION ACTIVITY


Also at 1st tier, your faction gains a favored language Also at 2nd tier, your faction chooses an activity from
or tool. Choose a language, or one of the tool options the options available in Chapter 2: Entertainment and
on page ___ of the Player's Handbook. Alternatively, Downtime. When a 2nd rank or higher faction member
your faction can develop its own cant. engages in the chosen activity and rolls percentile dice,
When a 1st rank or higher faction member trains in they can also make a faction ability check and add it to
the chosen language or tool using the Training the roll. The faction ability check is determined by the
downtime activity on page ___ of the Player's specific activity, as shown in Chapter 4: Using Ability
Handbook, the requisite time and credits are halved. Scores. Additionally, when they make a d20 roll as a
At 6th, 11th, and 15th tier, your faction can choose part of the chosen activity, they can use your faction's
another language or tool. ability modifier instead of their own modifier, if that
number is greater.
At 7th and 13th tier, your faction can choose another
activity.

31 CHAPTER 3 | FACTIONS AND MEMBERSHIP


ENHANCED INSIGNIA ADVANCED ITEM STOCKPILE
Starting at 3rd tier, its insignia gains an enhanced At 13th tier, your faction gains access to an advanced
property. Choose an at-will force or tech power. If the enhanced item of its choice. When a 4th rank or higher
bearer of the insignia is at least 1st rank in the faction, faction member has spent 200 days of downtime
they can cast the power while wielding their insignia. furthering the faction's interests, they gain access to
The force- or tech-casting ability varies based on the this advanced item and can purchase it at the item's
type of power chosen: Intelligence for tech powers, full value. If the chosen item is a consumable, it takes
Wisdom for light side force powers, Charisma for dark half the requisite downtime. Provided that the item is
side force powers, or Wisdom or Charisma for undamaged, they can return it to your faction for a full
universal force powers (the faction member's choice). refund.

ABILITY SCORE IMPROVEMENT ASSOCIATION ADVANTAGE


At 4th tier, you can increase one of your faction's ability Starting at 14th tier, your faction gains advantage on
scores by 2. At 8th, 12th, and 16th tier, you can checks with one ability score of your choice.
increase another of your faction's ability scores by 2. As
normal, you can't increase an ability score above above ABILITY SCORE MASTERY
20 using this feature. At 17th tier, you can increase one of your faction's
ability scores by 2. Its maximum for this score
PREMIUM ITEM STOCKPILE increases by 2. At 18th, 19th, and 20th tier, you can
Once your faction has reached 5th tier, it gains access increase another of your faction's ability scores, and its
to a premium enhanced item of its choice. When a 2nd maximum, by 2.
rank or higher faction member has spent 50 days of
downtime furthering the faction's interests, they gain LEGENDARY
access to the chosen premium item and can purchase Also at 17th tier, your factions gains access to one
it at the item's full value. If the chosen item is a legendary enhanced item of its choice. When a 5th
consumable, it takes half the requisite downtime. Once rank or higher faction member has spent 500 days of
they've done so, they must spend another 50 days of downtime furthering the faction's interests, they gain
downtime furthering your faction's interest before they access to this legendary item and can procure it at no
can do so again. Provided that the item is undamaged, cost.
they can return it to your faction for a full refund.
ARTIFACT
PROTOTYPE ITEM STOCKPILE As of 20th tier, your factions gains access to one
At 9th tier, your faction gains access to a prototype artifact enhanced item of its choice. When a 5th rank
enhanced item of your choice. When a 3rd rank or or higher faction member has spent 1,000 days of
higher faction member has spent 100 days of downtime furthering the faction's interests, they gain
downtime furthering the faction's interests, they gain access to this artifact item and can procure it at no
access to this prototype item and can purchase it at the cost.
item's full value. If the chosen item is a consumable, it
takes half the requisite downtime. Provided that the
item is undamaged, they can return it to your faction
for a full refund.

ASSOCIATION EXPERTISE
Beginning at 10th tier, your faction gains expertise in
one ability score in which it is proficient.
At 14th tier, your faction gains expertise in another
ability score in which it is proficient.

CHAPTER 3 | FACTIONS AND MEMBERSHIP 32


MEMBERSHIP RANKS
Required Other
Rank Features Renown Requirements
1st Earn Renown, Faction Training, Insignia 0 —
2nd Apprentice, Faction Activity, Premium Item Procurement, Special Missions 10 —
3rd Mentor, Prototype Item Procurement 25 5th level, 1 special mission
4th Advanced Item Procurement 50 9th level, 3 special missions
5th Faction Leader 100 13th level, 10 special missions

EARN RENOWN
Beginning at 1st rank when you join a faction, you gain WORD OF ADVICE
the ability to earn renown for your faction, allowing While you can see and hear your mentor, you can gain
you to advance in rank. For every successful workweek advantage on one ability check, attack roll, or saving
in a downtime activity furthering your faction's throw (no action required). You can wait until after you
interests, you gain 1 renown. Additionally, you gain roll the d20 to use this feature, but you must decide
access to faction-specific missions. Every time you before the GM says whether the roll succeeds or fails.
complete a mission for your faction, you gain 1 or Once you've used this feature, you must complete a
more renown. short or long rest before you can use it again.

FACTION TRAINING FACTION ACTIVITY


Also at 1st rank, you gain access to your faction's Also at 2nd rank, you gain benefits from your faction
favored training. When you train in your faction's when you engage in your faction's favored activity,
favored language or tool using the Training downtime provided your faction is at least 2nd tier. When you roll
activity on page ___ of the Player's Handbook, the percentile dice as a part of the chosen activity, you can
requisite time and credits are halved. also make an ability check and add it to the roll. The
ability check is determined by the specific activity, as
INSIGNIA shown in the ___ table on page ___. Additionally, when
Lastly at 1st rank, you are given permission to wield the you make a d20 roll as a part of the chosen activity,
insignia of your faction, either openly or in secret. you can use your faction's association modifier instead
When your faction reaches 3rd tier, your insignia gains of your modifier, if that number is greater.
an enhanced property.
PREMIUM ITEM PROCUREMENT
APPRENTICE Additionally at 2nd rank, after spending at least 50
At 2nd rank, you gain the ability to be apprenticed to a days of downtime furthering your faction's interests,
3rd rank or higher member of your faction. Bonding you gain access to premium enhanced items, which
with a mentor takes one workweek of downtime spent you can purchase at the item's full value, provided your
together furthering your faction's interests in your faction is at least 5th tier. You gain access to armor +1,
faction's favored activity. At the end of the workweek, shield +1, weapon +1, and one premium enhanced
you and your mentor are bonded. You can only have item chosen by your faction. You can only have one
one mentor at a time. You can break your bond with premium item procured in this fashion, but provided
your current mentor at any time, no action required. that the item is undamaged, you can return it to your
While traveling with or otherwise working with your faction for a full refund. If your faction's chosen item is
mentor, you gain the following benefits: a consumable, you can instead have an unlimited
number of that item, but you must spend the requisite
LANGUAGE AND TOOL TRAINING downtime for each one.
You can learn any language or tool proficiency that
your mentor possesses in half the time, with no credit
requirement.

33 CHAPTER 3 | FACTIONS AND MEMBERSHIP


SPECIAL MISSIONS PROTOTYPE ITEM PROCUREMENT
Lastly at 2nd rank, you gain the opportunity to undergo Also at 3rd rank, after spending at least 100 days of
special missions on behalf of your faction. These downtime furthering your faction's interests, you gain
missions, while more scarce, often yield greater access to prototype enhanced items, which you can
renown, and potentially other rewards. Special purchase at the item's full value, provided your faction
missions are also required to progress past 2nd rank in is at least 9th tier. You gain access to armor +2, shield
a faction, as shown in the Membership Ranks table. +2, weapon +2, and one prototype enhanced item
chosen by your faction. You can only have one
MENTOR prototype item procured in this fashion, but provided
At 3rd rank, you gain the ability to take a 2nd or 3rd that the item is undamaged, you can return it to your
rank member of your faction as an apprentice. faction for a full refund. If your faction's chosen item is
Bonding with an apprentice takes one workweek of a consumable, you can instead have an unlimited
downtime spent together furthering your faction's number of that item, but you must spend the requisite
interests. At the end of the workweek, you and your downtime for each one.
apprentice are bonded. You can only have one
apprentice at a time. You can break your bond with ADVANCED ITEM PROCUREMENT
your current apprentice at any time, no action At 4th rank, after spending at least 200 days of
required. downtime furthering your faction's interests, you gain
And 4th rank, you can have a 2nd or 3rd rank access to advanced enhanced items, which you can
member of your faction as an apprentice, and at 5th purchase at the item's full value, provided your faction
rank, you can have a 2nd, 3rd, or 4th rank member of is at least 13th tier. You gain access to armor +3, shield
your faction as an apprentice. Additionally, at 5th rank, +3, weapon +3, and one advanced enhanced item
you can maintain three apprentices at a time, instead chosen by your faction. You can only have one
of one. advanced item procured in this fashion, but provided
While traveling with or otherwise working with your that the item is undamaged, you can return it to your
apprentice, you gain the following benefits. faction for a full refund. If your faction's chosen item is
a consumable, you can instead have an unlimited
DOWNTIME number of that item, but you must spend the requisite
When you engage in a downtime activity with your downtime for each one.
apprentice and make your percentile dice check, you
can roll the dice twice and use either total. FACTION LEADER
INSPIRING PRESENCE As of 5th rank, at the end of a long rest, if a faction
While your apprentice can see and hear you, you can member of lower rank is within line of sight, you can
gain advantage on one ability check, attack roll, or grant them Inspiration, which lasts until the end of
saving throw (no action required). You can wait until their next long rest. Once you've done so, you can't do
after you roll the d20 to use this feature, but you must so again until you complete a long rest.
decide before the GM says whether the roll succeeds
or fails.
Once you've used this feature, you must complete a
short or long rest before you can use it again.

CHAPTER 3 | FACTIONS AND MEMBERSHIP 34


CHAPTER 4: USING ABILITY SCORES
            IX ABILITIES PROVIDE A QUICK DESCRIPTION OF
            every faction's collective physical and mental Ability Scores and Modifiers
characteristics: Score Modifier Score Modifier
1 -5 16-17 +3
Strength, measuring the faction membership's physical
power 2-3 -4 18-19 +4
Dexterity, measuring the faction membership's agility 4-5 -3 20-21 +5
Constitution, measuring the faction membership's
6-7 -2 22-23 +6
endurance
Intelligence, measuring the faction membership's 8-9 -1 24-25 +7
reasoning and memory 10-11 +0 26-27 +8
Wisdom, measuring the faction membership's awareness
12-13 +1 28-29 +9
and intuition
Charisma, measuring the faction membership's force of 14-15 +2 30 +10
personality
Is a faction comprised of renowned gladiators of great ADVANTAGE AND DISADVANTAGE
might and fortitude? Or is it a coalition of craftsmen, Sometimes a feature tells you that you have advantage
working together to create the best products available? or disadvantage on an ability check. When that
Force-wielders working together, for good or ill? Or happens, you roll a second d20 when you make the
maybe it's a guild of shrewd merchants, attempting to roll. Use the higher of the two rolls if you have
corner the market. Ability scores defined these advantage, and use the lower roll if you have
qualities—a faction's assets as well as weaknesses. disadvantage. For example, if you have disadvantage
Ability scores govern a faction's ability to benefit it's and roll a 17 and a 5, you use the 5. If you instead have
members, as well as wage inter-faction conflict. The advantage and roll those numbers, you use the 17.
book's introduction describes the basic rule behind If multiple situations affect a roll and each one grants
these rolls: roll a d20, add an ability modifier derived advantage or imposes disadvantage on it, you don't roll
from one of the six ability scores, and compare the more than one additional d20. If two favorable
total to a target number. situations grant advantage, for example, you still roll
This chapter focuses on how to use ability checks, only one additional d20.
covering how these checks benefit your faction's If circumstances cause a roll to have both advantage
members and how they interact with other factions. and disadvantage, you are considered to have neither
of them, and you roll one d20. This is true even if
ABILITY SCORES AND MODIFIERS multiple circumstances impose disadvantage and only
Each of a faction's abilities has a score, a number that one grants advantage or vice versa. In such a situation,
defines the magnitude of that ability. An ability score is you have neither advantage nor disadvantage.
not just a measure of innate capabilities, but also You usually gain advantage or disadvantage through
encompasses a faction's member's training and the use of faction features. The GM can also decide
competence in activities related to that ability. that circumstances influence a roll in one direction or
A score of 10 or 11 is the normal average, but many the other and grant advantage or impose disadvantage
factions are a cut above average in most abilities. A as a result.
score of 18 is the highest that a faction usually reaches.
Larger factions can have scores as high as 20, and
galaxy-spanning factions can have scores as high as 30.
Each ability also has a modifier, derived from the
score and ranging from -5 (for an ability score of 1) to
+10 (for a score of 30). The Ability Scores and Modifiers
table notes the ability modifiers for the range of
possible ability scores, from 1 to 30.
To determine an ability modifier without consulting
the table, subtract 10 from the ability score and then
divide the total by 2 (round down).
Because ability modifiers affect almost every ability
check, ability modifiers come up in play more often
than their associated scores.

35 CHAPTER 4 | USING ABILITY SCORES


PROFICIENCY BONUS
Factions have a proficiency bonus determined by tier, CONTESTS
as detailed in chapter 1. The bonus is used in the rules
Sometimes one faction's or faction member's efforts
on ability checks.
are directly opposed to another's. This can occur when
Your faction's proficiency bonus can't be added to a both of them are trying to do the same thing and only
single die roll or other number more than once. For one can succeed, such as accepting a mission reward
example, if two different rules say your faction can add from a third party. This situation also applies when one
its proficiency bonus to a Wisdom ability check, you of them is trying to prevent the other one from
nevertheless add the bonus only once when you make accomplishing a goal—for example, when a faction is
the save. trying to usurp control or influence from another
Occasionally, your faction's proficiency bonus might faction. In situations like these, the outcome is
be multiplied or divided (doubled or halved. for determined by a special form of ability check, called a
example) before you apply it. If a circumstance contest.
suggests that your faction's proficiency bonus applies Both participants in a contest make ability checks
more than once to the same roll, you still add it only appropriate to their efforts. They apply all appropriate
once and multiply or divide it only once. bonuses and penalties, but instead of comparing the
By the same token, if a feature or effect allows you to total to a DC, they compare the totals of their two
multiply your faction's proficiency bonus when making checks. The participant with the higher check total wins
an ability check that wouldn't normally benefit from its the contest. That faction or faction member either
proficiency bonus, you still don't add the bonus to the succeeds at the action or prevents the other one from
check. For that check your proficiency bonus is 0, given succeeding.
the fact that multiplying 0 by any number is still 0. For If the contest results in a tie, the situation remains
instance, if your faction lacks proficiency in the the same as it was before the contest. Thus, one
Intelligence ability score, it gains no benefit from a contestant might win the contest by default. If two
feature that lets it double your proficiency bonus when faction members tie in a contest to accept a mission
it make Intelligence checks. reward, neither character grabs it. In a contest
EXPERTISE between a faction trying to usurp control or influence
from another faction, a tie means control or influence
Certain features, such as the Association Expertise is not usurped.
feature, let your faction double its proficiency bonus
with a given ability score, granting expertise in that Ability Check DCs
ability score. As usual, you can only gain expertise in an Task Difficulty DC
ability score once.
Very easy 5
ABILITY CHECKS Easy 10
An ability check represents a faction's ability to Medium 15
overcome a challenge. The GM calls for an ability check Hard 20
when a faction, or a faction member, attempts an
Very hard 25
action that has a chance of failure. When the outcome
is uncertain, the dice determine the results. Nearly impossible 30
For every ability check, the GM decides which of the
6 abilities is relevant to the task at hand and the PASSIVE CHECKS
difficulty of the task, represented by Difficulty Class. A passive check is a special kind of ability check that
The more difficult a task, the higher its DC. The Typical doesn't involve any die rolls. Such a check can
Difficulty Classes table shows the most common DCs. represent the average result for a task done
To make an ability check, roll a d20 and add the repeatedly, such as a faction and its member's normal
relevant ability modifier. As with other d20 rolls, apply vigilance, or can be used when the GM wants to
bonuses and penalties, and compare the total to the secretly determine whether a faction succeeds at
DC. If the total equals or exceeds the DC, the ability something without rolling dice, such as noticing a spy.
check is a success-the faction, or faction member,
Here's how to determine a character's total for a
overcomes the challenge at hand. Otherwise, it's a
passive check:
failure, which means the faction or faction member
10 + all modifiers that normally apply to the check. If
makes no progress toward the objective or makes
the faction has advantage on the check, add 5. For
progress combined with a setback determined by the
disadvantage, subtract 5. The game refers to a passive
GM.
check total as a score.
For example. if a 1st-tier faction has a Wisdom of 15
and proficiency in Wisdom, it has a passive Wisdom
score of 14.
The rules on spying in the "Espionage" section below
rely on passive checks.

CHAPTER 4 | USING ABILITY SCORES 36


WORKING TOGETHER STRENGTH
Sometimes two or more factions team up to attempt a Strength measures the bodily power, athletic training,
task. The faction who's leading the effort, or the one and the extent to which a faction's membership can
with the highest ability modifier, can make an ability exert raw physical force.
check with advantage, reflecting the help provided by
the other faction. STRENGTH ACTIVITIES
A faction can only provide help if the task is one that Many activities focus on using a character's might and
he or she could attempt alone. For example, power. When a character performs one of the
attempting to mass produce a type of blaster requires following downtime activities, and it's their faction's
members with proficiency with armstech's tools, so a favored downtime activity, they can make a faction
faction whose members lack that proficiency can't help ability check:
another faction in that task. Moreover, a faction can Mercenary Contracting
help only when two or more factions working together Pit Fighting
would actually be productive. Work
trying to open a lock requires proficiency with Other activities as deemed appropriate by the GM.
thieves' tools, so a character who lacks that proficiency
can't help another character in that task. Moreover. a FACTION CHECKS
character can help only when two or more individuals Additionally, when two factions are in conflict—either
working together would actually be productive. Some directly or indirectly—one faction can attempt the
tasks are no easier with help. following actions:

1
USING EACH ABILITY 2
Every task that a faction might attempt in the game is Other actions as deemed appropriate by the GM.
covered by one of the six abilities. This section explains
in more detail what those abilities mean and the ways The faction then makes a Strength check contested
they are used in the game. by the target faction's Constitution check. On a success,
Factions of 2nd tier and higher are more adept at they achieve the attempted action. On a failure, they
performing certain downtime activities. When a faction are instead rebuffed.
member of 2nd rank or higher attempts the favored
downtime activity and rolls percentile dice, they also DEXTERITY
get to make a faction ability check and add it to the roll, Dexterity measures the agility, reflexes, and balance of
provided they are in an area where the faction has a faction's membership.
influence. Each downtime activity is tied to a specific
ability score, as discussed in this section. DEXTERITY ACTIVITIES
Many activities capitalize on a character's nimbleness
VARIANT: ACTIVITIES WITH OTHER ABILITIES and stealth. When a character performs one of the
Normally, your faction's favored activity only utilizes a following downtime activities, and it's their faction's
specific ability score. Favoring the Crime downtime favored downtime activity, they can make a faction
activity, for instance, usually applies a faction's ability check:
Dexterity ability check. During resolution of an activity,
however, a faction member might use utilize a Crime
different ability score during resolution. In such cases, Work
the GM might allow you to roll a faction ability check Other activities as deemed appropriate by the GM.
utilizing a different ability score, or you might ask if you FACTION CHECKS
can use a different faction ability check. For example, if Additionally, when two factions are in conflict—either
you are performing crime during downtime and using directly or indirectly—one faction can attempt the
a security kit, your GM might call for a faction following actions:
Intelligence check when rolling percentile dice, instead
of Dexterity, even though Crime is normally associated 1
with Dexterity. 2
Other actions as deemed appropriate by the GM.

The faction then makes a Dexterity check contested


by the target faction's Intelligence check. On a success,
they achieve the attempted action. On a failure, they
are instead rebuffed.

37 CHAPTER 4 | USING ABILITY SCORES


CONSTITUTION WISDOM
Constitution measures the health, stamina, and vital Wisdom measures how attuned to the world,
force of a faction's membership. perceptive, and intuitive a faction's membership is.
CONSTITUTION ACTIVITIES WISDOM ACTIVITIES
Many activities focus on using a character's vitality and Many activities focus on using a character's intuition
heartiness. When a character performs one of the and awareness. When a character performs one of the
following downtime activities, and it's their faction's following downtime activities, and it's their faction's
favored downtime activity, they can make a faction favored downtime activity, they can make a faction
ability check: ability check:

Work Bounty Hunting


Other activities as deemed appropriate by the GM. Work
Other activities as deemed appropriate by the GM.
FACTION CHECKS
Additionally, when two factions are in conflict—either FACTION CHECKS
directly or indirectly—one faction can attempt the Additionally, when two factions are in conflict—either
following actions: directly or indirectly—one faction can attempt the
following actions:
1
2 1
Other actions as deemed appropriate by the GM. 2
Other actions as deemed appropriate by the GM.
The faction then makes a Constitution check
contested by the target faction's Strength check. On a The faction then makes a Wisdom check contested
success, they achieve the attempted action. On a by the target faction's Charisma check. On a success,
failure, they are instead rebuffed. they achieve the attempted action. On a failure, they
are instead rebuffed.
INTELLIGENCE
Intelligence measures the mental acuity, accuracy of CHARISMA
recall, and the ability of a faction's membership to Charisma measures the the ability to interact
reason. effectively with others, confidence, and eloquence of a
faction's membership.
INTELLIGENCE ACTIVITIES
Many activities capitalize on a character's reasoning CHARISMA ACTIVITIES
and memory. When a character performs one of the Many activities capitalize on a character's charm and
following downtime activities, and it's their faction's presence. When a character performs one of the
favored downtime activity, they can make a faction following downtime activities, and it's their faction's
ability check: favored downtime activity, they can make a faction
ability check:
Crafting
Gambling Buying Enhanced Items
Racing Carousing
Research Selling Enhanced Items
Work Work
Other activities as deemed appropriate by the GM. Other activities as deemed appropriate by the GM.
FACTION CHECKS FACTION CHECKS
Additionally, when two factions are in conflict—either Additionally, when two factions are in conflict—either
directly or indirectly—one faction can attempt the directly or indirectly—one faction can attempt the
following actions: following actions:

1 1
2 2
Other actions as deemed appropriate by the GM. Other actions as deemed appropriate by the GM.

The faction then makes an Intelligence check The faction then makes a Charisma check contested
contested by the target faction's Dexterity check. On a by the target faction's Wisdom check. On a success,
success, they achieve the attempted action. On a they achieve the attempted action. On a failure, they
failure, they are instead rebuffed. are instead rebuffed.

CHAPTER 4 | USING ABILITY SCORES 38


CHAPTER 5: EQUIPMENT
         HE CITIES OF STAR WARS ARE DIVERSE AND MULTICULTURAL, BUYING AND SELLING TREASURE
         varying dramatically by planet and system.
Commonplace activities in one city might be taboo in This chapter introduces armor, weapons, adventuring
another. The most common species on one planet gear, and other valuable materials. Like those options
might be shunned on the next one. Every city, in found in the Player's Handbook, selling these items
addition to the climate and cultures, varies should generally be possible, provided they are
dramatically in the options available for sale. unspoiled.
In addition to those options available in the Player's ENHANCED ITEMS
Handbook, adventurers might encounter new and Enhanced items are scare and powerful, leading to
interesting wares. On some planets, and in some them rarely having a predetermined price. Buying and
cultures, armor is made from unique materials that selling enhanced items can rarely be performed easily,
grant it interesting properties. On other planets, a often requiring extensive time and credits to find a
more diverse armory might be available for purchase— potential buyer and seller.
or theft. In other places still, interesting and unique
adventuring implements might be discovered. RARE MATERIALS
While rare materials, as the name indicates, are more
ADDITIONAL WEALTH scarce than their raw material counterparts, they
Whether starting a campaign at a higher level, or typically have a commonly accepted value across
simply adopting the rules included in Wretched Hives, markets. While they won't always be available for sale,
your characters might find themselves wanting for they will usually fetch the same price across worlds.
credits. If that is the case, consider offering them
additional wealth, depending on their level, as shown
below in the Additional Starting Wealth by Level table.

Additional Wealth by Level


Level Additional Wealth Level Additional Wealth
  1st 2d4 x 50 cr 11th 4d4 x 1,750 cr
  2nd 2d4 x 100 cr 12th 4d4 x 2,000 cr
  3rd 2d4 x 200 cr 13th 5d4 x 2,500 cr
  4th 2d4 x 300 cr 14th 5d4 x 3,000 cr
  5th 3d4 x 400 cr 15th 5d4 x 3,500 cr
  6th 3d4 x 500 cr 16th 5d4 x 4,000 cr
  7th 3d4 x 750 cr 17th 6d4 x 5,000 cr
  8th 3d4 x 1,000 cr 18th 6d4 x 6,000 cr
  9th 4d4 x 1,250 cr 19th 6d4 x 7,500 cr
10th 4d4 x 1,500 cr 20th 6d4 x 10,000 cr

STARTING EQUIPMENT
When choosing the starting equipment for your class,
you might have an option to choose any of a certain
type of item. For instance, berserkers get a choice of "
(a) a martial vibroweapon and a light or medium
physical shield or (b) two martial vibroweapons". When
choosing starting equipment in this fashion, the items
available in this chapter should not be included.
However, if you use instead use the Variant: Starting
Wealth by Class rule, the items in this chapter should
be considered available for purchase.
AMMUNITION
Blasters that deal energy or ion damage use power
cells, while blasters that deal kinetic damage use slug
cartridges. This chapter introduces blasters that deal
new damage types: acid, fire, and sonic. These
weapons also use power cells.

39
ARMOR AND SHIELDS
Adventuring through the different worlds of Star Wars BESKAR
shows limitless variety across cultures, varying Armor and shields made from beskar gains the
drastically by their values and technological availability. regulated property, but also the strength 11 property.
Many cultures create similar items, but using different If the armor or shield would already have the strength
materials, granting their items a unique flair. The property, instead increase the strength number by 2.
Armor table shows some examples of how commonly
available types of armor found in the game differ, BONE
depending on the materials used. Bone armor and shields have the barbed (1d4) and
spiked (1d4) properties, respectively, but suffer a -1
The Armor table shows the cost, weight, and other
penalty to Armor Class.
properties of these types of armor worn in the worlds
of Star Wars. CRYSTADIUM
Armor and shields made from crystadium has the
ARMOR AND SHIELD PROFICIENCY absorptive 1 property, but also the rigid and
Anyone can put on a suit of armor or wield a shield. imbalanced properties, respectively.
Only those proficient in the armor's use know how to
wear it effectively, however. Your class gives you DURAFIBER
proficiency with certain types of armor. If you wear Durafiber armor and shields have the agile 1 property,
armor that you lack proficiency with, you have but suffer a -1 penalty to Armor Class.
disadvantage on any ability check, saving throw, or DURANIUM
attack roll that involves Strength or Dexterity, and you Armor and shields made from duranium gain the
can't force- or tech-cast. reactive 1 and responive 1 properties, respectively, but
If you have proficiency in armor, you have also the cumbersome property.
proficiency in the appropriate shield as well.
DURASTEEL
ARMOR CLASS (AC) Durasteel armor has the impermeable and rigid
Armor protects its wearer from attacks. The armor properties. Durasteel shields have the interlocking and
(and shield) you wear determines your Armor Class. imbalanced properties.

ARMOR MATERIALS DURAVLEX


Armor and shields made from duravlex have the silent
In addition to form and function, armor varies greatly and concealing properties, respectively, but suffer a -1
based on material. Beyond those standard materials penalty to Armor Class.
universally available to armor, you might find armor
made with more specialized and scarce materials. FLEXIMETAL
Armor made with these materials offers a unique Fleximetal armor and shields gain the avoidant 1
strength, but also a weakness. Additionally, the armor's property, but also the strength 11 property. If the
cost increases by an amount, based on the armor's armor or shield would already have the strength
type, as shown in the Armor Type Cost Increase table property, instead increase the strength number by 2.
below:
LAMINANIUM
Armor Type Cost Increase Armor and shields made from laminanium gain the
Armor Cost Armor Cost obscured and lambent properties, respectively, but
Type Increase Type Increase also the cumbersome property.
Light armor 1,000 cr Light shield 250 cr NEUTRONIUM
Medium armor 2,000 cr Medium shield 750 cr Neutronium armor and shields gain the insulated 1
property, but also the strength 11 property. If the
Heavy armor 6,000 cr Heavy shield 1,500 cr
armor or shield would already have the strength
property, instead increase the strength number by 2.
 Only physical shields can be crafted using alternative
armor materials. PLASTOID
Armor made from plastoid has the reinforced and rigid
properties. Shields made from plastoid have the
anchor and imbalanced properties.
QUADANIUM
Quadanium armor and shields gain the charging 1
property, but also the cumbersome property.

40
ARMOR PROPERTIES
Many armors and shield have special properties IMBALANCED
related to their use, as shown in the Armor table. When you are critically hit while wielding this shield,
you can't take reactions until the start of your next
ABSORPTIVE turn, and you gain no AC benefit from your shield
When you are wearing armor or wielding a shield with against the next attack against you before the start of
the absorptive property, you ignore damage from your next turn.
weapons that would deal less than the absorptive
number. IMPERMEABLE
Armor with the impermeable property functions as an
AGILE enviro-suit, flight suit, and water suit.
While wearing armor or wielding a shield with the agile
property, you gain a bonus to Dexterity checks and INSULATED
Dexterity saving throws equal to the agile number, and While wearing armor or wielding a shield with the
you gain a bonus to your speed equal to 5 x the agile insulated property, you gain a bonus to AC and saving
number. throws against effects that would deal ion or lightning
damage equal to the insulated number.
ANCHOR
A shield with the anchor property can be used to INTERLOCKING
provide cover. As an action, you can anchor or recover While wielding a shield with the interlocking property
the shield. While anchored, you gain no benefit from a within 5 feet of a friendly creature who is also wielding
shield, and it does not require the use of a hand. a shield with the interlocking property, you can both
Instead, while anchored, a light shield provides one- use your reactions to interlock the shields. While
quarter cover, a medium shield provides half cover, interlocked, both creatures gain a bonus to AC equal to
and a heavy shield provides three-quarters cover. the interlocking number. If at any point the creatures
are more than 5 feet from eachother, the shields
AVOIDANT immediately de-interlock, and this effect ends.
When wearing armor or wielding a shield with the
avoidant property and a creature makes an attack LAMBENT
against you, the critical hit range decreases by an While wielding a shield with the lambent property, you
amount equal to the avoidant number, to a minimum can use a bonus action to activate or deactivate the
of 1. shield's light. While active, the shield sheds bright light
in a 5-foot radius and dim light for an additional 5 feet.
BARBED Additionally, Dexterity (Stealth) checks made while the
When you succeed on a Strength (Athletics) check to shield's light is active that rely on sight have
initiate or maintain a grapple while wearing armor with disadvantage.
the barbed property, the creature takes kinetic damage
using the barbed damage (which appears in LIGHTWEIGHT
parentheses with the property) + your Strength Armor and shields with the lightweight property have
modifier. their weight reduced by half.

CHARGING MAGNETIC
When you take damage while wearing armor or While you are wielding a shield with the magnetic
wielding a shield with the charging property, you gain a property and a melee weapon attack misses you by an
charge. You can store a maximum number of charges amount less than or equal to your bonus to AC from
equal to the charging number, and the charges last for your shield, the attacking creature must make a
1 minute. The next time you hit with a melee weapon Strength saving throw, DC equal to the magnetic
attack while you have charges, you deal additional number. On a failed save, the creature's weapon
damage of the same type as the weapon's damage adheres to the shield. As an action, a creature can
equal to the number of charges stored. repeat this check. On a success, the weapon is freed.

CONCEALING OBSCURED
While wielding a shield with the concealing property, While wearing armor with the obscured property,
you have advantage on Dexterity (Stealth) checks that electronic sensors and cameras have disadvantage on
rely on sight. Wisdom (Perception) and Intelligence (Investigation)
checks against you that rely on sight.
CUMBERSOME
While wearing armor or wielding a shield with the POWERED
cumbersome property, your speed is reduced by 5. While wearing armor with the powered property, you
gain a bonus to damage rolls using Strength, Strength
GAUNTLETED checks, and Strength saving throws equal to the
While wearing armor with the gauntleted property, powered number.
your unarmed strikes deal kinetic damage using the
gauntleted damage (which appears in parentheses
with the property) + your Strength modifier.

41
ARMOR AND SHIELDS
Name       Cost   Armor Weight   Properties                
Light Armor
 Durafiber combat suit 1,100 cr   10 + Dex modifier 10 lb   Agile 1
 Duravlex fiber armor 1,450 cr   11 + Dex modifier 13 lb   Silent
 Fleximetal fiber armor 1,450 cr   12 + Dex modifier 13 lb   Avoidant 1, strength 11
Medium Armor
 Neutronium mesh 2,500 cr   13 + Dex modifier (max 2) 20 lb   Insulated 1, strength 11
 Beskar weave armor 3,000 cr   14 + Dex modifier (max 2) 25 lb   Regulated, strength 11
 Plastoid composite 4,500 cr   15 + Dex modifier (max 2) 45 lb   Bulky, reinforced, rigid
Heavy Armor
 Duranium battle armor 6,750 cr   16 55 lb   Bulky, cumbersome, reactive 1, strength 13
 Laminanium assault 8,000 cr   17 60 lb   Bulky, cumbersome, obscured, strength 15
 Durasteel exoskeleton 15,000 cr   18 65 lb   Bulky, impermeable, rigid, strength 17
Shield
 Bone light shield 300 cr   +0 6 lb   Spiked (1d4)
 Crystadium medium shield 900 cr   +2 18 lb   Absorptive 1, imbalanced, strength 13
 Quadanium heavy shield 2,000 cr   +3 36 lb   Charging 1, cumbersome, obtrusive, strength 15

REACTIVE RIGID
When you are wearing armor with the reactive While wearing armor with the rigid property, you add
property and a creature hits you with an attack roll, half your Dexterity modifier (rounded down), instead of
you gain a bonus to AC against the next attack from your full Dexterity modifier, to Dexterity saving throws
that creature before the start of your next turn equal you make. If your Dexterity modifier is negative, you
to the reactive number. instead subtract the full modifier.
REGULATED SILENT
When you are wearing armor or wielding a shield with While wearing armor with the silent property, you have
the regulated property and a creature rolls the advantage on Dexterity (Stealth) checks that rely on
maximum on a weapon damage die against you, they sound.
must reroll and use the new roll, even if the new roll is
the maximum on the weapon damage die. SPIKED
When you succeed on a Strength (Athletics) check to
REINFORCED push a creature while wielding a shield with the spiked
When you make a long jump while wearing armor with property, the creature takes kinetic damage using the
the reinforced property, you can cover a number of spiked damage (which appears in parentheses with the
feet up to twice your Strength score. When you make a property) + your Strength modifier.
high jump, you can leap a number of feet up into the
air equal to 3 + twice your Strength modifier. STEADFAST
While wearing armor or wielding a shield with the
RESPONSIVE steadfast property, you have advantage on Strength
While you are wielding a shield with the responsive checks and Strength saving throws to avoid being
property and an attack misses you by an amount less moved.
than or equal to your bonus to AC from your shield,
you gain a bonus to AC against the next attack from VERSATILE
that creature before the start of your next turn equal A shield with the versatile property can be used with
to the responsive number. one or two hands. While wielded in two hands, you
gain an additional bonus to AC equal to the versatile
number.

42
WEAPONS
In addition to armor varying across myriad planets, you Constitution saving throw. On a failed save, it dies
might find new and unique types of weaponry immediately without making death saving throws. A
available. Your weapon proficiencies reflect the tools disintegrated creature and everything unenhanced it is
you are most likely to use. The Weapons tables show wearing or carrying are reduced to a pile of fine gray
additional weapons used in the worlds of Star Wars, dust. A creature destroyed in this way can not be
their price and weight, the damage they deal when revitalized.
they hit, and any special properties they possess.
DISRUPTIVE
WEAPON PROFICIENCY When a creature is forced to make a Constitution
saving throw to maintain concentration due to taking
Your species, class, and feats can grant you proficiency
damage from a weapon with the disruptive property,
with certain weapons or categories of weapons. The
the DC for the check equals 10 or the full damage
three types of weapons—blaster, lightweapon, and
taken, whichever number is higher, instead of only half.
vibroweapon, are further broken down into two
categories—simple and martial.Proficiency with a KEEN
weapon allows you to add your proficiency bonus to When you make a weapon attack with a weapon with
the attack roll for any attack you make with that the keen property, the critical hit range increases by an
weapon. If you make an attack roll using a weapon amount equal to the keen number.
with which you lack proficiency, you do not add your
proficiency bonus to the attack roll. MIGHTY
Proficiency in these weapons is discussed further in When making an attack with a mighty weapon, you use
Chapter 6. your choice of your Strength or Dexterity modifier for
the attack and damage rolls. You must use the same
WEAPON PROPERTIES modifier for both rolls.
Many weapons have special properties related to their PIERCING
use, as shown in the Weapons table. Before you make a weapon attack with a weapon with
AUTO the piercing property, you can choose to suffer a
Automatic weapons can only fire in burst and rapid penalty to the attack roll up to the piercing number. If
mode. you do so, you gain the same bonus to the next attack
roll you make against the same target before the start
DEFENSIVE of your next turn.
When you make your first attack on your turn with a
weapon with the defensive property, you can choose to RAPID
suffer a penalty to attack and damage rolls with that A weapon that has the rapid property can make a
weapon up to the defensive number. If you do so, you normal single-target attack, or it can unload on a single
gain the same bonus to AC. These effects last until the target. The target must make a Dexterity saving throw
start of your next turn, as long as you're holding the (DC = 8 + your bonus to ranged weapon attacks). On a
weapon. failed save, the creature takes normal weapon damage,
plus an additional amount equal to the weapon's
DIRE damage die. This consumes an amount of ammunition
Before you make a weapon attack with a weapon with indicated by the rapid number. If the ranged weapon
the dire property, you can choose to suffer a penalty to attack would have disadvantage, the target instead has
the attack roll up to the dire number. If you do so and advantage.
you hit with it, you gain the same bonus to the damage
roll. SHOCKING
When you hit a creature with a weapon with the
DISARMING shocking property, you can force it to make a
When you score a critical hit with a weapon with the Constitution saving throw, DC equal to the shocking
disarming property against a creature that is holding number. On a failed save, the creature takes an
an object, you can attempt to disarm the target (no additional 1d4 lightning damage and becomes shocked
action required). If the target is no more than one size until the end of its next turn.
larger than you (your size or smaller if your weapon
has the light property), it must succeed on a Strength SILENT
saving throw (DC = 8 + your proficiency bonus + your When you make a ranged attack with a weapon with
choice of either your Strength or Dexterity modifier) or the silent property while hidden, it does not
it drops an object of your choice at its feet. automatically reveal your presence. Make a Dexterity
(Stealth) check contested by your targets' Wisdom
DISGUISED (Perception) check. On a success, you remain hidden.
You have advantage on Charisma (Deception) checks
made to hide the nature of a disguised weapon. VICIOUS
Whenever you deal damage with a weapon with the
DISINTEGRATE vicious property and roll the maximum on a weapon
When a creature is reduced to 0 hit points by a weapon damage die, you gain a bonus to damage equal to the
with the disintegrate property, it must make a DC 13 vicious number.

