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SW5e - Wretched Hives - 08272019 PDF

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WRETCHED HIVES

TABLE OF CONTENTS
Introduction Chapter 8: Droid Customizations 45
Chapter 1: Step-By-Step Factions 4 Parts 46
Chapter 2: Entertainment and Downtime 7 Protocols 45
Bounty Hunting 9 Chapter 9: Tool Pro ciencies 47
Buying Enhanced Items 10 Armormech's Tools
Carousing 11 Armstech's Tools
Crafting 13 Arti cer's Tools
Crime 15 Astrotech's Tools
Gambling 16 Biochemist's Kit
Mercenary Contracting 18 Biotech's Tools
Pit Fighting 19 Brewer's Tools
Racing 20 Carpenter's Tools
Research 22 Chef's Kit
Selling Enhanced Items 23 Cobbler's Tools
Work 24 Cybertech's Tool
Chapter 3: Factions and Membership 25 Demolition's Kit
Faction Bene ts 27 Diguise Kit
Faction Membership 29 Forgery Kit
Chapter 4: Using Ability Scores Gaming Set
Chapter 5: Enhanced Items 35 Herbalism Kit
Enhanced Item Categories 36 Jeweler's Tools
Awarding Enhanced Items 37 Mason's Tools
Chapter 6: Modi able Items 38 Mechanic's Kit
Blasters 39 Musical Instruments
Vibroweapons 39 Painter's Tools
Lightweapons 40 Poisoner's Kit
Color Crystals 40 Security Kit
Focus Generators 41 Slicer's Kit
Wristpads 41 Surveyor's Tools
Armor and Shields 42 Synthweaver's Tools
Augments 42 Tinker's Tools
Installing Augments in Other Items 42 Appendix A: Enhanced Items 55
Chapter 7: Cybernetic Augmentations 43 Changelog 77
Enhancements 44
Replacements 44

3 TABLE OF CONTENTS
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 nd 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 con nes 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 in uence. Many factions,
create your own bounty hunter organization and try to however, have goals unique to their own e orts. For
take on the greatest bounties the galaxy has to o er. 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 in uence 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 re ect 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 o cial SW5e sheets are a ne 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


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. a ects 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 e ective your You generate your faction's six ability scores using a
faction is in whatever eld 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 Modi ers table. To determine an ability modi er
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 modi er 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 agship Wisdom, since Mandalorians are both resilience and
the Spirit of Vengeance. perceptive. We then apply the nal three scores—12,
10, and 8—to Charisma, Dexterity, and Intelligence,
respectively. The Mandalorian ability scores and
modi ers 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 Modi er
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

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-speci c
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 pro cient 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 pro ciency bonus
Every faction comes with some requirements that must (+6) to the check.
be ful lled 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 ve 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 bene ts on its own, to Strength, one to Dexterity, and one to Constitution.
in addition to the normal bene ts of faction The Mandalorian ability scores and modi ers 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 pro cient 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 pro ciency bonus (+12), instead of
the founding and expanding of a faction can be an their normal pro ciency 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 o ers features Ability Score Mastery. Mandalorians have one ability
that bene t 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 modi ers 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 pro ciency 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, bene ting
both themselves and the faction itself.

3 CHAPTER 1 | STEP-BY-STEP FACTIONS


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 o ers
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 in uential 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 o 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 modi ers. Follow the steps in the one should be a villain, while the others might not be
activity, and determine the results. nefarious characters; con icts 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 nd
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
ine ciency of the character's progress. rival can bring to bear against the characters.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


GOALS
An e ective 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 con ict 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 speci c 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.
e orts speci c to that rival. These actions might be a In truth, the family ed 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 o cial 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 ed the city and began operating as smugglers. After
pursue a speci c artifact, the rival might learn of the climbing the ranks of their smuggling ring, Brogg—
plans and attempt to retrieve it rst. 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
A uent 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 O cial seeking to restore a tarnished reputation. contributes to the e ort.
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 o cial 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


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 workeek, 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 Modi er 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 Modi er 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 nd 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 modi er, 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.

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 re ect 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 nd
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 ve 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.
ve days of e ort 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 nding 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 ve days beyond the rst 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 o ered by enhanced items attract thieves, con
If the characters seek a speci c 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 nd a seller with the speci c 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 nd 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 Modi er 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 modi er based on the item's rarity, as
shown in the Purchaseable Enhanced Items table.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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 ne 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 o cials, merchants, and other folk who frequent well-
characters can only do so if you judge that character kept establishments.
has made su cient 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 in uence 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 speci c 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 Modi er table below: guard stationed at a city gate are the character's allied
contacts. Assigning speci c NPCs gives the players
Carousing Roll Modifier concrete options. It brings the campaign to life and
Persuasion d100 Roll seeds the area with NPCs that the characters care
Check DC Modi er about. On the other hand, it can prove di cult 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 speci c contacts
modi er, 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 speci c 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 unspeci ed allied contacts equal to 1 + the
41- character's Charisma modi er (minimum of 1). Speci c,
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

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 ne 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 su cient 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) checks instead of
A particularly obnoxious person has taken an intense
Charisma (Persuasion) checks during Resolution. 3
romantic interest in you.

RESOLUTION 4 A social ga e has made you the talk of the town.


The character then makes ve DC 20 Charisma 5 You have made a foe out of a local bounty hunter.
(Persuasion) checks. Once you've resolved all ve You have been recruited to help run a local festival,
checks, consult the Carousing Results (Uptime) table 6
play, or similar event.
below.
7 You made a drunken toast that scandalized the locals.
Carousing Results (Uptime) You spent an additional 1,000 cr trying to impress
8
Successes   Result people.
You are ejected from the establishment, making
0 successes Upper-Class Carousing Complications
two or more hostile contacts.
1 success You make a hostile contact. d8 Complication
2 successes You make no new contacts. A pushy noble family wants to marry o one of their
1
scions to you.
3 successes You make an allied contact.
You tripped and fell during a dance, and people can't
4 successes You make two allied contacts. 2
stop talking about it.
5 successes You make three allied contacts. 3 You have agreed to take on a noble's debts.
You have been challenged to a duel by an embarrassed
COMPLICATIONS 4
nobleman.
Characters who carouse risk bar brawls, accumulating
a cloud of nasty rumors, and building a bad reputation 5 You have made a foe out of a local noble.
around town. For each failure during Resolution, you A boring noble insists you visit each day and listen to
6
have a 10 percent chance of triggering a complication. long, tedious expositions on lineage.
You have become the target of a variety of
This is a great opportunity to create a rival to the 7
embarrassing rumors.
party, or involve a previous rival.
You spent an additional 5,000 cr trying to impress
8
people.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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 speci c 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 Speci c
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 Modi er 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 e orts. Divide
pro ciencies 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 Modi er
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, e ort, 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 an exotic material to
complete it. This material can range from a speci c 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 modi er 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 ine ciently 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 ine ciently 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 signi cant issue.
d100 Roll 100
Rarity CR Range Modi er 101- You e ciently 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

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 di culty in nding 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 speci c 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 a uent 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 o ers 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 5
A competitor spreads rumors that your work is shoddy
6 Premium 10
and prone to failure.
Prototype 15
This is another great opportunity to create a rival to Advanced 20
the party, or involve a previous rival.
Legendary 25
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
pro cient, 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 rst 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 10
If experimenting with artifact quality, the value should Premium 15
be assumed to be 1,000,000 cr. For instance, if
Prototype 20
experimenting with a premium quality item, the value
should be treated as 5,000 cr. Advanced 25
Legendary 30
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 Modi er 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 modi er and the blueprint is not learned.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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 the character escapes.
RESOURCES lower

A character must spend one workweek and at least 250 41- Character earns 500 cr, robbery of a struggling
cr gathering information on potential targets before 70 merchant.
committing the intended crime. 71- Character earns 1,000 cr, robbery of a prosperous
100 gure.
RESOLUTION
101-
The character must make at least one, but up to three Character earns 2,500 cr, robbery of a noble.
110
checks, and then consult the Crime Roll Modi er table
111 or Character earns 10,000 cr, robbery of one of the
below. If the character makes more than one check, higher richest gures in town.
they can choose the highest value amongst all checks
made. However, for each check made beyond the rst,
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 lled with complications. A character
(Stealth), Intelligence (security kit), or Intelligence committing a crime has a 10 percent chance of
(slicer's kit), as appropriate to the crime they attempt. triggering a complication. They have an additional 10
Each check can only be made once. percent chance of triggering a complication for each
check made during Resolution beyond the rst.
Crime Roll Modifier
Ability d100 Roll This is a great opportunity to create a rival to the
Check DC Modi er party, or involve a previous rival.
10 +5
15 +10
Crime Complications
d8 Complication
20 +15
A bounty equal to your earnings is o ered 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 nancially 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 identi able 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 modi er. 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
e orts 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 modi er, since the DC for 8
to solve the crime.
each tier increased by 5 after the rst 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.
modi er, they then roll percentile dice and consult the
Crime Results table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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 e ort, 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 t. 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 Modi er
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 rst, 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
pro cient 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 rst.
Ability d100 Roll
Check DC Modi er 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 modi er. 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 modi er, since the DC for each tier
VARIANT: GAMBLING SPECTATOR
increased by 5 after the rst 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 nally 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
modi er, they then roll percentile dice and consult the
Gambling Results table below.

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 t. 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 ve 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 ve 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
pro ciencies for the most skilled amongst them. For complication.
each check the character makes, the opponent also
makes a check, with an additional e ect 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 ve 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 pro cient in the gaming set, they
can not make a Charisma (Deception) or Wisdom
(Insight) check. Once you've resolved all ve 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


MERCENARY CONTRACTING
Often, traditional work doesn't appeal to adventurers, Mercenary Contracting Results
who crave a little more excitement, even during their   d100   Result
o weeks. Those characters might prefer to engage in
40 or The character nds 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 di cult job, earning 500
available job. 100 cr.
101- You complete an exceptionally di cult task, earning
RESOLUTION 110 1,250 cr.
The character must make at least one, but up to three
111 or You complete an insanely di cult 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 rst, the DC for each tier increases chance of triggering a complication for each check
by 5. made during Resolution beyond the rst.

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 Modi er
10 +5 Mercenary Contracting Complications
15 +10 d6 Complication
20 +15 You manage to o end 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 o ers 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 modi er. 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.
modi er, since the DC for each tier increased by 5 after
the rst 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 nd
a job.
Once the player has determined their mercenary
contracting roll modi er, they then roll percentile dice
and consult the Mercenary Contract Results table
below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


PIT FIGHTING
Pit ghting 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 ghting 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
e ort 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 Modi er
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 ghting must deal with their
the rst, 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 ghting
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. Check check can only be made chance of triggering a complication for each check
once. made during Resolution beyond the rst.

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 Modi er
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 o ers 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 ghting opponent.
roll modi er. 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 ghting 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 ghting roll modi er, since the DC for using the normal rules of combat. For each round
each tier increased by 5 after the rst 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 nally 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 su er one level of exhaustion.
Once the player has determined their pit ghting roll
modi er, they then roll percentile dice and consult the
Pit Fighting Results table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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 e ort 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 Modi er 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 rst, COMPLICATIONS
the DC for each tier increases by 5. The player can Racing attracts many di erent 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 pro cient 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 rst.
Ability d100 Roll
Check DC Modi er 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 o ers 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 modi er.
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
modi er, since the DC for each tier increased by 5 after animals instead of vehicles. In this instance, you'll
the rst 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 nally 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 x.
Once the player has determined their racing roll
modi er, they then roll percentile dice and consult the
Racing Results table below.

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 x.
The character must make ve 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
ve 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 di erent kinds of individuals:
the ability scores and relevant pro ciencies 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 e ect 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 o ers 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 pro cient Piloting, they can not
make an Intelligence (mechanic's kit) or
Intelligence (Technology)
check. Once you've
resolved all ve
checks, consult the Racing
Results (Uptime)
table below.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


RESEARCH
To be forewarned is to be forearmed. This activity As GM, you are the nal 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
speci c 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 nding 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 speci c 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.
speci c 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 unspeci ed lore equal to 1 + the character's
+1 bonus per 1,000 cr spent beyond the initial 500 cr, Intelligence modi er (minimum of 1). Speci c, 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 Modi er 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 Modi er 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 nd 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.
modi er, 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 o end 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 ve 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 speci c person.

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


SELLING ENHANCED ITEMS
Few people can a ord to buy an enhanced item, and For each item a character wishes to sell, the player rolls
fewer still know how to nd 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 modi er 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 o ers 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 nd wealthy unknown.
individuals interested in acquiring enhanced items.
Artifact enhanced items can't be sold during downtime. As a further option to re ect 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 e ort, 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 o ering one-quarter of the item's value, or a
RESOLUTION lower shady buyer o ering half the item's value.
For each salable item, the character must make a DC 41- A buyer o ering half the item's value, or a shady
20 Intelligence (Investigation) check to nd buyers. 70 buyer o ering 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 o ering the full item's value.
100
check.
On a failure, no buyer for the item is found after a 101- A shady buyer o ering 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 o ering 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 o ered by enhanced items attract thieves, con
Days to d100 Roll artists, and other villains. If the characters encounter a
Rarity Find Buyer Modi er 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 nd 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 nds a buyer for a A third party enters the transaction, o ering an
6
alternative item.
standard enhanced item in 2 days and a buyer for a
premium enhanced item in 5 days, but fails to nd 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


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 there 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
Modi er 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 Modi er
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


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 o ers unique bene ts, 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 nd 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 nd 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 con ict, 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 con ict 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 ve 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 rst joining a
MEMBERSHIP BENEFITS faction.
As an established and respected member of a faction,
you can rely on certain bene ts 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 o ers 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 justi able. You can also gain access to leadership. They are looked up as champions of a
powerful political gures 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 bene ts 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 Faction Membership table on page ---.

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.
di er 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 sta 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 bene ts to them, as shown in the Faction
Bene ts 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 pro ciency bonus, which with their functions. These fees might cover licensing
scales with their tier. This pro ciency bonus a ects 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 pro cient.
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 e ort
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 in uence. Many factions,
2 1/2 2
however, have goals unique to their own e orts. 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 in uence 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 e ectiveness. 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 speci c amount of renown, as shown in the Faction
bounty hunters might choose to join the Bounty Bene ts 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


FACTION BENEFITS
Pro ciency Required Monthly Renown
Tier Bonus Features Renown  Generation  
1st +2 Insignia, Faction Training 0 —
2nd +2 Association Pro ciency, 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 Pro ciency (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 Pro ciency (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 Pro ciency (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 pro ciency 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 pro ciency bonus to the d20 roll, in
operations. Your insignia will be one of the primary addition to the ability score modi er.
ways that members identify themselves as a member At 7th, 11th, and 15th tier, your faction gains
of your faction. pro ciency 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 speci c 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 modi er instead of their own modi er, if that
number is greater.
At 7th and 13th tier, your faction can choose another
activity.

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 pro cient.
At 14th tier, your faction gains expertise in another
ability score in which it is pro cient.

CHAPTER 3 | FACTIONS AND MEMBERSHIP


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-speci c 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 bene ts 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 speci c 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 modi er instead
When your faction reaches 3rd tier, your insignia gains of your modi er, 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 bene ts: 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 pro ciency that
your mentor possesses in half the time, with no credit
requirement.

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 Faction Membership 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 bene ts. 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


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 Modi er Score Modi er
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 de ned 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 bene t it's and roll a 17 and a 5, you use the 5. If you instead have
members, as well as wage inter-faction con ict. The advantage and roll those numbers, you use the 17.
book's introduction describes the basic rule behind If multiple situations a ect a roll and each one grants
these rolls: roll a d20, add an ability modi er 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 bene t 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,
de nes 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 in uence 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 modi er, 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 Modi ers
table notes the ability modi ers for the range of
possible ability scores, from 1 to 30.
To determine an ability modi er without consulting
the table, subtract 10 from the ability score and then
divide the total by 2 (round down).
Because ability modi ers a ect almost every ability
check, ability modi ers come up in play more often
than their associated scores.

CHAPTER 4 | USING ABILITY SCORES


PROFICIENCY BONUS
Factions have a pro ciency 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 e orts
on ability checks.
are directly opposed to another's. This can occur when
Your faction's pro ciency 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 di erent rules say your faction can add from a third party. This situation also applies when one
its pro ciency 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 in uence from another
Occasionally, your faction's pro ciency 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 pro ciency 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 e orts. 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 e ect allows you to total to a DC, they compare the totals of their two
multiply your faction's pro ciency bonus when making checks. The participant with the higher check total wins
an ability check that wouldn't normally bene t from its the contest. That faction or faction member either
pro ciency 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 pro ciency 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 pro ciency in the the same as it was before the contest. Thus, one
Intelligence ability score, it gains no bene t from a contestant might win the contest by default. If two
feature that lets it double your pro ciency 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 in uence
from another faction, a tie means control or in uence
Certain features, such as the Association Expertise is not usurped.
feature, let your faction double its pro ciency 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 Di culty 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
di culty of the task, represented by Di culty Class. A passive check is a special kind of ability check that
The more di cult a task, the higher its DC. The Typical doesn't involve any die rolls. Such a check can
Di culty 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 modi er. 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 modi ers 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 pro ciency 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


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 e ort, or the one and the extent to which a faction's membership can
with the highest ability modi er, can make an ability exert raw physical force.
check with advantage, re ecting 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 pro ciency with armstech's tools, so a favored downtime activity, they can make a faction
faction whose members lack that pro ciency 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 pro ciency with Other activities as deemed appropriate by the GM.
thieves' tools, so a character who lacks that pro ciency
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 con ict—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 rebu ed.
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, re exes, and balance of
provided they are in an area where the faction has a faction's membership.
in uence. Each downtime activity is tied to a speci c
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
speci c 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
di erent 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 di erent ability score, or you might ask if you FACTION CHECKS
can use a di erent faction ability check. For example, if Additionally, when two factions are in con ict—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 rebu ed.

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 con ict—either FACTION CHECKS
directly or indirectly—one faction can attempt the Additionally, when two factions are in con ict—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 rebu ed. they achieve the attempted action. On a failure, they
are instead rebu ed.
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. e ectively with others, con dence, 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 con ict—either Additionally, when two factions are in con ict—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 rebu ed. are instead rebu ed.

CHAPTER 4 | USING ABILITY SCORES


CHAPTER 5: 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 identi able, 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 bene ts. For example, an enhanced heavy shield that
relative to other enhanced items. Each rarity requires attunement provides the bene ts 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 Identi cation table. A its enhanced properties.
character doesn't typically nd a prototype enhanced Attuning to an item requires a creature to spend a
item, for instance, until 5th-level or later. That said, short rest focused on only that item while being in
rarity shouldn't get in the way of your campaign's physical contact with it. This focus can take the form of
story. If you want the darksaber to fall into the hands weapon practice (for a weapon), meditation (for a
of 1st-level character, so be it. No doubt a great story holocron), or some other appropriate activity. If the
will arise from that event. short rest is interrupted, the attunement attempt fails.
Otherwise, at the end of the short rest, the creature
Enhanced Item Rarity and Identification gains an intuitive understanding of how to activate any
Rarity Character Level Identi cation DC enhanced properties of the item, including any
Standard 1st or higher 10 necessary command words.
Premium 1st or higher 15
An item can be attuned to only one creature at a
time, and a creature can be attuned to no more than
Prototype 5th or higher 20 three enhanced items at a time. Any attempt to attune
Advanced 9th or higher 25 to a fourth item fails; the creature must ends it
Legendary 13th or higher 30
attunement to an item rst.
A creature's attunement to an item ends if the
Artifact 17th or higher 35 creature no longer satis es the prerequisites for
attunement, if the item has been more than 100 feet
If your campaign allows for trade in enhanced items, away for at least 24 hours, if the creature dies, or if
rarity can also help you set prices for them. As the GM, another creature attunes to the item. A creature can
you determine the value of an individual enhanced also voluntarily end attunement by spending another
item based on its rarity. Suggested values are provided short rest with the item, unless the item is cursed.
in the Enhanced Item Rarity table. The value of a
consumable, such as a medpac or stimpac, is typically CURSED ITEMS
half the value of a permanent item of the same rarity. Some enhanced items bear curses that bedevil their
users, sometimes long after a user has stopped using
IDENTIFYING ENHANCED ITEMS
an item. An enhanced item's description speci es
Some enhanced items have properties not readily whether the item is cursed. Most methods of
distinguishable to the naked eye. Identifying such an identifying items, such as the analyze tech power, fail
item requires use of the analyze tech power or to reveal such a curse, although lore might hint at it. A
inspection with the appropriate tools. curse should be a surprise to the item's user when the
If a player is pro cient in the appropriate type of curse's e ects are revealed.
tools (e.g. armstech's tools for a blaster or Attunement to a cursed item can't be ended
vibroweapon), they can make a check with them to voluntarily unless the curse is broken rst.
identify the properties of an enhanced item over the
course of a short rest. To use this bene t, you must
have the tools, and the enhanced item must be within
reach. The DC is found above in the Enhanced Item
Rarity and Identi cation table.

