Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

SW5e - Wretched Hives - 20201013

Download as pdf or txt
Download as pdf or txt
You are on page 1of 214

WRETCHED HIVES

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

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

4
members to span across multiple cities, planets, or
even the galaxy itself.
HOW TO PLAY
But if your players want to explore cities more Generally, the rules in this book use the same
indepth, this book is designed to those ends. mechanics already encountered. The GM still describes
the environment, and the players describe what they
USING THIS BOOK want to do. The GM then narrates the results of of the
adventurers' actions.
Wretched Hives is divided into eight chapters.
Chapters 1-4 are about spending time in cities, GAME DICE
joining factions or creating your own, and how to run
inter-faction con ict. It includes information on the The game uses the same polyhedral dice with di erent
major activities adventurers can engage in, as well as numbers of sides, referenced in the same fashion; the
the boons they gain for joining a faction and di erent dice are referred to by the letter d followed by
maintaining a good standing. It also includes the rules the number of sides: d4, d6, d8, d10, d12, d20, and
for creating their own faction, if they so choose, with a d100.
step-by-step guide on how to build one. Lastly, it ADVANTAGE AND DISADVANTAGE
includes rules to help govern or inspire con ict
between factions. Advantage and disadvantage function identically; with
Chapters 5-6 include new adventuring gear and advantage, you roll two dice and take the higher value,
customization options to help players realize their while with the disadvantage you roll two dice and take
characters. It adds many new weapons and armor, the lesser.
including new properties, as well as all sorts of new
SPECIFIC BEATS GENERAL
adventuring gear, tools, and trade goods.
Chapters 7-8 include the rules for enhanced items In the same vein, while some chapters contain broad
and tools, including how to implement them in your strokes for the game's rules, others reference speci c
game and give tools more weight. actions or activities that that override these rules,
creating an exception to how the rest of the game
WRETCHED HIVES, ENGINEERS, AND YOU works. Remember this: if a speci c rule contradicts a
Engineers have a lot of interaction and overlap with general rule, the speci c rule wins.
this book. These guidelines help exist to merge the ROUND DOWN
overlap.
There's one more general rule you need to know at the
CRAFTING AND BLUEPRINTS outset. Whenever you divide a number in the game,
If adopting this book with the intention of utilizing round down if you end up with a fraction, even if the
crafting, any class with pro ciency in a tool should fraction is one-half or greater, unless otherwise
know a number of standard rarity blueprints no speci ed.
greater than half their character level, rounded up.
Engineers should instead know a number equal to WHAT IT BRINGS
their level. Additionally, engineers can learn blueprints Wretched Hives is designed to be an in addition to
that exist as part of their archetype's modi cations. rather than instead of. If you implement some—or all
ARMORMECH AND ARMSTECH —of these rules, however, you create more powerful
For armormech, armstech, and other similar adventuring parties. The rules included here add an
archetypes that focus on modifying an item— additional level of customization to characters. All of
speci cally, armor, blasters, clothing, focus generators, the rules work in conjunction with each other, but are
lightweapons, shields, vibroweapons, or wristpads— generally not interdependent; use as much or as little
use the following rules. as you like.

5 INTRODUCTION
CHAPTER 1: STEP-BY-STEP FACTIONS
           ANY FACTIONS SPAN THE GALAXY, FROM LOWLY GANGS 1. DETERMINE YOUR IDEALS
           inhabiting a single city to governments
controlling the majority of known planets. While many Every faction deviates in what they value, how they
characters will 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 6


2. ESTABLISH A HEADQUARTERS 3. DETERMINE ABILITY SCORES
Most factions have use of a headquarters. For smaller Much of what your faction does—and how it directly
factions, it might be a simple building, or even a room. 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

7 CHAPTER 1 | STEP-BY-STEP FACTIONS


4. RECRUITMENT
In order for a faction to grow, it must recruit members. Building the Mandalorians, Step 5
A smaller faction will have trouble recruiting skilled
Mandalorians are a tier 17 faction, having existed for
members, while larger factions don't. thousands of years, unlocking numerous features over
REQUIREMENTS time.
Faction Training. Mandalorians have four faction
Factors, such as a faction's ideals, headquarters, and
training options. They have their faction-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.

CHAPTER 1 | STEP-BY-STEP FACTIONS 8


CHAPTER 2: ENTERTAINMENT AND DOWNTIME
          NY CAMPAIGN BENEFITS WHEN CHARACTERS HAVE TIME BETWEEN COMPLICATIONS
           adventures to engage in other activities. Allowing
days, weeks, or months to pass between adventures The description of each activity includes a discussion of
stretches the campaign over a longer period of time complications you can throw at the characters. The
and helps to manage the characters' level progression, consequences of a complication might spawn entire
preventing them from gaining too much power too adventures, introduce NPCs to vex the party, or give
quickly. characters headaches and advantages in any number
of other ways. One of the most common—and
Allowing characters to pursue side interests between
recurring—types of complications is the introduction of
adventures also encourages players to become more
rivals.
invested in the campaign world(s). When a character
owns a cantina in a city or spends time carousing with Each of these sections has a table that 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.

9 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 10


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

RESOLUTION Bounty Hunting Complications


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

11 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


BUYING ENHANCED ITEMS
Purchasing an enhanced item requires time and You determine a seller's identity. Seller sometimes
money to seek out and contact people willing to sell move prototype, advanced, and legendary items
items. Even then, there is no guarantee a seller will through proxies to ensure that their identities remain
have the items a character desires. unknown.
A character looking to purchase a standard,
premium, prototype, advanced, or possibly legendary As a further option to 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 12


CAROUSING
Carousing is a default downtime activity for many Contacts are NPCs who now share a bond with the
characters. Between adventures, who doesn't want to character. Each one either owes the character a favor
relax with a few drinks and a group of friends at a or has some reason to hold a grudge. A hostile contact
cantina? works against the character, placing obstacles but
stopping short of committing a crime or violent act,
RESOURCES possibly even developing into a rival. Allied contacts
Carousing covers a workweek of 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
Ability 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

13 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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

RESOURCES 6 Surprise! You're married.


Carousing covers 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) or Charisma (disguise kit)
A particularly obnoxious person has taken an intense
checks instead of Charisma (Persuasion) checks during 3
Resolution. romantic interest in you.
4 A social ga e has made you the talk of the town.
RESOLUTION 5 You have made a foe out of a local bounty hunter.
The character then makes ve DC 20 Charisma
You have been recruited to help run a local festival,
(Persuasion) checks. Once you've resolved all ve 6
play, or similar event.
checks, consult the Carousing Results (Uptime) table
below. 7 You made a drunken toast that scandalized the locals.
You spent an additional 1,000 cr trying to impress
Carousing Results (Uptime) 8
people.
Successes   Result
You are ejected from the establishment, making Upper-Class Carousing Complications
0 successes
two or more hostile contacts. d8 Complication
1 success You make a hostile contact. A pushy noble family wants to marry o one of their
1
2 successes You make no new contacts. scions to you.

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

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 14


CRAFTING
A character who has the time, money, and necessary
The d100 Roll Modifier is added to the percentile dice
tools can use downtime to craft all sorts of equipment.
rolled for the Crafting Results table, which is discussed
below.
RESOURCES
Unlike other downtime activities, crafting takes a
In addition to facing a 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,
Consider waiving the rare ingredients for item
divide its value by 250. More experienced craftsmen modi cations and consumables of standard and
can craft at a faster rate. A character can complete premium rarity.
multiple items at a time if the items' combined value
no greater than twice the craftsman's crafting rate.
Items that cost more than 500 cr can be completed
RESOLUTION
over longer periods of time, as long as the work in After collecting all the necessary resources and
progress is stored in a safe location. spending the requisite amount of time, a character
Multiple characters can combine their e orts. Divide potentially crafts the item(s). For each item being
the time needed to create an item by the number of crafted, the character makes an Intelligence check with
characters working on it. Use your judgment when the appropriate artisan's tools, and consults the
determining how many characters can collaborate on Crafting Roll Modi er table below. If multiple craftsmen
an item. A tiny item, like a hold-out, might allow only worked on the item, use the ability scores and relevant
one or two workers, whereas a large, complex item, pro ciencies for the most skilled amongst them.
like a speeder, might allow four or more workers.
Crafting Roll Modifier
CRAFTING ENHANCED ITEMS Ability d100 Roll
Creating an enhanced item requires more than just Check DC Modi er
time, e ort, and materials. It is a long-term process 10 +5
that involves one or more adventures to track down
rare materials and the knowledge needed to create the 15 +10
item. To start with, a character needs a blueprint for an 20 +15
enhanced item in order to create it. The blueprint is 25 +20
like a recipe; it lists the materials needed and steps
required to make an item. 30 +25
An item invariably requires a rare material to
complete it. This material can range from a speci c The d100 Roll Modifier is added to the percentile dice
resource found only in the swamps of Dagobah, or the rolled for the Crafting Results table, which is discussed
pearl of a krayt dragon. Finding the material should below.
take place as part of an adventure.
The Enhanced Item Ingredients table below suggests For each item being crafted, the player rolls percentile
the challenge rating of a creature the character needs dice and consults the Crafting Results table below,
to face to acquire the materials for an item. Note that applying a modi er based on the item's rarity, as
facing a creature does not necessarily mean that the shown in the Enhanced Item Ingredients table above.
characters must collect items from its corpse. Rather,
the creature might guard a location or a resource that Crafting Results
character needs access to.   d100   Result
Enhanced Item Ingredients 40 or You ine ciently craft the item, expending twice the
lower requisite raw materials.
d100 Roll
Rarity CR Range Modi er 41- You ine ciently craft the item, expending one and a
70 half times the requisite raw materials.
Standard 1-3 +10
71-
Premium 4-7 +0 You craft the item with no signi cant issue.
100
Prototype 8-11 -10
101- You e ciently craft the item, using only half the
Advanced 12-14 -20 110 requisite materials*.
Legendary 15-18 -30 111 or You expertly craft the item, using only one-quarter
higher the requisite materials*.
Artifact 19+ -40

*If the item required a rare material, you also used a


reduced amount of that material.

15 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


CRAFTING COMPLICATIONS
Most of the complications involved in creating from the Enhanced Item Ingredients table, and then
something, especially an enhanced item, are linked to consult the Crafting Results table. At the end of
the 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 10
A competitor spreads rumors that your work is shoddy
6 Premium 14
and prone to failure.
Prototype 18
This is another great opportunity to create a rival to Advanced 22
the party, or involve a previous rival.
Legendary 26
Artifact 30
UPTIME
Due to the required time involved in crafting, it is best On a success, the blueprint is learned. On a failure,
suited to downtime. However, characters can work on the blueprint is not learned, and you must wait 24
items in small increments, such as during a short rest, hours before you can try again.
provided they have their tools and their work readily
available and unspoiled. REVERSE ENGINEERING
EXPERIMENTING Many tools have the option to reverse engineer a
crafted item to learn how to make it themselves. Over
If a character has resources and wants to experiment the course of 1 hour, which can be done during a short
in crafting an item, using tools with which they are rest, a character can carefully disassemble an
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 15
If experimenting with artifact quality, the value should Premium 19
be assumed to be 1,000,000 cr. For instance, if
Prototype 23
experimenting with a premium quality item, the value
should be treated as 5,000 cr. Advanced 27
Legendary 31
RESOLUTION
Once experimenting is completed, the character Artifact 35
should make an Intelligence check with the appropriate
artisan's tools with disadvantage, and consult the On a success, the item is broken down to half of its
Crafting Roll 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 16


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

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


You earn 500 cr by robbing a struggling merchant.
cr gathering information on potential targets before 70
committing the intended crime. 71-
You earn 1,000 cr by robbing a prosperous gure.
100
RESOLUTION
101-
The character must make at least one, but up to three You earn 2,500 cr by robbing a noble.
110
checks, and then consult the Crime Roll Modi er table
111 or You earn 10,000 cr by robbing one of the richest
below. If the character makes more than one check, higher 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 (forgery kit), Intelligence (security committing a crime has a 10 percent chance of
kit), or Intelligence (slicer's kit) check, as appropriate to triggering a complication. They have an additional 10
the crime they attempt. Each check can only be made percent chance of triggering a complication for each
once. check made during Resolution beyond the rst.

Crime 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 Crime Complications
15 +10 d8 Complication
20 +15 A bounty equal to your earnings is o ered for
1
information about your crime.
25 +20
An unknown person contacts you, threatening to reveal
30 +25 2
your crime if you don't render a service.
3 Your victim is nancially ruined by your crime.
The d100 Roll Modifier is added to the percentile dice
Someone who knows of your crime has been arrested
rolled for the Crime Results table, which is discussed 4
on an unrelated matter.
below.
Your loot is a single, easily identi able item that you
5
can't fence in this region.
For instance, if the character makes a Dexterity
(Stealth) check, and the result is 23, they can elect to 6
You robbed someone under the protection of a local
keep that check, resulting in +15 crime roll modi er. If crime lord, who now wants revenge.
the character makes an Intelligence (security kit) check, Your victim calls in a favor from a guard, doubling the
and the result is a 6, however, they can choose to then 7
e orts to solve the case.
make a Dexterity (Sleight of Hand) check. If the result
Your victim asks one of your adventuring companions
of that check is a 19, and the character elects to keep it, 8
to solve the crime.
they receive a +5 crime roll 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 UPTIME
being 8, 9, and 17, however, they fail to meet a DC, While crime is a very fun and engaging activity for a
since the DC for each tier increased by 5 for each character to participate in, it is better executed using
subsequent check. In this instance, since they failed to the three pillars of adventuring. The GM can determine
meet a DC, they are caught and jailed. that complications arise, as appropriate.
Once the player has determined their crime roll
modi er, they then roll percentile dice and consult the
Crime Results table below.

17 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


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

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


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

For instance, if the character makes a Dexterity Espionage Complications


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

CHAPTER 2 | ENTERTAINMENT AND DOWNTIME 18


GAMBLING
Games of chance are a great way to make a fortune, Gambling Results
and a better way to lose one.   d100   Result
RESOURCES 40 or
You lose your entire stake.
lower
This activity requires one workweek of 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.

19 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


UPTIME
Players can actively engage in gambling using the Gambling Results (Uptime)
following rules. Successes   Result
RESOURCES You lose your entire stake, and accrue a debt
0 successes
This activity requires a stake of at least 20 cr to a equal to that amount.
maximum of 2,000 cr, or more as you see 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 20


MERCENARY CONTRACTING
Often, traditional work doesn't appeal to adventurers, Mercenary Contracting Results
who crave a little more excitement, even during their   d100   Result
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.

21 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. Each 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 22


RACING
On my worlds, racing is a popular local pastime. For Racing Results
the accomplished pilot, racing is a great way to make   d100   Result
credits and a name for yourself. However, racing is not
40 or
for the faint of heart. You lose all of your races.
lower
RESOURCES 41-
You win some of your races, earning 500 cr.
This activity requires one workweek of 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.

23 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


UPTIME
Players can actively engage in racing using the
When determining what action the opponent takes,
following rules. the GM can choose or determine the choice randomly.
RESOURCES
This activity requires a 50 cr entry fee. If the character Racing Results (Uptime)
does not own an appropriate vehicle, they can rent one Successes   Result
for 200 cr.
You lose your race and crash your vehicle,
0 successes
RESOLUTION requiring at least 1,000 cr in repairs to 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 24


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.

25 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 26


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

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

27 CHAPTER 2 | ENTERTAINMENT AND DOWNTIME


WORK
When all else fails, an adventurer can turn to an honest Work Complications
trade to earn a living. d8 Complication
RESOURCES You manage to outperform someone who has been
1
working longer than you, and they're not impressed.
Taking on a job requires one workweek of work.
You bump a coworker in a clearly accidental fashion, but
RESOLUTION 2 they blow it out of proportion, causing everyone to
dislike you.
The character must make an ability check as
appropriate to the job they are trying to perform. The A patron asks for a service not provided by your
GM might call for a Strength (Athletics) check if the 3 workplace, and asks for the manager when you try to
character is working with their hands, an Intelligence explain this.
check with a set of tools if the character is working as a Your manager takes credit for the work you are doing,
4
tradesman, a Charisma (Performance) check if the asserting it is their own.
character is working in a speaking capacity, a Charisma One of your coworkers slows down their workload so
check with a musical instrument if the character is 5
you have to pick up their slack.
performing in a venue, or any other check the GM
6 You sustain a small injury, resulting in a scar.
deems appropriate. Once the character has made their
chosen check, they should consult the Work Roll 7
Your coworkers, as a group, tell your boss a series of
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 28


CHAPTER 3: FACTIONS AND MEMBERSHIP
          S CHARACTERS TRAVEL THROUGH THE CITIES AND WORLDS OF For instance, if your faction requires a credit tithe,
          Star Wars, they may come across factions, such you must meet the missed tithe for each month before
as the Jedi Order, the Black Sun, or the Bounty Broker's you become current again. If your faction requires a
Association, to which they 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 Membership Ranks table on page ---.

29 CHAPTER 3 | FACTIONS AND MEMBERSHIP


FACTIONS
Faction can vary greatly in size and renown, from a HEADQUARTERS
lowly local adventurer's guild to a galaxy-spanning
Most factions have use of a headquarters. For smaller
criminal organization. The nature of factions drastically
factions, it might be a simple building, or even a room.
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 30


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.

31 CHAPTER 3 | FACTIONS AND MEMBERSHIP


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

ABILITY SCORE IMPROVEMENT ASSOCIATION ADVANTAGE


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

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

CHAPTER 3 | FACTIONS AND MEMBERSHIP 32


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

EARN RENOWN
Beginning at 1st rank when you join a faction, you gain WORD OF ADVICE
the ability to earn renown for your faction, allowing While you can see and hear your mentor, you can gain
you to advance in rank. For every successful workweek advantage on one ability check, attack roll, or saving
in a downtime activity furthering your faction's throw (no action required). You can wait until after you
interests, you gain 1 renown. Additionally, you gain roll the d20 to use this feature, but you must decide
access to faction-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.

33 CHAPTER 3 | FACTIONS AND MEMBERSHIP


SPECIAL MISSIONS PROTOTYPE ITEM PROCUREMENT
Lastly at 2nd rank, you gain the opportunity to undergo Also at 3rd rank, after spending at least 100 days of
special missions on behalf of your faction. These downtime furthering your faction's interests, you gain
missions, while more scarce, often yield greater access to prototype enhanced items, which you can
renown, and potentially other rewards. Special purchase at the item's full value, provided your faction
missions are also required to progress past 2nd rank in is at least 9th tier. You gain access to armor +2, shield
a faction, as shown in the Membership Ranks table. +2, weapon +2, and one prototype enhanced item
chosen by your faction. You can only have one
MENTOR prototype item procured in this fashion, but provided
At 3rd rank, you gain the ability to take a 2nd or 3rd that the item is undamaged, you can return it to your
rank member of your faction as an apprentice. faction for a full refund. If your faction's chosen item is
Bonding with an apprentice takes one workweek of a consumable, you can instead have an unlimited
downtime spent together furthering your faction's number of that item, but you must spend the requisite
interests. At the end of the workweek, you and your downtime for each one.
apprentice are bonded. You can only have one
apprentice at a time. You can break your bond with ADVANCED ITEM PROCUREMENT
your current apprentice at any time, no action At 4th rank, after spending at least 200 days of
required. downtime furthering your faction's interests, you gain
And 4th rank, you can have a 2nd or 3rd rank access to advanced enhanced items, which you can
member of your faction as an apprentice, and at 5th purchase at the item's full value, provided your faction
rank, you can have a 2nd, 3rd, or 4th rank member of is at least 13th tier. You gain access to armor +3, shield
your faction as an apprentice. Additionally, at 5th rank, +3, weapon +3, and one advanced enhanced item
you can maintain three apprentices at a time, instead chosen by your faction. You can only have one
of one. advanced item procured in this fashion, but provided
While traveling with or otherwise working with your that the item is undamaged, you can return it to your
apprentice, you gain the following 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 34


CHAPTER 4: USING ABILITY SCORES
            IX ABILITIES PROVIDE A QUICK DESCRIPTION OF
            every faction's collective physical and mental Ability Scores and Modifiers
characteristics: Score 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.

35 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 36


WORKING TOGETHER STRENGTH
Sometimes two or more factions team up to attempt a Strength measures the bodily power, athletic training,
task. The faction who's leading the 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.

37 CHAPTER 4 | USING ABILITY SCORES


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

Work Bounty Hunting


Other activities as deemed appropriate by the GM. Work
Other activities as deemed appropriate by the GM.
FACTION CHECKS
Additionally, when two factions are in 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 38


CHAPTER 5: EQUIPMENT
         HE CITIES OF STAR WARS ARE DIVERSE AND MULTICULTURAL,
         varying dramatically by planet and system.
ARMOR AND SHIELDS
Commonplace activities in one city might be taboo in Adventuring through the di erent worlds of Star Wars
another. The most common species on one planet shows limitless variety across cultures, varying
might be shunned on the next one. Every city, in drastically by their values and technological availability.
addition to the climate and cultures, varies Many cultures create similar items, but using di erent
dramatically in the options available for sale. materials, granting their items a unique air. The
In addition to those options available in the Player's Armor table shows some examples of how commonly
Handbook, adventurers might encounter new and available types of armor found in the game di er,
interesting wares. On some planets, and in some depending on the materials used.
cultures, armor is made from unique materials that The Armor table shows the cost, weight, and other
grant it interesting properties. On other planets, a properties of these types of armor worn in the worlds
more diverse armory might be available for purchase— of Star Wars.
or theft. In other places still, interesting and unique
adventuring implements might be discovered. ARMOR AND SHIELD PROFICIENCY
Anyone can put on a suit of armor or wield a shield.
STARTING EQUIPMENT Only those pro cient in the armor's use know how to
When choosing the starting equipment for your class, wear it e ectively, however. Your class gives you
you might have an option to choose any of a certain pro ciency with certain types of armor. If you wear
type of item. For instance, berserkers get a choice of " armor that you lack pro ciency with, you have
(a) a martial vibroweapon and a light or medium disadvantage on any ability check, saving throw, or
physical shield or (b) two martial vibroweapons". When attack roll that involves Strength or Dexterity, and you
choosing starting equipment in this fashion, the items can't force- or tech-cast.
available in this chapter should not be included. If you have pro ciency in armor, you have
However, if you use instead use the Variant: Starting pro ciency in the appropriate shield as well.
Wealth by Class rule, the items in this chapter should
be considered available for purchase. ARMOR CLASS (AC)
AMMUNITION Armor protects its wearer from attacks. The armor
Blasters that deal energy or ion damage use power (and shield) you wear determines your Armor Class.
cells, while blasters that deal kinetic damage use slug
cartridges. This chapter introduces blasters that deal
ARMOR MATERIALS
new damage types: acid, re, and sonic. These In addition to form and function, armor varies greatly
weapons also use power cells. based on material. Beyond those standard materials
universally available to armor, you might nd armor
BUYING AND SELLING TREASURE made with more specialized and scarce materials.
This chapter introduces armor, weapons, adventuring Armor made with these materials o ers a unique
gear, and other valuable materials. Like those options strength, but also a weakness. Additionally, the armor's
found in the Player's Handbook, selling these items cost increases by an amount, based on the armor's
should generally be possible, provided they are type, as shown in the Armor Type Cost Increase table
unspoiled. below:

ENHANCED ITEMS Armor Type Cost Increase


Enhanced items are scarce and powerful, leading to Armor Cost Armor Cost
them rarely having a predetermined price. Buying and Type Increase Type Increase
selling enhanced items can rarely be performed easily, Light armor 1,000 cr Light shield 250 cr
often requiring extensive time and credits to nd a
potential buyer and seller. Medium armor 2,000 cr Medium shield 750 cr
Heavy armor 6,000 cr Heavy shield 1,500 cr
RARE MATERIALS
While rare materials, as the name indicates, are more
Only physical shields can be crafted using alternative
scarce than their raw material counterparts, they
armor materials.
typically have a commonly accepted value across
markets. While they won't always be available for sale,
they will usually fetch the same price across worlds.

39 CHAPTER 5 | EQUIPMENT
ARMOR PROPERTIES
BESKAR
Armor and shields made from beskar gains the Many armors and shield have special properties
regulated property, but also the strength 11 property. related to their use, as shown in the Armor table. You
If the armor or shield would already have the strength must be pro cient in and wearing armor or wielding a
property, instead increase the strength number by 2. shield to bene t from its special properties.

BONE ABSORPTIVE
Bone armor and shields have the barbed (1d4) and When you are wearing armor or wielding a shield with
spiked (1d4) properties, respectively, but su er a -1 the absorptive property, damage that you take from
penalty to Armor Class. weapons is reduced by an amount equal to the
absorptive number. If this would reduce the damage to
CRYSTADIUM 0, the damage is instead reduced to 1.
Armor and shields made from crystadium has the
absorptive 1 property, but also the rigid and AGILE
imbalanced properties, respectively. While wearing armor or wielding a shield with the agile
property, you gain a bonus to Dexterity checks and
DURAFIBER Dexterity saving throws equal to the agile number, and
Dura ber armor and shields have the agile 1 property, you gain a bonus to your speed equal to 5 x the agile
but su er a -1 penalty to Armor Class. number.
DURANIUM ANCHOR
Armor and shields made from duranium gain the A shield with the anchor property can be used to
reactive 1 and responsive 1 properties, respectively, provide cover. As an action, you can anchor or recover
but also the cumbersome property. the shield. While anchored, you gain no bene t from a
shield, and it does not require the use of a hand.
DURASTEEL Instead, while anchored, a light shield provides one-
Durasteel armor has the impermeable and rigid quarter cover, a medium shield provides half cover,
properties. Durasteel shields have the interlocking and and a heavy shield provides three-quarters cover.
imbalanced properties.
AVOIDANT
DURAVLEX When wearing armor or wielding a shield with the
Armor and shields made from duravlex have the silent avoidant property and a creature makes an attack
and concealing properties, respectively, but su er a -1 against you, the critical hit range decreases by an
penalty to Armor Class. amount equal to the avoidant number, to a minimum
FLEXIMETAL of 1.
Fleximetal armor and shields gain the avoidant 1 BARBED
property, but also the strength 11 property. If the When you succeed on a Strength (Athletics) check to
armor or shield would already have the strength initiate or maintain a grapple while wearing armor with
property, instead increase the strength number by 2. the barbed property, the creature takes kinetic damage
LAMINANIUM using the barbed damage (which appears in
Armor and shields made from laminanium gain the parentheses with the property) + your Strength
obscured and lambent properties, respectively, but modi er.
also the cumbersome property. CHARGING
NEUTRONIUM When you take damage while wearing armor or
Neutronium armor and shields gain the insulated 1 wielding a shield with the charging property, you gain a
property, but also the strength 11 property. If the charge. You can store a maximum number of charges
armor or shield would already have the strength equal to the charging number, and the charges last for
property, instead increase the strength number by 2. 1 minute. The next time you hit with a melee weapon
attack while you have charges, you deal additional
PLASTOID damage of the same type as the weapon's damage
Armor made from plastoid has the reinforced and rigid equal to the number of charges stored.
properties. Shields made from plastoid have the
anchor and imbalanced properties. CONCEALING
While wielding a shield with the concealing property,
QUADANIUM you have advantage on Dexterity (Stealth) checks that
Quadanium armor and shields gain the charging 1 rely on sight.
property, but also the cumbersome property.
CUMBERSOME
While wearing armor or wielding a shield with the
cumbersome property, your speed is reduced by 5.

CHAPTER 5 | EQUIPMENT 40
GAUNTLETED REACTIVE
While wearing armor with the gauntleted property, When you are wearing armor with the reactive
your unarmed strikes deal kinetic damage using the property and a creature hits you with an attack roll,
gauntleted damage (which appears in parentheses you gain a bonus to AC against the next attack from
with the property) + your Strength modi er. that creature before the start of your next turn equal
to the reactive number.
IMBALANCED
When you are critically hit while wielding this shield, REGULATED
you can't take reactions until the start of your next When you are wearing armor or wielding a shield with
turn, and you gain no AC bene t from your shield the regulated property and a creature rolls the
against the next attack against you before the start of maximum on a weapon damage die against you, they
your next turn. must reroll and use the new roll, even if the new roll is
the maximum on the weapon damage die.
IMPERMEABLE
Armor with the impermeable property functions as an REINFORCED
enviro-suit, ight suit, and water suit. When you make a long jump while wearing armor with
the reinforced property, you can cover a number of
INSULATED feet up to twice your Strength score. When you make a
While wearing armor or wielding a shield with the high jump, you can leap a number of feet up into the
insulated property, you gain a bonus to AC and saving air equal to 3 + twice your Strength modi er.
throws against e ects that would deal ion or lightning
damage equal to the insulated number. RESPONSIVE
While you are wielding a shield with the responsive
INTERLOCKING property and an attack misses you by an amount less
While wielding a shield with the interlocking property than or equal to your bonus to AC from your shield,
within 5 feet of a friendly creature who is also wielding you gain a bonus to AC against the next attack from
a shield with the interlocking property, you can both that creature before the start of your next turn equal
use your reactions to interlock the shields. While to the responsive number.
interlocked, both creatures gain a bonus to AC equal to
the interlocking number. If at any point the creatures RIGID
are more than 5 feet from eachother, the shields While wearing armor with the rigid property, you add
immediately de-interlock, and this e ect ends. half your Dexterity modi er (rounded down), instead of
your full Dexterity modi er, to Dexterity saving throws
LAMBENT you make. If your Dexterity modi er is negative, you
While wielding a shield with the lambent property, you instead subtract the full modi er.
can use a bonus action to activate or deactivate the
shield's light. While active, the shield sheds bright light SILENT
in a 5-foot radius and dim light for an additional 5 feet. While wearing armor with the silent property, you have
Additionally, Dexterity (Stealth) checks made while the advantage on Dexterity (Stealth) checks that rely on
shield's light is active that rely on sight have sound.
disadvantage.
SPIKED
LIGHTWEIGHT When you succeed on a Strength (Athletics) check to
Armor and shields with the lightweight property have shove or trip a creature while wielding a shield with the
their weight reduced by half. spiked property, the creature takes kinetic damage
using the spiked damage (which appears in
MAGNETIC parentheses with the property) + your Strength
While you are wielding a shield with the magnetic modi er.
property and a melee weapon attack misses you by an
amount less than or equal to your bonus to AC from STEADFAST
your shield, the attacking creature must make a While wearing armor or wielding a shield with the
Strength saving throw, DC equal to the magnetic steadfast property, you have advantage on Strength
number. On a failed save, the creature's weapon checks and Strength saving throws to avoid being
adheres to the shield. As an action, a creature can moved.
repeat this check. On a success, the weapon is freed.
VERSATILE
OBSCURED A shield with the versatile property can be used with
While wearing armor with the obscured property, one or two hands. While wielded in two hands, you
electronic sensors and cameras have disadvantage on gain an additional bonus to AC equal to the versatile
Wisdom (Perception) and Intelligence (Investigation) number.
checks against you that rely on sight.
POWERED
While wearing armor with the powered property, you
gain a bonus to damage rolls using Strength, Strength
checks, and Strength saving throws equal to the
powered number.

41 CHAPTER 5 | EQUIPMENT
ARMOR AND SHIELDS
Name Cost   Armor Weight   Properties
Light Armor
Dura ber combat suit 1,100 cr   10 + Dex modi er 10 lb   Agile 1
Duravlex ber armor 1,450 cr   11 + Dex modi er 13 lb   Silent
Fleximetal ber armor 1,450 cr   12 + Dex modi er 13 lb   Avoidant 1, strength 11
Medium Armor
Neutronium mesh 2,500 cr   13 + Dex modi er (max 2) 20 lb   Insulated 1, strength 11
Beskar weave armor 3,000 cr   14 + Dex modi er (max 2) 25 lb   Regulated, strength 11
Plastoid composite 4,500 cr   15 + Dex modi er (max 2) 45 lb   Bulky, reinforced, rigid
Heavy Armor
Duranium battle armor 6,750 cr   16 55 lb   Bulky, cumbersome, reactive 1, strength 13
Laminanium assault 8,000 cr   17 60 lb   Bulky, cumbersome, obscured, strength 15
Durasteel exoskeleton 15,000 cr   18 65 lb   Bulky, impermeable, rigid, strength 17
Shield
Bone light shield 300 cr   +0 6 lb   Spiked (1d4)
Crystadium medium shield 900 cr   +2 18 lb   Absorptive 1, imbalanced, strength 13
Quadanium heavy shield 2,000 cr   +3 36 lb   Charging 1, cumbersome, obtrusive, strength 15

WEAPONS
In addition to armor varying across myriad planets, you WEAPON PROPERTIES
might nd new and unique types of weaponry
Many weapons have special properties related to their
available. Your weapon pro ciencies re ect the tools
use, as shown in the Weapons table.
you are most likely to use. The Weapons tables show
additional weapons used in the worlds of Star Wars, AUTOTARGET
their price and weight, the damage they deal when This weapon ignores your Dexterity score and
they hit, and any special properties they possess. pro ciency bonus. Two numbers appear in
parentheses with the property—the rst is the
WEAPON PROFICIENCY weapon's Dexterity score, and the second is the
Your species, class, and feats can grant you pro ciency weapon's pro ciency bonus. The weapon uses these
with certain weapons or categories of weapons. The values instead of yours when you make attack and
three types of weapons—blaster, lightweapon, and damage rolls with it. If you lack pro ciency with the
vibroweapon, are further broken down into two weapon, the weapon does not bene t from its
categories—simple and martial.Pro ciency with a pro ciency bonus.
weapon allows you to add your pro ciency bonus to
the attack roll for any attack you make with that BRUTAL
weapon. If you make an attack roll using a weapon When you score a critical hit with a weapon with the
with which you lack pro ciency, you do not add your brutal property, you roll a number of additional
pro ciency bonus to the attack roll. weapon damage dice equal to the brutal number.
Pro ciency in these weapons is discussed further in DEFENSIVE
Chapter 6. When you make your rst attack on your turn with a
weapon with the defensive property, you can choose to
su er a penalty to attack and damage rolls with that
weapon up to the defensive number. If you do so, you
gain the same bonus to AC. These e ects last until the
start of your next turn, as long as you're holding the
weapon.

CHAPTER 5 | EQUIPMENT 42
DIRE SHOCKING
Before you make a weapon attack with a weapon with When you hit a creature with a weapon with the
the dire property, you can choose to su er a penalty to shocking property, you can force it to make a Dexterity
the attack roll up to the dire number. If you do so and saving throw, DC equal to the shocking number. On a
you hit with it, you gain the same bonus to the damage failed save, the creature takes an additional 1d4
roll. lightning damage and becomes shocked until the end
of its next turn.
DISARMING
When you score a critical hit with a weapon with the SILENT
disarming property against a creature that is holding When you make a ranged attack with a weapon with
an object, you can attempt to disarm the target (no the silent property while hidden, it does not
action required). If the target is no more than one size automatically reveal your presence. Make a Dexterity
larger than you (your size or smaller if your weapon (Stealth) check contested by your targets' Wisdom
has the light property), it must succeed on a Strength (Perception) check. On a success, you remain hidden.
saving throw (DC = 8 + your bonus to attacks with the
weapon) or it drops an object of your choice at its feet. SONOROUS
When you hit a creature with a weapon with the
DISINTEGRATE sonorous property, you can force it to make a
When a creature is reduced to 0 hit points by a weapon Constitution saving throw, DC equal to the sonorous
with the disintegrate property, it must make a number. On a failed save, the creature takes an
Constitution saving throw, DC equal to the disintegrate additional 1d4 sonic damage and becomes deafened
number. On a failed save, it dies immediately without until the end of its next turn.
making death saving throws. A disintegrated creature
and everything unenhanced it is wearing or carrying SWITCH
are reduced to a pile of ne gray dust. A creature A weapon with the switch property can deal an
destroyed in this way can not be revitalized. alternate type of damage. A damage value appears in
parentheses appears with the property-the damage
DISRUPTIVE when the weapon uses its alternate damage type. On
When a creature is forced to make a Constitution your turn, you can use your object interaction to
saving throw to maintain concentration due to taking change the weapon's damage type.
damage from a weapon with the disruptive property,
the DC for the check equals 10 or the full damage VICIOUS
taken, whichever number is higher, instead of only half. Whenever you deal damage with a weapon with the
vicious property and roll the maximum on a weapon
KEEN damage die, you gain a bonus to damage equal to the
When you make a weapon attack with a weapon with vicious number.
the keen property, the critical hit range increases by an
amount equal to the keen number. SPECIAL WEAPONS
Weapons with special rules are described to below.
MIGHTY
When making an attack with a mighty weapon, you use ARC CASTER
your choice of your Strength or Dexterity modi er for When you score a critical hit with this weapon, a
the attack and damage rolls. You must use the same creature becomes shocked until the end of its next
modi er for both rolls. turn.
NEURALIZING BOLAS
When you hit a creature with a weapon with the A Large or smaller creature hit by a bolas is restrained
neuralizing property, you can force it to make a until it is freed. A bolas has no e ect on formless or
Wisdom saving throw, DC equal to the neuralizing Huge or larger creatures. A creature can use its action
number. On a failed save, the creature takes an to make a DC 13 Dexterity check, freeing itself or
additional 1d4 psychic damage and becomes another creature within its reach on a success. The
frightened of you until the start of its next turn. bolas has an AC of 10, 5 hit points, and immunity to all
damage not dealt by melee weapons. Destroying the
PIERCING
bolas frees the creature without harming it and
Before you make a weapon attack with a weapon with
immediately ends the bolas's e ects. While a creature
the piercing property, you can choose to su er a
is restrained by a bolas, you can make no further
penalty to the attack roll up to the piercing number. If
attacks with it.
you do so, you gain the same bonus to the next attack
Due to their unwieldy nature, bolas make ine ective
roll you make against the same target before the start
melee weapons. Melee attack rolls made with them are
of your next turn.
made at disadvantage.

43 CHAPTER 5 | EQUIPMENT
BO-RIFLE ROCKET LAUNCHER
The bo-ri e is a lasat weapon most commonly carried Rather than traditional power cells, the rocket launcher
by the Honor Guard of Lasan, which has the unique res specialized projectiles in the form of rockets.
property of functioning as both a ri e and a sta . On When ring a rocket at long range, or if you don't meet
your turn, you can use your object interaction to switch the rocket launcher's strength requirement, creatures
between modes, detailed below. within the radius of the rocket's explosion have
Rifle. While in this mode, the weapon uses advantage on the saving throw.
traditional power cells.
Staff. While in this mode, the weapon gains the ROTARY CANNON
shocking 13 property. Rather than traditional power cells, the rotary cannon
uses specialized power generator that allow it to re
FLECHETTE CANNON continuously for 10 minutes. Replacing a power
The echette cannon does not make attack rolls. generator takes an action.
Rather than traditional power cells, the echette The rotary cannon requires the use of a tripod
cannon uses specialized cannon tanks, which, when unless you meet its strength requirement, which is
red, spray an area with the contents of the tank. included in the price. Over the course of 1 minute, you
Projector tanks require your target to make a saving can deploy or collapse the rotary cannon on the tripod.
throw to resist the tank's e ects. It can have di erent While deployed, your speed is reduced to 0.
ammunition types loaded simultaneously, and you can
choose which ammunition you're using as you re it SHOULDER CANNON
(no action required). If you don't meet the echette Mounted by the shoulder slot, a shoulder cannon does
cannon's strength requirement, creatures have not require a free hand to use. Additionally, you have
advantage on their saving throws. If you lack advantage on Strength ability checks and saving throws
pro ciency in the echette cannon, you must roll the to avoid being disarmed of this weapon.
damage dice twice and take the lesser total. VAPOR PROJECTOR
GRENADE LAUNCHER The vapor projector does not make attack rolls. Rather
Rather than traditional power cells, the grenade than traditional power cells, the vapor projector uses
launcher res grenades. When ring a grenade at long specialized projector tanks, which, when red, spray an
range, or if you don't meet the grenade launcher's area with the contents of the tank. Projector tanks
strength requirement, creatures within the radius of require your target to make a saving throw to resist the
the grenade's explosion have advantage on the saving tank's e ects. It can have di erent ammunition types
throw. If you lack pro ciency in the grenade launcher, loaded simultaneously, and you can choose which
you must roll the damage dice twice and take the ammunition you're using as you re it (no action
lesser total. required). If you don't meet the vapor projector's
strength requirement, creatures have advantage on
INTERCHANGEABLE WEAPONS SYSTEM their saving throws. If you lack pro ciency in the vapor
The IWS is a heavy weapon that can re in three projector, you must roll the damage dice twice and
di erent modes. On your turn, you can use your object take the lesser total.
interaction to switch between modes, detailed below.
Antiarmor. While in this mode, rather than
traditional power cells, the IWS res grenades. When
ring a grenade at long range, creatures within the
radius of the grenade's explosion have advantage on
the saving throw.
Blaster. While in this mode, the weapon uses
traditional power cells.
Sniper. While in this mode, the weapon uses
traditional power cells.
MANCATCHER
When you would make a Strength (Athletics) check to
attempt to grapple a creature while wielding a weapon
with the grappling property, you can instead make a
melee weapon attack with it. If the attack hits, the
creature becomes grappled by you, and it takes
damage equal to your Strength modi er of the same
type as the weapon's damage.
RETROSABER
The retrosaber is an ancient type of lightweapon that
requires a power cell to function. Once four attacks
have been made with a retrosaber, a character must
replace the power cell using an action or bonus action
(the character's choice). You must have one free hand
to replace the power cell.