43
SPECIAL WEAPONS
Weapons with special rules are described to below. MANCATCHER
When you would make a Strength (Athletics) check to
ARC CASTER attempt to grapple a creature while wielding a weapon
When you score a critical hit with this weapon, a with the grappling property, you can instead make a
creature becomes shocked until the end of their next melee weapon attack with it. If the attack hits, the
turn. creature becomes grappled by you, and it takes
BOLAS damage equal to your Strength modifier of the same
A Large or smaller creature hit by a bolas is restrained type as the weapon's damage.
until it is freed. A bolas has no effect on formless or NEEDLER
Huge or larger creatures. A creature can use its action The needler includes a specialized compartment for
to make a DC 13 Dexterity check, freeing itself or poison. One dose of poison, when installed in this
another creature within its reach on a success. The compartment, retains its potency for 1 hour before
bolas has an AC of 10, 5 hit points, and immunity to all drying. One dose of poison is effective for the next 10
damage not dealt by melee weapons. Destroying the shots fired by the weapon.
bolas frees the creature without harming it and
immediately ends the bolas's effects. While a creature RETROSABER
is restrained by a bolas, you can make no further The retrosaber is an an ancient type of lightweapon
attacks with it. that requires a power cell to function. Once four
Due to their unwieldy nature, bolas make ineffective attacks have been made with a retrosaber, a character
melee weapons. Melee attack rolls made with them are must replace the power cell using an action or bonus
made at disadvantage. action (the character's choice). You must have one free
hand to replace the power cell.
BO-RIFLE
The bo-rifle is a lasat weapon most commonly carried ROCKET LAUNCHER
by the Honor Guard of Lasan, which has the unique Rather than traditional power cells, the rocket launcher
property of functioning as both a rifle and a staff. On fires specialized projectiles in the form of rockets.
your turn, you can use your object interaction to switch
ROTARY CANNON
between modes, detailed below.
Rather than traditional power cells, the rotary cannon
Rifle. While in this mode, the weapon uses
uses specialized power generator that allow it to fire
traditional power cells.
continuously for 10 minutes. Replacing a power
Staff. While in this mode, the weapon gains the generator takes an action.
shocking 13 property. The rotary cannon requires the use of a tripod
GRENADE LAUNCHER unless you meet its strength requirement, which is
Rather than traditional power cells, the grenade included in the price. Over the course of 1 minute, you
launcher fires grenades. When firing a grenade at long can deploy or collapse the rotary cannon on the tripod.
range, creatures within the radius of the grenade's While deployed, your speed is reduced to 0.
explosion have advantage on the saving throw.
TRANQUILIZER RIFLE
HANDWRAPS The tranquilizer rifle includes a specialized
Handwraps are worn over the hands. When you hit compartment for poison. One dose of poison, when
with a melee weapon attack using handwraps, you use installed in this compartment, retains its potency for 1
your unarmed strike damage instead of the weapon's hour before drying. One dose of poison is effective for
damage. Additionally, while wearing handwraps, when the next 4 shots fired by the weapon.
pushing or dragging weight in excess of your carrying VAPOR PROJECTOR
capacity, your speed drops to 10 feet, instead of 5. The vapor projector does not make attack rolls. Rather
INTERCHANGEABLE WEAPONS SYSTEM than traditional power cells, the vapor projector uses
The IWS is a heavy weapon that can fire in three specialized projector tanks, which, when fired, spray an
different modes. On your turn, you can use your object area with the contents of the tank. Projector tanks
interaction to switch between modes, detailed below. require your target to make a saving throw to resist the
Antiarmor. While in this mode, rather than tank's effects. It can have different ammunition types
traditional power cells, the IWS fires grenades. When loaded simultaneously, and you can choose which
firing a grenade at long range, creatures within the ammunition you're using as you fire it (no action
radius of the grenade's explosion have advantage on required).
the saving throw.
Blaster. While in this mode, the weapon uses
traditional power cells.
Sniper. While in this mode, the weapon uses
traditional power cells.

44
BLASTERS
Name       Cost   Damage    Weight   Properties                         
Simple Blasters
 Bolt-thrower 500 cr   1d10 kinetic 14 lb   Ammunition (range 100/400), reload 2, silent, strength 11, two-handed
 Energy bow 300 cr   1d6 energy 3 lb   Ammunition (range 80/320), mighty, reload 12, silent, two-handed
 Ion carbine 300 cr   1d4 ion 8 lb   Ammunition (range 60/240), reload 16, two-handed
 Light repeater 900 cr   1d6 energy 12 lb   Ammunition (range 60/240), auto, burst 8, reload 16, two-handed
 Needler 275 cr   1d4 kinetic 3 lb   Ammunition (range 40/160), rapid 10, reload 20, special
 Slugpistol 100 cr   1d6 kinetic 3 lb   Ammunition (range 40/160), rapid 8, reload 16 strength 11
 Tranquilizer rifle 200 cr   1d4 kinetic 10 lb   Ammunition (range 100/400), reload 4, two-handed, special
 Wristblaster 250 cr   1d4 energy 1 lb   Ammunition (range 30/120), disguised, fixed, light, reload 12
Martial Blasters
Ammunition (range 30/120), burst 4, rapid 2, reload 4, special,
 ARC caster 2,400 cr   1d8 lightning 10 lb  
strength 11, two-handed
Ammunition (range 100/400), auto, burst 2, reload 4, strength 15,
 Blaster cannon 3,000 cr   1d12 energy 36 lb  
two-handed
 Cycler rifle 450 cr   1d8 kinetic 10 lb   Ammunition (range 100/400), rapid 2, reload 8, two-handed
 Disruptor pistol 4,000 cr   1d8 acid 4 lb   Ammunition (range 60/240), disintegrate, reload 16
Ammunition (range 100/400), disintegrate, reload 1, strength 11,
 Disruptor rifle 7,000 cr   1d10 acid 12 lb  
two-handed
 Grenade launcher 800 cr   — 10 lb   Ammunition (range 80/320), reload 1, strength 11, special, two-handed
 Heavy bowcaster 3,100 cr   1d12 energy 26 lb   Ammunition (range 60/240), burst 4, reload 8, strength 15, two-handed
Ammunition (range 80/320), auto, burst 4, rapid 2, reload 8, strength 15,
 Heavy repeater 6,400 cr   2d4 energy 16 lb  
two-handed
 Heavy shotgun 400 cr   2d4 kinetic 16 lb   Ammunition (range 30/120), burst 4, reload 12, strength 13, two-handed
 Heavy slugpistol 1,750 cr   1d8 kinetic 5 lb   Ammunition (range 40/160), rapid 2, reload 8, strength 13
 Hunting rifle 600 cr   1d12 kinetic 12 lb   Ammunition (range 150/600), reload 4, strength 13, two-handed
 Incinerator pistol 2,500 cr   1d6 fire 5 lb   Ammunition (range 60/240), disintegrate, reload 12, strength 11
Ammunition (range 150/600), disintegrate, reload 2, strength 13,
 Incinerator sniper 6,600 cr   1d10 fire 10 lb  
two-handed
 IWS 7,200 cr   — 12 lb   Special, strength 13, two-handed
  Antiarmor —   — —   Ammunition (range 60/240), reload 1, special
  Blaster —   1d8 energy —   Ammunition (range 80/320), reload 12
  Sniper —   1d12 energy —   Ammunition (range 120/480), reload 4
Ammunition (range 60/240), mighty, piercing 1, reload 4, strength 11,
 Lightbow 400 cr   2d6 energy 16 lb  
two-handed
 Nightstinger rifle 1,200 cr   1d12 energy 15 lb   Ammunition (range 120/480), silent, reload 2, strength 13, two-handed
Ammunition (range 150/600), piercing 1, reload 1, strength 15,
 Railgun 6,300 cr   2d6 kinetic 24 lb  
two-handed
 Revolver 750 cr   1d8 kinetic 4 lb   Ammunition (range 30/120), burst 6, reload 6, strength 11
 Rocket launcher 2,400 cr   — 20 lb   Ammunition (range 100/400), reload 1, strength 13, special, two-handed
Ammunition (range 100/400), auto, burst, rapid, special, strength 19,
 Rotary cannon 9,800 cr   2d6 energy 76 lb  
two-handed
 Sonic pistol 650 cr   1d6 sonic 2 lb   Ammunition (range 40/160), reload 12
 Sonic rifle 800 cr   1d8 sonic 10 lb   Ammunition (range 100/400), reload 12, two-handed
 Subrepeater 1,200 cr   1d6 energy 4 lb   Ammunition (range 30/120), auto, rapid 8, light, reload 16
 Vapor projector 1,600 cr   — 14 lb   Ammunition (range special), reload 5, special, strength 11, two-handed

45
LIGHTWEAPONS
Name       Cost   Damage    Weight   Properties                         
Simple Lightweapons
 Canesaber 700 cr   1d6 energy 5 lb   Disguised, finesse, luminous
 Wristsaber 1,000 cr   1d4 energy 2 lb   Finesse, fixed, light, luminous
Martial Lightweapons
 Chained lightdagger 1,700 cr   1d6 energy 6 lb   Disarming, finesse, luminous, reach, two-handed
 Claymore saber 2,100 cr   3d4 energy 9 lb   Dexterity 13, luminous, two-handed
 Crossguard saber 950 cr   1d8 energy 3 lb   Defensive 1, dexterity 13, heavy, luminous, versatile (1d10)
 Dual-phase saber 1,400 cr   1d8 energy 4 lb   Dexterity 11, keen 1, luminous, versatile (1d10)
 Guard shoto 1,350 cr   1d4 energy 3 lb   Defensive 1, finesse, light, luminous
 Lightaxe 1,800 cr   1d10 energy 10 lb   Heavy, luminous, two-handed
 Lightfist 1,200 cr   1d4 energy 2 lb   Disruptive, disguised, fixed, light, luminous
 Lightglaive 1,900 cr   1d10 energy 10 lb   Dexterity 13, heavy, luminous, reach, two-handed
 Retrosaber 800 cr   2d4 energy 8 lb   Keen 1, luminous, special, vicious 1
 Sith saber 2,400 cr   1d8 energy 3 lb   Dexterity 11, hidden, keen 1, luminous, versatile (1d10)

VIBROWEAPONS
Name       Cost   Damage    Weight   Properties                         
Simple Vibroweapons
 Electroprod 50 cr   — —   Disruptive, shocking 13
 Handwraps 50 cr   — —   Fixed, special
 Vibroclaw 600 cr   1d4 kinetic 2 lb   Finesse, fixed, light
 Vibrocutter 300 cr   1d6 kinetic 5 lb   Dexterity 11, heavy, vicious 1
Martial Vibroweapons
 Bolas 70 cr   — 2 lb   Light, special, thrown (range 20/60)
 Bo-rifle 2,300 cr   — 7 lb   Special, two-handed
  Rifle —   1d8 energy —   Ammunition (range 100/400), reload 6
  Staff —   1d8 kinetic —   Double (1d8 kinetic), shocking 13
 Chained dagger 850 cr   1d6 kinetic 6 lb   Disarming, finesse, reach, two-handed
 Electrobaton 650 cr   1d4 kinetic 3 lb   Finesse, light, shocking 13
 Electrohammer 1,400 cr   2d4 kinetic 18 lb   Heavy, shocking 13, two-handed
 Electrostaff 1,100 cr   1d6 kinetic 6 lb   Double (1d6 kinetic), finesse, shocking 13, two-handed
 Electrovoulge 1,300 cr   1d8 kinetic 15 lb   Reach, shocking 13, two-handed
 Mancatcher 670 cr   1d8 kinetic 12 lb   Reach, special, two-handed
 Riot baton 350 cr   1d6 kinetic 4 lb   Defensive 1, light
 Riot shocker 750 cr   1d4 kinetic 4 lb   Defensive 1, light, shocking 13
 Vibroclaymore 1,050 cr   3d4 kinetic 14 lb   Dexterity 13, two-handed
 Vibrohammer 1,400 cr   1d10 kinetic 16 lb   Heavy, two-handed
 Vibroshield 900 cr   1d8 kinetic 7 lb   Defensive 1, fixed
 Vibroknife 600 cr   1d4 kinetic 1 lb   Finesse, light, piercing 1
 Vibrotonfa 1,000 cr   1d4 kinetic 2 lb   Defensive 1, finesse, light
 War hat 1,100 cr   1d6 kinetic 3 lb   Defensive 1, disguised, returning, thrown (range 30/90)
 Warsword 1,400 cr   2d6 kinetic 8 lb   Dexterity 13, two-handed, vicious 1
 Wristblade 1,000 cr   1d6 kinetic 2 lb   Fixed, light

46
ADVENTURING GEAR
This section describes items that have special rules or MISSILE, ION
require further explanation. This wrist launcher ammunition deals 1d6 kinetic
damage on a hit. Additionally, hit or miss, the missile
AMMUNITION then explodes. The target and each creature within 5
BLIGHT CARTRIDGE feet must make a DC 13 Dexterity saving throw, taking
A blight cartridge is a specialized slug cartridge for use 1d4 ion damage on a failed save or half as much on a
with blaster weapons that deal kinetic damage. When successful one. Any electronics within the blast radius
you hit with a shot with the loaded weapon, the that aren't being worn or carried are disabled until
creature must make a DC 13 Constitution saving throw. rebooted.
On a failed save, the creature takes 1d6 poison
MISSILE, PLASMA
damage and is poisoned until the start of its next turn.
This wrist launcher ammunition deals 1d6 kinetic
On a successful save, a creature takes half damage and
damage on a hit. Additionally, hit or miss, the missile
isn't poisoned.
then explodes, setting the ground beneath it in a 15
CRYO CELL foot radius ablaze for 1 minute. When a creature
A cryo cell is a specialized power cell for use with enters the fire or starts its turn there it must make a
blaster weapons that deal acid, energy, fire, ion, or DC 13 Dexterity saving throw. On a failed save, the
sonic damage. The loaded weapon deals cold damage creature takes 1d8 fire damage or half as much on a
instead of its normal damage type, and when you hit successful one. A construct makes this save with
with a shot the creature must make a DC 13 disadvantage.
Constitution saving throw. On a failed save, the
creature takes 1d4 cold damage has its speed reduced OSCILLATION CALIBRATOR
by 5 feet until the end of its next turn. On a successful As an action, you can apply this calibrator to one
save, a creature takes half damage and isn't slowed. If vibroweapon within 5 feet, granting it a +1 bonus to
this damage reduces a creature to 0 hit points, that damage rolls for 1 minute. This bonus is in addition to
creature is frozen in carbonite for 1 hour. any bonuses granted by the weapon.
PLASMA CELL
DEAFENING CELL
A plasma cell is a specialized power cell for use with
A deafening cell is a specialized power cell for use with
blaster weapons that deal acid, energy, fire, ion, or
blaster weapons that deal acid, energy, fire, ion, or
sonic damage. The loaded weapon deals fire damage
sonic damage. The loaded weapon deals sonic damage
instead of its normal damage type, and when you hit
instead of its normal damage type, and when you hit
with a shot it sets the ground beneath it in a 5-foot
with a shot the creature must make a DC 13
square ablaze for 1 minute. When a creature enters
Constitution saving throw. On a failed save, the
the fire or starts its turn there it must make a DC 13
creature takes 1d6 sonic damage and is deafened until
Dexterity saving throw. On a failed save, the creature
the start of your next turn. On a successful save, a
takes 1d8 fire damage or half as much on a successful
creature takes half damage and isn't deafened.
one. A construct makes this save with disadvantage.
DISRUPTOR CARTRIDGE
A disruptor cartridge is a specialized slug cartridge for POWER GENERATOR
use with blaster weapons that deal kinetic damage. Power generators energize the rotary cannon.
When you hit with a shot with the loaded weapon, the PROJECTOR CANISTER, CORROSIVE
creature must make a DC 13 Constitution saving throw, When triggered, this wrist launcher ammunition
taking 1d6 acid damage on a failed save or half as produces a spray of acid in a line 15 feet long and 5
much on a successful one. If you reduce a creature to 0 feet wide or a 15-foot cone. A single fuel canister holds
hit points with the loaded weapon, it must make a DC enough fuel for three attacks in a line or a single attack
13 Constitution saving throw. On a failed save, it dies in a cone. Each creature must make a DC 13
immediately without making death saving throws. A Constitution saving throw. On a failed save, a creature
disintegrated creature and everything unenhanced it is takes 1d6 acid damage, and the first attack it makes
wearing or carrying are reduced to a pile of fine gray before the end of its next turn has disadvantage. On a
dust. A creature destroyed in this way can not be successful save, a creature takes half damage and isn't
revitalized. disadvantaged. If this damage reduces a creature to 0
hit points, it must make a DC 13 Constitution saving
FLUX COLLIMATOR
throw. On a failed save, it dies immediately without
As an action, you can apply this collimator to one
making death saving throws. A disintegrated creature
lightweapon within 5 feet, granting it a +1 bonus to
and everything it is wearing and carrying are reduced
damage rolls for 1 minute. This bonus is in addition to
to a pile of fine gray dust.
any bonuses granted by the weapon.

47
PROJECTOR TANK, CARBONITE
When triggered, this vapor projector ammunition
produces a beam of carbonite energy in a line 15 feet
long and 5 feet wide or a 15-foot cone. A single fuel Item Cost Weight
tank holds enough fuel for three attacks in a line or a Ammunition
single attack in a cone. Each creature must make a DC  Blight cartridge 36 cr —
13 Constitution saving throw. On a failed save, a
creature takes 2d4 cold damage and has its speed  Cryo cell 350 cr 1 lb
reduced by half until the end of your next turn. On a  Deafening cell 425 cr 1 lb
successful save, a creature takes half damage and isn't  Disruptor cartridge 42 cr —
slowed. If this damage reduces a creature to 0 hit
points, that creature is frozen in carbonite for 1 hour.  Flux collimator 180 cr 1 lb
 Missile, ion 140 cr 1/2 lb
PROJECTOR TANK, CORROSIVE
When triggered, this vapor projector ammunition  Missile, plasma 160 cr 1/2 lb
produces a spray of acid in a line 15 feet long and 5  Oscillation calibrator 170 cr 1 lb
feet wide or a 15-foot cone. A single fuel tank holds  Plasma cell 275 cr 1 lb
enough fuel for three attacks in a line or a single attack
in a cone. Each creature must make a DC 13  Power generator 1,250 cr 5 lb
Constitution saving throw. On a failed save, a creature  Projector canister, corrosive 450 cr 2 lb
takes 2d6 acid damage, and the first attack it makes  Projector tank, carbonite 675 cr 3 lb
before the end of its next turn has disadvantage. On a
successful save, a creature takes half damage and isn't  Projector tank, corrosive 625 cr 3 lb
disadvantaged. If this damage reduces a creature to 0  Projector tank, flame 650 cr 3 lb
hit points, it must make a DC 13 Constitution saving  Rocket, fragmentation 350 cr 2 lb
throw. On a failed save, it dies immediately without
making death saving throws. A disintegrated creature  Rocket, ion 475 cr 2 lb
and everything it is wearing and carrying are reduced  Rocket, plasma 535 cr 2 lb
to a pile of fine gray dust.  Shocking cartridge 28 cr —
PROJECTOR TANK, FLAME  Snare 300 cr 2 lb
When triggered, this vapor projector ammunition
produces a burst of flame in a line 15 feet long and 5
feet wide or a 15-foot cone. A single fuel tank holds
enough fuel for three attacks in a line or a single attack
in a cone. Each creature must make a DC 13 Dexterity
saving throw, taking 2d8 fire damage or half as much DC 13 Dexterity saving throw. On a failed save, the
on a successful one. The fire spreads around corners. It creature takes 2d8 fire damage or half as much on a
ignites flammable objects in the area that aren’t being successful one. A construct makes this save with
worn or carried. disadvantage.

ROCKET, FRAGMENTATION SHOCKING CARTRIDGE


This rocket launcher ammunition deals 2d6 kinetic A shocking cartridge is a specialized slug cartridge for
damage on a hit. Additionally, hit or miss, the rocket use with blaster weapons that deal kinetic damage.
then explodes. The target and each creature within 15 When you hit with a shot with the loaded weapon, the
feet must make a DC 13 Dexterity saving throw, taking creature must make a DC 13 Constitution saving throw.
2d6 kinetic damage on a failed save or half as much on On a failed save, the creature takes 1d4 lightning
a successful one. damage and becomes shocked until the end of its next
turn. On a successful save, a creature takes half
ROCKET, ION damage and isn't shocked.
This rocket launcher ammunition deals 2d6 kinetic
damage on a hit. Additionally, hit or miss, the rocket SNARE
then explodes. The target and each creature within 15 When hit by this wrist launcher ammunition, a Medium
feet must make a DC 13 Dexterity saving throw, taking or smaller creature is restrained until it is freed. A
2d4 ion damage on a failed save or half as much on a snare has no effect on formless or Large or larger
successful one. Any electronics within the blast radius creatures. A creature can use its action to make a DC
that aren't being worn or carried are disabled until 13 Strength or Dexterity check (the target chooses the
rebooted. ability to use), freeing itself or another creature within
its reach on a success. The snare has an AC of 10, 5 hit
ROCKET, PLASMA points, and immunity to all damage not dealt by melee
This rocket launcher ammunition deals 2d6 kinetic weapons. Destroying the snare frees the creature
damage on a hit. Additionally, hit or miss, the rocket without harming it and immediately ends the snare's
then explodes, setting the ground beneath it in a 15 effects.
foot radius ablaze for 1 minute. When a creature
enters the fire or starts its turn there it must make a

48
CLOTHING
CLOTHES, CLANDESTINE
These clothes come with four hidden pockets, each of Item Cost Weight
which can store up to 1 lb. Finding these hidden
Clothing
pockets requires a DC 15 Investigation check.
 Clothes, clandestine 300 cr 7 lb
SUNSHADES
 Sunshades 20 cr —
These shades are worn over the eyes. While worn, you
can no longer have disadvantage on attack rolls and on Communications
Wisdom (Perception) checks that rely on sight when  Personal translator 150 cr 1/2 lb
you, the target of your attack, or whatever you are
 Vocoder mask 450 cr 1/2 lb
trying to perceive is in direct sunlight. However, while
worn, you have disadvantage on attack rolls and on Data Recording and Storage
Wisdom (Perception) checks that rely on sight when  Credit chip 100 cr —
you, the target of your attack, or whatever you are
Explosives
trying to perceive is in dim light.
 Grenade, flash 350 cr 1 lb
COMMUNICATIONS  Mine, flash 600 cr 2 lb
PERSONAL TRANSLATOR
A personal translator is a hand held device that can
translate verbal communications between up to five
languages. The languages can be changed out while
interfaced with a protocol droid or appropriate
computer.
VOCODER MASK
A vocoder mask is worn over the nose and mouth of a
creature, and can translate verbal communications
between up to 15 languages. The languages can be
changed out while interfaced with a protocol droid or
appropriate computer.

DATA RECORDING AND STORAGE


CREDIT CHIP
The credit chip is a small, flat card that features a
security codeout and algorithm memory stripes. The
chip can be preloaded with a specified number of
credits, or it can draw directly from a specific account
held by the user. The credit chip can be accessed with a
pin, or by a DC 20 Intelligence (slicer's kit) check.

EXPLOSIVES
GRENADE, FLASH
Flash grenades are hand-held explosive devices that
release a blinding flash. Grenades have a range equal
to 30 feet + your Strength modifier x 5. As an action,
you can throw a grenade at a point you can see within
range. Each creature within 10 feet must make a DC 13
Constitution saving throw. On a failed save, a creature
is blinded for 1 minute. At the start of an affected
creature's turn, they can repeat this save, ending the
effect on a success.
MINE, FLASH
When you use your action to set it, this mine sets an
imperceptible laser line extending up to 15 feet. When
the laser is tripped, the mine explodes, and each
creature within 15 feet of it must make a DC 13
Constitution saving throw. On a failed save, a creature
is blinded for 1 minute. At the start of an affected
creature's turn, they can repeat this save, ending the
effect on a success.

49
LIFE SUPPORT
EMERGENCY RAFT
This raft comes packed in a 2-foot-long tube. When Item Cost Weight
activated, the raft quickly deploys, expanding to full
Life Support
size in six seconds. The raft is 6 feet long and 3 feet
wide, and can hold up to four Medium creatures not  Emergency raft 250 cr 10 lb
exceeding 800 lb. It comes with two collapsible oars  Emergency rations (one day's) 25 cr —
with which to row. The raft can be collapsed and
 Emergency shelter 600 cr 15 lb
restored over the course of 1 minute.
 Underwater respirator 300 cr 1/2 lb
EMERGENCY RATIONS (ONE DAY'S)
 Water suit 1,500 cr 20 lb
Emergency rations come in small pill form, provide all
the necessary nourishment for one person for one day, Medical
and take up roughly one-tenth the space of field  Arm prosthesis 450 cr 16 lb
rations.
 Eye prosthesis 150 cr 1/2 lb
EMERGENCY SHELTER  Facial prosthesis 300 cr 2 lb
This shelter comes packed in a 2-foot-long tube. When
 Foot prosthesis 150 cr 4 lb
activated, the shelter deploys, expanding to full size in
1 minute. The shelter is 8 feet long, 8 feet wide, and 6  Forearm prosthesis 300 cr 8 lb
feet tall, and can house up to six Medium creatures.  Hand prosthesis 145 cr 3 lb
The shelter includes spikes that automatically mount to
 Leg prosthesis 450 cr 24 lb
the ground, provided they can find purchase. The
shelter comes with an integrated power generator,  Torso prosthesis 600 cr 36 lb
faint glowing lights in the interior which provide dim
light, and creatures in the shelter are protected from
the elements, including hot and cold climates, as
described in chapter 5 of the Dungeon Master's Guide.
The shelter's power generator lasts for seven days,
after which it stops providing light. The shelter can be FOREARM PROSTHESIS
collapsed and restored over the course of 10 minutes. This cybernetic augmentation replaces a forearm and
hand. Rules for installing augmentations can be found
UNDERWATER RESPIRATOR in chapter ___.
Underwater respirators are worn over the mouth and
lower face. While worn, you can breath underwater, as HAND PROSTHESIS
the respirator filters the water to create breathable This cybernetic augmentation replaces a hand. Rules
oxygen. The respirator functions for 1 hour per power for installing augmentations can be found in chapter
cell (to a maximum of 2 hours) and can be recharged ___.
by a power source or replacing the power cells. LEG PROSTHESIS
WATER SUIT This cybernetic augmentation replaces a leg and a foot.
Water suits are sealed suits that prevent water from Rules for installing augmentations can be found in
getting in or out. Additionally, while wearing a water chapter ___.
suit, you can breath underwater, as the suit filters the TORSO PROSTHESIS
water to create breathable oxygen. This cybernetic augmentation replaces all or part of a
MEDICAL damage torso. Rules for installing augmentations can
be found in chapter ___.
ARM PROSTHESIS
This cybernetic augmentation replaces a single arm,
forearm, and hand. Rules for installing augmentations
can be found in chapter ___.
EYE PROSTHESIS
This cybernetic augmentation replaces an eye. Rules
for installing augmentations can be found in chapter
___.
FACIAL PROSTHESIS
This cybernetic augmentation replaces all or part of a
damaged face. Rules for installing augmentations can
be found in chapter ___.
FOOT PROSTHESIS
This cybernetic augmentation replaces a foot. Rules for
installing augmentations can be found in chapter ___.

50
STORAGE
HOVERCART
This repulsorcraft is designed to efficiently move large Item Cost Weight
amounts of goods. It has a speed of 30 feet and can
Storage
hold up to 2,000 lb., not exceeding a volume of 120
cubic feet.  Hovercart 2,000 cr 150 lb
 Smugglepack 400 cr 6 lb
SMUGGLEPACK
This backpack comes with a main compartment that Utilities
can store up to 15 lb., not exceeding a volume of 1/2  Basic computer spike 145 cr 1/2 lb
cubic foot. Additionally, it has a hidden storage
 Basic security spike 150 cr 1/2 lb
compartment that can hold up to 5 lb, not exceeding a
volume of 1/4 cubic foot. Finding the hidden  Fire extinguisher 170 cr 6 lb
compartment requires a DC 15 Investigation check.  Gravity generator 500 cr 3 lb

UTILITIES
BASIC COMPUTER SPIKE
When you make an Intelligence (slicer's kit) check, you
can use the spike (no action required) to reroll the
check. You must use the new roll. You can wait until
after you roll the d20 before deciding to use the spike,
but you must decide before the GM says whether the
check succeeds or fails.
BASIC SECURITY SPIKE
When you make an Intelligence (security kit) check, you
can use the spike (no action required) to reroll the
check. You must use the new roll. You can wait until
after you roll the d20 before deciding to use the spike,
but you must decide before the GM says whether the
check succeeds or fails.
FIRE EXTINGUISHER
As an action, you can expend a use of the extinguisher
to create a 15 foot cone of misty air which lasts for 6
seconds, snuffing out any unenhanced fires within
range. Additionally, each creature within range must
make a DC 13 Constitution saving throw. On a failed
save, a creature is blinded until the start of their next
turn. On a successful save, a creature becomes
immune to this effect. An extinguisher can be used 5
times before it must be replenished at its original cost.
GRAVITY GENERATOR
Gravity generators are special devices typically worn on
belts that function as a portable, personal artificial
gravity source. Activating or deactivating the belt
requires a bonus action and, while active, you are able
to move as if in a standard gravitational pull. The
generator lasts for 10 minutes and can be recharged
by a power source or replacing the power cell.

51
WEAPON AND ARMOR ACCESSORIES
HOLSTER
A holster can be worn on the leg, hip, or back, and can Item Cost Weight
be used to store a single weapon. You can draw a
Weapon and Armor Accessories
weapon stored in a holster without using an action.
Once you've done so, you can't do so again until you  Holster 75 cr 2 lb
store a weapon in the holster as an action.  Power belt 400 cr 1 lb
POWER BELT  Propulsion pack 400 cr 20 lb
This belt has slots to hold six power cells, and can be  Repulsor pack 300 cr 10 lb
connected to directly power a single blaster weapon
 Shock gloves 500 cr 1 lb
that uses power cells. Once per turn, if the powered
weapon would be reloaded, it can be done without  Shoulder cannon 3,200 cr 9 lb
using an action. Connecting or disconnecting a weapon
takes an action. Replacing an expended power cell
takes an action.
PROPULSION PACK
Propulsion packs enhance underwater movement.
Activating or deactivating the propulsion pack requires
a bonus action and, while active, you have a swimming
speed of 30 feet. The propulsion pack lasts for 1
minute per power cell (to a maximum of 10 minutes)
and can be recharged by a power source or replacing
the power cells.
REPULSOR PACK
Repulsor packs are used to slow descent from a high
elevation. Activating or deactivating the repulsor pack
requires a bonus action and, while active, your rate of
descent slow to 60 feet per round, and you ignore the
effects of wind of less than moderate speed (no more
than 10 mph). The repulsor pack lasts for 1 minute per
power cell (to a maximum of 10 minutes) and can be
recharged by a power source or replacing the power
cells.
SHOCK GLOVES
A shock glove is a type of armored glove that is coated
with a webbed lacing. When used for an attack, this
webbing carries a charge that deals 1d4 lightning
damage to any objects that the glove come in contact
with. If you are engaged in combat with the target of
the attack, you must make a grapple check instead of
an attack roll, using a Strength (Athletics) check
contested by the target's Strength (Athletics) or
Dexterity (Acrobatics) check (the target chooses the
ability to use).
SHOULDER CANNON
A shoulder cannon is a weapon mounted on a
creature's shoulder with an integrated targeting
interface that uses traditional power cells. When you
would make a ranged weapon attack, you can fire this
weapon instead. It has the ammunition (range 60/240),
burst 4, and reload 4 properties, and deals 1d8 energy
damage on a hit. The shoulder cannon has a
proficiency bonus of +2 and a Dexterity score of 16,
which are used instead of your proficiency bonus and
Dexterity modifier when making attack and damage
rolls with it.

52
ADVENTURING GEAR
Item Cost Weight Item Cost Weight
Ammunition Medical
 Blight cartridge 36 cr —  Arm prosthesis 450 cr 16 lb
 Cryo cell 350 cr 1 lb  Eye prosthesis 150 cr 1/2 lb
 Deafening cell 425 cr 1 lb  Facial prosthesis 300 cr 2 lb
 Disruptor cartridge 42 cr —  Foot prosthesis 150 cr 4 lb
 Flux collimator 180 cr 1 lb  Forearm prosthesis 300 cr 8 lb
 Missile, ion 140 cr 1/2 lb  Hand prosthesis 145 cr 3 lb
 Missile, plasma 160 cr 1/2 lb  Leg prosthesis 450 cr 24 lb
 Oscillation calibrator 170 cr 1 lb  Torso prosthesis 600 cr 36 lb
 Plasma cell 275 cr 1 lb Storage
 Power generator 1,250 cr 5 lb  Hovercart 2,000 cr 150 lb
 Projector canister, corrosive 450 cr 2 lb  Smugglepack 400 cr 6 lb
 Projector tank, carbonite 675 cr 3 lb Utilities
 Projector tank, corrosive 625 cr 3 lb  Basic computer spike 145 cr 1/2 lb
 Projector tank, flame 650 cr 3 lb  Basic security spike 150 cr 1/2 lb
 Rocket, fragmentation 350 cr 2 lb  Fire extinguisher 170 cr 6 lb
 Rocket, ion 475 cr 2 lb  Gravity generator 500 cr 3 lb
 Rocket, plasma 535 cr 2 lb Weapon and Armor Accessories
 Shocking cartridge 28 cr —  Holster 75 cr 2 lb
 Snare 300 cr 2 lb  Power belt 400 cr 1 lb
Clothing  Propulsion pack 400 cr 20 lb
 Clothes, clandestine 300 cr 7 lb  Repulsor pack 300 cr 10 lb
 Sunshades 20 cr —  Shock gloves 500 cr 1 lb
Communications  Shoulder cannon 3,200 cr 9 lb
 Personal translator 150 cr 1/2 lb
 Vocoder mask 450 cr 1/2 lb
Data Recording and Storage
 Credit chip 100 cr —
Explosives
 Grenade, flash 350 cr 1 lb
 Mine, flash 600 cr 2 lb
Life Support
 Emergency raft 250 cr 10 lb
 Emergency rations (one day's) 25 cr —
 Emergency shelter 600 cr 15 lb
 Underwater respirator 300 cr 1/2 lb
 Water suit 1,500 cr 20 lb

53 CHAPTER 5 | EQUIPMENT
TOOLS
A tool helps you to do something you couldn't
otherwise do, such as craft or repair an item, pick a
lock, or slice into a computer. Your species, class,
background, or feats give you proficiency with certain
tools, when lets you add your proficiency bonus to any
ability check you make using that tool. Tool use is not
tied to a single ability, since proficiency with a tool
represents broader knowledge of its use.

Tools
Item Cost Weight
Specialist's kit
 Archaeologist kit 125 cr 4 lb
 Bioanalysis kit 50 cr 3 lb
 Brewer's kit 200 cr 9 lb
 Munitions kit 425 cr 6 lb
 Scavenging kit 75 cr 4 lb
 Spicer's kit 700 cr 4 lb

ARCHAEOLOGIST KIT
This kit contains instruments used to carefully collect
gems, relics, and other heirlooms. Proficiency with this
kit lets you add your proficiency bonus to any ability
checks you make to classify, collect, and polish gems
and relics.
BIOANALYSIS KIT
This kit contains a variety of instruments such as
clippers, mortar and pestle, and pouches and vials
used by bioanalysts to harvest and store plants and
herbs. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make to
harvest, identify, or apply plants and herbs.
BREWER'S KIT
This kit contains a variety of devices and containers to
adequately distill and house liquors and beers.
Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to create or
identify alcoholic beverages.
MUNITIONS KIT
This kit contains the necessary tools to create
ammunition for blasters, as well as devices to hone
lightweapons and vibroweapons. Proficiency with this
kit lets you add your proficiency bonus to any ability
checks you make to create or identify munitions.
SCAVENGING KIT
This kit contains the necessary implements to harvest
and scavenge ores and metals. Proficiency with this kit
lets you add your proficiency bonus to any ability
checks you make to harvest a raw material deposit, or
to attempt to collect materials from an object.
SPICER'S KIT
This kit contains the required accoutrement to refine
materials in order to create illicit substances.
Proficiency with this kit lets you add your proficiency
bonus to any ability checks you make to create or
identify substances.

54
CHAPTER 6: CUSTOMIZATION OPTIONS
         HE COMBINATION OF ABILITY SCORES, SPECIES, CLASS, AND
         background defines your character's capabilities Weapon Proficiencies by Class
in the game, and the personal details you create set Class Weapon Proficiencies
your character apart from every other character. Even Berserker All vibroweapons, simple blasters
within your class and species, you have options to fine-
Consular Simple lightweapons, simple vibroweapons
tune what your character can do. But this chapter is for
players who—with the GM's permission—want to go a Engineer Simple blasters, simple vibroweapons
step further. Fighter All blasters, all vibroweapons
This chapter defines two optional sets of rules for
Guardian All lightweapons, all vibroweapons
customizing your character: multiclassing and feats.
Multiclassing lets you combine classes together, and Monk Simple blasters, simple vibroweapons, bolas
feats are special options you can choose instead of Simple vibroweapons, simple blasters, bolas,
increasing your ability s cores as you gain levels. Your Operative electrobaton, incinerator pistol, riot baton, riot
GM decides whether these options are available in a shocker, sonic pistol, vibroknife, wristblade
campaign. Simple blasters, simple vibroweapons,
CLASS WEAPON PROFICIENCIES Scholar electrobaton, incinerator pistol, sonic pistol,
Certain classes—berserker, consular, engineer, fighter, vibroknife
guardian, and scout—have proficiency in all of a type of Scout All blasters, all vibroweapons
weapon. For instance, fighters are proficient in all Simple vibroweapons, simple lightweapons, bolas,
blasters and all vibroweapons. Consequently, fighters chained dagger, chained lightdagger, electrobaton,
have proficiency in all blasters and vibroweapons Sentinel electrostaff, guard shoto, lightfist, riot baton, riot
present in Chapter 5. Other classes—monks, shocker, vibroshield, vibroknife, vibrotonfa, war
operatives, scholars, and sentinels—have proficiency in hat, wristblade
a certain set of weapons. For each of these classes,
they gain proficiency in only certain weapons, as WEAPONS BY MASTERY FEAT
shown below in the Weapon Proficiencies by Class Many of these weapons are appropriate options for
table: weapon mastery feats. You can see which weapon is
governed by which feat below.