CHAPTER 5 | ENHANCED ITEMS


ENHANCED ITEM CATEGORIES
Enhanced items fall into di erent 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 further in Chapter 8:
Items that don't fall in one of the other categories are Droid Customizations.
considered adventuring gear. They might be worn
items, such as boots or a jetpack, or hand-held item FOCUSES
like a holocron. This category is a catch-all for for items Focuses are sub-categorized depending on what type
that don't t in other categories. of casting they augment: force or tech.
ARMOR Force. Force focuses are used to augment the
casting of force powers. The most common type of
Unless an armor's description says otherwise, armor force focuses are focus generators, which are held in
must be worn for its enhanced properties to function. the hand of the forcecaster. Force focuses are not
Some suits of enhanced armor specify the type of required to cast force powers.
armor they are, such as durasteel armor or combat Tech. Tech focuses are used to augment the casting
suit, or the category in which they fall, such as light or of tech powers. The most common type of tech focuses
heavy armor. If an enhanced armor doesn't speci c its are wristpads, which are worn on the forearm of the
armor type, you may choose the type or determine it techcaster. Unlike force focuses, tech focuses are
randomly. required to cast tech powers.
CONSUMABLES A character can only bene t from one focus at a
time. Once per round you can switch which focus you
Consumables are sub-categorized by their type: are bene ting from (no action required).
adrenals, explosives, medpacs, and stimpacs.
Adrenals. Adrenals are designed to give a short term ITEM MODIFICATIONS
boost to a creature, like increased speed. Adrenal Some enhanced items come with vacant slots for item
e ects rarely last longer than a minute. modi cations, which improve the enhanced item in
Ammunition. Ammunition is unique sources of some way. Typically, though not always, enhanced
power for weapons. items have either built in properties or vacant
Barriers. Barriers o er temporary protection, modi cation slots, but not both. Item modi cations are
usually to a single damage type, and rarely last longer discussed further in Chapter 6: Modi able Items.
than a minute.
Explosives. Explosives, such as cryo grenades or SHIELDS
thermal detonators, are designed to cause an e ect in Like armor, unless the description says otherwise, the
a radius that varies depending on their nature. shield must be actively wielded for its enhanced
Medpacs. Medpacs are used to restore hit points to properties to function.
creatures other than droids and constructs. Some shields specify the category in which they fall,
Poisons. Poisons are used to incapacitate or harm such as light shield generator or heavy shield. If an
beasts and humanoids. enhanced shield doesn't specify its category, you may
Stimpacs. Stimpacs o er boosts to creatures, like choose the category or determine it randomly.
increasing an ability score, that typically last for an
hour or more. VALUABLES
Typically, consumables are single use (unless the The majority of valuables—art, jewels, and sculptures
description says otherwise). Once a consumable is —are scarce, highly sought after items of immense
used, it takes e ect immediately and is used up. worth. Some valuables, in the form of relics,
The value of consumables, due to their impermanent occasionally o er hidden secrets.
nature, is typically half that of permanent enhanced
items. WEAPONS
CYBERNETIC AUGMENTATIONS Whether crafted for a nefarious or benevolent
purpose, weapons are among the most coveted of
Cybernetic augmentations are enhancements built in enhanced items.
to biological creatures, such as beasts or humanoids. Some enhanced items specify the type of weapon
They come in the form of replacements, which replace they are in their descriptions, such as a lightsaber or
a physical body part, or enhancements, which simply assault cannon, or the category in which they fall, such
augment a creature. Cybernetic augmentations are as vibroweapon or blaster. If an enhanced weapon
discussed further in Chapter 7: Cybernetic doesn't speci c its weapon type, you may choose the
Augmentations. type or determine it randomly.

CHAPTER 5 | 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.
This section helps determine which enhanced items You decide when to place an item in an adventure that
end up in the characters' possession. you're creating or modifying usually because you think
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 encour during a campaign, culminating in
Rarity tables serve as your item budget, as follows:
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 ve 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
MINOR AND MAJOR ITEMS total number of items that would be appropriate for the
The most common distinction between minor and characters to receive by the end of the tier represented
major enhanced items is attunement. All items that by that row.
require attunement should be treated as major 3. Choose an enhanced item of any rarity for which the
enhanced items. On the other hand, all consumables entry in this row is not 0.
and item modi cations should be treated as minor 4. When the characters obtain an item, modify your notes
enhanced items. Many items, however, do not easily to indicate which part of your budget this expenditure
fall into those two categories. Generally, if the item has came from by subtracting 1 from the appropriate entry
a signi cant impact on one of the three pillars of in the table.
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 signi cant impact in combat, so it should rarity, deduct the item from a higher tier.
be treated as major. Mag-lock boots, however, don't
signi cantly 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 5 | ENHANCED ITEMS


CHAPTER 6: MODIFIABLE ITEMS
         HE ABILITY TO MODIFY YOUR EQUIPMENT, IN THE SAME WAY INSTALLING MODIFICATIONS
         you do your starship, adds a degree of ownership Installing a modi cation takes one hour and requires
that surpasses the simple acquisition of an item. If your an ability check with the required tool, as shown in the
players want the ability to micromanage their gear, Item Speci c Tools table on page ___. The DC for the
consider allowing the following rules. check is determined by the rarity of the modi cation
being installed, as shown below in the Installation and
MODIFYING EQUIPMENT Removal DC by Rarity table.
Modifying an item requires three key components: a
modi able item chassis, a modi cation to install, and Installation and Removal DC by Rarity
the appropriate tools. An item can only be modi ed by Rarity Installation and Removal DC
someone pro cient with appropriate tools, as shown in Standard 5
the Item Speci c Tools table on page ___.
Premium 10
MODIFIABLE ITEM CHASSIS Prototype 15
Every item chassis comes with at least four Advanced 20
modi cation slots, increasing to six at higher rarities, as
Legendary 25
determined by the chassis's rarity, as shown below in
the Modi cation Slots by Rarity table. Artifact 30

Modification Slots by Rarity On a success, the modi cation is correctly installed.


Rarity Modi cation Slots On a failure, the modi cation is not installed, and you
Standard 4 must wait 24 hours before you can try again.
Premium 4 REMOVING MODIFICATIONS
Prototype 5 Removing a modi cation requires an ability check with
Advanced 5 the required tool, as shown in the Item Speci c Tools
table. The DC for the check is determined by the rarity
Legendary 6
of the modi cation being removed, as shown above in
Artifact 6 the Installation and Removal DC by Rarity table.
On a success, the modi cation is removed and
Every modi able item chassis shares the same four salvaged. On a failure, the modi cation is removed but
slots, determined by their type, as shown in the destroyed.
Available Modi cation Slots table below. Prototype and
advanced modi able item chassis also have one MODIFICATIONS BY ITEM TYPE
augment slot, in addition to the four base slots for The modi cations available varies for each individual
their type, while legendary and artifact modi able item item type. For instance, a blaster always has four
chassis have two augment slots. modi cation slots—targeting, barrel, energy core, and
A modi able item chassis can only include matrix—and up to two augment slots, determined by
modi cations of the same rarity or a lesser rarity. For its rarity. Augments are universal across all modi able
instance, if you have a prototype modi able item items, while targeting, barrel,
chassis, you can modify it with standard, premium, energy core, and matrix
and prototype are unique to blasters.
modi cations.
However, the
item's nature
does not
allow it to support high rarity modi cations.

Available Modification Slots


Blaster Vibroweapon Lightweapon Focus Generator Wristpad Armor Shield
Targeting Grip Lens Emitter Processor Overlay Overlay
Barrel Edge Crystal Conductor Motherboard Underlay Underlay
Energy Core Vibrator Cell Power Cell Energy Channel Dataport Reinforcement Reinforcement
Matrix Projector Stabilizer Cycler Storage Armoring Shielding

CHAPTER 6 | MODIFIABLE ITEMS


BLASTERS VIBROWEAPONS
The following modi cation slots are unique to The following modi cation slots are unique to
blasters. vibroweapons.

TARGETING GRIP
Targeting modi cations typically augment a blaster's Grip modi cations typically augment a vibroweapon's
bonus to attack rolls. For instance: bonus to attack rolls. For instance:
ACCURACY SCOPE MARK I SUPERIOR CONTOURED GRIP
Item modi cation (targeting), premium Item modi cation (grip), advanced
Value: 2,250 cr Value: 37,500 cr
You gain a +1 bonus to attack rolls made with this You gain a +3 bonus to attack rolls made with this
weapon. weapon.

BARREL EDGE
Barrel modi cations typically augment a blaster's Edge modi cations typically augment a vibroweapon's
bonus to damage rolls. For instance: bonus to damage rolls. For instance:
AMPLIFYING BARREL MARK II MODERATE NEUTRONIUM EDGE
Item modi cation (barrel), prototype Item modi cation (edge), prototype
Value: 9,750 cr Value: 11,000 cr
You gain a +2 bonus to damage rolls made with this You gain a +2 bonus to damage rolls made with this
weapon. weapon.

ENERGY CORE VIBRATOR CELL


Energy core modi cations typically o er a unique Vibrator cell modi cations typically o er a unique
feature to blasters, such as overcoming resistances or feature to vibroweapons, such as increased critical
augmenting damage type. For instance: damage or the ability to overcome resistances. For
instance:
ION AMPLIFYING CHAMBER
Item modi cation (energy core), premium MONOMOLECULAR HONING CELL
Prerequisite: Blaster that deals ion damage Item modi cation (vibrator cell), premium
Value: 2,000 cr Value: 1,900 cr
This weapon ignores resistance to ion damage. This weapon ignores resistance to kinetic damage.

MATRIX PROJECTOR
Matrix modi cations typically o er a unique feature to Projector modi cations typically o er a unique feature
blasters, such as increased range. For instance: to vibroweapons, such as adjusting the weapon's
properties. For instance:
PRECISION CHAMBER MARK III
Item modi cation (matrix), advanced RZ-3 EXTENDER FRAME
Value: 22,500 cr Item modi cation (projector), prototype
The normal range of this weapon increases by 30 Value: 9,250 cr
feet, and the long range increases by 60 feet. As a bonus action, you can activate a hidden handle
extender in this weapon to give it the reach property.
SAMPLE ITEM This e ect lasts for as long as you continue holding it,
When generating this sample blaster, I elected to or retract the extender as a bonus action, removing the
create a prototype blaster ri e, which would have ve reach property.
modi cation slots. This weapon can only support
modi cations of standard, premium, and prototype SAMPLE ITEM
rarity. When generating this sample vibroweapon, I elected to
create an advanced vibrosword, which would have ve
IMPROVED BLASTER RIFLE modi cation slots. This weapon can only support
Weapon (blaster ri e), prototype (requires attunement) modi cations of standard, premium, prototype, and
Value: 20,000 cr advanced rarity.
This weapon has modi cation slots appropriate for
targeting, barrel, energy core, and matrix SUPERIOR VIBROSWORD
modi cations, as well as one augment slot. Weapon (vibrosword), advanced (requires attunement)
Value: 78,000 cr
This weapon has modi cation slots appropriate for
grip, edge, vibrator cell, and projector modi cations, as
well as one augment slot.

CHAPTER 6 | MODIFIABLE ITEMS


LIGHTWEAPONS
The following modi cation slots are unique to COLOR CRYSTALS
lightweapons.
In addition to the modi cations unique to themselves,
LENS all lightweapons come with a slot for a color crystal.
Typically, newly created lightweapons come with one of
Lens modi cations typically augment a lightweapon's the more common color variants, such as green, blue,
bonus to attack rolls. For instance: or red. Occasionally, a character might come across a
OSSUS DUELING LENS more scarce color crystal. When determining what
Item modi cation (lens), prototype color crystal a lightweapon comes with, the GM can
Value: 12,500 cr choose for the player, or have the player make a
You gain a +2 bonus to attack rolls made with this universal forcecasting ability check. The result of the
weapon. check a ects the color of the crystal, as shown below in
the Forcecasting Color Crystal Modi er table.
CRYSTAL
Forcecasting Color Crystal Modifier
Crystal modi cations typically augment a lightweapon's Forcecasting d100 Roll
bonus to damage rolls. For instance: Ability Check DC Item modi er
ADEGAN SHARD 1 -15
Item modi cation (crystal), premium 5 -10
Value: 1,700 cr
You gain a +1 bonus to damage rolls made with this 10 -5
weapon. 15 0
20 +5
POWER CELL
25 +10
Power cell modi cations typically o er a unique
feature to lightweapons, such as increased critical 30 +20
damage or synergy with force powers. For instance:
BYROTHSIS MASTER CELL The d100 Roll Modifier is added to the percentile dice
Item modi cation (power cell), artifact rolled for the Color Crystal table, which is discussed
below.
Value: 300,000 cr
When this weapon is levitated by the force to deal
damage through a class feature or force power you Once a player has made their forcecasting ability check
use, it deals additional damage equal to two of its to discover a lightweapon color crystal, the player rolls
weapon damage dice. percentile dice and consults the Color Crystal table
below, applying a modi er based on the result of their
STABILIZER forcecasting ability check.
Stabilizer modi cations typically o er a unique feature Color Crystal
to lightweapons, such as unlocking unique features.
For instance: d100 Crystal Color d100 Crystal Color
1-20 Blue 91-93 Viridian
VENTILATION STABILIZER
21-40 Red 94-96 Cyan
Item modi cation (stabilizer), premium
Value: 2,200 cr 41-60 Green 97 Bronze
When you take the Attack action and hit a creature 61-70 Yellow 98 Silver
with this weapon, you can repeat the attack against
71-80 Purple 99 White
another creature within 5 feet, no action required.
Once you've used this feature, you must complete a 81-90 Orange 100 Black
short or long rest before you can use it again.

SAMPLE ITEM This table includes the most common and desirable
When generating this sample lightweapon, I elected to color crystals. More extensive options can be awarded
at the discretion of the GM.
create a legendary greatsaber, which would have six
modi cation slots. This weapon can only support
modi cations of standard, premium, prototype, A player can choose the color crystal that is the result
advanced, and legendary rarity. of their percentile dice rolled, or they can choose one
that falls below it. For instance, if the player rolls a 91
EXCEPTIONAL GREATSABER and nds a viridian color crystal, they could instead
Weapon (greatsaber), legendary (requires attunement) choose a yellow color crystal, as if they had rolled a 63.
Value: 480,000 cr
This weapon has modi cation slots appropriate for
lens, crystal, power cell, and stabilizer modi cations, as
well as two augment slots.

CHAPTER 6 | MODIFIABLE ITEMS


FOCUS GENERATORS WRISTPADS
The following modi cation slots are unique to The following modi cation slots are unique to
focus generators. wristpads.

EMITTER PROCESSOR
Emitter modi cations typically augment a focus Processor modi cations typically augment a wristpad's
generator's bonus to force attack rolls. For instance: bonus to tech attack rolls. For instance:
ISOMETRIC PRISM EMITTER MARK I ARAKYD VECTOR MARK III
Item modi cation (emitter), premium Item modi cation (processor), advanced
Value: 2,400 cr Value: 47,500 cr
You gain a +1 bonus to the attack rolls of force You gain a +3 bonus to the attack rolls of tech
powers you cast through this focus generator. powers you cast through this wristpad.

CONDUCTOR MOTHERBOARD
Conductor modi cations typically augment a focus Motherboard modi cations typically augment a
generator's bonus to force save DCs. For instance: wristpad's bonus to tech save DC. For instance:
BROADENED INLAY CONDUCTOR MARK III ACCUTRONICS SUPREME MARK I
Item modi cation (conductor), advanced Item modi cation (motherboard), premium
Value: 36,000 cr Value: 1,900 cr
You gain a +3 bonus to the save DC of force powers You gain a +1 bonus to the save DC of tech powers
you cast through this focus generator. you cast through this wristpad.

ENERGY CHANNEL DATAPORT


Energy channel modi cations typically o er a unique Dataport modi cations typically o er a unique feature
feature to focus generators, such as increasing the to wristpads, such as increasing tech power potency
e cacy of a power, or its range. For instance: based on tech points spent. For instance:
IMPROVED DUPLEXED EXTENDER CHANNEL BANSCHE ADVANCED 2ZBC
Item modi cation (energy channel), premium Item modi cation (dataport), prototype
Value: 1,750 cr Value: 9,000 cr
When you cast a force power through this focus When you spend tech points and deal damage with a
generator that has a range of 5 feet or greater, you can tech power cast through this wristpad, you deal
increase the range of that force power by 20 feet. additional damage equal to the number of tech points
spent.
CYCLER
Cycler modi cations typically o er a unique feature to STORAGE
focus generators, such as increasing a force power's Storage modi cations typically o er a unique feature
radius. For instance: to wristpads, such as increasing the e cacy of tech
powers. For instance:
IMPROVED PHOBIUM ECHOER
Item modi cation (cycler), advanced BANSCHE PURIFIER MENAD PRO MARK I
Value: 26,000 cr Item modi cation (storage), premium
When you cast a force power that a ects an area in a Value: 1,600 cr
radius or a cube, you can increase the radius from the When you cast a tech power with this wristpad that
point of origin or length of the cube by 10 feet. gives you a bonus to AC or saving throws, you can
increase that bonus by +1.
SAMPLE ITEM
When generating this sample focus generator, I elected SAMPLE ITEM
to create an artifact, which would have six modi cation When generating this sample wristpad, I elected to
slots. This focus generator can support modi cations create a standard, which would have four modi cation
of any rarity. slots.
MASTER FOCUS GENERATOR BASIC WRISTPAD
Focus (force), artifact (requires attunement) Focus (tech), standard (requires attunement)
Value: 770,000 cr Value: 800 cr
This focus generator has modi cation slots This wristpad has modi cation slots appropriate for
appropriate for emitter, conductor, energy channel, processor, motherboard, dataport, and storage
and cycler modi cations, as well as two augment slots. modi cations. This wristpad can only support
modi cations of standard rarity.