CHAPTER 5 | EQUIPMENT 44
BLASTERS
Name Cost   Damage    Weight   Properties
Simple Blasters
Bolt-thrower 500 cr   1d10 kinetic 14 lb   Ammunition (range 100/400), reload 2, silent, strength 11, two-handed
Energy bow 300 cr   1d6 energy 3 lb   Ammunition (range 80/320), mighty, reload 12, silent, two-handed
Shatter pistol 800 cr   1d4 kinetic 3 lb   Ammunition (range 40/160), silent, light, reload 20
Switch carbine 4,600 cr   1d6 energy 8 lb   Ammunition (range 60/240), reload 12, switch (1d4 acid)
Martial Blasters
Ammunition (range 30/120), burst 4, rapid 2, reload 4, special,
ARC caster 2,400 cr   1d8 lightning 10 lb  
strength 11, two-handed
Ammunition (range 120/480), auto, burst 2, disintegrate 13, reload 2,
BKG 9,000 cr   3d4 re 42 lb  
strength 19, two-handed
Disruptor pistol 4,000 cr   1d8 acid 4 lb   Ammunition (range 60/240), disintegrate 13, reload 16
Ammunition (range 100/400), disintegrate 13, reload 1, strength 11,
Disruptor ri e 7,000 cr   1d10 acid 12 lb  
two-handed
Flechette cannon 1,800 cr   — 16 lb   Ammunition (range special), reload 5, special, strength 11, two-handed
Grenade launcher 800 cr   — 10 lb   Ammunition (range 80/320), reload 1, strength 11, special, two-handed
Hand blaster 1,500 cr   1d4 energy 2 lb   Ammunition (range 40/160), keen 1, light, reload 12
Incinerator pistol 2,500 cr   1d6 re 5 lb   Ammunition (range 60/240), disintegrate 13, reload 12, strength 11
Ammunition (range 150/600), disintegrate 13, reload 2, strength 13,
Incinerator sniper 6,600 cr   1d10 re 10 lb  
two-handed
IWS 7,200 cr   — 12 lb   Special, strength 13, two-handed
Antiarmor —   — —   Ammunition (range 60/240), reload 1, special
Blaster —   1d8 energy —   Ammunition (range 80/320), reload 12
Sniper —   1d12 energy —   Ammunition (range 120/480), reload 4
Ammunition (range 60/240), mighty, piercing 1, reload 4, strength 11,
Lightbow 400 cr   2d6 energy 16 lb  
two-handed
Nightstinger ri e 1,200 cr   1d12 energy 15 lb   Ammunition (range 120/480), silent, reload 2, strength 13, two-handed
Ammunition (range 150/600), piercing 1, reload 1, strength 15,
Railgun 6,300 cr   2d6 kinetic 24 lb  
two-handed
Rocket launcher 2,400 cr   — 20 lb   Ammunition (range 100/400), reload 1, special, strength 13, two-handed
Ammunition (range 100/400), auto, burst, rapid, special, strength 19,
Rotary cannon 9,800 cr   2d6 energy 76 lb  
two-handed
Sonic pistol 650 cr   1d6 sonic 2 lb   Ammunition (range 40/160), reload 12
Sonic ri e 800 cr   1d8 sonic 10 lb   Ammunition (range 100/400), reload 12, two-handed
Ammunition (range 80/320), burst 4, reload 8, silent,
Shatter cannon 1,300 cr   1d10 kinetic 24 lb  
strength 15, two-handed
Shatter ri e 1,200 cr   1d10 kinetic 15 lb   Ammunition (range 120/480), silent, reload 2, strength 13, two-handed
Ammunition (range 60/240), autotarget (15, +2), burst 4, reload 4,
Shoulder cannon 3,200 cr   1d8 energy 9 lb  
special
Ammunition (range 80/320), burst 4, reload 8, strength 11,
Switch cannon 9,400 cr   1d10 energy 26 lb  
switch (2d4 acid/cold/ re/lightning), two-handed
Switch pistol 3,100 cr   1d6 energy 4 lb   Ammunition (range 40/160), light, reload 12, switch (1d4 re)
Ammunition (range 60/240), reload 8, switch (1d6 lightning),
Switch ri e 5,500 cr   1d8 energy 12 lb  
two-handed
Ammunition (range 120/480), reload 2, strength 13, switch (1d10 cold),
Switch sniper 8,250 cr   1d12 energy 16 lb  
two-handed
Vapor projector 1,600 cr   — 14 lb   Ammunition (range special), reload 5, special, strength 11, two-handed

45 CHAPTER 5 | EQUIPMENT
LIGHTWEAPONS
Name Cost   Damage    Weight   Properties
Simple Lightweapons
Canesaber 700 cr   1d6 energy 5 lb   Disguised, nesse, luminous
Wristsaber 1,000 cr   1d4 energy 2 lb   Finesse, xed, light, luminous
Martial Lightweapons
Chained lightdagger 1,700 cr   1d6 energy 6 lb   Disarming, nesse, luminous, reach, two-handed
Claymore saber 2,100 cr   3d4 energy 9 lb   Dexterity 13, luminous, two-handed
Crossguard saber 950 cr   1d8 energy 3 lb   Defensive 1, dexterity 13, heavy, luminous, versatile (1d10)
Dual-phase saber 1,400 cr   1d8 energy 4 lb   Dexterity 11, keen 1, luminous, versatile (1d10)
Guard shoto 1,350 cr   1d4 energy 3 lb   Defensive 1, nesse, light, luminous
Lightaxe 1,800 cr   1d10 energy 10 lb   Heavy, luminous, two-handed
Light st 1,200 cr   1d4 energy 2 lb   Disruptive, disguised, xed, light, luminous
Lightglaive 1,900 cr   1d12 energy 10 lb   Dexterity 13, luminous, reach, two-handed
Retrosaber 800 cr   2d4 energy 8 lb   Keen 1, luminous, special, vicious 1
Saberaxe 1,400 cr   1d8 energy 5 lb   Brutal 1
Sith saber 2,400 cr   1d8 energy 3 lb   Dexterity 11, hidden, keen 1, luminous, versatile (1d10)

VIBROWEAPONS
Name Cost   Damage    Weight   Properties
Simple Vibroweapons
Vibroclaw 600 cr   1d4 kinetic 2 lb   Finesse, xed, light
Vibrocutter 300 cr   1d6 kinetic 5 lb   Dexterity 11, heavy, vicious 1
Martial Vibroweapons
Bolas 70 cr   — 2 lb   Light, special, thrown (range 20/60)
Bo-ri e 2,300 cr   — 7 lb   Special, two-handed
Ri e —   1d8 energy —   Ammunition (range 100/400), reload 6
Sta —   1d8 kinetic —   Double (1d8 kinetic), shocking 13
Chained dagger 850 cr   1d6 kinetic 6 lb   Disarming, nesse, reach, two-handed
Disruptorshiv 900 cr   1d4 kinetic 1 lb   Disruptive, nesse, shocking 13
Echosta 1,200 cr   1d6 kinetic 1 lb   Double (1d6 kinetic), nesse, sonorous 13
Electrobaton 650 cr   1d4 kinetic 3 lb   Finesse, light, shocking 13
Electroprod 500 cr   1d4 lightning 2 lb   Disruptive, shocking 13
Electrohammer 1,400 cr   2d4 kinetic 18 lb   Heavy, shocking 13, two-handed
Electrosta 1,100 cr   1d6 kinetic 6 lb   Double (1d6 kinetic), nesse, shocking 13, two-handed
Electrovoulge 1,300 cr   1d8 kinetic 15 lb   Reach, shocking 13, two-handed
Mancatcher 670 cr   1d8 kinetic 12 lb   Reach, special, two-handed
Nervebaton 1,500 cr   1d6 kinetic 1 lb   Disruptive, neuralizing 13
Vibrohammer 1,400 cr   1d10 kinetic 16 lb   Heavy, two-handed
Vibroshield 900 cr   1d8 kinetic 7 lb   Defensive 1, xed
Vibroknife 600 cr   1d4 kinetic 1 lb   Finesse, light, piercing 1
Vibrotonfa 1,000 cr   1d4 kinetic 2 lb   Defensive 1, nesse, light
War hat 1,100 cr   1d6 kinetic 3 lb   Defensive 1, disguised, returning, thrown (range 30/90)
Warsword 1,400 cr   2d6 kinetic 8 lb   Dexterity 13, two-handed, vicious 1
Wristblade 1,000 cr   1d6 kinetic 2 lb   Fixed, light

CHAPTER 5 | EQUIPMENT 46
ADVENTURING GEAR
This section describes items that have special rules or
require further explanation. Item Cost Weight
Ammunition
AMMUNITION
Corrosive cartridge 42 cr —
CORROSIVE CARTRIDGE
A corrosive cartridge is a specialized slug cartridge for Cryo cell 350 cr 1 lb
use with blaster weapons that deal kinetic damage. Deafening calibrator 550 cr 1 lb
When you hit with a shot with the loaded weapon, the
Deafening cell 425 cr 1 lb
creature must make a DC 14 Constitution saving throw,
taking 1d8 acid damage on a failed save or half as Deafening collimator 575 cr 1 lb
much on a successful one. If you reduce a creature to 0 Deafening dart 70 cr —
hit points with the loaded weapon, it must make a DC
Electrifying calibrator 700 cr 1 lb
13 Constitution saving throw. On a failed save, it dies
immediately without making death saving throws. A Electrifying cartridge 28 cr —
disintegrated creature and everything unenhanced it is Electrifying collimator 725 cr 1 lb
wearing or carrying are reduced to a pile of ne gray
dust. A creature destroyed in this way can not be
revitalized.
CRYO CELL
A cryo cell is a specialized power cell for use with DEAFENING DART
blaster weapons that deal acid, energy, re, ion, or This wrist launcher ammunition deals 1d6 kinetic
sonic damage. The loaded weapon deals cold damage damage on a hit. Also on a hit, the creature must make
instead of its normal damage type, and when you hit a DC 14 Constitution saving throw, taking 1d4 sonic
with a shot the creature must make a DC 14 damage on a failed save.
Constitution saving throw. On a failed save, the
Additionally, on a failed save, a creature is deafened
creature takes 1d4 cold damage and gains 1 slowed
for 1 minute. At the end of an a ected creature's turn,
level until the end of its next turn. On a successful save,
it can repeat this save, ending the e ect on a success.
a creature takes half damage and isn't slowed. If this
damage reduces a creature to 0 hit points, that ELECTRIFYING CALIBRATOR
creature is frozen in carbonite for 1 hour. As an action, you can apply this calibrator to one
vibroweapon or pair of handwraps within 5 feet,
DEAFENING CALIBRATOR granting it a +1 bonus to damage rolls for 1 minute.
As an action, you can apply this calibrator to one This bonus is in addition to any bonuses granted by the
vibroweapon or pair of handwraps within 5 feet, weapon. Additionally, for the duration, the weapon
granting it a +1 bonus to damage rolls for 1 minute. gains the shocking 13 property. If it already has the
This bonus is in addition to any bonuses granted by the shocking property, its shocking number increases by 1,
weapon. Additionally, for the duration, the weapon to a maximum of 18.
gains the sonorous 13 property. If it already has the
sonorous property, its sonorous number increases by ELECTRIFYING CARTRIDGE
1, to a maximum of 18. An electrifying cartridge is a specialized slug cartridge
for use with blaster weapons that deal kinetic damage.
DEAFENING CELL
When you hit with a shot with the loaded weapon, the
A deafening cell is a specialized power cell for use with
creature must make a DC 14 Dexterity saving throw.
blaster weapons that deal acid, energy, re, ion, or
On a failed save, the creature takes 1d4 lightning
sonic damage. The loaded weapon deals sonic damage
damage and becomes shocked until the end of its next
instead of its normal damage type, and when you hit
turn. On a successful save, a creature takes half
with a shot the creature must make a DC 14
damage and isn't shocked.
Constitution saving throw. On a failed save, the
creature takes 1d6 sonic damage and is deafened until ELECTRIFYING COLLIMATOR
the start of your next turn. On a successful save, a As an action, you can apply this collimator to one
creature takes half damage and isn't deafened. lightweapon within 5 feet, granting it a +1 bonus to
damage rolls for 1 minute. This bonus is in addition to
DEAFENING COLLIMATOR any bonuses granted by the weapon. Additionally, for
As an action, you can apply this collimator to one the duration, the weapon gains the shocking 13
lightweapon within 5 feet, granting it a +1 bonus to property. If it already has the shocking property, its
damage rolls for 1 minute. This bonus is in addition to shocking number increases by 1, to a maximum of 18.
any bonuses granted by the weapon. Additionally, for
the duration, the weapon gains the sonorous 13
property. If it already has the sonorous property, its
sonorous number increases by 1, to a maximum of 18.

47 CHAPTER 5 | EQUIPMENT
AMMUNITION
ELECTRIFYING DART
This wrist launcher ammunition deals 1d6 kinetic Item Cost Weight
damage on a hit. Also on a hit, the creature must make
Ammunition
a DC 14 Dexterity saving throw, taking 1d4 lightning
damage on a failed save. Electrifying dart 85 cr —
Additionally, on a failed save, a creature is shocked Gas cartridge 36 cr —
for 1 minute. At the end of an a ected creature's turn,
Flechette clip, fragmentation 250 cr 2 lb
it can repeat this save, ending the e ect on a success.
Flechette clip, ion 300 cr 2 lb
GAS CARTRIDGE
Flechette clip, plasma 275 cr 2 lb
A gas cartridge is a specialized slug cartridge for use
with blaster weapons that deal kinetic damage. When Flechette mag, fragmentation 550 cr 4 lb
you hit with a shot with the loaded weapon, the Flechette mag, ion 600 cr 4 lb
creature must make a DC 14 Constitution saving throw.
Flechette mag, plasma 575 cr 4 lb
On a failed save, the creature takes 1d6 poison
damage and is poisoned until the start of its next turn. Flux collimator 180 cr 1 lb
On a successful save, a creature takes half damage and
isn't poisoned.
FLECHETTE CLIP, FRAGMENTATION
When triggered, this wrist launcher ammunition res a
volley of kinetic echette rounds in a short line 15 feet FLECHETTE MAG, FRAGMENTATION
long and 5 feet wide or a long line 45 feet long and 5 When triggered, this echette cannon ammunition res
feet wide. A single echette clip holds enough a volley of kinetic echette rounds in a short line 15
ammunition for three attacks in a short line or one feet long and 5 feet wide or a long line 45 feet long and
attack in a long line. Each creature must make a DC 14 5 feet wide. A single echette mag holds enough
Dexterity saving throw. A creature takes 1d10 kinetic ammunition for three attacks in a short line or one
damage on a failed save, or half as much as on a attack in a long line. Each creature must make a DC 14
successful one. If you lack pro ciency in the wrist Dexterity saving throw. A creature takes 2d10 kinetic
launcher, you must roll the damage dice twice and take damage on a failed save, or half as much as on a
the lesser total. successful one.
FLECHETTE CLIP, ION FLECHETTE MAG, ION
When triggered, this wrist launcher ammunition res a When triggered, this echette cannon ammunition res
volley of ion echette rounds in a short line 15 feet a volley of ion echette rounds in a short line 15 feet
long and 5 feet wide or a long line 45 feet long and 5 long and 5 feet wide or a long line 45 feet long and 5
feet wide. A single echette clip holds enough feet wide. A single echette mag holds enough
ammunition for three attacks in a short line or one ammunition for three attacks in a short line or one
attack in a long line. Each creature must make a DC 14 attack in a long line. Each creature must make a DC 14
Dexterity saving throw. A creature takes 1d6 ion Dexterity saving throw. A creature takes 2d6 ion
damage on a failed save, or half as much as on a damage on a failed save, or half as much as on a
successful one. Any electronics within the blast radius successful one. Any electronics within the blast radius
that aren't being worn or carried are disabled until that aren't being worn or carried are disabled until
rebooted. If you lack pro ciency in the wrist launcher, rebooted.
you must roll the damage dice twice and take the
lesser total. FLECHETTE MAG, PLASMA
When triggered, this echette cannon ammunition res
FLECHETTE CLIP, PLASMA a volley of energy echette rounds in a short line 15
When triggered, this wrist launcher ammunition res a feet long and 5 feet wide or a long line 45 feet long and
volley of energy echette rounds in a short line 15 feet 5 feet wide. A single echette mag holds enough
long and 5 feet wide or a long line 45 feet long and 5 ammunition for three attacks in a short line or one
feet wide. A single echette clip holds enough attack in a long line. Each creature must make a DC 14
ammunition for three attacks in a short line or one Dexterity saving throw. A creature takes 2d10 energy
attack in a long line. Each creature must make a DC 14 damage on a failed save, or half as much as on a
Dexterity saving throw. A creature takes 1d10 energy successful one.
damage on a failed save, or half as much as on a
successful one. If you lack pro ciency in the wrist FLUX COLLIMATOR
launcher, you must roll the damage dice twice and take As an action, you can apply this collimator to one
the lesser total. lightweapon within 5 feet, granting it a +1 bonus to
damage rolls for 1 minute. This bonus is in addition to
any bonuses granted by the weapon.

CHAPTER 5 | EQUIPMENT 48
AMMUNITION
INCENDIARY CELL
An incendiary cell is a specialized power cell for use Item Cost Weight
with blaster weapons that deal acid, energy, re, ion, or
Ammunition
sonic damage. The loaded weapon deals re damage
instead of its normal damage type, and when you hit Incendiary cell 275 cr 1 lb
with a shot it sets the ground beneath it in a 5-foot Missile, incendiary 160 cr 1/2 lb
square ablaze for 1 minute. When a creature enters
Missile, ion 140 cr 1/2 lb
the re or starts its turn there it must make a DC 14
Dexterity saving throw. On a failed save, the creature Oscillation calibrator 170 cr 1 lb
takes 1d8 re damage or half as much on a successful Panic calibrator 850 cr 1 lb
one. A construct makes this save with disadvantage.
Panic collimator 875 cr 1 lb
MISSILE, INCENDIARY Panic dart 100 cr —
This wrist launcher ammunition deals 1d6 kinetic
Power generator 1,250 cr 5 lb
damage on a hit. Additionally, hit or miss, the missile
then explodes, setting the ground beneath it in a 15 Projector canister, corrosive 300 cr 2 lb
foot radius ablaze for 1 minute. When a creature
enters the re or starts its turn there it must make a
DC 14 Dexterity saving throw. On a failed save, the
creature takes 1d8 re damage or half as much on a
successful one. A construct makes this save with
disadvantage. PANIC DART
This wrist launcher ammunition deals 1d6 kinetic
MISSILE, ION damage on a hit. Also on a hit, the creature must make
This wrist launcher ammunition deals 1d6 kinetic a DC 14 Wisdom saving throw, taking 1d4 psychic
damage on a hit. Additionally, hit or miss, the missile damage on a failed save.
then explodes. The target and each creature within 5 Additionally, on a failed save, a creature becomes
feet must make a DC 14 Dexterity saving throw, taking frightened of you for 1 minute. At the start of an
1d6 ion damage on a failed save or half as much on a a ected creature's turn, it can repeat this save, ending
successful one. Any electronics within the blast radius the e ect on a success.
that aren't being worn or carried are disabled until
rebooted. POWER GENERATOR
Power generators energize the rotary cannon.
OSCILLATION CALIBRATOR
As an action, you can apply this calibrator to one PROJECTOR CANISTER, CORROSIVE
vibroweapon or pair of handwraps within 5 feet, When triggered, this wrist launcher ammunition
granting it a +1 bonus to damage rolls for 1 minute. produces a spray of acid in a line 15 feet long and 5
This bonus is in addition to any bonuses granted by the feet wide or a 15-foot cone. A single fuel canister holds
weapon. enough fuel for three attacks in a line or a single attack
in a cone. Each creature must make a DC 14
PANIC CALIBRATOR Constitution saving throw. On a failed save, a creature
As an action, you can apply this calibrator to one takes 1d6 acid damage, and the rst attack it makes
vibroweapon or pair of handwraps within 5 feet, before the end of its next turn has disadvantage. On a
granting it a +1 bonus to damage rolls for 1 minute. successful save, a creature takes half damage and isn't
This bonus is in addition to any bonuses granted by the disadvantaged. If this damage reduces a creature to 0
weapon. Additionally, for the duration, the weapon hit points, it must make a DC 13 Constitution saving
gains the neuralizing 13 property. If it already has the throw. On a failed save, it dies immediately without
neuralizing property, its neuralizing number increases making death saving throws. A disintegrated creature
by 1, to a maximum of 18. and everything it is wearing and carrying are reduced
to a pile of ne gray dust. If you lack pro ciency in the
PANIC COLLIMATOR
wrist launcher, you must roll the damage dice twice
As an action, you can apply this collimator to one
and take the lesser total.
lightweapon within 5 feet, granting it a +1 bonus to
damage rolls for 1 minute. This bonus is in addition to
any bonuses granted by the weapon. Additionally, for
the duration, the weapon gains the neuralizing 13
property. If it already has the neuralizing property, its
neuralizing number increases by 1, to a maximum of
18.

49 CHAPTER 5 | EQUIPMENT
AMMUNITION
PROJECTOR TANK, CORROSIVE
When triggered, this vapor projector ammunition Item Cost Weight
produces a spray of acid in a line 15 feet long and 5
Ammunition
feet wide or a 15-foot cone. A single fuel tank holds
enough fuel for three attacks in a line or a single attack Projector tank, corrosive 625 cr 3 lb
in a cone. Each creature must make a DC 14 Projector tank, cryo 675 cr 3 lb
Constitution saving throw. On a failed save, a creature
Projector tank, incendiary 650 cr 3 lb
takes 2d6 acid damage, and the rst attack it makes
before the end of its next turn has disadvantage. On a Rocket, fragmentation 350 cr 2 lb
successful save, a creature takes half damage and isn't Rocket, incendiary 535 cr 2 lb
disadvantaged. If this damage reduces a creature to 0
Rocket, ion 475 cr 2 lb
hit points, it must make a DC 13 Constitution saving
throw. On a failed save, it dies immediately without Snare 300 cr 2 lb
making death saving throws. A disintegrated creature Clothing
and everything it is wearing and carrying are reduced
Clothes, clandestine 300 cr 7 lb
to a pile of ne gray dust.
Sunshades 20 cr —
PROJECTOR TANK, CRYO
When triggered, this vapor projector ammunition
produces a beam of carbonite energy in a line 15 feet
long and 5 feet wide or a 15-foot cone. A single fuel
tank holds enough fuel for three attacks in a line or a
single attack in a cone. Each creature must make a DC ROCKET, ION
14 Constitution saving throw. On a failed save, a This rocket launcher ammunition deals 2d6 kinetic
creature takes 2d4 cold damage and gains 1 slowed damage on a hit. Additionally, hit or miss, the rocket
level until the end of your next turn. On a successful then explodes. The target and each creature within 15
save, a creature takes half damage and isn't slowed. If feet must make a DC 14 Dexterity saving throw, taking
this damage reduces a creature to 0 hit points, that 2d6 ion damage on a failed save or half as much on a
creature is frozen in carbonite for 1 hour. successful one. Any electronics within the blast radius
that aren't being worn or carried are disabled until
PROJECTOR TANK, INCENDIARY rebooted.
When triggered, this vapor projector ammunition
produces a burst of ame in a line 15 feet long and 5 SNARE
feet wide or a 15-foot cone. A single fuel tank holds When hit by this wrist launcher ammunition, a Medium
enough fuel for three attacks in a line or a single attack or smaller creature is restrained until it is freed. A
in a cone. Each creature must make a DC 14 Dexterity snare has no e ect on formless or Large or larger
saving throw, taking 2d8 re damage or half as much creatures. A creature can use its action to make a DC
on a successful one. The re spreads around corners. It 13 Strength or Dexterity check (the target chooses the
ignites ammable objects in the area that aren't being ability to use), freeing itself or another creature within
worn or carried. its reach on a success. The snare has an AC of 10, 5 hit
points, and immunity to all damage not dealt by melee
ROCKET, FRAGMENTATION
weapons. Destroying the snare frees the creature
This rocket launcher ammunition deals 2d6 kinetic
without harming it and immediately ends the snare's
damage on a hit. Additionally, hit or miss, the rocket
e ects.
then explodes. The target and each creature within 15
feet must make a DC 14 Dexterity saving throw, taking CLOTHING
2d10 kinetic damage on a failed save or half as much
CLOTHES, CLANDESTINE
on a successful one.
These clothes come with two hidden pockets, each of
ROCKET, INCENDIARY which can store up to 1 lb. Finding these hidden
This rocket launcher ammunition deals 2d6 kinetic pockets requires a DC 15 Investigation check.
damage on a hit. Additionally, hit or miss, the rocket
SUNSHADES
then explodes, setting the ground beneath it in a 15
These shades are worn over the eyes. While worn, you
foot radius ablaze for 1 minute. When a creature
can no longer have disadvantage on attack rolls and on
enters the re or starts its turn there it must make a
Wisdom (Perception) checks that rely on sight when
DC 14 Dexterity saving throw. On a failed save, the
you, the target of your attack, or whatever you are
creature takes 2d8 re damage or half as much on a
trying to perceive is in direct sunlight. However, while
successful one. A construct makes this save with
worn, you have disadvantage on attack rolls and on
disadvantage.
Wisdom (Perception) checks that rely on sight when
you, the target of your attack, or whatever you are
trying to perceive is in dim light.

CHAPTER 5 | EQUIPMENT 50
COMMUNICATIONS
PERSONAL TRANSLATOR
A personal translator is a hand held device that can Item Cost Weight
translate verbal communications between up to ve
Communications
languages. The languages can be changed out while
interfaced with a protocol droid or appropriate Personal translator 150 cr 1/2 lb
computer. Vocoder mask 450 cr 1/2 lb
VOCODER MASK Data Recording and Storage
A vocoder mask is worn over the nose and mouth of a Credit chip 100 cr —
creature, and can translate verbal communications
Explosives
between up to 15 languages. The languages can be
changed out while interfaced with a protocol droid or Grenade, corrosive 200 cr 1 lb
appropriate computer. Grenade, cryo 325 cr 1 lb

DATA RECORDING AND STORAGE Grenade, defeaning 225 cr 1 lb


CREDIT CHIP Grenade, electrifying 300 cr 1 lb
The credit chip is a small, at card that features a Grenade, ash 350 cr 1 lb
security code and algorithm memory stripes. The chip
can be preloaded with a speci ed number of credits, or
it can draw directly from a speci c account held by the
user. The credit chip can be accessed with a pin, or by a
DC 15 slicer's kit check.
GRENADE, DEAFENING
EXPLOSIVES Grenades can be set to detonate on impact or with a
GRENADE, CORROSIVE timer that causes them to explode on initiative count
Grenades can be set to detonate on impact or with a 20 (losing all initiative ties). As an action, you can throw
timer that causes them to explode on initiative count a grenade at a point you can see within 30 feet + your
20 (losing all initiative ties). As an action, you can throw Strength modi er x 5. Each creature within 10 feet
a grenade at a point you can see within 30 feet + your must make a DC 14 Constitution saving throw. A
Strength modi er x 5. Each creature within 10 feet creature takes 2d6 sonic damage on a failed save, or
must make a DC 14 Constitution saving throw. A half as much as on a successful one.
creature takes 2d8 acid damage on a failed save, or Additionally, on a failed save, a creature is deafened
half as much as on a successful one. If this damage for 1 minute. At the end of an a ected creature's turn,
reduces a creature to 0 hit points, it must make a DC it can repeat this save, ending the e ect on a success.
13 Constitution saving throw. On a failed save, it dies
immediately without making death saving throws. A GRENADE, ELECTRIFYING
disintegrated creature and everything unenhanced it is Grenades can be set to detonate on impact or with a
wearing or carrying are reduced to a pile of ne gray timer that causes them to explode on initiative count
dust. A creature destroyed in this way can not be 20 (losing all initiative ties). As an action, you can throw
revitalized. a grenade at a point you can see within 30 feet + your
Strength modi er x 5. Each creature within 10 feet
GRENADE, CRYO must make a DC 14 Dexterity saving throw. A creature
Grenades can be set to detonate on impact or with a takes 2d6 lightning damage on a failed save, or half as
timer that causes them to explode on initiative count much as on a successful one.
20 (losing all initiative ties). As an action, you can throw Additionally, on a failed save, a creature is shocked
a grenade at a point you can see within 30 feet + your for 1 minute. At the end of an a ected creature's turn,
Strength modi er x 5. Each creature within 10 feet it can repeat this save, ending the e ect on a success.
must make a DC 14 Constitution saving throw. A
creature takes 2d6 cold damage on a failed save, or GRENADE, FLASH
half as much as on a successful one. Grenades can be set to detonate on impact or with a
Additionally, on a failed save, a creature gains 1 timer that causes them to explode on initiative count
slowed level for 1 minute. At the end of an a ected 20 (losing all initiative ties). As an action, you can throw
creature's turn, it can repeat this save, ending the a grenade at a point you can see within 30 feet + your
e ect on a success. Strength modi er x 5. Each creature within 10 feet
must make a DC 14 Constitution saving throw. On a
failed save, a creature is blinded for 1 minute. At the
start of an a ected creature's turn, it can repeat this
save, ending the e ect on a success.

51 CHAPTER 5 | EQUIPMENT
EXPLOSIVES
GRENADE, INCENDIARY
Grenades can be set to detonate on impact or with a Item Cost Weight
timer that causes them to explode on initiative count
Explosives
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your Grenade, incendiary 275 cr 1 lb
Strength modi er x 5. The grenade explodes, setting Grenade, panic 375 cr 1 lb
the ground in a 10-foot radius ablaze for 1 minute. The
Grenade, stun 250 cr 1 lb
re ignites any ammable objects in the area that
aren't being worn or carried. Mine, corrosive 425 cr 2 lb
When a creature enters the re or starts its turn Mine, cryo 625 cr 2 lb
there, it creature must make a DC 14 Dexterity saving
Mine, deafening 450 cr 2 lb
throw. The creature takes 2d8 re damage on a failed
save, or half as much damage on a successful one. Mine, electrifying 550 cr 2 lb

GRENADE, PANIC
Grenades can be set to detonate on impact or with a
timer that causes them to explode on initiative count
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your MINE, CRYO
Strength modi er x 5. Each creature within 10 feet Mines can be set to detonate when a creature comes
must make a DC 14 Wisdom saving throw. A creature within up to 15 feet of it or paired with a remote
takes 2d6 psychic damage on a failed save, or half as detonator. As an action, you can prime and set a mine
much as on a successful one. on a surface you can reach, which arms at the start of
Additionally, on a failed save, a creature becomes your next turn. When detonated, each creature within
frightened of you for 1 minute. At the start of an 15 feet of it must make a DC 14 Constitution saving
a ected creature's turn, it can repeat this save, ending throw. A creature takes 2d6 cold damage on a failed
the e ect on a success. save, or half as much as on a successful one.
Additionally, on a failed save, a creature gains 1
GRENADE, STUN slowed level for 1 minute. At the end of an a ected
Grenades can be set to detonate on impact or with a creature's turn, it can repeat this save, ending the
timer that causes them to explode on initiative count e ect on a success.
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your MINE, DEAFENING
Strength modi er x 5. Each creature within 10 feet Mines can be set to detonate when a creature comes
must make a DC 14 Constitution saving throw. On a within up to 15 feet of it or paired with a remote
failed save, a creature is stunned until the end of their detonator. As an action, you can prime and set a mine
next turn. on a surface you can reach, which arms at the start of
Additionally, on a failed save, a creature is your next turn. When detonated, each creature within
unconscious for 1 minute, until it takes damage, or 15 feet of it must make a DC 14 Constitution saving
until someone uses an action to shake or slap the throw. A creature takes 2d6 sonic damage on a failed
creature awake. At the end of an a ected creature's save, or half as much as on a successful one.
turn, it can repeat this save, ending the e ect on a Additionally, on a failed save, a creature is deafened
success. for 1 minute. At the end of an a ected creature's turn,
it can repeat this save, ending the e ect on a success.
MINE, CORROSIVE
Mines can be set to detonate when a creature comes MINE, ELECTRIFYING
within up to 15 feet of it or paired with a remote Mines can be set to detonate when a creature comes
detonator. As an action, you can prime and set a mine within up to 15 feet of it or paired with a remote
on a surface you can reach, which arms at the start of detonator. As an action, you can prime and set a mine
your next turn. When detonated, each creature within on a surface you can reach, which arms at the start of
15 feet of it must make a DC 14 Constitution saving your next turn. When detonated, each creature within
throw. A creature takes 2d8 acid damage on a failed 15 feet of it must make a DC 14 Dexterity saving throw.
save, or half as much as on a successful one. If this A creature takes 2d6 lightning damage on a failed save,
damage reduces a creature to 0 hit points, it must or half as much as on a successful one.
make a DC 13 Constitution saving throw. On a failed Additionally, on a failed save, a creature is shocked
save, it dies immediately without making death saving for 1 minute. At the end of an a ected creature's turn,
throws. A disintegrated creature and everything it can repeat this save, ending the e ect on a success.
unenhanced it is wearing or carrying are reduced to a
pile of ne gray dust. A creature destroyed in this way
can not be revitalized.

CHAPTER 5 | EQUIPMENT 52
EXPLOSIVES
MINE, FLASH
Mines can be set to detonate when a creature comes Item Cost Weight
within up to 15 feet of it or paired with a remote
Explosives
detonator. As an action, you can prime and set a mine
on a surface you can reach, which arms at the start of Mine, ash 600 cr 2 lb
your next turn. When detonated, each creature within Mine, ion 525 cr 2 lb
15 feet of it must make a DC 14 Constitution saving
Mine, panic 700 cr 2 lb
throw. On a failed save, a creature is blinded for 1
minute. At the start of an a ected creature's turn, it Mine, plasma 250 cr 2 lb
can repeat this save, ending the e ect on a success. Mine, stun 475 cr 2 lb
MINE, ION Life Support
Mines can be set to detonate when a creature comes Underwater respirator 300 cr 1/2 lb
within up to 15 feet of it or paired with a remote
Water suit 1,500 cr 20 lb
detonator. As an action, you can prime and set a mine
on a surface you can reach, which arms at the start of Medical
your next turn. When detonated, each creature within Arm prosthesis 450 cr 16 lb
15 feet of it must make a DC 14 Dexterity saving throw.
Ear prosthesis 100 cr 1/2 lb
A creature takes 2d6 ion damage on a failed save, or
half as much as on a successful one. Any electronics Eye prosthesis 250 cr 1/2 lb
within the blast radius that aren't being worn or carried Facial prosthesis 300 cr 2 lb
are disabled until rebooted.
Foot prosthesis 150 cr 4 lb
MINE, PANIC Forearm prosthesis 300 cr 8 lb
Mines can be set to detonate when a creature comes
Hand prosthesis 225 cr 3 lb
within up to 15 feet of it or paired with a remote
detonator. As an action, you can prime and set a mine Leg prosthesis 450 cr 24 lb
on a surface you can reach, which arms at the start of Throat prosthesis 325 cr 2 lb
your next turn. When detonated, each creature within
Torso prosthesis 600 cr 36 lb
15 feet of it must make a DC 14 Wisdom saving throw.
A creature takes 2d6 psychic damage on a failed save,
or half as much as on a successful one.
Additionally, on a failed save, a creature becomes
frightened of you for 1 minute. At the start of an
a ected creature's turn, it can repeat this save, ending
the e ect on a success.
LIFE SUPPORT
UNDERWATER RESPIRATOR
MINE, PLASMA Underwater respirators are worn over the mouth and
Mines can be set to detonate when a creature comes lower face. While worn, you can breath underwater, as
within up to 15 feet of it or paired with a remote the respirator lters the water to create breathable
detonator. As an action, you can prime and set a mine oxygen. The respirator functions for 1 hour per power
on a surface you can reach, which arms at the start of cell (to a maximum of 2 hours) and can be recharged
your next turn. When detonated, each creature within by a power source or replacing the power cells.
15 feet of it must make a DC 14 Dexterity saving throw.
A creature takes 2d10 energy damage on a failed save, WATER SUIT
or half as much as on a successful one. Water suits are sealed suits that prevent water from
getting in or out. Additionally, while wearing a water
MINE, STUN suit, you can breath underwater, as the suit lters the
Mines can be set to detonate when a creature comes water to create breathable oxygen.
within up to 15 feet of it or paired with a remote
detonator. As an action, you can prime and set a mine MEDICAL
on a surface you can reach, which arms at the start of PROSTHETICS
your next turn. When detonated, each creature within These cybernetic augmentations don't count against
15 feet of it must make a DC 14 Constitution saving the maximum cybernetic augmentations you can
throw. On a failed save, a creature is stunned until the support, but they do count towards your total
end of their next turn. cybernetics augmentations as shown in the Cybernetic
Additionally, on a failed save, a creature is Augmentations Side E ects table. Rules for installing
unconscious for 1 minute, until it takes damage, or augmentations can be found in chapter 7.
until someone uses an action to shake or slap the Arm Prosthesis. This cybernetic augmentation
creature awake. At the end of an a ected creature's replaces a single arm, forearm, and hand.
turn, it can repeat this save, ending the e ect on a Ear Prosthesis. This cybernetic augmentation
success. replaces an ear.
Eye Prosthesis. This cybernetic augmentation
replaces an eye.

53 CHAPTER 5 | EQUIPMENT
Facial Prosthesis. This cybernetic augmentation
replaces all or part of a damaged face.
Foot Prosthesis. This cybernetic augmentation
replaces a foot. Item Cost Weight
Forearm Prosthesis. This cybernetic augmentation Storage
replaces a forearm and hand. Camtono 750 cr 3 lb
Hand Prosthesis. This cybernetic augmentation
replaces a hand. Smugglepack 400 cr 6 lb
Leg Prosthesis. This cybernetic augmentation Utilities
replaces a leg and a foot. Computer spike 145 cr 1/2 lb
Throat Prosthesis. This cybernetic augmentation
Security spike 150 cr 1/2 lb
replaces a throat, including a creature's voice, though it
does not grant a creature the ability to speak beyond Weapon and Armor Accessories
their species' capabilities. Ammo-feed belt 450 cr 1 lb
Torso Prosthesis. This cybernetic augmentation
Holster 75 cr 2 lb
replaces all or part of a damage torso.
Power belt 400 cr 1 lb
STORAGE Rocketpack 10,000 cr 35 lb
CAMTONO
A camtono is a secured, handle container used for
transporting valuable goods. A camtono comes with
one key. Without the key, unlocking the camtono
requires a DC 15 security kit to force open. It stores 5
lb., not exceeding 1/4 cubic foot, has an AC of 10, and HOLSTER
15 hit points. Destroying the camtono risks damaging A holster can be worn on the leg, hip, or back, and can
any goods stored inside. be used to store a single weapon. You can draw a
weapon stored in a holster without using an action.
SMUGGLEPACK Once you've done so, you can't do so again until you
This backpack comes with a main compartment that store a weapon in the holster as an action.
stores 15 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 5 lb., POWER BELT
not exceeding 1/4 cubic foot. Finding the hidden This belt has slots to hold six power cells, and can be
compartment requires a DC 15 Investigation check. connected to directly power a single blaster weapon
that uses power cells. Once per turn, if the powered
UTILITIES weapon would be reloaded, it can be done without
COMPUTER SPIKE using an action using any ammunition in the belt.
When you make an Intelligence (slicer's kit) check, you Connecting or disconnecting a weapon takes an action.
can use the spike (no action required) to reroll the Replacing an expended power cell takes an action.
check. You must use the new roll. You can wait until
after you roll the d20 before deciding to use the spike, ROCKETPACK
but you must decide before the GM says whether the Rocketpacks combine the aerial transportation of a
check succeeds or fails. jetpack with the repower of a rocket launcher.
Activating or deactivating the rocketpack's ight
SECURITY SPIKE capabilities requires a bonus action and, while active,
When you make an Intelligence (security kit) check, you you have a ying speed of 25 feet. The jetpack last for 1
can use the spike (no action required) to reroll the minute per power cell (to a maximum of 5 minutes)
check. You must use the new roll. You can wait until and can be recharged by a power source or replacing
after you roll the d20 before deciding to use the spike, the power cells.
but you must decide before the GM says whether the Additionally, your rocketpack comes with an
check succeeds or fails. integrated rocket launcher with the Ammunition (range
100/400) and reload 1 properties. Rather than
WEAPON AND ARMOR ACCESSORIES traditional power cells, this rocket launcher res
AMMO-FEED BELT specialized projectiles in the form of rockets. Whenever
This belt has slots to hold 60 slug cartridges, and can you would make a ranged weapon attack, you can
be connected to directly fuel a single blaster weapon instead re this rocket launcher. When ring a rocket
that uses slug cartridges. Once per turn, if the powered at long range, creatures within the radius of the
weapon would be reloaded, it can be done without rocket's explosion have advantage on the saving throw.
using an action using any ammunition in the belt. Reloading this rocket launcher takes 1 minute.
Connecting or disconnecting a weapon takes an action.
Replacing 10 slug cartridges takes an action.