Weapon Mastery feat Weapon Mastery feat Weapon Mastery feat


ARC caster Heavy Weapons Guard shoto Blade Riot shocker Trip Weapon
Blaster cannon Heavy Weapons Handwraps Blade Rocket launcher Heavy Weapons
Bo-rifle Trip Weapon Heavy bowcaster Heavy Weapons Rotary cannon Heavy Weapons
Bolas Trip Weapon Heavy repeater Rifle Sith saber Crushing Weapon
Bolt-thrower Rifle Heavy shotgun Heavy Weapons Slugpistol Sidearm
Canesaber Blade Heavy slugpistol Sidearm Sonic pistol Sidearm
Carbine rifle Rifle Incinerator pistol Sidearm Sonic rifle Rifle
Chained dagger Trip Weapon Incinerator sniper Rifle Subrepeater Sidearm
Chained lightdagger Trip Weapon Ion carbine Rifle Tranquilizer rifle Rifle
Claymore saber Crushing Weapon IWS Heavy Weapons Vapor projector Heavy Weapons
Crossguard saber Blade Light repeater Rifle Vibroclaw Blade
Cycler rifle Heavy Weapons Lightaxe Crushing Weapon Vibroclaymore Crushing Weapon
Disruptor pistol Sidearm Lightbow Rifle Vibrocutter Crushing Weapon
Disruptor rifle Rifle Lightfist Blade Vibrohammer Crushing Weapon
Dual-phase saber Blade Lightglaive Polearm Vibroknife Blade
Electrobaton Trip Weapon Hunting rifle Rifle Vibroshield Blade
Electrohammer Crushing Weapon Mancatcher Trip Weapon Vibrotonfa Blade
Electroprod Blade Needler Sidearm War hat Trip Weapon
Electrostaff Trip Weapon Nightstinger rifle Rifle Warsword Crushing Weapon
Electrovoulge Polearm Railgun Rifle Wristblade Blade
Energy bow Rifle Retrosaber Blade Wristblaster Sidearm
Grenade launcher Heavy Weapons Revolver Sidearm Wristsaber Blade
Riot baton Trip Weapon

55
FEATS
A feat represents a talent or an area of expertise that SHARD MODIFICATION
gives character special capabilities. It embodies
Prerequisite: Class I, II, III, IV, or V Droid
training, experience, and abilities beyond what a class
You are specially modified droid used to house a
provides. At certain levels, your class gives you the
shard. Shards are sentient crystals native to the planet
Ability Score Improvement feature. Using the optional
Orax, roughly a foot in length, that communicate with
feats rule, you can forgo taking that feature to take a
each other through pulses of light. While inhabiting a
feat of your choice instead. You can take each feat only
specialized droid host, shards are able to overcome the
once, unless the feat's description says otherwise.
droid's inability to wield the Force, granting the
You must meet any prerequisite specified in a feat to following benefits:
take that feat. If you ever lose a feat's prerequisite, you
can't use that feat until you regain the prerequisite. For Increase an ability score of your choice by 1, to a
example, the Inspiring Leader feat requires you to have maximum of 20.
a Charisma of 13 or higher. If your Charisma is reduced You lose the Force-Insensitive special trait.
below 13 somehow—perhaps by a withering curse— You can cast the sense force force power once per day.
you can't benefit from the Inspiring Leader feat until Wisdom or Charisma (your choice) is your forcecasting
your Charisma is restored. ability for this power.
The feats presented in this chapter should be
considered valid options for background feats. CUSTOMIZED DROID
Prerequisite: Class I, II, III, IV, or V Droid
SAVAGE SHORTY You've been customized beyond other droids of the
Prerequisite: Strength 13, size Small same model, granting the following benefits:
Despite being short of stature, your size has no impact
on your strength and virility. You gain the following Increase an ability score of your choice by 1, to a
benefits: maximum of 20.
Choose one droid customization of standard rarity
Increase your Strength score by 1, to a maximum of 20. from Appendix A. That customization is installed and
Your speed increases by 5 feet. doesn't count against the maximum droid
You lose the Undersized special trait. customizations you can support, but it does count
towards your maximum parts as shown in the Droid
FORCE GUIDANCE Size Maximum Parts table in Chapter 7.
Prerequisite: The ability to cast force powers
You've learned to utilize your gift with the Force in a
specific, unique way. You gain the following benefits
Increase your Wisdom or Charisma score by 1, to a
maximum of 20.
Choose a skill or tool in which you are proficient. When
you make an ability check with the chosen skill or tool,
you can add half your Wisdom or Charisma modifier
(your choice, rounded down, minimum of one) to the
check if it doesn't already include that modifier. You
can use this feature a number of times equal to your
Wisdom or Charisma modifier (your choice, a minimum
of once). You regain all expended uses when you
complete a long rest.

You can select this feat multiple times. Each time you
do so, you must choose a different skill or tool.

AUGMENTED CYBORG
You've experimented with cybernetic augmentations,
granting the following benefits:

Increase an ability score of your choice by 1, to a


maximum of 20.
Choose one cybernetic augmentation of standard rarity
from Appendix A. That augmentation is installed and
doesn't count against the maximum cybernetic
augmentations you can support, but it does count
towards your total cybernetics augmentations as
shown in the Cybernetic Augmentations Side Effects
table in Chapter 7.

56
ARCHAEOLOGIST WILDCATTER
You are experienced with collecting and classifying You are accomplished with producing and refining
gems and relics. You gain the following benefits: ammunitions. You gain the following benefits:
Increase an ability score of your choice by 1, to a Increase an ability score of your choice by 1, to a
maximum of 20. maximum of 20.
You gain proficiency with the archaeologist kit. If you You gain proficiency with the munitions kit. If you are
are already proficient with it, you instead gain expertise already proficient with it, you instead gain expertise
with it. with it.
As an action, you can touch a relic within 5 feet of you
and determine whether the item holds any enhanced Over the course of a short rest, you can increase the
properties. potency of one specialized power cell or slug cartridge
You can accurately determine the value of gems you within reach. To use this benefit, you must have a
can see and feel. You must have an archaeologist kit to munition's kit, and the ammunition must be within
use this benefit. reach. If you do so, the first time you fire the
ammunition before the end of your next short or long
SCAVENGER rest, if it hits, you deal additional damage equal to your
You are skilled at removing and recognizing metals and Intelligence modifier.
ores. You gain the following benefits:
DEALER
Increase an ability score of your choice by 1, to a You are competent with the creation and use if illicit
maximum of 20. substances. You gain the following benefits:
You gain proficiency with the scavenging kit. If you are
already proficient with it, you instead gain expertise Increase an ability score of your choice by 1, to a
with it. maximum of 20.
You can determine the approximate use of an ore or You gain proficiency with the spicer's kit. If you are
metal you can touch and see. You must have a already proficient with it, you instead gain expertise
scavenging kit to use this benefit. with it.
Over the course of a short rest, you can hone the edge As an action, you can inspect a substance within 5 feet
of a vibroweapon. To use this benefit, you must have a of you and determine what properties it will grant,
scavenging kit, and the vibroweapon must be within provided that you can interact with it.
reach. The first time a character deals damage with the Over the course of a short rest, you can hone or reduce
vibroweapon before the end of your next short or long the addictive properties of a substance within reach. To
rest, and it deals extra damage equal to your use this benefit, you must have a spicer's kit, and the
Intelligence modifier of the same type it would substance must be within reach. If a character
normally deal. consumes the substance before the end of your next
short or long rest, they have advantage or
BIOANALYST disadvantage (your choice) on the Constitution saving
You are adept at harvesting and harnessing the useful throw made to avoid addiction.
properties of herbs and other plants. You gain the
following benefits: BREWMASTER
You are talented at brewing and imbibing impairing
Increase an ability score of your choice by 1, to a beverages. You gain the following benefits:
maximum of 20.
You gain proficiency with the bioanalysis kit. If you are Increase an ability score of your choice by 1, to a
already proficient with it, you instead gain expertise maximum of 20.
with it. You gain proficiency with the brewer's kit. If you are
As an action, you can inspect a plant within 5 feet of already proficient with it, you instead gain expertise
you and determine whether it is edible or poisonous, with it.
provided that you can see and smell it.
You can apply herbal remedies to help yourself or your Over the course of a short rest, you can improve the
allies recover from maladies. Over the course of a short potency of an alcoholic beverage within reach. To use
rest, you can remove one poison or disease from a this benefit, you must have a brewer's kit, and the
friendly creature within reach. You must have a beverage must be within reach.
bioanalysis kit and access to local herbs to use this
benefit.

57
CHAPTER 7: ENHANCED ITEMS
         HE ABILITY TO PLUNDER ENHANCED ITEMS FROM THE HOARDS VARIANT: SIMPLER IDENTIFICATION
         of conquered pirates, or discover them in long- If you prefer enhanced items to be more readily
lost Sith tombs is an experience players expect. Such identifiable, you can allow characters to identify
items grant capabilities a character could rarely have enhanced items through experimentation. Over the
otherwise, or they complement their owner's course of a short rest, a character can focus on one
capabilities in wondrous ways. enhanced item while being in physical contact with it.
At the end of the short rest, the character learns the
RARITY item's properties, as well as how to use them.
Each enhanced item has a rarity: standard, premium,
prototype, advanced, legendary, or artifact. Standard ATTUNEMENT
enhanced items, such as a medpac, are the most Some enhanced items require a creature to form a
plentiful. Some legendary items, such as a Baragwin bond with them before their enhanced properties can
Stealth Unit, are more rare. The game assumes that be used. This bond is called attunement, and certain
the secrets of creating the most powerful items arose items have a prerequisite for it. If the prerequisite is a
centuries ago and were then gradually lost as a result class, a creature must be a member of that class to
of wars or mishaps. Even premium items can't be attune to the item.
easily created. Thus, many enhanced items are unique Without becoming attuned to an item that requires
and well-preserved relics. attunement, a creature gains only its unenhanced
Rarity provides a rough measure of an item's power benefits. For example, an enhanced heavy shield that
relative to other enhanced items. Each rarity requires attunement provides the benefits of a normal
corresponds to a character level, as shown below in heavy shield to a creature not attuned to it, but none of
the Enhanced Item Rarity and Identification table. A its enhanced properties.
character doesn't typically find a prototype enhanced Attuning to an item requires a creature to spend an
item, for instance, until 5th-level or later. That said, uninterrupted short rest focused on only that item
rarity shouldn't get in the way of your campaign's while being in physical contact with it. This focus can
story. If you want the darksaber to fall into the hands take the form of weapon practice, meditation, or some
of 1st-level character, so be it. No doubt a great story other appropriate activity. At the end of the short rest,
will arise from that event. the creature gains an intuitive understanding of how to
activate any enhanced properties of the item, including
Enhanced Item Rarity and Identification any necessary command words.
Rarity Character Level Identification DC An item can be attuned to only one creature at a
Standard 1st or higher 10 time, and a creature can be attuned to a maximum
Premium 1st or higher 15
number of items equal to their proficiency bonus; any
attempt to attune to an additional item fails. Standard,
Prototype 5th or higher 20 premium, and prototype items cost one attunement
Advanced 9th or higher 25 slot, while advanced, legendary and artifact cost two.
Legendary 13th or higher 30
A creature's attunement to an item ends if the
creature no longer satisfies the prerequisites for
Artifact 17th or higher 35 attunement, if the item has been more than 100 feet
away for at least 24 hours, if the creature dies, or if
If your campaign allows for trade in enhanced items, another creature attunes to the item. A creature can
rarity can also help you set prices for them. As the GM, also voluntarily end attunement by spending another
you determine the value of an individual enhanced short rest with the item, unless the item is cursed.
item based on its rarity. Suggested values are provided
in the Enhanced Item Rarity table. The value of a VARIANT: SIMPLER ATTUNEMENT
consumable, such as a medpac or stimpac, is typically If you prefer a simpler method, you can instead allow
half the value of a permanent item of the same rarity. your characters to have a total of three attunement
slots. If you do so, enhanced items should only take
IDENTIFYING ENHANCED ITEMS one attunement slot, regardless of rarity.
Some enhanced items have properties not readily
CURSED ITEMS
distinguishable to the naked eye. Identifying such an
item requires use of the analyze tech power or Some enhanced items bear curses that bedevil their
inspection with the appropriate tools. users, sometimes long after a user has stopped using
If a player is proficient in the appropriate type of an item. An enhanced item's description specifies
tools (e.g. armstech's tools for a blaster or whether the item is cursed. Most methods of
vibroweapon), they can make a check with them to identifying items, such as the analyze tech power, fail
identify the properties of an enhanced item over the to reveal such a curse, although lore might hint at it. A
course of a short rest. To use this benefit, you must curse should be a surprise to the item's user when the
have the tools, and the enhanced item must be within curse's effects are revealed.
reach. The DC is found above in the Enhanced Item Attunement to a cursed item can't be ended
Rarity and Identification table. voluntarily unless the curse is broken first.

CHAPTER 7 | ENHANCED ITEMS 58


ENHANCED ITEM CATEGORIES
Enhanced items fall into different categories DROID CUSTOMIZATIONS
depending on the type of enhanced item. Some
Droid customizations are items that can enhance a
categories, such as weapons and armor, are obvious.
droid in some way. They come in the form of parts,
Others are less so.
which replace a physical droid part, or protocols, which
ADVENTURING GEAR enhance the droid's functions in some way. Droid
customizations are discussed later in this chapter.
Items that don't fall in one of the other categories are
considered adventuring gear. They might be worn FOCUSES
items, such as boots or a jetpack, or hand-held item Focuses are sub-categorized depending on what type
like a holocron. This category is a catch-all for for items of casting they augment: force or tech.
that don't fit in other categories.
Force. Force focuses are used to augment the
ARMOR casting of force powers. The most common type of
force focuses are focus generators, which are held in
Unless an armor's description says otherwise, armor the hand of the forcecaster. Force focuses are not
must be worn for its enhanced properties to function. required to cast force powers.
Some suits of enhanced armor specify the type of Tech. Tech focuses are used to augment the casting
armor they are, such as durasteel armor or combat of tech powers. The most common type of tech focuses
suit, or the category in which they fall, such as light or are wristpads, which are worn on the forearm of the
heavy armor. If an enhanced armor doesn't specific its techcaster. Unlike force focuses, tech focuses are
armor type, you may choose the type or determine it required to cast tech powers.
randomly. A character can only benefit from one focus at a
CONSUMABLES time. Once per round you can switch which focus you
are benefiting from (no action required).
Typically, consumables are single use (unless the
description says otherwise). Once a consumable is MODIFIABLE ITEMS
used, it takes effect immediately and is rendered Some enhanced items come with vacant slots for item
useless. modifications, which improve the enhanced item in
The value of consumables, due to their impermanent some way. Typically, though not always, enhanced
nature, is typically half that of permanent enhanced items have either built in properties or vacant
items. Consumables are sub-categorized by their type: modification slots, but not both. Modifiable items—and
Adrenals. Adrenals are designed to give a short term their modifications—are discussed further later in this
boost to a creature, like increased speed. Adrenal chapter.
effects rarely last longer than a minute.
Ammunition. Ammunition is unique sources of SHIELDS
power or temporary enhancements for weapons.
Like armor, unless the description says otherwise, the
Barriers. Barriers offer temporary protection, shield must be actively wielded for its enhanced
usually to a single damage type, and rarely last longer properties to function.
than a minute. Some shields specify the category in which they fall,
Explosives. Explosives, such as cryo grenades or such as light shield generator or any heavy shield. If an
thermal detonators, are designed to cause an effect in enhanced shield doesn't specify its category, you may
a radius that varies depending on their nature. choose the category or determine it randomly.
Medpacs. Medpacs are used to restore hit points to
creatures other than droids and constructs. RELICS
Poisons. Poisons are used to incapacitate or harm The majority of relics—art, jewels, and sculptures—are
beasts and humanoids. scarce, highly sought after items of immense worth.
Stimpacs. Stimpacs offer boosts to creatures, like Some relics offer the blueprints to craft items, while
increasing an ability score, that typically last for an others occasionally contain hidden secrets.
hour or more.
Substances. Substances are often illicit, such as WEAPONS
spice or death sticks, or legal and common, like beer or
Whether crafted for a nefarious or benevolent
wine. Substances confer a benefit at risk of addiction.
purpose, weapons are among the most coveted of
Substances are discussed further later in this chapter.
enhanced items.
CYBERNETIC AUGMENTATIONS Some enhanced items specify the type of weapon
they are in their descriptions, such as a lightsaber or
Cybernetic augmentations are enhancements built in assault cannon, or the category in which they fall, such
to biological creatures, such as beasts or humanoids. as vibroweapon or blaster. If an enhanced weapon
They come in the form of replacements, which replace doesn't specific its weapon type, you may choose the
a physical body part, or enhancements, which simply type or determine it randomly.
augment a creature. Cybernetic augmentations are
discussed further later in this chapter.

59 CHAPTER 7 | ENHANCED ITEMS


AWARDING ENHANCED ITEMS
Enhanced items are prized by adventurers are all sorts, CHOOSING ITEMS LEVEL BY LEVEL
often serving as the main reward for an adventurer.
You decide when to place an item in an adventure that
This section helps determine which enhanced items
you're creating or modifying usually because you think
end up in the characters' possession.
the story calls for an enhanced item, the characters
DISTRIBUTION need one, or the players would be especially pleased to
get one.
The Minor and Major Enhanced Items by Rarity tables When you want to select an item as treasure for an
below show the number of enhanced items a party of encounter, the Minor and Major Enhanced Items by
four should encounter during a campaign, culminating Rarity tables serve as your item budget, as follows:
in 100 enhanced items accumulated by 20th level. The
tables show much many of those items are meant to 1. Jot down a copy of the table in your notes, so that you
be handed out during the five tiers of play. The second can make adjustments to the numbers as you select
and third tiers (levels 5-8 and 9-12, respectively) are items to be placed in an adventure.
intended to be when characters receive the majority of 2. Refer to the line in the Character Level column that
enhanced items, since these are the tiers where the corresponds to the level of the player characters in your
majority of campaigns occur. game. The entries in that row of the table indicate the
total number of items that would be appropriate for the
MINOR AND MAJOR ITEMS
characters to receive by the end of the tier represented
The most common distinction between minor and
by that row.
major enhanced items is attunement. All items that
3. Choose an enhanced item of any rarity for which the
require attunement should be treated as major
entry in this row is not 0.
enhanced items. On the other hand, all consumables
4. When the characters obtain an item, modify your notes
and item modifications should be treated as minor
to indicate which part of your budget this expenditure
enhanced items. Many items, however, do not easily
came from by subtracting 1 from the appropriate entry
fall into those two categories. Generally, if the item has
in the table.
a significant impact on one of the three pillars of
adventure—exploration, social interaction, or combat In the future, if you choose an item of a rarity that's not
—but does not require attunement, it should available in the current tier but is still available in a
nonetheless be treated as a major item. lower tier, deduct the item from the lower tier. If all
For instance, armor +1 does not require attunement, lower tiers also have no items available of a given
but it has a significant impact in combat, so it should rarity, deduct the item from a higher tier.
be treated as major. Mag-lock boots, however, don't
significantly impact any aspect of gameplay, and thus
should be treated as minor.

MINOR ENHANCED ITEMS BY RARITY


Character
Level Standard Premium Prototype Advanced Legendary Artifact Total
1-4 6 3 — — — — 9
5-8 8 10 5 — — — 23
9-12 2 4 6 7 — — 19
13-16 — 2 3 5 6 — 16
17-20 — — 2 3 4 4 13
Total 16 19 16 15 10 4 80

MAJOR ENHANCED ITEMS BY RARITY


Character
Level Standard Premium Prototype Advanced Legendary Artifact Total
1-4 1 2 — — — — 3
5-8 — 1 4 — — — 5
9-12 — — — 4 — — 4
13-16 — — — — 4 — 4
17-20 — — — — — 4 4
Total 1 3 4 4 4 4 20

CHAPTER 7 | ENHANCED ITEMS 60


CHOOSING ITEMS PIECEMEAL ENHANCED ITEM VALUES
If you prefer a more free-form method of choosing The value of an enhanced item varies depending on
enhanced items, simply select each enhanced item you the rarity of the item, as shown below in the Enhanced
want to give out; then, when th e characters acquire Item Value by Rarity table.
one, deduct it from the Enhanced Items by Rarity Using the Enhanced Item Value by Rarity table, you
tables in your notes. Whenever you do so, start with then assign prices to the available items, based on
the lowest level tier, and deduct the item from the first their rarity. Halve the price of any consumable item,
number you come across in the appropriate rarity such as a medpac or explosive, or item modification,
column for the item, whether it's minor or major. If such as a blaster barrel or armor overlay, when using
that tier doesn't have a number greater than 0 for that the table to determine an asking price.
rarity, go up a tier until you find one that does, and
deduct the enhanced item from that number. Enhanced Item Value by Rarity
Following this process, you will zero out each row of Rarity Value
the table in order, going from the lowest levels to the Standard up to 1,000 cr
highest.
Premium 1,001 to 5,000 cr
OVERSTOCKING AN ADVENTURE Prototype 5,000 to 25,000 cr
The enhanced item tables in this chapter are based on Advanced 25,000 - 100,000 cr
the number of items the characters are expected to
Legendary 100,000 - 500,000 cr
receive, not the number of items that are available in
an adventure. When creating or modifying an Artifact at least 500,000 cr
adventure, assume that the characters won't find all of
the items you place in it, unless most of the loot is in DETERMINE VALUES RANDOMLY
easy-to-find locations. Alternatively, you can determine the value of enhanced
items randomly. To do so, you should first roll
ARE ENHANCED ITEMS NECESSARY? percentile dice twice, keeping the higher total. Then,
Ultimately, this is a question that can only be you should multiply the result by the modifier,
answered at your table. Some players are more loot depending on the item's rarity, as shown below in the
driven, while others prefer to focus on the story Value Modifier by Rarity table.
aspect of gameplay. Generally, a normal campaign
assumes that enhanced items appear sporadically and Value Modifier by Rarity
are a boon. Characters and monsters are built to face Rarity Value Modifier  
each other without the aid of enhanced items.
Consequently, if your player characters obtain an Standard 10 cr    
inordinate amount of enhanced items, encounters
Premium 50 cr    
might become progressively trivial. As a GM, you have
to worry about maintaining that balance. Prototype 250 cr    
Advanced 1,000 cr    
Legendary 5,000 cr    
Artifact 10,000 cr    

If item value falls below the base threshold for that


rarity, instead use the base for that rarity. For instance,
if I want to determine the value of a prototype item, I
first roll percentile dice twice. I get the results of 63 and
22, so I keep the 63 since it's the higher number. I then
multiply that number by the value modifier for
prototype (250 cr), ending up with an item value of
15,750 cr (63 x 250 cr). If I instead had rolled 11 and 16
on the percentile dice rolls, however, I would have
ended up with an item value of 4,000 cr (16 x 250 cr).
Since this falls below the minimum value threshold for
prototype items (5,000 cr), you should instead use the
minimum.

As a further option to reflect the availability of


enhanced items in your campaign, you can apply up to
a +10 penalty for a scarce setting, or up to a -10 bonus
for a setting where enhanced items are more
common, when resolving the d100 roll determining
enhanced item values, as appropriate.

61 CHAPTER 7 | ENHANCED ITEMS


MODIFIABLE ITEMS
Some enhanced items come with fixed properties. Installation/Removal DC by Rarity table.
Other enhanced items, called chassis, are more
customizable. Installation/Removal DC by Rarity
Rarity Installation/Removal DC
MODIFYING EQUIPMENT Standard 10
Modifying an item requires three key components: a
Premium 14
modifiable item chassis, a modification to install, and
the appropriate tools. An item can only be modified by Prototype 18
someone proficient with appropriate tools, as shown in Advanced 22
the Item Specific Tools table on page ___.
Legendary 26
MODIFIABLE ITEM CHASSIS Artifact 30
Every item chassis comes with at least four
modification slots, increasing to six at higher rarities, as On a success, the modification is correctly installed.
determined by the chassis's rarity, as shown below in On a failure, the modification is not installed, and you
the Modification Slots by Rarity table. must wait 24 hours before you can try again.
Modification Slots by Rarity REMOVING MODIFICATIONS
Rarity Modification Slots Removing a modification requires an ability check with
Standard 4 the appropriate tool, as shown in the Item Specific
Tools table. The DC for the check is determined by the
Premium 4
rarity of the modification being removed, as shown
Prototype 5 above in the Installation/Removal DC by Rarity table.
Advanced 5 On a success, the modification is removed and
salvaged. On a failure, the modification is removed but
Legendary 6
destroyed.
Artifact 6
UPGRADING MODIFIABLE ITEM CHASSIS
Every modifiable item chassis shares the same four
Modifiable item chassis can have their rarity upgraded
slots, determined by their type, as shown in the
over time. An item can only be upgraded by someone
Available Modification Slots table below. Prototype and
proficient with the appropriate tools, and it can only be
advanced modifiable item chassis also have one
upgraded one rarity step at a time. Modifying a chassis
augment slot, in addition to the four base slots for
takes eight hours and requires an ability check with the
their type, while legendary and artifact modifiable item
appropriate tool. The DC for the check is determined
chassis have two augment slots. A modifiable item
by the rarity to which the chassis is being upgraded, as
chassis is only considered enhanced if it has at least
shown in the Installation/Removal DC by Rarity table
one modification installed.
on page ___. Additionally, upgrading the rarity of a
A modifiable item chassis can only include
chassis requires an appropriate rare material, as
modifications of the same rarity or a lesser rarity. For
discussed in the Crafting downtime activity. Upgrading
instance, if you have a prototype modifiable item
a modifiable item chassis has no effect on any
chassis, you can modify it with standard, premium, and
modifications currently installed in the chassis.
prototype modifications. However, the item's nature
does not allow it to support higher rarity modifications. On a success, the modifiable item chassis is
upgraded to the new rarity. On a failure, the modifiable
INSTALLING MODIFICATIONS item chassis is not upgraded, you must wait 24 hours
Installing a modification takes one hour and requires before you can try again, and you must roll a d20. If
an ability check with the appropriate tool, as shown in you roll a 1 on the d20, one currently installed
the Item Specific Tools table on page ___. The DC for modification is destroyed. If the chassis has more than
the check is determined by the rarity of the one modification installed, the GM should determine
modification being installed, as shown below in the which modification is destroyed randomly.

AVAILABLE MODIFICATION SLOTS


Armor Blaster Clothing Focus Generator Lightweapon Shield Vibroweapon Wristpad
Overlay Targeting Weave Emitter Lens Overlay Grip Processor
Underlay Barrel Inlay Conductor Crystal Underlay Edge Motherboard
Reinforcement Core Pattern Channel Cell Reinforcement Oscillator Amplifier
Armoring Attachment Stitching Cycler Hilt Shielding Guard Dataport

CHAPTER 7 | ENHANCED ITEMS 62


MODIFICATIONS BY ITEM TYPE
The modifications available varies for each individual LIGHTWEAPON MODIFICATIONS
item type. For instance, a blaster always has four The following modification slots are unique to
modification slots—targeting, barrel, core, and lightweapons.
attachment—and up to two augment slots, determined Lens. Lens modifications augment a lightweapon's
by its rarity. Augments are universal across all bonus to attack rolls.
modifiable items, while targeting, barrel, core, and Crystal. Crystal modifications augment a
attachment are unique to blasters. lightweapon's bonus to damage rolls.
Cell and Hilt. These modifications offer a new
ARMOR MODIFICATIONS feature to a lightweapon, or enhance an existing one.
Armor shares three of their modification slots with
shields, while one is unique. SHIELD MODIFICATIONS
Overlay. Overlay modifications augment armor and Shields share three of their modification slots with
shield's bonus to melee AC. armor, while one is unique.
Underlay. Underlay modifications augment armor Overlay. Overlay modifications augment armor and
and shield's bonus to ranged AC. shield's bonus to melee AC.
Reinforcement and Armoring. Reinforcement is Underlay. Underlay modifications augment armor
shared by armor and shields while armoring is unique and shield's bonus to ranged AC.
to armor. These modifications offer a new feature to Reinforcement and Shielding. Reinforcement is
armor, or enhance an existing one. shared by armor and shields while shielding is unique
to shields. These modifications offer a new feature to
BLASTER MODIFICATIONS shields, or enhance an existing one.
The following modification slots are unique to blasters.
Targeting. Targeting modifications augment a VIBROWEAPON MODIFICATIONS
blaster's bonus to attack rolls. The following modification slots are unique to
Barrel. Barrel modifications augment a blaster's vibroweapons.
bonus to damage rolls. Grip. Grip modifications augment a vibroweapon's
Core and Attachment. These modifications offer a bonus to attack rolls.
new feature to a blaster, or enhance an existing one. Edge. Edge modifications augment a vibroweapon's
bonus to damage rolls.
CLOTHING MODIFICATIONS Oscillator and Guard. These modifications offer a
The following modification slots are unique to clothing. new feature to a vibroweapon, or enhance an existing
Weave. Weave modifications offer a bonus to one.
fortitude saving throws or damage with weapons.
Inlay. Inlay modifications offer a bonus to reflex WRISTPAD MODIFICATIONS
saving throws or damage with tech powers. The following modification slots are unique to
Pattern. Inlay modifications offer a bonus to will wristpads.
saving throws or damage with force powers. Processor. Processor modifications augment a
Stitching. These modifications offer a new feature to wristpad's bonus to tech attack rolls.
an article of clothing. Motherboard. Motherboard modifications augment
a wristpad's bonus to tech save DC.
FOCUS GENERATOR MODIFICATIONS Amplifier and Dataport. These modifications offer a
The following modification slots are unique to focus new feature to wristpads.
generators.
Emitter. Emitter modifications augment a focus
generator's bonus to force attack rolls.
Conductor. Conductor modifications augment a
focus generator's bonus to force save DCs.
Channel and Cycler. These modifications offer a
new feature to focus generators.

63 CHAPTER 7 | ENHANCED ITEMS


COLOR CRYSTALS AUGMENTS
In addition to the modifications unique to themselves, Augments are intended to offer features universal
all lightweapons come with a slot for a color crystal. across items, such as an increase to an ability score or
Typically, newly created lightweapons come with one of augmenting a class feature.
the more common color variants, such as green, blue, You can't have two of the same augment in a single
or red. Occasionally, a character might come across a chassis, but you can have multiples of an augment,
more scarce color crystal. When determining what each in its own chassis.
color crystal a lightweapon comes with, the GM can Installing Augments in Other Items. Additionally, a
choose for the player, or have the player make a character proficient in tinker's tools can add
universal forcecasting ability check. The result of the modification slots for augments to items that lack
check affects the color of the crystal, as shown below in them. First, the character must spend one
the Forcecasting Color Crystal Modifier table. uninterrupted hour tinkering with the item, which can
be done over a short rest, with their tinker's tools. The
Forcecasting Color Crystal Modifier character must then make an ability check with tinker's
Forcecasting d100 Roll tools. On a result of less than 20, the item gains no
Ability Check DC Item modifier augment slots, and you must wait 24 hours before you
1 -15 can try again. On a result of 20 or higher, the item
gains one vacant augment slot. On a result of 30 or
5 -10
higher, the item gains two augment slots. Adding
10 -5 augment slots to an item causes that item to require
15 0 attunement, if it didn't already. An item can't support
augmentations of higher rarity than the item's rarity.
20 +5
25 +10 VARIANT: COMMON MODIFICATIONS
Modifying equipment is a common expectation of
30 +20
adventurers foraying through the worlds of Star Wars.
This rule treats all potential modifiable items—that is,
The d100 Roll Modifier is added to the percentile dice the eight categories listed below—as unmodified
rolled for the Color Crystal table, which is discussed standard rarity chassis. For example, every blaster you
below. find while adventuring, or for sale in a market, comes
with vacant modification slots for targeting, barrel,
Once a player has made their forcecasting ability check core, and attachment modifications.
to discover a lightweapon color crystal, the player rolls Additionally, all modifications of standard rarity
percentile dice and consults the Color Crystal table should be available for purchase from vendors without
below, applying a modifier based on the result of their using the Buying Enhanced Items downtime activity.
forcecasting ability check.
Note that all chassis of premium or higher rarity
Color Crystal should still be treated as enhanced items for the
d100 Crystal Color d100 Crystal Color purposes of distribution.
1-20 Blue 91-93 Viridian
21-40 Red 94-96 Cyan
41-60 Green 97 Bronze
61-70 Yellow 98 Silver
71-80 Purple 99 White
81-90 Orange 100 Black

This table includes the most common and desirable


color crystals. More extensive options can be awarded
at the discretion of the GM.

A player can choose the color crystal that is the result


of their percentile dice rolled, or they can choose one
that falls below it. For instance, if the player rolls a 91
and finds a viridian color crystal, they could instead
choose a yellow color crystal, as if they had rolled a 63.

CHAPTER 7 | ENHANCED ITEMS 64


CYBERNETIC AUGMENTATIONS
Some characters are dissatisfied with their inborn gifts, INSTALLING AUGMENTATIONS
while some are simply looking to augment their natural
In addition to the time and cost requirement, installing
prowess. The less fortunate, however, might find
an augmentation requires an ability check with
themselves missing a limb. For all of these characters,
biotech's tools. The DC for the check is determined by
cybernetic augmentations suit a purpose.
the rarity of the augmentation being installed, as
AUGMENTING CREATURES shown in the Installation/Removal DC by Rarity table
on page __.
Augmenting a creature with cybernetic enhancements On a success, the augmentation is correctly installed.
requires three key components: a valid target for the On a failure, the augmentation is not installed, the time
augmentation, an augmentation to install, and and credits are spent, and you must wait 24 hours
biotech's tools. A creature can only be modified by before you can try again. Additionally, on a failure, the
someone with proficiency in biotech's tools. recipient suffers another effect, depending on the type
VALID TARGETS of augmentation installed:
Typically, only beasts and humanoids are valid targets
Enhancement: On a failure, the recipient suffers one
for augmentations. A creature can support a number
level of exhaustion.
of cybernetic augmentations equal to their proficiency
Replacement: On a failure, the recipient loses the
bonus.
ability to use the part being replaced for a period of
AUGMENTATION TIME time equal to the time it would take to install the
It takes 8 hours to install an augmentation in a Medium replacement. For instance, to install an arm
creature. The time it takes to install an augmentation in replacement in a Huge creature it takes 40 hours,
a creature of another size varies based on the size of performed over five days. If, at the end of the five day
the target, as shown below in the Creature Size Time period, the installer fails the ability check with biotech's
Modifier table below. tools, the Huge creature loses the ability to use that
arm for five days.
Creature Size Time Modifier
Creature Size Time Modifier REMOVING AUGMENTATIONS
Tiny   x 0.25
Removing an augmentation takes half the time and
credits it would to install, and requires an ability check
Small   x 0.5 with biotech's tools. The DC for the check is
Medium   x 1 determined by the rarity of the augmentation being
Large   x 2
removed, as shown in the Installation/Removal DC by
Rarity table on page __.
Huge   x 5 On a success, the augmentation is removed and
Gargantuan   x 10 salvaged. On a failure, the augmentation is removed
but destroyed.
For instance, to install an augmentation in a Medium Additionally, if removing a replacement
creature takes 8 hours. To install an augmentation in a augmentation, the recipient loses the ability to use the
Huge creature, however, it takes 40 hours (5 x 8). missing part until it receives another suitable
The installer works 8 hours per day. It costs 100 replacement.
credits per hour if the operation is performed by an
NPC. AUGMENTATION CATEGORIES
Two major categories of cybernetic augmentations
SIDE EFFECTS exist in the galaxy: enhancements and
In addition to the side effects associated with each replacements.
augmentation, your body undergoes changes,
depending on how many augmentations you adopt, as ENHANCEMENTS
shown below in the Cybernetic Augmentation Side Enhancements bestowed new abilities or improved the
Effects table. recipient in some fashion. Enhancements included
skeletal reinforcement, subcutaneous communications
Cybernetic Augmentation Side Effects hardware, and weapon mounts. Some enhancements
Number of have visible external components, while others were
Augmentations  Side Effect hidden beneath the skin.
You have disadvantage on saving throws
2 REPLACEMENTS
against effects that deal ion damage.
Replacements are prosthetic or artificial units intended
4 You have vulnerability to ion damage. to replace limbs and damaged organs. Common
You count as a droid for powers that affect replacements provided no benefits other than
6 duplicating the essential functions of their biological
only droids or constructs.
counterparts. In appearance, a cybernetic replacement
could be recognizably artificial or virtually
indistinguishable from the real thing.

65 CHAPTER 7 | ENHANCED ITEMS


DROID CUSTOMIZATIONS
Droids vary in form and function. Beyond simply their The time and cost it takes to upgrade a motor in a
droid classification and subtype, many droids—or their droid of another size varies based on the size of the
owners—crave further customizability. Droid target, as shown in the Droid Size Time Modifier table.
customizations are designed for this purpose. For instance, to upgrade a Medium droid's motor
from 2 slots to 3 slots, it takes 8 hours and 2,000 cr. To
CUSTOMIZING DROIDS upgrade a Huge droid's motor from 3 slots to 4 slots,
Customizing a droid with droid-specific equipment however, it takes 40 hours (5 x 8) and 50,000 cr (5 x
requires three key components: a droid with a valid 10,000).
slot for the equipment, a piece of equipment to install, The installer works 8 hours a day. It costs 100 credits
and astrotech's tools. A droid can only be customized per hour if the operation is performed by an NPC.
by someone with proficiency in astrotech's tools.
INSTALLING CUSTOMIZATIONS
VALID TARGETS
In addition to the time and cost requirement, installing
Only droids are valid targets for droid customizations.
a customization requires an ability check with
A droid's motor can support two droid customizations,
astrotech's tools. The DC for the check is determined
and can be upgraded to support up to six
by the rarity of the customization being installed, as
customizations.
shown in the Installation/Removal DC by Rarity table
CUSTOMIZATION TIME on page __.
It takes 8 hours to install a customization in a Medium On a success, the customization is correctly installed.
droid. The time it takes to install a customization in a On a failure, the customization is not installed, the time
droid of another size varies based on the size of the and credits are spent, and you must wait 24 hours
target, as shown in the Droid Size Time Modifier table before you can try again.
below.
REMOVING CUSTOMIZATIONS
Droid Size Time Modifier Removing a customization takes half the time and
Droid Size Time Modifier credits it would to install, and requires an ability check
Tiny   x 0.25 with astrotech's tools. The DC for the check is
determined by the rarity of the customization being
Small   x 0.5
removed, as shown in the Installation/Removal DC by
Medium   x 1 Rarity table on page __.
Large   x 2 On a success, the customization is removed and
salvaged. On a failure, the customization is removed
Huge   x 5
but destroyed.
Gargantuan   x 10
CUSTOMIZATION CATEGORIES
For instance, to install a customization in a Medium Two major categories of droid customizations exist in
droid takes 8 hours. To install an augmentation in a the galaxy: parts and protocols.
Huge droid, however, it takes 40 hours (5 x 8).
The installer works 8 hours per day. It costs 100 PARTS
credits per hour if the operation is performed by an Parts typically enhance or replace the features of a
NPC. droid. Additional arms, integrated shield generators or
weapons, or built-in repulsor lifts. A droid is limited in
MOTOR UPGRADING the number of part customizations they can have by
A droid's motor can be upgraded to support more their size, as shown below in the Droid Size Maximum
customizations, up to a maximum of six Parts table.
customizations. To upgrade the motor in a Medium
droid, it takes 8 hours and a number of credits Droid Size Maximum Parts
depending on the total number of slots the upgraded Droid Size Maximum Parts
motor grants, as shown below in the Total Slots Tiny 1
Upgrade Cost table.
Small 2
Total Slots Upgrade Cost Medium 3
Total Slots Upgrade Cost    Large 4
3 2,000 cr     Huge 5
4 10,000 cr     Gargantuan 6
5 50,000 cr    
6 200,000 cr     PROTOCOLS
Protocols bestow new abilities or improvements on the
target droid. Typically, they take the shape of systems
improvements and offer no visible indicator that they
exist.