CHAPTER 6 | MODIFIABLE ITEMS


ARMOR AND SHIELDS AUGMENTS
Unlike other item types, armor and shields share three Augments are intended to o er features universal
of their modi cation slots, while one is unique. across items, such as an increase to an ability score or
augmenting a class feature. For instance:
OVERLAY
BASIC CONSTITUTION AUGMENT
Overlay modi cations typically augment armor and
Item modi cation (augment), premium
shield's bonus to AC. For instance:
Value: 2,000 cr
BONDED PLATES MARK I Your Constitution score increases by 1.
Item modi cation (overlay), prototype
BERSERKER OFFENSIVE AUGMENT
Value: 8,000 cr
Item modi cation (augment), prototype
You gain a +1 bonus to AC.
Prerequisite: at least 1 level in berserker
UNDERLAY Value: 8,500 cr
Your Rage damage bonus increases by 1, and when
Underlay modi cations typically augment armor and
you score a critical hit, you can roll one additional
shield's bonus to saving throws. For instance:
weapon damage die and add the result to the total.
STRENGTHENING UNDERLAY MARK I
EXCEPTIONAL INTELLIGENCE AUGMENT
Item modi cation (underlay), premium
Item modi cation (augment), legendary
Value: 1,750 cr
Value: 225,000 cr
You gain a +1 bonus to Strength and Constitution
Your Intelligence score increases by 2, and your
saving throws.
maximum for this score increases by 1.
REINFORCEMENT IMPROVED STRENGTH AUGMENT
Reinforcement modi cations typically o er a unique Item modi cation (augment), prototype
feature to armor and shields, such as increasing hit Value: 12,000 cr
points. For instance: Your Strength score increases by 2.
BIOENHANCEMENT MATRIX MARK II MASTER CHARISMA AUGMENT
Item modi cation (reinforcement), advanced Item modi cation (augment), artifact
Value: 38,000 cr Value: 47,500 cr
Your hit point maximum increases by an amount Your Charisma score increases by 2, and your
equal to twice your level, and it increases by 2 every maximum for this score increases by 2.
time you gain a level.
OPTIMIZED MATERIALS AUGMENT
ARMORING AND SHIELDING Item modi cation (augment), premium
Armoring and shielding modi cations typically o er a Prerequisite: An item with the strength property
unique feature to armor and shields, respectively, such Value: 1,500 cr
as a situation bonus to AC. For instance: The Strength requirement for this item is removed.

HORIZONTAL EXOJETS SUPERIOR WISDOM AUGMENT


Item modi cation (armoring), premium Item modi cation (augment), advanced
Value: 1,600 cr Value: 47,500 cr
Whenever you take the Dodge or Dash actions, your Your Wisdom score increases by 1, and your
base walking speed increases by 10 feet until the end maximum for this score increases by 1.
of your turn. INSTALLING AUGMENTS IN OTHER ITEMS
CORTOSIS MICROWEAVE GILDING Additionally, a character pro cient in tinker's tools can
Item modi cation (shielding), prototype install augments in items of prototype or higher rarity.
Value: 10,000 cr First, the character must spend one uninterrupted
You gain a +1 bonus to AC against melee attacks. hour tinkering with the item, which can be done over a
short rest, with their tinker's tools. The character must
SAMPLE ITEM then make an ability check with tinker's tools. On a
When generating this sample armor, I elected to create result of less than 20, the item gains no augment slots,
a premium combat suit, which would have four and you must wait 24 hours before you can try again.
modi cation slots. This armor can only support On a result of 20 or higher, the item gains one vacant
modi cations of standard and premium rarity. augment slot. On a result of 30 or higher, the item
gains two augment slots. Adding augment slots to an
FINE COMBAT SUIT item causes that item to require attunement, if it didn't
Armor (combat suit), premium (requires attunement) already. Prototype and advanced items can only
Value: 4,200 cr support one augment slot, while legendary and artifact
This armor has modi cation slots appropriate for items can support up to two.
overlay, underlay, reinforcement, and armoring
modi cations.

CHAPTER 6 | MODIFIABLE ITEMS


CHAPTER 7: CYBERNETIC AUGMENTATIONS
         HE ABILITY TO AUGMENT YOURSELF WITH CYBERNETICS, IN THE INSTALLING AUGMENTATIONS
         same way you modify your items or starship, adds
an additional layer of customization to any character. If In addition to the time and cost requirement, installing
players want access to cybernetic enhancements an augmentation requires an ability check with
beyond those o ered by certain archetypes, consider biotech's tools. The DC for the check is determined by
allowing the following rules. the rarity of the augmentation being installed, as
shown below in the Installation and Removal DC by
AUGMENTING CREATURES Rarity table.

Augmenting a creature with cybernetic enhancements Installation and Removal DC by Rarity


requires three key components: a valid target for the Rarity Installation and Removal DC
augmentation, an augmentation to install, and
Standard 5
biotech's tools. A creature can only be modi ed by
someone with pro ciency in biotech's tools. Premium 10
Prototype 15
VALID TARGETS
Advanced 20
Typically, only beasts and humanoids are valid targets
for augmentations. A creature can support a number Legendary 25
of cybernetic augmentations equal to their pro ciency Artifact 30
bonus.
On a success, the augmentation is correctly installed.
AUGMENTATION TIME On a failure, the augmentation is not installed, the time
It takes 8 hours to install an augmentation in a Medium and credits are spent, and you must wait 24 hours
creature. The time it takes to install an augmentation in before you can try again. Additionally, on a failure, the
a creature of another size varies based on the size of recipient su ers another e ect, depending on the type
the target, as shown below in the Creature Size Time of augmentation installed:
Modi er table below.
Enhancement: On a failure, the recipient su ers one
Creature Size Time Modifier level of exhaustion.
Creature Size Time Modi er Replacement: On a failure, the recipient loses the
ability to use the part being replaced for a period of
Tiny x 0.25
time equal to the time it would take to install the
Small x 0.5 replacement. For instance, to install an arm
Medium x1 replacement in a Huge creature it takes 40 hours,
performed over ve days. If, at the end of the ve day
Large x2
period, the installer fails the ability check with biotech's
Huge x5 tools, the Huge creature loses the ability to use that
Gargantuan x 10 arm for ve days.

For instance, to install an augmentation in a Medium


REMOVING AUGMENTATIONS
creature takes 8 hours. To install an augmentation in a Removing an augmentation takes half the time and
Huge creature, however, it takes 40 hours (5 x 8). credits it would to install, and requires an ability check
The installer works 8 hours per day. It costs 100 with biotech's tools. The DC for the check is
credits per hour if the operation is performed by an determined by the rarity of the augmentation being
NPC. removed, as shown above in the Installation and
Removal DC by Rarity table.
SIDE EFFECTS On a success, the augmentation is removed and
In addition to the side e ects associated with each salvaged. On a failure, the augmentation is removed
augmentation, your body undergoes changes, but destroyed.
depending on how many augmentations you adopt, as Additionally, if removing a replacement
shown below in the Cybernetic Augmentation Side augmentation, the recipient loses the ability to use the
E ects table. missing part until it receives another suitable
replacement.
Cybernetic Augmentation Side Effects
Number of AUGMENTATION CATEGORIES
Augmentations  Side E ect Two major categories of cybernetic augmentations
You have disadvantage on saving throws exist in the galaxy: enhancements and
2 replacements.
against e ects that deal ion damage.
4 You have vulnerability to ion damage.
You count as a droid for powers that a ect
6
only droids or constructs.

CHAPTER 7 | CYBERNETIC AUGMENTATIONS


ENHANCEMENTS REPLACEMENTS
Enhancements bestowed new abilities or improved the Replacements are prosthetic or arti cial units intended
recipient in some fashion. Enhancements included to replace limbs and damaged organs. Common
skeletal reinforcement, subcutaneous communications replacements provided no bene ts other than
hardware, and weapon mounts. Some enhancements duplicating the essential functions of their biological
have visible external components, while others were counterparts, and they presented little strain on the
hidden beneath the skin. Enhancements put more of a bene ciary's overall well-being. In appearance, a
drain on the body's resources, and recipients cybernetic replacement could be recognizably arti cial
frequently su ered debilitating physical or mental side or virtually indistinguishable from the real thing. For
e ects. For instance: instance:
ACTIVE CAMOUFLAGE CORE CZERKA VARIABLE CLAW-HAND MULTITOOL
Cybernetic augmentation (enhancement), advanced Cybernetic augmentation (replacement), prototype
Prerequisite: Constitution 13 Prerequisite: Intelligence 13
Value: 40,000 cr Value: 7,500 cr
This internal augmentation can be activated to This augmentation replaces a hand.
project a distortion eld that bends visual light. The CVCM hand replacement appears to be a simple
As an action, you can activate this augmentation to claw, but it contains a startling variety of tools,
cast the in ltrate tech power targeting yourself. transforming to become whatever gadget is needed at
Intelligence is your tech casting ability for this power, the moment.
and if you cast it using this augmentation, it does not As a bonus action, you can transform this claw-hand
require concentration. into one of the following items of your choice, or back
Side-effect: While this augmentation is active, your its default claw-hand state. While your claw-hand is
speed is reduced by 10. Additionally, it fails to activate transformed, you are considered to be pro cient in the
if you are submerged in water or other liquids. item it is replicating, if you are not already:
HIDDEN ARM BLASTER Security kit
Cybernetic augmentation (enhancement), standard Artisan tools (one set, chosen at the time this
Value: 775 cr augmentation is installed)
This augmentation hides a weapon in its wearer's Commlink
forearm that is almost completely undetectable by Fusion cutter
modern sensors. Grappling hook (with 50 feet of bercord cable)
This implant includes a small hidden blaster that is Hydrospanner
completely shielded and hidden from unenhanced Medkit
investigation. You cannot use this hidden blaster until Repair kit
it is revealed. As a bonus action, you can reveal this Hidden blade (martial vibroweapon)
weapon and make a single ranged weapon attack with Hold out (simple blaster)
it. You have pro ciency with this weapon for this Medium shield generator (medium armor)
attack. It deals 1d4 energy damage on a hit, has a
range of 20/60, and the light and reload 4 properties. For items that have charges such as the repair kit,
you regain all expended charges at the end of a long
Side Effect: Reloading this weapon takes longer than
rest. For items that use power cells, you can reload
usual. You can reload and re-conceal this weapon over
those with power cells normally.
one hour, which can be done during a short rest. This
hidden compartment can only t the speci c blaster Side Effect: Once this hand replacement has been
with which it is paired. installed, you can no longer wield weapons in this hand
other than those this augmentation can transform into.
INTEGRATED SUBDERMAL ARMOR
Cybernetic augmentation (enhancement), premium HIGH-GRADE CYBERNETIC LEGS
Cybernetic augmentation (replacement), prototype
Value: 1750 cr
Prerequisite: Constitution 13
This implant reinforces your skin with an ablative
woven alloy, making you di cult to damage. Value: 10,000 cr
When you aren't wearing armor, your AC becomes This augmentation replaces a leg.
13 + your Dexterity modi er. This mechanical leg replacement increases speed
Side Effect: Each time you take damage while you and jumping height.
aren't wearing armor, your speed decreases by 5 feet You gain advantage on Strength ability checks and
until the start of your next turn. Strength saving throws, you can make a running long
jump or a running high jump after moving only 5 feet
on foot, rather than 10 feet, and your speed increases
by 10 feet.
Side Effect: Your powerful legs have di culty
moving quietly. You have disadvantage on Dexterity
(Stealth) checks that rely on moving silently.

CHAPTER 7 | CYBERNETIC AUGMENTATIONS


CHAPTER 8: DROID CUSTOMIZATIONS
         HE ABILITY TO CUSTOMIZE YOUR DROID COMPANION WITH
         equipment tailored to them, in the same way you Total Slots Upgrade Cost
modify your items or starship, adds an additional layer Total Slots Upgrade Cost
of customization to any character or companion. If 3 2,000 cr
players want access to droid-speci c equipment,
4 10,000 cr
consider allowing the following rules.
5 50,000 cr
CUSTOMIZING DROIDS 6 200,000 cr
Customizing a droid with droid-speci c equipment
requires three key components: a droid with a valid The time and cost it takes to upgrade a motor in a
slot for the equipment, a piece of equipment to install, droid of another size varies based on the size of the
and astrotech's tools. A droid can only be customized target, as shown in the Droid Size Time Modi er table.
by someone with pro ciency in astrotech's tools. For instance, to upgrade a Medium droid's motor
from 2 slots to 3 slots, it takes 8 hours and 2,000 cr. To
VALID TARGETS upgrade a Huge droid's motor from 3 slots to 4 slots,
Only droids are valid targets for droid customizations. however, it takes 40 hours (5 x 8) and 50,000 cr (5 x
A droid's motor can support two droid customizations, 10,000).
and can be upgraded to support up to six The installer works 8 hours a day. It costs 100 credits
customizations. per hour if the operation is performed by an NPC.

CUSTOMIZATION TIME INSTALLING CUSTOMIZATIONS


It takes 8 hours to install a customization in a Medium In addition to the time and cost requirement, installing
droid. The time it takes to install a customization in a a customization requires an ability check with
droid of another size varies based on the size of the astrotech's tools. The DC for the check is determined
target, as shown in the Droid Size Time Modi er table by the rarity of the customization being installed, as
below. shown below in the Installation and Removal DC by
Rarity table.
Droid Size Time Modifier
Droid Size Time Modi er Installation and Removal DC by Rarity
Tiny x 0.25 Rarity Installation and Removal DC
Small x 0.5 Standard 5

Medium x1 Premium 10

Large x2 Prototype 15

Huge x5 Advanced 20

Gargantuan x 10 Legendary 25
Artifact 30
For instance, to install a customization in a Medium
droid takes 8 hours. To install an augmentation in a On a success, the customization is correctly installed.
Huge droid, however, it takes 40 hours (5 x 8). On a failure, the customization is not installed, the time
The installer works 8 hours per day. It costs 100 and credits are spent, and you must wait 24 hours
credits per hour if the operation is performed by an before you can try again.
NPC.
REMOVING CUSTOMIZATIONS
MOTOR UPGRADING Removing a customization takes half the time and
A droid's motor can be upgraded to support more credits it would to install, and requires an ability check
customizations, up to a maximum of six with astrotech's tools. The DC for the check is
customizations. To upgrade the motor in a Medium determined by the rarity of the customization being
droid, it takes 8 hours and a number of credits removed, as shown above in the Installation and
depending on the total number of slots the upgraded Removal DC by Rarity table.
motor grants, as shown below in the Total Slots On a success, the customization is removed and
Upgrade Cost table. salvaged. On a failure, the customization is removed
but destroyed.

CUSTOMIZATION CATEGORIES
Two major categories of droid customizations exist in
the galaxy: parts and protocols.

CHAPTER 8 | DROID CUSTOMIZATIONS


PARTS PROTOCOLS
Parts typically enhance or replace the features of a Protocols bestow new abilities or improvements on the
droid. Additional arms, integrated shield generators or target droid. Typically, they take the shape of systems
weapons, or built-in repulsor lifts. For instance: improvements and o er no visible indicator that they
exist. For instance:
COMBAT PROJECTOR
Droid customization (part), premium BLASTER INTEGRATION PROTOCOL
Prerequisite: Class IV droid Droid customization (protocol), standard
Value: 1,900 cr Prerequisite: Class II droid
This little nozzle and fuel tank package are frequently Value: 700 cr
located on a combat droid's wrist or abdomen, and can Simple software package includes a basic suite of
be con gured to project aming ionized gas or molton targeting and ring protocols that allow a Class II droid
carbonite. to integrate a modern blaster.
You have a small integrated projector in which you You can now integrate a single simple or martial
can load a ame projector canistor or carbonite blaster into your droid chassis. Over the course of a
canistor as a bonus action. If you store one of these short or long rest, you can insert and integrate this
canistors in this projector, you can attack with it blaster into your frame. As a bonus action, you can
normally and the damage it deals increases by 1d6 (of open or close a small hatch located somewhere on
the same type that the canistor normally deals). This your droid body, permitting you to wield and re the
extra damage increases as your character level weapon normally when you want to attack with it.
increases, to 2d6 at 11th level, and 3d6 at 17th level. While the hatch is open, your hands are not considered
occupied by this blaster. All other rules and conditions
SHOCK ARM apply normally as if you were wielding this blaster in
Droid customization (part), premium either one or two hands (your choice).
Prerequisite: Class II droid
Value: 7,600 cr HEAVY ARMOR INTEGRATION PROTOCOL
This small robotic appendage has a fork-like prod Droid customization (protocol), premium
from that can release a substantial electrical discharge. Prerequisite: Pro ciency with light and medium armor
You have a small integrated droid shock arm with Value: 2,800 cr
which you can make unarmed strikes. You have This is gyro rebalancing and actuator tuning software
pro ciency in this shock arm, which is a melee weapon designed to enable a droid to integrate and wield
with the reach property and deals 1d6 lightning heavy armor.
damage on a hit. You can use your choice of Strength You gain pro ciency in heavy armor.
or Intelligence for the attack and damage rolls. You
must use the same modi er for both rolls. UNCANNINESS MOTIVATOR
Droid customization (protocol), prototype
MAXIMUM PARTS Prerequisite: Class III droid
A droid is limited in the number of part customizations Value: 11,750 cr
they can have by their size, as shown below in the This software and sensor upgrade gives you a
Droid Size Maximum Parts table. something of a knack for dealing with humanoids and
other species that would otherwise nd themselves
Droid Size Maximum Parts disturbed by the arti ciality of human-cyborg relations.
Droid Size Maximum Parts Some droids are even programmed to use this suite to
analyze and maximize the e ect of this discord.
Tiny 1
You gain a special pool of d6s that you can use to
Small 2 a ect your negotiations with humanoids. When you
Medium 3 make a damage roll, contested ability check, or roll dice
to restore hit points to a creature, you can roll one of
Large 4
these d6s and add the result to your total for that
Huge 5 creature. The creature must be a humanoid or beast,
Gargantuan 6 and must be able to hear and understand you to be
a ected by this die. You have a number of d6s equal to
The number of parts a droid has can not exceed the your pro ciency bonus, and regain all expended dice at
number of total customization slots granted by their the end of a long rest.
motor. For instance, a Medium droid whose motor MAXIMUM PROTOCOLS
grants 4 slots can have a maximum of 3 parts. A Huge
droid whose motor grants 5 slots, however, could ll all A droid can have a number of protocol customizations
of those slots with parts. up to the maximum allowed by their motor.

CHAPTER 8 | DROID CUSTOMIZATIONS


CHAPTER 9: TOOL PROFICIENCIES
         OOL PROFICIENCIES ARE A USEFUL WAY TO HIGHLIGHT A Additionally, you can consider giving a character extra
         character's background and talents. At the game information or an added bene t on a skill check. The
table, though, the use of tools sometimes overlaps with text provides some examples and ideas when this
the use of skills, and it can be unclear how to use them opportunity is relevant.
together in certain situations. This section o ers
various ways that tools can be used in the game. SPECIAL USE
To make tool pro ciencies more attractive choices Pro ciency with a tool usually brings with it a particular
for the characters, you can use the methods outlined bene t in the form of a special use, as described in this
below. paragraph.