CHAPTER 5 | EQUIPMENT 54
ADVENTURING GEAR
Item Cost Weight Item Cost Weight
Ammunition Explosives
Corrosive cartridge 42 cr — Grenade, corrosive 200 cr 1 lb
Cryo cell 350 cr 1 lb Grenade, cryo 325 cr 1 lb
Deafening calibrator 550 cr 1 lb Grenade, defeaning 225 cr 1 lb
Deafening cell 425 cr 1 lb Grenade, electrifying 300 cr 1 lb
Deafening collimator 575 cr 1 lb Grenade, ash 350 cr 1 lb
Deafening dart 70 cr — Grenade, incendiary 275 cr 1 lb
Electrifying calibrator 700 cr 1 lb Grenade, panic 375 cr 1 lb
Electrifying cartridge 28 cr — Grenade, stun 250 cr 1 lb
Electrifying collimator 725 cr 1 lb Mine, corrosive 425 cr 2 lb
Electrifying dart 85 cr — Mine, cryo 625 cr 2 lb
Gas cartridge 36 cr — Mine, deafening 450 cr 2 lb
Flechette clip, fragmentation 250 cr 2 lb Mine, electrifying 550 cr 2 lb
Flechette clip, ion 300 cr 2 lb Mine, ash 600 cr 2 lb
Flechette clip, plasma 275 cr 2 lb Mine, ion 525 cr 2 lb
Flechette mag, fragmentation 550 cr 4 lb Mine, panic 700 cr 2 lb
Flechette mag, ion 600 cr 4 lb Mine, plasma 250 cr 2 lb
Flechette mag, plasma 575 cr 4 lb Mine, stun 475 cr 2 lb
Flux collimator 180 cr 1 lb Life Support
Incendiary cell 275 cr 1 lb Underwater respirator 300 cr 1/2 lb
Missile, incendiary 160 cr 1/2 lb Water suit 1,500 cr 20 lb
Missile, ion 140 cr 1/2 lb Medical
Oscillation calibrator 170 cr 1 lb Arm prosthesis 450 cr 16 lb
Panic calibrator 850 cr 1 lb Ear prosthesis 100 cr 1/2 lb
Panic collimator 875 cr 1 lb Eye prosthesis 250 cr 1/2 lb
Panic dart 100 cr — Facial prosthesis 300 cr 2 lb
Power generator 1,250 cr 5 lb Foot prosthesis 150 cr 4 lb
Projector canister, corrosive 300 cr 2 lb Forearm prosthesis 300 cr 8 lb
Projector tank, corrosive 625 cr 3 lb Hand prosthesis 225 cr 3 lb
Projector tank, cryo 675 cr 3 lb Leg prosthesis 450 cr 24 lb
Projector tank, incendiary 650 cr 3 lb Throat prosthesis 325 cr 2 lb
Rocket, fragmentation 350 cr 2 lb Torso prosthesis 600 cr 36 lb
Rocket, incendiary 535 cr 2 lb Storage
Rocket, ion 475 cr 2 lb Camtono 750 cr 3 lb
Snare 300 cr 2 lb Smugglepack 400 cr 6 lb
Clothing Utilities
Clothes, clandestine 300 cr 7 lb Computer spike 145 cr 1/2 lb
Sunshades 20 cr — Security spike 150 cr 1/2 lb
Communications Weapon and Armor Accessories
Personal translator 150 cr 1/2 lb Ammo-feed belt 450 cr 1 lb
Vocoder mask 450 cr 1/2 lb Holster 75 cr 2 lb
Data Recording and Storage Power belt 400 cr 1 lb
Credit chip 100 cr — Rocketpack 10,000 cr 35 lb

55 CHAPTER 5 | EQUIPMENT
TOOLS
A tool helps you to do something you couldn't Tools
otherwise do, such as craft or repair an item, pick a Item Cost Weight
lock, or slice into a computer. Your species, class,
Artisan's implements
background, or feats give you pro ciency with certain
tools, which lets you add your pro ciency bonus to any Audiotech's implements 550 cr 7 lb
ability check you make using that tool. Tool use is not Geneticist's implements 900 cr 4 lb
tied to a single ability, since pro ciency with a tool
Specialist's kit
represents broader knowledge of its use. Like skills,
pro ciency with a tool allows you to add your Artillerist's kit 275 cr 11 lb
pro ciency bonus to checks you make with it. Unlike Archaeologist kit 125 cr 4 lb
skills, you must have your tools present in order to
Bioanalysis kit 50 cr 3 lb
make an ability check with them.
The table shows examples of some of the most Brewer's kit 200 cr 9 lb
common types of tools. Each tool falls under one of Munitions kit 425 cr 6 lb
four categories: artisan's implements, gaming sets, Scavenging kit 75 cr 4 lb
musical instruments, or specialist's kits. Each tool
requires a separate pro ciency. Spicer's kit 700 cr 4 lb

ARTISAN'S IMPLEMENTS Scavenging Kit. This kit contains the necessary


Artisan's implements are predominantly designed for implements to harvest and scavenge ores and metals.
building and crafting things of permanent nature. Each Spicer's Kit. This kit contains the required
set of implements focuses on a speci c craft. accoutrement to re ne materials in order to create
Audiotech's Implements. Audiotech's implements illicit substances.
are for crafting and tuning musical instruments.
Geneticist's Implements. Geneticist's implements
are for creating and grafting genetic mutations.
GAMING SETS
This item encompasses a wide range of game pieces,
including dice and/or decks of cards. A few common
examples appear on the Tools table, but other kinds of
gaming sets exist.
MUSICAL INSTRUMENTS
Several of the most common types of musical
instruments are shown on the table as examples.
Musical instruments can often be used in place of—or
in addition to—a performance.
SPECIALIST'S KITS
Like artisan's implements, specialist's kits are need to
pursue a craft or trade. Some specialist's kits are used
to craft items that are impermanent, such as grenades,
medpacs, or poisons while other tools are used to
achieve a speci c purpose, such as picking locks or
creating a disguise.
Archaeologist Kit. This kit contains instruments
used to carefully collect gems, relics, and other
heirlooms.
Artillerist's Kit. This kit contains all the necessary
equipment to create, repair, and modify turrets.
Bioanalysis Kit. This kit contains a variety of
instruments such as clippers, mortar and pestle, and
pouches and vials used by bioanalysts to harvest and
store plants and herbs.
Brewer's Kit. This kit contains a variety of devices
and containers to adequately distill and house liquors
and beers.
Munitions Kit. This kit contains the necessary tools
to create ammunition for blasters, as well as devices to
hone lightweapons and vibroweapons.

CHAPTER 5 | EQUIPMENT 56
SUBSTANCES
Substances, most commonly coming in the alcohol and Substances
spice varieties, are goods often sought after by the Item Cost Weight
more seedy denizens of the Star Wars underworld.
Alcoholic beverages
Whether legal or not, people search for these wares,
whether to consume or pro t on. Deuterium-pyro 80 cr 1/2 lb
Mummergy 65 cr 1/2 lb
CONSUMPTION
Novanian grog 70 cr 1/2 lb
Consuming substances o ers powerful temporary
boons in the form of a high, potentially o set by a Raava 95 cr 1/2 lb
subsequent low. Additionally, consuming substances Spicebrew 90 cr 1/2 lb
regularly risks addiction, which reduces the e cacy of
Tihaar 85 cr 1/2 lb
substances until a creature abstains from using them.
Tsiraki 60 cr 1/2 lb
HIGHS AND LOWS
Vayerbok 75 cr 1/2 lb
Each substance o ers a high followed immediately by a
potential low. For the duration of the high, a creature Spices
might gain a bonus to an ability score, temporary force Andris 75 cr 1/8 lb
or tech points, or some other boon. Immediately when
Cilona 60 cr 1/8 lb
the high ends, the character must succeed on a saving
throw depending on the substance or su er a longer- Giggledust 80 cr 1/8 lb
lasting low, which reverses the e ects. The high and Glitterstim 95 cr 1/8 lb
low varies depending on the substance consumed, and
Karrak 90 cr 1/8 lb
the duration of the high and low vary based on the
rarity of the substance consumed, as determined in Muon gold 65 cr 1/8 lb
the item's description. Yaladai 70 cr 1/8 lb
A creature can only bene t from one substance at a
Yarrock 85 cr 1/8 lb
time. If a creature consumes an additional unit of a
substance, while currently experiencing a high or a low,
they must immediately make a saving throw to resist If an already addicted creature su ers another e ect
the e ects of addiction before applying the bene ts of that causes addiction, its current level of addiction
the consumed substance. Consuming a substance increases by the amount speci ed in the e ect's
while experiencing a low immediately ends the low, but description.
any time remaining in that low is added to the duration A creature su ers the e ect of its current level of
of the low of the additional consumed substance. addiction as well as all lower levels. For example, a
creature su ering level 2 addiction has the duration of
ADDICTION its lows doubled, and the duration of its highs halved.
Consuming substances regularly also risks becoming An e ect that removes addiction reduces its level as
addicted to a substance. When the low of a substance speci ed in the e ect's description, with all addiction
ends, a creature must make a saving throw, e ects ending if a creature's addiction level is reduced
determined by what substance they are coming o of, below 1.
as determined in the substance's description. If a creature abstains from consuming a substance
Addiction is measured in six levels. An e ect can give a for 24 hours, they can make a Wisdom saving throw to
creature one or more levels of addiction, as speci ed in reduce their addiction level by 1, provided they've
the e ect's description. completed a long rest during that 24 hours. The DC for
the saving throw equals 10 + the creature's addiction
Addiction Level level. On a success, their addiction level is reduced by
Level E ect 1. For instance, a creature su ering addiction level 3
1 The duration of lows is doubled. can abstain from consuming any substance for 24
hours. If they do so, and they complete a long rest
2 The duration of highs is halved.
during that 24 hour period, they can make a DC 13
3 The duration of lows is quadrupled, instead of doubled. Wisdom saving throw. On a success, their addiction
4 The e ect of highs is halved. level is reduced to 2.
5 The e ect of lows is maximized.
AVAILABILITY
6 The e ect of highs is minimized. While alcoholic beverages are legal on most planets,
spices are not. Whether or these items are readily
available is up to your GM.

57 CHAPTER 5 | EQUIPMENT
ALCOHOLIC BEVERAGES
The alcoholic beverages are presented in alphabetical SPICEBREW
order. Spicebrew, a popular drink across the galaxy, is a
tanned alcoholic beverage topped with foam. As an
DEUTERIUM-PYRO action, you can apply this substance to a creature
This alcoholic beverage, favored amongst ru ans, within 5 feet. For the next minute, the creature
features a terrible avor and strong aftertaste. As an experiences a high that increases their current and
action, you can apply this substance to a creature maximum force points by 2d4. At the end of the high,
within 5 feet. For the next minute, the creature the creature must succeed on a DC 14 Constitution
experiences a high that allows them to roll an saving throw or experience a low that lasts 10 minutes,
additional d4 when making an ability check, attack roll, their current and maximum force points are reduced
or saving throw using Strength. At the end of the high, by 2d4. At the end of the low, the creature must make
the creature must succeed on a DC 14 Constitution a DC 14 Wisdom saving throw to resist addiction.
saving throw or experience a low that lasts 10 minutes,
during which they must roll a d4 and subtract the TIHAAR
result when making an ability check, attack roll, or This colorless spirit, favored by Mandalorians, burns
saving throw using Strength. At the end of the low, the the mouth and throat when consumed. As an action,
creature must make a DC 14 Wisdom saving throw to you can apply this substance to a creature within 5
resist addiction. feet. For the next minute, the creature experiences a
high that allows them to roll an additional d4 when
MUMMERGY making an ability check or saving throw using
Mummergy is a strong-smelling liquor derived from a Constitution, and at the start of each of the creature's
plant of the same name. As an action, you can apply turns it gains 2d4 temporary hit points. At the end of
this substance to a creature within 5 feet. For the next the high, the creature must succeed on a DC 14
minute, the creature experiences a high that allows Constitution saving throw or experience a low that
them to roll an additional d4 when making an ability lasts 10 minutes, during which they must roll a d4 and
check, attack roll, or saving throw using Intelligence. At subtract the result when making an ability check or
the end of the high, the creature must succeed on a DC saving throw using Constitution, and for the duration
14 Constitution saving throw or experience a low that their current and maximum hit points are reduced by
lasts 10 minutes, during which they must roll a d4 and 2d4. If this would reduce your maximum hit points
subtract the result when making an ability check, attack below 1, it instead becomes 1. At the end of the low,
roll, or saving throw using Intelligence. At the end of the creature must make a DC 14 Wisdom saving throw
the low, the creature must make a DC 14 Wisdom to resist addiction.
saving throw to resist addiction.
TSIRAKI
NOVANIAN GROG Tsiraki is a blue-colored alcoholic beverage crafted
This grog features a pungent odor and a strong kick. As from fermented salakberries and pickling spices. As an
an action, you can apply this substance to a creature action, you can apply this substance to a creature
within 5 feet. For the next minute, the creature within 5 feet. For the next minute, the creature
experiences a high that increases their current and experiences a high that allows them to roll an
maximum tech points by 2d4. At the end of the high, additional d4 when making an ability check, attack roll,
the creature must succeed on a DC 14 Constitution or saving throw using Charisma. At the end of the high,
saving throw or experience a low that lasts 10 minutes, the creature must succeed on a DC 14 Constitution
their current and maximum tech points are reduced by saving throw or experience a low that lasts 10 minutes,
2d4. At the end of the low, the creature must make a during which they must roll a d4 and subtract the
DC 14 Wisdom saving throw to resist addiction. result when making an ability check, attack roll, or
RAAVA saving throw using Charisma. At the end of the low, the
Raava is a traditional liquor breed from zsajhira creature must make a DC 14 Wisdom saving throw to
berries. As an action, you can apply this substance to a resist addiction.
creature within 5 feet. For the next minute, the VAYERBOK
creature experiences a high that allows them to roll an Vayerbok is a thick, green, vegetable-based alcoholic
additional d4 when making an ability check, attack roll, beverage typically served hot. As an action, you can
or saving throw using Dexterity. At the end of the high, apply this substance to a creature within 5 feet. For the
the creature must succeed on a DC 14 Constitution next minute, the creature experiences a high that
saving throw or experience a low that lasts 10 minutes, allows them to roll an additional d4 when making an
during which they must roll a d4 and subtract the ability check, attack roll, or saving throw using Wisdom.
result when making an ability check, attack roll, or At the end of the high, the creature must succeed on a
saving throw using Dexterity. At the end of the low, the DC 14 Constitution saving throw or experience a low
creature must make a DC 14 Wisdom saving throw to that lasts 10 minutes, during which they must roll a d4
resist addiction. and subtract the result when making an ability check,
attack roll, or saving throw using Wisdom. At the end of
the low, the creature must make a DC 14 Wisdom
saving throw to resist addiction.

CHAPTER 5 | EQUIPMENT 58
SPICES
The spices are presented in alphabetical order. saving throw to resist addiction.
ANDRIS KARRAK
Re ned andris crystal, a spice mined most commonly A powerful painkiller, karrak allows creatures to
on Sevarcos II, sharpens a creature's mind when continue through the most grievous injuries. As an
smoked. As an action, you can apply this substance to action, you can apply this substance to a creature
a creature within 5 feet. For the next minute, the within 5 feet. For the next minute, the creature
creature experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d4 when making an ability check, attack roll, additional d4 when making an ability check or saving
or saving throw using Wisdom. At the end of the high, throw using Constitution, and at the start of each of
the creature must succeed on a DC 14 Wisdom saving the creature's turns it gains 2d4 temporary hit points.
throw or experience a low that lasts 10 minutes, during At the end of the high, the creature must succeed on a
which they must roll a d4 and subtract the result when DC 14 Wisdom saving throw or experience a low that
making an ability check, attack roll, or saving throw lasts 10 minutes, during which they must roll a d4 and
using Wisdom. At the end of the low, the creature must subtract the result when making an ability check or
make a DC 14 Constitution saving throw to resist saving throw using Constitution, and for the duration
addiction. their current and maximum hit points are reduced by
2d4. If this would reduce your maximum hit points
CILONA below 1, it instead becomes 1. At the end of the low,
Cilona, the active ingredient in deathsticks, is a the creature must make a DC 14 Constitution saving
hallucinogen that causes an ecstatic feeling that throw to resist addiction.
improves strength. As an action, you can apply this
substance to a creature within 5 feet. For the next MUON GOLD
minute, the creature experiences a high that allows Muon gold is a lubricant-based spice that gives users
them to roll an additional d4 when making an ability intensi ed mental clarity and focus for a short time. As
check, attack roll, or saving throw using Strength. At an action, you can apply this substance to a creature
the end of the high, the creature must succeed on a DC within 5 feet. For the next minute, the creature
14 Wisdom saving throw or experience a low that lasts experiences a high that increases their current and
10 minutes, during which they must roll a d4 and maximum tech points by 2d4. At the end of the high,
subtract the result when making an ability check, attack the creature must succeed on a DC 14 Wisdom saving
roll, or saving throw using Strength. At the end of the throw or experience a low that lasts 10 minutes, their
low, the creature must make a DC 14 Constitution current and maximum tech points are reduced by 2d4.
saving throw to resist addiction. At the end of the low, the creature must make a DC 14
Constitution saving throw to resist addiction.
GIGGLEDUST
This sandy-brown powder makes everything humorous YALADAI
while enhancing a creature's nimbleness. As an action, Yaladai is a powerful stimulant that grants extreme
you can apply this substance to a creature within 5 clarity, improving relaxation and focus. As an action,
feet. For the next minute, the creature experiences a you can apply this substance to a creature within 5
high that allows them to roll an additional d4 when feet. For the next minute, the creature experiences a
making an ability check, attack roll, or saving throw high that increases their current and maximum force
using Dexterity. At the end of the high, the creature points by 2d4. At the end of the high, the creature
must succeed on a DC 14 Wisdom saving throw or must succeed on a DC 14 Wisdom saving throw or
experience a low that lasts 10 minutes, during which experience a low that lasts 10 minutes, their current
they must roll a d4 and subtract the result when and maximum force points are reduced by 2d4. At the
making an ability check, attack roll, or saving throw end of the low, the creature must make a DC 14
using Dexterity. At the end of the low, the creature Constitution saving throw to resist addiction.
must make a DC 14 Constitution saving throw to resist
addiction. YARROCK
Yarrock is a hallucinogen which is said to instill a
GLITTERSTIM creature with a clear vision of "the meaning of life",
A silvery-green webbing sharp to the touch, yet when granting a boost to con dence. As an action, you can
liquidized causes a heightened mental state and apply this substance to a creature within 5 feet. For the
pleasurable boost. As an action, you can apply this next minute, the creature experiences a high that
substance to a creature within 5 feet. For the next allows them to roll an additional d4 when making an
minute, the creature experiences a high that allows ability check, attack roll, or saving throw using
them to roll an additional d4 when making an ability Charisma. At the end of the high, the creature must
check, attack roll, or saving throw using Intelligence. At succeed on a DC 14 Wisdom saving throw or
the end of the high, the creature must succeed on a DC experience a low that lasts 10 minutes, during which
14 Wisdom saving throw or experience a low that lasts they must roll a d4 and subtract the result when
10 minutes, during which they must roll a d4 and making an ability check, attack roll, or saving throw
subtract the result when making an ability check, attack using Charisma. At the end of the low, the creature
roll, or saving throw using Intelligence. At the end of must make a DC 14 Constitution saving throw to resist
the low, the creature must make a DC 14 Constitution addiction.

59 CHAPTER 5 | EQUIPMENT
CHAPTER 6: CUSTOMIZATION OPTIONS
         HE COMBINATION OF ABILITY SCORES, SPECIES, CLASS, AND
         background de nes your character's capabilities
FEATS
in the game, and the personal details you create set A feat represents a talent or an area of expertise that
your character apart from every other character. Even gives character special capabilities. It embodies
within your class and species, you have options to ne- training, experience, and abilities beyond what a class
tune what your character can do. But this chapter is for provides. At certain levels, your class gives you the
players who—with the GM's permission—want to go a Ability Score Improvement feature. Using the optional
step further. feats rule, you can forgo taking that feature to take a
This chapter expands on feats, which are special feat of your choice instead. You can take each feat only
options you can choose instead of increasing your once, unless the feat's description says otherwise.
ability scores as you gain levels. Your GM decides You must meet any prerequisite speci ed in a feat to
whether these options are available in a campaign. take that feat. If you ever lose a feat's prerequisite, you
can't use that feat until you regain the prerequisite. For
CLASS WEAPON PROFICIENCIES example, the Inspiring Leader feat requires you to have
Certain classes—berserker, consular, engineer, ghter, a Charisma of 13 or higher. If your Charisma is reduced
guardian, and scout—have pro ciency in all of a type of below 13 somehow—perhaps by a withering curse—
weapon. For instance, ghters are pro cient in all you can't bene t from the Inspiring Leader feat until
blasters and all vibroweapons. Consequently, ghters your Charisma is restored.
have pro ciency in all blasters and vibroweapons
present in Chapter 5. Other classes—monks, AUGMENTED CYBORG
operatives, scholars, and sentinels—have pro ciency in You've experimented with cybernetic augmentations,
a certain set of weapons. For each of these classes, granting the following bene ts:
they gain pro ciency in only certain weapons, as
shown below in the Weapon Pro ciencies by Class Increase an ability score of your choice by 1, to a
table: maximum of 20.
Choose one cybernetic augmentation of standard rarity
Weapon Proficiencies by Class from Appendix A. That augmentation is installed and
Class Weapon Pro ciencies doesn't count against the maximum cybernetic
Berserker All vibroweapons, simple blasters augmentations you can support, but it does count
towards your total cybernetics augmentations as
Consular Simple lightweapons, simple vibroweapons
shown in the Cybernetic Augmentations Side E ects
Engineer Simple blasters, simple vibroweapons table in Chapter 7.
Fighter All blasters, all vibroweapons
CLIMBER
Guardian All lightweapons, all vibroweapons
You excel at scaling cli sides, hills, trees, and general
Monk Simple blasters, simple vibroweapons, bolas climbing. You gain the following bene ts:
Simple vibroweapons, simple blasters, bolas,
Increase your Strength score by 1, to a maximum of 20.
Operative electrobaton, incinerator pistol, riot baton, riot
You gain a climbing speed equal to your movement
shocker, sonic pistol, vibroknife, wristblade
speed.
Simple blasters, simple vibroweapons, You have advantage on ability checks and saving
Scholar electrobaton, incinerator pistol, sonic pistol, throws to avoid falling o or down while climbing.
vibroknife
You can spend 5 minutes instructing, pointing out
Scout All blasters, all vibroweapons handholds, and guiding other creatures before making
Simple vibroweapons, simple lightweapons, bolas, a climb. When you do so, choose up to six friendly
chained dagger, chained lightdagger, electrobaton, creatures (which can include yourself) within 30 feet of
Sentinel electrosta , guard shoto, light st, riot baton, riot you. Each creature can add a 1d6 to any ability check or
shocker, vibroshield, vibroknife, vibrotonfa, war saving throw they make for that climb.
hat, wristblade
CUSTOMIZED DROID
Prerequisite: Type droid
You've been customized beyond other droids of the
same model, granting the following bene ts:
Increase an ability score of your choice by 1, to a
maximum of 20.
Choose one droid customization of standard rarity
from Appendix A. That customization is installed and
doesn't count against the maximum droid
customizations you can support, but it does count
towards your maximum parts as shown in the Droid
Size Maximum Parts table in Chapter 7.

CHAPTER 6 | CUSTOMIZATION OPTIONS 60


INVESTIGATIVE ATTUNEMENT SHARD MODIFICATION
Prerequisite: 4th level Prerequisite: Type droid
You've spent a signi cant amount of time appraising You are specially modi ed droid used to house a
and testing enhanced items. You gain the following shard. Shards are sentient crystals native to the planet
bene ts: Orax, roughly a foot in length, that communicate with
each other through pulses of light. While inhabiting a
Increase an ability score of your choice by 1, to a specialized droid host, shards are able to overcome the
maximum of 20. droid's inability to wield the Force, granting the
Your maximum attunement increases by 1. following bene ts:
You have advantage on ability checks made to identify
items. Increase an ability score of your choice by 1, to a
Once per long rest, you can choose one object that you maximum of 20.
must touch for 10 minutes. If it is an enhanced or You lose the Force Insensitive special trait.
modi ed item, you learn its properties and how to use You can cast the sense force force power once per day.
them, whether it requires attunement to use, and how Wisdom or Charisma (your choice) is your forcecasting
many charges it has, if any. You learn whether any ability for this power.
powers are a ecting the item and what they are. If the
item was created by a power, you learn which power TINY TERROR
created it. Prerequisite: Strength 13, size Tiny
Despite falling below knee height of other species, your
MARINER size has less impact on your strength and virility. You
You've spent an exorbitant amount of time in water. gain the following bene ts:
You gain the following bene ts:
Increase your Strength score by 1, to a maximum of 20.
Increase your Constitution by 1, to a maximum of 20. Your speed increases by 5 feet.
You gain a swimming speed equal to your movement You lose the Pintsized special trait, and you are no
speed. longer limited to +3 when determing your bonus to
You have advantage on a ability checks and saving attack and damasge rolls for weapon attacks using
throws related to swimming. Strength due to the Puny special trait.
You can hold your breath for a number of minutes You gain the Undersized special trait: Undersized. Your
equal to 1 + twice your Constitution modi er. small stature makes it hard for you to wield bigger
weapons. You can't use heavy shields or martial
PRONE COMBATANT weapons with the two-handed property unless it has
You've practiced ghting while prone, gaining the the light property, and if a martial weapon has the
following bene ts: versatile property, you can only wield it in two-hands.

Increase your Dexterity score by 1, to a maximum of


20.
You gain a crawling speed equal to your movement
speed.
You no longer have disadvantage on ranged attack rolls
against targets within 30 feet.
When you attempt to hide on your turn while prone,
you can opt to not move on that turn. If you avoid
moving, you are considered lightly obscured. You lose
this bene t if you move or stand up, either voluntarily
or because of some external e ect. You are still
automatically detected if any e ect or action causes
you to no longer be hidden. If you are still hidden on
your next turn, you can continue to remain motionless
and gain this bene t until you are detected.

SAVAGE SHORTY
Prerequisite: Strength 13, size Small
Despite being short of stature, your size has no impact
on your strength and virility. You gain the following
bene ts:
Increase your Strength score by 1, to a maximum of 20.
Your speed increases by 5 feet.
You lose the Undersized special trait.

61 CHAPTER 6 | CUSTOMIZATION OPTIONS


CHAPTER 7: ENHANCED ITEMS
         HE ABILITY TO PLUNDER ENHANCED ITEMS FROM THE HOARDS VARIANT: SIMPLER IDENTIFICATION
         of conquered pirates, or discover them in long- If you prefer enhanced items to be more readily
lost Sith tombs is an experience players expect. Such 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 an
item, for instance, until 5th-level or later. That said, uninterrupted short rest focused on only that item
rarity shouldn't get in the way of your campaign's while being in physical contact with it. This focus can
story. If you want the darksaber to fall into the hands take the form of weapon practice, meditation, or some
of 1st-level character, so be it. No doubt a great story other appropriate activity. At the end of the short rest,
will arise from that event. the creature gains an intuitive understanding of how to
activate any enhanced properties of the item, including
Enhanced Item Rarity and Identification any necessary command words.
Rarity Character Level Identi cation DC An item can be attuned to only one creature at a
Standard 1st or higher 10 time, and a creature can be attuned to a maximum
Premium 1st or higher 14
number of items equal to their pro ciency bonus; any
attempt to attune to an additional item fails. Standard,
Prototype 5th or higher 18 premium, and prototype items cost one attunement
Advanced 9th or higher 22 slot, while advanced, legendary and artifact cost two.
Legendary 13th or higher 26
A creature's attunement to an item ends if the
creature no longer satis es the prerequisites for
Artifact 17th or higher 30 attunement, if the item has been more than 100 feet
away for at least 24 hours, if the creature dies, or if
If your campaign allows for trade in enhanced items, another creature attunes to the item. A creature can
rarity can also help you set prices for them. As the GM, also voluntarily end attunement by spending another
you determine the value of an individual enhanced short rest with the item, unless the item is cursed.
item based on its rarity. Suggested values are provided
in the Enhanced Item Rarity table. The value of a VARIANT: SIMPLER ATTUNEMENT
consumable, such as a medpac or stimpac, is typically If you prefer a simpler method, you can instead allow
half the value of a permanent item of the same rarity. your characters to have a total of three attunement
slots. If you do so, enhanced items should only take
IDENTIFYING ENHANCED ITEMS one attunement slot, regardless of rarity.
Some enhanced items have properties not readily
CURSED ITEMS
distinguishable to the naked eye. Identifying such an
item requires use of the analyze or telemetry power, or Some enhanced items bear curses that bedevil their
inspection with the appropriate tools. users, sometimes long after a user has stopped using
If a player is pro cient in the appropriate type of an item. An enhanced item's description speci es
tools, as shown in the Item by Tools table on page ___, whether the item is cursed. Most methods of
they can make a check with the tools to identify the identifying items, such as the analyze tech power, fail
properties of an enhanced item over the course of a to reveal such a curse, although lore might hint at it. A
short rest. To use this bene t, they must have the curse should be a surprise to the item's user when the
tools, and the enhanced item must be within reach. curse's e ects are revealed.
The DC is found above in the Enhanced Item Rarity and Attunement to a cursed item can't be ended
Identi cation table. voluntarily unless the curse is broken rst.

CHAPTER 7 | ENHANCED ITEMS 62


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

63 CHAPTER 7 | ENHANCED ITEMS


AWARDING ENHANCED ITEMS
Enhanced items are prized by adventurers are all sorts, CHOOSING ITEMS LEVEL BY LEVEL
often serving as the main reward for an adventurer.
You decide when to place an item in an adventure that
This section helps determine which enhanced items
you're creating or modifying usually because you think
end up in the characters' possession.
the story calls for an enhanced item, the characters
DISTRIBUTION need one, or the players would be especially pleased to
get one.
The Minor and Major Enhanced Items by Rarity tables When you want to select an item as treasure for an
below show the number of enhanced items a party of encounter, the Minor and Major Enhanced Items by
four should encounter during a campaign, culminating Rarity tables serve as your item budget, as follows:
in 100 enhanced items accumulated by 20th level. The
tables show much many of those items are meant to 1. Jot down a copy of the table in your notes, so that you
be handed out during the 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
total number of items that would be appropriate for the
MINOR AND MAJOR ITEMS
characters to receive by the end of the tier represented
The most common distinction between minor and
by that row.
major enhanced items is attunement. All items that
3. Choose an enhanced item of any rarity for which the
require attunement should be treated as major
entry in this row is not 0.
enhanced items. On the other hand, all consumables
4. When the characters obtain an item, modify your notes
and item modi cations should be treated as minor
to indicate which part of your budget this expenditure
enhanced items. Many items, however, do not easily
came from by subtracting 1 from the appropriate entry
fall into those two categories. Generally, if the item has
in the table.
a signi cant impact on one of the three pillars of
adventure—exploration, social interaction, or combat In the future, if you choose an item of a rarity that's not
—but does not require attunement, it should available in the current tier but is still available in a
nonetheless be treated as a major item. lower tier, deduct the item from the lower tier. If all
For instance, armor +1 does not require attunement, lower tiers also have no items available of a given
but it has a 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 7 | ENHANCED ITEMS 64


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

If item value falls below the base threshold for that


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

As a further option to re ect the availability of


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

65 CHAPTER 7 | ENHANCED ITEMS


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

AVAILABLE MODIFICATION SLOTS


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

CHAPTER 7 | ENHANCED ITEMS 66


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

67 CHAPTER 7 | ENHANCED ITEMS


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

This table includes the most common and desirable


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

A player can choose the color crystal that is the result


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

CHAPTER 7 | ENHANCED ITEMS 68


CYBERNETIC AUGMENTATIONS
Some characters are dissatis ed with their inborn gifts, INSTALLING AUGMENTATIONS
while some are simply looking to augment their natural
In addition to the time and cost requirement, installing
prowess. The less fortunate, however, might nd
an augmentation requires an ability check with
themselves missing a limb. For all of these characters,
biotech's implements. The DC for the check is
cybernetic augmentations suit a purpose.
determined by the rarity of the augmentation being
AUGMENTING CREATURES installed, as shown in the Installation/Removal DC by
Rarity table on page __.
Augmenting a creature with cybernetic enhancements On a success, the augmentation is correctly installed.
requires three key components: a valid target for the On a failure, the augmentation is not installed, the time
augmentation, an augmentation to install, and and credits are spent, and you must wait 24 hours
biotech's implements. A creature can only be modi ed before you can try again. Additionally, on a failure, the
by someone with pro ciency in biotech's implements. recipient su ers another e ect, depending on the type
VALID TARGETS of augmentation installed:
Typically, only beasts and humanoids are valid targets
Enhancement: On a failure, the recipient su ers one
for augmentations. A creature can support a number
level of exhaustion.
of cybernetic augmentations equal to their pro ciency
Replacement: On a failure, the recipient loses the
bonus.
ability to use the part being replaced for a period of
AUGMENTATION TIME time equal to the time it would take to install the
It takes 8 hours to install an augmentation in a Medium replacement. For instance, to install an arm
creature. The time it takes to install an augmentation in replacement in a Huge creature it takes 40 hours,
a creature of another size varies based on the size of performed over ve days. If, at the end of the ve day
the target, as shown below in the Creature Size Time period, the installer fails the ability check with biotech's
Modi er table below. implements, the Huge creature loses the ability to use
that arm for ve days.
Creature Size Time Modifier
Creature Size Time Modi er REMOVING AUGMENTATIONS
Tiny x 0.25
Removing an augmentation takes half the time and
credits it would to install, and requires an ability check
Small x 0.5 with biotech's implements. The DC for the check is
Medium x1 determined by the rarity of the augmentation being
Large x2
removed, as shown in the Installation/Removal DC by
Rarity table on page __.
Huge x5 On a success, the augmentation is removed and
Gargantuan x 10 salvaged. On a failure, the augmentation is removed
but destroyed.
For instance, to install an augmentation in a Medium Additionally, if removing a replacement
creature takes 8 hours. To install an augmentation in a augmentation, the recipient loses the ability to use the
Huge creature, however, it takes 40 hours (5 x 8). missing part until it receives another suitable
The installer works 8 hours per day. It costs 100 replacement.
credits per hour if the operation is performed by an
NPC. AUGMENTATION CATEGORIES
Two major categories of cybernetic augmentations
SIDE EFFECTS exist in the galaxy: enhancements and
In addition to the side e ects associated with each replacements.
augmentation, your body undergoes changes,
depending on how many augmentations you adopt, as ENHANCEMENTS
shown below in the Cybernetic Augmentation Side Enhancements bestowed new abilities or improved the
E ects table. recipient in some fashion. Enhancements included
skeletal reinforcement, subcutaneous communications
Cybernetic Augmentation Side Effects hardware, and weapon mounts. Some enhancements
Number of have visible external components, while others were
Augmentations  Side E ect hidden beneath the skin.
You have disadvantage on saving throws
2 REPLACEMENTS
against e ects that deal ion damage.
Replacements are prosthetic or arti cial units intended
4 You have vulnerability to ion damage. to replace limbs and damaged organs. Common
You count as a droid for powers that a ect replacements provided no bene ts other than
6 duplicating the essential functions of their biological
only droids or constructs.
counterparts. In appearance, a cybernetic replacement
could be recognizably arti cial or virtually
indistinguishable from the real thing.

69 CHAPTER 7 | ENHANCED ITEMS


DROID CUSTOMIZATIONS
Droids vary in form and function. Beyond simply their The time and cost it takes to upgrade a motor in a
droid classi cation and subtype, many droids—or their droid of another size varies based on the size of the
owners—crave further customizability. Droid target, as shown in the Droid Size Time Modi er table.
customizations are designed for this purpose. For instance, to upgrade a Medium droid's motor
from 2 slots to 3 slots, it takes 8 hours and 2,000 cr. To
CUSTOMIZING DROIDS upgrade a Huge droid's motor from 3 slots to 4 slots,
Customizing a droid with droid-speci c equipment however, it takes 40 hours (5 x 8) and 50,000 cr (5 x
requires three key components: a droid with a valid 10,000).
slot for the equipment, a piece of equipment to install, The installer works 8 hours a day. It costs 100 credits
and astrotech's implements. A droid can only be per hour if the operation is performed by an NPC.
customized by someone with pro ciency in astrotech's
implements. INSTALLING CUSTOMIZATIONS
In addition to the time and cost requirement, installing
VALID TARGETS
a customization requires an ability check with
Only droids are valid targets for droid customizations.
astrotech's implements. The DC for the check is
A droid's motor can support two droid customizations,
determined by the rarity of the customization being
and can be upgraded to support up to six
installed, as shown in the Installation/Removal DC by
customizations.
Rarity table on page __.
CUSTOMIZATION TIME On a success, the customization is correctly installed.
It takes 8 hours to install a customization in a Medium On a failure, the customization is not installed, the time
droid. The time it takes to install a customization in a and credits are spent, and you must wait 24 hours
droid of another size varies based on the size of the before you can try again.
target, as shown in the Droid Size Time Modi er table
below. REMOVING CUSTOMIZATIONS
Removing a customization takes half the time and
Droid Size Time Modifier credits it would to install, and requires an ability check
Droid Size Time Modi er with astrotech's implements. The DC for the check is
Tiny x 0.25 determined by the rarity of the customization being
removed, as shown in the Installation/Removal DC by
Small x 0.5
Rarity table on page __.
Medium x1 On a success, the customization is removed and
Large x2 salvaged. On a failure, the customization is removed
but destroyed.
Huge x5
Gargantuan x 10 CUSTOMIZATION CATEGORIES
Two major categories of droid customizations exist in
For instance, to install a customization in a Medium the galaxy: parts and protocols.
droid takes 8 hours. To install an augmentation in a
Huge droid, however, it takes 40 hours (5 x 8). PARTS
The installer works 8 hours per day. It costs 100 Parts typically enhance or replace the features of a
credits per hour if the operation is performed by an droid. Additional arms, integrated shield generators or
NPC. weapons, or built-in repulsor lifts.

MOTOR UPGRADING PROTOCOLS


A droid's motor can be upgraded to support more Protocols bestow new abilities or improvements on the
customizations, up to a maximum of six target droid. Typically, they take the shape of systems
customizations. To upgrade the motor in a Medium improvements and o er no visible indication that they
droid, it takes 8 hours and a number of credits exist.
depending on the total number of slots the upgraded
motor grants, as shown below in the Total Slots
Upgrade Cost table.

Total Slots Upgrade Cost


Total Slots Upgrade Cost
3 2,000 cr
4 10,000 cr
5 50,000 cr
6 200,000 cr

CHAPTER 7 | ENHANCED ITEMS 70


CHAPTER 8: TOOL PROFICIENCIES
         OOL PROFICIENCIES ARE A USEFUL WAY TO HIGHLIGHT A SPECIAL USE
         character's background and talents. At the game
table, though, the use of tools sometimes overlaps with Pro ciency with a tool usually brings with it a particular
the use of skills, and it can be unclear how to use them bene t in the form of a special use, as described in this
together in certain situations. This section o ers paragraph.
various ways that tools can be used in the game. SAMPLE DCS
To make tool pro ciencies more attractive choices A table at the end of each section lists activities that a
for the characters, you can use the methods outlined tool can be used to perform, and suggested DCs for
below. the necessary ability checks.

TOOL DESCRIPTIONS Item Specific Tools


The following sections go into detail about the tools Tool Uses
presented in Chapter 5, as well as those present in the Archaeologist kit —
Player's Handbook, o ering advice on how to use them
Armormech's implements Armor, shields
in a campaign.
The rst paragraph in each description gives details Armstech's implements Blasters, vibroweapons
on what a set of tools is made up of. A character who is Focus generators, holocrons,
Arti cer's implements
pro cient with a tool knows how to use all of its lightweapons
component parts. Artillerist's kit Turrets
SKILLS Artist's implements Artwork, sculptures
Every tool potentially provides bonuses on a check Astrotech's implements Droid customizations, droids
when used in conjunction with certain skills, provided a
character is pro cient with both the tool and the skill. Audiotech's implements
Each tool grants bonuses to three skills. Bioanalysis kit Antitoxins
With respect to skills, the system is mildly abstract in Biochemist's kit Adrenals, medpacs, stimpacs
terms of what a tool pro ciency represents; essentially,
it assumes that a character who has pro ciency with a Biotech's implements Cybernetic augmentations
tool also has learned about facets of the trade or Brewer's kit Alcohol
profession that are not necessarily associated with the Chef's kit Food
use of the tool.
Advantage. If the use of a tool and the use of a skill Constructor's implements Buildings and structures
both apply to a check, and a character is pro cient with Cybertech's implements Datacrons, wristpads
the tool and the skill, consider allowing the character to Demolitions kit Explosives
make the check with advantage. This simple bene t
can go a long way toward encouraging players to pick Disguise kit Disguises
up tool pro ciencies. In the tool descriptions that Forgery kit Falsi ed documents
follow, this bene t is often expressed as additional Gadgeteer's implements Barriers, gadgets, jetpacks
insight (or something similar), which translates into an
increased chance that the check will be a success. Gaming set —
Added Benefit. Additionally, consider giving Geneticist's implements Genetic mutations
characters who have both a relevant skill and a Jeweler's implements Jewelry
relevant tool pro ciency an added bene t on a
successful check. This bene t might be in the form of Mechanic's kit Starships, vehicles
more detailed information or could simulate the e ect Munitions kit Ammunition
of a di erent sort of successful check. For instance, a Musical instrument —
character pro cient with constructor's implements
makes a successful Wisdom (Perception) check to nd Poisoner's kit Poisons
a secret door in a wall. Not only does the character Scavenging kit —
notice the door's presence, but you decide that the tool Security kit Containers, locks
pro ciency entitles the character to an automatic
success on an Intelligence (Investigation) check to Slicer's kit Computers, software
determine how to open the door. Spicer's kit Substances

OTHER TOOLS Surveyor's implements Maps


Additionally, at the GM's discretion, certain tools grant Synthweaver's implements Clothing, footwear
bonuses when used in conjunction with another tool, Tinker's implements Augments, trinkets
provided a character is pro cient with both. For
instance, if a character is pro cient with both
munitions kits and armstech's implements, you might
grant them advantage on checks they make with either
tool.