CHAPTER 7 | ENHANCED ITEMS 66


CHAPTER 8: TOOL PROFICIENCIES
         OOL PROFICIENCIES ARE A USEFUL WAY TO HIGHLIGHT A
         character's background and talents. At the game
table, though, the use of tools sometimes overlaps with Additionally, you can consider giving a character extra
the use of skills, and it can be unclear how to use them information or an added benefit on a skill check. The
together in certain situations. This section offers text provides some examples and ideas when this
various ways that tools can be used in the game. opportunity is relevant.
To make tool proficiencies more attractive choices
SPECIAL USE
for the characters, you can use the methods outlined
Proficiency with a tool usually brings with it a particular
below.
benefit in the form of a special use, as described in this
ADVANTAGE paragraph.
If the use of a tool and the use of a skill both apply to a
SAMPLE DCS
check, and a character is proficient with the tool and
A table at the end of each section lists activities that a
the skill, consider allowing the character to make the
tool can be used to perform, and suggested DCs for
check with advantage. This simple benefit can go a long
the necessary ability checks.
way toward encouraging players to pick up tool
proficiencies. In the tool descriptions that follow, this Item Specific Tools
benefit is often expressed as additional insight (or Tools        Craftable and Modifiable Items
something similar), which translates into an increased
chance that the check will be a success. Archaeologist kit —
Artillerist's kit Turrets
ADDED BENEFIT
Additionally, consider giving characters who have both Armormech's tools Armor, shields
a relevant skill and a relevant tool proficiency an added Armstech's tools Blasters, vibroweapons
benefit on a successful check. This benefit might be in Focus generators, holocrons,
the form of more detailed information or could Artificer's tools
lightweapons
simulate the effect of a different sort of successful
check. For example, a character proficient with Artist's tools Artwork, sculptures
mason's tools makes a successful Wisdom (Perception) Astrotech's tools Droid customizations, droids
check to find a secret door in a wall. Not only does the Bioanalysis kit Antitoxins
character notice the door's presence, but you decide
that the tool proficiency entitles the character to an Biochemist's kit Adrenals, medpacs, stimpacs
automatic success on an Intelligence (Investigation) Biotech's tools Cybernetic augmentations
check to determine how to open the door. Brewer's kit Alcohol
TOOL DESCRIPTIONS Chef's kit Food
The following sections go into detail about the tools Constructor's tools Buildings and structures
presented in the Player's Handbook, offering advice on Cybertech's tools Datacrons, gadgets, wristpads
how to use them in a campaign.
Demolitions kit Explosives
The first paragraph in each description gives details
on what a set of tools is made up of. A character who is Disguise kit Disguises
proficient with a tool knows how to use all of its Forgery kit Falsified documents
component parts.
Gaming set —
SKILLS Jeweler's tools Jewelry
Every tool potentially provides advantage on a check
Mechanic's kit Vehicle components, vehicles
when used in conjunction with certain skills, provided a
character is proficient with the tool and the skill. As Munitions kit Ammunition
DM, you can allow a character to make a check using Musical instrument —
the indicated skill with advantage. Paragraphs that
Poisoner's kit Poisons
begin with skill names discuss these possibilities. In
each of these paragraphs, the benefits apply only to Scavenging kit —
someone who has proficiency with the tool, not Security kit Containers, locks
someone who simply owns it.
Slicer's kit Computers, software
With respect to skills, the system is mildly abstract in
terms of what a tool proficiency represents; essentially, Spicer's kit Substances
it assumes that a character who has proficiency with a Surveyor's tools Maps
tool also has learned about facets of the trade or
Synthweaver's tools Boots and clothing
profession that are not necessarily associated with the
use of the tool. Tinker's tools Augments, barriers, trinkets

67 CHAPTER 8 | TOOL PROFICIENCIES


ARCHAEOLOGIST KIT ARMORMECH'S TOOLS
ARTILLERIST'S KIT Armormech's tools include all of the necessary
components to allow you to work raw materials to craft
or repair damage to armor and shields.
LORE
Your expertise lends you additional insight when
examining armor and shields.
INVESTIGATION/PERCEPTION
You can spot clues and make deductions that others
might overlook when an investigation involves armor
and shields.
STEALTH
Your greater understanding of armor you—or your
allies—wear allows for more cautious movement.
REPAIR ARMOR
With access to your tools, you can repair a suit of
armor or a shield. For any object, you need access to
raw materials required to repair it.
Sample Activities
Activity DC
Repair a suit of armor or a shield 15
Sunder a suit of armor or a shield 15

ARMSTECH'S TOOLS
Armstech's tools include all of the necessary
components to allow you to work raw materials to craft
or repair damage to blasters and vibroweapons.
LORE
Your expertise lends you additional insight when
examining blasters and vibroweapons.
INVESTIGATION/PERCEPTION
You can spot clues and make deductions that others
might overlook when an investigation involves blasters
and vibroweapons.
TECHNOLOGY
You can more readily identify an enhanced blaster or
vibroweapons properties.
REPAIR WEAPONS
With access to your tools, you can repair a blaster or
vibroweapon. For any object, you need access to raw
materials required to repair it.

Sample Activities
Activity DC
Repair a blaster or vibroweapon 15
Sunder a blaster or vibroweapon 15

CHAPTER 8 | TOOL PROFICIENCIES 68


ARTIFICER'S TOOLS ASTROTECH'S TOOLS
Artificer's tools include all of the necessary Astrotech's tools include all of the necessary
components to allow you to craft and repair focus components to create droid customizations, assemble
generators, holocrons, and lightweapons. droids, and modify assembled droids.
INSIGHT INVESTIGATION
You have greater intuition when dealing with spirits Your discerning eye, coupled with your experience with
trapped in holocrons. your tools, lets you identify droids that have
aftermarket part customizations installed.
LORE
Your expertise lends you additional insight when LORE
determining the origin and age of lightweapons. Your expertise lets you determine the product line,
model, and class of a droid.
TECHNOLOGY
Your knowledge grants you greater understanding TECHNOLOGY
when reverse engineering lightweapon or focus Your knowledge lets you determine whether a droid
generator item modifications. has been modified beyond its model specifications,
and to what extent.
REPAIR LIGHTWEAPON
With access to your tools, you can repair a MODIFY DROID
lightweapon. You need access to raw materials With access to your tools, and an appropriate droid
required to repair it. part, you can replace a part on a droid over the course
of a long rest.
Sample Activities
Activity DC Sample Activities
Repair a lightweapon 15 Activity DC

Sunder a lightweapon 15 Identify a droid's designation 10

Disassemble a lightweapon 20 Modify a droid's part 10


Identify a droid's modification 15
ARTIST'S TOOLS Create a droid part Varies
Artist's tools include all of the necessary components Reverse engineer a droid part Varies
to create and store art.
LORE BIOANALYSIS KIT
Your expertise aids you in uncovering lore of any sort A bioanalysis kit includes all of the necessary
that is attached to a work of art, such as the mystical components to harvest and store plants, as well as
properties of a painting or the origins of a strange identify their uses.
mural found in a dungeon.
INVESTIGATION
INVESTIGATION, PERCEPTION When you inspect an area overgrown with plants, your
When you inspect a painting or a similar work of visual proficiency can help you pick out details and clues that
art, your knowledge of the practices behind creating it others might miss.
can grant you additional insight.
MEDICINE
PAINTING AND DRAWING Your mastery of bioanalysis improves your ability to
As part of a short or long rest, you can produce a treat illnesses and wounds by augmenting your
simple work of art. Although your work might lack methods of care with medicinal plants.
precision, you can capture an image or a scene, or
make a quick copy of a piece of art you saw. NATURE AND SURVIVAL
When you travel in the wild, your skill in bioanalysis
Sample Activities makes it easier to identify plants and spot sources of
Activity DC food that others might overlook.
Paint an accurate portrait 10 IDENTIFY PLANTS
Create a painting with a hidden message 20 You can identify most plants with a quick inspection of
their appearance and smell.

Sample Activities
Activity DC
Find plants 15
Identify poison 20

69 CHAPTER 8 | TOOL PROFICIENCIES


BIOCHEMIST'S KIT BREWER'S KIT
A biochemist's kit includes all of the necessary Brewer's kit include includes all of the necessary
components to create and house standard adrenals, components to ferment and store beer, as well as
medpacs, and stimpacs. other illicit substances.
INVESTIGATION LORE
Proficiency with biochemist's kit allows you to unlock Proficiency with brewer's kit gives you additional
more information on Investigation checks involving insight on Intelligence (Lore) checks concerning events
adrenals, medpacs, and stimpacs. that involve alcohol as a significant element.
PERCEPTION MEDICINE
When you inspect an area for clues, proficiency with This tool proficiency grants additional insight when you
biochemist's kit grants additional insight into any treat anyone suffering from alcohol poisoning or when
chemicals or other substances that might have been you can use alcohol to dull pain.
used in the area.
PERSUASION
BIOCHEMIST CRAFTING A stiff drink can help soften the hardest heart. Your
You can use this tool proficiency to create biochemist proficiency with brewer's kit can help you ply someone
items. A character can spend money to collect raw with drink, giving them just enough alcohol to mellow
materials, which weigh 1 pound for every 500 cr spent. their mood .
The DM can allow a character to make a check using
the indicated skill with advantage. As part of a long POTABLE WATER
rest, you can use biochemist's kit to make one antidote Your knowledge of brewing enables you to purify water
kit, medkit, or medpac. Subtract half the value of the that would otherwise be undrinkable. As part of a long
created item from the total gp worth of raw materials rest, you can purify up to 6 gallons of water, or 1 gallon
you are carrying. as part of a short rest.

Sample Activities Sample Activities


Activity DC Activity DC
Detect poison or impurities in a drink 10
Create a medkit 10
Identify alcohol 15
Identify a chemical 10
Ignore effects of alcohol 20
Create a medpac 15
Create an antidote kit 20
CHEF'S KIT
BIOTECH'S TOOLS Chef's kits include all of the necessary components to
prepare, cook, and store food.
Biotech's tools include all of the necessary components
to craft and install cybernetic augmentations in LORE
humanoids and beasts. Your knowledge of cooking techniques allow you to
assess the social patterns involved in a culture's eating
MEDICINE habits.
Combined with biotech's tools, your medical acumen
allows you to better treat the injuries of cybernetically- MEDICINE
enhanced patients. When administering treatment, you can transform
medicine that is bitter or sour into a pleasing
INSIGHT concoction.
Your knowledge of cybernetics' functionality grants you
improved awareness of the facial ticks of the SURVIVAL
cybernetically-enhanced. When foraging for food, you can make do with
ingredients you scavenge that others would be unable
TECHNOLOGY to transform into nourishing meals.
Your knowledge and experience lets you identify
cybernetic augmentations, and their function. PREPARE MEALS
As part of a short rest, you can prepare a tasty meal
Sample Activities that helps your companions regain their strength. You
Activity DC and up to five creatures of your choice regain 1 extra
Install an augmentation Varies hit point per Hit Die spent during a short rest, provided
you have access to your chef's kit and sufficient food.
Reverse engineer an augmentation Varies
Sample Activities
Activity DC
Create a typical meal 10
Spot poison or impurities in food 15
Create a gourmet meal 15

CHAPTER 8 | TOOL PROFICIENCIES 70


CONSTRUCTOR'S TOOLS DEMOLITIONS KIT
Constructor's tools include all of the necessary A demolitions kit includes all of the necessary
components to build furnitures and structures. components to create, set, and disarm explosives.
LORE LORE
This tool proficiency aids you in identifying the use and Your knowledge of explosives grants you insight when
the origin of buildings and structures. answering questions about the most effective
explosives for a given task.
INVESTIGATION/PERCEPTION
You gain additional insight when inspecting areas INVESTIGATION/PERCEPTION
within structures, because you know tricks of You gain additional insight when looking for mines and
construction that can conceal areas from discovery. charges, because you have learned a variety of
common signs that betray their presence.
FORTIFY
With 1 minute of work and raw materials, you can SLEIGHT OF HAND
make a door or window harder to force open. Increase You can more easily conceal when you set an
the DC needed to open it by 5. explosive.
SIEGE QUICK-SET
Your knowledge of masonry allows you to spot weak You can synchronise a remote detonator with an
points in brick walls. You deal double damage to such explosive in half the time normally required.
structures with your weapon attacks.
Sample Activities
TEMPORARY SHELTER Activity DC
As part of a long rest, you can construct a lean-to or a
Conceal an explosive 15
similar shelter to keep your group dry and in the shade
for the duration of the rest. Because it was fashioned Disarm a mine Varies
quickly from whatever wood was available, the shelter
collapses 1d3 days after being assembled. DISGUISE KIT
Sample Activities A disguise kit includes all of the necessary components
to create and apply a disguise.
Activity DC
:-- :--: DECEPTION
In certain cases, a disguise can improve your ability to
Chisel a small hole in a wall 10
weave convincing lies.
Design a complex structure 15
INTIMIDATION
Find a weak point in a wall 15
The right disguise can make you look more fearsome,
Pry apart a door 20 whether you want to scare someone away by posing as
a plague victim or intimidate a gang of thugs by taking
CYBERTECH'S TOOLS the appearance of a bully.
Cybertech's tools include all of the necessary PERSUASION
components to modify and maintain datacrons, Folk tend to trust a person in uniform. If you disguise
gadgets, and wristpads. yourself as an authority figure, your efforts to
LORE persuade others are often more effective.
Your knowledge allows you greater insight into the CREATE DISGUISE
history and origin of datacrons. As part of a long rest, you can create a disguise. It takes
INVESTIGATION you 1 minute to don such a disguise once you have
Your use of tools allows you to more accurately discern created it. You can carry only one such disguise on you
illusions within 5 feet of you for what they are. at a time without drawing undue attention, unless you
have a method to keep them hidden. Each disguise
TECHNOLOGY weighs 1 pound.
Your expertise grants you greater insight into the At other times, it takes 10 minutes to craft a disguise
enhanced properties of wristpads. that involves moderate changes to your appearance,
and 30 minutes for one that requires more extensive
Sample Activities changes.
Activity DC
Sample Activities
Unlock a datacron Varies
Activity DC
Disassemble a wristpad 20
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid's appearance 20

71 CHAPTER 8 | TOOL PROFICIENCIES


FORGERY KIT JEWELER'S TOOLS
A forgery kit includes all of the necessary components Jeweler's tools include all of the necessary components
to craft and identify forged documents, including to identify and refine gemstones.
copying a person's seal or signature.
LORE
DECEPTION Proficiency with jeweler's tools grants you knowledge
A well-crafted forgery, such as papers proclaiming you about the reputed mystical uses of gems. This insight
to be a noble or a writ that grants you safe passage, proves handy when you make Lore checks related to
can lend credence to a lie. gems or gem-encrusted items.
LORE INVESTIGATION
A forgery kit combined with your knowledge of history When you inspect jeweled objects, your proficiency
improves your ability to create fake historical with jeweler's tools aids you in picking out clues they
documents or to tell if an old document is authentic. might hold.
INVESTIGATION TECHNOLOGY
When you examine objects, proficiency with a forgery Your combined experience lets you refine gemstones
kit is useful for determining how an object was made for use with greater efficiency.
and whether it is genuine.
IDENTIFY GEMS
QUICK FAKE You can identify gems and determine their value at a
As a part of a short rest, you can produce a forged glance.
document no more than one page in length. As a part
of a long rest, you can produce a document that is up Sample Activities
to four pages long. Your Intelligence check using a Activity DC
forgery kit determines the DC for someone else's Modify a gem's appearance 15
Intelligence (Investigation) check to spot the fake.
Determine a gem's history 20
Sample Activities
Activity DC MECHANIC'S KIT
Mimic handwriting 15 Mechanic's kits contain all of the necessary
components repair and install vehicle and ship
Duplicate a seal 20
components.
GAMING SET LORE
A gaming set has all the pieces needed to play a Your skill allows you to more readily discern the make
specific game or type of game, such as pazaak or and model of vehicle and ship parts.
sabaac. INVESTIGATION/PERCEPTION
LORE Your experience lets you more readily identify
Your mastery of a game includes knowledge of its aftermarket modifications in vehicles and ships.
history, as well as of important events it was connected TECHNOLOGY
to or prominent historical figures involved with it. Your experience grants you greater insight when
INSIGHT conducting repairs on ships or vehicles.
Playing games with someone is a good way to gain QUICK FIXER
understanding of their personality, granting you a When you are interrupted while you are conducting
better ability to discern their lies from their truths and repairs on a vehicle or ship, reduce the required time
read their mood. by half as long as you are present during the entirety of
SLEIGHT OF HAND the repairs.
Sleight of Hand is a useful skill for cheating at a game, Sample Activities
as it allows you to swap pieces, palm cards, or alter a
Activity DC
die roll. Alternatively, engrossing a target in a game by
manipulating the components with dexterous Restoring power to a damaged vehicle 15
movements is a great distraction for a pickpocketing Disassembling a vehicle's engine 20
attempt.
Sample Activities
Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15

CHAPTER 8 | TOOL PROFICIENCIES 72


MUNITIONS KIT POISONER'S KIT
MUSICAL INSTRUMENTS A poisoner's kit includes all of the necessary
A musical instrument includes all of the necessary components to craft and store poisons.
components to play it, as well as a few songs LORE
commonly performed with that instrument. Your training with poisons can help you when you try
LORE to recall facts about infamous poisonings.
Your expertise aids you in recalling lore related to your INVESTIGATION, PERCEPTION
instrument. Your knowledge of poisons has taught you to handle
PERFORMANCE those substances carefully, giving you an edge when
Your ability to put on a good show is improved when you inspect poisoned objects or try to extract clues
you incorporate an instrument into your act. from events that involve poison.

COMPOSE A TUNE MEDICINE


As part of a long rest, you can compose a new tune and When you treat the victim of a poison, your knowledge
lyrics for your instrument. You might use this ability to grants you added insight into how to provide the best
impress a noble or spread scandalous rumors with a care to your patient.
catchy tune. NATURE, SURVIVAL
Working with poisons enables you to acquire lore
Sample Activities
about which plants and animals are poisonous.
Activity DC
Identify a tune 10
HANDLE POISON
Your proficiency allows you to handle and apply a
Subtly manipulate the emotions of your audience 15 poison without risk of exposing yourself to its effects.
Improvise a tune 20
Sample Activities
Activity DC
Spot a poisoned object 10
Determine the effects of poison 20

SCAVENGING KIT

73 CHAPTER 8 | TOOL PROFICIENCIES


SECURITY KIT SPICER'S KIT
A security kit include all of the necessary components Spicer's kit include all of the necessary components to
to set or disarm locks and traps. refine and create illicit substances.
LORE SURVEYOR'S TOOLS
Your knowledge of traps grants you insight when
Surveyor's tools include all of the necessary
answering questions about locations that are
components to draw and store maps.
renowned for their traps.
LORE
INVESTIGATION AND PERCEPTION
You can use your knowledge of maps and locations to
You gain additional insight when looking for traps,
unearth more detailed information. For instance, you
because you have learned a variety of common signs
might spot hidden messages in a map, identify when
that betray their presence.
the map was made to determine if geographical
TECHNOLOGY features have changed since then, and so forth.
Your knowledge of locks grants you insight into their
NATURE
make and potential weaknesses.
Your familiarity with physical geography makes it
SET A TRAP easier for you to answer questions or solve issues
Just as you can disable traps, you can also set them. As relating to the terrain around you.
part of a short rest, you can create a trap using items
SURVIVAL
you have on hand. The total of your check becomes the
Your understand of geography makes it easier to find
DC for someone else's attempt to discover or disable
paths to civilization, to predict reas where towns might
the trap. The trap deals damage appropriate to the
be found, and to avoid becoming lost. You have
materials used in crafting it (such as poison or a
studied so many maps that common patterns, such as
weapon) or damage equal to half the total of your
how trade routes evolve and where settlements arise
check, whichever the DM deems appropriate.
in relation to gegraphic locations, are familiar to you.
Sample Activities CRAFT A MAP
Activity DC While travelling, you can draw a map as you go in
Pick a moderate lock 15 addition to engaging in other activity.
Disable a trap Varies Sample Activities
Activity DC
SLICER'S KIT
Determine a map's age and origin 10
A slicer's kit includes all of the necessary components
Estimate direction and distance to a landmark 15
to interface with and disarm digital securities.
Discern that a map is fake 15
LORE
Fill in a missing part of a map 20
Your knowledge of digital securities grants you insight
when answering questions about them.
INVESTIGATION AND PERCEPTION
You gain additional insight when looking for digital
securities when using computers and terminals.
TECHNOLOGY
Your knowledge of common digital security types
makes it easier for you to identify them.
Sample Activities
Activity DC
Identify a hidden security routine 15
Reprogram a security routine 20

CHAPTER 8 | TOOL PROFICIENCIES 74


SYNTHWEAVER'S TOOLS
Synthweaver's tools include all of the necessary
components to craft and repair clothing and boots.
LORE
Your expertise lends you additional insight when
examining clothes and boots.
INVESTIGATION
Using your knowledge of the process of creating cloth
objects, you can spot clues and make deductions that
others would overlook when you examine tapestries,
upholstery, clothing, and other woven items, or
examining the wear of clothing and boots.
CRAFT HIDDEN COMPARTMENT
With 8 hours of work, you can add a hidden
compartment to a pair of boots or an article of
clothing. The compartment can hold an object up to 3
inches long and 1 inch wide and deep. You make an
Intelligence check using your tool proficiency to
determine the Intelligence (Investigation) check DC
needed to find the compartment.
MAINTAIN SHOES
As part of a long rest, you can repair your companions'
boots. For the next 24 hours, up to six creatures of
your choice who wear boots you worked on can travel
up to 10 hours a day without making saving throws to
avoid exhaustion.
Sample Activities
Activity DC
Repurpose or mend a cloth 10
Tailor an outfit 15
Find a hidden compartment in clothing 15

TINKER'S TOOLS
Tinker's tools include all of the necessary components
to craft and repair augments, barriers, and minor
trinkets.
LORE
You can determine the age and origin of objects, even
if you have only a few pieces remaining from the
original.
INVESTIGATION/PERCEPTION
You are more effective at identifying traps concealed
by debris.
SLEIGHT OF HAND
You are more effective at hiding traps that you place.
REPAIR TRINKETS
With access to your tools, you can repair small items.
For any object, you need access to raw materials
required to repair it.

Sample Activities
Activity DC
Temporarily repair a disabled device 10
Repair an item in half the time 15
Improvise an item using scraps 20

75 CHAPTER 8 | TOOL PROFICIENCIES


APPENDIX A: ENHANCED ITEMS
Item Rarity Item Rarity
Adventuring gear Adventuring gear (continued)
  Atmospheric Decanting Vessel Premium  Legs
  Fine Tools Premium   Basic Pants Chassis Standard
  Improved Tools Prototype   Fine Pants Chassis Premium
  Superior Tools Advanced   Improved Pants Chassis Prototype
 Back   Superior Pants Chassis Advanced
 Body   Exceptional Pants Chassis Legendary
  Basic Tunic Chassis Standard   Champion Pants Chassis Artifact
  Fine Tunic Chassis Premium  Neck
  Jedi Padawan's Robe Premium   Necklace of Persistence Premium
  Sith Acolyte's Robe Premium   Taozin Amulet Premium
  Improved Tunic Chassis Prototype   Beemon Cardio-Regulator Prototype
  Jedi Knight's Robe Prototype  Shoulders
  Sith Warrior's Robe Prototype   Basic Cloak Chassis Standard
  Jedi Master's Robe Advanced   Cape of the Orator Premium
  Sith Lord's Robe Advanced   Cowl of the Professional Premium
  Superior Tunic Chassis Advanced   Fine Cloak Chassis Premium
  Exceptional Tunic Chassis Legendary   Jensaarai Cloak Premium
  Champion Tunic Chassis Artifact   Mantle of the Anomic Premium
 Feet   Pauldron of Retribution Premium
  Mag-lock Boots Standard   Improved Cloak Chassis Prototype
  Aratech Sound Dampening Boots Premium   Superior Cloak Chassis Advanced
  Boots of Bounding Premium   Exceptional Cloak Chassis Legendary
  Slipstream Kickers Advanced   Champion Cloak Chassis Artifact
 Finger  Waist
 Hands   Aratech Echo Belt Premium
  Gauntlets of the Warrior Premium   Defel Mimicker Prototype
  Reverse-Engineered Crushgaunts Premium   Strength Enhancer Prototype
  Mandalorian Shuk'orok Advanced   CNS Strength Enhancer Advanced
 Head   Baragwin Stealth Unit Legendary
  Circle of Persistence Premium   GNS Strength Enhancer Legendary
  Goggles of the Tinkerer Premium   Sith Strength Belt Legendary
  Mandalorian Helmet Premium   Dominator Belt Artifact
  Jensaarai Headgear Advanced  Wrists
  1   Wrist-Mounted Grappling Hook Standard
  2   Vambraces of the Outrider Premium
  3   1
  4   2
  5   3
  6   4
  7   5
  8   6
  9   7
  10   8
  11   9
  12   10

APPENDIX A | ENHANCED ITEMS 76


APPENDIX A: ENHANCED ITEMS
Item Rarity Item Rarity Page
Armor Consumables (continued)
  Basic Armor Chassis Standard  Barriers
  Fine Armor Premium   Environmental Barrier Standard
  Fine Armor Chassis Premium   Physical Barrier Premium
  Adapted Armor Prototype   Improved Environmental Barrier Prototype
  Improved Armor Prototype   Superior Physical Barrier Advanced
  Improved Armor Chassis Prototype   Exceptional Energy Barrier Legendary
  Mandalorian Beskar'gam Prototype   Champion Physical Barrier Artifact
  Superior Armor Advanced  Explosives
  Superior Armor Chassis Advanced   Breaching Charge (Average) Premium
  Exceptional Armor Chassis Legendary   Grenade, Fragmentation (Average) Premium
  Champion Armor Chassis Artifact   Mine, Fragmentation (Average) Premium
 Light   Thermal Detonator (Average) Premium
 Medium   Breaching Charge (Major) Prototype
  Jensaarai Armor Prototype   Grenade, Fragmentation (Major) Prototype
 Heavy   Mine, Fragmentation (Major) Prototype
  Matrix Armor Premium   Thermal Detonator (Major) Prototype
  Orbalisk Armor Prototype   Breaching Charge (Deadly) Advanced
  Reactive Ultrachrome Armor Legendary   Grenade, Fragmentation (Deadly) Advanced
Consumables   Mine, Fragmentation (Deadly) Advanced
 Adrenals   Thermal Detonator (Deadly) Advanced
  Alacrity Adrenal Standard  Medpacs
  Stamina Adrenal Standard   Fine Medpac Premium
  Strength Adrenal Standard   Improved Medpac Prototype
  Battle Adrenal Premium   Superior Medpac Advanced
  Improved Alacrity Adrenal Prototype  Poisons
  Improved Stamina Adrenal Prototype   Fine Poison Premium
  Improved Strength Adrenal Prototype   Improved Poison Prototype
  Superior Battle Adrenal Advanced   Superior Poison Advanced
 Ammunition  Stimpacs
  Dart (Average) Premium  Technology
  Flux Collimator (Average) Premium   Fine Computer Spike Premium
  Oscillation Calibrator (Average) Premium   Fine Security Spike Premium
  Power Cell (Average) Premium   Improved Computer Spike Prototype
  Slug Cartridge (Average) Premium   Improved Security Spike Prototype
  Dart (Major) Prototype   Superior Computer Spike Advanced
  Flux Collimator (Major) Prototype   Superior Security Spike Advanced
  Oscillation Calibrator (Major) Prototype   1
  Power Cell (Major) Prototype   2
  Slug Cartridge (Major) Prototype   3
  Dart (Deadly) Advanced   4
  Flux Collimator (Deadly) Advanced   5
  Oscillation Calibrator (Deadly) Advanced   6
  Power Cell (Deadly) Advanced   7
  Slug Cartridge (Deadly) Advanced   8
  1   9

77 APPENDIX A | ENHANCED ITEMS


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Cybernetic augmentations Droid customizations
 Enhancements  Parts
  Basic Charisma Enhancement Standard   Blaster Integration Standard
  Basic Constitution Enhancement Standard   Four-Armed Combatant Standard
  Basic Dexterity Enhancement Standard   Leg Reinforcement Standard
  Basic Intelligence Enhancement Standard   Manipulator Upgrade Standard
  Basic Strength Enhancement Standard   Mechanic Standard
  Basic Wisdom Enhancement Standard   Medic Standard
  Hidden Compartment Blaster Standard   Power Supply Port Standard
  Integrated Subdermal Armor Premium   Reinforced Chassis Standard
  Armament and Defense Library Prototype   Resourceful Drive Standard
  Integrated Subdermal Armor Mark II Prototype   Sentry Standard
  Active Camouflage Core Advanced   Tool Integration Standard
  Automated Adrenal Package Advanced   Versatility Motivator Standard
  Skills Enhancement Package Advanced   Vocoder Standard
  Charming Noble Package Legendary   Mighty Build Premium
  Daring Acrobat Package Legendary   Shock Arm Premium
  Indomitable Fortress Package Legendary   Droid Dura Plating Mark I Prototype
  Mighty Athlete Package Legendary   Droid Dura Plating Mark II Advanced
  Quick Savant Package Legendary   Droid Dura Plating Mark III Legendary
  Wise Sage Package Legendary  Protocols
 Replacements   Interface Protocol Standard
  Brawny Arm Prosthesis Standard   Interfaced Assistance Protocol Standard
  Celerity Leg Prosthesis Standard   Interfaced Crafting Protocol Standard
  Detachable Eye Standard   Interfaced Distraction Protocol Standard
  Detachable Hand Standard   Interfaced Healing Protocol Standard
  Hardy Torso Prosthesis Standard   Interfaced Tracking Protocol Standard
  Intuitive Facial Prosthesis Standard   Analysis Protocol Premium
  Magnetic Arm Enhancement Standard   Enhanced Reconstructor Premium
  Surveillance Implant Standard   Uncanniness Motivator Premium
  Hawkeye Ocular Package Premium   1
  Infiltration Package Premium   2
  Iridonian Grav-Lev Arm Premium   3
  Nighthawk Ocular Implant Premium   4
  Survival and Surveillance Implant Premium   5
  Czerka Variable Claw-Hand Multitool Prototype   6
  High-Grade Cybernetic Arm Prototype   7
  High-Grade Cybernetic Legs Prototype   8
  Microphasic Hypervisor Prototype   9
  Survival and Surveillance Implant Mk II Prototype   10
  1   11
  2   12
  3   13
  4   14
  5   15
  6   16

APPENDIX A | ENHANCED ITEMS 78


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Focuses Relics
 Force   Standard Blueprint Standard
  Basic Focus Generator Chassis Standard   Premium Blueprint Premium
  Fine Focus Generator Premium   Prototype Blueprint Prototype
  Fine Focus Generator Chassis Premium   Advanced Blueprint Advanced
  Improved Focus Generator Prototype   Legendary Blueprint Legendary
  Improved Focus Generator Chassis Prototype   Artifact Blueprint Artifact
  Superior Focus Generator Advanced  Datacrons
  Superior Focus Generator Chassis Advanced   Mark I Datacron Standard
  Exceptional Focus Generator Chassis Legendary   Mark II Datacron Premium
  Champion Focus Generator Chassis Artifact   Mark III Datacron Prototype
 Tech   Mark IV Datacron Advanced
  Basic Wristpad Chassis Standard   Mark V Datacron Legendary
  Fine Wristpad Premium   Mark VI Datacron Artifact
  Fine Wristpad Chassis Premium  Holocrons
  Improved Wristpad Prototype   Novice Holocron Standard
  Improved Wristpad Chassis Prototype   Apprentice Holocron Premium
  Superior Wristpad Advanced   Journeyman Holocron Prototype
  Superior Wristpad Chassis Advanced   Adept Holocron Advanced
  Exceptional Wristpad Chassis Legendary   Master Holocron Legendary
  Champion Wristpad Chassis Artifact   Ancient Holocron Artifact
Shields Weapons
  Basic Shield Chassis Standard   Basic Weapon Chassis Standard
  Fine Shield Premium   Fine Returning Weapon Premium
  Fine Shield Chassis Premium   Fine Weapon Premium
  Improved Shield Prototype   Fine Weapon Chassis Premium
  Improved Shield Chassis Prototype   Improved Returning Weapon Prototype
  Superior Shield Chassis Advanced   Improved Weapon Prototype
  Superior Shield Advanced   Improved Weapon Chassis Prototype
  Exceptional Shield Chassis Legendary   Superior Returning Weapon Advanced
  Champion Shield Chassis Artifact   Superior Weapon Advanced
 Light   Superior Weapon Chassis Advanced
 Medium   Exceptional Weapon Chassis Legendary
  Verpine Auto-shielding Unit Advanced   Champion Weapon Chassis Artifact
 Heavy  Blasters
  1   Flashy Premium
  2   Shotgun Axe Premium
  3   Sparkles Premium
  4   Torchy Prototype
  5  Lightweapons
  6   Inquistor Saber Prototype
  7   Darksaber Legendary
  8  Vibroweapons
  9   Hewey Advanced
  10   1
  11   2

79 APPENDIX A | ENHANCED ITEMS


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Blaster Modifications Vibroweapon Modifications
 Targeting  Grip
  Accuracy Focus Mark I Standard   Basic Contoured Grip Standard
  Accuracy Focus Mark II Premium   Fine Contoured Grip Premium
  Accuracy Focus Mark III Prototype   Improved Contoured Grip Prototype
  Precision Focus Prototype   Precision Grip Prototype
  Accuracy Focus Mark IV Advanced   Deadly Precision Grip Advanced
  Deadly Precision Focus Advanced   Superior Contoured Grip Advanced
  Lethal Precision Focus Legendary   Lethal Precision Grip Legendary
  Champion Multispectral Optics Artifact   Devastating Precision Grip Artifact
  Devastating Precision Focus Artifact  Edge
 Barrel   Minor Neutronium Edge Standard
  Basic Amplifying Barrel Standard   Average Neutronium Edge Premium
  Fine Amplifying Barrel Premium   Major Neutronium Edge Prototype
  Improved Amplifying Barrel Prototype   Serrated Edge Mark I Prototype
  Quantum Splitter Mark I Prototype   Deadly Neutronium Edge Advanced
  Quantum Splitter Mark II Advanced   Serrated Edge Mark II Advanced
  Superior Amplifying Barrel Advanced   Exceptional Nagai Grip Legendary
  Quantum Splitter Mark III Legendary   Serrated Edge Mark III Legendary
  Quantum Splitter Mark IV Artifact   Devastating Ostrine Edge Artifact
 Core   Serrated Edge Mark IV Artifact
  Corellian Crippler Matrix Standard  Oscillator
  Maser Core Standard   Celerity Oscillator Standard
  Siege Weapon Standard   Staggering Oscillator Standard
  Burst Core Premium   Jagged Oscillator Premium
  Dire Core Premium   Keen Oscillator Premium
  Ion Amplifying Core Premium   Monomolecular Oscillator Mark I Premium
  Keen Core Premium   Aratech Oscillator Mark I Prototype
  Piercing Core Premium   Shocking Oscillator Prototype
  Rylith Power Core Prototype   Venomous Oscillator Prototype
  Czerka Attenuating Pulsator Advanced   Monomolecular Oscillator Mark II Advanced
  Superior Burst Core Advanced   Aratech Oscillator Mark III Legendary
  Aratech Recycler Core Mark II Legendary   Aratech Oscillator Mark IV Artifact
  Devastating Penetrating Core Artifact  Guard
 Attachment   Collapsible Frame Standard
  Expanded Magazine Standard   Flashlight Guard Standard
  Flashlight Attachment Standard   Confounding Guard Premium
  Recoil Dampener Standard   Defensive Guard Premium
  Silencer Standard   Pacnorval Chem Integrator Premium
  Bayonet Premium   Fine Returning Weapon Guard Premium
  Precision Chamber Mark II Premium   Fixed Keen Guard Prototype
  Harpoon Reel Attachment Prototype   Harpoon Reel Guard Prototype
  Precision Chamber Mark III Prototype   RZ-3 Extender Frame Advanced
  Precision Chamber Mark IV Advanced   Superior Defensive Guard Advanced
  Lethal Assassination Scope Legendary   Fiber-alloy Guard Legendary
  Devastating Vicious Scope Artifact   Champion Defensive Guard Artifact

APPENDIX A | ENHANCED ITEMS 80


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Lightweapon Modifications Focus Generator Modifications
 Lens  Emitter
  Ossus Training Lens Standard   Novice Prism Emitter Standard
  Apprentice Byrothsis Lens Premium   Apprentice Prism Emitter Premium
  Ossus Fighting Lens Premium   Journeyman Prism Emitter Prototype
  Journeyman Byrothsis Lens Prototype   Adept Prism Emitter Advanced
  Journeyman Dragite Lens Prototype  Conductor
  Ossus Dueling Lens Prototype   Cracked Inlay Conductor Standard
  Adept Byrothsis Lens Advanced   Chipped Inlay Conductor Premium
  Adept Dragite Lens Advanced   Flawed Inlay Conductor Prototype
  Ossus Mastery Lens Advanced   Regular Inlay Conductor Advanced
  Master Dragite Lens Legendary  Channel
  Ancient Dragite Lens Artifact   Duplexed Extender Channel Standard
 Crystal   Improved Duplexed Extender Channel Premium
  Cracked Adegan Crystal Standard   Forged Ferricite Fighting Channel Premium
  Apprentice Kunda Crystal Premium   Forged Ferricite Dueling Channel Prototype
  Chipped Adegan Crystal Premium   Forged Ferricite Mastery Channel Advanced
  Flawed Adegan Crystal Prototype   Forged Ferricite Supremacy Channel Legendary
  Flawed Damind Crystal Prototype   Forged Ferricite Ascendancy Channel Artifact
  Journeyman Kunda Crystal Prototype  Cycler
  Adept Kunda Crystal Advanced   Basic T-Cycle Reinforcer Standard
  Regular Adegan Crystal Advanced   Improved T-Cycle Reinforcer Premium
  Regular Damind Crystal Advanced   Basic Phobium Echoer Prototype
  Flawless Damind Crystal Legendary   Improved Phobium Echoer Advanced
  Perfect Damind Crystal Artifact   1
 Cell   2
  Biometric Safety Measures Standard   3
  Burning Cell Standard   4
  Blastsaber Conversion Premium   5
  Brightsaber Conversion Premium   6
  Disruptorsaber Conversion Premium   7
  Diatium Cell Prototype   8
  Deadly Keen Beam Advanced   9
  Extended Beam Advanced   10
  Exceptional Diatium Cell Legendary   11
  Devastating Keen Beam Artifact   12
 Hilt   13
  Collapsible Hilt Standard   14
  Magnetic-Lock Grip Standard   15
  Comfortable Handle Premium   16
  Crossguard Hilt Premium   17
  Fine Returning Weapon Hilt Premium   18
  Disabling Cell Prototype   19
  Superior Crossguard Hilt Advanced   20
  Lightweight Stabilizer Frame Legendary   21
  Champion Crossguard Hilt Artifact   22

81 APPENDIX A | ENHANCED ITEMS


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity
Wristpad Modifications Armor and Shield Modifications
 Processor  Overlay
  Arakyd Vector Mark I Standard   Bonded Plates Mark I Standard
  Arakyd Vector Mark II Premium   Bonded Plates Mark II Premium
  Arakyd Vector Mark III Prototype   Bonded Plates Mark III Prototype
  Arakyd Vector Mark IV Advanced   Bonded Plates Mark IV Advanced
 Motherboard   Ablative Plating Mark III Legendary
  AccuTronics Supreme Mark I Standard   Ablative Plating Mark IV Artifact
  AccuTronics Supreme Mark II Premium  Underlay
  AccuTronics Supreme Mark III Prototype   Basic Reinforced Underlay Standard
  AccuTronics Supreme Mark IV Advanced   Fine Reinforced Underlay Premium
 Amplifier   Improved Reinforced Underlay Prototype
  MerenData Excelcior Standard   Superior Reinforced Underlay Advanced
  Biotic Amplifier Premium   Impervious Lining Mark III Legendary
  Corrosive Amplifer Premium   Impervious Lining Mark IV Artifact
  Cryo Amplifier Premium  Reinforcement
  Explosive Amplifier Premium   Emergency Landing Braces Standard
  Imaging Amplifier Premium   Bioenhancement Matrix Mark I Premium
  Bansche Advanced 2ZBc Prototype   Ballistic Polymer Prototype
  Czerka Elite Pro Mark V Legendary   Bioenhancement Matrix Mark II Advanced
 Dataport   Exceptional Ballistic Polymer Legendary
  Bansche Purifier MENAD Pro Mark I Premium   Bioenhancement Matrix Mark III Artifact
  Sienar Starfire X-Force Mark I Prototype  Armoring
  Sienar Starfire X-Force Mark II Legendary   Optimized Actuators Mark I Standard
  1   Weapon Integration Armoring Standard
  2   Collapsible Suit Premium
  3   Darkvision Visor Premium
  4   Enhanced Endurance Premium
  5   Heavy Suit Premium
  6   Horizontal Exojets Premium
  7   Artificially Intelligent Prototype
  8   Grappling Harpoon Prototype
  9   Integrated Jetboosters Mark I Prototype
  10   Superior Powered Armoring Advanced
  11   Exceptional Powered Gauntlet Armoring Legendary
  12   Champion Powered Armoring Artifact
  13  Shielding
  14   Magnetized Shield Standard
  15   Overload Shield Standard
  16   Shield Amplifier Standard
  17   Shield Anchor Standard
  18   Responsive Shielding Mark I Premium
  19   Magneresponsive Shielding Mark I Prototype
  20   Responsive Shielding Mark II Advanced
  21   Magneresponsive Shielding Mark II Legendary
  22   Responsive Shielding Mark III Artifact