ADVANTAGE SAMPLE DCS


If the use of a tool and the use of a skill both apply to a A table at the end of each section lists activities that a
check, and a character is pro cient with the tool and tool can be used to perform, and suggested DCs for
the skill, consider allowing the character to make the the necessary ability checks.
check with advantage. This simple bene t can go a long Item Specific Tools
way toward encouraging players to pick up tool
Tools Craftable and Modi able Items
pro ciencies. In the tool descriptions that follow, this
bene t is often expressed as additional insight (or Armormech's tools Armor, shields
something similar), which translates into an increased Armstech's tools Blasters, vibroweapons
chance that the check will be a success.
Focus generators, holocrons,
Arti cer's tools
ADDED BENEFIT lightweapons
Additionally, consider giving characters who have both Astrotech's tools Droid customizations, droids
a relevant skill and a relevant tool pro ciency an added
Biochemist's kit Adrenals, medpacs, stimpacs
bene t on a successful check. This bene t might be in
the form of more detailed information or could Biotech's tools Cybernetic augmentations
simulate the e ect of a di erent sort of successful Brewer's tools Alcohol, drugs
check. For example, a character pro cient with
Carpenter's tools Wood structures
mason's tools makes a successful Wisdom (Perception)
check to nd a secret door in a wall. Not only does the Chef's kit Food
character notice the door's presence, but you decide Cobbler's tools Boots
that the tool pro ciency entitles the character to an
Cybertech's tools Datacrons, gadgets, wristpads
automatic success on an Intelligence (Investigation)
check to determine how to open the door. Demolitions kit Explosives
Disguise kit Disguises
TOOL DESCRIPTIONS Forgery kit Falsi ed documents
The following sections go into detail about the tools
Herbalism kit Antitoxins
presented in the Player's Handbook, o ering advice on
how to use them in a campaign. Jeweler's tools Jewelry
The rst paragraph in each description gives details Mason's tools Stone and metal structures
on what a set of tools is made up of. A character who is
Mechanic's kit Vehicle components, vehicles
pro cient with a tool knows how to use all of its
component parts. Painter's tools Artwork, sculptures
Poisoner's kit Poisons
SKILLS
Every tool potentially provides advantage on a check Security kit Containers, locks
when used in conjunction with certain skills, provided a Slicer's kit Computers, software
character is pro cient with the tool and the skill. As
Surveyor's tools Maps
DM, you can allow a character to make a check using
the indicated skill with advantage. Paragraphs that Synthweaver's tools Clothing
begin with skill names discuss these possibilities. In Tinker's tools Augments, barriers, trinkets
each of these paragraphs, the bene ts apply only to
someone who has pro ciency with the tool, not
someone who simply owns it.
With respect to skills, the system is mildly abstract in
terms of what a tool pro ciency represents; essentially,
it assumes that a character who has pro ciency with a
tool also has learned about facets of the trade or
profession that are not necessarily associated with the
use of the tool.

CHAPTER 9 | TOOL PROFICIENCIES


ARMORMECH'S TOOLS ARTIFICER'S TOOLS
Armormech's tools include all of the necessary Arti cer's tools include all of the necessary
components to allow you to work raw materials to craft components to allow you to craft and repair focus
or repair damage to armor and shields. generators, holocrons, and lightweapons.
LORE INSIGHT
Your expertise lends you additional insight when You have greater intuition when dealing with spirits
examining armor and shields. trapped in holocrons.
INVESTIGATION/PERCEPTION LORE
You can spot clues and make deductions that others Your expertise lends you additional insight when
might overlook when an investigation involves armor determining the origin and age of lightweapons.
and shields.
TECHNOLOGY
STEALTH Your knowledge grants you greater understanding
Your greater understanding of armor you—or your when reverse engineering lightweapon or focus
allies—wear allows for more cautious movement. generator item modi cations.
REPAIR ARMOR REPAIR LIGHTWEAPON
With access to your tools, you can repair a suit of With access to your tools, you can repair a
armor or a shield. For any object, you need access to lightweapon. You need access to raw materials
raw materials required to repair it. required to repair it.
Sample Activities Sample Activities
Activity DC Activity DC
Repair a suit of armor or a shield 15 Repair a lightweapon 15
Sunder a suit of armor or a shield 15 Sunder a lightweapon 15
Disassemble a lightweapon 20
ARMSTECH'S TOOLS
Armstech's tools include all of the necessary ASTROTECH'S TOOLS
components to allow you to work raw materials to craft Astrotech's tools include all of the necessary
or repair damage to blasters and vibroweapons. components to create droid customizations, assemble
LORE droids, and modify assembled droids.
Your expertise lends you additional insight when INVESTIGATION
examining blasters and vibroweapons. You're discerning eye, coupled with your experience
INVESTIGATION/PERCEPTION with your tools, lets you identify droids that have
You can spot clues and make deductions that others aftermarket part customizations installed.
might overlook when an investigation involves blasters LORE
and vibroweapons. Your expertise lets you determine the product line,
TECHNOLOGY model, and class of a droid.
You can more readily identify an enhanced blaster or TECHNOLOGY
vibroweapons properties. Your knowledge lets you determine whether a droid
REPAIR WEAPONS has been modi ed beyond its model speci cations,
With access to your tools, you can repair a blaster or and to what extent.
vibroweapon. For any object, you need access to raw MODIFY DROID
materials required to repair it. With access to your tools, and an appropriate droid
Sample Activities part, you can replace a part on a droid over the course
of a long rest.
Activity DC
Repair a blaster or vibroweapon 15 Sample Activities
Sunder a blaster or vibroweapon 15 Activity DC
Identify a droid's designation 10
Modify a droid's part 10
Identify a droid's modi cation 15
Create a droid part Varies
Reverse engineer a droid part Varies

CHAPTER 9 | TOOL PROFICIENCIES


BIOCHEMIST'S KIT BREWER'S TOOLS
A biochemist's kit includes all of the necessary Brewer's tools 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
Pro ciency with biochemist's kit allows you to unlock Pro ciency with brewer's supplies 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 signi cant element.
PERCEPTION MEDICINE
When you inspect an area for clues, pro ciency with This tool pro ciency grants additional insight when you
biochemist's kit grants additional insight into any treat anyone su ering 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 sti drink can help soften the hardest heart. Your
You can use this tool pro ciency to create biochemist pro ciency with brewer's supplies can help you ply
items. A character can spend money to collect raw someone with drink, giving them just enough alcohol
materials, which weigh 1 pound for every 500 cr spent. to mellow 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 poiston or impurities in a drink 10
Create a medkit 10
Identify alcohol 15
Identify a chemical 10
Ignore e ects of alcohol 20
Create a medpac 15
Create an antidote kit 20
CARPENTER'S TOOLS
BIOTECH'S TOOLS Carpenter's tools include all of the necessary
components to build wooden furnitures and
Biotech's tools include all of the necessary components structures.
to craft and install cybernetic augmentations in
humanoids and beasts. LORE
This tool pro ciency aids you in identifying the use and
MEDICINE the origin of wooden buildings and other large wooden
Combined with biotech's tools, your medical acumen objects.
allows you to better treat the injuries of cybernetically-
enhanced patients. INVESTIGATION/PERCEPTION
You gain additional insight when inspecting areas
INSIGHT within wooden structures, because you know tricks of
Your knowledge of cybernetics' functionality grants you construction that can conceal areas from discovery.
improved awareness of the facial ticks of the
cybernetically-enhanced. FORTIFY
With 1 minute of work and raw materials, you can
TECHNOLOGY make a door or window harder to force open. Increase
Your knowledge and experience lets you identify the DC needed to open it by 5.
cybernetic augmentations, and their function.
TEMPORARY SHELTER
Sample Activities As part of a long rest, you can construct a lean-to or a
Activity DC similar shelter to keep your group dry and in the shade
Install an augmentation Varies for the duration of the rest. Because it was fashioned
quickly from whatever wood was available, the shelter
Reverse engineer an augmentation Varies collapses 1d3 days after being assembled.

Sample Activities
Activity DC
Design a complex wooden structure 15
Pry apart a door 20

CHAPTER 9 | TOOL PROFICIENCIES


CHEF'S KIT CYBERTECH'S TOOLS
Chef's kits include all of the necessary components to Cybertech's tools include all of the necessary
prepare, cook, and store food. components to modify and maintain datacrons,
gadgets, and wristpads.
LORE
Your knowledge of cooking teechniques all you to LORE
assess the social patterns involved in a culture's eating Your knowledge allows you greater insight into the
habits. history and origin of datacrons.
MEDICINE INVESTIGATION
When administering treatment, you can transofrm Your use of tools allows you to more accurately discern
medicine that is bitter or sour into a pleasing illusions within 5 feet of you for what they are.
concoction.
TECHNOLOGY
SUVIVAL Your expertise grants you greater insight into the
When foraging for food, you can make do with enhanced properties of wristpads.
ingredients you scavenge that others would be unable
to transform into nourishing meals. Sample Activities
Activity DC
PREPARE MEALS
Unlock a datacron Varies
As part of a short rest, you can prepare a tasty meal
that helps your companions regain their strength. You Disassemble a wristpad 20
and up to ve creatures of your choice regain 1 extra
hit point per Hit Die spent during a short rest, provided DEMOLITIONS KIT
you have access to your chef's kit and su cient food.
A demolitions kit includes all of the necessary
Sample Activities components to create, set, and disarm explosives.
Activity DC LORE
Create a typical meal 10 Your knowledge of explosives grants you insight when
answering questions about the most e ective
Spot poison or impurities in food 15
explosives for a given task.
Create a gourmet meal 15
INVESTIGATION/PERCEPTION
COBBLER'S TOOLS You gain additional insight when looking for mines and
charges, because you have learned a variety of
Cobbler's tools include all of the necessary common signs that betray their presence.
components to construct and repair boots.
SLEIGHT OF HAND
LORE You can more easily conceal when you set an
Your knowledge of shoes aids you in identifying the explosive.
properties and the history of enhanced boots.
QUICK-SET
INVESTIGATION You can synchronise a remote detonator with an
You can learn where someone has recently visited by explosive in half the time normally required.
examining the wear and the dirt that has accumulated
on their boots. Sample Activities
Activity DC
MAINTAIN SHOES
As part of a long rest, you can repair your companions' Conceal an explosive 15
boots. For the next 24 hours, up to six creatures of Disarm a mine Varies
your choice who wear boots you worked on can travel
up to 10 hours a day without making saving throws to
avoid exhaustion.
CRAFT HIDDEN COMPARTMENT
With 8 hours of work, you can add a hidden
compartment to a pair of boots. 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
pro ciency to determine the Intelligence (Investigation)
check DC needed to nd the compartment.

Sample Activities
Activity DC
Determine a boot's age and origin 10
Find a hidden compartment in a boot heel 15

CHAPTER 9 | TOOL PROFICIENCIES


DISGUISE KIT
A disguise kit includes all of the necessary components INVESTIGATION
to create and apply a disguise. When you examine objects, pro ciency with a forgery
kit is useful for determining how an object was made
DECEPTION and whether it is genuine.
In certain cases, a disguise can improve your ability to
weave convincing lies. OTHER TOOLS
Knowledge of other tools makes your forgeries that
INTIMIDATION much more believable. For example, you could
The right disguise can make you look more fearsome, combine pro ciency with a forgery kit and pro ciency
whether you want to scare someone away by posing as with surveyor's tools to make a fake map.
a plague victim or intimidate a gang of thugs by taking
the appearance of a bully. QUICK FAKE
As a part of a short rest, you can produce a forged
PERFORMANCE document no more than one page in length. As a part
A cunning disguise can enhance an audience's of a long rest, you can produce a document that is up
enjoyment of a performance, provided the disguise is to four pages long. Your Intelligence check using a
properly designed to evoke the desired reaction. forgery kit determines the DC for someone else's
PERSUASION Intelligence (Investigation) check to spot the fake.
Folk tend to trust a person in uniform. If you disguise Sample Activities
yourself as an authority gure, your e orts to
Activity DC
persuade others are often more e ective.
Mimic handwriting 15
CREATE DISGUISE
Duplicate a seal 20
As part of a long rest, you can create a disguise. It takes
you 1 minute to don such a disguise once you have
created it. You can carry only one such disguise on you GAMING SET
at a time without drawing undue attention, unless you A gaming set has all the pieces needed to play a
have a method to keep them hidden. Each disguise speci c game or type of game, such as pazaak or
weighs 1 pound. sabaac.
At other times, it takes 10 minutes to craft a disguise
that involves moderate changes to your appearance, LORE
and 30 minutes for one that requires more extensive Your mastery of a game includes knowledge of its
changes. history, as well as of important events it was connected
to or prominent historical gures involved with it.
Sample Activities
INSIGHT
Activity DC Playing games with someone is a good way to gain
Cover injuries or distinguishing marks 10 understanding of their personality, granting you a
Spot a disguise being used by someone else 15 better ability to discern their lies from their truths and
read their mood.
Copy a humanoid's appearance 20
SLEIGHT OF HAND
FORGERY KIT Sleight of Hand is a useful skill for cheating at a game,
as it allows you to swap pieces, palm cards, or alter a
A forgery kit includes all of the necessary components
die roll. Alternatively, engrossing a target in a game by
to craft and identify forged documents, including
manipulating the components with dexterous
copying a person's seal or signature.
movements is a great distraction for a pickpocketing
DECEPTION attempt.
A well-crafted forgery, such as papers proclaiming you
to be a noble or a writ that grants you safe passage,
Sample Activities
can lend credence to a lie. Activity DC
Catch a player cheating 15
LORE
A forgery kit combined with your knowledge of history Gain insight into an opponent's personality 15
improves your ability to create fake historical
documents or to tell if an old document is authentic.

CHAPTER 9 | TOOL PROFICIENCIES


HERBALISM KIT MASON'S TOOLS
An herbalism kit includes all of the necessary Mason's tools include all of the necessary components
components to harvest and store plants, as well as to build structures from stone and metal.
identify their uses.
LORE
LORE Your expertise aids you in identifying a stone building's
Your knowledge of the nature and uses of herbs can date of construction and purpose, along with insight
add insight to your magical studies that deal with into who might have built it.
plants and your attempts to identify potions.
INVESTIGATION
INVESTIGATION You gain additional insight when inspecting areas
When you inspect an area overgrown with plants, your within stone structures.
pro ciency can help you pick out details and clues that
others might miss. PERCEPTION
You can spot irregularities in stone walls or oors,
MEDICINE making it easier to nd trap doors and secret passages.
Your mastery of herbalism improves your ability to
treat illnesses and wounds by augmenting your SIEGE
methods of care with medicinal plants. Your knowledge of masonry allows you to spot weak
points in brick walls. You deal double damage to such
NATURE AND SURVIVAL structures with your weapon attacks.
When you travel in the wild, your skill in herbalism
makes it easier to identify plants and spot sources of Sample Activities
food that others might overlook. Activity DC
Chisel a small hole in a wall 10
IDENTIFY PLANTS
You can identify most plants with a quick inspection of Find a weak point in a wall 15
their appearance and smell.
MECHANIC'S KIT
Sample Activities
Mechanic's kits contain all of the necessary
Activity DC
components repair and install vehicle and ship
Find plants 15 components.
Identify poison 20
LORE
Your skill allows you to more readily discern the make
JEWELER'S TOOLS and model of vehicle and ship parts.
Jeweler's tools include all of the necessary components
to identify and re ne gemstones. INVESTIGATION/PERCEPTION
Your experience lets you more readily identify
LORE aftermarket modi cations in vehicles and ships.
Pro ciency with jeweler's tools grants you knowledge
about the reputed mystical uses of gems. This insight TECHNOLOGY
proves handy when you make Arcana checks related to Your experience grants you greater insight when
gems or gem-encrusted items. conducting repairs on ships or vehicles.

INVESTIGATION QUICK FIXER


When you inspect jeweled objects, your pro ciency When you are interrupted while you are conducting
with jeweler's tools aids you in picking out clues they repairs on a vehicle or ship, reduce the required time
might hold. by half as long as you are present during the entirety of
the repairs.
TECHNOLOGY
Your combined experience lets you re ne gemstones Sample Activities
for use with greater e ciency. Activity DC
Restoring power to a damaged vehicle 15
IDENTIFY GEMS
You can identify gems and determine their value at a Disassembling a vehicle's engine 20
glance.
Sample Activities
Activity DC
Modify a gem's appearance 15
Determine a gem's history 20

CHAPTER 9 | TOOL PROFICIENCIES


MUSICAL INSTRUMENTS POISONER'S KIT
A musical instrument includes all of the necessary A poisoner's kit includes all of the necessary
components to play it, as well as a few songs components to craft and store poisons.
commonly performed with that instrument.
LORE
LORE Your training with poisons can help you when you try
Your expertise aids you in recalling lore related to your to recall facts about infamous poisonings.
instrument.
INVESTIGATION, PERCEPTION
PERFORMANCE Your knowledge of poisons has taught you to handle
Your ability to put on a good show is improved when those substances carefully, giving you an edge when
you incorporate an instrument into your act. you inspect poisoned objects or try to extract clues
from events that involve poison.
COMPOSE A TUNE
As part of a long rest, you can compose a new tune and MEDICINE
lyrics for your instrument. You might use this ability to When you treat the victim of a poison, your knowledge
impress a noble or spread scandalous rumors with a grants you added insight into how to provide the best
catchy tune. care to your patient.

Sample Activities NATURE, SURVIVAL


Activity DC Working with poisons enables you to acquire lore
about which plants and animals are poisonous.
Identify a tune 10
Subtly manipulate the emotions of your audience 15 HANDLE POISON
Your pro ciency allows you to handle and apply a
Improvise a tune 20 poison without risk of exposing yourself to its e ects.

PAINTER'S TOOLS Sample Activities


Painter's tools include all of the necessary components Activity DC
to paint and store art. Spot a poisoned object 10

LORE Determine the e ects of poison 20


Your expertise aids you in uncovering lore of any sort
that is attached to a work of art, such as the magical SECURITY KIT
properties of a painting or the origins of a strange A security kit include all of the necessary components
mural found in a dungeon. to set or disarm locks and traps.
INVESTIGATION, PERCEPTION LORE
When you inspect a painting or a similar work of visual Your knowledge of traps grants you insight when
art, your knowledge of the practices behind creating it answering questions about locations that are
can grant you additional insight. renowned for their traps.
PAINTING AND DRAWING INVESTIGATION AND PERCEPTION
As part of a short or long rest, you can produce a You gain additional insight when looking for traps,
simple work of art. Although your work might lack because you have learned a variety of common signs
precision, you can capture an image or a scene, or that betray their presence.
make a quick copy of a piece of art you saw.
TECHNOLOGY
Sample Activities Your knowledge of locks grants you insight into their
Activity DC make and potential weaknesses.
Paint an accurate portrait 10 SET A TRAP
Create a painting with a hidden message 20 Just as you can disable traps, you can also set them. As
part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the
DC for someone else's attempt to discover or disable
the trap. The trap deals damage appropriate to the
materials used in crafting it (such as poison or a
weapon) or damage equal to half the total of your
check, whichever the DM deems appropriate.
Sample Activities
Activity DC
Pick a moderate lock 15
Disable a trap Varies

CHAPTER 9 | TOOL PROFICIENCIES


SLICER'S KIT SYNTHWEAVER'S TOOLS
A slicer's kit includes all of the necessary components Synthweaver's tools include all of the necessary
to interface with and disarm digital securities. components to craft and repair clothing.
LORE LORE
Your knowledge of digital securities grants you insight Your expertise lends you additional insight when
when answering questions about them. examining cloth objects, including cloaks and robes.
INVESTIGATION AND PERCEPTION INVESTIGATION
You gain additional insight when looking for digital Using your knowledge of the process of creating cloth
securities when using computers and terminals. objects, you can spot clues and make deductions that
others would overlook when you examine tapestries,
TECHNOLOGY upholstery, clothing, and other woven items.
Your knowledge of common digital security types
makes it easier for you to identify them. REPAIR CLOTH
As part of a short rest, you can repair a single damaged
Sample Activities cloth object.
Activity DC
CRAFT CLOTHING
Identify a hidden security routine 15
Assuming you have access to su cient cloth and
Reprogram a security routine 20 thread, you can create an out t for a creature as part
of a long rest.
SURVEYOR'S TOOLS
Sample Activities
Surveyor's tools include all of the necessary Activity DC
components to draw and store maps.
Repurpose cloth 10
LORE
Mend a hole in a piece of cloth 10
You can use your knowledge of maps and locations to
unearth more detailed information. For instance, you Tailor an out t 15
might spot hidden messages in a map, identify when
the map was made to determine if geographical TINKER'S TOOLS
features have changed since then, and so forth. Tinker's tools include all of the necessary components
NATURE to craft and repair augments, barriers, and minor
Your familiarity with physical geography makes it trinkets.
easier for you to answer questions or solve issues LORE
relating to the terrain around you. You can determine the age and origin of objects, even
SURVIVAL if you have only a few pieces remaining from the
Your understand of geography makes it easier to nd original.
paths to civilization, to predict reas where towns might INVESTIGATION/PERCEPTION
be found, and to avoid becoming lost. You have You are more e ective at identifying traps concealed
studied so many maps that common patterns, such as by debris.
how trade routes evolve and where settlements arise
in relation to gegraphic locations, are familiar to you. SLEIGHT OF HAND
You are more e ective at hiding traps that you place.
CRAFT A MAP
While travelling, you can draw a map as you go in REPAIR TRINKETS
addition to engaging in other activity. With access to your tools, you can repair small items.
For any object, you need access to raw materials
Sample Activities required to repair it.
Activity DC
Sample Activities
Determine a map's age and origin 10
Activity DC
Estimate direction and distance to a landmark 15
Temporarily repair a disabled device 10
Discern that a map is fake 15
Repair an item in half the time 15
Fill in a missing part of a map 20
Improvise an item using scraps 20