71 CHAPTER 8 | TOOL PROFICIENCIES


Tools by Item
Item Tool Item Tool

Adrenals Biochemist's kit Holocrons Arti cer's implements


Ammunition Munitions kit Jetpack Gadgeteer's implements
Armor Armormech's tools Lightweapons Arti cer's implements
Augments Tinker's implements Mantles Synthweaver's implements
Barding Armormech's kit Medpacs Biochemist's kit
Barriers Gadgeteer's implements Determined by the chassis's
Modi cations
governing tool
Gadgeteer's implements
Belts
Synthweaver's implements Necklaces Jeweler's implements
Blasters Armstech's implements Pants Synthweaver's implements
Determined by the tool that Pauldrons Armormech's implements
Blueprints
creates the result of the blueprint
Poisons Poisoner's kit
Boots Armormech's implements
Repair kit Astrotech's implements
Buildings Constructor's kit
Rings Jeweler's implements
Capes Synthweaver's implements
Robes Synthweaver's implements
Catalyzers Tinker's implements
Rocket boots Gadgeteer's implements
Circlets Jeweler's implements
Rocketpack Gadgeteer's implements
Cloaks Synthweaver's implements
Security spike Security kit
Clothes Synthweaver's implements
Shields Armormech's implements
Computer spikes Slicer's kit
Starships Mechanic's kit
Cowls Synthweaver's implements
Stimpacs Biochemist's kit
Cybernetic augmentations Biotech's implements
Brewer's kit
Substances
Datacrons Cybertech's implements Spicer's kit
Droid customizations Astrotech's implements Teleporters Tinker's implements
Droids Astrotech's implements Tools Contructor's implements
Explosives Demolitions kit Tunics Synthweaver's implements
Focus generators Arti cer's implements Turrets Artillerist's kit
Footwear Synthweaver's implements Vambraces Armormech's implements
Gauntlets Armormech's tools Vehicles Mechanic's kit
Goggles Gadgeteer's implements Vibroweapons Armstech's implements
Helmets Armormech's implements Wristpads Cybertech's implements

CHAPTER 8 | TOOL PROFICIENCIES 72


ARCHAEOLOGIST KIT SPECIAL USE SPE
This kit contains instruments used to carefully collect Over the course of a short or long rest, you can make Over
gems, relics, and other heirlooms. Pro ciency with this a DC 15 biochemist's kit check to temporarily improve a DC
kit lets you add your pro ciency bonus to any ability the potency of one medpac. To use this bene t, you the p
checks you make to classify, collect, and polish gems must have a biochemist's kit with you, and the must
medpac must be within reach. On a success, if the medp
and relics.
medpac is consumed before the end of your next medp
SKILL 1 short or long rest, when a creature uses this medpac, short
they take the maximum instead of rolling. they
SKILL 2
SKILL 3
REPAIR ARMOR Sampl
JEWELER'S IMPLEMENTS With access to your tools, you can repair a suit of Activity
Pro ciency with archaeologist kits grants you armor or a shield. For any object, you need access to Repair a
advantage on checks you make with jeweler's raw materials required to repair it.
implements. Sunder
Sample Activities
Activity DC
SPECIAL USE Repair a suit of armor or a shield 15
Over the course of a short or long rest, you can make
a DC 15 biochemist's kit check to temporarily improve Sunder a suit of armor or a shield 15
the potency of one medpac. To use this bene t, you
must have a biochemist's kit with you, and the ARMSTECH'S IMPLEMENTS
medpac must be within reach. On a success, if the
medpac is consumed before the end of your next Armstech's implements include all of the necessary
short or long rest, when a creature uses this medpac, components to allow you to work raw materials to craft
they take the maximum instead of rolling. or repair damage to blasters and vibroweapons.

You can accurately determine the value of gems you


LORE
can see and feel. You must have an archaeologist kit to
Your expertise lends you additional insight when
use this bene t.
examining blasters and vibroweapons.
INVESTIGATION/PERCEPTION
Sample Activities
You can spot clues and make deductions that others
Activity DC might overlook when an investigation involves blasters
and vibroweapons.
ARMORMECH'S IMPLEMENTS TECHNOLOGY
Armormech's implements include all of the necessary You can more readily identify an enhanced blaster or
components to allow you to work raw materials to craft vibroweapons properties.
or repair damage to armor and shields.
LORE JEWELER'S IMPLEMENTS
Your expertise lends you additional insight when Pro ciency with archaeologist kits grants you
examining armor and shields. advantage on checks you make with jeweler's
implements.
INVESTIGATION/PERCEPTION
You can spot clues and make deductions that others
might overlook when an investigation involves armor SPECIAL USE
and shields. Over the course of a short or long rest, you can make
a DC 15 biochemist's kit check to temporarily improve
STEALTH the potency of one medpac. To use this bene t, you
Your greater understanding of armor you—or your must have a biochemist's kit with you, and the
allies—wear allows for more cautious movement. medpac must be within reach. On a success, if the
medpac is consumed before the end of your next
short or long rest, when a creature uses this medpac,
JEWELER'S IMPLEMENTS they take the maximum instead of rolling.
Pro ciency with archaeologist kits grants you
advantage on checks you make with jeweler's
implements. REPAIR WEAPONS
Over the course of 1 hour, which can be done during a
short rest, you can make a DC 15 armstech's
implements check to repair one blaster or
vibroweapon With access to your tools, you can repair
a blaster or vibroweapon.

73 CHAPTER 8 | TOOL PROFICIENCIES


ARTIFICER'S IMPLEMENTS SPECIAL USE
Arti cer's implements include all of the necessary Over the course of a short or long rest, you can make
components to allow you to craft and repair focus a DC 15 biochemist's kit check to temporarily improve
generators, holocrons, and lightweapons. the potency of one medpac. To use this bene t, you
must have a biochemist's kit with you, and the
INSIGHT medpac must be within reach. On a success, if the
You have greater intuition when dealing with spirits medpac is consumed before the end of your next
trapped in holocrons. short or long rest, when a creature uses this medpac,
they take the maximum instead of rolling.
LORE
Your expertise lends you additional insight when
determining the origin and age of lightweapons.
ARTIST'S IMPLEMENTS
Artist's implements include all of the necessary
TECHNOLOGY components to create and store art.
Your knowledge grants you greater understanding
when reverse engineering lightweapon or focus LORE
generator item modi cations. Your expertise aids you in uncovering lore of any sort
that is attached to a work of art, such as the mystical
properties of a painting or the origins of a strange
JEWELER'S IMPLEMENTS
Pro ciency with archaeologist kits grants you
mural found in a dungeon.
advantage on checks you make with jeweler's
INVESTIGATION, PERCEPTION
implements.
When you inspect a painting or a similar work of visual
art, your knowledge of the practices behind creating it
SPECIAL USE can grant you additional insight.
Over the course of a short or long rest, you can make
a DC 15 biochemist's kit check to temporarily improve JEWELER'S IMPLEMENTS
the potency of one medpac. To use this bene t, you Pro ciency with archaeologist kits grants you
must have a biochemist's kit with you, and the advantage on checks you make with jeweler's
medpac must be within reach. On a success, if the implements.
medpac is consumed before the end of your next
short or long rest, when a creature uses this medpac,
they take the maximum instead of rolling. SPECIAL USE
Over the course of a short or long rest, you can make
REPAIR LIGHTWEAPON a DC 15 biochemist's kit check to temporarily improve
With access to your tools, you can repair a the potency of one medpac. To use this bene t, you
lightweapon. You need access to raw materials must have a biochemist's kit with you, and the
medpac must be within reach. On a success, if the
required to repair it.
medpac is consumed before the end of your next
Sample Activities short or long rest, when a creature uses this medpac,
they take the maximum instead of rolling.
Activity DC
Repair a lightweapon 15 PAINTING AND DRAWING
Sunder a lightweapon 15 As part of a short or long rest, you can produce a
simple work of art. Although your work might lack
Disassemble a lightweapon 20
precision, you can capture an image or a scene, or
make a quick copy of a piece of art you saw.
ARTILLERIST'S KIT
Sample Activities
This kit contains all the necessary equipment to create,
repair, and modify turrets. Pro ciency with this kit lets Activity DC
you add your pro ciency bonus to any ability checks Paint an accurate portrait 10
you make to create, repair, and modify turrets. Create a painting with a hidden message 20

JEWELER'S IMPLEMENTS
Pro ciency with archaeologist kits grants you
advantage on checks you make with jeweler's
implements.

CHAPTER 8 | TOOL PROFICIENCIES 74


You
ASTROTECH'S IMPLEMENTS SPECIAL USE alrea
Astrotech's implements include all of the necessary Over the course of a short or long rest, you can make with
components to create droid customizations, assemble a DC 15 biochemist's kit check to temporarily improve As a
droids, and modify assembled droids. the potency of one medpac. To use this bene t, you you
must have a biochemist's kit with you, and the
prov
INVESTIGATION medpac must be within reach. On a success, if the
medpac is consumed before the end of your next You
Your discerning eye, coupled with your experience with
short or long rest, when a creature uses this medpac, allie
your tools, lets you identify droids that have
they take the maximum instead of rolling. rest,
aftermarket part customizations installed.
frien
LORE TUNE INSTRUMENT bioa
Your expertise lets you determine the product line, ben
model, and class of a droid. BIOANALYSIS KIT
A bioanalysis kit includes all of the necessary
TECHNOLOGY
components to harvest and store plants, as well as
Your knowledge lets you determine whether a droid
identify their uses.
has been modi ed beyond its model speci cations,
and to what extent. INVESTIGATION
When you inspect an area overgrown with plants, your
JEWELER'S IMPLEMENTS pro ciency can help you pick out details and clues that
Pro ciency with archaeologist kits grants you others might miss.
advantage on checks you make with jeweler's
implements. MEDICINE
Your mastery of bioanalysis improves your ability to
treat illnesses and wounds by augmenting your
SPECIAL USE methods of care with medicinal plants.
Over the course of a short or long rest, you can make
NATURE AND SURVIVAL
a DC 15 biochemist's kit check to temporarily improve
the potency of one medpac. To use this bene t, you When you travel in the wild, your skill in bioanalysis
must have a biochemist's kit with you, and the makes it easier to identify plants and spot sources of
medpac must be within reach. On a success, if the food that others might overlook.
medpac is consumed before the end of your next
short or long rest, when a creature uses this medpac,
JEWELER'S IMPLEMENTS
they take the maximum instead of rolling.
Pro ciency with archaeologist kits grants you
advantage on checks you make with jeweler's
MODIFY DROID implements.
With access to your tools, and an appropriate droid
part, you can replace a part on a droid over the course
of a long rest. SPECIAL USE
Over the course of a short or long rest, you can make
Sample Activities a DC 15 biochemist's kit check to temporarily improve
Activity DC the potency of one medpac. To use this bene t, you
must have a biochemist's kit with you, and the
Identify a droid's designation 10
medpac must be within reach. On a success, if the
Modify a droid's part 10 medpac is consumed before the end of your next
short or long rest, when a creature uses this medpac,
Identify a droid's modi cation 15
they take the maximum instead of rolling.
Create a droid part Varies
Reverse engineer a droid part Varies IDENTIFY PLANTS
You can identify most plants with a quick inspection of
their appearance and smell.
AUDIOTECH'S IMPLEMENTS
PERFORMANCE Sample Activities
INVESTIGATION/PERCEPTION Activity DC
Find plants 15
JEWELER'S IMPLEMENTS
Pro ciency with archaeologist kits grants you Identify poison 20
advantage on checks you make with jeweler's
implements. BIOANALYST
You are adept at harvesting and harnessing the useful
properties of herbs and other plants. You gain the
following bene ts:

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


maximum of 20.

75 CHAPTER 8 | TOOL PROFICIENCIES


Over the course of a short or long rest, you can PERSU
BIOCHEMIST'S KIT temporarily improve the potency of one medpac. To A sti d
A biochemist's kit includes all of the necessary use this bene t, you must have a biochemist's kit with pro cie
components to create and house standard adrenals, you, and the medpac must be within reach. If the with dr
medpacs, and stimpacs. medpac is consumed before the end of your next short their m
or long rest, when a creature uses this medpac, they
BIOCHEMIST'S KIT
take the maximum instead of rolling. JEW
This kit includes all of the necessary components to
Pro c
create and house standard adrenals, medpacs, and BIOTECH'S IMPLEMENTS adva
stimpacs. Pro ciency with this kit lets you add your imple
pro ciency bonus to any ability checks you make to Biotech's implements include all of the necessary
identify adrenals, medpacs, and stimpacs. Also, components to craft and install cybernetic
pro ciency with this kit is required to create adrenals, augmentations in humanoids and beasts.
SPE
medpacs, and stimpacs. MEDICINE Over
INVESTIGATION Combined with biotech's implements, your medical a DC
Pro ciency with biochemist's kit allows you to unlock acumen allows you to better treat the injuries of the p
cybernetically-enhanced patients. must
more information on Investigation checks involving medp
adrenals, medpacs, and stimpacs. INSIGHT medp
Your knowledge of cybernetics' functionality grants you short
PERCEPTION they
When you inspect an area for clues, pro ciency with improved awareness of the facial ticks of the
biochemist's kit grants additional insight into any cybernetically-enhanced.
POTAB
chemicals or other substances that might have been TECHNOLOGY Your k
used in the area. Your knowledge and experience lets you identify that wo
cybernetic augmentations, and their function. rest, yo
JEWELER'S IMPLEMENTS as part
Pro ciency with archaeologist kits grants you
advantage on checks you make with jeweler's
JEWELER'S IMPLEMENTS
Pro ciency with archaeologist kits grants you Sampl
implements.
advantage on checks you make with jeweler's Activity
implements.
Detect
SPECIAL USE Identify
Over the course of a short or long rest, you can make SPECIAL USE Ignore e
a DC 15 biochemist's kit check to temporarily improve
the potency of one medpac. To use this bene t, you Over the course of a short or long rest, you can make
must have a biochemist's kit with you, and the a DC 15 biochemist's kit check to temporarily improve BREW
medpac must be within reach. On a success, if the the potency of one medpac. To use this bene t, you
must have a biochemist's kit with you, and the You ar
medpac is consumed before the end of your next
short or long rest, when a creature uses this medpac, medpac must be within reach. On a success, if the bevera
they take the maximum instead of rolling. medpac is consumed before the end of your next
short or long rest, when a creature uses this medpac, Incr
they take the maximum instead of rolling. max
Sample Activities You
Activity DC Sample Activities alrea
Create a traumakit 10 Activity DC with
As a
Identify a chemical 10 Install an augmentation Varies with
Create a medpac 15 Reverse engineer an augmentation Varies whe
Create an antidote kit 20 and
inte
BREWER'S KIT Ove
BIOCHEMIST Brewer's kit include includes all of the necessary the
You have studied the secrets of chemistry and are an components to ferment and store beer, as well as reac
expert in its practice, gaining the following bene ts: other alcoholic beverages. and
Pro ciency with this kit lets you add your pro ciency crea
Increase an ability score of your choice by 1, to a bonus to any ability checks you make to create or end
maximum of 20. identify alcoholic beverages. adva
You gain pro ciency with the biochemist's kit. If you are
LORE thro
already pro cient with it, you instead gain expertise
with it. Pro ciency with brewer's kit gives you additional
As an action, you can identify one medpac, stimpac, or insight on Intelligence (Lore) checks concerning events
adrenal within 5 feet of you, as if you had tasted it. You that involve alcohol as a signi cant element.
must see the liquid for this bene t to work.
MEDICINE
This tool pro ciency grants additional insight when you
treat anyone su ering from alcohol poisoning or when
you can use alcohol to dull pain.

CHAPTER 8 | TOOL PROFICIENCIES 76


You gain pro ciency with the chef's kit. If you are Activity
CHEF'S KIT already pro cient with it, you instead gain expertise :--
Chef's kits include all of the necessary components to with it.
prepare, cook, and store food. Chisel a
As an action, you can inspect a drink or plate of food
within 5 feet of you and determine whether it is Design
CHEF'S KIT
poisoned, provided that you can see and smell it. Find a w
This kit includes all of the necessary implements to
During a long rest, you can prepare and serve a meal
prepare and serve food to up to six people. Pro ciency Pry apa
that helps you and your allies recover from the rigors
with this kit lets you add your pro ciency bonus to any
of adventuring, provided you have suitable food, chef's
ability checks you make to identify food. Also,
pro ciency with this kit is required to create eld
kit, and other supplies on hand. The meal serves up to CYB
six people, and each person who eats it regains two Cybert
rations.
additional Hit Dice at the end of the long rest. In compo
LORE addition, those who partake of the meal have gadget
Your knowledge of cooking techniques allow you to advantage on Constitution saving throws against
assess the social patterns involved in a culture's eating disease for the next 24 hours. LORE
habits. Your k
CONSTRUCTOR'S IMPLEMENTS history
MEDICINE
Constructor's implements include all of the necessary INVES
When administering treatment, you can transform
components to build furnitures and structures. Your u
medicine that is bitter or sour into a pleasing
concoction. LORE illusion
This tool pro ciency aids you in identifying the use and TECHN
SURVIVAL
the origin of buildings and structures. Your ex
When foraging for food, you can make do with
ingredients you scavenge that others would be unable INVESTIGATION/PERCEPTION enhanc
to transform into nourishing meals. You gain additional insight when inspecting areas
within structures, because you know tricks of JEW
JEWELER'S IMPLEMENTS construction that can conceal areas from discovery. Pro c
Pro ciency with archaeologist kits grants you adva
advantage on checks you make with jeweler's FORTIFY imple
implements. With 1 minute of work and raw materials, you can
make a door or window harder to force open. Increase
the DC needed to open it by 5. SPE
SPECIAL USE Over
SIEGE a DC
Over the course of a short or long rest, you can make Your knowledge of masonry allows you to spot weak
a DC 15 biochemist's kit check to temporarily improve the p
the potency of one medpac. To use this bene t, you
points in brick walls. You deal double damage to such must
must have a biochemist's kit with you, and the structures with your weapon attacks. medp
medpac must be within reach. On a success, if the medp
medpac is consumed before the end of your next short
JEWELER'S IMPLEMENTS they
short or long rest, when a creature uses this medpac, Pro ciency with archaeologist kits grants you
they take the maximum instead of rolling. advantage on checks you make with jeweler's
implements. Sampl
PREPARE MEALS Activity
As part of a short rest, you can prepare a tasty meal
Unlock
that helps your companions regain their strength. You SPECIAL USE
and up to ve creatures of your choice regain 1 extra Over the course of a short or long rest, you can make Disasse
hit point per Hit Die spent during a short rest, provided a DC 15 biochemist's kit check to temporarily improve
you have access to your chef's kit and su cient food. the potency of one medpac. To use this bene t, you
must have a biochemist's kit with you, and the
Sample Activities medpac must be within reach. On a success, if the
medpac is consumed before the end of your next
Activity DC short or long rest, when a creature uses this medpac,
Create a typical meal 10 they take the maximum instead of rolling.
Spot poison or impurities in food 15
TEMPORARY SHELTER
Create a gourmet meal 15
As part of a long rest, you can construct a lean-to or a
similar shelter to keep your group dry and in the shade
GOURMAND for the duration of the rest. Because it was fashioned
You have mastered a variety of special recipes, quickly from whatever wood was available, the shelter
allowing you to prepare exotic dishes with useful collapses 1d3 days after being assembled.
e ects. You gain the following bene ts:
Sample Activities
Increase an ability score of your choice by 1, to a
maximum of 20.

77 CHAPTER 8 | TOOL PROFICIENCIES


This pouch of cosmetics, hair dye, and small props lets This sm
DEMOLITIONS KIT you create disguises that change your physical parchm
A demolitions kit includes all of the necessary appearance, in addition to a tool that lets them and silv
components to create, set, and disarm explosives. holographically mimic clothing. Pro ciency with this kit convin
lets you add your pro ciency bonus to any ability with th
DEMOLITIONS KIT
checks you make to create a visual disguise. ability
This kit contains the appropriate equipment for
a docu
disarming and setting explosives. It contains a plastic DECEPTION
face guard and heavy duty gloves, as well as precision In certain cases, a disguise can improve your ability to DECEP
cutting and gripping tools, and various common weave convincing lies. A well-
components of grenades and mines. Pro ciency with to be a
this kit lets you add your pro ciency bonus to any INTIMIDATION can len
ability checks you make to disarm or set an explosive. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as LORE
LORE a plague victim or intimidate a gang of thugs by taking A forge
Your knowledge of explosives grants you insight when the appearance of a bully. improv
answering questions about the most e ective docum
explosives for a given task. PERSUASION
Folk tend to trust a person in uniform. If you disguise INVES
INVESTIGATION/PERCEPTION yourself as an authority gure, your e orts to When y
You gain additional insight when looking for mines and persuade others are often more e ective. kit is us
charges, because you have learned a variety of and wh
common signs that betray their presence. CREATE DISGUISE
As part of a long rest, you can create a disguise. It takes QUICK
SLEIGHT OF HAND you 1 minute to don such a disguise once you have As a pa
You can more easily conceal when you set an created it. You can carry only one such disguise on you docum
explosive. at a time without drawing undue attention, unless you of a lon
have a method to keep them hidden. Each disguise to four
QUICK-SET
weighs 1 pound. forgery
You can synchronise a remote detonator with an
At other times, it takes 10 minutes to craft a disguise Intellig
explosive in half the time normally required.
that involves moderate changes to your appearance,
Sample Activities and 30 minutes for one that requires more extensive Sampl
changes. Activity
Activity DC
Mimic h
Conceal an explosive 15 Sample Activities
Duplica
Disarm a mine Varies Activity DC
Cover injuries or distinguishing marks 10
DEMOLITIONIST FORG
Spot a disguise being used by someone else 15
You've
You have extensive experience with explosives, gaining Copy a humanoid's appearance 20 forgeri
the following bene ts:
MASTER OF DISGUISE Incr
Increase an ability score of your choice by 1, to a
max
maximum of 20. You have honed your ability to shape your personality You
You gain pro ciency with the demolitions kit. If you are and to read the personalities of others. You gain the alrea
already pro cient with it, you instead gain expertise following bene ts: with
with it.
Increase your Charisma score by 1, to a maximum of Whe
Whenever you make an Intelligence (Demolitions Kit)
20. Wisd
check to disarm an explosive, you can treat a d20 roll of
You gain pro ciency with the disguise kit. If you are a fo
9 or lower as a 10, as long as you spend at least one
already pro cient with it, you instead gain expertise Inve
minute disarming it.
Over the course of a short rest, you can temporarily with it.
improve the potency of one grenade or mine. To use If you spend 1 hour observing a creature, you can then
this bene t, you must have a demolitions kit, and the spend 8 hours crafting a disguise you can quickly don
explosive must be within reach. If the explosive is to mimic that creature. Making the disguise requires a
detonated before the end of your next short or long disguise kit. You must make checks as normal to
rest, its DC becomes 8 + your pro ciency bonus + your disguise yourself, but you can assume the disguise as
Intelligence modi er, and it deals extra damage equal an action.
to your Intelligence modi er of the same type it would
normally deal. FORGERY KIT
A forgery kit includes all of the necessary components
DISGUISE KIT to craft and identify forged documents, including
A disguise kit includes all of the necessary components copying a person's seal or signature.
to create and apply a disguise.
FORGERY KIT
DISGUISE KIT

CHAPTER 8 | TOOL PROFICIENCIES 78


GADGETEER'S IMPLEMENTS
GAMING SET
A gaming set has all the pieces needed to play a
speci c game or type of game, such as pazaak or
sabaac.
LORE
Your mastery of a game includes knowledge of its
history, as well as of important events it was connected
to or prominent historical gures involved with it.
INSIGHT
Playing games with someone is a good way to gain
understanding of their personality, granting you a
better ability to discern their lies from their truths and
read their mood.
SLEIGHT OF HAND
Sleight of Hand is a useful skill for cheating at a game,
as it allows you to swap pieces, palm cards, or alter a
die roll. Alternatively, engrossing a target in a game by
manipulating the components with dexterous
movements is a great distraction for a pickpocketing
attempt.
Sample Activities
Activity DC
Catch a player cheating 15
Gain insight into an opponent's personality 15

GENETICIST'S IMPLEMENTS
GENETICIST
You have great experience studying and modifying
genetics. You gain the following bene ts:

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


maximum of 20.
You gain pro ciency with the geneticist kit. If you are
already pro cient with it, you instead gain expertise
with it.
As an action, you can inspect a source of ammunition
within 5 feet and determine who it was made by, if you
know them, and whether or not it's been modi ed.
Over the course of a short rest, you can increase the
potency of one specialized power cell or slug cartridge
within reach. To use this bene t, you must have a
munition's kit, and the ammunition must be within
reach. If you do so, the rst time you re the
ammunition before the end of your next short or long
rest, if it hits, you deal additional damage equal to your
Intelligence modi er.

79 CHAPTER 8 | TOOL PROFICIENCIES


You have spent prolonged use with a mechanic's kit,
JEWELER'S IMPLEMENTS gaining the following bene ts:
Jeweler's implements include all of the necessary
components to identify and re ne gemstones. Increase an ability score of your choice by 1, to a
maximum of 20.
LORE You gain pro ciency with the mechanic's kit. If you are
Pro ciency with jeweler's implements grants you already pro cient with it, you instead gain expertise
knowledge about the reputed mystical uses of gems. with it.
This insight proves handy when you make Lore checks Whenever you make an Intelligence (Mechanic's Kit)
related to gems or gem-encrusted items. check to make a repair, you can treat a d20 roll of 9 or
lower as a 10, as long as you spend at least ten minutes
INVESTIGATION
repairing it.
When you inspect jeweled objects, your pro ciency
Whenever you make an Intelligence (Investigation) or
with jeweler's implements aids you in picking out clues
Wisdom (Perception) check to nd a construct's
they might hold.
weakness, you are considered to have expertise in the
TECHNOLOGY Investigation or Perception skill.
Your combined experience lets you re ne gemstones
for use with greater e ciency. MUNITIONS KIT
IDENTIFY GEMS This kit contains the necessary tools to create
You can identify gems and determine their value at a ammunition for blasters, as well as devices to hone
glance. lightweapons and vibroweapons. Pro ciency with this
kit lets you add your pro ciency bonus to any ability
Sample Activities checks you make to create or identify munitions.
Activity DC WILDCATTER
Modify a gem's appearance 15
You are accomplished with producing and re ning
Determine a gem's history 20 ammunitions. You gain the following bene ts:

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


MECHANIC'S KIT maximum of 20.
Mechanic's kits contain all of the necessary You gain pro ciency with the munitions kit. If you are
components repair and install vehicle and ship already pro cient with it, you instead gain expertise
components. with it.
As an action, you can inspect a source of ammunition
MECHANIC'S KIT
within 5 feet and determine who it was made by, if you
This kit contains all of the commonly required tools to
know them, and whether or not it's been modi ed.
make repairs on constructs, such as ships, speeders,
Over the course of a short rest, you can increase the
and turrets. Pro ciency with this kit lets you add your
potency of one specialized power cell or slug cartridge
pro ciency bonus to any ability checks you make to
within reach. To use this bene t, you must have a
perform repairs or install ship upgrades.
munition's kit, and the ammunition must be within
LORE reach. If you do so, the rst time you re the
Your skill allows you to more readily discern the make ammunition before the end of your next short or long
and model of vehicle and ship parts. rest, if it hits, you deal additional damage equal to your
Intelligence modi er.
INVESTIGATION/PERCEPTION
Your experience lets you more readily identify
aftermarket modi cations in vehicles and ships.
TECHNOLOGY
Your experience grants you greater insight when
conducting repairs on ships or vehicles.
QUICK FIXER
When you are interrupted while you are conducting
repairs on a vehicle or ship, reduce the required time
by half as long as you are present during the entirety of
the repairs.

Sample Activities
Activity DC
Restoring power to a damaged vehicle 15
Disassembling a vehicle's engine 20

GENIUS MECHANIC

CHAPTER 8 | TOOL PROFICIENCIES 80


MUSICAL INSTRUMENTS POISONER
A musical instrument includes all of the necessary You have studied the secrets of poisons and toxins,
components to play it, as well as a few songs gaining the following bene ts:
commonly performed with that instrument.
Increase an ability score of your choice by 1, to a
LORE maximum of 20.
Your expertise aids you in recalling lore related to your You gain pro ciency with the poisoner's kit. If you are
instrument. already pro cient with it, you instead gain expertise
with it.
PERFORMANCE As an action, you can identify one poison within 5 feet
Your ability to put on a good show is improved when of you. You must see the poison for this bene t to
you incorporate an instrument into your act. work.
Over the course of a short rest, you can temporarily
COMPOSE A TUNE
improve the potency of one dose of poison. To use this
As part of a long rest, you can compose a new tune and
bene t, you must have a poisoner's kit, and the poison
lyrics for your instrument. You might use this ability to
must be within reach. If the poison is applied before
impress a noble or spread scandalous rumors with a
the end of your next short or long rest, its DC becomes
catchy tune.
8 + your pro ciency bonus + your Intelligence modi er,
Sample Activities and it deals extra poison damage equal to your
Activity DC Intelligence modi er.

Identify a tune 10 SCAVENGING KIT


Subtly manipulate the emotions of your audience 15 This kit contains the necessary implements to harvest
Improvise a tune 20 and scavenge ores and metals. Pro ciency with this kit
lets you add your pro ciency bonus to any ability
checks you make to harvest a raw material deposit, or
POISONER'S KIT to attempt to collect materials from an object.
A poisoner's kit includes all of the necessary
components to craft and store poisons. SCAVENGER
POISONER'S KIT You are skilled at removing and recognizing metals and
A poisoner's kit includes the vials, chemicals, and other ores. You gain the following bene ts:
equipment necessary for the creation of poisons. Increase an ability score of your choice by 1, to a
Pro ciency with this kit lets you add your pro ciency maximum of 20.
bonus to any ability checks you make to craft or use You gain pro ciency with the scavenging kit. If you are
poisons. already pro cient with it, you instead gain expertise
LORE with it.
Your training with poisons can help you when you try You can determine the approximate use of an ore or
to recall facts about infamous poisonings. metal you can touch and see. You must have a
scavenging kit to use this bene t.
INVESTIGATION, PERCEPTION Over the course of a short rest, you can hone the edge
Your knowledge of poisons has taught you to handle of a vibroweapon. To use this bene t, you must have a
those substances carefully, giving you an edge when scavenging kit, and the vibroweapon must be within
you inspect poisoned objects or try to extract clues reach. The rst time a character deals damage with the
from events that involve poison. vibroweapon before the end of your next short or long
rest, and it deals extra damage equal to your
MEDICINE
Intelligence modi er of the same type it would
When you treat the victim of a poison, your knowledge
normally deal.
grants you added insight into how to provide the best
care to your patient.
NATURE, SURVIVAL
Working with poisons enables you to acquire lore
about which plants and animals are poisonous.
HANDLE POISON
Your pro ciency allows you to handle and apply a
poison without risk of exposing yourself to its e ects.
Sample Activities
Activity DC
Spot a poisoned object 10
Determine the e ects of poison 20

81 CHAPTER 8 | TOOL PROFICIENCIES


Slicers used specialized computers and scramble keys, Ove
SECURITY KIT many built by the slicers themselves, to eke out a living the
A security kit include all of the necessary components in the digital world. These computers were carefully this
to set or disarm locks and traps. guarded and constantly modi ed and upgraded by the mus
slicer, who rarely discussed its specs except with like- befo
SECURITY KIT
minded individuals. Complex access codes and even have
A security kit includes the tools and electronic
self-destruct mechanisms were often used to prevent a savi
components necessary to bypass electronic and
slicer's computer from falling into the wrong hands.
mechanical locks. It includes sensor devices, a
Pro ciency with this kit lets you add your pro ciency
specialized commlink designed to detect silent alarms,
bonus to any ability checks you make to hack into
a small le, a set of lockpicks, a small mirror mounted
computers or bypass security.
to an elongated handle, a set of narrow-bladed
scissors, and a pair of pliers. Pro ciency with these LORE
tools lets you add your pro ciency bonus to any ability Your knowledge of digital securities grants you insight
checks you make to disarm traps or open locks. when answering questions about them.
LORE INVESTIGATION AND PERCEPTION
Your knowledge of traps grants you insight when You gain additional insight when looking for digital
answering questions about locations that are securities when using computers and terminals.
renowned for their traps.
TECHNOLOGY
INVESTIGATION AND PERCEPTION Your knowledge of common digital security types
You gain additional insight when looking for traps, makes it easier for you to identify them.
because you have learned a variety of common signs
that betray their presence. Sample Activities
Activity DC
TECHNOLOGY
Your knowledge of locks grants you insight into their Identify a hidden security routine 15
make and potential weaknesses. Reprogram a security routine 20

SET A TRAP
Just as you can disable traps, you can also set them. As SLICER
part of a short rest, you can create a trap using items You are an expert at nding things in computers you
you have on hand. The total of your check becomes the shouldn't. You gain the following bene ts:
DC for someone else's attempt to discover or disable
the trap. The trap deals damage appropriate to the Increase an ability score of your choice by 1, to a
materials used in crafting it (such as poison or a maximum of 20.
weapon) or damage equal to half the total of your You gain pro ciency with the slicer's kit. If you are
check, whichever the DM deems appropriate. already pro cient with it, you instead gain expertise
with it.
Sample Activities Whenever you make an Intelligence (Investigation) or
Activity DC Wisdom (Perception) check to detect the nature of
computer software, you are considered to have
Pick a moderate lock 15
expertise in the Investigation or Perception skill.
Disable a trap Varies
SPICER'S KIT
BYPASSER Spicer's kit include all of the necessary components to
You pride yourself on your quickness and your close re ne and create illicit substances.
study of certain clandestine activities. You gain the This kit contains the required accoutrement to re ne
following bene ts: materials in order to create illicit substances.
Pro ciency with this kit lets you add your pro ciency
Increase an ability score of your choice by 1, to a bonus to any ability checks you make to create or
maximum of 20. identify spices.
You gain pro ciency with the security kit. If you are
already pro cient with it, you instead gain expertise SLYTHMONGER
with it. You are competent with the creation and use of illicit
Whenever you make an Intelligence (Investigation) or spices. You gain the following bene ts:
Wisdom (Perception) check to detect the nature of a
lock, you are considered to have expertise in the Increase an ability score of your choice by 1, to a
Investigation or Perception skill. maximum of 20.
You gain pro ciency with the spicer's kit. If you are
SLICER'S KIT already pro cient with it, you instead gain expertise
A slicer's kit includes all of the necessary components with it.
to interface with and disarm digital securities. As an action, you can inspect a spice within 5 feet of
you and determine what properties it will grant,
SLICER'S KIT provided that you can interact with it.

CHAPTER 8 | TOOL PROFICIENCIES 82


As part of a long rest, you can repair your companions'
SURVEYOR'S IMPLEMENTS boots. For the next 24 hours, up to six creatures of
Surveyor's implements include all of the necessary your choice who wear boots you worked on can travel
components to draw and store maps. up to 10 hours a day without making saving throws to
avoid exhaustion.
LORE
You can use your knowledge of maps and locations to Sample Activities
unearth more detailed information. For instance, you Activity DC
might spot hidden messages in a map, identify when
the map was made to determine if geographical Repurpose or mend a cloth 10
features have changed since then, and so forth. Tailor an out t 15

NATURE Find a hidden compartment in clothing 15


Your familiarity with physical geography makes it
easier for you to answer questions or solve issues TINKER'S IMPLEMENTS
relating to the terrain around you.
Tinker's implements include all of the necessary
SURVIVAL components to craft and repair augments and minor
Your understand of geography makes it easier to nd trinkets.
paths to civilization, to predict reas where towns might
LORE
be found, and to avoid becoming lost. You have
You can determine the age and origin of objects, even
studied so many maps that common patterns, such as
if you have only a few pieces remaining from the
how trade routes evolve and where settlements arise
original.
in relation to gegraphic locations, are familiar to you.
INVESTIGATION/PERCEPTION
CRAFT A MAP
You are more e ective at identifying traps concealed
While travelling, you can draw a map as you go in
by debris.
addition to engaging in other activity.
SLEIGHT OF HAND
Sample Activities You are more e ective at hiding traps that you place.
Activity DC
REPAIR TRINKETS
Determine a map's age and origin 10
With access to your tools, you can repair small items.
Estimate direction and distance to a landmark 15 For any object, you need access to raw materials
Discern that a map is fake 15 required to repair it.
Fill in a missing part of a map 20 Sample Activities
Activity DC
SYNTHWEAVER'S IMPLEMENTS Temporarily repair a disabled device 10
Synthweaver's implements include all of the necessary Repair an item in half the time 15
components to craft and repair clothing and boots.
Improvise an item using scraps 20
LORE
Your expertise lends you additional insight when
examining clothes and boots.
INVESTIGATION
Using your knowledge of the process of creating cloth
objects, you can spot clues and make deductions that
others would overlook when you examine tapestries,
upholstery, clothing, and other woven items, or
examining the wear of clothing and boots.
CRAFT HIDDEN COMPARTMENT
With 8 hours of work, you can add a hidden
compartment to a pair of boots or an article of
clothing. The compartment can hold an object up to 3
inches long and 1 inch wide and deep. You make an
Intelligence check using your tool pro ciency to
determine the Intelligence (Investigation) check DC
needed to nd the compartment.
MAINTAIN SHOES

83 CHAPTER 8 | TOOL PROFICIENCIES


ADVENTURING GEAR
Item Rarity BLUEPRINT (ADVANCED)
Blueprint (Standard) Standard Adventuring gear, advanced
This blueprint contains information regarding the raw
Datacron Mark I Standard
and rare materials, tools, and steps required to craft an
Holocron (Novice) Standard item of advanced rarity. Over the course of 1 hour,
Atmospheric Decanting Vessel Premium which can be done during a short rest, a character can
attempt to learn the blueprint. If they do so, they must
Blueprint (Premium) Premium
make a DC 22 Intelligence check with the appropriate
Datacron Mark II Premium tools. On a success, the blueprint for the item is
Holocron (Apprentice) Premium learned. On a failure, the blueprint is not learned, and
the character must wait 24 hours before they can try
Tools (Fine) Premium
again.
Blueprint (Prototype) Prototype Blueprints contain the secrets of how to craft items
Datacron Mark III Prototype of a more complex nature.
Holocron (Journeyman) Prototype BLUEPRINT (ARTIFACT)
Tools (Improved) Prototype Adventuring gear, artifact
This blueprint contains information regarding the raw
Blueprint (Advanced) Advanced
and rare materials, tools, and steps required to craft an
Datacron Mark IV Advanced item of artifact rarity. Over the course of 1 hour, which
Holocron (Adept) Advanced can be done during a short rest, a character can
attempt to learn the blueprint. If they do so, they must
Tools (Superior) Advanced
make a DC 30 Intelligence check with the appropriate
Blueprint (Legendary) Legendary tools. On a success, the blueprint for the item is
Datacron Mark V Legendary learned. On a failure, the blueprint is not learned, and
the character must wait 24 hours before they can try
Holocron (Master) Legendary
again.
Tools (Exceptional) Legendary Blueprints contain the secrets of how to craft items
Blueprint (Artifact) Artifact of a more complex nature.
Datacron Mark VI Artifact BLUEPRINT (LEGENDARY)
Holocron (Ancient) Artifact Adventuring gear, legendary
This blueprint contains information regarding the raw
Tools (Champion) Artifact
and rare materials, tools, and steps required to craft an
item of legendary rarity. Over the course of 1 hour,
ATMOSPHERIC DECANTING VESSEL
which can be done during a short rest, a character can
Adventuring gear, premium
attempt to learn the blueprint. If they do so, they must
This metal jug appears to be able to hold a gallon of
make a DC 26 Intelligence check with the appropriate
liquid and weighs 12 pounds whether full or empty.
tools. On a success, the blueprint for the item is
You can use an action and name one liquid from the learned. On a failure, the blueprint is not learned, and
table below to cause the jug to produce the chosen the character must wait 24 hours before they can try
liquid. Afterward, you can open the jug as an action again.
and pour that liquid out, up to 2 gallons per minute. Blueprints contain the secrets of how to craft items
The maximum amount of liquid the jug can produce of a more complex nature.
depends on the liquid you named.
Once the jug starts producing a liquid, it can't BLUEPRINT (PREMIUM)
produce a di erent one, or more of one that has Adventuring gear, premium
reached its maximum, until the next dawn. This blueprint contains information regarding the raw
and rare materials, tools, and steps required to craft an
Liquid Quantity Liquid Quantity item of premium rarity. Over the course of 1 hour,
Acid 8 ounces Condiment 2 gallons which can be done during a short rest, a character can
Alcohol, strong 1 gallon Lubricant 1 quart attempt to learn the blueprint. If they do so, they must
make a DC 14 Intelligence check with the appropriate
Alcohol, weak 4 gallons Water, potable 8 gallons
tools. On a success, the blueprint for the item is
Basic poison 1/2 ounce Water, stagnant 12 gallons learned. On a failure, the blueprint is not learned, and
the character must wait 24 hours before they can try
Most liquids one might desire curiously only involve a again.
handful of elements. This device collects a reservoir of Blueprints contain the secrets of how to craft items
them to recreate a selection of such liquids on of a more complex nature.
demand.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR 84


BLUEPRINT (PROTOTYPE) DATACRON MARK III
Adventuring gear, prototype Adventuring gear, prototype
This blueprint contains information regarding the raw This datacron contains a single 3rd-level tech power, or
and rare materials, tools, and steps required to craft an multiple powers of 1st-2nd level with a combined level
item of prototype rarity. Over the course of 1 hour, no greater than 3. After tinkering with the datacron for
which can be done during a short rest, a character can at least 8 hours, a techcaster with a Max Power Level of
attempt to learn the blueprint. If they do so, they must 3rd or higher can make a DC 18 techcasting ability
make a DC 18 Intelligence check with the appropriate check with pro ciency. On a success, they learn the
tools. On a success, the blueprint for the item is contained tech power(s), which does not count against
learned. On a failure, the blueprint is not learned, and their tech powers known. On a failure, the power is not
the character must wait 24 hours before they can try learned and the techcaster can't try again for 24 hours.
again. Datacrons are encrypted storage devices that
Blueprints contain the secrets of how to craft items contain an interactive projection, and are used to store
of a more complex nature. high-value, sensitive information.
BLUEPRINT (STANDARD) DATACRON MARK IV
Adventuring gear, standard Adventuring gear, advanced
This blueprint contains information regarding the raw This datacron contains a single 5th-level tech power, or
and rare materials, tools, and steps required to craft an multiple powers of 1st-4th level with a combined level
item of standard rarity. Over the course of 1 hour, no greater than 5. After tinkering with the datacron for
which can be done during a short rest, a character can at least 16 hours, a techcaster with a Max Power Level
attempt to learn the blueprint. If they do so, they must of 5th or higher can make a DC 22 techcasting ability
make a DC 10 Intelligence check with the appropriate check with pro ciency. On a success, they learn the
tools. On a success, the blueprint for the item is contained tech power(s), which does not count against
learned. On a failure, the blueprint is not learned, and their tech powers known. On a failure, the power is not
the character must wait 24 hours before they can try learned and the techcaster can't try again for 24 hours.
again. Datacrons are encrypted storage devices that
Blueprints contain the secrets of how to craft items contain an interactive projection, and are used to store
of a more complex nature. high-value, sensitive information.
DATACRON MARK I DATACRON MARK V
Adventuring gear, standard Adventuring gear, legendary
This datacron contains a single at-will tech power. After This datacron contains a single 7th-level tech power, or
tinkering with the datacron for at least 2 hours, a multiple powers of 1st-6th level with a combined level
techcaster with a Max Power Level of 1st or higher can no greater than 7. After tinkering with the datacron for
make a DC 10 techcasting ability check with at least 40 hours, a techcaster with a Max Power Level
pro ciency. On a success, they learn the contained of 7th or higher can make a DC 26 techcasting ability
tech power, which does not count against their tech check with pro ciency. On a success, they learn the
powers known. On a failure, the power is not learned contained tech power(s), which does not count against
and the techcaster can't try again for 24 hours. their tech powers known. On a failure, the power is not
Datacrons are encrypted storage devices that learned and the techcaster can't try again for 24 hours.
contain an interactive projection, and are used to store Datacrons are encrypted storage devices that
high-value, sensitive information. contain an interactive projection, and are used to store
high-value, sensitive information.
DATACRON MARK II
Adventuring gear, premium DATACRON MARK VI
This datacron contains a single 1st-level tech power. Adventuring gear, artifact
After tinkering with the datacron for at least 4 hours, a This datacron contains a single 9th-level tech power, or
techcaster with a Max Power Level of 1st or higher can multiple powers of 1st-8th level with a combined level
make a DC 14 techcasting ability check with no greater than 9. After tinkering with the datacron for
pro ciency. On a success, they learn the contained at least 80 hours, a techcaster with a Max Power Level
tech power, which does not count against their tech of 9th or higher can make a DC 30 techcasting ability
powers known. On a failure, the power is not learned check with pro ciency. On a success, they learn the
and the techcaster can't try again for 24 hours. contained tech power(s), which does not count against
Datacrons are encrypted storage devices that their tech powers known. On a failure, the power is not
contain an interactive projection, and are used to store learned and the techcaster can't try again for 24 hours.
high-value, sensitive information. Datacrons are encrypted storage devices that
contain an interactive projection, and are used to store
high-value, sensitive information.