APPENDIX A | ENHANCED ITEMS 82


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Clothing Modifications Item Modifications
 Weave  Augments
  Basic Fortitude Weave Standard   Fine Charisma Augment Premium
  Fine Fortitude Weave Premium   Fine Constitution Augment Premium
  Improved Fortitude Weave Prototype   Fine Dexterity Augment Premium
  Improved Warrior's Weave Prototype   Fine Intelligence Augment Premium
  Superior Fortitude Weave Advanced   Fine Strength Augment Premium
  Superior Warrior's Weave Advanced   Fine Wisdom Augment Premium
  Exceptional Fortitude Weave Legendary   Berserker Defensive Augment Prototype
  Exceptional Warrior's Weave Legendary   Berserker Offensive Augment Prototype
  Champion Fortitude Weave Artifact   Consular Defensive Augment Prototype
 Inlay   Consular Offensive Augment Prototype
  Basic Reflex Inlay Standard   Engineer Defensive Augment Prototype
  Fine Reflex Inlay Premium   Engineer Offensive Augment Prototype
  Improved Machinist's Inlay Prototype   Figher Defensive Augment Prototype
  Improved Reflex Inlay Prototype   Figher Offensive Augment Prototype
  Superior Machinist's Inlay Advanced   Guardian Defensive Augment Prototype
  Superior Reflex Inlay Advanced   Guardian Offensive Augment Prototype
  Exceptional Machinist's Inlay Legendary   Monk Defensive Augment Prototype
  Exceptional Reflex Inlay Legendary   Monk Offensive Augment Prototype
  Champion Reflex Inlay Artifact   Operative Defensive Augment Prototype
 Pattern   Operative Offensive Augment Prototype
  Basic Will Pattern Standard   Scholar Defensive Augment Prototype
  Fine Will Pattern Premium   Scholar Offensive Augment Prototype
  Improved Sorcerer's Pattern Prototype   Scout Defensive Augment Prototype
  Improved Will Pattern Prototype   Scout Offensive Augment Prototype
  Superior Sorcerer's Pattern Advanced   Sentinel Defensive Augment Prototype
  Superior Will Pattern Advanced   Sentinel Offensive Augment Prototype
  Exceptional Sorcerer's Pattern Legendary   Enhancement Mastery Augment Advanced
  Exceptional Will Pattern Legendary   Superior Charisma Augment Advanced
  Champion Will Pattern Artifact   Superior Constitution Augment Advanced
 Stitching   Superior Dexterity Augment Advanced
  Clandestine Stitching Standard   Superior Intelligence Augment Advanced
  1   Superior Strength Augment Advanced
  2   Superior Wisdom Augment Advanced
  3   Enhancement Supremacy Augment Legendary
  4   Exceptional Charisma Augment Legendary
  5   Exceptional Constitution Augment Legendary
  6   Exceptional Dexterity Augment Legendary
  7   Exceptional Intelligence Augment Legendary
  8   Exceptional Strength Augment Legendary
  9   Exceptional Wisdom Augment Legendary
  10   Champion Charisma Augment Artifact
  11   Champion Intelligence Augment Artifact
  12   Champion Strength Augment Artifact
  13   Enhancement Ascendancy Augment Artifact

83 APPENDIX A | ENHANCED ITEMS


ABLATIVE PLATING MARK III
Armor modification (overlay), legendary Side Effect: While this augmentation is active, your
You gain a +2 bonus to AC against melee attacks while speed is reduced by 10. Additionally, it fails to activate
wearing this armor or wielding this shield. Additionally, if you are submerged in water or other liquids.
it gains the charging 1 property. If it already has the This internal augmentation can be activated to
charging property, its charging number increases by 1, project a distortion field that bends visual light.
to a maximum of 3.
ADAPTED ARMOR
ABLATIVE PLATING MARK IV Armor (any), prototype
Armor modification (overlay), artifact Requires attunement
You gain a +3 bonus to AC against melee attacks while You have resistance to one type of damage while you
wearing this armor or wielding this shield. Additionally, wear this armor. The DM chooses the type or
it gains the charging 1 property. If it already has the determines it randomly from the options below.
charging property, its charging number increases by 1,
to a maximum of 3. d10 Damage Type d10 Damage Type
1 Acid 6 Lightning
ACCURACY FOCUS MARK I
Blaster modification (targeting), standard 2 Cold 7 Necrotic
You gain a +1 bonus to attack rolls and a -1 penalty to 3 Fire 8 Poison
damage rolls made with this weapon. 4 Force 9 Psychic
ACCURACY FOCUS MARK II 5 Ion 10 Sonic
Blaster modification (targeting), premium
You gain a +1 bonus to attack rolls made with this Those foolhardy enough to not treat a hostile planet
weapon. as worthy a foe as the ones carrying blasters don't
often live long enough to boast about it.
ACCURACY FOCUS MARK III
Blaster modification (targeting), prototype ADEPT BYROTHSIS LENS
You gain a +2 bonus to attack rolls made with this Lightweapon modification (lens), advanced
weapon. You gain a +3 bonus to attack rolls you make with force
powers when using this weapon as your focus.
ACCURACY FOCUS MARK IV
Blaster modification (targeting), advanced ADEPT DRAGITE LENS
You gain a +3 bonus to attack rolls made with this Lightweapon modification (lens), advanced
weapon. You gain a +1 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
ACCUTRONICS SUPREME MARK I
already has the keen property, its keen number
Wristpad modification (motherboard), standard
increases by 1, to a maximum of 3.
You gain a +1 bonus to the tech save DC and a -1
penalty to the tech attack rolls of tech powers you cast ADEPT HOLOCRON
through this wristpad. Relic (holocron), advanced
This holocron contains a single 5th-level force power,
ACCUTRONICS SUPREME MARK II
or multiple powers of 1st-4th level with a combined
Wristpad modification (motherboard), premium
level no greater than 5. After meditating with the
You gain a +1 bonus to the tech save DC of tech
holocron for at least 16 hours, a forcecaster with a Max
powers you cast through this wristpad.
Power Level of 5th or higher can make a DC 22
ACCUTRONICS SUPREME MARK III forcecasting ability check based on the alignment of
Wristpad modification (motherboard), prototype the power(s) stored within. On a success, they learn the
You gain a +2 bonus to the tech save DC of tech contained force power(s), which does not count against
powers you cast through this wristpad. their force powers known and can not be unlearned
except through use of a remove curse power. On a
ACCUTRONICS SUPREME MARK IV failure, the power is not learned and the forcecaster
Wristpad modification (motherboard), advanced can't try again for 24 hours.
You gain a +3 bonus to the tech save DC of tech
powers you cast through this wristpad. ADEPT KUNDA CRYSTAL
Lightweapon modification (crystal), advanced
ACTIVE CAMOUFLAGE CORE You gain a +3 bonus to the save DC of force powers
Cybernetic augmentation (enhancement), advanced you cast when using this weapon as your focus.
Prerequisite: Constitution 13 Holocrons are information-storage devices used by
As an action, you can activate this augmentation to cast Force-wielders that contain ancient lessons or valuable
the infiltrate tech power targeting yourself. Intelligence information in holographic form.
is your tech casting ability for this power, and if you
cast it using this augmentation, it does not require ADEPT PRISM EMITTER
concentration. Focus generator modification (emitter), advanced
You gain a +3 bonus to the force attack rolls of force
powers you cast through this focus generator.

APPENDIX A | ENHANCED ITEMS 84


ADVANCED BLUEPRINT APPRENTICE HOLOCRON
Relic, advanced Relic (holocron), premium
This blueprint contains information regarding the raw This holocron contains a single 1st-level force power.
and rare materials, tools, and steps required to craft an After meditating with the holocron for at least 4 hours,
item of advanced rarity. Over the course of 1 hour, a forcecaster with a Max Power Level of 1st or higher
which can be done during a short rest, a character can can make a DC 14 forcecasting ability check based on
attempt to learn the blueprint. If they do so, they must the alignment of the power stored within. On a
make a DC 22 Intelligence check with the appropriate success, they learn the contained force power, which
tools. On a success, the blueprint for the item is does not count against their force powers known and
learned. On a failure, the blueprint is not learned, and can not be unlearned except through use of a remove
the character must wait 24 hours before they can try curse power. On a failure, the power is not learned and
again. the forcecaster can't try again for 24 hours.
Blueprints contain the secrets of how to craft items Holocrons are information-storage devices used by
of a more complex nature. Force-wielders that contain ancient lessons or valuable
information in holographic form.
ALACRITY ADRENAL
Consumable (adrenal), standard APPRENTICE KUNDA CRYSTAL
As an action, you can administer this adrenal to a Lightweapon modification (crystal), premium
creature within 5 feet. When you administer this You gain a +1 bonus to the save DC of force powers
adrenal, the target gains a +2 bonus to its Dexterity you cast when using this weapon as your focus.
score. This effect lasts for 1 minute. A creature can
benefit from only one adrenal at a time. APPRENTICE PRISM EMITTER
Focus generator modification (emitter), premium
ANALYSIS PROTOCOL You gain a +1 bonus to the force attack rolls of force
Droid customization (protocol), premium powers you cast through this focus generator.
Prerequisite: Class I droid
You know the detect enhancement and toxin scan tech ARAKYD VECTOR MARK I
powers. You can cast each power once per day. Wristpad modification (processor), standard
Intelligence is your techcasting ability for these powers. You gain a +1 bonus to the tech attack rolls and -1
You do not require use of a wristpad for these powers. penalty to the tech save DCs of tech powers you cast
through this wristpad.
ANCIENT DRAGITE LENS
Lightweapon modification (lens), artifact ARAKYD VECTOR MARK II
You gain a +3 bonus to attack rolls made with this Wristpad modification (processor), premium
weapon. Additionally, it gains the keen 1 property. If it You gain a +1 bonus to the tech attack rolls for tech
already has the keen property, its keen number powers you cast through this wristpad.
increases by 1, to a maximum of 3. ARAKYD VECTOR MARK III
ANCIENT HOLOCRON Wristpad modification (processor), prototype
Relic (holocron), artifact You gain a +2 bonus to the tech attack rolls for tech
This holocron contains a single 9th-level force power, powers you cast through this wristpad.
or multiple powers of 1st-8th level with a combined ARAKYD VECTOR MARK IV
level no greater than 9. After meditating with the Wristpad modification (processor), advanced
holocron for at least 80 hours, a forcecaster with a Max You gain a +3 bonus to the tech attack rolls for tech
Power Level of 9th or higher can make a DC 30 powers you cast through this wristpad.
forcecasting ability check based on the alignment of
the power(s) stored within. On a success, they learn the ARATECH ECHO BELT
contained force power(s), which does not count against Adventuring gear (waist), premium
their force powers known and can not be unlearned Requires attunement
except through use of a remove curse power. On a While you wear this belt with its field on, Wisdom
failure, the power is not learned and the forcecaster (Perception) checks made to see you have
can't try again for 24 hours. disadvantage, and you have advantage on Dexterity
Holocrons are information-storage devices used by (Stealth) checks made to hide, as the belt funnels light
Force-wielders that contain ancient lessons or valuable around you. Activating or deactivating the belt takes an
information in holographic form. action.
The success of this high-end stealth field generator
APPRENTICE BYROTHSIS LENS emboldened Aratech to branch out into other
Lightweapon modification (lens), premium hardware.
You gain a +1 bonus to attack rolls you make with force
powers when using this weapon as your focus. ARATECH OSCILLATOR MARK I
Vibroweapon modification (oscillator), prototype
When you score a critical hit with this weapon, you deal
one additional weapon die worth of damage.

85 APPENDIX A | ENHANCED ITEMS


ARATECH OSCILLATOR MARK III ARTIFACT BLUEPRINT
Vibroweapon modification (oscillator), legendary Relic, artifact
When you score a critical hit with this weapon, you deal This blueprint contains information regarding the raw
three additional weapon dice worth of damage. and rare materials, tools, and steps required to craft an
item of artifact rarity. Over the course of 1 hour, which
ARATECH OSCILLATOR MARK IV can be done during a short rest, a character can
Vibroweapon modification (oscillator), artifact attempt to learn the blueprint. If they do so, they must
When you score a critical hit with this weapon, you deal make a DC 30 Intelligence check with the appropriate
four additional weapon dice worth of damage. tools. On a success, the blueprint for the item is
ARATECH RECYCLER CORE MARK II learned. On a failure, the blueprint is not learned, and
Blaster modification (core), legendary the character must wait 24 hours before they can try
Prerequisite: Burst property again.
When you use the burst feature of this weapon, you Blueprints contain the secrets of how to craft items
can choose to include up to 2 additional creatures of a more complex nature.
within 5 feet of any affected space to also be affected ARTIFICIALLY INTELLIGENT
the burst, if they were not already. Armor modification (armoring), prototype
Once per turn, when you deal damage with this You install an artificial intelligence into this armor.
weapon, your walking speed increases by 10 feet until While wearing this armor, when you make an ability
the start of your next turn, and the damaged creature check, this armor's artificial intelligence can take the
can't make opportunity attacks against you for the rest Help action.
of your turn. You can use this feature twice. You regain all
ARATECH SOUND DAMPENING BOOTS expended uses when you complete a short or long
Adventuring gear (feet), premium rest.
Requires attunement ATMOSPHERIC DECANTING VESSEL
While you wear these boots, your steps make no Adventuring gear, premium
sound, regardless of the surface you are moving This metal jug appears to be able to hold a gallon of
across. You also have advantage on Dexterity (Stealth) liquid and weighs 12 pounds whether full or empty.
checks that rely on moving silently.
You can use an action and name one liquid from the
Before their repulsorcraft hit it big, Aratech honed its table below to cause the jug to produce the chosen
edge in the stealth field generator market. liquid. Afterward, you can open the jug as an action
ARMAMENT AND DEFENSE LIBRARY and pour that liquid out, up to 2 gallons per minute.
Cybernetic augmentation (enhancement), prototype The maximum amount of liquid the jug can produce
Prerequisite: Intelligence 13 depends on the liquid you named.
You gain proficiency in all simple and martial weapons, Once the jug starts producing a liquid, it can't
all armor, and the Piloting skill. Additionally, when you produce a different one, or more of one that has
make an Intelligence check to recall or discern reached its maximum, until the next dawn.
information about a weapon, piece of armor, or a
Liquid Quantity Liquid Quantity
military vehicle that this library contains information
on, you are considered proficient in the check. Acid 8 ounces Condiment 2 gallons
Side Effect: This aggressively effective library can Alcohol, strong 1 gallon Lubricant 1 quart
make it difficult to focus in stressful situations. You Alcohol, weak 4 gallons Water, potable 8 gallons
have disadvantage on Constitution saving throws to
maintain concentration. Additionally, you have Basic poison 1/2 ounce Water, non- 12
disadvantage on ability checks while concentrating on potable gallons
a power.
This small and unassuming electronic module Most liquids one might desire curiously only involve
installed in the parietal lobe contains a massive library a handful of elements. This device collects a reservoir
of information pertaining to weapons, armor, droids, of them to recreate a selection of such liquids on
and every other defense system known to the galaxy at demand.
large. Even rare or obscure pieces of technology are
described here, offering a unique perspective on the
universe - if you can handle it.

APPENDIX A | ENHANCED ITEMS 86


AUTOMATED ADRENAL PACKAGE
Cybernetic augmentation (enhancement), advanced Deduct the time you are invisible, in increments of 1
Prerequisite: Constitution 15 minute, from the belt's maximum duration of 2 hours.
Once on your turn, you can activate this implant to gain After 2 hours of use, the belt ceases to function. For
the effects of an adrenal (no action required). This every uninterrupted period of 12 hours the belt goes
effect lasts for one minute, or until a different adrenal unused, it regains 1 hour of use.
is chosen. You can choose from the following types of Those Baragwin who sought to turn their telepathic
adrenals: empathy into an asset for bounty hunting needed
Strength Adrenal: You gain a +1 bonus to the damage
something special to overcome the drawbacks of their
rolls of melee weapon attacks, and you count as one
lumbering frames.
size larger for the purpose of determining max carrying BASIC AMPLIFYING BARREL
capacity and push, drag, and lift weight. Blaster modification (barrel), standard
Alacrity Adrenal: You gain a +1 bonus to the damage rolls You gain a +1 bonus to damage rolls and a -1 penalty
of ranged weapon attacks, and your speed increases by to attack rolls made with this weapon.
10 feet.
Stamina Adrenal: You gain 2 temporary hit points and a BASIC ARMOR CHASSIS
+2 bonus to Constitution saving throws. Armor (any), standard
Requires attunement
Side Effect: You can no longer benefit from other
This modifiable armor chassis comes with vacant
adrenals.
modification slots for overlay, underlay, reinforcement,
This clear plasti-polymer implant has an appearance
and armoring modifications. It can house modifications
vaguely resembling a multi-limbed cephalopod, and
of standard rarity.
must be carefully installed by a master cybertech. It
attaches by wrapping around the medulla, and BASIC CHARISMA ENHANCEMENT
produces a variety of combat adrenals for its user's Cybernetic augmentation (enhancement), standard
consumption. It also performs blood-cleansing work to Prerequisite: Charisma 11
reduce the liver damage (for species that have a liver) Your Charisma score increases by 1, to a maximum of
caused by long-term adrenal use. 20.
Side Effect: One ability score other than Charisma
AVERAGE NEUTRONIUM EDGE
(chosen by the GM) decreases by 1.
Vibroweapon modification (edge), premium
You gain a +1 bonus to damage rolls made with this BASIC CLOAK CHASSIS
weapon. Adventuring gear (shoulders), standard
Requires attunement
BALLISTIC POLYMER
This modifiable clothing chassis comes with vacant
Armor modification (reinforcement), prototype
modification slots for weave, inlay, stitching, and
While you have temporary hit points, kinetic and
pattern modifications. It can house modifications of
energy damage you take is reduced by an amount
standard rarity.
equal to half your proficiency bonus (rounded up).
BASIC CONSTITUTION ENHANCEMENT
BANSCHE ADVANCED 2ZBC
Cybernetic augmentation (enhancement), standard
Wristpad modification (amplifier), prototype
Prerequisite: Constitution 11
When you spend tech points and deal damage with a
Your Constitution score increases by 1, to a maximum
tech power cast through this wristpad, you deal
of 20.
additional damage equal to the number of tech points
Side Effect: One ability score other than Constitution
spent.
(chosen by the GM) decreases by 1.
BANSCHE PURIFIER MENAD PRO MARK I
BASIC CONTOURED GRIP
Wristpad modification (dataport), premium
Vibroweapon modification (grip), standard
When you cast a tech power with this wristpad that
You gain a +1 bonus to attack rolls and a -1 penalty to
gives you a bonus to AC or saving throws, you can
damage rolls made with this weapon.
increase that bonus by +1.
BASIC DEXTERITY ENHANCEMENT
BARAGWIN STEALTH UNIT
Cybernetic augmentation (enhancement), standard
Adventuring gear (waist), legendary
Prerequisite: Dexterity 11
Requires attunement
Your Dexterity score increases by 1, to a maximum of
While wearing this belt, you can turn on its stealth field
20.
to cause yourself to become invisible. While you are
Side Effect: One ability score other than Dexterity
invisible, anything you are carrying or wearing is
(chosen by the GM) decreases by 1.
invisible with you. You become visible when you turn
off the field. Turning the field on or off requires an
action.

87 APPENDIX A | ENHANCED ITEMS


BASIC FOCUS GENERATOR CHASSIS BASIC TUNIC CHASSIS
Focus (force), standard Adventuring gear (body), standard
Requires attunement Requires attunement
This modifiable focus generator chassis comes with This modifiable clothing chassis comes with vacant
vacant modification slots for emitter, conductor, modification slots for weave, inlay, stitching, and
energy channel, and cycler modifications. It can house pattern modifications. It can house modifications of
modifications of standard rarity. standard rarity.
BASIC FORTITUDE WEAVE BASIC WEAPON CHASSIS
Clothing modification (weave), standard Weapon (any), standard
You gain a +1 bonus to Constitution and Strength Requires attunement
saving throws and a -1 penalty to Dexterity and This modifiable weapon chassis comes with vacant
Intelligence while wearing this article of clothing. modification slots determined by its type. It can house
modifications of standard rarity.
BASIC INTELLIGENCE ENHANCEMENT
Cybernetic augmentation (enhancement), standard BASIC WILL PATTERN
Prerequisite: Intelligence 11 Clothing modification (pattern), standard
Your Intelligence score increases by 1, to a maximum You gain a +1 bonus to Wisdom and Charisma saving
of 20. throws and a -1 penalty to Constitution and Strength
Side Effect: One ability score other than Intelligence while wearing this article of clothing.
(chosen by the GM) decreases by 1.
BASIC WISDOM ENHANCEMENT
BASIC PANTS CHASSIS Cybernetic augmentation (enhancement), standard
Adventuring gear (legs), standard Prerequisite: Wisdom 11
Requires attunement Your Wisdom score increases by 1, to a maximum of
This modifiable clothing chassis comes with vacant 20.
modification slots for weave, inlay, stitching, and Side Effect: One ability score other than Wisdom
pattern modifications. It can house modifications of (chosen by the GM) decreases by 1.
standard rarity.
BASIC WRISTPAD CHASSIS
BASIC REFLEX INLAY Focus (tech), standard
Clothing modification (inlay), standard Requires attunement
You gain a +1 bonus to Dexterity and Intelligence This modifiable wristpad chassis comes with vacant
saving throws and a -1 penalty to Wisdom and modification slots for processor, motherboard,
Charisma while wearing this article of clothing. dataport, and storage modifications. It can house
modifications of standard rarity.
BASIC REINFORCED UNDERLAY
Armor modification (underlay), standard BATTLE ADRENAL
You gain a +1 bonus to AC against ranged attacks and a Consumable (adrenal), premium
-1 penalty to AC against melee attacks while wearing As an action, you can administer this adrenal to a
this armor or wielding this shield. creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to attack and
BASIC SHIELD CHASSIS damage rolls with weapons. This effect lasts for 1
Shield (any), standard minute. A creature can benefit from only one adrenal
Requires attunement at a time.
This modifiable shield chassis comes with vacant
modification slots for overlay, underlay, reinforcement, BAYONET
and shielding modifications. It can house modifications Blaster modification (attachment), premium
of standard rarity. You affix a short blade to the barrel of this weapon,
allowing you to make a melee weapon attack with it.
BASIC STRENGTH ENHANCEMENT The blade is a melee weapon with the finesse property
Cybernetic augmentation (enhancement), standard that you are proficient with, and deals 1d6 kinetic
Prerequisite: Strength 11 damage.
Your Strength score increases by 1, to a maximum of
20. BEEMON CARDIO-REGULATOR
Side Effect: One ability score other than Strength Adventuring gear (neck), prototype
(chosen by the GM) decreases by 1. Requires attunement
Your Constitution score is 19 while you wear this
BASIC T-CYCLE REINFORCER choker. It has no effect on you if your Constitution is
Focus generator modification (cycler), standard already 19 or higher.
When you cast a force power that pushes or pulls a Demand for Beemon Laboratories' implants streches
creature, you can increase the distance pushed or even to those too sickly to use them without assistance
pulled by 5 feet. from another of their fine products.

APPENDIX A | ENHANCED ITEMS 88


BERSERKER DEFENSIVE AUGMENT BLASTER INTEGRATION
Item modification (augment), prototype Droid customization (part), standard
Prerequisite: At least 2 levels in berserker You can now integrate a single simple or martial
Once per round, when you use your Reckless Attack blaster into your droid chassis. Over the course of a
feature and hit a target, you can reduce the first kinetic short or long rest, you can insert and integrate this
or energy damage you take from the target before the blaster into your frame. As a bonus action, you can
start of your next turn by half. open or close a small hatch located somewhere on
your droid body, permitting you to wield and fire the
BERSERKER OFFENSIVE AUGMENT weapon normally when you want to attack with it.
Item modification (augment), prototype While the hatch is open, your hands are not considered
Prerequisite: At least 1 level in berserker occupied by this blaster. All other rules and conditions
Your Rage damage bonus increases by 1, and when apply normally as if you were wielding this blaster in
you score a critical hit, you can roll one additional either one or two hands (your choice).
weapon damage die and add the result to the total.
BLASTSABER CONVERSION
BIOENHANCEMENT MATRIX MARK I Lightweapon modification (cell), premium
Armor modification (reinforcement), premium With this modification, you can make a ranged weapon
Your hit point maximum increases by an amount equal attack with a range of 30/60. On a hit, it deals 1d6
to your level, and it increases by 1 every time you gain energy damage.
a level. Additionally, when you make your first attack on
BIOENHANCEMENT MATRIX MARK II your turn, you can alter the properties of this weapon.
Armor modification (reinforcement), advanced Until the start of your next turn, the damage type of
Your hit point maximum increases by an amount equal this weapon is changed to ion. You can use this feature
to twice your level, and it increases by 2 every time you twice. You regain all expended uses when you
gain a level. complete a short or long rest.

BIOENHANCEMENT MATRIX MARK IIII BONDED PLATES MARK I


Armor modification (reinforcement), artifact Armor modification (overlay), standard
Your hit point maximum increases by an amount equal You gain a +1 bonus to AC against melee attacks and a
to three times your level, and it increases by 3 every -1 penalty to AC against ranged attacks while wearing
time you gain a level. this armor or wielding this shield.

BIOMETRIC SAFETY MEASURES BONDED PLATES MARK II


Lightweapon modification (cell), standard Armor modification (overlay), premium
A security system is installed into the hilt of your You gain a +1 bonus to AC against melee attacks while
lightweapon. When a creature other than you attempts wearing this armor or wielding this shield.
to activate your lightweapon, the activation fails. BONDED PLATES MARK III
Additionally, the creature attempting to activate it must Armor modification (overlay), prototype
make a Constitution saving throw. On a failed save, a You gain a +2 bonus to AC against melee attacks while
creature takes 1d10 lightning damage and is shocked wearing this armor or wielding this shield.
until the end of its next turn. On a successful save the
creature takes half damage and isn't shocked. On a BONDED PLATES MARK IV
success or failure, the creature then drops the weapon. Armor modification (overlay), advanced
You gain a +3 bonus to AC against melee attacks while
BIOTIC AMPLIFIER wearing this armor or wielding this shield.
Wristpad modification (amplifier), premium
When a creature regains hit points from a tech power
you cast, you can grant them temporary hit points
equal to the amount of tech points spent. This amount
can't exceed the number of hit points restored.
You can use this feature twice. You regain all
expended uses when you complete a short or long
rest.

89 APPENDIX A | ENHANCED ITEMS


BOOTS OF BOUNDING BREACHING CHARGE (DEADLY)
Adventuring gear (feet), premium Consumable (explosive), advanced
Requires attunement A device used to blow holes in larger constructs, a
Prerequisite: at least 1 level in fighter breaching charge creates a devastating explosion.
This item can hold a number of charges equal to half Installing a breaching charge takes 1 minute. The
your fighter level, rounded up. When you complete a charge can be set with a 6-second timer, or detonated
long rest, this item regains all charges. Additionally, remotely using a remote detonator.
when you hit a creature with a weapon attack, you gain Once detonated, the breaching charge destroys an
one charge. unenhanced section of wall up to 10 feet wide, 10 feet
On your turn, you can expend one or more charges tall, and 5 feet deep, or a 5-foot cube of enhanced
and activate your boots' thrusters to leap to a location material. Additionally, each creature within 20 feet of
you can see within range. For each charge expended, the charge must make a DC 19 Dexterity saving throw.
you can move 5 feet. Any opportunity attacks provoked A creature takes 12d6 fire damage and 12d6 kinetic
by this movement are made with disadvantage. damage on a failed save, or half as much on a
When you reach 5th level in fighter, when you use successful one. A construct makes this save with
your Action Surge feature, you can take the Dash disadvantage. If the breaching charge is installed on
action (no action required). the construct, it automatically fails the saving throw.
When you reach 11th level in fighter, when you use
BREACHING CHARGE (MAJOR)
your Indomitable feature, you have advantage on the
Consumable (explosive), prototype
roll.
A device used to blow holes in larger constructs, a
When you reach 17th level in fighter, once per round,
breaching charge creates a devastating explosion.
when you miss with a weapon attack, you can repeat
Installing a breaching charge takes 1 minute. The
the attack (no action required).
charge can be set with a 6-second timer, or detonated
These red and black boots come with integrated
remotely using a remote detonator.
rocket boosters.
Once detonated, the breaching charge destroys an
BRAWNY ARM PROSTHESIS unenhanced section of wall up to 10 feet wide, 10 feet
Cybernetic augmentation (replacement), standard tall, and 5 feet deep, or a 5-foot cube of enhanced
This augmentation replaces an arm. material. Additionally, each creature within 20 feet of
When you make an ability check, attack roll, or saving the charge must make a DC 17 Dexterity saving throw.
throw using Strength using only this arm, your Strength A creature takes 9d6 fire damage and 9d6 kinetic
score is treated as 15. When you make an ability check, damage on a failed save, or half as much on a
attack roll, or saving throw using Strength using more successful one. A construct makes this save with
than just this arm, you take the average of the arm's disadvantage. If the breaching charge is installed on
Strength score and your own. the construct, it automatically fails the saving throw.
Side Effect: When you roll a 1 on an ability check,
BRIGHTSABER CONVERSION
attack roll, or saving throw using Strength with this
Lightweapon modification (cell), premium
arm, it seizes up, becoming unusable until the start of
While activated, this weapon sheds bright light in a 20-
your next turn.
foot radius and dim light for an additional 20 feet.
These arm replacements are popular with the less
Additionally, when you make your first attack on
exercise-inclined.
your turn, you can alter the properties of this weapon.
BREACHING CHARGE (AVERAGE) Until the start of your next turn, the damage type of
Consumable (explosive), premium this weapon is changed to fire. You can use this feature
A device used to blow holes in larger constructs, a twice. You regain all expended uses when you
breaching charge creates a devastating explosion. complete a short or long rest.
Installing a breaching charge takes 1 minute. The
BURNING CELL
charge can be set with a 6-second timer, or detonated
Lightweapon modification (cell), standard
remotely using a remote detonator.
When you score a critical hit with this weapon, you
Once detonated, the breaching charge destroys an
have advantage on the next attack roll you make
unenhanced section of wall up to 10 feet wide, 10 feet
against that creature before the end of your next turn.
tall, and 5 feet deep, or a 5-foot cube of enhanced
material. Additionally, each creature within 20 feet of BURST CORE
the charge must make a DC 15 Dexterity saving throw. Blaster modification (core), premium
A creature takes 6d6 fire damage and 6d6 kinetic This weapon gains the burst property, with a burst
damage on a failed save, or half as much on a number equal to its reload number. If it already has
successful one. A construct makes this save with the burst property, the burst number is reduced to
disadvantage. If the breaching charge is installed on one-half its reload number (rounded up), to a
the construct, it automatically fails the saving throw. minimum of 2.

APPENDIX A | ENHANCED ITEMS 90


CAPE OF THE ORATOR CHAMPION CLOAK CHASSIS
Adventuring gear (shoulders), premium Adventuring gear (shoulders), artifact
Requires attunement Requires attunement
Prerequisite: at least 1 level in scholar This modifiable clothing chassis comes with vacant
This item can hold a number of charges equal to half modification slots for weave, inlay, stitching, and
your scholar level, rounded up. When you complete a pattern modifications, as well as two augment slots. It
long rest, this item regains all charges. Additionally, can house modifications of artifact rarity or lower.
when you expend a superiority die, you gain one
charge. CHAMPION CROSSGUARD HILT
When your superiority die is rolled, if you roll less Lightweapon modification (hilt), artifact
than your Intelligence modifier, you can expend one This weapon gains the defensive 3 property. If it
charge to reroll the die. You must use the new roll. already has the defensive property, its defensive
When you reach 5th level in scholar, you learn an number increases to 3.
additional maneuver, which does not count against CHAMPION DEFENSIVE GUARD
your maximum maneuvers. When you complete a Vibroweapon modification (guard), artifact
short rest, you can change this maneuver for a This weapon gains the defensive 3 property. If it
different option available to you. already has the defensive property, its defensive
When you reach 11th level in scholar, you can number increases to 3.
maintain two targets of your Critical Analysis feature,
instead of one. If you use your bonus action to analyze CHAMPION FOCUS GENERATOR CHASSIS
a third target, you choose which Critical Analysis ends. Focus (force), artifact
When you reach 17th level in scholar, you can take a Requires attunement
third reaction each round. You can only take one This modifiable focus generator chassis comes with
reaction per turn. vacant modification slots for emitter, conductor,
This color-shifting cloak is immune to wrinkles and energy channel, and cycler modifications, as well as
always has a pressed appearance. two augment slots. It can house modifications of
artifact rarity or lower.
CELERITY LEG PROSTHESIS
Cybernetic augmentation (replacement), standard CHAMPION FORTITUDE WEAVE
This augmentation replaces both legs. Clothing modification (weave), artifact
Your Dexterity score becomes 13. If your Dexterity You gain a +3 bonus to Constitution and Strength
score is already equal to or greater than 13, it has no saving throws while wearing this article of clothing.
effect on you. Additionally, your speed increases by 5 CHAMPION INTELLIGENCE AUGMENT
feet. Item modification (augment), artifact
Side Effect: When you roll a 1 a Dexterity saving Your Intelligence score increases by 2, and your
throw, the legs seize up, reducing your speed to 0 until maximum for this score increases by 2.
the start of your next turn.
This leg replacement is common for those travelers CHAMPION MULTISPECTRAL OPTICS
interested in making a quick getaway. Blaster modification (targeting), artifact
While looking through this weapon's scope, you have
CELERITY OSCILLATOR truesight out to a distance equal to the long range of
Vibroweapon modification (oscillator), standard this weapon and you can see creatures that are lightly
Once per turn, when you deal damage with this or heavily obscured. Additionally, you gain a +2 bonus
weapon, your walking speed increases by 10 feet until to attack rolls.
the start of your next turn, and the damaged creature
can't make opportunity attacks against you for the rest CHAMPION PANTS CHASSIS
of your turn. Adventuring gear (legs), artifact
Requires attunement
CHAMPION ARMOR CHASSIS This modifiable clothing chassis comes with vacant
Armor (any), artifact modification slots for weave, inlay, stitching, and
Requires attunement pattern modifications, as well as two augment slots. It
This modifiable armor chassis comes with vacant can house modifications of artifact rarity or lower.
modification slots for overlay, underlay, reinforcement,
and armoring modifications, as well as two augment CHAMPION PHYSICAL BARRIER
slots. It can house modifications of artifact rarity or Consumable (barrier), artifact
lower. A shimmering barrier springs into resistance around
you that lasts 8 hours. The barrier has 100 hit points.
CHAMPION CHARISMA AUGMENT Whenever you take damage (one of energy, ion, or
Item modification (augment), artifact kinetic, chosen by the GM when the item is created),
Your Charisma score increases by 2, and your the barrier takes the damage instead. If this damage
maximum for this score increases by 2. reduces the barrier to 0 hit points, you take any
remaining damage.

91 APPENDIX A | ENHANCED ITEMS


CHAMPION POWERED ARMORING CHIPPED ADEGAN CRYSTAL
Armor modification (armoring), artifact Lightweapon modification (crystal), premium
This armor gains the powered 3 property. If it already You gain a +1 bonus to damage rolls made with this
has the powered property, its powered number weapon.
increases to 3.
CHIPPED INLAY CONDUCTOR
CHAMPION REFLEX INLAY Focus generator modification (conductor), premium
Clothing modification (inlay), artifact You gain a +1 bonus to the save DC of force powers
You gain a +3 bonus to Dexterity and Intelligence you cast through this focus generator.
saving throws while wearing this article of clothing.
CIRCLET OF PERSISTENCE
CHAMPION SHIELD CHASSIS Adventuring gear (head), premium
Shield (any), artifact Requires attunement
Requires attunement Prerequisite: at least 1 level in consular
This modifiable shield chassis comes with vacant This item can hold a number of charges equal to half
modification slots for overlay, underlay, reinforcement, your consular level, rounded up. When you complete a
and shielding modifications, as well as two augment long rest, this item regains all charges. Additionally,
slots. It can house modifications of artifact rarity or when you cast a force power of 1st level or higher, this
lower. item regains a number of charges equal to the force
power's level.
CHAMPION STRENGTH AUGMENT When you would use a Force-Empowered Casting
Item modification (augment), artifact option, you can expend charges instead of force
Your Strength score increases by 2, and your maximum points.
for this score increases by 2. When you reach 5th level in consular, when you use
CHAMPION TUNIC CHASSIS your Force Recovery feature, you can add both your
Adventuring gear (body), artifact Wisdom and Charisma modifier to the number of force
Requires attunement points regained, instead of just one.
This modifiable clothing chassis comes with vacant When you reach 11th level in consular, you can
modification slots for weave, inlay, stitching, and ignore the prerequisites for force powers that are
pattern modifications, as well as two augment slots. It lower level than your Max Power Level.
can house modifications of artifact rarity or lower. When you reach 17th level in consular, when you
make a Constitution saving throw to maintain
CHAMPION WEAPON CHASSIS concentration on a force power, you can add your
Weapon (any), artifact Wisdom or Charisma modifier (your choice, minimum
Requires attunement of one) if it doesn't already include that modifier.
This modifiable weapon chassis comes with vacant This platinum circlet contains a gem that shifts colors
modification slots determined by its type, as well as at the whim of its bearer.
two augment slots. It can house modifications of
artifact rarity or lower. CLANDESTINE STITCHING
Clothing modification (stitching), standard
CHAMPION WILL PATTERN This article of clothing come with two hidden pockets,
Clothing modification (pattern), artifact each of which can store up to 1 lb. Finding these
You gain a +3 bonus to Wisdom and Charisma saving hidden pockets requires a DC 15 Investigation check.
throws while wearing this article of clothing.
CNS STRENGTH ENHANCER
CHAMPION WRISTPAD CHASSIS Adventuring gear (waist), advanced
Focus (tech), artifact Requires attunement
Requires attunement While wearing this belt, your Strength score becomes
This modifiable wristpad chassis comes with vacant 23. If your Strength is already equal to or greater than
modification slots for processor, motherboard, 23, it has no effect on you.
dataport, and storage modifications, as well as two This belt further increases a users physical power
augment slots. It can house modifications of artifact with pneumaticized assistance joists and a
rarity or lower. repulsorfield microgenerator.
CHARMING NOBLE PACKAGE COLLAPSIBLE FRAME
Cybernetic augmentation (enhancement), legendary Vibroweapon modification (guard), standard
Prerequisite: Charisma 15 This weapon gains the hidden property.
Your Charisma score increases by 1, and your
maximum for this score increases by 1. Additionally, COLLAPSIBLE HILT
you have advantage on Charisma saving throws. Lightweapon modification (hilt), standard
Side Effect: One ability score (other than Charisma) This weapon gains the hidden property.
that is chosen by the DM when this augmentation is
installed decreases by 1.
This implant drastically increases your force of
personality.