CHAPTER 9 | TOOL PROFICIENCIES


APPENDIX A: ENHANCED ITEMS
Item Rarity Page Item Rarity Page
Adventuring gear Armor
Atmospheric Decanting Vessel Premium Armor +1, +2, or +3 Varies
Baragwin Stealth Unit Legendary Adapted Armor Prototype
Body Light
Jedi Robe Premium Medium
Jedi Knight's Robe Prototype Mandalorian Beskar'gam Prototype
Jedi Master's Robe Advanced Heavy
Feet Matrix Armor Premium
Mag-lock Boots Standard Reactive Ultrachrome Armor Legendary
Aratech Sound Dampening Boots Premium Consumables
Slipstream Kickers Advanced Adrenals
Finger Alacrity Adrenal Standard
Hands Stamina Adrenal Standard
Reverse-Engineered Crushgaunts Premium Strength Adrenal Standard
Mandalorian Shuk'orok Advanced Battle Adrenal Premium
Head Improved Alacrity Adrenal Prototype
Mandalorian Helmet Premium Improved Stamina Adrenal Prototype
Legs Improved Strength Adrenal Prototype
Neck Superior Battle Adrenal Advanced
Taozin Amulet Premium Ammunition
Beemon Cardio-Regulator Prototype Ammunition +1, +2, or +3 Varies
Shoulders Barriers
Waist Explosives
Aratech Echo Belt Premium Medpacs
Defel Mimicker Prototype Fine Medpac Premium
Strength Enhancer Prototype Improved Medpac Prototype
CNS Strength Enhancer Advanced Superior Medpac Advanced
GNS Strength Enhancer Belt Legendary Poisons
Sith Strength Belt Legendary Fine Poison Premium
Dominator Belt Artifact Improved Poison Prototype
Wrists Superior Poison Advanced
1 Stimpacs
2 1
3 2
4 3
5 4
6 5
7 6
8 7
9 8
10 9
11 10

APPENDIX A | ENHANCED ITEMS


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Cybernetic augmentations Focuses
Enhancements Force
Hidden Arm Blaster Standard Tech
Integrated Subdermal Armor Premium Shields
Armament and Defense Library Prototype Shield +1, +2, or +3 Varies
Integrated Subdermal Armor Mark II Prototype Light
Active Camou age Core Advanced Medium
Automated Adrenal Package Advanced Verpine Auto-shielding Unit Advanced
Skills Enhancement Package Advanced Heavy
Charming Noble Package Legendary Weapons
Daring Acrobat Package Legendary Returning Weapon +1, +2, or +3 Varies
Indomitable Fortress Package Legendary Weapon +1, +2, or +3 Varies
Mighty Athlete Package Legendary Blasters
Quick Savant Package Legendary Lightweapons
Wise Sage Package Legendary Darksaber Legendary
Replacements Vibroweapons
Hawkeye Ocular Package Premium Valuables
In ltration Package Premium 1
Iridonian Grav-Lev Arm Premium 2
Nighthawk Ocular Implant Premium 3
Survival and Surveillance Suite Premium 4
Czerka Variable Claw-Hand Multitool Prototype 5
High-Grade Cybernetic Arm Prototype 6
High-Grade Cybernetic Legs Prototype 7
Microphasic Hypervisor Prototype 8
Survival and Surveillance Suite Mark II Prototype 9
Droid customizations 10
Parts 11
Combat Projector Premium 12
Droid Dura Plating Mark I Prototype 13
Droid Dura Plating Mark II Advanced 14
Droid Dura Plating Mark III Legendary 15
Shock Arm Premium 16
Protocols 17
Blaster Integration Protocol Standard 18
Heavy Armor Integration Protocol Premium 19
Overshield Integration Protocol Premium 20
Uncanniness Motivator Prototype 21
1 22
2 23
3 24
4 25

APPENDIX A | ENHANCED ITEMS


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Item modi cations (blasters) Item modi cations (lightweapons)
Targeting Lens
Accuracy Scope Mark I Premium Kunda Lens Premium
Accuracy Scope Mark II Prototype Ossus Dueling Lens Prototype
Accuracy Scope Mark III Advanced Ossus Mastery Lens Advanced
Multispectral Optics Mark IV Legendary Improved Sigil Lens Legendary
Barrel Crystal
Amplifying Barrel Mark I Premium Adegan Shard Premium
Amplifying Barrel Mark II Prototype Adegan Octohedron Prototype
Amplifying Barrel Mark III Advanced Adegan Cluster Advanced
Quantum Splitter Mark II Legendary Kunda Cluster Artifact
Energy core Power cell
Ion Amplifying Chamber Premium Diatium Cell Prototype
Rylith Power Cell Prototype Byrothsis Adept Cell Advanced
Czerka Attenuating Pulsator Advanced Superior Diatium Cell Legendary
Aratech Recycler Core Mark II Legendary Byrothsis Master Cell Artifact
Matrix Stabilizer
Corellian Crippler Matrix Standard Luminophillic Stabilizer Standard
Precision Chamber Mark I Premium Ventillation Stabilizer Premium
Precision Chamber Mark II Prototype Improved Telgorn Jolt Stabilizer Advanced
Precision Chamber Mark III Advanced Lightweight Stabilizer Frame Legendary
Item modi cations (vibroweapons) Item modi cations (focus generators)
Grip Emitter
Contoured Grip Premium Isometric Prism Emitter Mark I Premium
Fine Contoured Grip Prototype Isometric Prism Emitter Mark II Prototype
Superior Contoured Grip Advanced Isometric Prism Emitter Mark II Advanced
Superior Nagai Grip Legendary Superior Tethered Anchor Emitter Artifact
Edge Conductor
Basic Neutronium Edge Premium Broadened Inlay Conductor Mark I Premium
Moderate Neutronium Edge Prototype Broadened Inlay Conductor Mark II Prototype
Deadly Neutronium Edge Advanced Broadened Inlay Conductor Mark III Advanced
Deadly Ostrine Edge Artifact High Precision Conductor Mark II Legendary
Vibrator cell Energy channel
Monomolecular Honing Cell Premium Duplexed Extender Channel Standard
Monomolecular Honing Cell Mark II Advanced Improved Duplexed Extender Channel Premium
Aratech Oscillator Mark III Legendary Forged Ferricite Channel Mark II Prototype
Aratech Oscillator Mark IV Artifact Forged Ferricite Channel Mark IV Legendary
Projector Cycler
Collapsible Frame Standard Basic T-Cycle Reinforcer Standard
Pacnorval Chem Integrator Premium Improved T-Cycle Reinforcer Premium
RZ-3 Extender Frame Prototype Basic Phobium Echoer Prototype
Fiber-alloy Materials Legendary Improved Phobium Echoer Advanced

APPENDIX A | ENHANCED ITEMS


APPENDIX A: ENHANCED ITEMS (CONTINUED)
Item Rarity Page Item Rarity Page
Item modi cations (wristpads) Item modi cations (augments)
Processor Fine Charisma Augment Premium
Arakyd Vector Mark I Premium Fine Constitution Augment Premium
Arakyd Vector Mark II Prototype Fine Dexterity Augment Premium
Arakyd Vector Mark III Advanced Fine Intelligence Augment Premium
Czerka Banshee Elite Mark III Artifact Fine Strength Augment Premium
Motherboard Fine Wisdom Augment Premium
AccuTronics Supreme Mark I Premium Optimized Materials Augment Premium
AccuTronics Supreme Mark II Prototype Berserker Defensive Augment Prototype
AccuTronics Supreme Mark III Advanced Berserker O ensive Augment Prototype
AccuTronics Horizon 256ZIDOPS Legendary Consular Defensive Augment Prototype
Dataport Consular O ensive Augment Prototype
MerenData Excelcior Standard Engineer Defensive Augment Prototype
Bansche Advanced 2ZBc Prototype Engineer O ensive Augment Prototype
Czerka Elite Pro Mark V Legendary Figher Defensive Augment Prototype
Storage Figher O ensive Augment Prototype
Bansche Puri er MENAD Pro Mark I Premium Guardian Defensive Augment Prototype
Sienar Star re X-Force Mark I Prototype Guardian O ensive Augment Prototype
Sienar Star re X-Force Mark II Legendary Improved Strength Augment Prototype
Item modi cations (armor and shields) Monk Defensive Augment Prototype
Overlay Monk O ensive Augment Prototype
Bonded Plates Mark I Prototype Operative Defensive Augment Prototype
Bonded Plates Mark II Advanced Operative O ensive Augment Prototype
Bonded Plates Mark III Legendary Scholar Defensive Augment Prototype
Pinnacle Energy Shielding Artifact Scholar O ensive Augment Prototype
Underlay Scout Defensive Augment Prototype
Strengthening Underlay Mark I Premium Scout O ensive Augment Prototype
Cerebral Overwatch Suite Prototype Sentinel Defensive Augment Prototype
Strengthening Underlay Mark III Advanced Sentinel O ensive Augment Prototype
Analyzer Underlay Mark III Legendary Enhancement Augment Advanced
Reinforcement Superior Charisma Augment Advanced
Emergency Landing Braces Premium Superior Constitution Augment Advanced
Ballistic Polymer Weave Prototype Superior Dexterity Augment Advanced
Bioenhancement Matrix Mark II Advanced Superior Intelligence Augment Advanced
Armoring Superior Strength Augment Advanced
Optimized Actuators Mark I Standard Superior Wisdom Augment Advanced
Horizontal Exojets Premium Exceptional Constitution Augment Legendary
Integrated Jetboosters Mark I Prototype Exceptional Intelligence Augment Legendary
Shielding Exceptional Strength Augment Legendary
Cortosis Microweave Prototype Master Charisma Augment Artifact
Ablative Plating Mark II Advanced Master Intelligence Augment Artifact
Superior Cortosis Microweave Legendary Master Strength Augment Artifact

APPENDIX A | ENHANCED ITEMS


ENHANCED ITEMS VALUES
Enhanced item values should fall within a range, as ACCUTRONICS SUPREME MARK I
shown below in the Enhanced Item Value by Rarity Item modi cation (motherboard), premium
table. Consumables and item modi cations should be Value: 1,900 cr
about half the value of a permanent item. You gain a +1 bonus to the save DC of tech powers
Each item comes with a value. This is a suggested you cast through this wristpad.
value; it might be higher or lower at any table, given
the availability of enhanced items. ACCUTRONICS SUPREME MARK II
Item modi cation (motherboard), prototype
Certain items, such as weapon +1, have a multiplier
Value: 10,800 cr
instead of a value. You multiply this by the item's base You gain a +2 bonus to the save DC of tech powers
price to determine the enhanced item's value. you cast through this wristpad.
Occasionally, this might end with a result that falls
outside the range of values for that rarity. ACCUTRONICS SUPREME MARK III
Nonetheless, it should retain that value and rarity. Item modi cation (motherboard), advanced
Value: 42,700 cr
Enhanced Item Value by Rarity You gain a +3 bonus to the save DC of tech powers
you cast through this wristpad.
Rarity Value
Standard up to 1,000 cr ACTIVE CAMOUFLAGE CORE
Cybernetic augmentation (enhancement), advanced
Premium 1,001 to 5,000 cr
Prerequisite: Constitution 13
Prototype 5,001 to 25,000 cr Value: 40,000 cr
Advanced 25,001 - 100,000 cr This internal augmentation can be activated to
Legendary 100,001 - 500,000 cr
project a distortion eld that bends visual light.
As an action, you can activate this augmentation to
Artifact at least 500,001 cr cast the in ltrate tech power targeting yourself.
Intelligence is your tech casting ability for this power,
SAMPLE ENHANCED ITEMS and if you cast it using this augmentation, it does not
The following items are examples of what you might require concentration.
nd in your journeys. Side Effect: While this augmentation is active, your
speed is reduced by 10. Additionally, it fails to activate
ABLATIVE PLATING MARK II if you are submerged in water or other liquids.
Item modi cation (shielding), advanced
Value: 43,000 cr ADAPTED ARMOR
You gain a +2 bonus to AC against ranged attacks. Armor (any), prototype (requires attunement)
Value: 24,000 cr
ACCURACY SCOPE MARK I Those foolhardy enough to not treat a hostile planet
Item modi cation (targeting), premium as worthy a foe as the ones carrying blasters don't
Value: 2,250 cr often live long enough to boast about it.
You gain a +1 bonus to attack rolls made with this You have resistance to one type of damage while you
weapon. wear this armor. The DM chooses the type or
determines it randomly from the options below.
ACCURACY SCOPE MARK II
Item modi cation (targeting), prototype d10 Damage Type d10 Damage Type
Value: 12,500 cr 1 Acid 6 Lightning
You gain a +2 bonus to attack rolls made with this
weapon. 2 Cold 7 Necrotic
3 Fire 8 Poison
ACCURACY SCOPE MARK III
Item modi cation (targeting), advanced 4 Force 9 Psychic
Value: 48,000 cr 5 Ion 10 Sonic
You gain a +3 bonus to attack rolls made with this
weapon. ADEGAN CLUSTER
ACCUTRONICS HORIZON 256ZIDOPS Item modi cation (crystal), advanced
Item modi cation (motherboard), legendary Value: 38,000 cr
Value: 208,000 cr You gain a +3 bonus to damage rolls made with this
When you cast a tech power through this wristpad, weapon.
you can roll a d6 and add the result to the save DC (if ADEGAN OCTOHEDRON
any) for that power. Item modi cation (crystal), prototype
Value: 11,000 cr
You gain a +2 bonus to damage rolls made with this
weapon.

APPENDIX A | ENHANCED ITEMS


ADEGAN SHARD ARAKYD VECTOR MARK III
Item modi cation (crystal), premium Item modi cation (processor), advanced
Value: 1,700 cr Value: 47,500 cr
You gain a +1 bonus to damage rolls made with this You gain a +3 bonus to the attack rolls of tech
weapon. powers you cast through this wristpad.
ALACRITY ADRENAL ARATECH ECHO BELT
Consumable (adrenal), standard Adventuring gear (waist), premium (requires
Value: 150 cr attunement)
This is a highly pressurized liquid stimulant delivered Value: 3,300 cr
through a tightly arranged array of microsyringes. The success of this high-end stealth eld generator
You can administer an adrenal to yourself as a bonus emboldened Aratech to branch out into other
action, or another creature as an action. When you hardware.
administer this adrenal, the target gains a +2 bonus to While you wear this belt with its eld on, Wisdom
its Dexterity score. This e ect lasts for 1 minute. A (Perception) checks made to see you have
creature can bene t from only one adrenal at a time. disadvantage, and you have advantage on Dexterity
(Stealth) checks made to hide, as the belt funnels light
AMMUNITION, +1, +2, OR +3 around you. Activating or deactivating the belt takes an
Weapon (any ammunition), premium (+1), prototype action.
(+2), or advanced (+3)
Value: 5x (+1), 15x cr (+2), or 50x (+3) (determined by ARATECH OSCILLATOR MARK III
rarity) Item modi cation (vibrator cell), legendary
From power cells with bolt superconduction to darts Value: 138,000 cr
re ned to monomolecular edges, the wallop these When you score a critical hit with this weapon you
units pack is worth dealing with their fragility. can roll three additional weapon damage dice.
You have a bonus to attack and damage rolls made
with this power cell or piece of ammunition. The bonus ARATECH OSCILLATOR MARK IV
is determined by the rarity of the item. Once the power Item modi cation (vibrator cell), artifact
cell is depleted or the ammunition is expended, it no Value: 321,500 cr
longer gives a bonus. When you score a critical hit with this weapon you
can roll four additional weapon damage dice.
AMPLIFYING BARREL MARK I
Item modi cation (barrel), premium ARATECH RECYCLER CORE MARK II
Value: 2,300 cr Item modi cation (energy core), legendary
You gain a +1 bonus to damage rolls made with this Prerequisite: Blaster with the burst property
weapon. Value: 145,000 cr
When you use the burst feature of this weapon, you
AMPLIFYING BARREL MARK II can choose to include up to 2 additional creatures
Item modi cation (barrel), prototype within 5 feet of any a ected space to also be a ected
Value: 9,750 cr the burst, if they were not already.
You gain a +2 bonus to damage rolls made with this
weapon. ARATECH SOUND DAMPENING BOOTS
Adventuring gear (feet), premium (requires
AMPLIFYING BARREL MARK III attunement)
Item modi cation (barrel), advanced Value: 2,250 cr
Value: 39,500 cr Before their repulsorcraft hit it big, Aratech honed its
You gain a +3 bonus to damage rolls made with this edge in the stealth eld generator market.
weapon. While you wear these boots, your steps make no
sound, regardless of the surface you are moving
ANALYZER UNDERLAY MARK III across. You also have advantage on Dexterity (Stealth)
Item modi cation (underlay), legendary checks that rely on moving silently.
Value: 126,000 cr
You gain a +3 bonus to Wisdom and Charisma saving
throws.
ARAKYD VECTOR MARK I
Item modi cation (processor), premium
Value: 2,350 cr
You gain a +1 bonus to the attack rolls of tech
powers you cast through this wristpad.
ARAKYD VECTOR MARK II
Item modi cation (processor), prototype
Value: 12,100 cr
You gain a +2 bonus to the attack rolls of tech
powers you cast through this wristpad.