85 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR


HOLOCRON (ADEPT) HOLOCRON (JOURNEYMAN)
Adventuring gear, advanced Adventuring gear, prototype
This holocron contains a single 5th-level force power, This holocron contains a single 3rd-level force power,
or multiple powers of 1st-4th level with a combined or multiple powers of 1st-2nd level with a combined
level no greater than 5. After meditating with the level no greater than 3. After meditating with the
holocron for at least 16 hours, a forcecaster with a Max holocron for at least 8 hours, a forcecaster with a Max
Power Level of 5th or higher can make a DC 22 Power Level of 3rd or higher can make a DC 18
forcecasting ability check with pro ciency based on the forcecasting ability check with pro ciency based on the
alignment of the power(s) stored within. On a success, alignment of the power(s) stored within. On a success,
they learn the contained force power(s), which does they learn the contained force power(s), which does
not count against their force powers known and can not count against their force powers known and can
not be unlearned except through use of a remove not be unlearned except through use of a remove
curse power. On a failure, the power is not learned and curse power. On a failure, the power is not learned and
the forcecaster can't try again for 24 hours. the forcecaster can't try again for 24 hours.
Holocrons are information-storage devices used by Holocrons are information-storage devices used by
Force-wielders that contain ancient lessons or valuable Force-wielders that contain ancient lessons or valuable
information in holographic form. information in holographic form.
HOLOCRON (ANCIENT) HOLOCRON (MASTER)
Adventuring gear, artifact Adventuring gear, legendary
This holocron contains a single 9th-level force power, This holocron contains a single 7th-level force power,
or multiple powers of 1st-8th level with a combined or multiple powers of 1st-6th level with a combined
level no greater than 9. After meditating with the level no greater than 7. After meditating with the
holocron for at least 80 hours, a forcecaster with a Max holocron for at least 40 hours, a forcecaster with a Max
Power Level of 9th or higher can make a DC 30 Power Level of 7th or higher can make a DC 26
forcecasting ability check with pro ciency based on the forcecasting ability check with pro ciency based on the
alignment of the power(s) stored within. On a success, alignment of the power(s) stored within. On a success,
they learn the contained force power(s), which does they learn the contained force power(s), which does
not count against their force powers known and can not count against their force powers known and can
not be unlearned except through use of a remove not be unlearned except through use of a remove
curse power. On a failure, the power is not learned and curse power. On a failure, the power is not learned and
the forcecaster can't try again for 24 hours. the forcecaster can't try again for 24 hours.
Holocrons are information-storage devices used by Holocrons are information-storage devices used by
Force-wielders that contain ancient lessons or valuable Force-wielders that contain ancient lessons or valuable
information in holographic form. information in holographic form.
HOLOCRON (APPRENTICE) HOLOCRON (NOVICE)
Adventuring gear, premium Adventuring gear, standard
This holocron contains a single 1st-level force power. This holocron contains a single at-will force power.
After meditating with the holocron for at least 4 hours, After meditating with the holocron for at least 2 hours,
a forcecaster with a Max Power Level of 1st or higher a forcecaster with a Max Power Level of 1st or higher
can make a DC 14 forcecasting ability check with can make a DC 10 forcecasting ability check with
pro ciency based on the alignment of the power pro ciency based on the alignment of the power
stored within. On a success, they learn the contained stored within. On a success, they learn the contained
force power, which does not count against their force force power, which does not count against their force
powers known and can not be unlearned except powers known and can not be unlearned except
through use of a remove curse power. On a failure, the through use of a remove curse power. On a failure, the
power is not learned and the forcecaster can't try again power is not learned and the forcecaster can't try again
for 24 hours. for 24 hours.
Holocrons are information-storage devices used by Holocrons are information-storage devices used by
Force-wielders that contain ancient lessons or valuable Force-wielders that contain ancient lessons or valuable
information in holographic form. information in holographic form.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR 86


TOOLS (CHAMPION)
Adventuring gear, artifact
You are considered to have expertise when you make
ability checks with these tools. Additionally, you have
advantage on ability checks you make with these tools.
TOOLS (EXCEPTIONAL)
Adventuring gear, legendary
You are considered to have expertise when you make
ability checks with these tools. If you would already
have pro ciency or expertise, you instead have
advantage on ability checks you make with these tools.
TOOLS (FINE)
Adventuring gear, premium
You are considered to have pro ciency when you make
ability checks with these tools.
TOOLS (IMPROVED)
Adventuring gear, prototype
You are considered to have pro ciency when you make
ability checks with these tools. If you would already
have pro ciency, you are instead considered to have
expertise.
TOOLS (SUPERIOR)
Adventuring gear, advanced
You are considered to have pro ciency when you make
ability checks with these tools. If you would already
have pro ciency, you are instead considered to have
expertise. If you would already have expertise, you
instead have advantage on ability checks you make
with these tools.

87 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR


ADVENTURING GEAR (BACK)
Item Rarity JETPACK (IMPROVED)
Back Adventuring gear (back), prototype
Jetpacks are personal aerial transportation devices that
Jetpack (Fine) Premium
allow the operator to y into and through the air with
Rocketpack (Fine) Premium great mobility. Activating or deactivating the jetpack
Smugglepack (Fine) Premium requires a bonus action and, while active, you have a
ying speed of 50 feet. The jetpack last for 1 minute
Jetpack (Improved) Prototype
per power cell (to a maximum of 14 minutes) and can
Rocketpack (Improved) Prototype be recharged by a power source or replacing the
Smugglepack (Improved) Prototype power cells.
Jetpack (Superior) Advanced JETPACK (SUPERIOR)
Rocketpack (Superior) Advanced Adventuring gear (back), advanced
Jetpacks are personal aerial transportation devices that
Smugglepack (Superior) Advanced
allow the operator to y into and through the air with
Jetpack (Exceptional) Legendary great mobility. Activating or deactivating the jetpack
Rocketpack (Exceptional) Legendary requires a bonus action and, while active, you have a
ying speed of 60 feet. The jetpack last for 1 minute
Smugglepack (Exceptional) Legendary
per power cell (to a maximum of 16 minutes) and can
Jetpack (Champion) Artifact be recharged by a power source or replacing the
Rocketpack (Champion) Artifact power cells.
Smugglepack (Champion) Artifact ROCKETPACK (CHAMPION)
Adventuring gear (back), artifact
JETPACK (CHAMPION) Rocketpacks combine the aerial transportation of a
Adventuring gear (back), artifact jetpack with the repower of a rocket launcher.
Jetpacks are personal aerial transportation devices that Activating or deactivating the rocketpack's ight
allow the operator to y into and through the air with capabilities requires a bonus action and, while active,
great mobility. Activating or deactivating the jetpack you have a ying speed of 50 feet. The jetpack last for 1
requires a bonus action and, while active, you have a minute per power cell (to a maximum of 10 minutes)
ying speed of 80 feet. The jetpack last for 1 minute and can be recharged by a power source or replacing
per power cell (to a maximum of 20 minutes) and can the power cells.
be recharged by a power source or replacing the Additionally, your rocketpack comes with an
power cells. enhanced integrated rocket launcher with the
Ammunition (range 100/400) and reload 1 properties.
JETPACK (EXCEPTIONAL) Rather than traditional power cells, this rocket
Adventuring gear (back), legendary launcher res specialized projectiles in the form of
Jetpacks are personal aerial transportation devices that rockets. Whenever you would make a ranged weapon
allow the operator to y into and through the air with attack, you can instead re this rocket launcher. When
great mobility. Activating or deactivating the jetpack ring a rocket at long range, creatures within the
requires a bonus action and, while active, you have a radius of the rocket's explosion have advantage on the
ying speed of 70 feet. The jetpack last for 1 minute saving throw. Reloading this rocket launcher takes 1
per power cell (to a maximum of 18 minutes) and can minute. You have a +3 bonus to attack rolls and deal an
be recharged by a power source or replacing the additional 1d10 damage with this enhanced rocket
power cells. launcher.
JETPACK (FINE)
Adventuring gear (back), premium
Jetpacks are personal aerial transportation devices that
allow the operator to y into and through the air with
great mobility. Activating or deactivating the jetpack
requires a bonus action and, while active, you have a
ying speed of 40 feet. The jetpack last for 1 minute
per power cell (to a maximum of 12 minutes) and can
be recharged by a power source or replacing the
power cells.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BACK) 88


ROCKETPACK (EXCEPTIONAL) ROCKETPACK (IMPROVED)
Adventuring gear (back), legendary Adventuring gear (back), prototype
Rocketpacks combine the aerial transportation of a Rocketpacks combine the aerial transportation of a
jetpack with the repower of a rocket launcher. jetpack with the repower of a rocket launcher.
Activating or deactivating the rocketpack's ight Activating or deactivating the rocketpack's ight
capabilities requires a bonus action and, while active, capabilities requires a bonus action and, while active,
you have a ying speed of 45 feet. The jetpack last for 1 you have a ying speed of 35 feet. The jetpack last for 1
minute per power cell (to a maximum of 9 minutes) minute per power cell (to a maximum of 7 minutes)
and can be recharged by a power source or replacing and can be recharged by a power source or replacing
the power cells. the power cells.
Additionally, your rocketpack comes with an Additionally, your rocketpack comes with an
enhanced integrated rocket launcher with the enhanced integrated rocket launcher with the
Ammunition (range 100/400) and reload 1 properties. Ammunition (range 100/400) and reload 1 properties.
Rather than traditional power cells, this rocket Rather than traditional power cells, this rocket
launcher res specialized projectiles in the form of launcher res specialized projectiles in the form of
rockets. Whenever you would make a ranged weapon rockets. Whenever you would make a ranged weapon
attack, you can instead re this rocket launcher. When attack, you can instead re this rocket launcher. When
ring a rocket at long range, creatures within the ring a rocket at long range, creatures within the
radius of the rocket's explosion have advantage on the radius of the rocket's explosion have advantage on the
saving throw. Reloading this rocket launcher takes 1 saving throw. Reloading this rocket launcher takes 1
minute. You have a +3 bonus to attack rolls and deal an minute. You have a +2 bonus to attack and damage
additional 1d8 damage with this enhanced rocket rolls made with this enhanced rocket launcher.
launcher.
ROCKETPACK (SUPERIOR)
ROCKETPACK (FINE) Adventuring gear (back), advanced
Adventuring gear (back), premium Rocketpacks combine the aerial transportation of a
Rocketpacks combine the aerial transportation of a jetpack with the repower of a rocket launcher.
jetpack with the repower of a rocket launcher. Activating or deactivating the rocketpack's ight
Activating or deactivating the rocketpack's ight capabilities requires a bonus action and, while active,
capabilities requires a bonus action and, while active, you have a ying speed of 40 feet. The jetpack last for 1
you have a ying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 8 minutes)
minute per power cell (to a maximum of 6 minutes) and can be recharged by a power source or replacing
and can be recharged by a power source or replacing the power cells.
the power cells. Additionally, your rocketpack comes with an
Additionally, your rocketpack comes with an enhanced integrated rocket launcher with the
enhanced integrated rocket launcher with the Ammunition (range 100/400) and reload 1 properties.
Ammunition (range 100/400) and reload 1 properties. Rather than traditional power cells, this rocket
Rather than traditional power cells, this rocket launcher res specialized projectiles in the form of
launcher res specialized projectiles in the form of rockets. Whenever you would make a ranged weapon
rockets. Whenever you would make a ranged weapon attack, you can instead re this rocket launcher. When
attack, you can instead re this rocket launcher. When ring a rocket at long range, creatures within the
ring a rocket at long range, creatures within the radius of the rocket's explosion have advantage on the
radius of the rocket's explosion have advantage on the saving throw. Reloading this rocket launcher takes 1
saving throw. Reloading this rocket launcher takes 1 minute. You have a +3 bonus to attack and damage
minute. You have a +1 bonus to attack and damage rolls made with this enhanced rocket launcher.
rolls made with this enhanced rocket launcher.
SMUGGLEPACK (CHAMPION)
Adventuring gear (back), artifact
This backpack comes with a main compartment that
stores 10 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 10 lb.,
not exceeding 3/8 cubic foot. Finding the hidden
compartment requires a DC 30 Investigation check.
SMUGGLEPACK (EXCEPTIONAL)
Adventuring gear (back), legendary
This backpack comes with a main compartment that
stores 11 lb., not exceeding 3/8 cubic foot. Additionally,
it has a hidden storage compartment that stores 9 lb.,
not exceeding 3/8 cubic foot. Finding the hidden
compartment requires a DC 27 Investigation check.

89 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BACK)


SMUGGLEPACK (FINE)
Adventuring gear (back), premium
This backpack comes with a main compartment that
stores 14 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 6 lb.,
not exceeding 1/4 cubic foot. Finding the hidden
compartment requires a DC 18 Investigation check.
SMUGGLEPACK (IMPROVED)
Adventuring gear (back), prototype
This backpack comes with a main compartment that
stores 13 lb., not exceeding 1/2 cubic foot. Additionally,
it has a hidden storage compartment that stores 7 lb.,
not exceeding 1/4 cubic foot. Finding the hidden
compartment requires a DC 21 Investigation check.
SMUGGLEPACK (SUPERIOR)
Adventuring gear (back), advanced
This backpack comes with a main compartment that
stores 12 lb., not exceeding 3/8 cubic foot. Additionally,
it has a hidden storage compartment that stores 8 lb.,
not exceeding 3/8 cubic foot. Finding the hidden
compartment requires a DC 24 Investigation check.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BACK) 90


ADVENTURING GEAR (BODY)
Item Rarity JEDI KNIGHT'S ROBE
Body Adventuring gear (body), prototype
Requires attunement
Tunic Chassis (Standard) Standard
You gain a +2 bonus to saving throws while you wear
Clothes, Clandestine (Fine) Premium this robe.
Jedi Padawan's Robe Premium Members of the Order typically wear plain or
unassuming garments, but this variant o ers the
Sith Acolyte's Robe Premium
additional protection needed by Jedi in uencing
Tunic Chassis (Premium) Premium important events.
Clothes, Clandestine (Improved) Prototype
JEDI MASTER'S ROBE
Jedi Knight's Robe Prototype Adventuring gear (body), advanced
Sith Warrior's Robe Prototype Requires attunement
You gain a +3 bonus to saving throws while you wear
Tunic Chassis (Prototype) Prototype
this robe.
Clothes, Clandestine (Superior) Advanced Members of the Order typically wear plain or
Jedi Master's Robe Advanced unassuming garments, but Jedi Masters also know the
importance of adequate protection when great
Sith Lord's Robe Advanced
challenges must be surmounted.
Tunic Chassis (Advanced) Advanced
JEDI PADAWAN'S ROBE
Clothes, Clandestine (Exceptional) Legendary
Adventuring gear (body), premium
Tunic Chassis (Legendary) Legendary Requires attunement
Clothes, Clandestine (Champion) Artifact You gain a +1 bonus to saving throws while you wear
this robe.
Tunic Chassis (Artifact) Artifact
Members of the Jedi Order typically wear plain or
unassuming garments, o ering only a minor boost to
CLOTHES, CLANDESTINE (CHAMPION)
defenses.
Adventuring gear (body), artifact
These clothes come with nine hidden pockets, each of SITH ACOLYTE'S ROBE
which can store up to 1 lb. Finding these hidden Adventuring gear (body), premium
pockets requires a DC 30 Investigation check. Requires attunement
You gain a +1 bonus to damage rolls with weapons and
CLOTHES, CLANDESTINE (EXCEPTIONAL)
force powers while you wear this robe.
Adventuring gear (body), legendary
Designed for those who relish personal combat, and
These clothes come with eight hidden pockets, each of
know that power comes to those who take it, these
which can store up to 1 lb. Finding these hidden
robes augment o ensive capabilities with no hindrance
pockets requires a DC 27 Investigation check.
to movement.
CLOTHES, CLANDESTINE (FINE)
SITH LORD'S ROBE
Adventuring gear (body), premium
Adventuring gear (body), advanced
These clothes come with three hidden pockets, each of
Requires attunement
which can store up to 1 lb. Finding these hidden
You gain a +3 bonus to damage rolls with weapons and
pockets requires a DC 18 Investigation check.
force powers while you wear this robe.
CLOTHES, CLANDESTINE (IMPROVED) Designed for those who relish personal combat, and
Adventuring gear (body), prototype know that power comes to those who take it, these
These clothes come with ve hidden pockets, each of robes masterfully augment o ensive capabilities with
which can store up to 1 lb. Finding these hidden no hindrance to movement.
pockets requires a DC 21 Investigation check.
SITH WARRIOR'S ROBE
CLOTHES, CLANDESTINE (SUPERIOR) Adventuring gear (body), prototype
Adventuring gear (body), advanced Requires attunement
These clothes come with six hidden pockets, each of You gain a +2 bonus to damage rolls with weapons and
which can store up to 1 lb. Finding these hidden force powers while you wear this robe.
pockets requires a DC 24 Investigation check. Designed for those who relish personal combat, and
know that power comes to those who take it, these
robes greatly augment o ensive capabilities with no
hindrance to movement.

91 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BODY)


TUNIC CHASSIS (ADVANCED)
Adventuring gear (body), advanced
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as one augment slot. It
can house modi cations of advanced rarity or lower.
TUNIC CHASSIS (ARTIFACT)
Adventuring gear (body), artifact
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as two augment slots. It
can house modi cations of artifact rarity or lower.
TUNIC CHASSIS (LEGENDARY)
Adventuring gear (body), legendary
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as two augment slots. It
can house modi cations of legendary rarity or lower.
TUNIC CHASSIS (PREMIUM)
Adventuring gear (body), premium
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations. It can house modi cations of
premium rarity or lower.
TUNIC CHASSIS (PROTOTYPE)
Adventuring gear (body), prototype
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as one augment slot. It
can house modi cations of prototype rarity or lower.
TUNIC CHASSIS (STANDARD)
Adventuring gear (body), standard
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations. It can house modi cations of
standard rarity.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (BODY) 92


ADVENTURING GEAR (FEET)
Item Rarity BOOTS OF HIDING
Feet Adventuring gear (feet), premium
While wearing these boots, creatures have
Mag-lock Boots Standard
disadvantage on Wisdom (Survival) checks made to
Aratech Sound Dampening Boots Premium track your steps.
Boots of Bounding Premium Additionally, you can use a bonus action to cause the
boots to leave behind no footprints for 1 minute. When
Boots of Hiding Premium
you do, another set of similar footprints appear on the
Rocket Boots (Fine) Premium ground that lead in random directions. These
Rocket Boots (Improved) Prototype footprints last for 8 hours and travel up to 300 feet. A
successful DC 14 Intelligence (Investigation) check
Rocket Boots (Superior) Advanced
reveals that the footprints are false. Once you've used
Slipstream Kickers Advanced this feature, you must complete a short or long rest
Rocket Boots (Exceptional) Legendary before you can use it again.
Rocket Boots (Champion) Artifact MAG-LOCK BOOTS
Adventuring gear (feet), standard
ARATECH SOUND DAMPENING BOOTS While you wear these boots, you can activate or
Adventuring gear (feet), premium deactivate heir mag-locks as a bonus action. While the
Requires attunement mag locks are engaged, you move at half speed, can
While you wear these boots, your steps make no walk on any solid metallic surface, ignore di cult
sound, regardless of the surface you are moving terrain caused by metallic debris, and ignore the
across. You also have advantage on Dexterity (Stealth) e ects of gravity (or the lack thereof), allowing you to
checks that rely on moving silently. walk up vertical surfaces or even upside-down.
Before their repulsorcraft hit it big, Aratech honed its The battery in these boots lasts for a total of 1 hour
edge in the stealth eld generator market. and recharges at the end of a long rest.
BOOTS OF BOUNDING ROCKET BOOTS (CHAMPION)
Adventuring gear (feet), prototype Adventuring gear (feet), artifact
Requires attunement Rocket boots are a form of rocket propulsion system
Prerequisite: at least 3 levels in ghter a xed to a pair of boots instead of being worn on the
This item can hold a number of charges equal to half back like a standard jetpack. Activating or deactivating
your ghter level (rounded up). When you complete a the boots requires a bonus action and, while active,
long rest, this item regains all missing charges. On your you have a ying speed of 50 feet. The rocket boots
turn, you can expend 1 or more charges to engage the last for 1 minute and can be recharged by a power
rocket boosters and leap to a space you can see. For source or replacing the power cell.
each charge spent, you can move up to 10 feet. Any
opportunity attacks you provoke with this movement ROCKET BOOTS (EXCEPTIONAL)
are made with disadvantage. Adventuring gear (feet), legendary
When you reach 5th level in ghter, when you use Rocket boots are a form of rocket propulsion system
your Action Surge feature, your movement speed is a xed to a pair of boots instead of being worn on the
doubled for the turn, you gain a ying speed equal to back like a standard jetpack. Activating or deactivating
your walking speed until the end of your turn, though the boots requires a bonus action and, while active,
you fall if you end your speed in the air and nothing you have a ying speed of 45 feet. The rocket boots
else is holding you aloft, and opportunity attacks made last for 1 minute and can be recharged by a power
against you this turn have disadvantage. source or replacing the power cell.
When you reach 11th level in ghter, when you use ROCKET BOOTS (FINE)
your Indomitable feature, you have advantage on the Adventuring gear (feet), premium
roll. Rocket boots are a form of rocket propulsion system
When you reach 17th level in ghter, once per round, a xed to a pair of boots instead of being worn on the
when you miss with a weapon attack, you can repeat back like a standard jetpack. Activating or deactivating
the attack (no action required). the boots requires a bonus action and, while active,
These red and black boots come with integrated you have a ying speed of 30 feet. The rocket boots
rocket boosters. last for 1 minute and can be recharged by a power
source or replacing the power cell.

93 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FEET)


ROCKET BOOTS (IMPROVED)
Adventuring gear (feet), prototype
Rocket boots are a form of rocket propulsion system
a xed to a pair of boots instead of being worn on the
back like a standard jetpack. Activating or deactivating
the boots requires a bonus action and, while active,
you have a ying speed of 35 feet. The rocket boots
last for 1 minute and can be recharged by a power
source or replacing the power cell.
ROCKET BOOTS (SUPERIOR)
Adventuring gear (feet), advanced
Rocket boots are a form of rocket propulsion system
a xed to a pair of boots instead of being worn on the
back like a standard jetpack. Activating or deactivating
the boots requires a bonus action and, while active,
you have a ying speed of 40 feet. The rocket boots
last for 1 minute and can be recharged by a power
source or replacing the power cell.
SLIPSTREAM KICKERS
Adventuring gear (feet), prototype
Requires attunement
While you wear these boots, you can use a bonus
action to activate or deactivate their overdrive mode. If
you do, you gain the e ect of the tactical advantage
tech power for 1 minute. Once you've used this
feature, you must complete a long rest before you can
use it again.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FEET) 94


ADVENTURING GEAR (FINGER)
Item Rarity RING OF APPRENTICE FORCE STORING
Finger Adventuring gear ( nger), premium
Requires attunement
Ring of Novice Force Storing Standard
This ring stores force powers cast into it, holding them
Ring of Tech Storing Mark I Standard until the attuned wearer uses them. The ring can store
Ring of Apprentice Force Storing Premium up to 3 levels worth of force powers at a time. When
found, it contains 1d4 − 1 levels of stored force powers
Ring of Tech Storing Mark II Premium
chosen by the GM.
Ring of Journeyman Force Storing Prototype Any creature can cast a force power of 1st through
Ring of Tech Storing Mark III Prototype 3rd level into the ring by touching the ring as the force
power is cast. The force power has no e ect, other
Ring of Adept Force Storing Advanced
than to be stored in the ring. If the ring can't hold the
Ring of Tech Storing Mark IV Advanced force power, the force power is expended without
Ring of Master Force Storing Legendary e ect. The level of the slot used to cast the force power
determines how much space it uses.
Ring of Tech Storing Mark V Legendary
While wearing this ring, you can cast any force power
Ring of Ancient Force Storing Artifact stored in it. The force power uses the slot level, force
Ring of Tech Storing Mark VI Artifact save DC, force attack bonus, and forcecasting ability of
the original caster, but is otherwise treated as if you
RING OF ADEPT FORCE STORING cast the force power. The force power cast from the
Adventuring gear ( nger), advanced ring is no longer stored in it, freeing up space.
Requires attunement
RING OF JOURNEYMAN FORCE STORING
This ring stores force powers cast into it, holding them
Adventuring gear ( nger), prototype
until the attuned wearer uses them. The ring can store
Requires attunement
up to 6 levels worth of force powers at a time. When
This ring stores force powers cast into it, holding them
found, it contains 1d7 − 1 levels of stored force powers
until the attuned wearer uses them. The ring can store
chosen by the GM.
up to 5 levels worth of force powers at a time. When
Any creature can cast a force power of 1st through found, it contains 1d6 − 1 levels of stored force powers
6th level into the ring by touching the ring as the force chosen by the GM.
power is cast. The force power has no e ect, other
Any creature can cast a force power of 1st through
than to be stored in the ring. If the ring can't hold the
5th level into the ring by touching the ring as the force
force power, the force power is expended without
power is cast. The force power has no e ect, other
e ect. The level of the slot used to cast the force power
than to be stored in the ring. If the ring can't hold the
determines how much space it uses.
force power, the force power is expended without
While wearing this ring, you can cast any force power
e ect. The level of the slot used to cast the force power
stored in it. The force power uses the slot level, force
determines how much space it uses.
save DC, force attack bonus, and forcecasting ability of
While wearing this ring, you can cast any force power
the original caster, but is otherwise treated as if you
stored in it. The force power uses the slot level, force
cast the force power. The force power cast from the
save DC, force attack bonus, and forcecasting ability of
ring is no longer stored in it, freeing up space.
the original caster, but is otherwise treated as if you
RING OF ANCIENT FORCE STORING cast the force power. The force power cast from the
Adventuring gear ( nger), artifact ring is no longer stored in it, freeing up space.
Requires attunement
This ring stores force powers cast into it, holding them
until the attuned wearer uses them. The ring can store
up to 9 levels worth of force powers at a time. When
found, it contains 1d10 − 1 levels of stored force
powers chosen by the GM.
Any creature can cast a force power of 1st through
9th level into the ring by touching the ring as the force
power is cast. The force power has no e ect, other
than to be stored in the ring. If the ring can't hold the
force power, the force power is expended without
e ect. The level of the slot used to cast the force power
determines how much space it uses.
While wearing this ring, you can cast any force power
stored in it. The force power uses the slot level, force
save DC, force attack bonus, and forcecasting ability of
the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the
ring is no longer stored in it, freeing up space.

95 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FINGER)


RING OF MASTER FORCE STORING RING OF TECH STORING MARK I
Adventuring gear ( nger), legendary Adventuring gear ( nger), standard
Requires attunement Requires attunement
This ring stores force powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 8 levels worth of force powers at a time. When up to 2 levels worth of tech powers at a time. When
found, it contains 1d9 − 1 levels of stored force powers found, it contains 1d3 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a force power of 1st through Any creature can cast a tech power of 1st or 2nd
8th level into the ring by touching the ring as the force level into the ring by touching the ring as the tech
power is cast. The force power has no e ect, other power is cast. The tech power has no e ect, other than
than to be stored in the ring. If the ring can't hold the to be stored in the ring. If the ring can't hold the tech
force power, the force power is expended without power, the tech power is expended without e ect. The
e ect. The level of the slot used to cast the force power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any force power While wearing this ring, you can cast any tech power
stored in it. The force power uses the slot level, force stored in it. The tech power uses the slot level, tech
save DC, force attack bonus, and forcecasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the cast the tech power. The tech power cast from the ring
ring is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.
RING OF NOVICE FORCE STORING RING OF TECH STORING MARK II
Adventuring gear ( nger), standard Adventuring gear ( nger), premium
Requires attunement Requires attunement
This ring stores force powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 2 levels worth of force powers at a time. When up to 3 levels worth of tech powers at a time. When
found, it contains 1d3 − 1 levels of stored force powers found, it contains 1d4 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a force power of 1st or 2nd Any creature can cast a tech power of 1st through
level into the ring by touching the ring as the force 3rd level into the ring by touching the ring as the tech
power is cast. The force power has no e ect, other power is cast. The tech power has no e ect, other than
than to be stored in the ring. If the ring can't hold the to be stored in the ring. If the ring can't hold the tech
force power, the force power is expended without power, the tech power is expended without e ect. The
e ect. The level of the slot used to cast the force power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any force power While wearing this ring, you can cast any tech power
stored in it. The force power uses the slot level, force stored in it. The tech power uses the slot level, tech
save DC, force attack bonus, and forcecasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the force power. The force power cast from the cast the tech power. The tech power cast from the ring
ring is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (FINGER) 96


RING OF TECH STORING MARK III RING OF TECH STORING MARK V
Adventuring gear ( nger), prototype Adventuring gear ( nger), legendary
Requires attunement Requires attunement
This ring stores tech powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 5 levels worth of tech powers at a time. When up to 8 levels worth of tech powers at a time. When
found, it contains 1d6 − 1 levels of stored tech powers found, it contains 1d9 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a tech power of 1st through Any creature can cast a tech power of 1st through
5th level into the ring by touching the ring as the tech 8th level into the ring by touching the ring as the tech
power is cast. The tech power has no e ect, other than power is cast. The tech power has no e ect, other than
to be stored in the ring. If the ring can't hold the tech to be stored in the ring. If the ring can't hold the tech
power, the tech power is expended without e ect. The power, the tech power is expended without e ect. The
level of the slot used to cast the tech power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any tech power While wearing this ring, you can cast any tech power
stored in it. The tech power uses the slot level, tech stored in it. The tech power uses the slot level, tech
save DC, tech attack bonus, and techcasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the tech power. The tech power cast from the ring cast the tech power. The tech power cast from the ring
is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.
RING OF TECH STORING MARK IV RING OF TECH STORING MARK VI
Adventuring gear ( nger), advanced Adventuring gear ( nger), artifact
Requires attunement Requires attunement
This ring stores tech powers cast into it, holding them This ring stores tech powers cast into it, holding them
until the attuned wearer uses them. The ring can store until the attuned wearer uses them. The ring can store
up to 6 levels worth of tech powers at a time. When up to 9 levels worth of tech powers at a time. When
found, it contains 1d7 − 1 levels of stored tech powers found, it contains 1d10 − 1 levels of stored tech powers
chosen by the GM. chosen by the GM.
Any creature can cast a tech power of 1st through Any creature can cast a tech power of 1st through
6th level into the ring by touching the ring as the tech 9th level into the ring by touching the ring as the tech
power is cast. The tech power has no e ect, other than power is cast. The tech power has no e ect, other than
to be stored in the ring. If the ring can't hold the tech to be stored in the ring. If the ring can't hold the tech
power, the tech power is expended without e ect. The power, the tech power is expended without e ect. The
level of the slot used to cast the tech power level of the slot used to cast the tech power
determines how much space it uses. determines how much space it uses.
While wearing this ring, you can cast any tech power While wearing this ring, you can cast any tech power
stored in it. The tech power uses the slot level, tech stored in it. The tech power uses the slot level, tech
save DC, tech attack bonus, and techcasting ability of save DC, tech attack bonus, and techcasting ability of
the original caster, but is otherwise treated as if you the original caster, but is otherwise treated as if you
cast the tech power. The tech power cast from the ring cast the tech power. The tech power cast from the ring
is no longer stored in it, freeing up space. is no longer stored in it, freeing up space.

97 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR


ADVENTURING GEAR (HANDS)
Item Rarity HANDWRAPS (CHAMPION)
Hands Adventuring gear (hands), artifact
While wearing these handwraps, you have a +3 bonus
Handwraps (Basic) Standard
to attack rolls and deal an additional 1d10 damage
Handwraps Chassis (Standard) Standard with your unarmed strikes.
Gauntlets of the Warrior Premium
HANDWRAPS (EXCEPTIONAL)
Handwraps (Fine) Premium Adventuring gear (hands), legendary
Handwraps Chassis (Premium) Premium While wearing these handwraps, you have a +3 bonus
to attack rolls and deal an additional 1d8 damage with
Reverse-Engineered Crushgaunts Premium
your unarmed strikes.
Handwraps (Improved) Prototype
HANDWRAPS (FINE)
Handwraps Chassis (Prototype) Prototype
Adventuring gear (hands), premium
Handwraps (Superior) Advanced While wearing these handwraps, you have a +1 bonus
Handwraps Chassis (Advanced) Advanced to attack and damage rolls made with your unarmed
strikes.
Mandalorian Shuk'orok Advanced
Handwraps (Exceptional) Legendary HANDWRAPS (IMPROVED)
Adventuring gear (hands), prototype
Handwraps Chassis (Legendary) Legendary
While wearing these handwraps, you have a +2 bonus
Handwarps (Champion) Artifact to attack and damage rolls made with your unarmed
Handwarps Chassis (Artifact) Artifact strikes.
HANDWRAPS (SUPERIOR)
GAUNTLETS OF THE WARRIOR Adventuring gear (hands), advanced
Adventuring gear (hands), prototype While wearing these handwraps, you have a +3 bonus
Requires attunement to attack and damage rolls made with your unarmed
Prerequisite: at least 3 levels in guardian strikes.
This item can hold a number of charges equal to half
your guardian level (rounded up). When you complete HANDWRAPS CHASSIS (ADVANCED)
a long rest, this item regains all missing charges. When Adventuring gear (hands), advanced
you would use your Force-Empowered Strikes feature, Requires attunement
you can expend charges instead of force points. These modi able handwraps chassis comes with
When you reach 5th level in guardian, when you roll vacant modi cation slots for grip, edge, oscillator, and
a damage die for your Force-Empowered Strikes or guard modi cations, as well as one augment slot. They
Improved Force-Empowered Strikes feature, if you roll can house modi cations of advanced rarity or lower.
less than your Wisdom or Charisma modi er (your
HANDWRAPS CHASSIS (ARTIFACT)
choice), you can use the chosen modi er instead of the
Adventuring gear (hands), artifact
result on the die.
Requires attunement
When you reach 11th level in guardian, the radius of
These modi able handwraps chassis comes with
your Guardian Auras increases by 10 feet. Additionally,
vacant modi cation slots for grip, edge, oscillator, and
when you use your Cause Harm or Lend Aid feature,
guard modi cations, as well as two augment slots.
you can add both your Wisdom and Charisma modi er,
They can house modi cations of artifact rarity or lower.
instead of just one.
When you reach 17th level in guardian, once per HANDWRAPS CHASSIS (LEGENDARY)
turn, when you roll the maximum on a damage die for Adventuring gear (hands), legendary
your Force-Empowered Strikes or Improved Force- Requires attunement
Empowered Strikes feature, you regain a use of your These modi able handwraps chassis comes with
Channel the Force, to a maximum of your Wisdom or vacant modi cation slots for grip, edge, oscillator, and
Charisma modi er (your choice, minimum of one). guard modi cations, as well as two augment slots.
These metallic gauntlets are decorated with ornate, They can house modi cations of legendary rarity or
sweeping symbols, and are each inlaid with six lower.
precious stones of varying colors.
HANDWRAPS CHASSIS (PREMIUM)
HANDWRAPS (BASIC) Adventuring gear (hands), premium
Adventuring gear (hands), standard Requires attunement
While wearing these handwraps, you have a +1 bonus These modi able handwraps chassis comes with
to damage rolls made with your unarmed strikes. vacant modi cation slots for grip, edge, oscillator, and
guard modi cations. They can house modi cations of
premium rarity or lower.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (HANDS) 98


HANDWRAPS CHASSIS (PROTOTYPE)
Adventuring gear (hands), prototype
Requires attunement
These modi able handwraps chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations, as well as one augment slot. They
can house modi cations of prototype rarity or lower.
HANDWRAPS CHASSIS (STANDARD)
Adventuring gear (hands), standard
Requires attunement
These modi able handwraps chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations. They can house modi cations of
standard rarity.
MANDALORIAN SHUK'OROK
Adventuring gear (hands), advanced
Requires attunement
While wearing these gloves, your Strength score
becomes 21. If your Strength is already equal to or
greater than 21, it has no e ect on you.
Mandalorian Vestments. While wearing and
attuned to these gloves and Mandalorian Beskar'gam,
these gauntlets no longer count towards your
maximum attunement. While wearing and attuned to
these gloves, Mandalorian Beskar'gam, and
Mandalorian Helmet, you have resistance to kinetic
and energy damage from unenhanced sources.
The nal piece of a Mandalorian's armor, these
gauntlets grant augmented strength.
REVERSE-ENGINEERED CRUSHGAUNTS
Adventuring gear (hands), premium
Requires attunement
Your Strength score is 19 while you wear these
gauntlets. They have no e ect on you if your Strength
is already 19 or higher.
Though the knowledge to forge a pair of true
shuk'orok is a closely-guarded Mandalorian secret, the
e ects of these gloves are desirable enough to spawn
numerous imitators.

99 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (HANDS)


ADVENTURING GEAR (HEAD)
Item Rarity GOGGLES OF THE TINKERER
Head Adventuring gear (head), prototype
Requires attunement
Circle of Persistence Premium
Prerequisite: at least 3 levels in engineer
Goggles of the Tinkerer Premium This item can hold a number of charges equal to half
Darkvision Goggles Premium your engineer level (rounded up). When you complete
a long rest, this item regains all missing charges. Once
Mandalorian Helmet Premium
per turn, when you use a Potent Aptitude feature, you
Jensaarai Headgear Advanced can spend 1 charge to roll the Potent Aptitude dice
twice and add them together.
CIRCLET OF PERSISTENCE When you reach 5th level in engineer, you become a
Adventuring gear (head), prototype valid target of your Potent Aptitude feature.
Requires attunement Additionally, you gain 1 additional modi cation slot.
Prerequisite: at least 3 levels in consular When you reach 11th level in engineer, you can add
This item can hold a number of charges equal to half half your pro ciency bonus, rounded down, to any
your consular level (rounded up). When you complete ability check with tools you make that doesn't already
a long rest, this item regains all missing charges. When include your pro ciency bonus. Additionally, you gain 1
you would use a Force-Empowered Casting option, you additional modi cation slot (2).
can expend charges instead of force points. When you reach 17th level in engineer, when use
When you reach 5th level in consular, when you use your bonus action to grant a Potent Aptitude die, you
your Force Recovery feature, you can add both your can grant a d4 instead of expending a use of your
Wisdom and Charisma modi er to the number of force Potent Aptitude. Additionally, you gain 1 additional
points regained, instead of just one. modi cation slot (3).
When you reach 11th level in consular, you can These goggles feature one-way glass lenses. When
ignore the prerequisites for force powers that are worn over the eyes, the lenses take whatever
lower level than your Max Power Level. appearance the bearer decides.
When you reach 17th level in consular, when you
make a Constitution saving throw to maintain JENSAARAI HEADGEAR
concentration on a force power, you can add your Adventuring gear (head), advanced
Wisdom or Charisma modi er (your choice, minimum Requires attunement
of one) if it doesn't already include that modi er. While you are wearing this headgear, kinetic and
This platinum circlet contains a gem that shifts colors energy damage that you take from unenhanced
at the whim of its bearer. weapons is reduced by an amount equal to your
pro ciency bonus.
DARKVISION GOGGLES Jensaarai Regalia. While wearing and attuned to this
Adventuring gear (head), premium armor and Jensaarai Armor, this headgear no longer
While wearing these goggles, you have darkvision to a count towards your maximum attunement. While
range of 60 feet. If you already have darkvision, these wearing and attuned to this headgear, Jensaarai Armor,
goggles increase its range by 30 feet. and Jensaarai Cloak, re, cold, and force damage you
take is reduced by an amount equal to your pro ciency
bonus.
Most Jensaarai craft a mask or helmet bearing the
visage of an animal that best personi es their desires
or goals.
MANDALORIAN HELMET
Adventuring gear (head), premium
Requires attunement
This helmet comes equipped with a headcomm and
holorecorder. Additionally, while wearing this helmet,
you have darkvision out to 60 feet.
Mandalorian Vestments. While wearing and
attuned to this helmet and Mandalorian Beskar'gam,
you have advantage on Wisdom (Perception) checks
that rely on sight within 60 feet. While wearing and
attuned to this helmet, Mandalorian Beskar'gam, and
Mandalorian Shuk'orok, you have advantage on
Intelligence (Investigation) checks within 5 feet.
Featuring the iconic T-shaped visor of the
Mandalorians, this helmet strikes fear into the hearts
of the unwary.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (HEAD) 100


ADVENTURING GEAR (LEGS)
Item Rarity
Legs
Pants Chassis (Standard) Standard
Pants Chassis (Premium) Premium
Pants Chassis (Prototype) Prototype
Pants Chassis (Advanced) Advanced
Pants Chassis (Legendary) Legendary
Pants Chassis (Artifact) Artifact

PANTS CHASSIS (ADVANCED)


Adventuring gear (legs), advanced
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as one augment slot. It
can house modi cations of advanced rarity or lower.
PANTS CHASSIS (ARTIFACT)
Adventuring gear (legs), artifact
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as two augment slots. It
can house modi cations of artifact rarity or lower.
PANTS CHASSIS (LEGENDARY)
Adventuring gear (legs), legendary
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as two augment slots. It
can house modi cations of legendary rarity or lower.
PANTS CHASSIS (PREMIUM)
Adventuring gear (legs), premium
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations. It can house modi cations of
premium rarity or lower.
PANTS CHASSIS (PROTOTYPE)
Adventuring gear (legs), prototype
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as one augment slot. It
can house modi cations of prototype rarity or lower.
PANTS CHASSIS (STANDARD)
Adventuring gear (legs), standard
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations. It can house modi cations of
standard rarity.