APPENDIX A | ENHANCED ITEMS 92


COLLAPSIBLE SUIT
Armor modification (armoring), premium When you reach 5th level in operative, while the
This armor can collapse into a case for easy storage. hood is drawn, creatures can't see within the hood's
When transformed this way the armor is confines unless you choose to allow it, you are in a
indistinguishable from a normal case and weighs 1/3 source of enhanced light, or the creatures possess
its normal weight. As an action you can don or doff the truesight. Additionally, when you use your Bad Feeling
armor, allowing it to transform as needed. feature, you have resistance to all damage until the
end of your first turn.
COMFORTABLE HANDLE When you reach 11th level in operative, when you
Lightweapon modification (hilt), premium use your Uncanny Dodge feature, an illusory duplicate
Prerequisite: Lacks the two-handed property of yourself appears in your space until the start of your
This weapon gains the finesse property. next turn. The first attack roll made against you before
CONFOUNDING GUARD the start of your next turn has disadvantage.
Vibroweapon modification (guard), premium When you reach 17th level in operative, when you
This weapon gains the disguised and hidden fail an Intelligence, Wisdom, or Charisma saving throw,
properties. you can choose to reroll the die. You must use the new
roll. Once you've used this feature, you must complete
CONSULAR DEFENSIVE AUGMENT a short or long rest before you can use it again.
Item modification (augment), prototype The color of this hood shifts between light gray and
Prerequisite: At least 2 levels in consular black depending on light.
When you roll initiative and have no uses of your Force
Shield left, you regain one use. CRACKED ADEGAN CRYSTAL
Lightweapon modification (crystal), standard
CONSULAR OFFENSIVE AUGMENT You gain a +1 bonus to damage rolls and a -1 penalty
Item modification (augment), prototype to attack rolls made with this weapon.
Prerequisite: At least 2 levels in consular
You learn the Improved Power Force-Empowered CRACKED INLAY CONDUCTOR
Casting option, and when you use it you can reroll a Focus generator modification (conductor), standard
number of damage dice equal to your Wisdom + You gain a +1 bonus to the save DC and a -1 penalty to
Charisma modifiers (a minimum of two). If you already the force attack rolls of force powers you cast through
know the Improved Power Force-Empowered Casting this focus generator.
option, you can instead choose another option. CROSSGUARD HILT
CORELLIAN CRIPPLER MATRIX Lightweapon modification (hilt), premium
Blaster modification (core), standard This weapon gains the defensive 1 property. If it
Once per round, when you hit a creature with a ranged already has the defensive property, its defensive
attack using this weapon, its speed is reduced by 5 feet number increases by 1, to a maximum of 3.
until the end of its next turn. CRYO AMPLIFIER
CORROSIVE AMPLIFIER Wristpad modification (amplifier), premium
Wristpad modification (amplifier), premium When a creature takes cold damage from a tech power
When a creature takes acid damage from a tech power you cast, you can choose to deal additional cold
you cast, you can choose to deal additional acid damage equal to your Intelligence modifier.
damage equal to your Intelligence modifier. You can use this feature twice. You regain all
You can use this feature twice. You regain all expended uses when you complete a short or long
expended uses when you complete a short or long rest.
rest. CZERKA ATTENUATING PULSATOR
COWL OF THE PROFESSIONAL Blaster modification (core), advanced
Adventuring gear (shoulders), premium Prerequisite: The ability to cast tech powers
Requires attunement When you score a critical hit or reduce a creature to 0
Prerequisite: at least 1 level in operative hit points with a ranged attack using this weapon, you
This item can hold a number of charges equal to half can regain a number of tech points equal to your
your operative level, rounded up. When you complete Intelligence modifier (a minimum of one, no action
a long rest, this item regains all charges. Additionally, required). Once you've used this feature, you must
when you succeed on an ability check, or make a roll complete a short or long rest before you can use it
with advantage, you gain one charge. again.
When you deal Sneak Attack damage, you can spend CZERKA ELITE PRO MARK V
charges to reroll any number of dice and use either Wristpad modification (amplifier), legendary
number. When you cast a tech power with this wristpad and at
least one creature fails its saving throw to resist its
effects, you gain a d12 that you can roll and add to the
damage or healing of a tech power you cast. This die
lasts for 1 minute, and you can only have one at a time.

93 APPENDIX A | ENHANCED ITEMS


CZERKA VARIABLE CLAW-HAND MULTITOOL
Cybernetic augmentation (replacement), prototype The Darksaber was an ancient and unique black-
Prerequisite: Intelligence 13 bladed lightsaber created by Tarre Vizsla, the first
This augmentation replaces a hand. Mandalorian ever inducted into the Jedi Order. It
As a bonus action, you can transform this claw-hand features a distinctly Mandalorian hilt and an ominous
into one of the following items of your choice, or back black blade.
its default claw-hand state. While your claw-hand is
DARKVISION VISOR
transformed, you are considered to be proficient in the
Armor modification (armoring), premium
item it is replicating, if you are not already:
While wearing this armor, you have darkvision to a
Security kit range of 60 feet. If you already have darkvision, this
Artisan tools (one set, chosen at the time this modification increases its range by 30 feet.
augmentation is installed)
DART (AVERAGE)
Commlink
Consumable (ammunition), premium
Fusion cutter
You have a +1 bonus to attack and damage rolls made
Grappling hook (with 50 feet of fibercord cable)
with this wrist launcher dart, which deals 1d6 kinetic
Hydrospanner
damage on a hit. This bonus is in addition to any
Traumakit
bonuses granted by the weapon. Once the dart has
Repair kit
been fired, it no longer gives a bonus.
Hidden blade (martial vibroweapon)
Hold out (simple blaster) DART (DEADLY)
Medium shield generator (medium armor) Consumable (ammunition), advanced
You have a +3 bonus to attack and damage rolls made
For items that have charges such as the repair kit,
with this wrist launcher dart, which deals 1d6 kinetic
you regain all expended charges at the end of a long
damage on a hit. This bonus is in addition to any
rest. For items that use power cells, you can reload
bonuses granted by the weapon. Once the dart has
those with power cells normally.
been fired, it no longer gives a bonus.
Side Effect: Once this hand replacement has been
installed, you can no longer wield weapons in this hand DART (MAJOR)
other than those this augmentation can transform into. Consumable (ammunition), prototype
The CVCM hand replacement appears to be a simple You have a +2 bonus to attack and damage rolls made
claw, but it contains a startling variety of tools, with this wrist launcher dart, which deals 1d6 kinetic
transforming to become whatever gadget is needed at damage on a hit. This bonus is in addition to any
the moment. bonuses granted by the weapon. Once the dart has
been fired, it no longer gives a bonus.
DARING ACROBAT PACKAGE
Cybernetic augmentation (enhancement), legendary DEADLY KEEN BEAM
Prerequisite: Dexterity 15 Lightweapon modification (cell), advanced
Your Dexterity score increases by 1, and your This weapon gains the keen 2 property. If it already has
maximum for this score increases by 1. Additionally, the keen property, its keen number increases by 2, to a
you have advantage on Dexterity saving throws. maximum of 3.
Side Effect: One ability score other than Dexterity
(chosen by the GM) decreases by 1. DEADLY NEUTRONIUM EDGE
This implant drastically increases your fine motor Vibroweapon modification (edge), advanced
skills and reaction times. You gain a +3 bonus to damage rolls made with this
weapon.
DARKSABER
Weapon (lightsaber), legendary DEADLY PRECISION FOCUS
Requires attunement Blaster modification (targeting), advanced
You gain a +3 bonus to attack and damage rolls made You gain a +1 bonus to attack rolls made with this
with this enhanced lightsaber. Additionally, the weapon weapon. Additionally, it gains the keen 1 property. If it
ignores resistance to energy damage. already has the keen property, its keen number
When you attack a creature that has at least one increases by 1, to a maximum of 3.
head with this weapon and roll a 20 on the attack roll, DEADLY PRECISION GRIP
you cut off one of the creature's heads. The creature Vibroweapon modification (grip), advanced
dies if it can't survive without the lost head. A creature You gain a +1 bonus to attack rolls made with this
is immune to this effect if it is immune to energy weapon. Additionally, it gains the keen 1 property. If it
damage, doesn't have or need a head, has legendary already has the keen property, its keen number
actions or villain status, or the GM decides that the increases by 1, to a maximum of 3.
creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d6
energy damage from the hit.

APPENDIX A | ENHANCED ITEMS 94


DEFEL MIMICKER DEVASTATING PENETRATING CORE
Adventuring gear (waist), prototype Blaster modification (core), artifact
Requires attunement This weapon gains the keen 1 and piercing 2
While you wear this belt, it casts a shadow that makes properties. If it already has either of these properties,
you appear to be standing in a place near your actual that property's value increases by 1 or 2, respectively,
location, causing any creature to have disadvantage on to a maximum of 3.
attack rolls against you. If you take damage, the
property ceases to function until the start of your next DEVASTATING PRECISION FOCUS
turn. This property is suppressed while you are Blaster modification (targeting), artifact
incapacitated, restrained, or otherwise unable to move. You gain a +3 bonus to attack rolls made with this
The only visible trace of this stealth field generator's weapon. Additionally, it gains the keen 1 property. If it
user is a vague shadow, much like the Defel already has the keen property, its keen number
themselves. increases by 1, to a maximum of 3.

DEFENSIVE GUARD DEVASTATING PRECISION GRIP


Vibroweapon modification (guard), premium Vibroweapon modification (grip), artifact
This weapon gains the defensive 1 property. If it You gain a +3 bonus to attack rolls made with this
already has the defensive property, its defensive weapon. Additionally, it gains the keen 1 property. If it
number increases by 1, to a maximum of 3. already has the keen property, its keen number
increases by 1, to a maximum of 3.
DETACHABLE EYE
Cybernetic augmentation (replacement), standard DEVASTATING VICIOUS SCOPE
This augmentation replaces an eye. Blaster modification (attachment), artifact
As an action, you can remove or replace this eye. This weapon gains the vicious 3 property. If it already
While removed, the eye sprouts eight small legs, has a has the vicious property, its vicious number increases
speed of 15 feet, an AC of 10, and 1 hit point. As an to 3.
action on each of your turns, you can move the eye up DIATIUM CELL
to its speed as long as it is within 30 feet of you. You Lightweapon modification (cell), prototype
can see through both the detached eye and your When you score a critical hit with this weapon, you deal
remaining eye at the same time, or you can use your one additional weapon die worth of damage.
action to see through only one eye or the other.
Side Effect: While the eye is removed, you have DIRE CORE
disadvantage on Intelligence (Investigation) and Blaster modification (core), premium
Wisdom (Perception) checks that rely on sight beyond This weapon gains the dire 1 property. If it already has
5 feet. the dire property, its dire number increases by 1, to a
This eye replacement is a favored tool for the maximum of 3.
augmented spy. DISABLING CELL
DETACHABLE HAND Lightweapon modification (cell), prototype
Cybernetic augmentation (replacement), standard This weapon gains the defensive 1 and disarming
This augmentation replaces a hand. properties. If it already has the defensive property, its
As an action, you can attach or detach this hand. defensive number increases by 1, to a maximum of 3.
While detached, the hand has a speed of 15 feet, an AC DISRUPTORSABER CONVERSION
of 10, and 1 hit point. As an action on each of your Lightweapon modification (cell), premium
turns, you can control the hand as long as it is within While active, this weapon emanates a sickly green light.
30 feet of you. You can use the hand to manipulate an This weapon loses the luminous property.
object, open an unlocked door or container, stow or Additionally, when you make your first attack on
retrieve an item from an open container, or pour the your turn, you can alter the properties of this weapon.
contents out of a container. You can move the hand up Until the start of your next turn, the damage type of
to its speed each time you use it. this weapon is changed to acid. You can use this
Side Effect: This hand can no longer wield items that feature twice. You regain all expended uses when you
weigh more than 5 lbs. complete a short or long rest.
This unique hand replacement is a favored option for
those looking into places they aren't welcome. DOMINATOR BELT
Adventuring gear (waist), artifact
DEVASTATING KEEN BEAM Requires attunement
Lightweapon modification (cell), artifact While wearing this belt, your Strength score becomes
This weapon gains the keen 3 property. If it already has 29. If your Strength is already equal to or greater than
the keen property, its keen number increases to 3. 29, it has no effect on you.
DEVASTATING OSTRINE EDGE While only barely adhering to the most technical
Vibroweapon modification (edge), artifact definition of a belt, this harness-like rig of
When you deal damage with this weapon, you deal an pneumaticized limb actuators supplies enormous
additional 1d8 acid, cold, fire, lightning, poison, or sonic strength to every limb of its wearer's body,
damage (chosen by the GM when generating this item). monstrously increasing their physical power.

95 APPENDIX A | ENHANCED ITEMS


DROID DURA PLATING MARK I ENHANCEMENT MASTERY AUGMENT
Droid customization (part), prototype Item modification (augment), advanced
Prerequisite: Proficiency with heavy armor You gain a +1 bonus to attack and damage rolls with
Your base AC becomes 19. weapons.
Originally used on starship hulls, durasteel is the
most cost-effective way to prevent the destruction of ENHANCEMENT SUPREMACY AUGMENT
your droids. Item modification (augment), legendary
You gain a +2 bonus to attack and damage rolls with
DROID DURA PLATING MARK II weapons.
Droid customization (part), advanced
Prerequisite: Proficiency with heavy armor ENVIRONMENTAL BARRIER
Your base AC becomes 20. Consumable (barrier), standard
A shimmering barrier springs into resistance around
Originally used on starship hulls, durasteel is the
you that lasts 8 hours. The barrier has 10 hit points.
most cost-effective way to prevent the destruction of
Whenever you take damage (one of acid, cold, fire,
your droids.
force, lightning, necrotic, poison, psychic, or sonic,
DROID DURA PLATING MARK III chosen by the GM when the item is created), the
Droid customization (part), legendary barrier takes the damage instead. If this damage
Prerequisite: Proficiency with heavy armor reduces the barrier to 0 hit points, you take any
Your base AC becomes 21. remaining damage.
Originally used on starship hulls, durasteel is the
EXCEPTIONAL ARMOR CHASSIS
most cost-effective way to prevent the destruction of
Armor (any), legendary
your droids.
Requires attunement
DUPLEXED EXTENDER CHANNEL This modifiable armor chassis comes with vacant
Focus generator modification (channel), standard modification slots for overlay, underlay, reinforcement,
When you cast a force power through this focus and armoring modifications, as well as two augment
generator that has a range of 5 feet or greater, you can slots. It can house modifications of legendary rarity or
increase the range of that force power by 10 feet. lower.

EMERGENCY LANDING BRACES EXCEPTIONAL BALLISTIC POLYMER


Armor modification (reinforcement), standard Armor modification (reinforcement), legendary
You can use your reaction to reduce any falling While you have temporary hit points, kinetic and
damage you would take by half. energy damage you take is reduced by an amount
equal to your proficiency bonus.
ENHANCED ENDURANCE
Armor modification (armoring), premium EXCEPTIONAL CHARISMA AUGMENT
When you are reduced to 0 hit points while wearing Item modification (augment), legendary
this armor but not killed outright, you can drop to 1 hit Your Charisma score increases by 2, and your
point instead. You can't use this feature again until you maximum for this score increases by 1.
finish a long rest.
EXCEPTIONAL CLOAK CHASSIS
ENGINEER DEFENSIVE AUGMENT Adventuring gear (shoulders), legendary
Item modification (augment), prototype Requires attunement
Prerequisite: At least 2 levels in engineer This modifiable clothing chassis comes with vacant
This item becomes a valid target of the Infuse Item modification slots for weave, inlay, stitching, and
feature if it wasn't already, granting a bonus pattern modifications, as well as two augment slots. It
appropriate to the item's type. can house modifications of legendary rarity or lower.

ENGINEER OFFENSIVE AUGMENT EXCEPTIONAL CONSTITUTION AUGMENT


Item modification (augment), prototype Item modification (augment), legendary
Prerequisite: At least 1 level in engineer Your Constitution score increases by 2, and your
When you use your Potent Aptitude feature, you can maximum for this score increases by 1.
target a second creature within 60 feet of you who can
EXCEPTIONAL DEXTERITY AUGMENT
hear you and grant them a Potent Aptitude die as well.
Item modification (augment), legendary
ENHANCED RECONSTRUCTOR Your Dexterity score increases by 2, and your
Droid customization (protocol), premium maximum for this score increases by 1.
Prerequisite: Class IV droid
EXCEPTIONAL DIATIUM CELL
Whenever you roll a Hit Die to recover hit points, you
Lightweapon modification (cell), legendary
add your Intelligence modifier to the roll (minimum of
When you score a critical hit with this weapon, you deal
+1).
three additional weapon dice worth of damage.
ENHANCEMENT ASCENDANCY AUGMENT
Item modification (augment), artifact
You gain a +3 bonus to attack and damage rolls with
weapons.

APPENDIX A | ENHANCED ITEMS 96


EXCEPTIONAL ENVIRONMENTAL BARRIER EXCEPTIONAL SHIELD CHASSIS
Consumable (barrier), legendary Shield (any), legendary
A shimmering barrier springs into resistance around Requires attunement
you that lasts 8 hours. The barrier has 100 hit points. This modifiable shield chassis comes with vacant
Whenever you take damage (one of acid, cold, fire, modification slots for overlay, underlay, reinforcement,
force, lightning, necrotic, poison, psychic, or sonic, and shielding modifications, as well as two augment
chosen by the GM when the item is created), the slots. It can house modifications of legendary rarity or
barrier takes the damage instead. If this damage lower.
reduces the barrier to 0 hit points, you take any
remaining damage. EXCEPTIONAL SORCERER'S PATTERN
Clothing modification (pattern), legendary
EXCEPTIONAL FOCUS GENERATOR CHASSIS You gain a +3 bonus to damage rolls with force powers
Focus (force), legendary while wearing this article of clothing. If the power
Requires attunement would damage multiple targets, you can only apply this
This modifiable focus generator chassis comes with damage bonus to one of them.
vacant modification slots for emitter, conductor,
energy channel, and cycler modifications, as well as EXCEPTIONAL STRENGTH AUGMENT
two augment slots. It can house modifications of Item modification (augment), legendary
legendary rarity or lower. Your Strength score increases by 2, and your maximum
for this score increases by 1.
EXCEPTIONAL FORTITUDE WEAVE
Clothing modification (weave), legendary EXCEPTIONAL TUNIC CHASSIS
You gain a +2 bonus to Constitution saving throws and Adventuring gear (body), legendary
a +3 bonus to Strength saving throws while wearing Requires attunement
this article of clothing. This modifiable clothing chassis comes with vacant
modification slots for weave, inlay, stitching, and
EXCEPTIONAL INTELLIGENCE AUGMENT pattern modifications, as well as two augment slots. It
Item modification (augment), legendary can house modifications of legendary rarity or lower.
Your Intelligence score increases by 2, and your
maximum for this score increases by 1. EXCEPTIONAL WARRIOR'S WEAVE
Clothing modification (weave), legendary
EXCEPTIONAL MACHINIST'S INLAY Once per turn per weapon you are wielding, you can
Clothing modification (inlay), legendary gain a +3 bonus to weapon damage rolls while wearing
You gain a +3 bonus to damage rolls with tech powers this article of clothing.
while wearing this article of clothing. If the power
would damage multiple targets, you can only apply this EXCEPTIONAL WEAPON CHASSIS
damage bonus to one of them. Weapon (any), legendary
Requires attunement
EXCEPTIONAL NAGAI EDGE This modifiable weapon chassis comes with vacant
Vibroweapon modification (edge), legendary modification slots determined by its type, as well as
When you have advantage on an attack roll you make two augment slots. It can house modifications of
with this weapon, get the same result on both dice legendary rarity or lower.
rolls, and hit, you deal three additional weapon dice
worth of damage. EXCEPTIONAL WILL PATTERN
Clothing modification (pattern), legendary
EXCEPTIONAL PANTS CHASSIS You gain a +2 bonus to Wisdom saving throws and a +3
Adventuring gear (legs), legendary bonus to Charisma saving throws while wearing this
Requires attunement article of clothing.
This modifiable clothing chassis comes with vacant
modification slots for weave, inlay, stitching, and EXCEPTIONAL WISDOM AUGMENT
pattern modifications, as well as two augment slots. It Item modification (augment), legendary
can house modifications of legendary rarity or lower. Your Wisdom score increases by 2, and your maximum
for this score increases by 1.
EXCEPTIONAL POWERED GAUNTLET ARMORING
Armor modification (armoring), legendary EXCEPTIONAL WRISTPAD CHASSIS
This armor gains the gauntleted (1d4) and powered 2 Focus (tech), legendary
properties. If it already has the gauntleted property, Requires attunement
the gauntleted damage increases by one step (from d4 This modifiable wristpad chassis comes with vacant
to d6, or from d6 to d8). If it already has the powered modification slots for processor, motherboard,
property, its powered number increases by 2, to a dataport, and storage modifications, as well as two
maximum of 3. augment slots. It can house modifications of legendary
rarity or lower.
EXCEPTIONAL REFLEX INLAY
Clothing modification (inlay), legendary
You gain a +2 bonus to Dexterity saving throws and a
+3 bonus to Intelligence saving throws while wearing
this article of clothing.

97 APPENDIX A | ENHANCED ITEMS


EXPANDED MAGAZINE FINE COMPUTER SPIKE
Blaster modification (attachment), standard Consumable (technology), premium
You can reload this weapon once without using an When you make an Intelligence (slicer's kit) check, you
action. You can't use this feature again until you reload can use the spike (no action required) to gain
the weapon with an action. advantage on the check. You can wait until after you
roll the d20 before deciding to use the spike, but you
EXPLOSIVE AMPLIFIER must decide before the GM says whether the check
Wristpad modification (amplifier), premium succeeds or fails.
When a creature takes fire damage from a tech power
you cast, you can choose to deal additional fire FINE CONSTITUTION AUGMENT
damage equal to your Intelligence modifier. Item modification (augment), premium
You can use this feature twice. You regain all Your Constitution score increases by 1.
expended uses when you complete a short or long
rest. FINE CONTOURED GRIP
Vibroweapon modification (grip), premium
EXTENDED BEAM You gain a +1 bonus to attack rolls made with this
Lightweapon modification (cell), advanced weapon.
This weapon gains the reach property.
FINE DEXTERITY AUGMENT
FIBER-ALLOY GUARD Item modification (augment), premium
Vibroweapon modification (guard), advanced Your Dexterity score increases by 1.
Prerequisite: Two-handed property
This weapon loses the two-handed property. FINE DUPLEXED EXTENDER CHANNEL
Focus generator modification (channel), premium
FIGHTER DEFENSIVE AUGMENT When you cast a force power through this focus
Item modification (augment), prototype generator that has a range of 5 feet or greater, you can
Prerequisite: At least 1 level in fighter increase the range of that force power by 20 feet.
When you use your Second Wind feature, you also gain
temporary hit points equal to the amount of hit points FINE FOCUS GENERATOR
you regain. Focus (focus), premium
Requires attunement
FIGHTER OFFENSIVE AUGMENT You gain a +1 bonus to the force attack rolls for force
Item modification (augment), prototype powers you cast through this focus generator.
Prerequisite: At least 2 levels in fighter
You gain two additional superiority dice. FINE FOCUS GENERATOR CHASSIS
Focus (force), premium
FINE AMPLIFYING BARREL Requires attunement
Blaster modification (barrel), premium This modifiable focus generator chassis comes with
You gain a +1 bonus to damage rolls made with this vacant modification slots for emitter, conductor,
weapon. energy channel, and cycler modifications. It can house
modifications of premium rarity or lower.
FINE ARMOR
Armor (any), premium FINE FORTITUDE WEAVE
You have a +1 bonus to AC while wearing this armor. Clothing modification (weave), premium
You gain a +1 bonus to Constitution and Strength
FINE ARMOR CHASSIS saving throws while wearing this article of clothing.
Armor (any), premium
Requires attunement FINE INTELLIGENCE AUGMENT
This modifiable armor chassis comes with vacant Item modification (augment), premium
modification slots for overlay, underlay, reinforcement, Your Intelligence score increases by 1.
and armoring modifications. It can house modifications
of premium rarity or lower. FINE MEDPAC
Consumable (medpac), premium
FINE CHARISMA AUGMENT As an action, you can use this medpac to restore 4d4+4
Item modification (augment), premium hit points to a creature within 5 feet.
Your Charisma score increases by 1.
FINE PANTS CHASSIS
FINE CLOAK CHASSIS Adventuring gear (legs), premium
Adventuring gear (shoulders), premium Requires attunement
Requires attunement This modifiable clothing chassis comes with vacant
This modifiable clothing chassis comes with vacant modification slots for weave, inlay, stitching, and
modification slots for weave, inlay, stitching, and pattern modifications. It can house modifications of
pattern modifications. It can house modifications of premium rarity or lower.
premium rarity or lower.

APPENDIX A | ENHANCED ITEMS 98


FINE POISON FINE STRENGTH AUGMENT
Consumable (poison), premium Item modification (augment), premium
As an action, you can use the poison in this vial to coat Your Strength score increases by 1.
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon FINE TOOLS
must make a DC 15 Constitution saving throw or take Adventuring gear, premium
2d4 poison damage. Once applied, the poison retains You gain a +1 bonus to ability checks made with these
potency for 1 minute before drying. tools.

FINE REFLEX INLAY FINE TUNIC CHASSIS


Clothing modification (inlay), premium Adventuring gear (body), premium
You gain a +1 bonus to Dexterity and Intelligence Requires attunement
saving throws while wearing this article of clothing. This modifiable clothing chassis comes with vacant
modification slots for weave, inlay, stitching, and
FINE REINFORCED UNDERLAY pattern modifications. It can house modifications of
Armor modification (underlay), premium premium rarity or lower.
You gain a +1 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. FINE WEAPON
Weapon (any), premium
FINE RETURNING WEAPON You have a +1 bonus to attack and damage rolls made
Weapon (any vibroweapon), premium with this enhanced weapon.
Requires attunement
Prerequisite: Thrown property FINE WEAPON CHASSIS
You have a +1 bonus to attack and damage rolls made Weapon (any), premium
with this enhanced weapon. Additionally, when you Requires attunement
make a ranged weapon attack with this weapon, it This modifiable weapon chassis comes with vacant
automatically returns to your hand after the attack is modification slots determined by its type. It can house
complete, whether you hit or miss. modifications of premium rarity or lower.
This weapon includes a micro-repulsorfield FINE WILL PATTERN
generator and a biotech signature homing device Clothing modification (pattern), premium
allowing it to quickly return to its thrower. You gain a +1 bonus to Wisdom and Charisma saving
FINE RETURNING WEAPON GUARD throws while wearing this article of clothing.
Vibroweapon modification (guard), premium FINE WISDOM AUGMENT
This weapon gains the returning and thrown (20/60) Item modification (augment), premium
properties. If it already has the thrown property, the Your Wisdom score increases by 1.
range increases by 10/30.
FINE WRISTPAD
FINE RETURNING WEAPON HILT Focus (tech), premium
Lightweapon modification (hilt), premium Requires attunement
This weapon gains the returning and thrown (20/60) You gain a +1 bonus to the tech attack rolls for tech
properties. If it already has the thrown property, the powers you cast through this wristpad.
range increases by 10/30.
FINE WRISTPAD CHASSIS
FINE SECURITY SPIKE Focus (tech), premium
Consumable (technology), premium Requires attunement
When you make an Intelligence (security kit) check, you This modifiable wristpad chassis comes with vacant
can use the spike (no action required) to gain modification slots for processor, motherboard,
advantage on the check. You can wait until after you dataport, and storage modifications. It can house
roll the d20 before deciding to use the spike, but you modifications of premium rarity or lower.
must decide before the GM says whether the check
succeeds or fails. FIXED KEEN GUARD
Vibroweapon modification (guard), prototype
FINE SHIELD This weapon gains the fixed and keen 1 properties. If it
Shield (any), premium already has the keen property, its keen number
You have a +1 bonus to AC while wielding this shield. increases by 1, to a maximum of 3.
FINE SHIELD CHASSIS FLASHLIGHT ATTACHMENT
Shield (any), premium Blaster modification (attachment), standard
Requires attunement You affix a targeted light to this weapon. As a bonus
This modifiable shield chassis comes with vacant action, you can toggle the light on or off. While on, this
modification slots for overlay, underlay, reinforcement, weapon sheds bright light in a 60-foot cone.
and shielding modifications. It can house modifications
of premium rarity or lower.

99 APPENDIX A | ENHANCED ITEMS


FLASHLIGHT GUARD FORGED FERRICITE FIGHTING CHANNEL
Vibroweapon modification (guard), standard Focus generator modification (channel), premium
You affix a targeted light to this weapon. As a bonus When you cast a force power of 1st-level or higher that
action, you can toggle the light on or off. While on, this deals damage, you can increase the damage by half
weapon sheds bright light in a 60-foot cone. (rounded down) the number of force points spent.
FLASHY FORGED FERRICITE MASTERY CHANNEL
Weapon (heavy pistol), premium Focus generator modification (channel), advanced
The first time you hit a creature with a ranged weapon When you cast a force power of 1st-level or higher that
attack from this weapon each round, the creature deals damage, you can increase the damage by one
takes an additional 1d4 damage from the attack. and a half times (rounded down) the number of force
Flashy is an SSK heavy pistol owned by the points spent.
mercenary Corso Riggs during the Galactic Cold War.
FORGED FERRICITE SUPREMACY CHANNEL
FLAWED ADEGAN CRYSTAL Focus generator modification (channel), legendary
Lightweapon modification (crystal), prototype When you cast a force power of 1st-level or higher that
You gain a +2 bonus to damage rolls made with this deals damage, you can increase the damage by twice
weapon. the number of force points spent.
FLAWED DAMIND CRYSTAL FOUR-ARMED COMBATANT
Lightweapon modification (crystal), prototype Droid customization (part), standard
When you deal damage with this weapon, you can roll Prerequisite: Class IV droid
a d4 and add the result to the total. You install two additional arms which you can use
independently of one another. Your can only gain the
FLAWED INLAY CONDUCTOR benefit of items held by two of your arms at any given
Focus generator modification (conductor), prototype time, and once per round you can switch which arms
You gain a +2 bonus to the save DC of force powers your are benefiting from (no action required).
you cast through this focus generator. While you have at least 3 arms free, you have a
FLAWLESS DAMIND CRYSTAL climbing speed equal to your walking speed.
Lightweapon modification (crystal), legendary GAUNTLETS OF THE WARRIOR
When you deal damage with this weapon, you can roll Adventuring gear (hands), premium
a d8 and add the result to the total. Requires attunement
FLUX COLLIMATOR (AVERAGE) Prerequisite: at least 1 level in guardian
Consumable (ammunition), premium This item can hold a number of charges equal to half
As an action, you can apply this collimator to one your guardian level, rounded up. When you complete a
lightweapon within 5 feet, granting it a +1 bonus to long rest, this item regains all charges. Additionally,
attack and damage rolls for 1 minute. This bonus is in when you expend a use of your Channel the Force, you
addition to any bonuses granted by the weapon. gain charges equal to half your Wisdom or Charisma
modifier (your choice, rounded down, minimum of
FLUX COLLIMATOR (DEADLY) one).
Consumable (ammunition), advanced When you would use your Force-Empowered Strikes
As an action, you can apply this collimator to one feature, you can expend charges instead of force
lightweapon within 5 feet, granting it a +3 bonus to points.
attack and damage rolls for 1 minute. This bonus is in When you reach 5th level in guardian, when you roll
addition to any bonuses granted by the weapon. a damage die for your Force-Empowered Strikes or
Improved Force-Empowered Strikes feature, if you roll
FLUX COLLIMATOR (MAJOR)
less than your Wisdom or Charisma modifier (your
Consumable (ammunition), prototype
choice), you can use the chosen modifier instead of the
As an action, you can apply this collimator to one
result on the die.
lightweapon within 5 feet, granting it a +2 bonus to
When you reach 11th level in guardian, the radius of
attack and damage rolls for 1 minute. This bonus is in
your Guardian Auras increases by 10 feet. Additionally,
addition to any bonuses granted by the weapon.
when you use your Cause Harm or Lend Aid feature,
FORGED FERRICITE ASCENDANCY CHANNEL you can add both your Wisdom and Charisma modifier,
Focus generator modification (channel), artifact instead of just one.
When you cast a force power of 1st-level or higher that When you reach 17th level in guardian, once per
deals damage, you can increase the damage by two turn, when you roll the maximum on a damage die for
and a half times (rounded down) the number of force your Force-Empowered Strikes or Improved Force-
points spent. Empowered Strikes feature, you regain a use of your
Channel the Force, to a maximum of your Wisdom or
FORGED FERRICITE DUELING CHANNEL Charisma modifier (your choice, minimum of one).
Focus generator modification (channel), prototype These metallic gauntlets are decorated with ornate,
When you cast a force power of 1st-level or higher that sweeping symbols, and are each inlaid with six
deals damage, you can increase the damage by the precious stones of varying colors.
number of force points spent.

APPENDIX A | ENHANCED ITEMS 100


GNS STRENGTH ENHANCER GRENADE, FRAGMENTATION (AVERAGE)
Adventuring gear (waist), legendary Consumable (explosive), premium
Requires attunement Frag grenades are cheap, low-damage grenades used
While wearing this belt, your Strength score becomes mainly by military personnel, mercenaries, bounty
25. If your Strength is already equal to or greater than hunters, and adventurers. Grenades can be set to
25, it has no effect on you. detonate on impact or set with a timer that lasts
This large belt greatly increases a users physical several seconds before detonating. Grenades have a
power with an array of repulsorfield microgenerators range equal to 30 feet + your Strength modifier x 5. As
and a pair of reactive-lift actuators that increase raw an action, you can throw a grenade at a point you can
force and lift-capacity without any loss of speed or fine see within range. Each creature within 10 feet must
motor skills. make a DC 15 Dexterity saving throw. A creature takes
4d6 kinetic damage on a failed save, or half as much as
GOGGLES OF THE TINKERER on a successful one.
Adventuring gear (head), premium
Requires attunement GRENADE, FRAGMENTATION (DEADLY)
Prerequisite: at least 1 level in engineer Consumable (explosive), advanced
This item can hold a number of charges equal to half Frag grenades are cheap, low-damage grenades used
your engineer level, rounded up. When you complete a mainly by military personnel, mercenaries, bounty
long rest, this item regains all charges. Additionally, hunters, and adventurers. Grenades can be set to
whenever you cast a tech power of 1st level or higher, detonate on impact or set with a timer that lasts
you gain charges equal to the power's level. several seconds before detonating. Grenades have a
When your Potent Aptitude die is rolled, you can range equal to 30 feet + your Strength modifier x 5. As
expend any number of charges and add them to the an action, you can throw a grenade at a point you can
roll. You can't increase the result of the roll above the see within range. Each creature within 10 feet must
maximum value of your Potent Aptitude die. make a DC 19 Dexterity saving throw. A creature takes
When you reach 5th level in engineer, you become a 8d6 kinetic damage on a failed save, or half as much as
valid target of your Potent Aptitude feature. on a successful one.
Additionally, you gain 1 additional modification slot.
GRENADE, FRAGMENTATION (MAJOR)
When you reach 11th level in engineer, when you
Consumable (explosive), prototype
use your Infuse Item feature, the item grants +2 bonus,
Frag grenades are cheap, low-damage grenades used
instead of +1. Additionally, you gain 1 additional
mainly by military personnel, mercenaries, bounty
modification slot (2).
hunters, and adventurers. Grenades can be set to
When you reach 17th level in engineer, when you
detonate on impact or set with a timer that lasts
use your Infuse Item feature, the item grants +3 bonus,
several seconds before detonating. Grenades have a
instead of +2. Additionally, you gain 1 additional
range equal to 30 feet + your Strength modifier x 5. As
modification slot (3).
an action, you can throw a grenade at a point you can
These goggles feature one-way glass lenses. When
see within range. Each creature within 10 feet must
worn over the eyes, the lenses take whatever
make a DC 17 Dexterity saving throw. A creature takes
appearance the bearer decides.
6d6 kinetic damage on a failed save, or half as much as
GRAPPLING HARPOON on a successful one.
Armor modification (armoring), prototype
GUARDIAN DEFENSIVE AUGMENT
This armor gains an integrated grappling harpoon set
Item modification (augment), prototype
into your gauntlet. With this harpoon, you can make a
Prerequisite: At least 2 levels in guardian
ranged weapon attack with a range of 30/60. On a hit,
The radius of your Guardian Auras increases by 10
it deals 1d6 kinetic damage. This attack can target a
feet.
surface, object, or creature.
A creature struck by this attack is impaled by the GUARDIAN OFFENSIVE AUGMENT
harpoon. As an action, a creature can attempt to Item modification (augment), prototype
remove the harpoon. Removing the harpoon requires Prerequisite: At least 2 levels in guardian
a DC 15 Strength check. While the harpoon is stuck in The damage die for your Force-Empowered Strikes and
the target, you are connected to the target by a 60 foot Improved Force-Empowered Strikes features increases
cable. to a d10.
While the harpoon is deployed, you can use your
bonus action to activate the reel, pulling yourself to the
location if the target is larger than you. A creature or
object your size or smaller is pulled to you.
Alternatively, you can opt to release the cable (no
action required).
Once you've used this feature, you can't use it again
until you recover and reinsert the harpoon as an
action.

101 APPENDIX A | ENHANCED ITEMS


HARDY TORSO PROSTHESIS HAWKEYE OCULAR PACKAGE
Cybernetic augmentation (replacement), standard Cybernetic augmentation (replacement), premium
This augmentation replaces your torso. Prerequisite: Intelligence 13
Your Constitution score becomes 13. If your This augmentation replaces your eyes.
Constitution score is already equal to or greater than You can activate or deactivate this augmentation as a
13, it has no effect on you. Additionally, you have bonus action. While this augmentation is active, you
advantage on saving throws against poison. gain advantage on Wisdom (Perception) checks that
Side Effect: When you roll a 1 a Constitution saving rely on sight beyond 30 feet. In conditions of clear
throw to avoid exhaustion, you suffer 2 levels of visibility, you can make out details of even extremely
exhaustion, instead of just 1. distant creatures and objects as small as 2 feet across.
For the wary traveler who is desperately afraid of Side Effect: While this augmentation is active, you
poison. have disadvantage on Wisdom (Perception) and
Intelligence (Investigation) checks within 30 feet that
HARPOON REEL ATTACHMENT rely on sight.
Blaster modification (attachment), prototype This eye replacement features integrated
You install a secondary firemode that launches a macrobinoculars, granting improved ability to see
harpoon attached to a tightly coiled cord. With this further away.
harpoon, you can make a ranged weapon attack with a
range of 30/60. On a hit, it deals 1d6 kinetic damage. HEAVY SUIT
This attack can target a surface, object, or creature. Armor modification (armoring), premium
A creature struck by this attack is impaled by the You enhance this armor, making it difficult to move. As
harpoon. As an action, a creature can attempt to a bonus action, you can anchor your feet to the
remove the harpoon. Removing the harpoon requires ground. While anchored, your speed is 0, you have
a DC 15 Strength check. While the harpoon is stuck in advantage on Strength checks and Strength saving
the target, you are connected to the target by a 60 foot throws, and you count as one size larger when
cable. determining your carrying capacity and the weight you
While connected in this manner, you can use your can push, drag, or lift.
bonus action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or HEWEY
object smaller than you is pulled to you. Alternatively, Weapon (vibroblade), advanced
you can opt to release the cable (no action required). You gain a +1 bonus to attack and damage rolls with
Once you've used this feature, you can't use it again this enhanced weapon.
until you recover and reinsert the harpoon as an This weapon has 6 charges and regains 1d6 charges
action. when you complete a long rest. Once per turn when
you hit with a melee weapon attack with this weapon,
HARPOON REEL GUARD you can expend a charge to have the weapon deal an
Vibroweapon modification (guard), prototype additional 1d8 kinetic damage.
You install a secondary firemode that launches a Hewey is an N-30 battle blade owned by the
harpoon attached to a tightly coiled cord. With this mercenary Corso Riggs during the Galactic Cold War.
harpoon, you can make a ranged weapon attack with a
range of 30/60. On a hit, it deals 1d6 kinetic damage. HIDDEN COMPARTMENT BLASTER
This attack can target a surface, object, or creature. Cybernetic augmentation (enhancement), standard
A creature struck by this attack is impaled by the This implant includes a small hidden blaster that is
harpoon. As an action, a creature can attempt to completely shielded and hidden from unenhanced
remove the harpoon. Removing the harpoon requires investigation. You cannot use this hidden blaster until
a DC 15 Strength check. While the harpoon is stuck in it is revealed. As a bonus action, you can reveal this
the target, you are connected to the target by a 60 foot weapon and make a single ranged weapon attack with
cable. it. You have proficiency with this weapon for this
attack. It deals 1d4 energy damage on a hit, has a
While connected in this manner, you can use your
range of 20/60, and the light and reload 4 properties.
bonus action to activate the reel, pulling yourself to the
Side Effect: Reloading this weapon takes longer than
location if the target is your size or larger. A creature or
usual. You can reload and re-conceal this weapon over
object smaller than you is pulled to you. Alternatively,
one hour, which can be done during a short rest. This
you can opt to release the cable (no action required).
hidden compartment can only fit the specific blaster
Once you've used this feature, you can't use it again
with which it is paired.
until you recover and reinsert the harpoon as an
action. This augmentation hides a weapon in its wearer's
forearm that is almost completely undetectable by
modern sensors.