APPENDIX A | ENHANCED ITEMS


ARMAMENT AND DEFENSE LIBRARY AUTOMATED ADRENAL PACKAGE
Cybernetic augmentation (enhancement), prototype Cybernetic augmentation (enhancement), advanced
Prerequisite: Intelligence 13 Prerequisite: Constitution 15
Value: 12,000 cr Value: 36,000 cr
This small and unassuming electronic module This clear plasti-polymer implant has an appearance
installed in the parietal lobe contains a massive library vaguely resembling a multi-limbed cephalopod, and
of information pertaining to weapons, armor, droids, must be carefully installed by a master cybertech. It
and every other defense system known to the galaxy at attaches by wrapping around the medulla, and
large. Even rare or obscure pieces of technology are produces a variety of combat adrenals for its user's
described here, o ering a unique perspective on the consumption. It also performs blood-cleansing work to
universe - if you can handle it. reduce the liver damage (for species that have a liver)
You gain pro ciency in all simple and martial caused by long-term adrenal use.
weapons, all armor, and the Piloting skill. Additionally, Once on your turn, you can activate this implant to
when you make an Intelligence check to recall or gain the e ects of an adrenal (no action required). This
discern information about a weapon, piece of armor, e ect lasts for one minute, or until a di erent adrenal
or a military vehicle that this library contains is chosen. You can choose from the following types of
information on, you are considered pro cient in the adrenals:
check.
Side Effect: This aggressively e ective library can Strength Adrenal: You gain a +1 bonus to the damage
make it di cult to focus in stressful situations. You rolls of melee weapon attacks, and you count as one
have disadvantage on Constitution saving throws to size larger for the purpose of determining max carrying
maintain concentration. Additionally, you have capacity and push, drag, and lift weight.
disadvantage on ability checks while concentrating on Alacrity Adrenal: You gain a +1 bonus to the damage
a power. rolls of ranged weapon attacks, and your speed
increases by 10 feet.
ARMOR +1, +2, OR +3 Stamina Adrenal: You gain 2 temporary hit points and
Armor (any), premium (+1), prototype (+2), or advanced a +2 bonus to Constitution saving throws.
(+3)
Value: 5x cr (+1), 30x (+2), or 100x (+3) (determined Side Effect: You can no longer bene t from other
by rarity) adrenals.
There are countless ways to increase the BALLISTIC POLYMER WEAVE
e ectiveness of a stock armor design without resorting Item modi cation (reinforcement), prototype
to one of the more drastic modi cations. Value: 6,700 cr
You have a bonus to AC while wearing this armor. While you have temporary hit points, kinetic and
The bonus is determined by its rarity. energy damage you take is reduced by an amount
ATMOSPHERIC DECANTING VESSEL equal to your pro ciency bonus.
Adventuring gear, premium (requires attunement) BANSCHE ADVANCED 2ZBC
Value: 4,300 cr Item modi cation (dataport), prototype
Most liquids one might desire curiously only involve Value: 9,000 cr
a handful of elements. This device collects a reservoir When you spend tech points and deal damage with a
of them to recreate a selection of such liquids on tech power cast through this wristpad, you deal
demand. additional damage equal to the number of tech points
This metal jug appears to be able to hold a gallon of spent.
liquid and weighs 12 pounds whether full or empty.
You can use an action and name one liquid from the BANSCHE PURIFIER MENAD PRO MARK I
table below to cause the jug to produce the chosen Item modi cation (storage), premium
liquid. Afterward, you can open the jug as an action Value: 1,600 cr
and pour that liquid out, up to 2 gallons per minute. When you cast a tech power with this wristpad that
The maximum amount of liquid the jug can produce gives you a bonus to AC or saving throws, you can
depends on the liquid you named. increase that bonus by +1.
Once the jug starts producing a liquid, it can't
produce a di erent one, or more of one that has
reached its maximum, until the next dawn.
Liquid Max Amount Max
Acid 8 ounces
Liquid Amount
Condiment 2 gallons
Alcohol,
1 gallon
strong Lubricant 1 quart
Alcohol, weak 4 gallons Water, potable 8 gallons
Basic poison 1/2 ounce Water, non-
12 gallons
potable

APPENDIX A | ENHANCED ITEMS


BARAGWIN STEALTH UNIT BIOENHANCEMENT MATRIX MARK II
Adventuring gear, legendary (requires attunement) Item modi cation (reinforcement), advanced
Value: 325,000 cr Value: 38,000 cr
Those Baragwin who sought to turn their telepathic Your hit point maximum increases by an amount
empathy into an asset for bounty hunting needed equal to twice your level, and it increases by 2 every
something special to overcome the drawbacks of their time you gain a level.
lumbering frames.
While wearing this belt, you can turn on its stealth BLASTER INTEGRATION PROTOCOL
eld to cause yourself to become invisible. While you Droid customization (protocol), standard
are invisible, anything you are carrying or wearing is Prerequisite: Class II droid
invisible with you. You become visible when you turn Value: 700 cr
o the eld. Turning the eld on or o requires an Simple software package includes a basic suite of
action. targeting and ring protocols that allow a Class II droid
Deduct the time you are invisible, in increments of 1 to integrate a modern blaster.
minute, from the belt's maximum duration of 2 hours. You can now integrate a single simple or martial
After 2 hours of use, the belt ceases to function. For blaster into your droid chassis. Over the course of a
every uninterrupted period of 12 hours the belt goes short or long rest, you can insert and integrate this
unused, it regains 1 hour of use. blaster into your frame. As a bonus action, you can
open or close a small hatch located somewhere on
BASIC T-CYCLE REINFORCER your droid body, permitting you to wield and re the
Item modi cation (cycler), standard weapon normally when you want to attack with it.
Value: 280 cr While the hatch is open, your hands are not considered
When you cast a force power that pushes or pulls a occupied by this blaster. All other rules and conditions
creature, you can increase the distance pushed or apply normally as if you were wielding this blaster in
pulled by 5 feet. either one or two hands (your choice).
BATTLE ADRENAL BONDED PLATES MARK I
Consumable (adrenal), premium Item modi cation (overlay), prototype
Value: 600 cr Value: 8,000 cr
This is a highly pressurized liquid stimulant delivered You gain a +1 bonus to AC.
through a tightly arranged array of microsyringes.
You can administer an adrenal to yourself as a bonus BONDED PLATES MARK II
action, or another creature as an action. When you Item modi cation (overlay), advanced
administer this adrenal, the target gains a +1 bonus to Value: 36,000 cr
attack and damage rolls with weapons. This e ect lasts You gain a +2 bonus to AC.
for 1 minute. A creature can bene t from only one BONDED PLATES MARK III
adrenal at a time. Item modi cation (overlay), legendary
BEEMON CARDIO-REGULATOR Value: 188,000 cr
Adventuring gear (neck), prototype (requires You gain a +3 bonus to AC.
attunement) BROADENED INLAY CONDUCTOR MARK I
Value: 13,800 cr Item modi cation (conductor), premium
Demand for Beemon Laboratories' implants streches Value: 2,200 cr
even to those too sickly to use them without assistance You gain a +1 bonus to the save DC of force powers
from another of their ne products. you cast through this focus generator.
Your Constitution score is 19 while you wear this
choker. It has no e ect on you if your Constitution is BROADENED INLAY CONDUCTOR MARK II
already 19 or higher. Item modi cation (conductor), prototype
Value: 10,900 cr
BERSERKER DEFENSIVE AUGMENT You gain a +2 bonus to the save DC of force powers
Item modi cation (augment), prototype you cast through this focus generator.
Prerequisite: at least 2 levels in berserker
Value: 10,000 cr BROADENED INLAY CONDUCTOR MARK III
Once per round, when you use your Reckless Attack Item modi cation (conductor), advanced
feature and hit a target, you can reduce the rst kinetic Value: 36,000 cr
or energy damage you take from the target before the You gain a +3 bonus to the save DC of force powers
start of your next turn by half. you cast through this focus generator.
BERSERKER OFFENSIVE AUGMENT BYROTHSIS ADEPT CELL
Item modi cation (augment), prototype Item modi cation (power cell), advanced
Prerequisite: at least 1 level in berserker Value: 26,500 cr
Value: 10,000 cr When this weapon is levitated by the Force to deal
Your Rage damage bonus increases by 1, and when damage through a class feature or force power you
you score a critical hit, you can roll one additional use, it deals additional damage equal to one of its
weapon damage die and add the result to the total. weapon damage dice.

APPENDIX A | ENHANCED ITEMS


BYROTHSIS MASTER CELL CONSULAR DEFENSIVE AUGMENT
Item modi cation (power cell), artifact Item modi cation (augment), prototype
Value: 300,000 cr Prerequisite: at least 2 levels in consular
When this weapon is levitated by the Force to deal Value: 10,000 cr
damage through a class feature or force power you When you roll initiative and have no uses of your
use, it deals additional damage equal to two of its Force Shield left, you regain one use.
weapon damage dice.
CONSULAR OFFENSIVE AUGMENT
CEREBRAL OVERWATCH SUITE Item modi cation (augment), prototype
Item modi cation (underlay), prototype Prerequisite: at least 2 levels in consular
Value: 7,900 cr Value: 10,000 cr
While you have temporary hit points, you gain You learn the Improved Power Force-Empowered
advantage on Intelligence, Wisdom, and Charisma Casting option, and when you use it you can reroll a
saving throws. number of damage dice equal to your Wisdom +
Charisma modi ers (a minimum of two). If you already
CHARMING NOBLE PACKAGE know the Improved Power Force-Empowered Casting
Cybernetic augmentation (enhancement), legendary option, you can instead choose another option.
Prerequisite: Charisma 15
Value: 150,000 cr CONTOURED GRIP
This implant drastically increases your force of Item modi cation (grip), premium
personality. Value: 2,200 cr
Your Charisma score increases by 1, and your You gain a +1 bonus to attack rolls made with this
maximum for this score increases by 1. Additionally, weapon.
you have advantage on Charisma saving throws.
CORELLIAN CRIPPLER MATRIX
Side Effect: One ability score (other than Charisma)
Item modi cation (matrix), standard
that is chosen by the DM when this augmentation is
installed decreases by 1. Value: 200 cr
When you hit a creature with a ranged attack using
CNS STRENGTH ENHANCER this weapon, its speed is reduced by 5 feet until the
Adventuring gear (waist), advanced (requires end of its next turn. This e ect is cumulative.
attunement)
Value: 70,000 cr CORTOSIS MICROWEAVE
This belt further increases a users physical power Item modi cation (shielding), prototype
with pneumaticized assistance joists and a Value: 10,000 cr
repulsor eld microgenerator. You gain a +1 bonus to AC against melee attacks.
While wearing this belt, your Strength score changes CZERKA ATTENUATING PULSATOR
to 23. If your Strength is already equal to or greater Item modi cation (energy core), advanced
than 23, it has no e ect on you. Prerequisite: The ability to cast tech powers
COLLAPSIBLE FRAME Value: 31,000 cr
Item modi cation (projector), standard When you score a critical hit or reduce a creature to
Prerequisite: Vibroweapon without the hidden 0 hit points with a ranged attack using this weapon,
property you can regain a number of tech points equal to your
Value: 250 cr Intelligence modi er (a minimum of one, no action
As a bonus action you can collapse this weapon into required). Once you've used this feature, you must
a small, pocket-sized handle, granting it the hidden complete a short or long rest before you can use it
property. It loses this property when you make an again.
attack with it, or extend it as a bonus action. CZERKA BANSHEE ELITE MARK III
COMBAT PROJECTOR Item modi cation (processor), artifact
Droid customization (part), premium Value: 385,000 cr
Prerequisite: Class IV droid When you cast a tech power through this wristpad,
Value: 1,900 cr you can roll a d8 and add the result to the attack roll.
This little nozzle and fuel tank package are frequently CZERKA ELITE PRO MARK V
located on a combat droid's wrist or abdomen, and can Item modi cation (dataport), legendary
be con gured to project aming ionized gas or molton Value: 197,500 cr
carbonite. When you cast a tech power with this wristpad and
You have a small integrated projector in which you at least one creature fails its saving throw to resist its
can load a ame projector canistor or carbonite e ects, you gain a d12 that you can roll and add to the
canistor as a bonus action. If you store one of these damage or healing of a tech power you cast. This die
canistors in this projector, you can attack with it lasts for 1 minute, and you can only have one at a time.
normally and the damage it deals increases by 1d6 (of
the same type that the canistor normally deals). This
extra damage increases as your character level
increases, to 2d6 at 11th level, and 3d6 at 17th level.

APPENDIX A | ENHANCED ITEMS


CZERKA VARIABLE CLAW-HAND MULTITOOL DARKSABER
Cybernetic augmentation (replacement), prototype Weapon (lightsaber), legendary (requires attunement)
Prerequisite: Intelligence 13 Value: 480,000 cr
Value: 7,500 cr The Darksaber was an ancient and unique black-
This augmentation replaces a hand. bladed lightsaber created by Tarre Vizsla, the rst
The CVCM hand replacement appears to be a simple Mandalorian ever inducted into the Jedi Order. It
claw, but it contains a startling variety of tools, features a distinctly Mandalorian hilt and an ominous
transforming to become whatever gadget is needed at black blade.
the moment. You gain a +3 bonus to attack and damage rolls
As a bonus action, you can transform this claw-hand made with this enhanced lightsaber. In addition, the
into one of the following items of your choice, or back weapon ignores resistance to energy damage.
its default claw-hand state. While your claw-hand is When you attack a creature that has at least one
transformed, you are considered to be pro cient in the head with this weapon and roll a 20 on the attack roll,
item it is replicating, if you are not already: you cut o one of the creature's heads. The creature
dies if it can't survive without the lost head. A creature
Security kit is immune to this e ect if it is immune to energy
Artisan tools (one set, chosen at the time this damage, doesn't have or need a head, has legendary
augmentation is installed) actions or villain status, or the GM decides that the
Commlink creature is too big for its head to be cut o with this
Fusion cutter weapon. Such a creature instead takes an extra 6d6
Grappling hook (with 50 feet of bercord cable) energy damage from the hit.
Hydrospanner
Medkit DEADLY NEUTRONIUM EDGE
Repair kit Item modi cation (edge), advanced
Hidden blade (martial vibroweapon) Value: 28,000 cr
Hold out (simple blaster) You gain a +3 bonus to damage rolls made with this
Medium shield generator (medium armor) weapon.
For items that have charges such as the repair kit, DEADLY OSTRINE EDGE
you regain all expended charges at the end of a long Item modi cation (edge), artifact
rest. For items that use power cells, you can reload Value: 310,000 cr
those with power cells normally. When you hit with this weapon you deal an
Side Effect: Once this hand replacement has been additional 1d10 acid, cold, re, poison, or sonic
installed, you can no longer wield weapons in this hand damage (chosen by the GM when generating this item).
other than those this augmentation can transform into.
DEFEL MIMICKER
DARING ACROBAT PACKAGE Adventuring gear (waist), prototype (requires
Cybernetic augmentation (enhancement), legendary attunement)
Prerequisite: Dexterity 15 Value: 19,000 cr
Value: 150,000 cr The only visible trace of this stealth eld generator's
This implant drastically increases your ne motor user is a vague shadow, much like the Defel
skills and reaction times. themselves.
Your Dexterity score increases by 1, and your While you wear this belt, it casts a shadow that
maximum for this score increases by 1. Additionally, makes you appear to be standing in a place near your
you have advantage on Dexterity saving throws. actual location, causing any creature to have
Side Effect: One ability score other than Dexterity disadvantage on attack rolls against you. If you take
(chosen by the GM) decreases by 1. damage, the property ceases to function until the start
of your next turn. This property is suppressed while
you are incapacitated, restrained, or otherwise unable
to move.
DIATIUM CELL
Item modi cation (power cell), prototype
Value: 8,000 cr
When you score a critical hit with this weapon you
can roll one additional weapon damage die.

APPENDIX A | ENHANCED ITEMS


DOMINATOR BELT ENGINEER DEFENSIVE AUGMENT
Adventuring gear (waist), artifact (requires attunement) Item modi cation (augment), prototype
Value: 650,000 cr Prerequisite: at least 2 levels in engineer
While only barely adhering to the most technical Value: 10,000 cr
de nition of a belt, this harness-like rig of This item becomes a valid target of the Infuse Item
pneumaticized limb actuators supplies enormous feature if it wasn't already, granting a bonus
strength to every limb of its wearer's body, appropriate to the item's type.
monstrously increasing their physical power.
While wearing this belt, your Strength score changes ENGINEER OFFENSIVE AUGMENT
to 29. If your Strength is already equal to or greater Item modi cation (augment), prototype
than 29, it has no e ect on you. Prerequisite: at least 1 level in engineer
Value: 10,000 cr
DROID DURA PLATING MARK I When you use your Potent Aptitude feature, you can
Droid customization (part), prototype target a second creature within 60 feet of you who can
Prerequisite: Pro ciency in heavy armor hear you and grant them a Potent Aptitude die as well.
Value: 7,500 cr
Originally used on starship hulls, durasteel is the ENHANCEMENT AUGMENT
most cost-e ective way to prevent the destruction of Item modi cation (augment), advanced
your droids. Value: 42,500 cr
Your base AC becomes 19. You gain a +1 bonus to attack and damage rolls with
weapons.
DROID DURA PLATING MARK II
Droid customization (part), advanced EXCEPTIONAL CONSTITUTION AUGMENT
Prerequisite: Pro ciency in heavy armor Item modi cation (augment), legendary
Value: 40,000 cr Value: 225,000 cr
Originally used on starship hulls, durasteel is the Your Constitution score increases by 2, and your
most cost-e ective way to prevent the destruction of maximum for this score increases by 1.
your droids. EXCEPTIONAL INTELLIGENCE AUGMENT
Your base AC becomes 20. Item modi cation (augment), legendary
DROID DURA PLATING MARK III Value: 225,000 cr
Droid customization (part), legendary Your Intelligence score increases by 2, and your
Prerequisite: Pro ciency in heavy armor maximum for this score increases by 1.
Value: 200,000 cr EXCEPTIONAL STRENGTH AUGMENT
Originally used on starship hulls, durasteel is the Item modi cation (augment), legendary
most cost-e ective way to prevent the destruction of Value: 225,000 cr
your droids. Your Strength score increases by 2, and your
Your base AC becomes 21. maximum for this score increases by 1.
DUPLEXED EXTENDER CHANNEL FIBER-ALLOY MATERIALS
Item modi cation (energy channel), standard Item modi cation (projector), legendary
Value: 300 cr Prerequisite: Vibroweapon with the two-handed
When you cast a force power through this focus property
generator that has a range of 5 feet or greater, you can Value: 135,000 cr
increase the range of that force power by 10 feet. This weapon loses the two-handed property.
EMERGENCY LANDING BRACES FIGHTER DEFENSIVE AUGMENT
Item modi cation (reinforcement), premium Item modi cation (augment), prototype
Value: 1,200 cr Prerequisite: at least 1 level in ghter
You can use your reaction to reduce any falling Value: 10,000 cr
damage you would take by half. When you use your Second Wind feature, you also
gain temporary hit points equal to the amount of hit
points you regain.
FIGHTER OFFENSIVE AUGMENT
Item modi cation (augment), prototype
Prerequisite: at least 2 levels in ghter
Value: 10,000 cr
You gain two additional superiority dice.
FINE CHARISMA AUGMENT
Item modi cation (augment), premium
Value: 2,000 cr
Your Charisma score increases by 1.

APPENDIX A | ENHANCED ITEMS


FINE CONSTITUTION AUGMENT FORGED FERRICITE CHANNEL MARK IV
Item modi cation (augment), premium Item modi cation (energy channel), legendary
Value: 2,000 cr Value: 196,000 cr
Your Constitution score increases by 1. When you spend force points and deal damage with
a force power cast through this focus generator, you
FINE DEXTERITY AUGMENT deal additional damage equal to twice the number of
Item modi cation (augment), premium force points spent.
Value: 2,000 cr
Your Dexterity score increases by 1. GNS STRENGTH ENHANCER BELT
Adventuring gear (waist), legendary (requires
FINE DUPLEXED EXTENDER CHANNEL attunement)
Item modi cation (energy channel), premium Value: 200,000 cr
Value: 1,750 cr This large belt greatly increases a users physical
When you cast a force power through this focus power with an array of repulsor eld microgenerators
generator that has a range of 5 feet or greater, you can and a pair of reactive-lift actuators that increase raw
increase the range of that force power by 20 feet. force and lift-capacity without any loss of speed or ne
FINE INTELLIGENCE AUGMENT motor skills.
Item modi cation (augment), premium While wearing this belt, your Strength score changes
Value: 2,000 cr to 25. If your Strength is already equal to or greater
Your Intelligence score increases by 1. than 25, it has no e ect on you.