101 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (LEGS)


ADVENTURING GEAR (NECK)
Item Rarity
Neck
Necklace of Persistence Premium
Taozin Amulet Premium
Beemon Cardio-Regulator Prototype
Respiration Facilitator Prototype

BEEMON CARDIO-REGULATOR
Adventuring gear (neck), prototype
Requires attunement
Your Constitution score is 19 while you wear this
choker. It has no e ect on you if your Constitution is
already 19 or higher.
Demand for Beemon Laboratories' implants streches
even to those too sickly to use them without assistance
from another of their ne products.
NECKLACE OF DETERMINATION
Adventuring gear (neck), prototype
Requires attunement
Prerequisite: at least 3 levels in monk
This item can hold a number of charges equal to half
your monk level (rounded up). When you complete a
long rest, this item regains all missing charges. When
you would expend a focus point, you can instead
expend a charge.
When you reach 5th level in monk, when you use
your Slow Fall feature, the amount is increased to ten
times your monk level, instead of ve.
When you reach 11th level in monk, when you use
your De ect Missiles feature, you can add your
Wisdom or Charisma modi er to the roll (your choice, a
minimum of +1).
When you reach 17th level in monk, you can add half
your Dexterity modi er (rounded down) to your focus
save DC and focus attack modi er.
This simple necklace comprised of a series of tiny
gray beads hosts a single pale blue crystal that glows
faintly.
RESPIRATION FACILITATOR
Adventuring gear (neck), prototype
You have advantage on Constitution saving throws
against force powers.
This choker allowed the notorious bounty hunter
Cad Bane to bypass normal respiratory function. While
worn, it gives your a voice a deeper, digital sound.
TAOZIN AMULET
Adventuring gear (neck), premium
Requires attunement
While wearing this amulet, you are hidden from
detection through the Force. You can't be targeted by
force powers or features that would detect the
presence of the Force in you, and features that would
detect your attunement to the Force show you glowing
a faint yellow.
Made from the skin of a taozin, this amulet blurs and
clouds Force senses so their wearers can not easily be
detected by another Force-sensitive.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (NECK) 102


ADVENTURING GEAR (SHOULDERS)
Item Rarity CLOAK CHASSIS (PREMIUM)
Shoulders Adventuring gear (shoulders), premium
Requires attunement
Cloak Chassis (Standard) Standard
This modi able clothing chassis comes with vacant
Cape of the Orator Premium modi cation slots for weave, inlay, stitching, and
Cloak Chassis (Premium) Premium pattern modi cations. It can house modi cations of
premium rarity or lower.
Cowl of the Professional Premium
Jensaarai Cloak Premium CLOAK CHASSIS (PROTOTYPE)
Adventuring gear (shoulders), prototype
Mantle of the Anomic Premium
Requires attunement
Pauldron of Retribution Premium This modi able clothing chassis comes with vacant
Cloak Chassis (Prototype) Prototype modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as one augment slot. It
Cloak Chassis (Advanced) Advanced
can house modi cations of prototype rarity or lower.
Cloak Chassis (Legendary) Legendary
CLOAK CHASSIS (STANDARD)
Cloak Chassis (Artifact) Artifact
Adventuring gear (shoulders), standard
Requires attunement
CAPE OF THE ORATOR This modi able clothing chassis comes with vacant
Adventuring gear (shoulders), prototype modi cation slots for weave, inlay, stitching, and
Requires attunement pattern modi cations. It can house modi cations of
Prerequisite: at least 3 levels in scholar standard rarity.
This item can hold a number of charges equal to half
your scholar level (rounded up). When you complete a COWL OF THE PROFESSIONAL
long rest, this item regains all missing charges. When Adventuring gear (shoulders), prototype
your superiority die is rolled, you can expend one Requires attunement
charge to reroll the die and choose either roll. Prerequisite: at least 3 levels in operative
When you reach 5th level in scholar, you can This item can hold a number of charges equal to half
maintain two targets of your Critical Analysis feature, your operative level (rounded up). When you complete
instead of one. If you use your bonus action to analyze a long rest, this item regains all missing charges. When
a third target, you choose which Critical Analysis ends. you deal Sneak Attack damage, you can spend charges
When you reach 11th level in scholar, when you use to reroll any number of dice and use either result.
your bonus action to use your Critical Analysis feature, When you reach 5th level in operative, while the
you can target two creatures, instead of just one. hood is drawn, creatures can't see within the hood's
When you reach 17th level in scholar, you can take a con nes unless you choose to allow it, you are in a
third reaction each round. You can only take one source of enhanced light, or the creatures possess
reaction per turn. truesight. Additionally, you have resistance to all
This color-shifting cloak is immune to wrinkles and damage until the end of your rst turn.
always has a pressed appearance. When you reach 11th level in operative, when you
use your Uncanny Dodge feature, an illusory duplicate
CLOAK CHASSIS (ADVANCED) of yourself appears in your space until the start of your
Adventuring gear (shoulders), advanced next turn. The rst attack roll made against you before
Requires attunement the start of your next turn has disadvantage.
This modi able clothing chassis comes with vacant When you reach 17th level in operative, when you
modi cation slots for weave, inlay, stitching, and are conscious and fail an Intelligence, Wisdom, or
pattern modi cations, as well as one augment slot. It Charisma saving throw, you can choose to instead
can house modi cations of advanced rarity or lower. succeed. Once you've done so, you must complete a
CLOAK CHASSIS (ARTIFACT) short or long rest before you can do so again.
Adventuring gear (shoulders), artifact The color of this hood shifts between light gray and
Requires attunement black depending on light.
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as two augment slots. It
can house modi cations of artifact rarity or lower.
CLOAK CHASSIS (LEGENDARY)
Adventuring gear (shoulders), legendary
Requires attunement
This modi able clothing chassis comes with vacant
modi cation slots for weave, inlay, stitching, and
pattern modi cations, as well as two augment slots. It
can house modi cations of legendary rarity or lower.

103 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (SHOULDERS)


JENSAARAI CLOAK PAULDRON OF RETRIBUTION
Adventuring gear (shoulders), premium Adventuring gear (shoulders), prototype
Requires attunement Requires attunement
While wearing this cloak with its hood up, you can try Prerequisite: at least 3 levels in berserker
to hide when you are lightly obscured from the This item can hold a number of charges equal to half
creature from which you are hiding. Pulling the hood your berserker level (rounded up). When you complete
up or down requires a bonus action. a long rest, this item regains all missing charges. While
Jensaarai Regalia. While wearing and attuned to this raging, when you deal damage that would include your
cloak and Jensaarai Armor, while its hood is up, Rage Damage, you can expend one charge to double
Wisdom (Perception) checks made to see you have your Rage Damage bonus for that damage.
disadvantage, and you have advantage on Dexterity When you reach 5th level in berserker, when you use
(Stealth) checks made to hide. While wearing and your Reckless Attack feature, your critical hit range
attuned to this cloak, Jensaraai Armor, and Jensaarai increases by 1.
Headgear, when you make a Dexterity saving throw to When you reach 11th level in berserker, once per
an avoid an e ect that would deal cold, energy, re, critical hit, when you roll maximum damage on a
force, or kinetic damage, you can add your Wisdom or weapon damage die, you can roll an additional die and
Charisma modi er (your choice, minimum of one) to add both to the total.
the roll if it doesn't already include that modi er. When you reach 17th level in berserker, when you
Most Jensaari wear a gray cloak that subtly adapts to are conscious and fail a Strength, Dexterity, or
their surroundings. Constitution saving throw, you can choose to instead
succeed. Once you've done so, you must complete a
MANTLE OF THE ANOMIC short or long rest before you can do so again.
Adventuring gear (shoulders), prototype This single pauldron, which can be worn over armor,
Requires attunement features the visage of a howling beast.
Prerequisite: at least 3 levels in sentinel
This item can hold a number of charges equal to half
your sentinel level (rounded up). When you complete a
long rest, this item regains all missing charges. When
you would use a Force-Empowered Self option, you can
expend charges instead of force points.
When you reach 5th level in sentinel, you can use
two Force-Empowered Self options per hit, instead of
only one.
When you reach 11th level in sentinel, you can use
each Force-Empowered Self option twice per turn,
instead of only once. You can still only use each option
once per hit.
When you reach 17th level in sentinel, you can use
your Enlightened Evasion feature for any saving
throws, instead of just against e ects that deal
damage.
This visually unremarkable mantle resists e ects that
would cause it to move or make noise.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (SHOULDERS) 104


ADVENTURING GEAR (WAIST)
Item Rarity DEFEL MIMICKER
Waist Adventuring gear (waist), prototype
Requires attunement
Aratech Echo Belt Premium
While you wear this belt, it casts a shadow that makes
Defel Mimicker Prototype you appear to be standing in a place near your actual
Strength Enhancer Prototype location, causing any creature to have disadvantage on
attack rolls against you. If you take damage, the
CNS Strength Enhancer Advanced
property ceases to function until the start of your next
Baragwin Stealth Unit Legendary turn. This property is suppressed while you are
GNS Strength Enhancer Legendary incapacitated, restrained, or otherwise unable to move.
The only visible trace of this stealth eld generator's
Sith Strength Belt Legendary
user is a vague shadow, much like the Defel
Dominator Belt Artifact themselves.

ARATECH ECHO BELT DOMINATOR BELT


Adventuring gear (waist), premium Adventuring gear (waist), artifact
Requires attunement Requires attunement
While you wear this belt with its eld on, Wisdom While wearing this belt, your Strength score becomes
(Perception) checks made to see you have 29. If your Strength is already equal to or greater than
disadvantage, and you have advantage on Dexterity 29, it has no e ect on you.
(Stealth) checks made to hide, as the belt funnels light While only barely adhering to the most technical
around you. Activating or deactivating the belt takes an de nition of a belt, this harness-like rig of
action. pneumaticized limb actuators supplies enormous
The success of this high-end stealth eld generator strength to every limb of its wearer's body,
emboldened Aratech to branch out into other monstrously increasing their physical power.
hardware. GNS STRENGTH ENHANCER
BARAGWIN STEALTH UNIT Adventuring gear (waist), legendary
Adventuring gear (waist), legendary Requires attunement
Requires attunement While wearing this belt, your Strength score becomes
While wearing this belt, you can turn on its stealth eld 25. If your Strength is already equal to or greater than
to cause yourself to become invisible. While you are 25, it has no e ect on you.
invisible, anything you are carrying or wearing is This large belt greatly increases a users physical
invisible with you. You become visible when you turn power with an array of repulsor eld microgenerators
o the eld. Turning the eld on or o requires an and a pair of reactive-lift actuators that increase raw
action. force and lift-capacity without any loss of speed or ne
Deduct the time you are invisible, in increments of 1 motor skills.
minute, from the belt's maximum duration of 2 hours. SITH STRENGTH BELT
After 2 hours of use, the belt ceases to function. For Adventuring gear (waist), legendary
every uninterrupted period of 12 hours the belt goes Requires attunement
unused, it regains 1 hour of use. While wearing this belt, your Strength score becomes
Those Baragwin who sought to turn their telepathic 27. If your Strength is already equal to or greater than
empathy into an asset for bounty hunting needed 27, it has no e ect on you.
something special to overcome the drawbacks of their Worn on the legs, waist and lower back, this belt
lumbering frames. massively increases a users physical power with a set
CNS STRENGTH ENHANCER of heavy durasteel actuators alongside an synaptic
Adventuring gear (waist), advanced monitoring system that reacts to its users motion with
Requires attunement optimized power responses.
While wearing this belt, your Strength score becomes STRENGTH ENHANCER
23. If your Strength is already equal to or greater than Adventuring gear (waist), prototype
23, it has no e ect on you. Requires attunement
This belt further increases a users physical power While wearing this belt, your Strength score becomes
with pneumaticized assistance joists and a 21. If your Strength is already equal to or greater than
repulsor eld microgenerator. 21, it has no e ect on you.
This belt increases a users physical power with
pneumaticized assistance joists that provide support
and leverage in a minimal form-factor.

105 APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (WAIST)


ADVENTURING GEAR (WRISTS)
Item Rarity
Wrists
Wrist-Mounted Grappling Hook Standard
Vambraces of the Outrider Premium

VAMBRACES OF THE OUTRIDER


Adventuring gear (wrists), prototype
Requires attunement
Prerequisite: at least 3 levels in scout
This item can hold a number of charges equal to half
your scout level (rounded up). When you complete a
long rest, this item regains all missing charges. When
you cast a tech power of 1st level or higher, you can
expend one or more charges to reduce the tech
power's cost by 1, to a minimum of 1.
When you reach 5th level in scout, you can maintain
two targets of your Ranger's Quarry feature, instead of
one. Additionally, the reload value of the wrist launcher
increases by 1, to 2.
When you reach 11th level in scout, when you are
forced to make a concentration check by the target of
your Ranger's Quarry, you have advantage on the
check and add your Intelligence modi er to the roll.
Additionally, the reload value of the wrist launcher
increases by 1, to 3.
When you reach 17th level in scout, when you miss
with a tech or weapon attack, the target takes damage
equal to the attack's governing ability modi er. If the
target of the attack is the target of your Ranger's
Quarry feature, you can choose to deal your Ranger's
Quarry damage as well. Additionally, the reload value
of the wrist launcher increases by 1, to 4.
This pair of matching vambraces are inlaid with the
etched visage of an eagle. One contains an integrated
wristpad, while the other contains an integrated wrist
launcher.
WRIST-MOUNTED GRAPPLING HOOK
Adventuring gear (wrist), standard
You craft a wrist-mounted grappling hook weapon
attached to a tightly coiled cord. With this grappler, you
can make a ranged weapon attack with a range of
30/60. On a hit, it deals 1d4 kinetic damage. This attack
can target a surface, object, or creature.
A creature struck by this attack is impaled by the
hook. As an action, a creature can attempt to remove
the hook. Removing the hook requires a DC 13
Strength check. While the hook is stuck in the target,
you are connected to the target by a 60 foot cable.
While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
object smaller than you is pulled to you. Alternatively,
you can opt to release the cable (no action required).
Once you've used this feature, you can't use it again
until you recover and reinsert the hook as an action.

APPENDIX A | ENHANCED ITEMS | ADVENTURING GEAR (WRIST) 106


ARMOR
Item Rarity ARMOR (FINE)
Armor Chassis (Standard) Standard Armor (any), premium
You have a +1 bonus to AC while wearing this armor.
Armor (Fine) Premium
Armor Chassis (Premium) Premium ARMOR (IMPROVED)
Armor (any), prototype
Viir Agathys's Armor Premium
You have a +2 bonus to AC while wearing this armor.
Adapted Armor Prototype
ARMOR (SUPERIOR)
Armor (Improved) Prototype
Armor (any), advanced
Armor Chassis (Prototype) Prototype You have a +3 bonus to AC while wearing this armor.
Mandalorian Beskar'gam Prototype
ARMOR CHASSIS (ADVANCED)
Armor (Superior) Advanced Armor (any), advanced
Armor Chassis (Advanced) Advanced Requires attunement
This modi able armor chassis comes with vacant
Armor (Exceptional) Legendary
modi cation slots for overlay, underlay, reinforcement,
Armor Chassis (Legendary) Legendary and armoring modi cations, as well as one augment
Armor (Champion) Artifact slot. It can house modi cations of advanced rarity or
lower.
Armor Chassis (Artifact) Artifact
Light ARMOR CHASSIS (ARTIFACT)
Armor (any), artifact
Medium
Requires attunement
Jensaarai Armor Prototype This modi able armor chassis comes with vacant
Heavy modi cation slots for overlay, underlay, reinforcement,
and armoring modi cations, as well as two augment
Matrix Armor Premium
slots. It can house modi cations of artifact rarity or
Orbalisk Armor Prototype lower.
Reactive Ultrachrome Armor Legendary ARMOR CHASSIS (LEGENDARY)
Armor (any), legendary
ADAPTED ARMOR Requires attunement
Armor (any), prototype This modi able armor chassis comes with vacant
Requires attunement modi cation slots for overlay, underlay, reinforcement,
You have resistance to one type of damage while you and armoring modi cations, as well as two augment
wear this armor. The DM chooses the type or slots. It can house modi cations of legendary rarity or
determines it randomly from the options below. lower.
d10 Damage Type d10 Damage Type ARMOR CHASSIS (PREMIUM)
1 Acid 6 Lightning Armor (any), premium
2 Cold 7 Necrotic
Requires attunement
This modi able armor chassis comes with vacant
3 Fire 8 Poison modi cation slots for overlay, underlay, reinforcement,
4 Force 9 Psychic and armoring modi cations. It can house modi cations
5 Ion 10 Sonic
of premium rarity or lower.
ARMOR CHASSIS (PROTOTYPE)
Those foolhardy enough to not treat a hostile planet as Armor (any), prototype
worthy a foe as the ones carrying blasters don't often Requires attunement
live long enough to boast about it. This modi able armor chassis comes with vacant
modi cation slots for overlay, underlay, reinforcement,
ARMOR (CHAMPION)
and armoring modi cations, as well as one augment
Armor (any), artifact
slot. It can house modi cations of prototype rarity or
You have a +3 bonus to AC while wearing this armor.
lower.
Additionally, while wearing this armor, damage you
take is reduced by 2. If this would reduce the damage ARMOR CHASSIS (STANDARD)
to 0, the damage is instead reduced to 1. Armor (any), standard
Requires attunement
ARMOR (EXCEPTIONAL)
This modi able armor chassis comes with vacant
Armor (any), legendary
modi cation slots for overlay, underlay, reinforcement,
You have a +3 bonus to AC while wearing this armor.
and armoring modi cations. It can house modi cations
Additionally, while wearing this armor, damage you
of standard rarity.
take is reduced by 1. If this would reduce the damage
to 0, the damage is instead reduced to 1.

107 APPENDIX A | ENHANCED ITEMS | ARMOR


JENSAARAI ARMOR ORBALISK ARMOR
Armor (any medium), prototype Armor (heavy exoskeleton), prototype
Requires attunement This armor has no weight and does not a ect
While wearing this armor, you are considered encumbrance. While wearing it, you are considered
pro cient regardless of whether or not you have pro cient regardless of whether or not you have
pro ciency in medium armor. Additionally, it grants a pro ciency with heavy armor, and you are resistant to
+1 bonus to AC. all unenhanced damage.
Jensaarai Regalia. While wearing and attuned to this Cursed. You can not remove this armor without rst
armor and Jensaarai Cloak, you are adapted to both killing the orbalisks. While wearing this armor,
hot and cold climates, as described in chapter 5 of the whenever you complete a long rest, you must make a
Dungeon Master's Guide. Additionally, this armor now DC 15 Wisdom saving throw. You can choose to fail this
grants a +2 bonus to AC, instead of +1. While wearing saving throw. For each saving throw you fail, the size of
and attuned to this armor, Jensaarai Cloak, and your Hit Die is reduced by one step (from d12 to d10,
Jensaarai Headgear, this armor now grants a +3 bonus from d10 to d8, from d8 to d6, from d6 to d4, or from
to AC, instead of +2. d4 to d2). If you fail a saving throw while your Hit Die is
At the height of their training, Jensaarai craft and a d2, you die as the orbalisks consume you.
bond with their own armor. While each set of armor is Additionally, for each saving throw you fail, your AC
unique to its bearer, they share similar traits. increases by 1. For each saving throw you succeed, the
size of your Hit Die increases by one step (from d2 to
MANDALORIAN BESKAR'GAM d4, from d4 to d6, from d6 to d8, from d8 to d10, or
Armor (any), prototype from d10 to d12). Additionally, for each saving throw
Requires attunement you succeed, your AC decreases by 1. The size of your
This armor comes equipped with 24 slots that can each Hit Die can not exceed the Hit Dice granted by your
hold a single item that weighs less than 2 lb. class, and your AC can not be increased or reduced
Additionally, it grants a +1 bonus to AC. more than the number of Hit Die increases or
Mandalorian Vestments. While wearing and reductions.
attuned to this armor and Mandalorian Helmet, you This armor is comprised of a series of small parasitic
are able to survive and operate in zero gravity space creatures called orbalisks. Over time, orbalisks
and other dangerous conditions. Additionally, this reproduce until they cover the entirety of their host.
armor now grants a +2 bonus to AC, instead of +1.
While wearing and attuned to this armor, Mandalorian REACTIVE ULTRACHROME ARMOR
Helmet, and Mandalorian Shuk'orok, this armor now Armor (heavy exoskeleton), legendary
grants a +3 bonus to AC, instead of +2. Requires attunement
This armor is forged from an incredibly rare material You have resistence to unenhanced damage while you
known as beskar, a highly durable metal. wear this armor. Additionally, you can use an action to
make yourself immune to unenhanced damage for 10
MATRIX ARMOR minutes or until you are no longer wearing the armor.
Armor (any heavy), premium Once this special action is used, it can't be used again
While wearing this suit of armor, any critical hit against until the next dawn.
you becomes a normal hit. Made with just enough ultrachrome to give you an
This suit of armor has had its protective durasteel edge while still keeping things interesting, these suits
components replaced by equivalents made of matrix, a of armor can discharge an integrated power cell to
purple metal used to reinforce starships. catalyze this metal normally used in starship hulls into
a more resilient state.
VIIR AGATHYS'S ARMOR
Armor (any), premium
This armor has 3 charges. As an action, you can spend
1 or more charges to cast the voltaic shielding tech
power, 1 charge per level. All expended charges are
regained after you complete a long rest.
This proprietary armor made by the renowned
engineer Viir Agathys includes integrated access to his
signature tech power.

APPENDIX A | ENHANCED ITEMS | ARMOR 108


CONSUMABLES (ADRENALS)
Item Rarity ALACRITY ADRENAL (IMPROVED)
Adrenals Consumable (adrenal), prototype
As an action, you can administer this adrenal to a
Alacrity Adrenal (Basic) Standard
creature within 5 feet. When you administer this
Sorcerer's Adrenal (Basic) Standard adrenal, the target's speed increases by 30 feet. This
Stamina Adrenal (Basic) Standard e ect lasts for 1 minute. A creature can bene t from
only one adrenal at a time.
Alacrity Adrenal (Fine) Premium
Sorcerer's Adrenal (Fine) Premium ALACRITY ADRENAL (SUPERIOR)
Consumable (adrenal), advanced
Stamina Adrenal (Fine) Premium
As an action, you can administer this adrenal to a
Alacrity Adrenal (Improved) Prototype creature within 5 feet. When you administer this
Battle Adrenal Mark I Prototype adrenal, the target's speed increases by 40 feet. This
e ect lasts for 1 minute. A creature can bene t from
Sorcerer's Adrenal (Improved) Prototype
only one adrenal at a time.
Stamina Adrenal (Improved) Prototype
BATTLE ADRENAL MARK I
Alacrity Adrenal (Superior) Advanced
Consumable (adrenal), prototype
Sorceror's Adrenal (Superior) Advanced As an action, you can administer this adrenal to a
Stamina Adrenal (Superior) Advanced creature within 5 feet. When you administer this
adrenal, when the target takes the Attack action, it can
Alacrity Adrenal (Exceptional) Legendary
make one additional attack (no action required). This
Stamina Adrenal (Exceptional) Legendary e ect lasts for 1 minute. A creature can bene t from
Alacrity Adrenal (Champion) Artifact only one adrenal at a time.
Battle Adrenal Mark II Artifact BATTLE ADRENAL MARK II
Stamina Adrenal (Champion) Artifact Consumable (adrenal), artifact
As an action, you can administer this adrenal to a
ALACRITY ADRENAL (BASIC) creature within 5 feet. When you administer this
Consumable (adrenal), standard adrenal, when the target takes the Attack action, it can
As an action, you can administer this adrenal to a make two additional attacks (no action required). This
creature within 5 feet. When you administer this e ect lasts for 1 minute. A creature can bene t from
adrenal, the target's speed increases by 10 feet. This only one adrenal at a time.
e ect lasts for 1 minute. A creature can bene t from STAMINA ADRENAL (BASIC)
only one adrenal at a time. Consumable (adrenal), standard
ALACRITY ADRENAL (CHAMPION) As an action, you can administer this adrenal to a
Consumable (adrenal), artifact creature within 5 feet. When you administer this
As an action, you can administer this adrenal to a adrenal, the target's current and maximum hit points
creature within 5 feet. When you administer this increase by 10. This e ect lasts for 1 minute. A creature
adrenal, the target's speed increases by 60 feet. This can bene t from only one adrenal at a time.
e ect lasts for 1 minute. A creature can bene t from STAMINA ADRENAL (CHAMPION)
only one adrenal at a time. Consumable (adrenal), artifact
ALACRITY ADRENAL (EXCEPTIONAL) As an action, you can administer this adrenal to a
Consumable (adrenal), legendary creature within 5 feet. When you administer this
As an action, you can administer this adrenal to a adrenal, the target's current and maximum hit points
creature within 5 feet. When you administer this increase by 60. This e ect lasts for 1 minute. A creature
adrenal, the target's speed increases by 50 feet. This can bene t from only one adrenal at a time.
e ect lasts for 1 minute. A creature can bene t from STAMINA ADRENAL (EXCEPTIONAL)
only one adrenal at a time. Consumable (adrenal), legendary
ALACRITY ADRENAL (FINE) As an action, you can administer this adrenal to a
Consumable (adrenal), premium creature within 5 feet. When you administer this
As an action, you can administer this adrenal to a adrenal, the target's current and maximum hit points
creature within 5 feet. When you administer this increase by 50. This e ect lasts for 1 minute. A creature
adrenal, the target's speed increases by 20 feet. This can bene t from only one adrenal at a time.
e ect lasts for 1 minute. A creature can bene t from
only one adrenal at a time.

109 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (ADRENALS)


STAMINA ADRENAL (FINE)
Consumable (adrenal), premium
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target's current and maximum hit points
increase by 20. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time.
STAMINA ADRENAL (IMPROVED)
Consumable (adrenal), prototype
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target's current and maximum hit points
increase by 30. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time.
STAMINA ADRENAL (SUPERIOR)
Consumable (adrenal), advanced
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target's current and maximum hit points
increase by 40. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time.
SORCERER'S ADRENAL (BASIC)
Consumable (adrenal), standard
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to its damage and
healing rolls with force powers. This e ect lasts for 1
minute. A creature can bene t from only one adrenal
at a time.
SORCERER'S ADRENAL (FINE)
Consumable (adrenal), premium
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to its force attack
rolls, force save DC, and damage and healing rolls with
force powers. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time.
SORCERER'S ADRENAL (IMPROVED)
Consumable (adrenal), prototype
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target gains a +2 bonus to its force attack
rolls, force save DC, and damage and healing rolls with
force powers. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time.
SORCERER'S ADRENAL (SUPERIOR)
Consumable (adrenal), advanced
As an action, you can administer this adrenal to a
creature within 5 feet. When you administer this
adrenal, the target gains a +3 bonus to its force attack
rolls, force save DC, and damage and healing rolls with
force powers. This e ect lasts for 1 minute. A creature
can bene t from only one adrenal at a time.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (ADRENALS) 110


CONSUMABLES (AMMUNITION)
Item Rarity DART (LETHAL)
Ammunition Consumable (ammunition), legendary
You have a +3 bonus to attack rolls and deal an
Dart (Average) Premium
additional 1d8 damage with this enhanced wrist
Flux Collimator (Average) Premium launcher dart, which deals 1d6 kinetic damage on a hit.
Oscillation Calibrator (Average) Premium This bonus is in addition to any bonuses granted by the
weapon. Once the dart has been red, it no longer
Power Cell (Average) Premium
gives a bonus.
Slug Cartridge (Average) Premium
DART (MAJOR)
Dart (Major) Prototype
Consumable (ammunition), prototype
Flux Collimator (Major) Prototype You have a +2 bonus to attack and damage rolls made
Oscillation Calibrator (Major) Prototype with this enhanced wrist launcher dart, which deals
1d6 kinetic damage on a hit. This bonus is in addition
Power Cell (Major) Prototype
to any bonuses granted by the weapon. Once the dart
Slug Cartridge (Major) Prototype has been red, it no longer gives a bonus.
Dart (Deadly) Advanced
FLUX COLLIMATOR (AVERAGE)
Flux Collimator (Deadly) Advanced Consumable (ammunition), premium
Oscillation Calibrator (Deadly) Advanced As an action, you can apply this collimator to one
lightweapon within 5 feet, granting it a +1 bonus to
Power Cell (Deadly) Advanced
attack and damage rolls for 1 minute. This bonus is in
Slug Cartridge (Deadly) Advanced addition to any bonuses granted by the weapon.
Dart (Lethal) Legendary Additionally, if the weapon is not enhanced, it becomes
enhanced for the duration.
Flux Collimator (Lethal) Legendary
Oscillation Calibrator (Lethal) Legendary FLUX COLLIMATOR (DEADLY)
Consumable (ammunition), advanced
Power Cell (Lethal) Legendary
As an action, you can apply this collimator to one
Slug Cartridge (Lethal) Legendary lightweapon within 5 feet, granting it a +3 bonus to
Dart (Devastating) Artifact attack and damage rolls for 1 minute. This bonus is in
addition to any bonuses granted by the weapon.
Flux Collimator (Devastating) Artifact
Additionally, if the weapon is not enhanced, it becomes
Oscillation Calibrator (Devastating) Artifact enhanced for the duration.
Power Cell (Devastating) Artifact
FLUX COLLIMATOR (DEVASTATING)
Slug Cartridge (Devastating) Artifact Consumable (ammunition), artifact
As an action, you can apply this collimator to one
DART (AVERAGE) lightweapon within 5 feet, granting it a +3 bonus to
Consumable (ammunition), premium attack rolls and dealing an additional 1d10 damage for
You have a +1 bonus to attack and damage rolls made 1 minute. This bonus is in addition to any bonuses
with this enhanced wrist launcher dart, which deals granted by the weapon. Additionally, if the weapon is
1d6 kinetic damage on a hit. This bonus is in addition not enhanced, it becomes enhanced for the duration.
to any bonuses granted by the weapon. Once the dart
has been red, it no longer gives a bonus. FLUX COLLIMATOR (LETHAL)
Consumable (ammunition), legendary
DART (DEADLY) As an action, you can apply this collimator to one
Consumable (ammunition), advanced lightweapon within 5 feet, granting it a +3 bonus to
You have a +3 bonus to attack and damage rolls made attack rolls and dealing an additional 1d8 damage for 1
with this enhanced wrist launcher dart, which deals minute. This bonus is in addition to any bonuses
1d6 kinetic damage on a hit. This bonus is in addition granted by the weapon. Additionally, if the weapon is
to any bonuses granted by the weapon. Once the dart not enhanced, it becomes enhanced for the duration.
has been red, it no longer gives a bonus.
FLUX COLLIMATOR (MAJOR)
DART (DEVASTATING) Consumable (ammunition), prototype
Consumable (ammunition), artifact As an action, you can apply this collimator to one
You have a +3 bonus to attack rolls and deal an lightweapon within 5 feet, granting it a +2 bonus to
additional 1d10 damage with this enhanced wrist attack and damage rolls for 1 minute. This bonus is in
launcher dart, which deals 1d6 kinetic damage on a hit. addition to any bonuses granted by the weapon.
This bonus is in addition to any bonuses granted by the Additionally, if the weapon is not enhanced, it becomes
weapon. Once the dart has been red, it no longer enhanced for the duration.
gives a bonus.

111 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (AMMUNITION)


OSCILLATION CALIBRATOR (AVERAGE) POWER CELL (LETHAL)
Consumable (ammunition), premium Consumable (ammunition), legendary
As an action, you can apply this calibrator to one You have a +3 bonus to attack rolls and deal an
vibroweapon or pair of handwraps within 5 feet, additional 1d8 damage with this enhanced power cell.
granting it a +1 bonus to attack and damage rolls for 1 This bonus is in addition to any bonuses granted by the
minute. This bonus is in addition to any bonuses weapon. Once the power cell is depleted, it no longer
granted by the weapon. Additionally, if the weapon is gives a bonus.
not enhanced, it becomes enhanced for the duration.
POWER CELL (MAJOR)
OSCILLATION CALIBRATOR (DEADLY) Consumable (ammunition), prototype
Consumable (ammunition), advanced You have a +2 bonus to attack and damage rolls made
As an action, you can apply this calibrator to one with this enhanced power cell. This bonus is in addition
vibroweapon or pair of handwraps within 5 feet, to any bonuses granted by the weapon. Once the
granting it a +3 bonus to attack and damage rolls for 1 power cell is depleted, it no longer gives a bonus.
minute. This bonus is in addition to any bonuses
granted by the weapon. Additionally, if the weapon is SLUG CARTRIDGE (AVERAGE)
not enhanced, it becomes enhanced for the duration. Consumable (ammunition), premium
You have a +1 bonus to attack and damage rolls made
OSCILLATION CALIBRATOR (DEVASTATING) with this enhanced slug cartridge. This bonus is in
Consumable (ammunition), artifact addition to any bonuses granted by the weapon. Once
As an action, you can apply this calibrator to one the slug cartridge has been red, it no longer gives a
vibroweapon or pair of handwraps within 5 feet, bonus.
granting it a +3 bonus to attack rolls and dealing an
additional 1d10 damage for 1 minute. This bonus is in SLUG CARTRIDGE (DEADLY)
addition to any bonuses granted by the weapon. Consumable (ammunition), advanced
Additionally, if the weapon is not enhanced, it becomes You have a +3 bonus to attack and damage rolls made
enhanced for the duration. with this enhanced slug cartridge. This bonus is in
addition to any bonuses granted by the weapon. Once
OSCILLATION CALIBRATOR (LETHAL) the slug cartridge has been red, it no longer gives a
Consumable (ammunition), legendary bonus.
As an action, you can apply this calibrator to one
vibroweapon or pair of handwraps within 5 feet, SLUG CARTRIDGE (DEVASTATING)
granting it a +3 bonus to attack rolls and dealing an Consumable (ammunition), artifact
additional 1d8 damage for 1 minute. This bonus is in You have a +3 bonus to attack rolls and deal an
addition to any bonuses granted by the weapon. additional 1d10 damage with this enhanced slug
cartridge. This bonus is in addition to any bonuses
OSCILLATION CALIBRATOR (MAJOR) granted by the weapon. Once the slug cartridge has
Consumable (ammunition), prototype been red, it no longer gives a bonus.
As an action, you can apply this calibrator to one
vibroweapon or pair of handwraps within 5 feet, SLUG CARTRIDGE (LETHAL)
granting it a +2 bonus to attack and damage rolls for 1 Consumable (ammunition), legendary
minute. This bonus is in addition to any bonuses You have a +3 bonus to attack rolls and deal an
granted by the weapon. Additionally, if the weapon is additional 1d8 damage with this enhanced slug
not enhanced, it becomes enhanced for the duration. cartridge. This bonus is in addition to any bonuses
granted by the weapon. Once the slug cartridge has
POWER CELL (AVERAGE) been red, it no longer gives a bonus.
Consumable (ammunition), premium
You have a +1 bonus to attack and damage rolls made SLUG CARTRIDGE (MAJOR)
with this enhanced power cell. This bonus is in addition Consumable (ammunition), prototype
to any bonuses granted by the weapon. Once the You have a +2 bonus to attack and damage rolls made
power cell is depleted, it no longer gives a bonus. with this enhanced slug cartridge. This bonus is in
addition to any bonuses granted by the weapon. Once
POWER CELL (DEADLY) the slug cartridge has been red, it no longer gives a
Consumable (ammunition), advanced bonus.
You have a +3 bonus to attack and damage rolls made
with this enhanced power cell. This bonus is in addition
to any bonuses granted by the weapon. Once the
power cell is depleted, it no longer gives a bonus.
POWER CELL (DEVASTATING)
Consumable (ammunition), artifact
You have a +3 bonus to attack rolls and deal an
additional 1d10 damage with this enhanced power cell.
This bonus is in addition to any bonuses granted by the
weapon. Once the power cell is depleted, it no longer
gives a bonus.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (AMMUNITION) 112


CONSUMABLES (BARRIERS)
Item Rarity Page ENVIRONMENTAL BARRIER MARK IV
Barriers Consumable (barrier), advanced
As an action, you can administer this barrier to a
Environmental Barrier Mark I Standard
creature within 5 feet. The barrier has 60 hit points,
Physical Barrier Mark I Standard and lasts 8 hours. Whenever the creature takes
Environmental Barrier Mark II Premium damage (one of acid, cold, re, force, lightning,
necrotic, poison, psychic, or sonic, chosen by the GM
Physical Barrier Mark II Premium
when the item is created), the barrier takes the
Environmental Barrier Mark III Prototype damage instead. If this damage reduces the barrier to
Physical Barrier Mark III Prototype 0 hit points, you take any remaining damage. A
creature can bene t from only one barrier at a time.
Environmental Barrier Mark IV Advanced
Physical Barrier Mark IV Advanced ENVIRONMENTAL BARRIER MARK V
Consumable (barrier), legendary
Environmental Barrier Mark V Legendary
As an action, you can administer this barrier to a
Physical Barrier Mark V Legendary creature within 5 feet. The barrier has 75 hit points,
Environmental Barrier Mark VI Artifact and lasts 8 hours. Whenever the creature takes
damage (one of acid, cold, re, force, lightning,
Physical Barrier Mark VI Artifact
necrotic, poison, psychic, or sonic, chosen by the GM
when the item is created), the barrier takes the
ENVIRONMENTAL BARRIER MARK I damage instead. If this damage reduces the barrier to
Consumable (barrier), standard 0 hit points, you take any remaining damage. A
As an action, you can administer this barrier to a creature can bene t from only one barrier at a time.
creature within 5 feet. The barrier has 15 hit points,
and lasts 8 hours. Whenever the creature takes ENVIRONMENTAL BARRIER MARK VI
damage (one of acid, cold, re, force, lightning, Consumable (barrier), artifact
necrotic, poison, psychic, or sonic, chosen by the GM As an action, you can administer this barrier to a
when the item is created), the barrier takes the creature within 5 feet. The barrier has 90 hit points,
damage instead. If this damage reduces the barrier to and lasts 8 hours. Whenever the creature takes
0 hit points, the creature takes any remaining damage. damage (one of acid, cold, re, force, lightning,
A creature can bene t from only one barrier at a time. necrotic, poison, psychic, or sonic, chosen by the GM
when the item is created), the barrier takes the
ENVIRONMENTAL BARRIER MARK II damage instead. If this damage reduces the barrier to
Consumable (barrier), premium 0 hit points, you take any remaining damage. A
As an action, you can administer this barrier to a creature can bene t from only one barrier at a time.
creature within 5 feet. The barrier has 30 hit points,
and lasts 8 hours. Whenever the creature takes PHYSICAL BARRIER MARK I
damage (one of acid, cold, re, force, lightning, Consumable (barrier), standard
necrotic, poison, psychic, or sonic, chosen by the GM As an action, you can administer this barrier to a
when the item is created), the barrier takes the creature within 5 feet. The barrier has 10 hit points,
damage instead. If this damage reduces the barrier to and lasts 8 hours. Whenever the creature takes
0 hit points, the creature takes any remaining damage. damage (one of energy, ion, or kinetic, chosen by the
A creature can bene t from only one barrier at a time. GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
ENVIRONMENTAL BARRIER MARK III 0 hit points, the creature takes any remaining damage.
Consumable (barrier), prototype A creature can bene t from only one barrier at a time.
As an action, you can administer this barrier to a
creature within 5 feet. The barrier has 45 hit points, PHYSICAL BARRIER MARK II
and lasts 8 hours. Whenever the creature takes Consumable (barrier), premium
damage (one of acid, cold, re, force, lightning, As an action, you can administer this barrier to a
necrotic, poison, psychic, or sonic, chosen by the GM creature within 5 feet. The barrier has 20 hit points,
when the item is created), the barrier takes the and lasts 8 hours. Whenever the creature takes
damage instead. If this damage reduces the barrier to damage (one of energy, ion, or kinetic, chosen by the
0 hit points, you take any remaining damage. A GM when the item is created), the barrier takes the
creature can bene t from only one barrier at a time. damage instead. If this damage reduces the barrier to
0 hit points, the creature takes any remaining damage.
A creature can bene t from only one barrier at a time.