APPENDIX A | ENHANCED ITEMS 102


HIGH-GRADE CYBERNETIC ARM IMPROVED ALACRITY ADRENAL
Cybernetic augmentation (replacement), prototype Consumable (adrenal), prototype
Prerequisite: Constitution 13 As an action, you can administer this adrenal to a
This augmentation replaces an arm. creature within 5 feet. When you administer this
When you hit with a melee weapon attack using adrenal, the target gains a +4 bonus to its Dexerity
Strength with a weapon wielded by this arm, you gain a score, and its maximum for this score increases by 2.
+1 bonus to the damage roll. Additionally, when you This effect lasts for 1 minute. A creature can benefit
make a Strength (Athletics) check that involves this from only one adrenal at a time.
arm, you gain a +1 bonus to the check.
Side Effect: You have disadvantage on melee IMPROVED AMPLIFYING BARREL
weapon attacks and ability checks using Dexterity that Blaster modification (barrel), prototype
involve this arm. You gain a +2 bonus to damage rolls made with this
weapon.
This arm replacement features enhanced strength.
IMPROVED ARMOR
HIGH-GRADE CYBERNETIC LEGS
Armor (any), prototype
Cybernetic augmentation (replacement), prototype
You have a +2 bonus to AC while wearing this armor.
Prerequisite: Constitution 13
This augmentation replaces both legs. IMPROVED ARMOR CHASSIS
You gain advantage on Strength ability checks and Armor (any), prototype
Strength saving throws, you can make a running long Requires attunement
jump or a running high jump after moving only 5 feet This modifiable armor chassis comes with vacant
on foot, rather than 10 feet, and your speed increases modification slots for overlay, underlay, reinforcement,
by 10 feet. and armoring modifications, as well as one augment
Side Effect: Your powerful legs have difficulty slot. It can house modifications of prototype rarity or
moving quietly. You have disadvantage on Dexterity lower.
(Stealth) checks that rely on moving silently.
This mechanical leg replacement increases speed IMPROVED CLOAK CHASSIS
and jumping height. Adventuring gear (shoulders), prototype
Requires attunement
HORIZONTAL EXOJETS This modifiable clothing chassis comes with vacant
Armor modification (armoring), premium modification slots for weave, inlay, stitching, and
Whenever you take the Dodge or Dash actions, your pattern modifications, as well as one augment slot. It
walking speed increases by 10 feet until the end of can house modifications of prototype rarity or lower.
your turn.
IMPROVED COMPUTER SPIKE
IMAGING AMPLIFIER Consumable (technology), prototype
Wristpad modification (amplifier), premium When you make an Intelligence (slicer's kit) check, you
When a creature attempts an Intelligence can use the spike (no action required) to gain
(Investigation) check against a tech power you cast to advantage on the check, and then you can reroll one of
discern the illusion for what it is, you can force the the dice once. You can wait until after you roll the d20
creature to have disadvantage on the roll (no action before deciding to use the spike, but you must decide
required). Alternatively, when you cast the mirror before the GM says whether the check succeeds or
image tech power, you create a fourth duplicate. While fails.
you have four duplicates, you must roll a 5 or higher on
the d20 roll to change an attack's target to a duplicate. IMPROVED CONTOURED GRIP
You can use this feature twice. You regain all Vibroweapon modification (grip), prototype
expended uses when you complete a short or long You gain a +2 bonus to attack rolls made with this
rest. weapon.

IMPERVIOUS LINING MARK III IMPROVED ENVIRONMENTAL BARRIER


Armor modification (underlay), legendary Consumable (barrier), prototype
You gain a +2 bonus to AC against ranged attacks while A shimmering barrier springs into resistance around
wearing this armor or wielding this shield. Additionally, you that lasts 8 hours. The barrier has 30 hit points.
it gains the absorptive 1 property. If it already has the Whenever you take damage (one of acid, cold, fire,
absorptive property, its absorptive number increases force, lightning, necrotic, poison, psychic, or sonic,
by 1, to a maximum of 3. chosen by the GM when the item is created), the
barrier takes the damage instead. If this damage
IMPERVIOUS LINING MARK IV reduces the barrier to 0 hit points, you take any
Armor modification (underlay), artifact remaining damage.
You gain a +3 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. Additionally, IMPROVED FOCUS GENERATOR
it gains the absorptive 1 property. If it already has the Focus (focus), prototype
absorptive property, its absorptive number increases Requires attunement
by 1, to a maximum of 3. You gain a +2 bonus to the force attack rolls for force
powers you cast through this focus generator.

103 APPENDIX A | ENHANCED ITEMS


IMPROVED FOCUS GENERATOR CHASSIS IMPROVED RETURNING WEAPON
Focus (force), prototype Weapon (any vibroweapon), prototype
Requires attunement Requires attunement
This modifiable focus generator chassis comes with Prerequisite: Thrown property
vacant modification slots for emitter, conductor, You have a +2 bonus to attack and damage rolls made
energy channel, and cycler modifications, as well as with this enhanced weapon. Additionally, when you
one augment slot. It can house modifications of make a ranged weapon attack with this weapon, it
prototype rarity or lower. automatically returns to your hand after the attack is
complete, whether you hit or miss.
IMPROVED FORTITUDE WEAVE This weapon includes a micro-repulsorfield
Clothing modification (weave), prototype generator and a biotech signature homing device
You gain a +1 bonus to Constitution saving throws and allowing it to quickly return to its thrower.
a +2 bonus to Strength saving throws while wearing
this article of clothing. IMPROVED SECURITY SPIKE
Consumable (technology), prototype
IMPROVED MACHINIST'S INLAY When you make an Intelligence (security kit) check, you
Clothing modification (inlay), prototype can use the spike (no action required) to gain
You gain a +1 bonus to damage rolls with tech powers advantage on the check, and then you can reroll one of
while wearing this article of clothing. If the power the dice once. You can wait until after you roll the d20
would damage multiple targets, you can only apply this before deciding to use the spike, but you must decide
damage bonus to one of them. before the GM says whether the check succeeds or
IMPROVED MEDPAC fails.
Consumable (medpac), prototype IMPROVED SHIELD
As an action, you can use this medpac to restore 8d4+8 Shield (any), prototype
hit points to a creature within 5 feet. You have a +2 bonus to AC while wielding this shield.
IMPROVED PANTS CHASSIS IMPROVED SHIELD CHASSIS
Adventuring gear (legs), prototype Shield (any), prototype
Requires attunement Requires attunement
This modifiable clothing chassis comes with vacant This modifiable shield chassis comes with vacant
modification slots for weave, inlay, stitching, and modification slots for overlay, underlay, reinforcement,
pattern modifications, as well as one augment slot. It and shielding modifications, as well as one augment
can house modifications of prototype rarity or lower. slot. It can house modifications of prototype rarity or
IMPROVED PHOBIUM ECHOER lower.
Focus generator modification (cycler), prototype IMPROVED SORCERER'S PATTERN
When you cast a force power that affects an area in a Clothing modification (pattern), prototype
radius or a cube, you can increase the radius or length You gain a +1 bonus to damage rolls with force powers
of the cube by 5 feet. while wearing this article of clothing. If the power
IMPROVED POISON would damage multiple targets, you can only apply this
Consumable (poison), prototype damage bonus to one of them.
As an action, you can use the poison in this vial to coat IMPROVED STAMINA ADRENAL
one vibroweapon, one slug cartridge, or one wrist Consumable (adrenal), prototype
launcher dart. A creature hit by the poisoned weapon As an action, you can administer this adrenal to a
must make a DC 17 Constitution saving throw or take creature within 5 feet. When you administer this
4d4 poison damage. Once applied, the poison retains adrenal, the target gains a +4 bonus to its Constitution
potency for 1 minute before drying. score, and its maximum for this score increases by 2.
IMPROVED REFLEX INLAY This effect lasts for 1 minute. A creature can benefit
Clothing modification (inlay), prototype from only one adrenal at a time.
You gain a +1 bonus to Dexterity saving throws and a IMPROVED STRENGTH ADRENAL
+2 bonus to Intelligence saving throws while wearing Consumable (adrenal), prototype
this article of clothing. As an action, you can administer this adrenal to a
IMPROVED REINFORCED UNDERLAY creature within 5 feet. When you administer this
Armor modification (underlay), prototype adrenal, the target gains a +4 bonus to its Strength
You gain a +2 bonus to AC against ranged attacks while score, and its maximum for this score increases by 2.
wearing this armor or wielding this shield. This effect lasts for 1 minute. A creature can benefit
from only one adrenal at a time.

APPENDIX A | ENHANCED ITEMS 104


IMPROVED T-CYCLE REINFORCER INDOMITABLE FORTRESS PACKAGE
Focus generator modification (cycler), premium Cybernetic augmentation (enhancement), legendary
When you cast a force power that pushes or pulls a Prerequisite: Constitution 15 Your Constitution score
creature, you can increase the distance pushed or increases by 1, and your maximum for this score
pulled by 10 feet. increases by 1. Additionally, you have advantage on
Constitution saving throws.
IMPROVED TOOLS Side Effect: One ability score other than Constitution
Adventuring gear, prototype (chosen by the GM) decreases by 1.
You gain a +2 bonus to ability checks made with these This implant drastically increases your endurance.
tools.
INFILTRATION PACKAGE
IMPROVED TUNIC CHASSIS
Cybernetic augmentation (replacement), premium
Adventuring gear (body), prototype
This augmentation replaces a hand.
Requires attunement
This implant appears to be a standard cybernetic
This modifiable clothing chassis comes with vacant
mechanical arm, but conceals a set of thieves' tools
modification slots for weave, inlay, stitching, and
and a security kit. Additionally, you can also use an
pattern modifications, as well as one augment slot. It
action to cast release at 1st level without expending
can house modifications of prototype rarity or lower.
tech points or use of a tech focus. Intelligence is your
IMPROVED WARRIOR'S WEAVE techcasting ability for this power.
Clothing modification (weave), prototype Side Effect: This hand can no longer wield items that
Once per turn per weapon you are wielding, you can weigh more than 7 lbs.
gain a +1 bonus to weapon damage rolls while wearing This fully cybernetic hand replacement contains a
this article of clothing. hidden array of infiltration tools optimized for
defeating a wide variety of security barriers.
IMPROVED WEAPON
Weapon (any), prototype INQUISITOR SABER
You have a +2 bonus to attack and damage rolls made Weapon (any lightweapon), prototype
with this enhanced weapon. Requires attunement
Prerequisite: Double property
IMPROVED WEAPON CHASSIS You have a +1 bonus to attack and damage rolls made
Weapon (any), prototype with this enhanced weapon.
Requires attunement As a bonus action, you cause the lightsaber to rapidly
This modifiable weapon chassis comes with vacant spin. When you do so, you lose the +1 bonus to attack
modification slots determined by its type, as well as and damage rolls made with the weapon, but you gain
one augment slot. It can house modifications of a +1 bonus to AC and Dexterity saving throws.
prototype rarity or lower. Additionally, while spinning, you have a 30-foot flying
IMPROVED WILL PATTERN speed. While flying, if you take damage, you must make
Clothing modification (pattern), prototype a concentration check as if concentrating on a power.
You gain a +1 bonus to Wisdom saving throws and a +2 On a failure, you immediately fall to the ground.
bonus to Charisma saving throws while wearing this These lightweapons, favored by the Jedi hunters
article of clothing. known as Inquisitors, has the unique ability to rapidly
spin, granting its wielder a limited flying ability.
IMPROVED WRISTPAD
Focus (tech), prototype INTEGRATED JETBOOSTERS MARK I
Requires attunement Armor modification (armoring), prototype
You gain a +2 bonus to the tech attack rolls for tech This armor gets a jetpack built in. Activating or
powers you cast through this wristpad. deactivating the jetpack requires a bonus action and,
while active, you have a flying speed of 30 feet. The
IMPROVED WRISTPAD CHASSIS jetpack last for 1 minute per power cell (to a maximum
Focus (tech), prototype of 10 minutes) and can be recharged by a power
Requires attunement source or replacing the power cells.
This modifiable wristpad chassis comes with vacant
modification slots for processor, motherboard, INTEGRATED SUBDERMAL ARMOR
dataport, and storage modifications, as well as one Cybernetic augmentation (enhancement), premium
augment slot. It can house modifications of prototype When you aren't wearing armor, your AC becomes 13 +
rarity or lower. your Dexterity modifier.
Side Effect: Each time you take damage while you
aren't wearing armor, your speed decreases by 5 feet
until the start of your next turn.
This implant reinforces your skin with an ablative
woven alloy, making you difficult to damage.

105 APPENDIX A | ENHANCED ITEMS


INTEGRATED SUBDERMAL ARMOR MARK II
Cybernetic augmentation (enhancement), prototype Side Effect: When you roll a 1 an Intelligence saving
When you aren't wearing armor, your AC becomes 14 + throw, the implant stutters, causing any ability checks
your Dexterity modifier. in which you are proficient you make before the start
Side Effect: Each time you take damage while you of your next turn to not include your proficiency bonus.
aren't wearing armor, your speed decreases by 5 feet This facial prosthetic includes a solid state drive,
until the start of your next turn. allowing for quick recall.
This implant reinforces your skin with an high-
strength cortosis reinforcement, making you very ION AMPLIFYING CORE
difficult to damage. Blaster modification (core), premium
Prerequisite: Ion damage
INTERFACE PROTOCOL This weapon ignores resistance to ion damage.
Droid customization (protocol), standard
IRIDONIAN GRAV-LEV ARM
You become a valid target for the tracker droid
Cybernetic augmentation (replacement), premium
interface tech power. While interfaced, you can still
Prerequisite: Constitution 13
make attacks as normal.
This augmentation replaces a hand.
INTERFACED ASSISTANCE PROTOCOL Your unarmed strikes with this arm deal 1d4 ion
Droid customization (protocol), standard damage, and you count as one size larger when
While you are interfaced via the tracker droid interface determining your carrying capacity and the weight you
tech power, whenever your handler has advantage on can push, drag, or lift. Additionally, you deal double
an ability check or attack roll granted by you taking the damage to energy-based structures with your unarmed
Help action, they can reroll one of the dice once. strikes.
Side Effect: You can no longer wield weapons with
INTERFACED CRAFTING PROTOCOL electronic components, such as blasters,
Droid customization (protocol), standard vibroweapons, or lightweapons. Additionally, if this
While you are interfaced via the tracker droid interface hand interacts with a small electronic device, such as a
tech power, whenever your handler makes an ability datapad or commlink, it is immediately disabled.
check using tools with which the you are also This cybernetic arm replacement increases a user's
proficient, they have advantage on the check. If they physical strength and can be overloaded to release a
already have advantage, they can instead reroll one of unique field resonance discharge that is particularly
the dice once. effective against containment fields and makes holding
INTERFACED DISTRACTION PROTOCOL on to hydrospanners a breeze.
Droid customization (protocol), standard JAGGED OSCILLATOR
While you are interfaced via the tracker droid interface Vibroweapon modification (oscillator), premium
tech power, when you are within 5 feet of a target, your When you critically hit with the weapon, you deal an
handler does not provoke opportunity attacks when additional 1d8 kinetic damage.
moving out of that creature's reach.
JEDI KNIGHT'S ROBE
INTERFACED HEALING PROTOCOL Adventuring gear (body), prototype
Droid customization (protocol), standard Requires attunement
While you are interfaced via the tracker droid interface You gain a +2 bonus to saving throws while you wear
tech power, when your handler restores hit points to a this robe.
creature that is within 5 feet of you, they can roll the Members of the Order typically wear plain or
dice twice and take either total. unassuming garments, but this variant offers the
INTERFACED TRACKING PROTOCOL additional protection needed by Jedi influencing
Droid customization (protocol), standard important events.
While you are interfaced via the tracker droid interface JEDI MASTER'S ROBE
tech power, when your handler makes a Wisdom Adventuring gear (body), advanced
(Survival) check to track a target, and you are also Requires attunement
tracking that target, your handler gains advantage on You gain a +3 bonus to saving throws while you wear
the check. If they already have advantage, they can this robe.
instead reroll one of the dice once.
Members of the Order typically wear plain or
INTUITIVE FACIAL PROSTHESIS unassuming garments, but Jedi Masters also know the
Cybernetic augmentation (replacement), standard importance of adequate protection when great
This augmentation replaces your face. challenges must be surmounted.
Your Intelligence score becomes 13. If your
Intelligence score is already equal to or greater than
13, it has no effect on you. Additionally, you can add
half your proficiency bonus (rounded down) to any
Intelligence check you make that doesn't already
include your proficiency bonus.

APPENDIX A | ENHANCED ITEMS 106


JEDI PADAWAN'S ROBE
Adventuring gear (body), premium Most Jensaarai craft a mask or helmet bearing the
Requires attunement visage of an animal that best personifies their desires
You gain a +1 bonus to saving throws while you wear or goals.
this robe.
JOURNEYMAN BYROTHSIS LENS
Members of the Jedi Order typically wear plain or
Lightweapon modification (lens), prototype
unassuming garments, offering only a minor boost to
You gain a +2 bonus to attack rolls you make with force
defenses.
powers when using this weapon as your focus.
JENSAARAI ARMOR
Armor (any medium), prototype JOURNEYMAN DRAGITE LENS
Requires attunement Lightweapon modification (lens), prototype
While wearing this armor, you are considered You gain a +1 bonus to attack rolls and a -1 penalty to
proficient regardless of whether or not you have damage rolls made with this weapon. Additionally, it
proficiency in medium armor. Additionally, it grants a gains the keen 1 property. If it already has the keen
+1 bonus to AC. property, its keen number increases by 1, to a
maximum of 3.
Jensaarai Regalia. While wearing and attuned to this
armor and Jensaarai Cloak, you are adapted to both JOURNEYMAN HOLOCRON
hot and cold climates, as described in chapter 5 of the Relic (holocron), prototype
Dungeon Master's Guide. Additionally, this armor now This holocron contains a single 3rd-level force power,
grants a +2 bonus to AC, instead of +1. While wearing or multiple powers of 1st-2nd level with a combined
and attuned to this armor, Jensaarai Cloak, and level no greater than 3. After meditating with the
Jensaarai Headgear, this armor now grants a +3 bonus holocron for at least 8 hours, a forcecaster with a Max
to AC, instead of +2. Power Level of 3rd or higher can make a DC 18
At the height of their training, Jensaarai craft and forcecasting ability check based on the alignment of
bond with their own armor. While each set of armor is the power(s) stored within. On a success, they learn the
unique to its bearer, they share similar traits. contained force power(s), which does not count against
their force powers known and can not be unlearned
JENSAARAI CLOAK
except through use of a remove curse power. On a
Adventuring gear (shoulders), premium
failure, the power is not learned and the forcecaster
Requires attunement
can't try again for 24 hours.
While wearing this cloak with its hood up, you can try
to hide when you are lightly obscured from the JOURNEYMAN KUNDA CRYSTAL
creature from which you are hiding. Pulling the hood Lightweapon modification (crystal), prototype
up or down requires a bonus action. You gain a +2 bonus to the save DC of force powers
Jensaarai Regalia. While wearing and attuned to this you cast when using this weapon as your focus.
cloak and Jensaarai Armor, while its hood is up, Holocrons are information-storage devices used by
Wisdom (Perception) checks made to see you have Force-wielders that contain ancient lessons or valuable
disadvantage, and you have advantage on Dexterity information in holographic form.
(Stealth) checks made to hide. While wearing and
attuned to this cloak, Jensaraai Armor, and Jensaarai JOURNEYMAN PRISM EMITTER
Headgear, when you make a Dexterity saving throw to Focus generator modification (emitter), prototype
an avoid an effect that would deal cold, energy, fire, You gain a +2 bonus to the force attack rolls of force
force, or kinetic damage, you can add your Wisdom or powers you cast through this focus generator.
Charisma modifier (your choice, minimum of one) to KEEN BEAM
the roll if it doesn't already include that modifier. Lightweapon modification (cell), premium
Most Jensaari wear a gray cloak that subtly adapts to This weapon gains the keen 1 property. If it already has
their surroundings. the keen property, its keen number increases by 1, to a
JENSAARAI HEADGEAR maximum of 3.
Adventuring gear (head), advanced KEEN CORE
Requires attunement Blaster modification (core), premium
While you are wearing this headgear, kinetic and This weapon gains the keen 1 property. If it already has
energy damage that you take from unenhanced the keen property, its keen number increases by 1, to a
weapons is reduced by an amount equal to your maximum of 3.
proficiency bonus.
Jensaarai Regalia. While wearing and attuned to this KEEN OSCILLATOR
armor and Jensaarai Armor, this headgear no longer Vibroweapon modification (oscillator), premium
count towards your maximum attunement. While This weapon gains the keen 1 property. If it already has
wearing and attuned to this headgear, Jensaarai Armor, the keen property, its keen number increases by 1, to a
and Jensaarai Cloak, fire, cold, and force damage you maximum of 3.
take is reduced by an amount equal to your proficiency
bonus.

107 APPENDIX A | ENHANCED ITEMS


LEG REINFORCEMENTS MAGNERESPONSIVE SHIELDING MARK II
Droid customization (part), standard Armor modification (shielding), legendary
When you make a long jump, you can cover a number This shield gains the responsive 2 and magnetic 13
of feet up to twice your Strength score. When you properties. If it already has the responsive property, its
make a high jump, you can leap a number of feet up responsive number increases by 2, to a maximum of 3.
into the air equal to 3 + twice your Strength modifier. If it already has the magnetic property, its magnetic
number increases by 1, to a maximum of 18.
LEGENDARY BLUEPRINT
Relic, legendary MAGNETIC FOREARM ENHANCEMENT
This blueprint contains information regarding the raw Cybernetic augmentation (replacement), standard
and rare materials, tools, and steps required to craft an This augmentation replaces a forearm.
item of legendary rarity. Over the course of 1 hour, Unarmed strikes with this hand have the reach
which can be done during a short rest, a character can property.
attempt to learn the blueprint. If they do so, they must Side Effect: When you roll a 1 on an ability check,
make a DC 26 Intelligence check with the appropriate attack roll, or saving throw with this arm, the hand
tools. On a success, the blueprint for the item is disconnects and falls to the ground. It can be picked up
learned. On a failure, the blueprint is not learned, and and replaced as a bonus action.
the character must wait 24 hours before they can try This hand replacement creates a magnetic
again. connection between the hand and forearm, emitting a
Blueprints contain the secrets of how to craft items minor hum.
of a more complex nature.
MAGNETIC-LOCK GRIP
LETHAL ASSASSINATION SCOPE Lightweapon modification (hilt), standard
Blaster modification (attachment), legendary While wielding this weapon, you have advantage on
This weapon gains the silent and vicious 2 properties. If ability checks and saving throws made to disarm or
it already has the vicious property, its vicious number avoid being disarmed.
increases by 2, to a maximum of 3.
MAGNETIZED SHIELD
LETHAL PRECISION FOCUS Armor modification (shielding), standard
Blaster modification (targeting), legendary Prerequisite: Physical Shield
You gain a +2 bonus to attack rolls made with this This shield gains the magnetic 13 property.
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number MAJOR NEUTRONIUM EDGE
increases by 1, to a maximum of 3. Vibroweapon modification (edge), prototype
You gain a +2 bonus to damage rolls made with this
LETHAL PRECISION GRIP weapon.
Vibroweapon modification (grip), legendary
You gain a +2 bonus to attack rolls made with this MANDALORIAN BESKAR'GAM
weapon. Additionally, it gains the keen 1 property. If it Armor (any), prototype
already has the keen property, its keen number Requires attunement
increases by 1, to a maximum of 3. This armor comes equipped with 24 slots that can each
hold a single item that weighs less than 2 lb.
LIGHTWEIGHT STABILIZER FRAME Additionally, it grants a +1 bonus to AC.
Lightweapon modification (hilt), advanced Mandalorian Vestments. While wearing and
Prerequisite: Two-handed property attuned to this armor and Mandalorian Helmet, you
This weapon loses the two-handed property. are able to survive and operate in zero gravity space
and other dangerous conditions. Additionally, this
MAG-LOCK BOOTS
armor now grants a +2 bonus to AC, instead of +1.
Adventuring gear (feet), standard
While wearing and attuned to this armor, Mandalorian
While you wear these boots, you can activate or
Helmet, and Mandalorian Shuk'orok, this armor now
deactivate heir mag-locks as a bonus action. While the
grants a +3 bonus to AC, instead of +2.
mag locks are engaged, you move at half speed, can
This armor is forged from an incredibly rare material
walk on any solid metallic surface, ignore difficult
known as beskar, a highly durable metal.
terrain caused by metallic debris, and ignore the
effects of gravity (or the lack thereof), allowing you to
walk up vertical surfaces or even upside-down.
The battery in these boots lasts for a total of 1 hour
and recharges at the end of a long rest.
MAGNERESPONSIVE SHIELDING MARK I
Armor modification (shielding), prototype
This shield gains the responsive 1 and magnetic 13
properties. If it already has the responsive property, its
responsive number increases by 1, to a maximum of 3.
If it already has the magnetic property, its magnetic
number increases by 1, to a maximum of 18.

APPENDIX A | ENHANCED ITEMS 108


MANDALORIAN HELMET MARK I DATACRON
Adventuring gear (head), premium Relic (datacron), standard
Requires attunement This datacron contains a single at-will tech power. After
This helmet comes equipped with a headcomm and tinkering with the datacron for at least 2 hours, a
holorecorder. Additionally, while wearing this helmet, techcaster with a Max Power Level of 1st or higher can
you have darkvision out to 60 feet. make a DC 10 techcasting ability check. On a success,
Mandalorian Vestments. While wearing and they learn the contained tech power, which does not
attuned to this helmet and Mandalorian Beskar'gam, count against their tech powers known. On a failure,
you have advantage on Wisdom (Perception) checks the power is not learned and the techcaster can't try
that rely on sight within 60 feet. While wearing and again for 24 hours.
attuned to this helmet, Mandalorian Beskar'gam, and Datacrons are encrypted storage devices that
Mandalorian Shuk'orok, you have advantage on contain an interactive projection, and are used to store
Intelligence (Investigation) checks within 5 feet. high-value, sensitive information.
Featuring the iconic T-shaped visor of the
Mandalorians, this helmet strikes fear into the hearts MARK II DATACRON
of the unwary. Relic (datacron), premium
This datacron contains a single 1st-level tech power.
MANDALORIAN SHUK'OROK After tinkering with the datacron for at least 4 hours, a
Adventuring gear (hands), advanced techcaster with a Max Power Level of 1st or higher can
Requires attunement make a DC 14 techcasting ability check. On a success,
While wearing these gloves, your Strength score they learn the contained tech power, which does not
becomes 21. If your Strength is already equal to or count against their tech powers known. On a failure,
greater than 21, it has no effect on you. the power is not learned and the techcaster can't try
Mandalorian Vestments. While wearing and again for 24 hours.
attuned to these gloves and Mandalorian Beskar'gam, Datacrons are encrypted storage devices that
these gauntlets no longer count towards your contain an interactive projection, and are used to store
maximum attunement. While wearing and attuned to high-value, sensitive information.
these gloves, Mandalorian Beskar'gam, and
Mandalorian Helmet, you have resistance to kinetic MARK III DATACRON
and energy damage from unenhanced sources. Relic (datacron), prototype
This datacron contains a single 3rd-level tech power, or
The final piece of a Mandalorian's armor, these
multiple powers of 1st-2nd level with a combined level
gauntlets grant augmented strength.
no greater than 3. After tinkering with the datacron for
MANIPULATOR UPGRADE at least 8 hours, a techcaster with a Max Power Level of
Droid customization (part), standard 3rd or higher can make a DC 18 techcasting ability
Prerequisite: Class II droid check. On a success, they learn the contained tech
Your manipulator arm can now wield items as normal, power(s), which does not count against their tech
instead of only light shield generators and weapons powers known. On a failure, the power is not learned
with the light property. and the techcaster can't try again for 24 hours.
Datacrons are encrypted storage devices that
MANTLE OF THE ANOMIC contain an interactive projection, and are used to store
Adventuring gear (shoulders), premium high-value, sensitive information.
Requires attunement
Prerequisite: at least 1 level in sentinel MARK IV DATACRON
This item can hold a number of charges equal to half Relic (datacron), advanced
your sentinel level, rounded up. When you complete a This datacron contains a single 5th-level tech power, or
long rest, this item regains all charges. Additionally, multiple powers of 1st-4th level with a combined level
when you manifest one of your ideals, you gain no greater than 5. After tinkering with the datacron for
charges equal to your Wisdom or Charisma modifier at least 16 hours, a techcaster with a Max Power Level
(your choice, minimum of one). of 5th or higher can make a DC 22 techcasting ability
When you would a Force-Empowered Self option, check. On a success, they learn the contained tech
you can expend charges instead of force points. power(s), which does not count against their tech
When you reach 5th level in sentinel, when you hit powers known. On a failure, the power is not learned
with your Kinetic Combat attack, you can use two and the techcaster can't try again for 24 hours.
Force-Empowered Self features, instead of just one. Datacrons are encrypted storage devices that
When you reach 11th level in sentinel, you gain an contain an interactive projection, and are used to store
additional sentinel ideal. Additionally, you gain an high-value, sensitive information.
additional manifestation use of your sentinel ideals
that you can only use for the chosen ideal.
When you reach 17th level in sentinel, you can use
your Enlightened Evasion feature for any saving
throws, instead of just against effects that deal
damage.
This visually unremarkable mantle resists effects that
would cause it to move or make noise.

109 APPENDIX A | ENHANCED ITEMS


MARK V DATACRON MATRIX ARMOR
Relic (datacron), legendary Armor (any heavy), premium
This datacron contains a single 7th-level tech power, or While wearing this suit of armor, any critical hit against
multiple powers of 1st-6th level with a combined level you becomes a normal hit.
no greater than 7. After tinkering with the datacron for This suit of armor has had its protective durasteel
at least 40 hours, a techcaster with a Max Power Level components replaced by equivalents made of matrix, a
of 7th or higher can make a DC 26 techcasting ability purple metal used to reinforce starships.
check. On a success, they learn the contained tech
power(s), which does not count against their tech MECHANIC
powers known. On a failure, the power is not learned Droid customization (part), standard
and the techcaster can't try again for 24 hours. As an action, you can activate the repair tools, choosing
Datacrons are encrypted storage devices that one of the following options:
contain an interactive projection, and are used to store You can stabilize a droid within 5 feet of you that has 0
high-value, sensitive information. hit points, without needing to make an Intelligence
MARK VI DATACRON (Technology) check.
Relic (datacron), artifact You can restore 2d4+2 hit points to a droid or construct
This datacron contains a single 9th-level tech power, or within 5 feet.
multiple powers of 1st-8th level with a combined level You can use each feature once. You regain all
no greater than 9. After tinkering with the datacron for expended uses when you complete a long rest.
at least 80 hours, a techcaster with a Max Power Level This part equips the droid with a series of machine
of 9th or higher can make a DC 30 techcasting ability repair tools.
check. On a success, they learn the contained tech
power(s), which does not count against their tech MEDIC
powers known. On a failure, the power is not learned Droid customization (part), standard
and the techcaster can't try again for 24 hours. As an action, you can activate the medical kit, choosing
Datacrons are encrypted storage devices that one of the following options:
contain an interactive projection, and are used to store
high-value, sensitive information. You can stabilize a creature within 5 feet of you that
has 0 hit points, without needing to make a Wisdom
MASER CORE (Medicine) check.
Blaster modification (core), standard You can restore 1d4+1 hit points to a creature within 5
When a creature tries to reduce the damage of a shot feet.
from this weapon with a feature or power, such as You can cure a target of one poison affecting them or
monk's Deflect Missiles or the saber reflect force to give them advantage on saving throws against
power, they must roll the reduction dice twice and take poison for 1 hour.
the lesser total.
This medical kit has no effect on droids or
MASTER DRAGITE LENS constructs. You can use each feature once. You regain
Lightweapon modification (lens), legendary all expended uses when you complete a long rest.
You gain a +2 bonus to attack rolls made with this This part equips the droid with a compact medical
weapon. Additionally, it gains the keen 1 property. If it kit.
already has the keen property, its keen number
increases by 1, to a maximum of 3. MERENDATA EXCELCIOR
Wristpad modification (amplifier), standard
MASTER HOLOCRON When you deal cold damage to a creature with a tech
Relic (holocron), legendary power cast through this wristpad, the creature's speed
This holocron contains a single 7th-level force power, is reduced by 5 feet.
or multiple powers of 1st-6th level with a combined
level no greater than 7. After meditating with the MICROPHASIC HYPERVISOR
holocron for at least 40 hours, a forcecaster with a Max Cybernetic augmentation (replacement), prototype
Power Level of 7th or higher can make a DC 26 Prerequisite: Constitution 13
forcecasting ability check based on the alignment of This augmentation replaces your eyes.
the power(s) stored within. On a success, they learn the You can activate or deactivate this implant as a
contained force power(s), which does not count against bonus action. While active, you have truesight to a
their force powers known and can not be unlearned range of 30 feet.
except through use of a remove curse power. On a Side Effect: While active, you have disadvantage on
failure, the power is not learned and the forcecaster Wisdom (Perception) checks beyond 30 feet.
can't try again for 24 hours. This augmentation is a large, boxy eye replacement
Holocrons are information-storage devices used by that covers both eyes with digital optic feeds and high
Force-wielders that contain ancient lessons or valuable resolution sensors.
information in holographic form.

APPENDIX A | ENHANCED ITEMS 110


MIGHTY ATHLETE PACKAGE MONK OFFENSIVE AUGMENT
Cybernetic augmentation (enhancement), legendary Item modification (augment), prototype
Prerequisite: Strength 15 Prerequisite: At least 1 level in monk
Your Strength score increases by 1, and your maximum Your Martial Arts Damage Die increases by one step
for this score increases by 1. Additionally, you have (from a d4 to a d6, a d6 to a d8, a d8 to a d10, or a d10
advantage on Strength saving throws. to a d12). Additionally, when you roll a 1 on the
Side Effect: One ability score other than Strength damage roll for an unarmed strike or monk weapon,
(chosen by the GM) decreases by 1. you can reroll the die. You must use the new roll.
This implant drastically increases your physical
capacities. MONOMOLECULAR OSCILLATOR MARK I
Vibroweapon modification (oscillator), premium
MIGHTY BUILD This weapon ignores resistance to kinetic damage.
Droid customization (part), premium
MONOMOLECULAR OSCILLATOR MARK II
Prerequisite: Class V droid
Vibroweapon modification (oscillator), advanced
You count as two sizes larger, instead of one, when
This weapon ignores resistance to kinetic damage, and
determining your carrying capacity and the weight you
treats immunity as resistance.
can push, drag, or lift.
MINE, FRAGMENTATION (AVERAGE) NECKLACE OF DETERMINATION
Consumable (explosive), premium Adventuring gear (neck), premium
When you use your action to set it, this mine sets an Requires attunement
imperceptible laser line extending up to 15 feet. When Prerequisite: at least 1 level in monk
the laser is tripped, the mine explodes, and each This item can hold a number of charges equal to half
creature within 15 feet of it must make a DC 15 your monk level, rounded up. When you complete a
Dexterity saving throw. On a failed save, a creature long rest, this item regains all charges. Additionally,
takes 6d6 kinetic damage, or half as much on a whenever you expend focus points, you gain charges
successful one. equal to the number of points spent.
On your turn, you can spend one or more charges to
MINE, FRAGMENTATION (DEADLY) increase your speed until the end of your turn (no
Consumable (explosive), prototype action required). The amount is equal to 10 feet per
When you use your action to set it, this mine sets an point spent, to a maximum of 30 feet.
imperceptible laser line extending up to 15 feet. When When you reach 5th level in monk, when you use
the laser is tripped, the mine explodes, and each your Slow Fall feature, the amount is increased to ten
creature within 15 feet of it must make a DC 19 times your monk level, instead of five.
Dexterity saving throw. On a failed save, a creature When you reach 11th level in monk, when you use
takes 12d6 kinetic damage, or half as much on a your Deflect Missiles feature, you can add your
successful one. Wisdom or Charisma modifier to the roll (your choice, a
minimum of +1).
MINE, FRAGMENTATION (MAJOR)
When you reach 17th level in monk, you can add half
Consumable (explosive), prototype
your Dexerity modifier (rounded down) to your focus
When you use your action to set it, this mine sets an
save DC.
imperceptible laser line extending up to 15 feet. When
This simple necklace comprised of a series of tiny
the laser is tripped, the mine explodes, and each
gray beads hosts a single pale blue crystal that glows
creature within 15 feet of it must make a DC 17
faintly.
Dexterity saving throw. On a failed save, a creature
takes 9d6 kinetic damage, or half as much on a NIGHTHAWK OCULAR IMPLANT
successful one. Cybernetic augmentation (replacement), premium
Prerequisite: Intelligence 13
MINOR NEUTRONIUM EDGE This augmentation replaces your eyes.
Vibroweapon modification (edge), standard
You can activate or deactivate this implant as a
You gain a +1 bonus to damage rolls and a -1 penalty
bonus action. While active, you gain darkvision to a
to attack rolls made with this weapon.
range of 120 feet.
MONK DEFENSIVE AUGMENT Side Effect: While active and in bright light, you have
Item modification (augment), prototype disadvantage on attack rolls, as well as on Wisdom
Prerequisite: At least 2 levels in monk (Perception) checks that rely on sight.
Your maximum focus points increases by an amount
equal to your Wisdom or Charisma modifier (your
choice, a minimum of one).

111 APPENDIX A | ENHANCED ITEMS


NOVICE HOLOCRON OSCILLATION CALIBRATOR (AVERAGE)
Relic (holocron), standard Consumable (ammunition), premium
This holocron contains a single at-will force power. As an action, you can apply this calibrator to one
After meditating with the holocron for at least 2 hours, vibroweapon within 5 feet, granting it a +1 bonus to
a forcecaster with a Max Power Level of 1st or higher attack and damage rolls for 1 minute. This bonus is in
can make a DC 10 forcecasting ability check based on addition to any bonuses granted by the weapon.
the alignment of the power stored within. On a
success, they learn the contained force power, which OSCILLATION CALIBRATOR (DEADLY)
does not count against their force powers known and Consumable (ammunition), advanced
can not be unlearned except through use of a remove As an action, you can apply this calibrator to one
curse power. On a failure, the power is not learned and vibroweapon within 5 feet, granting it a +3 bonus to
the forcecaster can't try again for 24 hours. attack and damage rolls for 1 minute. This bonus is in
Holocrons are information-storage devices used by addition to any bonuses granted by the weapon.
Force-wielders that contain ancient lessons or valuable OSCILLATION CALIBRATOR (MAJOR)
information in holographic form. Consumable (ammunition), prototype
NOVICE PRISM EMITTER As an action, you can apply this calibrator to one
Focus generator modification (emitter), standard vibroweapon within 5 feet, granting it a +2 bonus to
You gain a +1 bonus to the force attack rolls and -1 attack and damage rolls for 1 minute. This bonus is in
penalty to the force save DCs of force powers you cast addition to any bonuses granted by the weapon.
through this focus generator. OSSUS DUELING LENS
OPERATIVE DEFENSIVE AUGMENT Lightweapon modification (lens), prototype
Item modification (augment), prototype You gain a +2 bonus to attack rolls made with this
Prerequisite: At least 2 levels in operative weapon.
When you use your Bad Feeling feature, you have OSSUS FIGHTING LENS
resistance to all damage until the end of your first turn. Lightweapon modification (lens), premium
OPERATIVE OFFENSIVE AUGMENT You gain a +1 bonus to attack rolls made with this
Item modification (augment), prototype weapon.
Prerequisite: At least 1 level in operative OSSUS MASTERY LENS
Your Sneak Attack damage die increases from a d6 to a Lightweapon modification (lens), advanced
d8. You gain a +3 bonus to attack rolls made with this
OPTIMIZED ACTUATORS MARK I weapon.
Armor modification (armoring), standard OSSUS TRAINING LENS
Your movement speed increases by 5 feet. Lightweapon modification (lens), standard
ORBALISK ARMOR You gain a +1 bonus to attack rolls and a -1 penalty to
Armor (heavy exoskeleton), prototype damage rolls made with this weapon.
This armor has no weight and does affect OVERLOAD SHIELD
encumbrance. While wearing it, you are considered Armor modification (shielding), standard
proficient regardless of whether or not you have Prerequisite: Shield Generator
proficiency with heavy armor, and you are resistant to You modify this shield generator to overload. As an
all unenhanced damage. action you can overload this shield. Each Large or
Cursed. You can not remove this armor without first smaller creature within 5 feet of you must make a DC
killing the orbalisks. While wearing this armor, 13 Dexterity or Strength saving throw (their choice). On
whenever you complete a long rest, you must make a a failed save, they are pushed back 5 feet and knocked
DC 15 Wisdom saving throw. You can choose to fail this prone.
saving throw. For each saving throw you fail, the size of You can use this feature twice. You regain all
your Hit Die is reduced: from d12 to d10, from d10 to expended uses when you complete a short or long
d8, from d8 to d6, from d6 to d4, or from d4 to d2. If rest.
you fail a saving throw while your Hit Die is a d2, you
die as the orbalisks consume you. Additionally, for PACNORVAL CHEM INTEGRATOR
each saving throw you fail, your AC increases by 1. For Vibroweapon modification (guard), premium
each saving throw you succeed, the size of your Hit Die You can apply poisons to this weapon as a bonus
increases: from d2 to d4, from d4 to d6, from d6 to d8, action, instead of an action.
from d8 to d10, or from d10 to d12. Additionally, for
each saving throw you succeed, your AC decreases by
1. The size of your Hit Die can not exceed the Hit Dice
granted by your class, and your AC can not be
increased or reduced more than the number of Hit Die
increases or reductions.
This armor is comprised of a series of small parasitic
creatures called orbalisks. Over time, orbalisks
reproduce until they cover the entirety of their host.