FINE MEDPAC GUARDIAN DEFENSIVE AUGMENT


Consumable (medpac), premium Item modi cation (augment), prototype
Value: 700 cr Prerequisite: at least 2 levels in guardian
This is a quick-acting syringe lled with a Value: 10,000 cr
concentrated dose of kolto. The radius of your Guardian Auras increases by 10
As an action, you can use this medpac to restore feet.
4d4+4 hit points to a creature within 5 feet. GUARDIAN OFFENSIVE AUGMENT
FINE NEUTRONIUM EDGE Item modi cation (augment), prototype
Item modi cation (edge), premium Prerequisite: at least 2 levels in guardian
Value: 1,500 cr Value: 10,000 cr
You gain a +1 bonus to damage rolls made with this The damage die for your Force-Empowered Strikes
weapon. and Improved Force-Empowered Strikes features
increases to a d10.
FINE POISON (ONE DOSE)
Consumable (medpac), premium HAWKEYE OCULAR PACKAGE
Value: 1,200 cr Cybernetic augmentation (replacement), premium
Prerequisite: Intelligence 13
You can use the poison in this vial to coat one kinetic
weapon or one wrist launcher dart. Applying the Value: 1,700 cr
poison takes an action. A creature hit by the poisoned This augmentation replaces your eyes.
weapon must make a DC 13 Constitution saving throw This eye replacement features integrated
or take 2d4 poison damage. Once applied, the poison macrobinoculars, granting improved ability to see
retains potency for 1 minute before drying. further away.
You can activate or deactivate this augmentation as a
FINE STRENGTH AUGMENT bonus action. While this augmentation is active, you
Item modi cation (augment), premium gain advantage on Wisdom (Perception) checks that
Value: 2,000 cr rely on sight beyond 30 feet. In conditions of clear
Your Strength score increases by 1. visibility, you can make out details of even extremely
distant creatures and objects as small as 2 feet across.
FINE WISDOM AUGMENT Side Effect: While this augmentation is active, you
Item modi cation (augment), premium have disadvantage on Wisdom (Perception) and
Value: 2,000 cr Intelligence (Investigation) checks within 30 feet that
Your Wisdom score increases by 1. rely on sight.
FORGED FERRICITE CHANNEL MARK II HEAVY ARMOR INTEGRATION PROTOCOL
Item modi cation (energy channel), prototype Droid customization (protocol), premium
Value: 8,800 cr Prerequisite: Pro ciency with light and medium armor
When you spend force points and deal damage with Value: 2,800 cr
a force power cast through this focus generator, you This is gyro rebalancing and actuator tuning software
deal additional damage equal to the number of force designed to enable a droid to integrate and wield
points spent. heavy armor.
You gain pro ciency in heavy armor.

APPENDIX A | ENHANCED ITEMS


HIDDEN ARM BLASTER IMPROVED ALACRITY ADRENAL
Cybernetic augmentation (enhancement), standard Consumable (adrenal), prototype
Value: 775 cr Value: 2,500 cr
This augmentation hides a weapon in its wearer's This is a highly pressurized liquid stimulant delivered
forearm that is almost completely undetectable by through a tightly arranged array of microsyringes.
modern sensors. You can administer an adrenal to yourself as a bonus
This implant includes a small hidden blaster that is action, or another creature as an action. When you
completely shielded and hidden from unenhanced administer this adrenal, the target gains a +4 bonus to
investigation. You cannot use this hidden blaster until its Dexerity score, and its maximum for this score
it is revealed. As a bonus action, you can reveal this increases by 2. This e ect lasts for 1 minute. A creature
weapon and make a single ranged weapon attack with can bene t from only one adrenal at a time.
it. You have pro ciency with this weapon for this IMPROVED CONTOURED GRIP
attack. It deals 1d4 energy damage on a hit, has a Item modi cation (grip), prototype
range of 20/60, and the light and reload 4 properties.
Value: 12,250 cr
Side Effect: Reloading this weapon takes longer than
You gain a +2 bonus to attack rolls made with this
usual. You can reload and re-conceal this weapon over
weapon.
one hour, which can be done during a short rest. This
hidden compartment can only t the speci c blaster IMPROVED MEDPAC
with which it is paired. Consumable (medpac), prototype
Value: 3,800 cr
HIGH-GRADE CYBERNETIC ARM
This is a quick-acting syringe lled with a
Cybernetic augmentation, prototype (replacement)
concentrated dose of kolto.
Prerequisite: Constitution 13
As an action, you can use this medpac to restore
Value: 10,000 cr
8d4+8 hit points to a creature within 5 feet.
This augmentation replaces an arm.
This arm replacement features enhanced strength. IMPROVED PHOBIUM ECHOER
When you hit with a melee weapon attack using Item modi cation (cycler), prototype
Strength with a weapon wielded by this arm, you gain a Value: 9,700 cr
+1 bonus to the damage roll. Additionally, when you When you cast a force power that a ects an area in a
make a Strength (Athletics) check that involves this radius or a cube, you can increase the radius or length
arm, you gain a +1 bonus to the check. of the cube by 5 feet.
Side Effect: You have disadvantage on melee
weapon attacks and ability checks using Dexterity that IMPROVED POISON (ONE DOSE)
involve this arm. Consumable (medpac), prototype
Value: 11,000 cr
HIGH-GRADE CYBERNETIC LEGS You can use the poison in this vial to coat one kinetic
Cybernetic augmentation (replacement), prototype weapon or one wrist launcher dart. Applying the
Prerequisite: Constitution 13 poison takes an action. A creature hit by the poisoned
Value: 10,000 cr weapon must make a DC 16 Constitution saving throw
This augmentation replaces a leg. or take 4d4 poison damage. Once applied, the poison
This mechanical leg replacement increases speed retains potency for 1 minute before drying.
and jumping height.
You gain advantage on Strength ability checks and IMPROVED SIGIL LENS
Strength saving throws, you can make a running long Item modi cation (lens), legendary
jump or a running high jump after moving only 5 feet Value: 220,000 cr
on foot, rather than 10 feet, and your speed increases You gain a +2 bonus to attack rolls made with this
by 10 feet. weapon. Additionally, you gain a +2 bonus to attack
Side Effect: Your powerful legs have di culty rolls you make with force powers when using this
moving quietly. You have disadvantage on Dexterity weapon as your focus.
(Stealth) checks that rely on moving silently. IMPROVED STAMINA ADRENAL
HIGH PRECISION CONDUCTOR MARK II Consumable (adrenal), prototype
Item modi cation (conductor), legendary Value: 2,500 cr
Value: 216,000 cr This is a highly pressurized liquid stimulant delivered
When you cast a force power through this focus through a tightly arranged array of microsyringes.
generator, you can roll a d6 and add the result to the You can administer an adrenal to yourself as a bonus
save DC (if any) for that power. action, or another creature as an action. When you
administer this adrenal, the target gains a +4 bonus to
HORIZONTAL EXOJETS its Constitution score, and its maximum for this score
Item modi cation (armoring), premium increases by 2. This e ect lasts for 1 minute. A creature
Value: 1,600 cr can bene t from only one adrenal at a time.
Whenever you take the Dodge or Dash actions, your
walking speed increases by 10 feet until the end of
your turn.

APPENDIX A | ENHANCED ITEMS


IMPROVED STRENGTH ADRENAL INTEGRATED JETBOOSTERS MARK I
Consumable (adrenal), prototype Item modi cation (armoring), prototype
Value: 2,500 cr Value: 7,700 cr
This is a highly pressurized liquid stimulant delivered Your armor gets a jetpack built in. Activating or
through a tightly arranged array of microsyringes. deactivating the jetpack requires a bonus action and,
You can administer an adrenal to yourself as a bonus while active, you have a ying speed of 30 feet. The
action, or another creature as an action. When you jetpack last for 1 minute per power cell (to a maximum
administer this adrenal, the target gains a +4 bonus to of 10 minutes) and can be recharged by a power
its Strength score, and its maximum for this score source or replacing the power cells.
increases by 2. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time. INTEGRATED SUBDERMAL ARMOR
Cybernetic augmentation (enhancement), premium
IMPROVED STRENGTH AUGMENT Value: 1750 cr
Item modi cation (augment), prototype This implant reinforces your skin with an ablative
Value: 12,000 cr woven alloy, making you di cult to damage.
Your Strength score increases by 2. When you aren't wearing armor, your AC becomes
13 + your Dexterity modi er.
IMPROVED T-CYCLE REINFORCER Side Effect: Each time you take damage while you
Item modi cation (cycler), premium aren't wearing armor, your speed decreases by 5 feet
Value: 1,760 cr until the start of your next turn.
When you cast a force power that pushes or pulls a
creature, you can increase the distance pushed or INTEGRATED SUBDERMAL ARMOR MARK II
pulled by 10 feet. Prototype cybernetic augmentation (enhancement)
Value: 15,000 cr
IMPROVED TELGORN JOLT STABILIZER This implant reinforces your skin with an high-
Item modi cation (stabilizer), advanced strength cortosis reinforcement, making you very
Value: 14,000 cr di cult to damage.
When you cast a force power or use a class feature When you aren't wearing armor, your AC becomes
that requires a melee weapon attack, you can spend 1 14 + your Dexterity modi er.
force point to change the weapon's damage type to Side Effect: Each time you take damage while you
lightning and deal an additional 1d8 lightning damage. aren't wearing armor, your speed decreases by 5 feet
INDOMITABLE FORTRESS PACKAGE until the start of your next turn.
Cybernetic augmentation (enhancement), legendary ION AMPLIFYING CHAMBER
Prerequisite: Constitution 15 Item modi cation (energy core), premium
Value: 150,000 cr Prerequisite: Blaster that deals ion damage
This implant drastically increases your endurance. Value: 2,000 cr
Your Constitution score increases by 1, and your This weapon ignores resistance to ion damage.
maximum for this score increases by 1. Additionally,
you have advantage on Constitution saving throws. IRIDONIAN GRAV-LEV ARM
Side Effect: One ability score other than Constitution Cybernetic augmentation (replacement), premium
(chosen by the GM) decreases by 1. Prerequisite: Constitution 13
Value: 2,000 cr
INFILTRATION PACKAGE This augmentation replaces an arm.
Cybernetic augmentation (replacement), premium
This cybernetic arm replacement increases a user's
Value: 1350 cr physical strength and can be overloaded to release a
This augmentation replaces a hand. unique eld resonance discharge that is particularly
This fully cybernetic hand replacement contains a e ective against containment elds and makes holding
hidden array of in ltration tools optimized for on to hydrospanners a breeze.
defeating a wide variety of security barriers. Your unarmed strikes with this arm deal ion damage,
This implant appears to be a standard cybernetic and you count as one size larger when determining
mechanical arm, but conceals a set of thieves' tools your carrying capacity and the weight you can push,
and a security kit. In addition, you can also use an drag, or lift. Additionally, you deal double damage to
action to cast release at 1st level without expending energy-based structures with your unarmed strikes.
tech points or use of a tech focus. Intelligence is your Side Effect: You can no longer wield weapons with
techcasting ability for this power. electronic components, such as blasters,
Side Effect: This hand can no longer wield items that vibroweapons, or lightweapons. Additionally, if this
weigh more than 7 lbs. hand interacts with a small electronic device, such as a
datapad or commlink, it is immediately disabled.

APPENDIX A | ENHANCED ITEMS


ISOMETRIC PRISM EMITTER MARK I LIGHTWEIGHT STABILIZER FRAME
Item modi cation (emitter), premium Item modi cation (stabilizer), legendary
Value: 2,400 cr Prerequisite: Lightweapon with the two-handed
You gain a +1 bonus to the attack rolls of force property
powers you cast through this focus generator. Value: 112,000 cr
This weapon loses the two-handed property.
ISOMETRIC PRISM EMITTER MARK II
Item modi cation (emitter), prototype LUMINOPHILLIC STABILIZER
Value: 11,500 cr Item modi cation (stabilizer), standard
You gain a +2 bonus to the attack rolls of force Value: 300 cr
powers you cast through this focus generator. This weapon loses the luminous property, and gains
the hidden property if it didn't have it already.
ISOMETRIC PRISM EMITTER MARK III
Item modi cation (emitter), advanced MAG-LOCK BOOTS
Value: 43,000 cr Adventuring gear (feet), standard
You gain a +3 bonus to the attack rolls of force Value: 1,000 cr
powers you cast through this focus generator. While you wear these boots, you can activate or
deactivate heir mag-locks as a bonus action. While the
JEDI KNIGHT'S ROBE mag locks are engaged, you move at half speed, can
Adventuring gear (body), prototype (requires walk on any solid metallic surface, ignore di cult
attunement) terrain caused by metallic debris, and ignore the
Value: 22,500 cr e ects of gravity (or the lack thereof), allowing you to
Members of the Order typically wear plain or walk up vertical surfaces or even upside-down.
unassuming garments, but this variant o ers the The battery in these boots lasts for a total of 1 hour
additional protection needed by Jedi in uencing and recharges at the end of a long rest.
important events.
You gain a +1 bonus to AC and saving throws while MANDALORIAN BESKAR'GAM
you wear this robe. Armor (powered battle armor), prototype (requires
attunement)
JEDI MASTER'S ROBE Value: 24,000 cr
Adventuring gear (body), advanced (requires This armor is forged from an incredibly rare material
attunement) known as beskar, a highly durable metal.
Value: 95,000 cr This armor comes equipped with 24 slots that can
Members of the Order typically wear plain or each hold a single item that weighs less than 2 lb.
unassuming garments, but Jedi Masters also know the Additionally, it grants a +1 bonus to AC.
importance of adequate protection when great While wearing and attuned to this armor and
challenges must be surmounted. Mandalorian Helmet, you are able to survive and
You gain a +2 bonus to AC and saving throws while operate in zero gravity space and other dangerous
you wear this robe. conditions. Additionally, this armor now grants a +2
JEDI ROBE bonus to AC, instead of +1.
Adventuring gear (body), premium (requires While wearing and attuned to this armor,
attunement) Mandalorian Helmet, and Mandalorian Shuk'orok, this
Value: 4,800 cr armor now grants a +3 bonus to AC, instead of +2.
Members of the Jedi Order typically wear plain or MANDALORIAN HELMET
unassuming garments, o ering only a minor boost to Adventuring gear (head), premium (requires
defenses. attunement)
You gain a +1 bonus to AC while you wear this robe. Value: 4,200 cr
KUNDA CLUSTER Featuring the iconic T-shaped visor of the
Item modi cation (crystal), artifact Mandalorians, this helmet strikes fear into the hearts
Value: 290,000 cr of the unwary.
When you cast a force power that requires a saving This helmet comes equipped with a headcomm and
throw, you can roll a d8 and add the result to your save holorecorder. Additionally, while wearing this helmet,
DC for that power while using this weapon as your you have darkvision out to 60 feet.
focus. While wearing and attuned to this helmet and
Mandalorian Beskar'gam, you have advantage on
KUNDA LENS Wisdom (Perception) checks that rely on sight within 60
Item modi cation (lens), premium feet.
Value: 2,400 cr While wearing and attuned to this helmet,
You gain a +1 bonus to attack rolls made with this Mandalorian Beskar'gam, and Mandalorian Shuk'orok,
weapon. you have advantage on Intelligence (Investigation)
checks within 5 feet.

APPENDIX A | ENHANCED ITEMS


MANDALORIAN SHUK'OROK MIGHTY ATHLETE PACKAGE
Adventuring gear (hands), advanced (requires Cybernetic augmentation (enhancement), legendary
attunement) Prerequisite: Strength 15
Value: 66,000 cr Value: 150,000 cr
While wearing these gloves, your Strength score This implant drastically increases your physical
changes to 21. If your Strength is already equal to or capacities.
greater than 21, it has no e ect on you. Your Strength score increases by 1, and your
While wearing and attuned to these gloves and maximum for this score increases by 1. Additionally,
Mandalorian Beskar'gam, these gauntlets no longer you have advantage on Strength saving throws.
count towards your maximum attunement. Side Effect: One ability score other than Strength
While wearing and attuned to these gloves, (chosen by the GM) decreases by 1.
Mandalorian Beskar'gam, and Mandalorian Helmet,
you have resistance to kinetic and energy damage from MODERATE NEUTRONIUM EDGE
unenhanced sources. Item modi cation (edge), prototype
Value: 11,000 cr
MASTER CHARISMA AUGMENT You gain a +2 bonus to damage rolls made with this
Item modi cation (augment), artifact weapon.
Value: 335,000 cr
Your Charisma score increases by 2, and your MONK DEFENSIVE AUGMENT
maximum for this score increases by 2. Item modi cation (augment), prototype
Prerequisite: at least 2 levels in monk
MASTER INTELLIGENCE AUGMENT Value: 10,000 cr
Item modi cation (augment), artifact Your maximum focus points increases by an amount
Value: 335,000 cr equal to your Wisdom or Charisma modi er (your
Your Intelligence score increases by 2, and your choice, a minimum of one).
maximum for this score increases by 2.
MONK OFFENSIVE AUGMENT
MASTER STRENGTH AUGMENT Item modi cation (augment), prototype
Item modi cation (augment), artifact Prerequisite: at least 1 level in monk
Value: 335,000 cr Value: 10,000 cr
Your Strength score increases by 2, and your Your Martial Arts Damage Die increases by one step
maximum for this score increases by 2. (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 1 on the
MATRIX ARMOR damage roll for an unarmed strike or monk weapon,
Armor (any heavy), premium you can reroll the die. You must use the new roll.
Value: 4,750 cr
This suit of armor has had its protective durasteel MONOMOLECULAR HONING CELL
components replaced by equivalents made of matrix, a Item modi cation (vibrator cell), premium
purple metal used to reinforce starships. Value: 1,900 cr
While wearing this suit of armor, any critical hit This weapon ignores resistance to kinetic damage.
against you becomes a normal hit.
MONOMOLECULAR HONING CELL MARK II
MERENDATA EXCELCIOR Item modi cation (vibrator cell), advanced
Item modi cation (dataport), standard Value: 42,000 cr
Value: 170 cr This weapon ignores resistance to kinetic damage,
When you deal cold damage to a creature with a tech and treats immunity as resistance.
power cast through this wristpad, the creature's speed
is reduced by 5 feet. MULTISPECTRAL OPTICS MARK IV
Item modi cation (targeting), legendary
MICROPHASIC HYPERVISOR Value: 225,000 cr
Cybernetic augmentation (replacement), prototype While looking through this weapon's scope, you have
Prerequisite: Constitution 13 truesight out to a distance equal to the long range of
Value: 16,000 cr this weapon and you can see creatures that are lightly
This augmentation replaces your eyes. or heavily obscured. Additionally, when you make an
This augmentation is a large, boxy eye replacement attack roll with this weapon, roll 1d4 and add the result
that covers both eyes with digital optic feeds and high to the total.
resolution sensors.
You can activate or deactivate this implant as a
bonus action. While active, you have truesight to a
radius of 30 feet.
Side Effect: While active, you have disadvantage on
Wisdom (Perception) checks beyond 30 feet.