113 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (BARRIERS)


PHYSICAL BARRIER MARK III
Consumable (barrier), prototype
As an action, you can administer this barrier to a
creature within 5 feet. The barrier has 30 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can bene t from only one barrier at a time.
PHYSICAL BARRIER MARK IV
Consumable (barrier), advanced
As an action, you can administer this barrier to a
creature within 5 feet. The barrier has 40 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can bene t from only one barrier at a time.
PHYSICAL BARRIER MARK V
Consumable (barrier), legendary
As an action, you can administer this barrier to a
creature within 5 feet. The barrier has 50 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can bene t from only one barrier at a time.
PHYSICAL BARRIER MARK VI
Consumable (barrier), artifact
As an action, you can administer this barrier to a
creature within 5 feet. The barrier has 60 hit points,
and lasts 8 hours. Whenever the creature takes
damage (one of energy, ion, or kinetic, chosen by the
GM when the item is created), the barrier takes the
damage instead. If this damage reduces the barrier to
0 hit points, you take any remaining damage. A
creature can bene t from only one barrier at a time.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (BARRIERS) 114


CONSUMABLES (EXPLOSIVES)
Item Rarity Page GRENADE, FRAGMENTATION (MAJOR)
Explosives Consumable (explosive), prototype
Grenades can be set to detonate on impact or with a
Grenade, Fragmentation (Average) Premium
timer that causes them to explode on initiative count
Mine, Fragmentation (Average) Premium 20 (losing all initiative ties). As an action, you can throw
Grenade, Fragmentation (Major) Prototype a grenade at a point you can see within 30 feet + your
Strength modi er x 5. Each creature within 10 feet
Mine, Fragmentation (Major) Prototype
must make a DC 18 Dexterity saving throw. A creature
Grenade, Fragmentation (Deadly) Advanced takes 6d10 kinetic damage on a failed save, or half as
Mine, Fragmentation (Deadly) Advanced much as on a successful one.
Grenade, Fragmentation (Lethal) Legendary MINE, FRAGMENTATION (AVERAGE)
Mine, Fragmentation (Lethal) Legendary Consumable (explosive), premium
Mines can be set to detonate when a creature comes
Grenade, Fragmentation (Devastating) Artifact
within up to 15 feet of it or paired with a remote
Mine, Fragmentation (Devastating) Artifact detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (AVERAGE) of your next turn. When detonated, each creature
Consumable (explosive), premium within 15 feet of it must make a DC 16 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 4d10 kinetic damage on a
timer that causes them to explode on initiative count failed save, or half as much as on a successful one.
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your MINE, FRAGMENTATION (DEADLY)
Strength modi er x 5. Each creature within 10 feet Consumable (explosive), advanced
must make a DC 16 Dexterity saving throw. A creature Mines can be set to detonate when a creature comes
takes 4d10 kinetic damage on a failed save, or half as within up to 15 feet of it or paired with a remote
much as on a successful one. detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (DEADLY) of your next turn. When detonated, each creature
Consumable (explosive), advanced within 15 feet of it must make a DC 20 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 8d10 kinetic damage on a
timer that causes them to explode on initiative count failed save, or half as much as on a successful one.
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your MINE, FRAGMENTATION (DEVASTATING)
Strength modi er x 5. Each creature within 10 feet Consumable (explosive), artifact
must make a DC 20 Dexterity saving throw. A creature Mines can be set to detonate when a creature comes
takes 8d10 kinetic damage on a failed save, or half as within up to 15 feet of it or paired with a remote
much as on a successful one. detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (DEVASTATING) of your next turn. When detonated, each creature
Consumable (explosive), artifact within 15 feet of it must make a DC 24 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 12d10 kinetic damage on a
timer that causes them to explode on initiative count failed save, or half as much as on a successful one.
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your MINE, FRAGMENTATION (LETHAL)
Strength modi er x 5. Each creature within 10 feet Consumable (explosive), legendary
must make a DC 24 Dexterity saving throw. A creature Mines can be set to detonate when a creature comes
takes 12d10 kinetic damage on a failed save, or half as within up to 15 feet of it or paired with a remote
much as on a successful one. detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
GRENADE, FRAGMENTATION (LETHAL) of your next turn. When detonated, each creature
Consumable (explosive), legendary within 15 feet of it must make a DC 22 Dexterity saving
Grenades can be set to detonate on impact or with a throw. A creature takes 10d10 kinetic damage on a
timer that causes them to explode on initiative count failed save, or half as much as on a successful one.
20 (losing all initiative ties). As an action, you can throw
a grenade at a point you can see within 30 feet + your
Strength modi er x 5. Each creature within 10 feet
must make a DC 22 Dexterity saving throw. A creature
takes 10d10 kinetic damage on a failed save, or half as
much as on a successful one.

115 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (EXPLOSIVES)


MINE, FRAGMENTATION (MAJOR)
Consumable (explosive), prototype
Mines can be set to detonate when a creature comes
within up to 15 feet of it or paired with a remote
detonator. As an action, you can prime and set a mine
on a surface you can reach, which activates at the start
of your next turn. When detonated, each creature
within 15 feet of it must make a DC 18 Dexterity saving
throw. A creature takes 6d10 kinetic damage on a
failed save, or half as much as on a successful one.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (EXPLOSIVES) 116


CONSUMABLES (MEDPACS)
Item Rarity MEDPAC (IMPROVED)
Medpacs Consumable (medpac), prototype
A medpac is a quick-acting syringe lled with a
Vitapac (Basic) Standard
concentrated dose of kolto. As an action, you can use
Medpac (Fine) Premium this medpac to restore hit points to a beast or
Vitapac (Fine) Premium humanoid within 5 feet. The creature rolls three dice
equal to the size of their Hit Die and regains hit points
Medpac (Improved) Prototype
equal to the amount rolled + three times their
Vitapac (Improved) Prototype Constitution modi er (minimum of one hit point) If the
Medpac (Superior) Advanced creature has Hit Dice of di erent sizes, use whichever
Hit Die size they have the most of.
Vitapac (Superior) Advanced
Medpac (Exceptional) Legendary MEDPAC (SUPERIOR)
Consumable (medpac), advanced
Vitapac (Exceptional) Legendary
A medpac is a quick-acting syringe lled with a
Medpac (Champion) Artifact concentrated dose of kolto. As an action, you can use
Vitapac (Champion) Artifact this medpac to restore hit points to a beast or
humanoid within 5 feet. The creature rolls four dice
MEDPAC (CHAMPION) equal to the size of their Hit Die and regains hit points
Consumable (medpac), artifact equal to the amount rolled + four times their
A medpac is a quick-acting syringe lled with a Constitution modi er (minimum of one hit point). If the
concentrated dose of kolto. As an action, you can use creature has Hit Dice of di erent sizes, use whichever
this medpac to restore hit points to a beast or Hit Die size they have the most of.
humanoid within 5 feet. The creature rolls six dice VITAPAC (BASIC)
equal to the size of their Hit Die and regains hit points Consumable (medpac), standard
equal to the amount rolled + six times their This fast-acting syringe grants a revitalizing boost. As
Constitution modi er (minimum of one hit point). If the an action, you can use this vitapac to restore expended
creature has Hit Dice of di erent sizes, use whichever Hit Dice to a beast or humanoid within 5 feet. The
Hit Die size they have the most of. creature immediately regains two Hit Dice. If the
MEDPAC (EXCEPTIONAL) creature has spent Hit Dice of di erent sizes,
Consumable (medpac), legendary determine which Hit Dice are restored randomly.
A medpac is a quick-acting syringe lled with a VITAPAC (CHAMPION)
concentrated dose of kolto. As an action, you can use Consumable (medpac), artifact
this medpac to restore hit points to a beast or This fast-acting syringe grants a revitalizing boost. As
humanoid within 5 feet. The creature rolls ve dice an action, you can use this vitapac to restore expended
equal to the size of their Hit Die and regains hit points Hit Dice to a beast or humanoid within 5 feet. The
equal to the amount rolled + ve times their creature immediately regains nine Hit Dice. If the
Constitution modi er (minimum of one hit point). If the creature has spent Hit Dice of di erent sizes,
creature has Hit Dice of di erent sizes, use whichever determine which Hit Dice are restored randomly.
Hit Die size they have the most of.
VITAPAC (EXCEPTIONAL)
MEDPAC (FINE) Consumable (medpac), legendary
Consumable (medpac), premium This fast-acting syringe grants a revitalizing boost. As
A medpac is a quick-acting syringe lled with a an action, you can use this vitapac to restore expended
concentrated dose of kolto. As an action, you can use Hit Dice to a beast or humanoid within 5 feet. The
this medpac to restore hit points to a beast or creature immediately regains eight Hit Dice. If the
humanoid within 5 feet. The creature rolls two dice creature has spent Hit Dice of di erent sizes,
equal to the size of their Hit Die and regains hit points determine which Hit Dice are restored randomly.
equal to the amount rolled + twice their Constitution
modi er (minimum of one hit point). If the creature VITAPAC (FINE)
has Hit Dice of di erent sizes, use whichever Hit Die Consumable (medpac), premium
size they have the most of. This fast-acting syringe grants a revitalizing boost. As
an action, you can use this vitapac to restore expended
Hit Dice to a beast or humanoid within 5 feet. The
creature immediately regains three Hit Dice. If the
creature has spent Hit Dice of di erent sizes,
determine which Hit Dice are restored randomly.

117 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (MEDPACS)


VITAPAC (IMPROVED)
Consumable (medpac), prototype
This fast-acting syringe grants a revitalizing boost. As
an action, you can use this vitapac to restore expended
Hit Dice to a beast or humanoid within 5 feet. The
creature immediately regains ve Hit Dice. If the
creature has spent Hit Dice of di erent sizes,
determine which Hit Dice are restored randomly.
VITAPAC (SUPERIOR)
Consumable (medpac), advanced
This fast-acting syringe grants a revitalizing boost. As
an action, you can use this vitapac to restore expended
Hit Dice to a beast or humanoid within 5 feet. The
creature immediately regains six Hit Dice. If the
creature has spent Hit Dice of di erent sizes,
determine which Hit Dice are restored randomly.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (MEDPACS) 118


CONSUMABLES (POISONS)
Item Rarity
Poisons
Poison (Average) Premium
Poison (Major) Prototype
Poison (Deadly) Advanced
Poison (Lethal) Legendary
Poison (Devastating) Artifact

POISON (AVERAGE)
Consumable (poison), premium
As an action, you can use the poison in this vial to coat
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 16 Constitution saving throw or take
4d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.
POISON (DEADLY)
Consumable (poison), advanced
As an action, you can use the poison in this vial to coat
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 20 Constitution saving throw or take
8d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.
POISON (DEVASTATING)
Consumable (poison), advanced
As an action, you can use the poison in this vial to coat
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 24 Constitution saving throw or take
12d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.
POISON (LETHAL)
Consumable (poison), advanced
As an action, you can use the poison in this vial to coat
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 22 Constitution saving throw or take
10d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.
POISON (MAJOR)
Consumable (poison), prototype
As an action, you can use the poison in this vial to coat
one vibroweapon, one slug cartridge, or one wrist
launcher dart. A creature hit by the poisoned weapon
must make a DC 18 Constitution saving throw or take
6d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.

119 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (POISONS)


CONSUMABLES (STIMPACS)
Item Rarity Page CHARISMA STIM (CHAMPION)
Stimpacs Consumable (stimpac), artifact
As an action, you can administer this stimpac to a
Charisma Stim (Basic) Standard
creature within 5 feet. When you administer this
Constitution Stim (Basic) Standard stimpac, the target's Charisma score increases by 10,
Dexterity Stim (Basic) Standard and its maximum for this score increases by 10. This
e ect lasts for 1 hour. A creature can bene t from only
Intelligence Stim (Basic) Standard
one stimpac at a time.
Strength Stim (Basic) Standard
CHARISMA STIM (EXCEPTIONAL)
Wisdom Stim (Basic) Standard
Consumable (stimpac), legendary
Charisma Stim (Fine) Premium As an action, you can administer this stimpac to a
Constitution Stim (Fine) Premium creature within 5 feet. When you administer this
stimpac, the target's Charisma score increases by 8,
Dexterity Stim (Fine) Premium
and its maximum for this score increases by 8. This
Intelligence Stim (Fine) Premium e ect lasts for 1 hour. A creature can bene t from only
Strength Stim (Fine) Premium one stimpac at a time.
Wisdom Stim (Fine) Premium CHARISMA STIM (FINE)
Charisma Stim (Improved) Prototype Consumable (stimpac), premium
As an action, you can administer this stimpac to a
Constitution Stim (Improved) Prototype
creature within 5 feet. When you administer this
Dexterity Stim (Improved) Prototype stimpac, the target's Charisma score increases by 2,
Intelligence Stim (Improved) Prototype and its maximum for this score increases by 2. This
e ect lasts for 1 hour. A creature can bene t from only
Strength Stim (Improved) Prototype
one stimpac at a time.
Wisdom Stim (Improved) Prototype
CHARISMA STIM (IMPROVED)
Charisma Stim (Superior) Advanced
Consumable (stimpac), prototype
Constitution Stim (Superior) Advanced As an action, you can administer this stimpac to a
Dexterity Stim (Superior) Advanced creature within 5 feet. When you administer this
stimpac, the target's Charisma score increases by 4,
Intelligence Stim (Superior) Advanced
and its maximum for this score increases by 4. This
Strength Stim (Superior) Advanced e ect lasts for 1 hour. A creature can bene t from only
Wisdom Stim (Superior) Advanced one stimpac at a time.
Charisma Stim (Exceptional) Legendary CHARISMA STIM (SUPERIOR)
Constitution Stim (Exceptional) Legendary Consumable (stimpac), advanced
As an action, you can administer this stimpac to a
Dexterity Stim (Exceptional) Legendary
creature within 5 feet. When you administer this
Intelligence Stim (Exceptional) Legendary stimpac, the target's Charisma score increases by 6,
Strength Stim (Exceptional) Legendary and its maximum for this score increases by 6. This
e ect lasts for 1 hour. A creature can bene t from only
Wisdom Stim (Exceptional) Legendary
one stimpac at a time.
Charisma Stim (Champion) Artifact
CONSTITUTION STIM (BASIC)
Constitution Stim (Champion) Artifact Consumable (stimpac), standard
Dexterity Stim (Champion) Artifact As an action, you can administer this stimpac to a
Intelligence Stim (Champion) Artifact creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 2,
Strength Stim (Champion) Artifact to a maximum of 20. This e ect lasts for 1 hour. A
Wisdom Stim (Champion) Artifact creature can bene t from only one stimpac at a time.

CHARISMA STIM (BASIC) CONSTITUTION STIM (CHAMPION)


Consumable (stimpac), standard Consumable (stimpac), artifact
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Charisma score increases by 2, to stimpac, the target's Constitution score increases by
a maximum of 20. This e ect lasts for 1 hour. A 10, and its maximum for this score increases by 10.
creature can bene t from only one stimpac at a time. This e ect lasts for 1 hour. A creature can bene t from
only one stimpac at a time.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (STIMPACS) 120


CONSTITUTION STIM (EXCEPTIONAL) DEXTERITY STIM (FINE)
Consumable (stimpac), legendary Consumable (stimpac), premium
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 8, stimpac, the target's Dexterity score increases by 2,
and its maximum for this score increases by 8. This and its maximum for this score increases by 2. This
e ect lasts for 1 hour. A creature can bene t from only e ect lasts for 1 hour. A creature can bene t from only
one stimpac at a time. one stimpac at a time.
CONSTITUTION STIM (FINE) DEXTERITY STIM (IMPROVED)
Consumable (stimpac), premium Consumable (stimpac), prototype
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 2, stimpac, the target's Dexterity score increases by 4,
and its maximum for this score increases by 2. This and its maximum for this score increases by 4. This
e ect lasts for 1 hour. A creature can bene t from only e ect lasts for 1 hour. A creature can bene t from only
one stimpac at a time. one stimpac at a time.
CONSTITUTION STIM (IMPROVED) DEXTERITY STIM (SUPERIOR)
Consumable (stimpac), prototype Consumable (stimpac), advanced
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 4, stimpac, the target's Dexterity score increases by 6,
and its maximum for this score increases by 4. This and its maximum for this score increases by 6. This
e ect lasts for 1 hour. A creature can bene t from only e ect lasts for 1 hour. A creature can bene t from only
one stimpac at a time. one stimpac at a time.
CONSTITUTION STIM (SUPERIOR) INTELLIGENCE STIM (BASIC)
Consumable (stimpac), advanced Consumable (stimpac), standard
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Constitution score increases by 6, stimpac, the target's Intelligence score increases by 2,
and its maximum for this score increases by 6. This to a maximum of 20. This e ect lasts for 1 hour. A
e ect lasts for 1 hour. A creature can bene t from only creature can bene t from only one stimpac at a time.
one stimpac at a time.
INTELLIGENCE STIM (CHAMPION)
DEXTERITY STIM (BASIC) Consumable (stimpac), artifact
Consumable (stimpac), standard As an action, you can administer this stimpac to a
As an action, you can administer this stimpac to a creature within 5 feet. When you administer this
creature within 5 feet. When you administer this stimpac, the target's Intelligence score increases by 10,
stimpac, the target's Dexterity score increases by 2, to and its maximum for this score increases by 10. This
a maximum of 20. This e ect lasts for 1 hour. A e ect lasts for 1 hour. A creature can bene t from only
creature can bene t from only one stimpac at a time. one stimpac at a time.
DEXTERITY STIM (CHAMPION) INTELLIGENCE STIM (EXCEPTIONAL)
Consumable (stimpac), artifact Consumable (stimpac), legendary
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Dexterity score increases by 10, stimpac, the target's Intelligence score increases by 8,
and its maximum for this score increases by 10. This and its maximum for this score increases by 8. This
e ect lasts for 1 hour. A creature can bene t from only e ect lasts for 1 hour. A creature can bene t from only
one stimpac at a time. one stimpac at a time.
DEXTERITY STIM (EXCEPTIONAL) INTELLIGENCE STIM (FINE)
Consumable (stimpac), legendary Consumable (stimpac), premium
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Dexterity score increases by 8, stimpac, the target's Intelligence score increases by 2,
and its maximum for this score increases by 8. This and its maximum for this score increases by 2. This
e ect lasts for 1 hour. A creature can bene t from only e ect lasts for 1 hour. A creature can bene t from only
one stimpac at a time. one stimpac at a time.

121 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (STIMPACS)


INTELLIGENCE STIM (IMPROVED) STRENGTH STIM (SUPERIOR)
Consumable (stimpac), prototype Consumable (stimpac), advanced
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Intelligence score increases by 4, stimpac, the target's Strength score increases by 6, and
and its maximum for this score increases by 4. This its maximum for this score increases by 6. This e ect
e ect lasts for 1 hour. A creature can bene t from only lasts for 1 hour. A creature can bene t from only one
one stimpac at a time. stimpac at a time.
INTELLIGENCE STIM (SUPERIOR) WISDOM STIM (BASIC)
Consumable (stimpac), advanced Consumable (stimpac), standard
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Intelligence score increases by 6, stimpac, the target's Wisdom score increases by 2, to a
and its maximum for this score increases by 6. This maximum of 20. This e ect lasts for 1 hour. A creature
e ect lasts for 1 hour. A creature can bene t from only can bene t from only one stimpac at a time.
one stimpac at a time.
WISDOM STIM (CHAMPION)
STRENGTH STIM (BASIC) Consumable (stimpac), artifact
Consumable (stimpac), standard As an action, you can administer this stimpac to a
As an action, you can administer this stimpac to a creature within 5 feet. When you administer this
creature within 5 feet. When you administer this stimpac, the target's Wisdom score increases by 10,
stimpac, the target's Strength score increases by 2, to a and its maximum for this score increases by 10. This
maximum of 20. This e ect lasts for 1 hour. A creature e ect lasts for 1 hour. A creature can bene t from only
can bene t from only one stimpac at a time. one stimpac at a time.
STRENGTH STIM (CHAMPION) WISDOM STIM (EXCEPTIONAL)
Consumable (stimpac), artifact Consumable (stimpac), legendary
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 10, stimpac, the target's Wisdom score increases by 8, and
and its maximum for this score increases by 10. This its maximum for this score increases by 8. This e ect
e ect lasts for 1 hour. A creature can bene t from only lasts for 1 hour. A creature can bene t from only one
one stimpac at a time. stimpac at a time.
STRENGTH STIM (EXCEPTIONAL) WISDOM STIM (FINE)
Consumable (stimpac), legendary Consumable (stimpac), premium
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 8, and stimpac, the target's Wisdom score increases by 2, and
its maximum for this score increases by 8. This e ect its maximum for this score increases by 2. This e ect
lasts for 1 hour. A creature can bene t from only one lasts for 1 hour. A creature can bene t from only one
stimpac at a time. stimpac at a time.
STRENGTH STIM (FINE) WISDOM STIM (IMPROVED)
Consumable (stimpac), premium Consumable (stimpac), prototype
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 2, and stimpac, the target's Wisdom score increases by 4, and
its maximum for this score increases by 2. This e ect its maximum for this score increases by 4. This e ect
lasts for 1 hour. A creature can bene t from only one lasts for 1 hour. A creature can bene t from only one
stimpac at a time. stimpac at a time.
STRENGTH STIM (IMPROVED) WISDOM STIM (SUPERIOR)
Consumable (stimpac), prototype Consumable (stimpac), advanced
As an action, you can administer this stimpac to a As an action, you can administer this stimpac to a
creature within 5 feet. When you administer this creature within 5 feet. When you administer this
stimpac, the target's Strength score increases by 4, and stimpac, the target's Wisdom score increases by 6, and
its maximum for this score increases by 4. This e ect its maximum for this score increases by 6. This e ect
lasts for 1 hour. A creature can bene t from only one lasts for 1 hour. A creature can bene t from only one
stimpac at a time. stimpac at a time.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (STIMPACS) 122


CONSUMABLES (SUBSTANCES)
Item Rarity Item Rarity
Substances Substances
Andris (Fine) Premium Vayerbok (Aged) Advanced
Cilona (Fine) Premium Yaladai (High Quality) Advanced
Deuterium-pyro (Fine) Premium Yarrock (High Quality) Advanced
Giggledust (Fine) Premium Andris (Potent) Legendary
Glitterstim (Fine) Premium Cilona (Potent) Legendary
Karrak (Fine) Premium Deuterium-pyro (Reserve) Legendary
Mummergy (Fine) Premium Giggledust (Potent) Legendary
Muon Gold (Fine) Premium Glitterstim (Potent) Legendary
Novanian Grog (Fine) Premium Karrak (Potent) Legendary
Raava (Fine) Premium Mummergy (Reserve) Legendary
Spicebrew (Fine) Premium Muon Gold (Potent) Legendary
Tihaar (Fine) Premium Novanian Grog (Reserve) Legendary
Tsiraki (Fine) Premium Raava (Reserve) Legendary
Vayerbok (Fine) Premium Spicebrew (Reserve) Legendary
Yaladai (Fine) Premium Tihaar (Reserve) Legendary
Yarrock (Fine) Premium Tsiraki (Reserve) Legendary
Andris (Uncut) Prototype Vayerbok (Reserve) Legendary
Cilona (Uncut) Prototype Yaladai (Potent) Legendary
Deuterium-pyro (Matured) Prototype Yarrock (Potent) Legendary
Giggledust (Uncut) Prototype Andris (Pure) Artifact
Glitterstim (Uncut) Prototype Cilona (Pure) Artifact
Karrak (Uncut) Prototype Deuterium-pyro (Special) Artifact
Mummergy (Matured) Prototype Giggledust (Pure) Artifact
Muon Gold (Uncut) Prototype Glitterstim (Pure) Artifact
Novanian Grog (Matured) Prototype Karrak (Pure) Artifact
Raava (Matured) Prototype Mummergy (Special) Artifact
Spicebrew (Matured) Prototype Muon Gold (Pure) Artifact
Tihaar (Matured) Prototype Novanian Grog (Special) Artifact
Tsiraki (Matured) Prototype Raava (Special) Artifact
Vayerbok (Matured) Prototype Spicebrew (Special) Artifact
Yaladai (Uncut) Prototype Tihaar (Special) Artifact
Yarrock (Uncut) Prototype Tsiraki (Special) Artifact
Andris (High Quality) Advanced Vayerbok (Special) Artifact
Cilona (High Quality) Advanced Yaladai (Pure) Artifact
Deuterium-pyro (Aged) Advanced Yarrock (Pure) Artifact
Giggledust (High Quality) Advanced
Glitterstim (High Quality) Advanced
Karrak (High Quality) Advanced
Mummergy (Aged) Advanced
Muon Gold (High Quality) Advanced
Novanian Grog (Aged) Advanced
Raava (Aged) Advanced
Spicebrew (Aged) Advanced
Tihaar (Aged) Advanced
Tsiraki (Aged) Advanced

123 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


ANDRIS (FINE) ANDRIS (PURE)
Consumable (substance), premium Consumable (substance), artifact
Re ned andris crystal, a spice mined most commonly Re ned andris crystal, a spice mined most commonly
on Sevarcos II, sharpens a creature's mind when on Sevarcos II, sharpens a creature's mind when
smoked. As an action, you can apply this substance to smoked. As an action, you can apply this substance to
a creature within 5 feet. For the next minute, the a creature within 5 feet. For the next hour, the creature
creature experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d6 when making an ability check, attack roll, additional d20 when making an ability check, attack
or saving throw using Wisdom. At the end of the high, roll, or saving throw using Wisdom. At the end of the
the creature must succeed on a DC 16 Wisdom saving high, the creature must succeed on a DC 24 Wisdom
throw or experience a low that lasts 1 hour, during saving throw or experience a low that lasts 8 hours,
which they must roll a d6 and subtract the result when during which they must roll a d20 and subtract the
making an ability check, attack roll, or saving throw result when making an ability check, attack roll, or
using Wisdom. At the end of the low, the creature must saving throw using Wisdom. At the end of the low, the
make a DC 16 Constitution saving throw to resist creature must make a DC 24 Constitution saving throw
addiction. to resist addiction.
ANDRIS (HIGH QUALITY) ANDRIS (UNCUT)
Consumable (substance), advanced Consumable (substance), prototype
Re ned andris crystal, a spice mined most commonly Re ned andris crystal, a spice mined most commonly
on Sevarcos II, sharpens a creature's mind when on Sevarcos II, sharpens a creature's mind when
smoked. As an action, you can apply this substance to smoked. As an action, you can apply this substance to
a creature within 5 feet. For the next 10 minutes, the a creature within 5 feet. For the next 10 minutes, the
creature experiences a high that allows them to roll an creature experiences a high that allows them to roll an
additional d10 when making an ability check, attack additional d8 when making an ability check, attack roll,
roll, or saving throw using Wisdom. At the end of the or saving throw using Wisdom. At the end of the high,
high, the creature must succeed on a DC 20 Wisdom the creature must succeed on a DC 18 Wisdom saving
saving throw or experience a low that lasts 4 hours, throw or experience a low that lasts 1 hour, during
during which they must roll a d10 and subtract the which they must roll a d8 and subtract the result when
result when making an ability check, attack roll, or making an ability check, attack roll, or saving throw
saving throw using Wisdom. At the end of the low, the using Wisdom. At the end of the low, the creature must
creature must make a DC 20 Constitution saving throw make a DC 18 Constitution saving throw to resist
to resist addiction. addiction.
ANDRIS (POTENT) CILONA (FINE)
Consumable (substance), legendary Consumable (substance), premium
Re ned andris crystal, a spice mined most commonly Cilona, the active ingredient in deathsticks, is a
on Sevarcos II, sharpens a creature's mind when hallucinogen that causes an ecstatic feeling that
smoked. As an action, you can apply this substance to improves strength. As an action, you can apply this
a creature within 5 feet. For the next hour, the creature substance to a creature within 5 feet. For the next
experiences a high that allows them to roll an minute, the creature experiences a high that allows
additional d12 when making an ability check, attack them to roll an additional d6 when making an ability
roll, or saving throw using Wisdom. At the end of the check, attack roll, or saving throw using Strength. At
high, the creature must succeed on a DC 22 Wisdom the end of the high, the creature must succeed on a DC
saving throw or experience a low that lasts 4 hours, 16 Wisdom saving throw or experience a low that lasts
during which they must roll a d12 and subtract the 1 hour, during which they must roll a d6 and subtract
result when making an ability check, attack roll, or the result when making an ability check, attack roll, or
saving throw using Wisdom. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 22 Constitution saving throw creature must make a DC 16 Constitution saving throw
to resist addiction. to resist addiction.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 124


CILONA (HIGH QUALITY) CILONA (UNCUT)
Consumable (substance), advanced Consumable (substance), prototype
Cilona, the active ingredient in deathsticks, is a Cilona, the active ingredient in deathsticks, is a
hallucinogen that causes an ecstatic feeling that hallucinogen that causes an ecstatic feeling that
improves strength. As an action, you can apply this improves strength. As an action, you can apply this
substance to a creature within 5 feet. For the next 10 substance to a creature within 5 feet. For the next 10
minutes, the creature experiences a high that allows minutes, the creature experiences a high that allows
them to roll an additional d10 when making an ability them to roll an additional d8 when making an ability
check, attack roll, or saving throw using Strength. At check, attack roll, or saving throw using Strength. At
the end of the high, the creature must succeed on a DC the end of the high, the creature must succeed on a DC
20 Wisdom saving throw or experience a low that lasts 18 Wisdom saving throw or experience a low that lasts
4 hours, during which they must roll a d10 and subtract 1 hour, during which they must roll a d8 and subtract
the result when making an ability check, attack roll, or the result when making an ability check, attack roll, or
saving throw using Strength. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 20 Constitution saving throw creature must make a DC 18 Constitution saving throw
to resist addiction. to resist addiction.
CILONA (POTENT) DEUTERIUM-PYRO (AGED)
Consumable (substance), legendary Consumable (substance), advanced
Cilona, the active ingredient in deathsticks, is a This alcoholic beverage, favored amongst ru ans,
hallucinogen that causes an ecstatic feeling that features a terrible avor and strong aftertaste. As an
improves strength. As an action, you can apply this action, you can apply this substance to a creature
substance to a creature within 5 feet. For the next within 5 feet. For the next 10 minutes, the creature
hour, the creature experiences a high that allows them experiences a high that allows them to roll an
to roll an additional d12 when making an ability check, additional d10 when making an ability check, attack
attack roll, or saving throw using Strength. At the end roll, or saving throw using Strength. At the end of the
of the high, the creature must succeed on a DC 22 high, the creature must succeed on a DC 20
Wisdom saving throw or experience a low that lasts 4 Constitution saving throw or experience a low that
hours, during which they must roll a d12 and subtract lasts 4 hours, during which they must roll a d10 and
the result when making an ability check, attack roll, or subtract the result when making an ability check, attack
saving throw using Strength. At the end of the low, the roll, or saving throw using Strength. At the end of the
creature must make a DC 22 Constitution saving throw low, the creature must make a DC 20 Wisdom saving
to resist addiction. throw to resist addiction.
CILONA (PURE) DEUTERIUM-PYRO (FINE)
Consumable (substance), artifact Consumable (substance), premium
Cilona, the active ingredient in deathsticks, is a This alcoholic beverage, favored amongst ru ans,
hallucinogen that causes an ecstatic feeling that features a terrible avor and strong aftertaste. As an
improves strength. As an action, you can apply this action, you can apply this substance to a creature
substance to a creature within 5 feet. For the next within 5 feet. For the next minute, the creature
hour, the creature experiences a high that allows them experiences a high that allows them to roll an
to roll an additional d20 when making an ability check, additional d6 when making an ability check, attack roll,
attack roll, or saving throw using Strength. At the end or saving throw using Strength. At the end of the high,
of the high, the creature must succeed on a DC 24 the creature must succeed on a DC 16 Constitution
Wisdom saving throw or experience a low that lasts 8 saving throw or experience a low that lasts 1 hour,
hours, during which they must roll a d20 and subtract during which they must roll a d6 and subtract the
the result when making an ability check, attack roll, or result when making an ability check, attack roll, or
saving throw using Strength. At the end of the low, the saving throw using Strength. At the end of the low, the
creature must make a DC 24 Constitution saving throw creature must make a DC 16 Wisdom saving throw to
to resist addiction. resist addiction.

125 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


DEUTERIUM-PYRO (MATURED) GIGGLEDUST (FINE)
Consumable (substance), prototype Consumable (substance), premium
This alcoholic beverage, favored amongst ru ans, This sandy-brown powder makes everything humorous
features a terrible avor and strong aftertaste. As an while enhancing a creature's nimbleness. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next 10 minutes, the creature feet. For the next minute, the creature experiences a
experiences a high that allows them to roll an high that allows them to roll an additional d6 when
additional d8 when making an ability check, attack roll, making an ability check, attack roll, or saving throw
or saving throw using Strength. At the end of the high, using Dexterity. At the end of the high, the creature
the creature must succeed on a DC 18 Constitution must succeed on a DC 16 Wisdom saving throw or
saving throw or experience a low that lasts 1 hour, experience a low that lasts 1 hour, during which they
during which they must roll a d8 and subtract the must roll a d6 and subtract the result when making an
result when making an ability check, attack roll, or ability check, attack roll, or saving throw using
saving throw using Strength. At the end of the low, the Dexterity. At the end of the low, the creature must
creature must make a DC 18 Wisdom saving throw to make a DC 16 Constitution saving throw to resist
resist addiction. addiction.
DEUTERIUM-PYRO (RESERVE) GIGGLEDUST (HIGH QUALITY)
Consumable (substance), legendary Consumable (substance), advanced
This alcoholic beverage, favored amongst ru ans, This sandy-brown powder makes everything humorous
features a terrible avor and strong aftertaste. As an while enhancing a creature's nimbleness. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next hour, the creature feet. For the next 10 minutes, the creature experiences
experiences a high that allows them to roll an a high that allows them to roll an additional d10 when
additional d12 when making an ability check, attack making an ability check, attack roll, or saving throw
roll, or saving throw using Strength. At the end of the using Dexterity. At the end of the high, the creature
high, the creature must succeed on a DC 22 must succeed on a DC 20 Wisdom saving throw or
Constitution saving throw or experience a low that experience a low that lasts 4 hours, during which they
lasts 4 hours, during which they must roll a d12 and must roll a d10 and subtract the result when making
subtract the result when making an ability check, attack an ability check, attack roll, or saving throw using
roll, or saving throw using Strength. At the end of the Dexterity. At the end of the low, the creature must
low, the creature must make a DC 22 Wisdom saving make a DC 20 Constitution saving throw to resist
throw to resist addiction. addiction.
DEUTERIUM-PYRO (SPECIAL) GIGGLEDUST (POTENT)
Consumable (substance), artifact Consumable (substance), legendary
This alcoholic beverage, favored amongst ru ans, This sandy-brown powder makes everything humorous
features a terrible avor and strong aftertaste. As an while enhancing a creature's nimbleness. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next hour, the creature feet. For the next hour, the creature experiences a high
experiences a high that allows them to roll an that allows them to roll an additional d12 when making
additional d20 when making an ability check, attack an ability check, attack roll, or saving throw using
roll, or saving throw using Strength. At the end of the Dexterity. At the end of the high, the creature must
high, the creature must succeed on a DC 24 succeed on a DC 22 Wisdom saving throw or
Constitution saving throw or experience a low that experience a low that lasts 4 hours, during which they
lasts 8 hours, during which they must roll a d20 and must roll a d12 and subtract the result when making
subtract the result when making an ability check, attack an ability check, attack roll, or saving throw using
roll, or saving throw using Strength. At the end of the Dexterity. At the end of the low, the creature must
low, the creature must make a DC 24 Wisdom saving make a DC 22 Constitution saving throw to resist
throw to resist addiction. addiction.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 126


GIGGLEDUST (PURE) GLITTERSTIM (HIGH QUALITY)
Consumable (substance), artifact Consumable (substance), advanced
This sandy-brown powder makes everything humorous A silvery-green webbing sharp to the touch, yet when
while enhancing a creature's nimbleness. As an action, liquidized causes a heightened mental state and
you can apply this substance to a creature within 5 pleasurable boost. As an action, you can apply this
feet. For the next hour, the creature experiences a high substance to a creature within 5 feet. For the next 10
that allows them to roll an additional d20 when making minutes, the creature experiences a high that allows
an ability check, attack roll, or saving throw using them to roll an additional d10 when making an ability
Dexterity. At the end of the high, the creature must check, attack roll, or saving throw using Intelligence. At
succeed on a DC 24 Wisdom saving throw or the end of the high, the creature must succeed on a DC
experience a low that lasts 8 hours, during which they 20 Wisdom saving throw or experience a low that lasts
must roll a d20 and subtract the result when making 4 hours, during which they must roll a d10 and subtract
an ability check, attack roll, or saving throw using the result when making an ability check, attack roll, or
Dexterity. At the end of the low, the creature must saving throw using Intelligence. At the end of the low,
make a DC 24 Constitution saving throw to resist the creature must make a DC 20 Constitution saving
addiction. throw to resist addiction.
GIGGLEDUST (UNCUT) GLITTERSTIM (POTENT)
Consumable (substance), prototype Consumable (substance), legendary
This sandy-brown powder makes everything humorous A silvery-green webbing sharp to the touch, yet when
while enhancing a creature's nimbleness. As an action, liquidized causes a heightened mental state and
you can apply this substance to a creature within 5 pleasurable boost. As an action, you can apply this
feet. For the next 10 minutes, the creature experiences substance to a creature within 5 feet. For the next
a high that allows them to roll an additional d8 when hour, the creature experiences a high that allows them
making an ability check, attack roll, or saving throw to roll an additional d12 when making an ability check,
using Dexterity. At the end of the high, the creature attack roll, or saving throw using Intelligence. At the
must succeed on a DC 18 Wisdom saving throw or end of the high, the creature must succeed on a DC 22
experience a low that lasts 1 hour, during which they Wisdom saving throw or experience a low that lasts 4
must roll a d8 and subtract the result when making an hours, during which they must roll a d12 and subtract
ability check, attack roll, or saving throw using the result when making an ability check, attack roll, or
Dexterity. At the end of the low, the creature must saving throw using Intelligence. At the end of the low,
make a DC 18 Constitution saving throw to resist the creature must make a DC 22 Constitution saving
addiction. throw to resist addiction.
GLITTERSTIM (FINE) GLITTERSTIM (PURE)
Consumable (substance), premium Consumable (substance), artifact
A silvery-green webbing sharp to the touch, yet when A silvery-green webbing sharp to the touch, yet when
liquidized causes a heightened mental state and liquidized causes a heightened mental state and
pleasurable boost. As an action, you can apply this pleasurable boost. As an action, you can apply this
substance to a creature within 5 feet. For the next substance to a creature within 5 feet. For the next
minute, the creature experiences a high that allows hour, the creature experiences a high that allows them
them to roll an additional d6 when making an ability to roll an additional d20 when making an ability check,
check, attack roll, or saving throw using Intelligence. At attack roll, or saving throw using Intelligence. At the
the end of the high, the creature must succeed on a DC end of the high, the creature must succeed on a DC 24
16 Wisdom saving throw or experience a low that lasts Wisdom saving throw or experience a low that lasts 8
1 hour, during which they must roll a d6 and subtract hours, during which they must roll a d20 and subtract
the result when making an ability check, attack roll, or the result when making an ability check, attack roll, or
saving throw using Intelligence. At the end of the low, saving throw using Intelligence. At the end of the low,
the creature must make a DC 16 Constitution saving the creature must make a DC 24 Constitution saving
throw to resist addiction. throw to resist addiction.