APPENDIX A | ENHANCED ITEMS 112


PAULDRON OF RETRIBUTION POWER CELL (MAJOR)
Adventuring gear (shoulders), premium Consumable (ammunition), prototype
Requires attunement You have a +2 bonus to attack and damage rolls made
Prerequisite: at least 1 level in berserker with this power cell. This bonus is in addition to any
This item can hold a number of charges equal to half bonuses granted by the weapon. Once the power cell is
your berserker level, rounded up. When you complete depleted, it no longer gives a bonus.
a long rest, this item regains all charges. Additionally,
whenever you take damage from a hostile source, this POWER SUPPLY PORT
item regains one charge. Droid customization (part), standard
While raging, when you deal damage that would Prerequisite: Class V droid
include your Rage Damage, you can expend one You gain the ability to charge expended power cells
charge to double your Rage Damage bonus for that and power generators within your reach. You have a
damage. charging capacity of 1 hour. You can spend 10 minutes
When you reach 5th level in berserker, your Fast of this charging capacity to replenish an expended
Movement feature increases your speed by an power cell, or 1 hour replenishing an expended power
additional 10 feet, to 20 feet. generator. Alternatively, you can directly connect to
and power a single blaster weapon that uses power
When you reach 11th level in berserker, once per
cells or power generators. Once per turn, if the
critical hit, when you roll maximum damage on a
powered weapon would be reloaded, it can be done
weapon damage die, you can roll an additional die and
without using an action, instead expending 10 minutes
add both to the total.
of your charging capacity if it uses power cells or 1
When you reach 17th level in berserker, when you
hour if it uses a power generator. Connecting or
are conscious and fail a Constitution saving throw, you
disconnecting a weapon takes an action.
can choose to instead succeed. Once you've done so,
If you attempt to replenish an enhanced power cell
you must complete a short or long rest before you can
or power generator, or a specialized power cell, it loses
do so again.
its enhanced or specialized properties.
This single pauldron, which can be worn over armor,
features the visage of a howling beast. PRECISION CHAMBER MARK II
Blaster modification (attachment), premium
PERFECT DAMIND CRYSTAL
This weapon's range increases by 20/80.
Lightweapon modification (crystal), artifact
When you deal damage with this weapon, you can roll PRECISION CHAMBER MARK III
a d10 and add the result to the total. Blaster modification (attachment), prototype
This weapon's range increases by 30/120.
PHYSICAL BARRIER
Consumable (barrier), premium PRECISION CHAMBER MARK IV
A shimmering barrier springs into resistance around Blaster modification (attachment), advanced
you that lasts 8 hours. The barrier has 10 hit points. This weapon's range increases by 40/160.
Whenever you take damage (one of energy, ion, or
kinetic, chosen by the GM when the item is created), PRECISION FOCUS
the barrier takes the damage instead. If this damage Blaster modification (targeting), prototype
reduces the barrier to 0 hit points, you take any You gain a +1 bonus to attack rolls and a -1 penalty to
remaining damage. damage rolls made with this weapon. Additionally, it
gains the keen 1 property. If it already has the keen
PIERCING CORE property, its keen number increases by 1, to a
Blaster modification (core), premium maximum of 3.
This weapon gains the piercing 1 property. If it already
has the piercing property, its piercing number PRECISION GRIP
increases by 1, to a maximum of 3. Vibroweapon modification (grip), prototype
You gain a +1 bonus to attack rolls and a -1 penalty to
POWER CELL (AVERAGE) damage rolls made with this weapon. Additionally, it
Consumable (ammunition), premium gains the keen 1 property. If it already has the keen
You have a +1 bonus to attack and damage rolls made property, its keen number increases by 1, to a
with this power cell. This bonus is in addition to any maximum of 3.
bonuses granted by the weapon. Once the power cell is
depleted, it no longer gives a bonus.
POWER CELL (DEADLY)
Consumable (ammunition), advanced
You have a +3 bonus to attack and damage rolls made
with this power cell. This bonus is in addition to any
bonuses granted by the weapon. Once the power cell is
depleted, it no longer gives a bonus.

113 APPENDIX A | ENHANCED ITEMS


PREMIUM BLUEPRINT REACTIVE ULTRACHROME ARMOR
Relic, premium Armor (heavy exoskeleton), legendary
This blueprint contains information regarding the raw Requires attunement
and rare materials, tools, and steps required to craft an You have resistence to unenhanced damage while you
item of premium rarity. Over the course of 1 hour, wear this armor. Additionally, you can use an action to
which can be done during a short rest, a character can make yourself immune to unenhanced damage for 10
attempt to learn the blueprint. If they do so, they must minutes or until you are no longer wearing the armor.
make a DC 14 Intelligence check with the appropriate Once this special action is used, it can't be used again
tools. On a success, the blueprint for the item is until the next dawn.
learned. On a failure, the blueprint is not learned, and Made with just enough ultrachrome to give you an
the character must wait 24 hours before they can try edge while still keeping things interesting, these suits
again. of armor can discharge an integrated power cell to
Blueprints contain the secrets of how to craft items catalyze this metal normally used in starship hulls into
of a more complex nature. a more resilient state.
PROTOTYPE BLUEPRINT RECOIL DAMPENER
Relic, prototype Blaster modification (attachment), standard
This blueprint contains information regarding the raw Prerequisite: Strength property
and rare materials, tools, and steps required to craft an This weapon's strength number is reduced by one step
item of prototype rarity. Over the course of 1 hour, (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the
which can be done during a short rest, a character can strength number is 11, this modification removes the
attempt to learn the blueprint. If they do so, they must strength property from it entirely.
make a DC 18 Intelligence check with the appropriate
tools. On a success, the blueprint for the item is REGULAR ADEGAN CRYSTAL
learned. On a failure, the blueprint is not learned, and Lightweapon modification (crystal), advanced
the character must wait 24 hours before they can try You gain a +3 bonus to damage rolls made with this
again. weapon.
Blueprints contain the secrets of how to craft items REGULAR DAMIND CRYSTAL
of a more complex nature. Lightweapon modification (crystal), advanced
QUANTUM SPLITTER MARK I When you deal damage with this weapon, you can roll
Blaster modification (barrel), prototype a d6 and add the result to the total.
When you deal damage with this weapon, you can roll REGULAR INLAY CONDUCTOR
a d4 and add the result to the total. Focus generator modification (conductor), advanced
QUANTUM SPLITTER MARK II You gain a +3 bonus to the save DC of force powers
Blaster modification (barrel), advanced you cast through this focus generator.
When you deal damage with this weapon, you can roll REINFORCED CHASSIS
a d6 and add the result to the total. Droid customization (part), standard
QUANTUM SPLITTER MARK III You've reinforced your chassis. When you aren't
Blaster modification (barrel), legendary wearing armor, your AC is 13 + your Dexterity modifier.
When you deal damage with this weapon, you can roll RESOURCEFUL DRIVE
a d8 and add the result to the total. Droid customization (part), standard
QUANTUM SPLITTER MARK IV Prerequisite: Class III droid
Blaster modification (barrel), artifact Your speed increases by 5 feet, and you gain
When you deal damage with this weapon, you can roll proficiency in one blaster or vibroweapon of your
a d10 and add the result to the total. choice.

QUICK SAVANT PACKAGE RESPONSIVE SHIELDING MARK I


Cybernetic augmentation (enhancement), legendary Armor modification (shielding), premium
Prerequisite: Intelligence 15 This shield gains the responsive 1 property. If it already
Your Intelligence score increases by 1, and your has the responsive property, its responsive number
maximum for this score increases by 1. Additionally, increases by 1, to a maximum of 3.
you have advantage on Intelligence saving throws. RESPONSIVE SHIELDING MARK II
Side Effect: One ability score other than Intelligence Armor modification (shielding), advanced
(chosen by the GM) decreases by 1. This shield gains the responsive 2 property. If it already
This implant drastically increases your mental has the responsive property, its responsive number
capacities. increases by 2, to a maximum of 3.
RESPONSIVE SHIELDING MARK III
Armor modification (shielding), artifact
This shield gains the responsive 3 property. If it already
has the responsive property, its responsive number
increases to 3.

APPENDIX A | ENHANCED ITEMS 114


REVERSE-ENGINEERED CRUSHGAUNTS SENTRY
Adventuring gear (hands), premium Droid customization (part), standard
Requires attunement You learn the alarm tech power. You can cast it once,
Your Strength score is 19 while you wear these without the use of a wristpad and without spending
gauntlets. They have no effect on you if your Strength tech points, and you regain the ability to do so when
is already 19 or higher. you finish a long rest. Intelligence is your techcasting
Though the knowledge to forge a pair of true ability for this power.
shuk'orok is a closely-guarded Mandalorian secret, the This part equips a droid with a small rotating sensory
effects of these gloves are desirable enough to spawn dish.
numerous imitators.
SERRATED EDGE MARK I
RYLITH POWER CORE Vibroweapon modification (edge), prototype
Blaster modification (core), prototype When you deal damage with this weapon, you can roll
When you take the Attack action and hit a target with a a d4 and add the result to the total.
ranged attack with this weapon, you can repeat the
attack against another creature up to 15 feet from the SERRATED EDGE MARK II
target in a direct line from you (no action required). Vibroweapon modification (edge), advanced
Once you've used this feature, you must complete a When you deal damage with this weapon, you can roll
short or long rest before you can use it again. a d6 and add the result to the total.

RZ-3 EXTENDER FRAME SERRATED EDGE MARK III


Vibroweapon modification (guard), advanced Vibroweapon modification (edge), legendary
This weapon gains the reach property. When you deal damage with this weapon, you can roll
a d8 and add the result to the total.
SCHOLAR DEFENSIVE AUGMENT
Item modification (augment), prototype SERRATED EDGE MARK IV
Prerequisite: At least 2 levels in scholar Vibroweapon modification (edge), artifact
You learn an additional discovery, which does not When you deal damage with this weapon, you can roll
count against your maximum Discoveries. When you a d10 and add the result to the total.
complete a long rest, you can change this discovery for SHIELD AMPLIFIER
a different option available to you. Armor modification (shielding), standard
SCHOLAR OFFENSIVE AUGMENT Prerequisite: Shield Generator
Item modification (augment), prototype You modify this shield generator to project outward. As
Prerequisite: At least 1 level in scholar a bonus action you can amplify this shield until the
You gain two additional superiority dice. start of your next turn. Each creature within 5 feet of
you gains a bonus to AC equal to this shield's bonus.
SCOUT DEFENSIVE AUGMENT You can use this feature twice. You regain all
Item modification (augment), prototype expended uses when you complete a short or long
Prerequisite: At least 1 level in scout On your first turn rest.
in combat, creatures that have not yet acted have
disadvantage on attack rolls against you until the start SHIELD ANCHOR
of your next turn. Armor modification (shielding), standard
Prerequisite: Physical Shield
SCOUT OFFENSIVE AUGMENT This shield gains the interlocking property.
Item modification (augment), prototype
Prerequisite: At least 1 level in scout You can apply the SHOCK ARM
additional damage from your Ranger's Quarry feature Droid customization (part), premium
to two hits per round, instead of one. Prerequisite: Class II droid
You have a small integrated droid shock arm with
SENTINEL DEFENSIVE AUGMENT which you can make unarmed strikes. You have
Item modification (augment), prototype proficiency in this shock arm, which is a vibroweapon
Prerequisite: At least 2 levels in sentinel You gain an with the reach property and deals 1d6 lightning
additional manifestation use of your Sentinel Ideals. damage on a hit. You can use your choice of Strength
or Intelligence for the attack and damage rolls. You
SENTINEL OFFENSIVE AUGMENT must use the same modifier for both rolls.
Item modification (augment), prototype This small robotic appendage has a fork-like prod
Prerequisite: At least 1 level in sentinel from that can release a substantial electrical discharge.
Your Kinetic Combat Damage Die increases by one step
(from a d4 to a d6, a d6 to a d8, a d8 to a d10, or a d10
to a d12). Additionally, when you roll a Kinetic Combat
Damage Die, you can roll it twice and use either total.

115 APPENDIX A | ENHANCED ITEMS


SHOCKING OSCILLATOR
Vibroweapon modification (oscillator), prototype Designed for those who relish personal combat, and
When you hit with the weapon, you can create an know that power comes to those who take it, these
electronic burst. Each creature in a 15-foot cone robes masterfully augment offensive capabilities with
centered on the creature you hit must make a no hindrance to movement.
Dexterity saving throw against your tech save DC,
taking 1d8 lightning damage on a failed save or half as SITH STRENGTH BELT
much on a successful one. Adventuring gear (waist), legendary
Requires attunement
Once you've used this feature, you must complete a
While wearing this belt, your Strength score becomes
long rest before you can use it again.
27. If your Strength is already equal to or greater than
SHOTGUN AXE 27, it has no effect on you.
Weapon (shotgun), premium Worn on the legs, waist and lower back, this belt
You have a +1 to damage rolls made with this shotgun. massively increases a users physical power with a set
Additionally, this shotgun has an axe attachment, of heavy durasteel actuators alongside an synaptic
allowing you to make a melee weapon attack with it. monitoring system that reacts to its users motion with
The axe is a melee weapon that you are proficient with, optimized power responses.
and deals 1d8 kinetic damage.
SITH WARRIOR'S ROBE
Additionally, when you use this shotgun as an
Adventuring gear (body), prototype
improvised weapon, you are considered proficient in it,
Requires attunement
and it deals 1d8 kinetic damage on a hit.
You gain a +2 bonus to damage rolls with weapons and
"Oh you want clever? Come a little closer, I'll get real
force powers while you wear this robe.
clever."
Designed for those who relish personal combat, and
SIEGE WEAPON know that power comes to those who take it, these
Blaster modification (core), standard robes greatly augment offensive capabilities with no
You modify this weapon to be more effective against hindrance to movement.
barriers. The weapon deals double damage against
SKILLS ENHANCEMENT PACKAGE
structures.
Cybernetic augmentation (enhancement), advanced
SIENAR STARFIRE X-FORCE MARK I Prerequisite: Intelligence 15
Wristpad modification (dataport), prototype When you make an ability check using a skill you are
When you spend tech points to cast a tech power that proficient in, you can roll a d4 and add the result to
restores hit points to a creature, the creature gains a your total.
number of temporary hit points equal to the number Side Effect: When you make an ability check using a
of tech points spent. skill you are not proficient in, you must roll a d4 and
When you cast a tech power of 1st-level or higher subtract the result from the total.
that restores hit points, you can increase the damage This implant includes a library of situational
by half (rounded down) the number of force points information that it injects directly into your
spent. consciousness.
SIENAR STARFIRE X-FORCE MARK II SLIPSTREAM KICKERS
Wristpad modification (dataport), legendary Adventuring gear (feet), prototype
When you spend tech points to cast a tech power that Requires attunement
restores hit points to a creature, the creature gains a While you wear these boots, you can use a bonus
number of temporary hit points equal to twice the action to activate or deactivate their overdrive mode. If
number of tech points spent. you do, you gain the effect of the tactical advantage
tech power for 1 minute. Once you've used this
SILENCER feature, you must complete a long rest before you can
Blaster modification (attachment), standard use it again.
This weapon gains the silent property.
SLUG CARTRIDGE (AVERAGE)
SITH ACOLYTE'S ROBE Consumable (ammunition), premium
Adventuring gear (body), premium You have a +1 bonus to attack and damage rolls made
You gain a +1 bonus to damage rolls with weapons and with this slug cartridge. This bonus is in addition to any
force powers while you wear this robe. bonuses granted by the weapon. Once the slug
Designed for those who relish personal combat, and cartridge has been fired, it no longer gives a bonus.
know that power comes to those who take it, these
robes augment offensive capabilities with no hindrance SLUG CARTRIDGE (DEADLY)
to movement. Consumable (ammunition), advanced
You have a +3 bonus to attack and damage rolls made
SITH LORD'S ROBE with this slug cartridge. This bonus is in addition to any
Adventuring gear (body), advanced bonuses granted by the weapon. Once the slug
Requires attunement cartridge has been fired, it no longer gives a bonus.
You gain a +3 bonus to damage rolls with weapons and
force powers while you wear this robe.

APPENDIX A | ENHANCED ITEMS 116


SLUG CARTRIDGE (MAJOR) SUPERIOR AMPLIFYING BARREL
Consumable (ammunition), prototype Blaster modification (barrel), advanced
You have a +2 bonus to attack and damage rolls made You gain a +3 bonus to damage rolls made with this
with this slug cartridge. This bonus is in addition to any weapon.
bonuses granted by the weapon. Once the slug
cartridge has been fired, it no longer gives a bonus. SUPERIOR ARMOR
Armor (any), advanced
SPARKLES You have a +3 bonus to AC while wearing this armor.
Weapon (light pistol), premium
When you roll a 20 on an attack roll with this weapon, SUPERIOR ARMOR CHASSIS
or hit a creature that has not yet acted during your first Armor (any), advanced
turn in combat, you deal an additional 1d4 energy Requires attunement
damage. This modifiable armor chassis comes with vacant
Sparkles is a BlasTech CS-14 light pistol owned by the modification slots for overlay, underlay, reinforcement,
mercenary Corso Riggs during the Galactic Cold War. and armoring modifications, as well as one augment
slot. It can house modifications of advanced rarity or
STAGGERING OSCILLATOR lower.
Vibroweapon modification (oscillator), standard
When you hit with the weapon, you can force the SUPERIOR BATTLE ADRENAL
target to make a Strength saving throw. On a failed Consumable (adrenal), advanced
save, the creature is pushed back 10 feet and knocked As an action, you can administer this adrenal to a
prone. creature within 5 feet. When you administer this
Once you've used this feature, you must complete a adrenal, the target gains a +2 bonus to attack and
short or long rest before you can use it again. damage rolls with weapons. This effect lasts for 1
minute. A creature can benefit from only one adrenal
STAMINA ADRENAL at a time.
Consumable (adrenal), standard
SUPERIOR BURST CORE
As an action, you can administer this adrenal to a
Blaster modification (core), advanced
creature within 5 feet. When you administer this
This weapon gains the burst property, with a burst
adrenal, the target gains a +2 bonus to its Constitution
number equal to one-half its reload number (rounded
score. This effect lasts for 1 minute. A creature can
up). If it already has the burst property, the burst
benefit from only one adrenal at a time.
number is reduced to one-fourth its reload number
STANDARD BLUEPRINT (rounded up), to a minimum of 2.
Relic, standard
This blueprint contains information regarding the raw SUPERIOR CHARISMA AUGMENT
and rare materials, tools, and steps required to craft an Item modification (augment), advanced
item of standard rarity. Over the course of 1 hour, Your Charisma score increases by 1, and your
which can be done during a short rest, a character can maximum for this score increases by 1.
attempt to learn the blueprint. If they do so, they must SUPERIOR CLOAK CHASSIS
make a DC 10 Intelligence check with the appropriate Adventuring gear (shoulders), advanced
tools. On a success, the blueprint for the item is Requires attunement
learned. On a failure, the blueprint is not learned, and This modifiable clothing chassis comes with vacant
the character must wait 24 hours before they can try modification slots for weave, inlay, stitching, and
again. pattern modifications, as well as one augment slot. It
Blueprints contain the secrets of how to craft items can house modifications of advanced rarity or lower.
of a more complex nature.
SUPERIOR COMPUTER SPIKE
STRENGTH ADRENAL Consumable (technology), advanced
Consumable (adrenal), standard When you make an Intelligence (slicer's kit) check, you
As an action, you can administer this adrenal to a can use the spike (no action required) to gain
creature within 5 feet. When you administer this advantage on the check, and then you can reroll both
adrenal, the target gains a +2 bonus to its Strength of the dice once. You can wait until after you roll the
score. This effect lasts for 1 minute. A creature can d20 before deciding to use the spike, but you must
benefit from only one adrenal at a time. decide before the GM says whether the check succeeds
or fails.
STRENGTH ENHANCER
Adventuring gear (waist), prototype SUPERIOR CONSTITUTION AUGMENT
Requires attunement Item modification (augment), advanced
While wearing this belt, your Strength score becomes Your Constitution score increases by 1, and your
21. If your Strength is already equal to or greater than maximum for this score increases by 1.
21, it has no effect on you.
This belt increases a users physical power with SUPERIOR CONTOURED GRIP
pneumaticized assistance joists that provide support Vibroweapon modification (grip), advanced
and leverage in a minimal form-factor. You gain a +3 bonus to attack rolls made with this
weapon.

117 APPENDIX A | ENHANCED ITEMS


SUPERIOR CROSSGUARD HILT SUPERIOR PHYSICAL BARRIER
Lightweapon modification (hilt), advanced Consumable (barrier), advanced
This weapon gains the defensive 2 property. If it A shimmering barrier springs into resistance around
already has the defensive property, its defensive you that lasts 8 hours. The barrier has 30 hit points.
number increases by 2, to a maximum of 3. Whenever you take damage (one of energy, ion, or
kinetic, chosen by the GM when the item is created),
SUPERIOR DEFENSIVE GUARD the barrier takes the damage instead. If this damage
Vibroweapon modification (guard), advanced reduces the barrier to 0 hit points, you take any
This weapon gains the defensive 2 property. If it remaining damage.
already has the defensive property, its defensive
number increases by 2, to a maximum of 3. SUPERIOR PHOBIUM ECHOER
Focus generator modification (cycler), advanced
SUPERIOR DEXTERITY AUGMENT When you cast a force power that affects an area in a
Item modification (augment), advanced radius or a cube, you can increase the radius or length
Your Dexterity score increases by 1, and your of the cube by 10 feet.
maximum for this score increases by 1.
SUPERIOR POISON
SUPERIOR FOCUS GENERATOR Consumable (poison), advanced
Focus (focus), advanced As an action, you can use the poison in this vial to coat
Requires attunement one vibroweapon, one slug cartridge, or one wrist
You gain a +3 bonus to the force attack rolls for force launcher dart. A creature hit by the poisoned weapon
powers you cast through this focus generator. must make a DC 19 Constitution saving throw or take
SUPERIOR FOCUS GENERATOR CHASSIS 8d4 poison damage. Once applied, the poison retains
Focus (force), advanced potency for 1 minute before drying.
Requires attunement SUPERIOR POWERED ARMORING
This modifiable focus generator chassis comes with Armor modification (armoring), advanced
vacant modification slots for emitter, conductor, This armor gains the powered 2 property. If it already
energy channel, and cycler modifications, as well as has the powered property, its powered number
one augment slot. It can house modifications of increases by 2, to a maximum of 3.
advanced rarity or lower.
SUPERIOR REFLEX INLAY
SUPERIOR FORTITUDE WEAVE Clothing modification (inlay), advanced
Clothing modification (weave), advanced You gain a +2 bonus to Dexterity and Intelligence
You gain a +2 bonus to Constitution and Strength saving throws while wearing this article of clothing.
saving throws while wearing this article of clothing.
SUPERIOR REINFORCED UNDERLAY
SUPERIOR INTELLIGENCE AUGMENT Armor modification (underlay), advanced
Item modification (augment), advanced You gain a +3 bonus to AC against ranged attacks while
Your Intelligence score increases by 1, and your wearing this armor or wielding this shield.
maximum for this score increases by 1.
SUPERIOR RETURNING WEAPON
SUPERIOR MACHINIST'S INLAY Weapon (any vibroweapon), advanced
Clothing modification (inlay), advanced Requires attunement
You gain a +2 bonus to damage rolls with tech powers Prerequisite: Thrown property
while wearing this article of clothing. If the power You have a +3 bonus to attack and damage rolls made
would damage multiple targets, you can only apply this with this enhanced weapon. Additionally, when you
damage bonus to one of them. make a ranged weapon attack with this weapon, it
SUPERIOR MEDPAC automatically returns to your hand after the attack is
Consumable (medpac), advanced complete, whether you hit or miss.
As an action, you can use this medpac to restore This weapon includes a micro-repulsorfield
10d4+20 hit points to a creature within 5 feet. generator and a biotech signature homing device
allowing it to quickly return to its thrower.
SUPERIOR PANTS CHASSIS
Adventuring gear (legs), advanced SUPERIOR SECURITY SPIKE
Requires attunement Consumable (technology), advanced
This modifiable clothing chassis comes with vacant When you make an Intelligence (security kit) check, you
modification slots for weave, inlay, stitching, and can use the spike (no action required) to gain
pattern modifications, as well as one augment slot. It advantage on the check, and then you can reroll both
can house modifications of advanced rarity or lower. of the dice once. You can wait until after you roll the
d20 before deciding to use the spike, but you must
decide before the GM says whether the check succeeds
or fails.
SUPERIOR SHIELD
Shield (any), advanced
You have a +3 bonus to AC while wielding this shield.

APPENDIX A | ENHANCED ITEMS 118


SUPERIOR SHIELD CHASSIS SUPERIOR WRISTPAD
Shield (any), advanced Focus (tech), advanced
Requires attunement Requires attunement
This modifiable shield chassis comes with vacant You gain a +3 bonus to the tech attack rolls for tech
modification slots for overlay, underlay, reinforcement, powers you cast through this wristpad.
and shielding modifications, as well as one augment
slot. It can house modifications of advanced rarity or SUPERIOR WRISTPAD CHASSIS
lower. Focus (tech), advanced
Requires attunement
SUPERIOR SORCERER'S PATTERN This modifiable wristpad chassis comes with vacant
Clothing modification (pattern), advanced modification slots for processor, motherboard,
You gain a +2 bonus to damage rolls with force powers dataport, and storage modifications, as well as one
while wearing this article of clothing. If the power augment slot. It can house modifications of advanced
would damage multiple targets, you can only apply this rarity or lower.
damage bonus to one of them.
SURVEILLANCE IMPLANT
SUPERIOR STRENGTH AUGMENT Cybernetic augmentation (replacement), standard
Item modification (augment), advanced This augmentation replaces your face.
Your Strength score increases by 1, and your maximum This implant includes a headcomm with a scrambler
for this score increases by 1. that automatically encodes messages sent to a
specified recipient commlink or receiver.
SUPERIOR TOOLS Side Effect: You can not use portable personal
Adventuring gear, advanced devices used for communication or jamming, such as a
You gain a +3 bonus to ability checks made with these commlink or holotrace device, due to interference with
tools. this implant.
SUPERIOR TUNIC CHASSIS This augmentation appears as a crescent around one
Adventuring gear (body), advanced eye paired with two small dots above the eyebrow.
Requires attunement
SURVIVAL AND SURVEILLANCE IMPLANT
This modifiable clothing chassis comes with vacant
Cybernetic augmentation (replacement), premium
modification slots for weave, inlay, stitching, and
Prerequisite: Intelligence 13
pattern modifications, as well as one augment slot. It
This augmentation replaces your eyes and face.
can house modifications of advanced rarity or lower.
This implant contains several tools for long-term
SUPERIOR WARRIOR'S WEAVE survival and reconnaissance. As a bonus action, you
Clothing modification (weave), advanced can activate one of the below modes that enable you
Once per turn per weapon you are wielding, you can to use several of these tools at once. Only one mode
gain a +2 bonus to weapon damage rolls while wearing can be active at a time.
this article of clothing.
Communications Mode: This communications suite
SUPERIOR WEAPON includes a headcomm with a scrambler that
Weapon (any), advanced automatically encodes messages sent to a specified
You have a +3 bonus to attack and damage rolls made recipient commlink or receiver. While this mode is
with this enhanced weapon. active, you cannot be deafened.
Interceptor Mode: This is a jamming and electronic
SUPERIOR WEAPON CHASSIS warfare suite that includes a comm jammer, a holotrace
Weapon (any), advanced device and pocket scrambler.
Requires attunement Respirator Mode: This includes a basic respirator that
This modifiable weapon chassis comes with vacant grants advantage on saving throws made to avoid being
modification slots determined by its type, as well as poisoned and resistance to poison damage.
one augment slot. It can house modifications of
advanced rarity or lower. Side Effect: This complex interface causes significant
interference with other communication devices,
SUPERIOR WILL PATTERN rendering them impossible to use. While this implant is
Clothing modification (pattern), advanced installed, you can not use any portable device used for
You gain a +2 bonus to Wisdom and Charisma saving communication or jamming, such as a commlink or
throws while wearing this article of clothing. holotrace device.
Frequently used by scouts and corporate espionage
SUPERIOR WISDOM AUGMENT
specialists, this imposing implant covers nearly the
Item modification (augment), advanced
entire left half of the face, and includes a series of tools
Your Wisdom score increases by 1, and your maximum
for long-term survival in hostile conditions.
for this score increases by 1.

119 APPENDIX A | ENHANCED ITEMS


SURVIVAL AND SURVEILLANCE IMPLANT MK II THERMAL DETONATOR (AVERAGE)
Cybernetic augmentation (replacement), prototype Consumable (explosive), premium
Prerequisite: Intelligence 15 Thermal detonators are palm-sized, spherical, and
This augmentation replaces your eyes and face. extremely deadly explosive weapons. In addition to
This implant contains several improved tools for being surprisingly powerful for their size, they can only
long-term survival and reconnaissance. As a bonus be turned off by whoever turned them on. Thermal
action, you can activate one of the below modes that detonators have a range equal to 30 feet + your
enable you to use several of these tools at once. Only Strength modifier x 5. As an action, you can throw a
one mode can be active at a time. grenade at a point you can see within range. Each
creature within 10 feet must make a DC 15 Dexterity
Communications Mode: This communications suite saving throw. A creature takes 4d6 fire and 4d6 kinetic
includes a headcomm with a scrambler that damage on a failed save, or half as much as on a
automatically encodes messages sent to a specified successful one. Additionally, on a failed save, the
recipient commlink or receiver. While this mode is creature is knocked prone.
active, you cannot be deafened. Additionally, if you
listen to any spoken language for 10 minutes, the THERMAL DETONATOR (DEADLY)
software in this package will begin to attempt to Consumable (explosive), advanced
decipher it. Make an Intelligence (Lore) check, DC Thermal detonators are palm-sized, spherical, and
determined by the GM depending on the rarity of the extremely deadly explosive weapons. In addition to
language. On a success, you can understand the spoken being surprisingly powerful for their size, they can only
form of this language, and speak it if your species' vocal be turned off by whoever turned them on. Thermal
capabilities allow for it. detonators have a range equal to 30 feet + your
Interceptor Mode: This is a jamming and electronic Strength modifier x 5. As an action, you can throw a
warfare suite that includes a comm jammer, a holotrace grenade at a point you can see within range. Each
device and pocket scrambler. Additionally, you can creature within 10 feet must make a DC 19 Dexterity
attempt to listen in on nearby audio communications saving throw. A creature takes 8d6 fire and 8d6 kinetic
chatter such as from a comlink or holocomm as an damage on a failed save, or half as much as on a
action. Make an Intelligence (Technology) check, DC successful one. Additionally, on a failed save, the
determined by the GM depending on the sophistication creature is knocked prone.
of the technology. On a success, you can hear electronic
THERMAL DETONATOR (MAJOR)
communications originating from within 100 feet.
Consumable (explosive), prototype
Respirator Mode: This includes a basic respirator that
Thermal detonators are palm-sized, spherical, and
grants advantage on saving throws made to avoid being
extremely deadly explosive weapons. In addition to
poisoned and resistance to poison damage.
being surprisingly powerful for their size, they can only
Additionally, you do not need air to breathe, allowing
be turned off by whoever turned them on. Thermal
you to survive even in vacuum for up to 1 hour.
detonators have a range equal to 30 feet + your
Side Effect: This complex interface causes significant Strength modifier x 5. As an action, you can throw a
interference with other communication devices, grenade at a point you can see within range. Each
rendering them impossible to use. While this implant is creature within 10 feet must make a DC 17 Dexterity
installed, you can not use any portable device used for saving throw. A creature takes 6d6 fire and 6d6 kinetic
communication or jamming, such as a commlink or damage on a failed save, or half as much as on a
holotrace device. successful one. Additionally, on a failed save, the
This sleek, stark white device adorned with a small creature is knocked prone.
antenna attaches to the back of the otherwise bulky S3
module. TOOL INTEGRATION
Droid customization (part), standard
TAOZIN AMULET One tool of your choice in which you are proficient is
Adventuring gear (neck), premium integrated into your chassis.
Requires attunement
While wearing this amulet, you are hidden from TORCHY
detection through the Force. You can't be targeted by Weapon (blaster pistol), prototype
force powers or features that would detect the You gain a +1 bonus to attack and damage rolls with
presence of the Force in you, and features that would this enhanced weapon, and when you hit a creature
detect your attunement to the Force show you glowing with a ranged weapon attack using this weapon, the
a faint yellow. creature takes an extra 1d4 energy damage for each
Made from the skin of a taozin, this amulet blurs and size category larger than you it is (up to 3d4 extra
clouds Force senses so their wearers can not easily be damage).
detected by another Force-sensitive. Torchy is a BlasTech ALT-25 blaster pistol owned by
the mercenary Corso Riggs during the Galactic Cold
War.

APPENDIX A | ENHANCED ITEMS 120


UNCANNINESS MOTIVATOR VERPINE AUTO-SHIELDING UNIT
Droid customization (protocol), premium Shield (medium shield generator), advanced
Prerequisite: Class III droid Requires attunement
When you or a creature you can see that can see and While wearing this shield generator, you can speak its
understand you makes an ability check, attack roll, or command word as a bonus action to cause it to
saving throw, you can roll a d4 and add it to their roll animate. The shield projects into the air and hovers in
(no action required). You can use this before or after your space to protect you as if you were wielding it,
the roll, but before the GM determines the roll's leaving your hands free. The shield remains animated
outcome. Once you've used this feature, you must for 1 minute, until you use a bonus action to end this
complete a short or long rest before you can use it effect, or until you are incapacitated or die, at which
again. point the shield deactivates.
The pinnacle of Verpine scientists' shameless theft of
VAMBRACES OF THE OUTRIDER ancient Arkanian energy shield designs.
Adventuring gear (wrists), premium
Requires attunement VERSATILITY MOTIVATOR
Prerequisite: at least 1 level in scout Droid customization (part), standard
This item can hold a number of charges equal to half Prerequisite: Class I droid
your scout level, rounded up. When you complete a Your speed increases by 5 feet, and you can now speak
long rest, this item regains all charges. Additionally, Binary in addition to understanding it.
when you make an attack roll against the target of your
Ranger's Quarry, you gain one charge. VOCODER
When you cast a tech power of 1st level or higher, Droid customization (part), standard
you can expend one charge to reduce the tech power's A vocoder is an adjustment to a droid's speech center.
cost by 1. The vocoder includes five languages, and grants the
When you reach 5th level in scout, when you reduce droid the ability to speak, read, and write each
the target of your Ranger's Quarry feature to 0 hit language. The languages can be changed out while
points, you can use your reaction to mark a new interfaced with a protocol droid or appropriate
creature you can see within range without expending a computer.
use of your Ranger's Quarry. Additionally, the reload WEAPON INTEGRATION ARMORING
value of the wrist launcher increases by 1, to 2. Armor modification (armoring), standard
When you reach 11th level in scout, when you are You can integrate a single weapon that weighs no more
forced to make a concentration check by the target of than 8 lb. into this armor. While integrated, that
your Ranger's Quarry, you have advantage on the weapon gains the hidden property. Additionally, you
check and add your Intelligence modifier to the roll. have advantage on Strength saving throws to avoid
Additionally, the reload value of the wrist launcher being disarmed.
increases by 1, to 3.
When you reach 17th level in scout, when you miss WISE SAGE PACKAGE
with a tech or weapon attack, the target takes damage Cybernetic augmentation (enhancement), legendary
equal to the attack's governing ability modifier. If the Prerequisite: Wisdom 15
target of the attack is the target of your Ranger's Your Wisdom score increases by 1, and your maximum
Quarry feature, you can choose to deal your Ranger's for this score increases by 1. Additionally, you have
Quarry damage as well. Additionally, the reload value advantage on Wisdom saving throws.
of the wrist launcher increases by 1, to 4. Side Effect: One ability score other than Wisdom
This pair of matching vambraces are inlaid with the (chosen by the GM) decreases by 1.
etched visage of an eagle. One contains an integrated This implant drastically increases your aural
wristpad, while the other contains an integrated wrist awareness.
launcher.
WRIST MOUNT
VENOMOUS OSCILLATOR Blaster modification (attachment), standard
Vibroweapon modification (oscillator), prototype This weapon gains the fixed property.
As a bonus action, you can coat this weapon in a thin
layer of poison for 1 minute. The next time you hit with
the weapon, the creature must make a Constitution
saving throw against your tech save DC. On a failed
save, a creature takes 1d10 poison damage and
becomes poisoned for 1 minute.
Once you've used this feature, you must complete a
long rest before you can use it again.

121 APPENDIX A | ENHANCED ITEMS


WRIST-MOUNTED GRAPPLING HOOK
Adventuring gear (wrist), standard
You craft a wrist-mounted grappling hook weapon
attached to a tightly coiled cord. With this grappler, you
can make a ranged weapon attack with a range of
30/60. On a hit, it deals 1d4 kinetic damage. This attack
can target a surface, object, or creature.
A creature struck by this attack is impaled by the
hook. As an action, a creature can attempt to remove
the hook. Removing the hook requires a DC 13
Strength check. While the hook is stuck in the target,
you are connected to the target by a 60 foot cable.
While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
Once you've used this feature, you can’t use it again
until you recover and reinsert the hook as an action.

APPENDIX A | ENHANCED ITEMS 122


CHANGELOG
2/18/2020
THROUGHOUT
Some chapters have been shifted around. All of the
enhanced item chapters—enhanced items, modifiable
items, cybernetic augmentations, and droid
customizations—have been consolidated into chapter
7.

CHAPTER 2
New downtime activities: Espionage and Training.
CHAPTER 5
New chapter for additional equipment. Includes
most/all of the expanded content weapons as well as
other new adventuring gear.
Added two sets of gathering tools: archaeologist kit and
scavenging kit.
Herbalism kit moved from the PHB to here and
relabeled bioanalysis kit. Slightly retooled as a third
gathering tool.
Brewer's and spicer's tools moved from the PHB to
here and relabled kits.

CHAPTER 6
New chapter for additional customization options. Lots
of the expanded content feats have been shuffled here.
Herbalist feat moved here from the PHB and relabled
Bioanalyst.
CHAPTER 7
Attunement now scales with proficiency bonus, from
two slots at 1st level to six at 17th level. Standard,
premium, and prototype enhanced items cost one
attunement slot, while advanced, legendary, and
artifact cost two.
Added rules for upgrading modifiable item chassis.
Modifiable item chassis are no longer considered
enhanced for the purpose of overcoming resistances
unless they have a modification installed.

CHAPTER 8
Carpenter's tools and mason's tools consolidated into
constructor's tools.
Cobbler's tools collapsed into synthweaver's tools.
Painter's tools renamed artist's tools.
Migrated brewer's tools to this book, relabled kit.
APPENDIX A
More enhanced items.
Removed the fixed values from all enhanced items.

AND, AS ALWAYS
Minor text fixes.

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