APPENDIX A | ENHANCED ITEMS


NIGHTHAWK OCULAR IMPLANT OVERSHIELD INTEGRATION PROTOCOL
Premium cybernetic augmentation (replacement) Droid customization (protocol), premium
Prerequisite: Intelligence 13 Prerequisite: Class II droid
Value: 3,600 cr Value: 1,000 cr
This augmentation replaces your eyes. This power and performance package creates a
You can activate or deactivate this implant as a nested set of rules for operating light shield generators
bonus action. While active, you gain darkvision to a while other combat operations are at peak capacity,
radius of 120 feet. allowing a Class IV droid to wade through combat with
Side Effect: While active and in bright light, you have both shields and heavy weapons.
disadvantage on attack rolls, as well as on Wisdom You can now integrate a single light shield generator
(Perception) checks that rely on sight. into your droid chassis. Over the course of a short or
long rest, you can insert and integrate this light shield
OPERATIVE DEFENSIVE AUGMENT generator into your frame. You can activate or
Item modi cation (augment), prototype deactivate this light shield generator as a bonus action.
Prerequisite: at least 2 levels in operative While it is active, you can wield it and bene t from its
Value: 10,000 cr bonus to AC even if your hands are full. All other rules
When you use your Bad Feeling feature, you have and conditions apply as if you were wearing this light
resistance to all damage until the end of your rst turn. shield generator normally. While it is active, you cannot
OPERATIVE OFFENSIVE AUGMENT bene t from any other shields.
Item modi cation (augment), prototype PACNORVAL CHEM INTEGRATOR
Prerequisite: at least 1 level in operative Item modi cation (projector), premium
Value: 10,000 cr Value: 1,200 cr
Your Sneak Attack damage die increases from a d6 to You can apply poisons to this weapon as a bonus
a d8. action, instead of an action.
OPTIMIZED ACTUATORS MARK I PINNACLE ENERGY SHIELDING
Item modi cation (armoring), standard Item modi cation (overlay), artifact
Value: 325 cr Value: 279,000 cr
Your movement speed increases by 5 feet. You gain resistance to kinetic, energy, ion, and
OPTIMIZED MATERIALS AUGMENT lightning damage.
Item modi cation (augment), premium PRECISION CHAMBER MARK I
Prerequisite: An item with the strength property Item modi cation (matrix), premium
Value: 1,500 cr Value: 700 cr
The Strength requirement for this item is removed. The normal range of this weapon increases by 10
OSSUS DUELING LENS feet, and the long range increases by 20 feet.
Item modi cation (lens), prototype PRECISION CHAMBER MARK II
Value: 12,500 cr Item modi cation (matrix), prototype
You gain a +2 bonus to attack rolls made with this Value: 4,000 cr
weapon. The normal range of this weapon increases by 20
OSSUS MASTERY LENS feet, and the long range increases by 40 feet.
Item modi cation (lens), advanced PRECISION CHAMBER MARK III
Value: 44,000 cr Item modi cation (matrix), advanced
You gain a +3 bonus to attack rolls made with this Value: 22,500 cr
weapon. The normal range of this weapon increases by 30
feet, and the long range increases by 60 feet.
QUANTUM SPLITTER MARK II
Item modi cation (barrel), legendary
Value: 202,000 cr
When you hit with this weapon you deal an
additional 1d6 ion, lightning, or necrotic damage
(chosen by the GM when generating this item).

APPENDIX A | ENHANCED ITEMS


QUICK SAVANT PACKAGE RZ-3 EXTENDER FRAME
Cybernetic augmentation (enhancement), legendary Item modi cation (projector), prototype
Prerequisite: Intelligence 15 Value: 9,250 cr
Value: 150,000 cr As a bonus action, you can activate a hidden handle
This implant drastically increases your mental extender in this weapon to give it the reach property.
capacities. This e ect lasts for as long as you continue holding it,
Your Intelligence score increases by 1, and your or retract the extender as a bonus action, removing the
maximum for this score increases by 1. Additionally, reach property.
you have advantage on Intelligence saving throws.
Side Effect: One ability score other than Intelligence SCHOLAR DEFENSIVE AUGMENT
(chosen by the GM) decreases by 1. Item modi cation (augment), prototype
Prerequisite: at least 2 levels in scholar
REACTIVE ULTRACHROME ARMOR Value: 10,000 cr
Armor (heavy durasteel armor), legendary (requires You learn an additional discovery, which does not
attunement) count against your maximum Discoveries. When you
Value: 2,700 cr complete a long rest, you can change this discovery for
Made with just enough ultrachrome to give you an a di erent option available to you.
edge while still keeping things interesting, these suits
of armor can discharge an integrated power cell to SCHOLAR OFFENSIVE AUGMENT
catalyze this metal normally used in starship hulls into Item modi cation (augment), prototype
a more resilient state. Prerequisite: at least 1 level in scholar
Value: 10,000 cr
You have resistence to unenhanced damage while
you wear this armor. Additionally, you can use an You gain two additional superiority dice.
action to make yourself immune to unenhanced SCOUT DEFENSIVE AUGMENT
damage for 10 minutes or until you are no longer Item modi cation (augment), prototype
wearing the armor. Once this special action is used, it Prerequisite: at least 1 level in scout
can't be used again until the next dawn. Value: 10,000 cr
RETURNING WEAPON +1, +2, OR +3 On your rst turn in combat, creatures that have not
Weapon (any with the thrown property), premium (+1), yet acted have disadvantage on attack rolls against you
prototype (+2), or advanced (+3) (requires attunement) until the start of your next turn.
Value: 12x (+1), 70x (+2), or 250x (+3) (determined by SCOUT OFFENSIVE AUGMENT
rarity) Item modi cation (augment), prototype
This weapon includes a micro-repulsor eld Prerequisite: at least 1 level in scout
generator and a biotech signature homing device Value: 10,000 cr
allowing it to quickly return to its thrower. You can apply the additional damage from your
You have a bonus to attack and damage rolls made Ranger's Quarry feature to two hits per round, instead
with this magic weapon. The bonus is determined by of one.
the weapon's rarity. Additionally, when you make a
ranged weapon attack with this weapon, it SENTINEL DEFENSIVE AUGMENT
automatically returns to your hand after the attack is Item modi cation (augment), prototype
complete, whether you hit or miss. Prerequisite: at least 2 levels in sentinel
Value: 10,000 cr
REVERSE-ENGINEERED CRUSHGAUNTS You gain an additional manifestation use of your
Adventuring gear (hands), premium (requires Sentinel Ideals.
attunement)
Value: 4,800 cr SENTINEL OFFENSIVE AUGMENT
Though the knowledge to forge a pair of true Item modi cation (augment), prototype
shuk'orok is a closely-guarded Mandalorian secret, the Prerequisite: at least 1 level in berserker
e ects of these gloves are desirable enough to spawn Value: 10,000 cr
numerous imitators. Your Kinetic Combat Damage Die increases by one
Your Strength score is 19 while you wear these step (from a d4 to a d6, a d6 to a d8, a d8 to a d10, or a
gauntlets. They have no e ect on you if your Strength d10 to a d12). Additionally, when you roll a Kinetic
is already 19 or higher. Combat Damage Die, you can roll it twice and use
either total.
RYLITH POWER CELL
Item modi cation (energy core), prototype
Value: 8,250 cr
When you take the Attack action and hit target with a
ranged attack with this weapon, you can repeat the
attack against another creature up to 15 feet from the
target in a direct line from you (no action required).
Once you've used this feature, you must complete a
short or long rest before you can use it again.

APPENDIX A | ENHANCED ITEMS


SHIELD +1, +2, OR +3 SKILLS ENHANCEMENT PACKAGE
Shield (any), premium (+1), prototype (+2), or advanced Cybernetic augmentation (enhancement), advanced
(+3) Prerequisite: Intelligence or Charisma 15
Value: 10x cr (+1), 60x (+2), or 200x cr (+3) Value: 50,000 cr
(determined by rarity) This implant includes a library of situational
There are countless ways to increase the information that it injects directly into your
e ectiveness of a stock shield design without resorting consciousness.
to one of the more drastic modi cations. When you make an ability check using a skill you are
You have a bonus to AC while wielding this shield. pro cient in, you can roll a d4 and add the result to
The bonus is determined by its rarity. your total.
Side Effect: When you make an ability check using a
SHOCK ARM skill you are not pro cient in, you must roll a d4 and
Droid customization (part), premium subtract the result from the total.
Prerequisite: Class II droid
Value: 7,600 cr SLIPSTREAM KICKERS
This small robotic appendage has a fork-like prod Adventuring gear (feet) (requires attunement),
from that can release a substantial electrical discharge. prototype
You have a small integrated droid shock arm with Value: 20,000 cr
which you can make unarmed strikes. You have While you wear these boots, you can use a bonus
pro ciency in this shock arm, which is a melee weapon action to activate or deactivate their overdrive mode. If
with the reach property and deals 1d6 lightning you do, you gain the e ect of the tactical advantage
damage on a hit. You can use your choice of Strength tech power for 1 minute. Once you've used this
or Intelligence for the attack and damage rolls. You feature, you must complete a long rest before you can
must use the same modi er for both rolls. use it again.
SIENAR STARFIRE X-FORCE MARK I STAMINA ADRENAL
Item modi cation (storage), prototype Consumable (adrenal), standard
Value: 11,200 cr Value: 150 cr
When you spend tech points to cast a tech power This is a highly pressurized liquid stimulant delivered
that restores hit points to a creature, the creature through a tightly arranged array of microsyringes.
gains a number of temporary hit points equal to the You can administer an adrenal to yourself as a bonus
number of tech points spent. action, or another creature as an action. When you
administer this adrenal, the target gains a +2 bonus to
SIENAR STARFIRE X-FORCE MARK II its Constitution score. This e ect lasts for 1 minute. A
Item modi cation (storage), legendary creature can bene t from only one adrenal at a time.
Value: 168,000 cr
When you spend tech points to cast a tech power STRENGTH ADRENAL
that restores hit points to a creature, the creature Consumable (adrenal), standard
gains a number of temporary hit points equal to twice Value: 150 cr
the number of tech points spent. This is a highly pressurized liquid stimulant delivered
through a tightly arranged array of microsyringes.
SITH STRENGTH BELT You can administer an adrenal to yourself as a bonus
Adventuring gear (waist), legendary (requires action, or another creature as an action. When you
attunement) administer this adrenal, the target gains a +2 bonus to
Value: 400,000 cr its Strength score. This e ect lasts for 1 minute. A
Worn on the legs, waist and lower back, this belt creature can bene t from only one adrenal at a time.
massively increases a users physical power with a set
of heavy durasteel actuators alongside an synaptic STRENGTH ENHANCER
monitoring system that reacts to its users motion with Adventuring gear (waist), prototype (requires
optimized power responses. attunement)
While wearing this belt, your Strength score changes Value: 25,000 cr
to 27. If your Strength is already equal to or greater This belt increases a users physical power with
than 27, it has no e ect on you. pneumaticized assistance joists that provide support
and leverage in a minimal form-factor.
While wearing this belt, your Strength score changes
to 21. If your Strength is already equal to or greater
than 21, it has no e ect on you.
STRENGTHENING UNDERLAY MARK I
Item modi cation (underlay), premium
Value: 1,750 cr
You gain a +1 bonus to Strength and Constitution
saving throws.

APPENDIX A | ENHANCED ITEMS


STRENGTHENING UNDERLAY MARK III SUPERIOR NAGAI GRIP
Item modi cation (underlay), advanced Item modi cation (grip), legendary
Value: 34,400 cr Value: 75,000 cr
You gain a +3 bonus to Strength and Constitution When you have advantage on an attack roll you
saving throws. make with this weapon, get the same result on both
dice rolls, and hit, you deal three additional weapon
SUPERIOR BATTLE ADRENAL dice worth of damage.
Consumable (adrenal), advanced
Value: 12,500 cr SUPERIOR PHOBIUM ECHOER
This is a highly pressurized liquid stimulant delivered Item modi cation (cycler), advanced
through a tightly arranged array of microsyringes. Value: 26,000 cr
You can administer an adrenal to yourself as a bonus When you cast a force power that a ects an area in a
action, or another creature as an action. When you radius or a cube, you can increase the radius or length
administer this adrenal, the target gains a +2 bonus to of the cube by 10 feet.
attack and damage rolls with weapons. This e ect lasts
for 1 minute. A creature can bene t from only one SUPERIOR POISON (ONE DOSE)
adrenal at a time. Consumable (medpac), advanced
Value: 42,000 cr
SUPERIOR CHARISMA AUGMENT You can use the poison in this vial to coat one kinetic
Item modi cation (augment), advanced weapon or one wrist launcher dart. Applying the
Value: 47,500 cr poison takes an action. A creature hit by the poisoned
Your Charisma score increases by 1, and your weapon must make a DC 19 Constitution saving throw
maximum for this score increases by 1. or take 8d4 poison damage. Once applied, the poison
retains potency for 1 minute before drying.
SUPERIOR CONSTITUTION AUGMENT
Item modi cation (augment), advanced SUPERIOR STRENGTH AUGMENT
Value: 47,500 cr Item modi cation (augment), advanced
Your Constitution score increases by 1, and your Value: 47,500 cr
maximum for this score increases by 1. Your Strength score increases by 1, and your
maximum for this score increases by 1.
SUPERIOR CONTOURED GRIP
Item modi cation (grip), advanced SUPERIOR TETHERED ANCHOR EMITTER
Value: 37,500 cr Item modi cation (emitter), artifact
You gain a +3 bonus to attack rolls made with this Value: 390,000 cr
weapon. When you cast a force power through this focus
generator, you can roll a d8 and add the result to the
SUPERIOR CORTOSIS MICROWEAVE attack roll (if any) for that power.
Item modi cation (shielding), legendary
Value: 238,000 cr SUPERIOR WISDOM AUGMENT
You gain a +3 bonus to AC against melee attacks. Item modi cation (augment), advanced
Value: 47,500 cr
SUPERIOR DEXTERITY AUGMENT Your Wisdom score increases by 1, and your
Item modi cation (augment), advanced maximum for this score increases by 1.
Value: 47,500 cr
Your Dexterity score increases by 1, and your
maximum for this score increases by 1.
SUPERIOR DIATIUM CELL
Item modi cation (power cell), legendary
Value: 165,000 cr
When you score a critical hit with this weapon you
can roll three additional weapon damage dice.
SUPERIOR INTELLIGENCE AUGMENT
Item modi cation (augment), advanced
Value: 47,500 cr
Your Intelligence score increases by 1, and your
maximum for this score increases by 1.
SUPERIOR MEDPAC
Consumable (medpac), advanced
Value: 17,000 cr
This is a quick-acting syringe lled with a
concentrated dose of kolto.
As an action, you can use this medpac to restore
10d4+20 hit points to a creature within 5 feet.

APPENDIX A | ENHANCED ITEMS


SURVIVAL AND SURVEILLANCE SUITE SURVIVAL AND SURVEILLANCE SUITE MARK II
Cybernetic augmentation (replacement), premium Cybernetic augmentation (replacement), prototype
Prerequisite: Intelligence 13 Prerequisite: Survival and Surveillance Suite
Value: 4,700 cr augmentation
This augmentation replaces your eyes and more Prerequisite: Intelligence 15
than half of your skull. Value: 17,000 cr
Frequently used by scouts and corporate espionage This augmentation replaces your eyes and more
specialists, this imposing implant covers nearly the than half of your skull.
entire left half of the face, and includes a series of tools This sleek, stark white device adorned with a small
for long-term survival in hostile conditions. antenna attaches to the back of the otherwise bulky S3
This implant contains several tools for long-term module.
survival and reconnaissance. As a bonus action, you This implant contains several improved tools for
can activate one of the below modes that enable you long-term survival and reconnaissance. As a bonus
to use several of these tools at once. Activating a action, you can activate one of the below modes that
di erent mode deactivates any currently active mode. enable you to use several of these tools at once.
Activating a di erent mode deactivates any currently
Communications Mode: This communications suite active mode.
includes a headcomm with a scrambler that
automatically encodes messages sent to a speci ed Communications Mode: This communications suite
recipient commlink or receiver. While this mode is includes a headcomm with a scrambler that
active, you cannot be deafened. automatically encodes messages sent to a speci ed
Interceptor Mode: This is a jamming and electronic recipient commlink or receiver. While this mode is
warfare suite that includes a comm jammer, a active, you cannot be deafened. Additionally, if you
holotrace device and pocket scrambler. listen to any spoken language for 10 minutes, the
Respirator Mode: This includes a basic respirator that software in this package will begin to attempt to
also grants advantage on Saves made to avoid being decipher it. Make an Intelligence (Lore) check, DC
poisoned and resistance to poison damage. determined by the GM depending on the rarity of the
language. On a success, you can understand the
Side Effect: This complex interface causes signi cant spoken form of this language, and speak it if your
interference with other communication devices, species' vocal capabilities allow for it.
rendering them impossible to use. While this implant is Interceptor Mode: This is a jamming and electronic
installed, you can not use any portable device used for warfare suite that includes a comm jammer, a
communication or jamming, such as a commlink or holotrace device and pocket scrambler. Additionally,
holotrace device. you can attempt to listen in on nearby audio
communications chatter such as from a comlink or
holocomm as an action. Make an Intelligence
(Technology) check, DC determined by the GM
depending on the sophistication of the technology. On
a success, you can hear electronic communications
originating from within 100 feet.
Respirator Mode: This includes a basic respirator that
also grants advantage on Saves made to avoid being
poisoned and resistance to poison damage.
Additionally, you do not need air to breathe, allowing
you to survive even in vacuum for up to 1 hour.

Side Effect: This complex interface causes signi cant


interference with other communication devices,
rendering them impossible to use. While this implant is
installed, you can not use any portable device used for
communication or jamming, such as a commlink or
holotrace device.

APPENDIX A | ENHANCED ITEMS


TAOZIN AMULET WEAPON +1, +2, OR +3
Adventuring gear (neck), premium (requires Weapon (any), premium (+1), prototype (+2), or
attunement) advanced (+3) (requires attunement)
Value: 2,700 cr Value: 10x (+1), 60x (+2), or 200x (+3) (determined by
Made from the skin of a taozin, this amulet blurs and rarity)
clouds Force senses so their wearers can not easily be There are countless ways to increase the
detected by a Force-sensitive. e ectiveness of a stock weapon design without
While wearing this amulet, you are hidden from resorting to one of the more drastic modi cations.
detection through the Force. You can't be targeted by You have a bonus to attack and damage rolls made
force powers or features that would detect the with this enhanced weapon. The bonus is determined
presence of the Force in you, and features that would by the weapon's rarity.
detect your attunement to the Force show you glowing
a faint yellow. WISE SAGE PACKAGE
Cybernetic augmentation (enhancement), legendary
UNCANNINESS MOTIVATOR Prerequisite: Wisdom 15
Droid customization (protocol), prototype Value: 150,000 cr
Prerequisite: Class III droid This implant drastically increases your aural
Value: 11,750 cr awareness.
This software and sensor upgrade gives you a Your Wisdom score increases by 1, and your
something of a knack for dealing with humanoids and maximum for this score increases by 1. Additionally,
other species that would otherwise nd themselves you have advantage on Wisdom saving throws.
disturbed by the arti ciality of human-cyborg relations. Side Effect: One ability score other than Wisdom
Some droids are even programmed to use this suite to (chosen by the GM) decreases by 1.
analyze and maximize the e ect of this discord.
You gain a special pool of d6s that you can use to
a ect your negotiations with humanoids. When you
make a damage roll, contested ability check, or roll dice
to restore hit points to a creature, you can roll one of
these d6s and add the result to your total for that
creature. The creature must be a humanoid or beast,
and must be able to hear and understand you to be
a ected by this die. You have a number of d6s equal to
your pro ciency bonus, and regain all expended dice at
the end of a long rest.
VENTILATION STABILIZER
Item modi cation (stabilizer), premium
Value: 2,200 cr
When you take the Attack action and hit a creature
with this weapon, you can repeat the attack against
another creature within 5 feet, no action required.
Once you've used this feature, you must complete a
short or long rest before you can use it again.
VERPINE AUTO-SHIELDING UNIT
Shield (medium shield generator), advanced (requires
attunement)
Value: 60,000 cr
The pinnacle of Verpine scientists' shameless theft of
ancient Arkanian energy shield designs.
While wearing this shield generator, you can speak
its command word as a bonus action to cause it to
animate. The shield projects into the air and hovers in
your space to protect you as if you were wielding it,
leaving your hands free. The shield remains animated
for 1 minute, until you use a bonus action to end this
e ect, or until you are incapacitated or die, at which
point the shield deactivates.

APPENDIX A | ENHANCED ITEMS


CHANGELOG
8/27/2019
CHAPTER 1
Added

CHAPTER 3
Increased total faction tiers from 5 to 20. Reallocated
features accordingly.
CHAPTER 4
Added. I still need to esh out the inter-guild con ict
stu .

CHAPTER 6
Modi able item chassis reworked to always have at
least four slots, but now only support modi cations of
the same or lesser rarity.
Augments can now only exist in prototype or higher
rarity items; prototype and advanced always have one,
while legendary and artifact always have two.
Installing augments in other items reworked in
conjunction with the above changes.
APPENDIX A
Added a half dozen more enhanced items, changed the
values on the +X items to modi ers instead of at.

AND, AS ALWAYS
Minor text xes.

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