SW5e - Wretched Hives - 08272019 PDF
SW5e - Wretched Hives - 08272019 PDF
SW5e - Wretched Hives - 08272019 PDF
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:
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Sample Activities
Activity DC
Design a complex wooden structure 15
Pry apart a door 20
Sample Activities
Activity DC
Determine a boot's age and origin 10
Find a hidden compartment in a boot heel 15
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.