127 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


GLITTERSTIM (UNCUT) KARRAK (POTENT)
Consumable (substance), prototype Consumable (substance), legendary
A silvery-green webbing sharp to the touch, yet when A powerful painkiller, karrak allows creatures to
liquidized causes a heightened mental state and continue through the most grievous injuries. As an
pleasurable boost. As an action, you can apply this action, you can apply this substance to a creature
substance to a creature within 5 feet. For the next 10 within 5 feet. For the next hour, the creature
minutes, the creature experiences a high that allows experiences a high that allows them to roll an
them to roll an additional d8 when making an ability additional d12 when making an ability check or saving
check, attack roll, or saving throw using Intelligence. At throw using Constitution, and at the start of each of
the end of the high, the creature must succeed on a DC the creature's turns it gains 2d12 temporary hit points.
18 Wisdom saving throw or experience a low that lasts At the end of the high, the creature must succeed on a
1 hour, during which they must roll a d8 and subtract DC 22 Wisdom saving throw or experience a low that
the result when making an ability check, attack roll, or lasts 4 hours, during which they must roll a d12 and
saving throw using Intelligence. At the end of the low, subtract the result when making an ability check or
the creature must make a DC 18 Constitution saving saving throw using Constitution, and for the duration
throw to resist addiction. their current and maximum hit points are reduced by
2d12. If this would reduce your maximum hit points
KARRAK (FINE) below 1, it instead becomes 1. At the end of the low,
Consumable (substance), premium the creature must make a DC 22 Constitution saving
A powerful painkiller, karrak allows creatures to throw to resist addiction.
continue through the most grievous injuries. As an
action, you can apply this substance to a creature KARRAK (PURE)
within 5 feet. For the next minute, the creature Consumable (substance), artifact
experiences a high that allows them to roll an A powerful painkiller, karrak allows creatures to
additional d6 when making an ability check or saving continue through the most grievous injuries. As an
throw using Constitution, and at the start of each of action, you can apply this substance to a creature
the creature's turns it gains 2d6 temporary hit points. within 5 feet. For the next hour, the creature
At the end of the high, the creature must succeed on a experiences a high that allows them to roll an
DC 16 Wisdom saving throw or experience a low that additional d20 when making an ability check or saving
lasts 1 hour, during which they must roll a d6 and throw using Constitution, and at the start of each of
subtract the result when making an ability check or the creature's turns it gains 2d20 temporary hit points.
saving throw using Constitution, and for the duration At the end of the high, the creature must succeed on a
their current and maximum hit points are reduced by DC 24 Wisdom saving throw or experience a low that
2d6. If this would reduce your maximum hit points lasts 8 hours, during which they must roll a d20 and
below 1, it instead becomes 1. At the end of the low, subtract the result when making an ability check or
the creature must make a DC 16 Constitution saving saving throw using Constitution, and for the duration
throw to resist addiction. their current and maximum hit points are reduced by
2d20. If this would reduce your maximum hit points
KARRAK (HIGH QUALITY) below 1, it instead becomes 1. At the end of the low,
Consumable (substance), advanced the creature must make a DC 24 Constitution throw to
A powerful painkiller, karrak allows creatures to resist addiction.
continue through the most grievous injuries. As an
action, you can apply this substance to a creature KARRAK (UNCUT)
within 5 feet. For the next 10 minutes, the creature Consumable (substance), prototype
experiences a high that allows them to roll an A powerful painkiller, karrak allows creatures to
additional d10 when making an ability check or saving continue through the most grievous injuries. As an
throw using Constitution, and at the start of each of action, you can apply this substance to a creature
the creature's turns it gains 2d10 temporary hit points. within 5 feet. For the next 10 minutes, the creature
At the end of the high, the creature must succeed on a experiences a high that allows them to roll an
DC 20 Wisdom saving throw or experience a low that additional d8 when making an ability check or saving
lasts 4 hours, during which they must roll a d10 and throw using Constitution, and at the start of each of
subtract the result when making an ability check or the creature's turns it gains 2d8 temporary hit points.
saving throw using Constitution, and for the duration At the end of the high, the creature must succeed on a
their current and maximum hit points are reduced by DC 18 Wisdom saving throw or experience a low that
2d10. If this would reduce your maximum hit points lasts 1 hour, during which they must roll a d8 and
below 1, it instead becomes 1. At the end of the low, subtract the result when making an ability check or
the creature must make a DC 20 Constitution saving saving throw using Constitution, and for the duration
throw to resist addiction. their current and maximum hit points are reduced by
2d8. If this would reduce your maximum hit points
below 1, it instead becomes 1. At the end of the low,
the creature must make a DC 18 Constitution saving
throw to resist addiction.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 128


MUMMERGY (AGED) MUMMERGY (SPECIAL)
Consumable (substance), advanced Consumable (substance), artifact
Mummergy is a strong-smelling liquor derived from a Mummergy is a strong-smelling liquor derived from a
plant of the same name. As an action, you can apply plant of the same name. As an action, you can apply
this substance to a creature within 5 feet. For the next this substance to a creature within 5 feet. For the next
10 minutes, the creature experiences a high that allows hour, the creature experiences a high that allows them
them to roll an additional d10 when making an ability to roll an additional d20 when making an ability check,
check, attack roll, or saving throw using Intelligence. At attack roll, or saving throw using Intelligence. At the
the end of the high, the creature must succeed on a DC end of the high, the creature must succeed on a DC 24
20 Constitution saving throw or experience a low that Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d10 and lasts 8 hours, during which they must roll a d20 and
subtract the result when making an ability check, attack subtract the result when making an ability check, attack
roll, or saving throw using Intelligence. At the end of roll, or saving throw using Intelligence. At the end of
the low, the creature must make a DC 20 Wisdom the low, the creature must make a DC 24 Wisdom
saving throw to resist addiction. saving throw to resist addiction.
MUMMERGY (FINE) MUON GOLD (FINE)
Consumable (substance), premium Consumable (substance), premium
Mummergy is a strong-smelling liquor derived from a Muon gold is a lubricant-based spice that gives users
plant of the same name. As an action, you can apply intensi ed mental clarity and focus for a short time. As
this substance to a creature within 5 feet. For the next an action, you can apply this substance to a creature
minute, the creature experiences a high that allows within 5 feet. For the next minute, the creature
them to roll an additional d6 when making an ability experiences a high that increases their current and
check, attack roll, or saving throw using Intelligence. At maximum tech points by 2d6. At the end of the high,
the end of the high, the creature must succeed on a DC the creature must succeed on a DC 16 Wisdom saving
16 Constitution saving throw or experience a low that throw or experience a low that lasts 1 hour, their
lasts 1 hour, during which they must roll a d6 and current and maximum tech points are reduced by 2d6.
subtract the result when making an ability check, attack At the end of the low, the creature must make a DC 16
roll, or saving throw using Intelligence. At the end of Constitution saving throw to resist addiction.
the low, the creature must make a DC 16 Wisdom
saving throw to resist addiction. MUON GOLD (HIGH QUALITY)
Consumable (substance), advanced
MUMMERGY (MATURED) Muon gold is a lubricant-based spice that gives users
Consumable (substance), prototype intensi ed mental clarity and focus for a short time. As
Mummergy is a strong-smelling liquor derived from a an action, you can apply this substance to a creature
plant of the same name. As an action, you can apply within 5 feet. For the next 10 minutes, the creature
this substance to a creature within 5 feet. For the next experiences a high that increases their current and
10 minutes, the creature experiences a high that allows maximum tech points by 2d10. At the end of the high,
them to roll an additional d8 when making an ability the creature must succeed on a DC 20 Wisdom saving
check, attack roll, or saving throw using Intelligence. At throw or experience a low that lasts 4 hours, their
the end of the high, the creature must succeed on a DC current and maximum tech points are reduced by
18 Constitution saving throw or experience a low that 2d10. At the end of the low, the creature must make a
lasts 1 hour, during which they must roll a d8 and DC 20 Constitution saving throw to resist addiction.
subtract the result when making an ability check, attack
roll, or saving throw using Intelligence. At the end of MUON GOLD (POTENT)
the low, the creature must make a DC 18 Wisdom Consumable (substance), legendary
saving throw to resist addiction. Muon gold is a lubricant-based spice that gives users
intensi ed mental clarity and focus for a short time. As
MUMMERGY (RESERVE) an action, you can apply this substance to a creature
Consumable (substance), legendary within 5 feet. For the next hour, the creature
Mummergy is a strong-smelling liquor derived from a experiences a high that increases their current and
plant of the same name. As an action, you can apply maximum tech points by 2d12. At the end of the high,
this substance to a creature within 5 feet. For the next the creature must succeed on a DC 22 Wisdom saving
hour, the creature experiences a high that allows them throw or experience a low that lasts 4 hours, their
to roll an additional d12 when making an ability check, current and maximum tech points are reduced by
attack roll, or saving throw using Intelligence. At the 2d12. At the end of the low, the creature must make a
end of the high, the creature must succeed on a DC 22 DC 22 Constitution saving throw to resist addiction.
Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d12 and
subtract the result when making an ability check, attack
roll, or saving throw using Intelligence. At the end of
the low, the creature must make a DC 22 Wisdom
saving throw to resist addiction.

129 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


MUON GOLD (PURE) NOVANIAN GROG (MATURED)
Consumable (substance), artifact Consumable (substance), prototype
Muon gold is a lubricant-based spice that gives users This grog features a pungent odor and a strong kick. As
intensi ed mental clarity and focus for a short time. As an action, you can apply this substance to a creature
an action, you can apply this substance to a creature within 5 feet. For the next 10 minutes, the creature
within 5 feet. For the next hour, the creature experiences a high that increases their current and
experiences a high that increases their current and maximum tech points by 2d8. At the end of the high,
maximum tech points by 2d20. At the end of the high, the creature must succeed on a DC 18 Constitution
the creature must succeed on a DC 24 Wisdom saving saving throw or experience a low that lasts 1 hour,
throw or experience a low that lasts 8 hours, their their current and maximum tech points are reduced by
current and maximum tech points are reduced by 2d8. At the end of the low, the creature must make a
2d20. At the end of the low, the creature must make a DC 18 Wisdom saving throw to resist addiction.
DC 24 Constitution saving throw to resist addiction.
NOVANIAN GROG (RESERVE)
MUON GOLD (UNCUT) Consumable (substance), legendary
Consumable (substance), prototype This grog features a pungent odor and a strong kick. As
Muon gold is a lubricant-based spice that gives users an action, you can apply this substance to a creature
intensi ed mental clarity and focus for a short time. As within 5 feet. For the next hour, the creature
an action, you can apply this substance to a creature experiences a high that increases their current and
within 5 feet. For the next 10 minutes, the creature maximum tech points by 2d12. At the end of the high,
experiences a high that increases their current and the creature must succeed on a DC 22 Constitution
maximum tech points by 2d8. At the end of the high, saving throw or experience a low that lasts 4 hours,
the creature must succeed on a DC 18 Wisdom saving their current and maximum tech points are reduced by
throw or experience a low that lasts 1 hour, their 2d12. At the end of the low, the creature must make a
current and maximum tech points are reduced by 2d8. DC 22 Wisdom saving throw to resist addiction.
At the end of the low, the creature must make a DC 18
Constitution saving throw to resist addiction. NOVANIAN GROG (SPECIAL)
Consumable (substance), artifact
NOVANIAN GROG (AGED) This grog features a pungent odor and a strong kick. As
Consumable (substance), advanced an action, you can apply this substance to a creature
This grog features a pungent odor and a strong kick. As within 5 feet. For the next hour, the creature
an action, you can apply this substance to a creature experiences a high that increases their current and
within 5 feet. For the next 10 minutes, the creature maximum tech points by 2d20. At the end of the high,
experiences a high that increases their current and the creature must succeed on a DC 24 Constitution
maximum tech points by 2d10. At the end of the high, saving throw or experience a low that lasts 8 hours,
the creature must succeed on a DC 20 Constitution their current and maximum tech points are reduced by
saving throw or experience a low that lasts 4 hours, 2d20. At the end of the low, the creature must make a
their current and maximum tech points are reduced by DC 24 Wisdom saving throw to resist addiction.
2d10. At the end of the low, the creature must make a
DC 20 Wisdom saving throw to resist addiction. RAAVA (AGED)
Consumable (substance), advanced
NOVANIAN GROG (FINE) Raava is a traditional liquor breed from zsajhira
Consumable (substance), premium berries. As an action, you can apply this substance to a
This grog features a pungent odor and a strong kick. As creature within 5 feet. For the next 10 minutes, the
an action, you can apply this substance to a creature creature experiences a high that allows them to roll an
within 5 feet. For the next minute, the creature additional d10 when making an ability check, attack
experiences a high that increases their current and roll, or saving throw using Dexterity. At the end of the
maximum tech points by 2d6. At the end of the high, high, the creature must succeed on a DC 20
the creature must succeed on a DC 16 Constitution Constitution saving throw or experience a low that
saving throw or experience a low that lasts 1 hour, lasts 4 hours, during which they must roll a d10 and
their current and maximum tech points are reduced by subtract the result when making an ability check, attack
2d6. At the end of the low, the creature must make a roll, or saving throw using Dexterity. At the end of the
DC 16 Wisdom saving throw to resist addiction. low, the creature must make a DC 20 Wisdom saving
throw to resist addiction.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 130


RAAVA (FINE) SPICEBREW (AGED)
Consumable (substance), premium Consumable (substance), advanced
Raava is a traditional liquor breed from zsajhira Spicebrew, a popular drink across the galaxy, is a
berries. As an action, you can apply this substance to a tanned alcoholic beverage topped with foam. As an
creature within 5 feet. For the next minute, the action, you can apply this substance to a creature
creature experiences a high that allows them to roll an within 5 feet. For the next 10 minutes, the creature
additional d6 when making an ability check, attack roll, experiences a high that increases their current and
or saving throw using Dexterity. At the end of the high, maximum force points by 2d10. At the end of the high,
the creature must succeed on a DC 16 Constitution the creature must succeed on a DC 20 Constitution
saving throw or experience a low that lasts 1 hour, saving throw or experience a low that lasts 4 hours,
during which they must roll a d6 and subtract the their current and maximum force points are reduced
result when making an ability check, attack roll, or by 2d10. At the end of the low, the creature must make
saving throw using Dexterity. At the end of the low, the a DC 20 Wisdom saving throw to resist addiction.
creature must make a DC 16 Wisdom saving throw to
resist addiction. SPICEBREW (FINE)
Consumable (substance), premium
RAAVA (MATURED) Spicebrew, a popular drink across the galaxy, is a
Consumable (substance), prototype tanned alcoholic beverage topped with foam. As an
Raava is a traditional liquor breed from zsajhira action, you can apply this substance to a creature
berries. As an action, you can apply this substance to a within 5 feet. For the next minute, the creature
creature within 5 feet. For the next 10 minutes, the experiences a high that increases their current and
creature experiences a high that allows them to roll an maximum force points by 2d6. At the end of the high,
additional d8 when making an ability check, attack roll, the creature must succeed on a DC 16 Constitution
or saving throw using Dexterity. At the end of the high, saving throw or experience a low that lasts 1 hour,
the creature must succeed on a DC 18 Constitution their current and maximum force points are reduced
saving throw or experience a low that lasts 1 hour, by 2d6. At the end of the low, the creature must make
during which they must roll a d8 and subtract the a DC 16 Wisdom saving throw to resist addiction.
result when making an ability check, attack roll, or
saving throw using Dexterity. At the end of the low, the SPICEBREW (MATURED)
creature must make a DC 18 Wisdom saving throw to Consumable (substance), prototype
resist addiction. Spicebrew, a popular drink across the galaxy, is a
tanned alcoholic beverage topped with foam. As an
RAAVA (RESERVE) action, you can apply this substance to a creature
Consumable (substance), legendary within 5 feet. For the next 10 minutes, the creature
Raava is a traditional liquor breed from zsajhira experiences a high that increases their current and
berries. As an action, you can apply this substance to a maximum force points by 2d8. At the end of the high,
creature within 5 feet. For the next hour, the creature the creature must succeed on a DC 18 Constitution
experiences a high that allows them to roll an saving throw or experience a low that lasts 1 hour,
additional d12 when making an ability check, attack their current and maximum force points are reduced
roll, or saving throw using Dexterity. At the end of the by 2d8. At the end of the low, the creature must make
high, the creature must succeed on a DC 22 a DC 18 Wisdom saving throw to resist addiction.
Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d12 and SPICEBREW (RESERVE)
subtract the result when making an ability check, attack Consumable (substance), legendary
roll, or saving throw using Dexterity. At the end of the Spicebrew, a popular drink across the galaxy, is a
low, the creature must make a DC 22 Wisdom saving tanned alcoholic beverage topped with foam. As an
throw to resist addiction. action, you can apply this substance to a creature
within 5 feet. For the next hour, the creature
RAAVA (SPECIAL) experiences a high that increases their current and
Consumable (substance), artifact maximum force points by 2d12. At the end of the high,
Raava is a traditional liquor breed from zsajhira the creature must succeed on a DC 22 Constitution
berries. As an action, you can apply this substance to a saving throw or experience a low that lasts 4 hours,
creature within 5 feet. For the next hour, the creature their current and maximum force points are reduced
experiences a high that allows them to roll an by 2d12. At the end of the low, the creature must make
additional d20 when making an ability check, attack a DC 22 Wisdom saving throw to resist addiction.
roll, or saving throw using Dexterity. At the end of the
high, the creature must succeed on a DC 24
Constitution saving throw or experience a low that
lasts 8 hours, during which they must roll a d20 and
subtract the result when making an ability check, attack
roll, or saving throw using Dexterity. At the end of the
low, the creature must make a DC 24 Wisdom saving
throw to resist addiction.

131 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


SPICEBREW (SPECIAL) TIHAAR (MATURED)
Consumable (substance), artifact Consumable (substance), prototype
Spicebrew, a popular drink across the galaxy, is a This colorless spirit, favored by Mandalorians, burns
tanned alcoholic beverage topped with foam. As an the mouth and throat when consumed. As an action,
action, you can apply this substance to a creature you can apply this substance to a creature within 5
within 5 feet. For the next hour, the creature feet. For the next 10 minutes, the creature experiences
experiences a high that increases their current and a high that allows them to roll an additional d8 when
maximum force points by 2d20. At the end of the high, making an ability check or saving throw using
the creature must succeed on a DC 24 Constitution Constitution, and at the start of each of the creature's
saving throw or experience a low that lasts 8 hours, turns it gains 2d8 temporary hit points. At the end of
their current and maximum force points are reduced the high, the creature must succeed on a DC 18
by 2d20. At the end of the low, the creature must make Constitution saving throw or experience a low that
a DC 24 Wisdom saving throw to resist addiction. lasts 1 hour, during which they must roll a d8 and
subtract the result when making an ability check or
TIHAAR (AGED) saving throw using Constitution, and for the duration
Consumable (substance), advanced their current and maximum hit points are reduced by
This colorless spirit, favored by Mandalorians, burns 2d8. If this would reduce your maximum hit points
the mouth and throat when consumed. As an action, below 1, it instead becomes 1. At the end of the low,
you can apply this substance to a creature within 5 the creature must make a DC 18 Wisdom saving throw
feet. For the next 10 minutes, the creature experiences to resist addiction.
a high that allows them to roll an additional d10 when
making an ability check or saving throw using TIHAAR (RESERVE)
Constitution, and at the start of each of the creature's Consumable (substance), legendary
turns it gains 2d10 temporary hit points. At the end of This colorless spirit, favored by Mandalorians, burns
the high, the creature must succeed on a DC 20 the mouth and throat when consumed. As an action,
Constitution saving throw or experience a low that you can apply this substance to a creature within 5
lasts 4 hours, during which they must roll a d10 and feet. For the next hour, the creature experiences a high
subtract the result when making an ability check or that allows them to roll an additional d12 when making
saving throw using Constitution, and for the duration an ability check or saving throw using Constitution, and
their current and maximum hit points are reduced by at the start of each of the creature's turns it gains 2d12
2d10. If this would reduce your maximum hit points temporary hit points. At the end of the high, the
below 1, it instead becomes 1. At the end of the low, creature must succeed on a DC 22 Constitution saving
the creature must make a DC 20 Wisdom saving throw throw or experience a low that lasts 4 hours, during
to resist addiction. which they must roll a d12 and subtract the result
when making an ability check or saving throw using
TIHAAR (FINE) Constitution, and for the duration their current and
Consumable (substance), premium maximum hit points are reduced by 2d12. If this would
This colorless spirit, favored by Mandalorians, burns reduce your maximum hit points below 1, it instead
the mouth and throat when consumed. As an action, becomes 1. At the end of the low, the creature must
you can apply this substance to a creature within 5 make a DC 22 Wisdom saving throw to resist addiction.
feet. For the next minute, the creature experiences a
high that allows them to roll an additional d6 when TIHAAR (SPECIAL)
making an ability check or saving throw using Consumable (substance), artifact
Constitution, and at the start of each of the creature's This colorless spirit, favored by Mandalorians, burns
turns it gains 2d6 temporary hit points. At the end of the mouth and throat when consumed. As an action,
the high, the creature must succeed on a DC 16 you can apply this substance to a creature within 5
Constitution saving throw or experience a low that feet. For the next hour, the creature experiences a high
lasts 1 hour, during which they must roll a d6 and that allows them to roll an additional d20 when making
subtract the result when making an ability check or an ability check or saving throw using Constitution, and
saving throw using Constitution, and for the duration at the start of each of the creature's turns it gains 2d20
their current and maximum hit points are reduced by temporary hit points. At the end of the high, the
2d6. If this would reduce your maximum hit points creature must succeed on a DC 24 Constitution saving
below 1, it instead becomes 1. At the end of the low, throw or experience a low that lasts 8 hours, during
the creature must make a DC 16 Wisdom saving throw which they must roll a d20 and subtract the result
to resist addiction. when making an ability check or saving throw using
Constitution, and for the duration their current and
maximum hit points are reduced by 2d20. If this would
reduce your maximum hit points below 1, it instead
becomes 1. At the end of the low, the creature must
make a DC 24 Wisdom saving throw to resist addiction.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 132


TSIRAKI (AGED) TSIRAKI (RESERVE)
Consumable (substance), advanced Consumable (substance), legendary
Tsiraki is a blue-colored alcoholic beverage crafted Tsiraki is a blue-colored alcoholic beverage crafted
from fermented salakberries and pickling spices. As an from fermented salakberries and pickling spices. As an
action, you can apply this substance to a creature action, you can apply this substance to a creature
within 5 feet. For the next 10 minutes, the creature within 5 feet. For the next hour, the creature
experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d10 when making an ability check, attack additional d12 when making an ability check, attack
roll, or saving throw using Charisma. At the end of the roll, or saving throw using Charisma. At the end of the
high, the creature must succeed on a DC 20 high, the creature must succeed on a DC 22
Constitution saving throw or experience a low that Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d10 and lasts 4 hours, during which they must roll a d12 and
subtract the result when making an ability check, attack subtract the result when making an ability check, attack
roll, or saving throw using Charisma. At the end of the roll, or saving throw using Charisma. At the end of the
low, the creature must make a DC 20 Wisdom saving low, the creature must make a DC 22 Wisdom saving
throw to resist addiction. throw to resist addiction.
TSIRAKI (FINE) TSIRAKI (SPECIAL)
Consumable (substance), premium Consumable (substance), artifact
Tsiraki is a blue-colored alcoholic beverage crafted Tsiraki is a blue-colored alcoholic beverage crafted
from fermented salakberries and pickling spices. As an from fermented salakberries and pickling spices. As an
action, you can apply this substance to a creature action, you can apply this substance to a creature
within 5 feet. For the next minute, the creature within 5 feet. For the next hour, the creature
experiences a high that allows them to roll an experiences a high that allows them to roll an
additional d6 when making an ability check, attack roll, additional d20 when making an ability check, attack
or saving throw using Charisma. At the end of the high, roll, or saving throw using Charisma. At the end of the
the creature must succeed on a DC 16 Constitution high, the creature must succeed on a DC 24
saving throw or experience a low that lasts 1 hour, Constitution saving throw or experience a low that
during which they must roll a d6 and subtract the lasts 8 hours, during which they must roll a d20 and
result when making an ability check, attack roll, or subtract the result when making an ability check, attack
saving throw using Charisma. At the end of the low, the roll, or saving throw using Charisma. At the end of the
creature must make a DC 16 Wisdom saving throw to low, the creature must make a DC 24 Wisdom saving
resist addiction. throw to resist addiction.
TSIRAKI (MATURED) VAYERBOK (AGED)
Consumable (substance), prototype Consumable (substance), advanced
Tsiraki is a blue-colored alcoholic beverage crafted Vayerbok is a thick, green, vegetable-based alcoholic
from fermented salakberries and pickling spices. As an beverage typically served hot. As an action, you can
action, you can apply this substance to a creature apply this substance to a creature within 5 feet. For the
within 5 feet. For the next 10 minutes, the creature next 10 minutes, the creature experiences a high that
experiences a high that allows them to roll an allows them to roll an additional d10 when making an
additional d8 when making an ability check, attack roll, ability check, attack roll, or saving throw using Wisdom.
or saving throw using Charisma. At the end of the high, At the end of the high, the creature must succeed on a
the creature must succeed on a DC 18 Constitution DC 20 Constitution saving throw or experience a low
saving throw or experience a low that lasts 1 hour, that lasts 4 hours, during which they must roll a d10
during which they must roll a d8 and subtract the and subtract the result when making an ability check,
result when making an ability check, attack roll, or attack roll, or saving throw using Wisdom. At the end of
saving throw using Charisma. At the end of the low, the the low, the creature must make a DC 20 Wisdom
creature must make a DC 18 Wisdom saving throw to saving throw to resist addiction.
resist addiction.

133 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


VAYERBOK (FINE) YALADAI (FINE)
Consumable (substance), premium Consumable (substance), premium
Vayerbok is a thick, green, vegetable-based alcoholic Yaladai is a powerful stimulant that grants extreme
beverage typically served hot. As an action, you can clarity, improving relaxation and focus. As an action,
apply this substance to a creature within 5 feet. For the you can apply this substance to a creature within 5
next minute, the creature experiences a high that feet. For the next minute, the creature experiences a
allows them to roll an additional d6 when making an high that increases their current and maximum force
ability check, attack roll, or saving throw using Wisdom. points by 2d6. At the end of the high, the creature
At the end of the high, the creature must succeed on a must succeed on a DC 16 Wisdom saving throw or
DC 16 Constitution saving throw or experience a low experience a low that lasts 1 hour, their current and
that lasts 1 hour, during which they must roll a d6 and maximum force points are reduced by 2d6. At the end
subtract the result when making an ability check, attack of the low, the creature must make a DC 16
roll, or saving throw using Wisdom. At the end of the Constitution saving throw to resist addiction.
low, the creature must make a DC 16 Wisdom saving
throw to resist addiction. YALADAI (HIGH QUALITY)
Consumable (substance), advanced
VAYERBOK (MATURED) Yaladai is a powerful stimulant that grants extreme
Consumable (substance), prototype clarity, improving relaxation and focus. As an action,
Vayerbok is a thick, green, vegetable-based alcoholic you can apply this substance to a creature within 5
beverage typically served hot. As an action, you can feet. For the next 10 minutes, the creature experiences
apply this substance to a creature within 5 feet. For the a high that increases their current and maximum force
next 10 minutes, the creature experiences a high that points by 2d10. At the end of the high, the creature
allows them to roll an additional d8 when making an must succeed on a DC 20 Wisdom saving throw or
ability check, attack roll, or saving throw using Wisdom. experience a low that lasts 4 hours, their current and
At the end of the high, the creature must succeed on a maximum force points are reduced by 2d10. At the end
DC 18 Constitution saving throw or experience a low of the low, the creature must make a DC 20
that lasts 1 hour, during which they must roll a d8 and Constitution saving throw to resist addiction.
subtract the result when making an ability check, attack
roll, or saving throw using Wisdom. At the end of the YALADAI (POTENT)
low, the creature must make a DC 18 Wisdom saving Consumable (substance), legendary
throw to resist addiction. Yaladai is a powerful stimulant that grants extreme
clarity, improving relaxation and focus. As an action,
VAYERBOK (RESERVE) you can apply this substance to a creature within 5
Consumable (substance), legendary feet. For the next hour, the creature experiences a high
Vayerbok is a thick, green, vegetable-based alcoholic that increases their current and maximum force points
beverage typically served hot. As an action, you can by 2d12. At the end of the high, the creature must
apply this substance to a creature within 5 feet. For the succeed on a DC 22 Wisdom saving throw or
next hour, the creature experiences a high that allows experience a low that lasts 4 hours, their current and
them to roll an additional d12 when making an ability maximum force points are reduced by 2d12. At the end
check, attack roll, or saving throw using Wisdom. At the of the low, the creature must make a DC 22
end of the high, the creature must succeed on a DC 22 Constitution saving throw to resist addiction.
Constitution saving throw or experience a low that
lasts 4 hours, during which they must roll a d12 and YALADAI (PURE)
subtract the result when making an ability check, attack Consumable (substance), artifact
roll, or saving throw using Wisdom. At the end of the Yaladai is a powerful stimulant that grants extreme
low, the creature must make a DC 22 Wisdom saving clarity, improving relaxation and focus. As an action,
throw to resist addiction. you can apply this substance to a creature within 5
feet. For the next hour, the creature experiences a high
VAYERBOK (SPECIAL) that increases their current and maximum force points
Consumable (substance), artifact by 2d20. At the end of the high, the creature must
Vayerbok is a thick, green, vegetable-based alcoholic succeed on a DC 24 Wisdom saving throw or
beverage typically served hot. As an action, you can experience a low that lasts 8 hours, their current and
apply this substance to a creature within 5 feet. For the maximum force points are reduced by 2d20. At the end
next hour, the creature experiences a high that allows of the low, the creature must make a DC 24
them to roll an additional d20 when making an ability Constitution saving throw to resist addiction.
check, attack roll, or saving throw using Wisdom. At the
end of the high, the creature must succeed on a DC 24
Constitution saving throw or experience a low that
lasts 8 hours, during which they must roll a d20 and
subtract the result when making an ability check, attack
roll, or saving throw using Wisdom. At the end of the
low, the creature must make a DC 24 Wisdom saving
throw to resist addiction.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES) 134


YALADAI (UNCUT) YARROCK (POTENT)
Consumable (substance), prototype Consumable (substance), legendary
Yaladai is a powerful stimulant that grants extreme Yarrock is a hallucinogen which is said to instill a
clarity, improving relaxation and focus. As an action, creature with a clear vision of "the meaning of life",
you can apply this substance to a creature within 5 granting a boost to con dence. As an action, you can
feet. For the next 10 minutes, the creature experiences apply this substance to a creature within 5 feet. For the
a high that increases their current and maximum force next hour, the creature experiences a high that allows
points by 2d8. At the end of the high, the creature them to roll an additional d12 when making an ability
must succeed on a DC 18 Wisdom saving throw or check, attack roll, or saving throw using Charisma. At
experience a low that lasts 1 hour, their current and the end of the high, the creature must succeed on a DC
maximum force points are reduced by 2d8. At the end 22 Wisdom saving throw or experience a low that lasts
of the low, the creature must make a DC 18 4 hours, during which they must roll a d12 and subtract
Constitution saving throw to resist addiction. the result when making an ability check, attack roll, or
saving throw using Charisma. At the end of the low, the
YARROCK (FINE) creature must make a DC 22 Constitution saving throw
Consumable (substance), premium to resist addiction.
Yarrock is a hallucinogen which is said to instill a
creature with a clear vision of "the meaning of life", YARROCK (PURE)
granting a boost to con dence. As an action, you can Consumable (substance), artifact
apply this substance to a creature within 5 feet. For the Yarrock is a hallucinogen which is said to instill a
next minute, the creature experiences a high that creature with a clear vision of "the meaning of life",
allows them to roll an additional d6 when making an granting a boost to con dence. As an action, you can
ability check, attack roll, or saving throw using apply this substance to a creature within 5 feet. For the
Charisma. At the end of the high, the creature must next hour, the creature experiences a high that allows
succeed on a DC 16 Wisdom saving throw or them to roll an additional d20 when making an ability
experience a low that lasts 1 hour, during which they check, attack roll, or saving throw using Charisma. At
must roll a d6 and subtract the result when making an the end of the high, the creature must succeed on a DC
ability check, attack roll, or saving throw using 24 Wisdom saving throw or experience a low that lasts
Charisma. At the end of the low, the creature must 8 hours, during which they must roll a d20 and subtract
make a DC 16 Constitution saving throw to resist the result when making an ability check, attack roll, or
addiction. saving throw using Charisma. At the end of the low, the
creature must make a DC 24 Constitution saving throw
YARROCK (HIGH QUALITY) to resist addiction.
Consumable (substance), advanced
Yarrock is a hallucinogen which is said to instill a YARROCK (UNCUT)
creature with a clear vision of "the meaning of life", Consumable (substance), prototype
granting a boost to con dence. As an action, you can Yarrock is a hallucinogen which is said to instill a
apply this substance to a creature within 5 feet. For the creature with a clear vision of "the meaning of life",
next 10 minutes, the creature experiences a high that granting a boost to con dence. As an action, you can
allows them to roll an additional d10 when making an apply this substance to a creature within 5 feet. For the
ability check, attack roll, or saving throw using next 10 minutes, the creature experiences a high that
Charisma. At the end of the high, the creature must allows them to roll an additional d8 when making an
succeed on a DC 20 Wisdom saving throw or ability check, attack roll, or saving throw using
experience a low that lasts 4 hours, during which they Charisma. At the end of the high, the creature must
must roll a d10 and subtract the result when making succeed on a DC 18 Wisdom saving throw or
an ability check, attack roll, or saving throw using experience a low that lasts 1 hour, during which they
Charisma. At the end of the low, the creature must must roll a d8 and subtract the result when making an
make a DC 20 Constitution saving throw to resist ability check, attack roll, or saving throw using
addiction. Charisma. At the end of the low, the creature must
make a DC 18 Constitution saving throw to resist
addiction.

135 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (SUBSTANCES)


CONSUMABLES (TECHNOLOGY)
Item Rarity Page MACHINIST'S CATALYZER MARK I
Technology Consumable (technology), standard
As an action, you can administer this catalyzer to a
Machinist's Catalyzer Mark I Standard
creature within 5 feet. When you administer this
Personal Teleporter Mark I Standard adrenal, the target gains a +1 bonus to its damage and
Computer Spike (Fine) Premium healing rolls with tech powers. This e ect lasts for 1
minute. A creature can bene t from only one catalyzer
Machinist's Catalyzer Mark II Premium
at a time.
Personal Teleporter Mark II Premium
MACHINIST'S CATALYZER MARK II
Security Spike (Fine) Premium
Consumable (technology), premium
Repair Kit Mark II Premium As an action, you can administer this catalyzer to a
Machinist's Catalyzer Mark III Prototype creature within 5 feet. When you administer this
adrenal, the target gains a +1 bonus to its tech attack
Personal Teleporter Mark III Prototype
rolls, tech save DC, and damage and healing rolls with
Repair Kit Mark III Prototype tech powers. This e ect lasts for 1 minute. A creature
Computer Spike (Superior) Advanced can bene t from only one catalyzer at a time.
Machinist's Catalyzer Mark IV Advanced MACHINIST'S CATALYZER MARK III
Personal Teleporter Mark IV Advanced Consumable (technology), prototype
As an action, you can administer this catalyzer to a
Repair Kit Mark IV Advanced
creature within 5 feet. When you administer this
Security Spike (Superior) Advanced adrenal, the target gains a +2 bonus to its tech attack
Personal Teleporter Mark V Legendary rolls, tech save DC, and damage and healing rolls with
tech powers. This e ect lasts for 1 minute. A creature
Repair Kit Mark V Legendary
can bene t from only one catalyzer at a time.
Computer Spike (Champion) Artifact
MACHINIST'S CATALYZER MARK IV
Personal Teleporter Mark VI Artifact
Consumable (technology), advanced
Repair Kit Mark VI Artifact As an action, you can administer this catalyzer to a
Security Spike (Champion) Artifact creature within 5 feet. When you administer this
adrenal, the target gains a +3 bonus to its tech attack
COMPUTER SPIKE (CHAMPION) rolls, tech save DC, and damage and healing rolls with
Consumable (technology), advanced tech powers. This e ect lasts for 1 minute. A creature
When you make an Intelligence (slicer's kit) check, you can bene t from only one catalyzer at a time.
can use the spike (no action required) to gain PORTABLE TELEPORTER MARK I
advantage on the check, and then you can reroll both Consumable (technology), standard
of the dice once. You can wait until after you roll the As an action, you can use this teleporter to create a
d20 before deciding to use the spike, but you must pair of linked portals: one portal appears in a space
decide before the GM says whether the check succeeds within 5 feet of you, and the other portal appears in an
or fails. unoccupied space you can see up to 30 feet away.
COMPUTER SPIKE (FINE) These portals lasts until the start of your next turn, and
Consumable (technology), premium they are large enough to accommodate Medium and
When you make an Intelligence (slicer's kit) check, you smaller creatures and objects. Portals take the
can use the spike (no action required) to gain appearance of an elongated, shimmering mirror, and
advantage on the check. You can wait until after you looking through a portal, a creature can see through
roll the d20 before deciding to use the spike, but you the linked portal as if looking through a window. A
must decide before the GM says whether the check creature or object who passes through a portal
succeeds or fails. immediately appears in a space within 5 feet of the
linked portal.
COMPUTER SPIKE (SUPERIOR)
Consumable (technology), prototype
When you make an Intelligence (slicer's kit) check, you
can use the spike (no action required) to gain
advantage on the check, and then you can reroll one of
the dice once. You can wait until after you roll the d20
before deciding to use the spike, but you must decide
before the GM says whether the check succeeds or
fails.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (TECHNOLOGY) 136


PORTABLE TELEPORTER MARK II PORTABLE TELEPORTER MARK VI
Consumable (technology), premium Consumable (technology), artifact
As an action, you can use this teleporter to create a As an action, you can use this teleporter to create a
pair of linked portals: one portal appears in a space pair of linked portals: one portal appears in a space
within 5 feet of you, and the other portal appears in an within 5 feet of you, and the other portal appears in an
unoccupied space you can see up to 60 feet away. unoccupied space you can see up to 1,000 feet away.
These portals lasts until the start of your next turn, and These portals lasts until the start of your next turn, and
they are large enough to accommodate Medium and they are large enough to accommodate Medium and
smaller creatures and objects. Portals take the smaller creatures and objects. Portals take the
appearance of an elongated, shimmering mirror, and appearance of an elongated, shimmering mirror, and
looking through a portal, a creature can see through looking through a portal, a creature can see through
the linked portal as if looking through a window. A the linked portal as if looking through a window. A
creature or object who passes through a portal creature or object who passes through a portal
immediately appears in a space within 5 feet of the immediately appears in a space within 5 feet of the
linked portal. linked portal.
PORTABLE TELEPORTER MARK III REPAIR KIT MARK II
Consumable (technology), prototype Consumable (technology), premium
As an action, you can use this teleporter to create a A repair kit included the basic tools needed to repair a
pair of linked portals: one portal appears in a space droid after being damaged in combat. The kit has three
within 5 feet of you, and the other portal appears in an uses. As an action, you can expend one use of the kit to
unoccupied space you can see up to 90 feet away. restore hit points to a droid or construct within 5 feet.
These portals lasts until the start of your next turn, and The creature rolls two dice equal to the size of their Hit
they are large enough to accommodate Medium and Die and regains hit points equal to the amount rolled +
smaller creatures and objects. Portals take the their Constitution modi er (minimum of one hit point).
appearance of an elongated, shimmering mirror, and If the creature has Hit Dice of di erent sizes, use
looking through a portal, a creature can see through whichever Hit Die size they have the most of.
the linked portal as if looking through a window. A
creature or object who passes through a portal REPAIR KIT MARK III
immediately appears in a space within 5 feet of the Consumable (technology), prototype
linked portal. A repair kit included the basic tools needed to repair a
droid after being damaged in combat. The kit has three
PORTABLE TELEPORTER MARK IV uses. As an action, you can expend one use of the kit to
Consumable (technology), advanced restore hit points to a droid or construct within 5 feet.
As an action, you can use this teleporter to create a The creature rolls three dice equal to the size of their
pair of linked portals: one portal appears in a space Hit Die and regains hit points equal to the amount
within 5 feet of you, and the other portal appears in an rolled + their Constitution modi er (minimum of one
unoccupied space you can see up to 150 feet away. hit point). If the creature has Hit Dice of di erent sizes,
These portals lasts until the start of your next turn, and use whichever Hit Die size they have the most of.
they are large enough to accommodate Medium and
smaller creatures and objects. Portals take the REPAIR KIT MARK IV
appearance of an elongated, shimmering mirror, and Consumable (technology), advanced
looking through a portal, a creature can see through A repair kit included the basic tools needed to repair a
the linked portal as if looking through a window. A droid after being damaged in combat. The kit has three
creature or object who passes through a portal uses. As an action, you can expend one use of the kit to
immediately appears in a space within 5 feet of the restore hit points to a droid or construct within 5 feet.
linked portal. The creature rolls four dice equal to the size of their Hit
Die and regains hit points equal to the amount rolled +
PORTABLE TELEPORTER MARK V their Constitution modi er (minimum of one hit point).
Consumable (technology), legendary If the creature has Hit Dice of di erent sizes, use
As an action, you can use this teleporter to create a whichever Hit Die size they have the most of.
pair of linked portals: one portal appears in a space
within 5 feet of you, and the other portal appears in an REPAIR KIT MARK V
unoccupied space you can see up to 300 feet away. Consumable (technology), legendary
These portals lasts until the start of your next turn, and A repair kit included the basic tools needed to repair a
they are large enough to accommodate Medium and droid after being damaged in combat. The kit has three
smaller creatures and objects. Portals take the uses. As an action, you can expend one use of the kit to
appearance of an elongated, shimmering mirror, and restore hit points to a droid or construct within 5 feet.
looking through a portal, a creature can see through The creature rolls ve dice equal to the size of their Hit
the linked portal as if looking through a window. A Die and regains hit points equal to the amount rolled +
creature or object who passes through a portal their Constitution modi er (minimum of one hit point).
immediately appears in a space within 5 feet of the If the creature has Hit Dice of di erent sizes, use
linked portal. whichever Hit Die size they have the most of.

137 APPENDIX A | ENHANCED ITEMS | CONSUMABLES (TECHNOLOGY)


REPAIR KIT MARK VI
Consumable (technology), artifact
A repair kit included the basic tools needed to repair a
droid after being damaged in combat. The kit has three
uses. As an action, you can expend one use of the kit to
restore hit points to a droid or construct within 5 feet.
The creature rolls six dice equal to the size of their Hit
Die and regains hit points equal to the amount rolled +
their Constitution modi er (minimum of one hit point).
If the creature has Hit Dice of di erent sizes, use
whichever Hit Die size they have the most of.
SECURITY SPIKE (CHAMPION)
Consumable (technology), advanced
When you make an Intelligence (security kit) check, you
can use the spike (no action required) to gain
advantage on the check, and then you can reroll both
of the dice once. You can wait until after you roll the
d20 before deciding to use the spike, but you must
decide before the GM says whether the check succeeds
or fails.
SECURITY SPIKE (FINE)
Consumable (technology), premium
When you make an Intelligence (security kit) check, you
can use the spike (no action required) to gain
advantage on the check. You can wait until after you
roll the d20 before deciding to use the spike, but you
must decide before the GM says whether the check
succeeds or fails.
SECURITY SPIKE (SUPERIOR)
Consumable (technology), advanced
When you make an Intelligence (security kit) check, you
can use the spike (no action required) to gain
advantage on the check, and then you can reroll one of
the dice once. You can wait until after you roll the d20
before deciding to use the spike, but you must decide
before the GM says whether the check succeeds or
fails.

APPENDIX A | ENHANCED ITEMS | CONSUMABLES (TECHNOLOGY) 138


CYBERNETIC AUGMENTATIONS
Item Rarity Side Effect: While this augmentation is active, your
Enhancements speed is reduced by 10. Additionally, it fails to activate
if you are submerged in water or other liquids.
Charisma Enhancement (Basic) Standard
This internal augmentation can be activated to
Constitution Enhancement (Basic) Standard project a distortion eld that bends visual light.
Dexterity Enhancement (Basic) Standard
ARMAMENT AND DEFENSE LIBRARY
Intelligence Enhancement (Basic) Standard Cybernetic augmentation (enhancement), prototype
Strength Enhancement (Basic) Standard Prerequisite: Intelligence 13
You gain pro ciency in all simple and martial weapons,
Wisdom Enhancement (Basic) Standard
all armor, and the Piloting skill. Additionally, when you
Hidden Compartment Blaster Standard make an Intelligence check to recall or discern
Integrated Subdermal Armor Premium information about a weapon, piece of armor, or a
military vehicle that this library contains information
Armament and Defense Library Prototype
on, you are considered pro cient in the check.
Integrated Subdermal Armor Mark II Prototype Side Effect: This aggressively e ective library can
Active Camou age Core Advanced make it di cult to focus in stressful situations. You
have disadvantage on Constitution saving throws to
Automated Adrenal Package Advanced
maintain concentration. Additionally, you have
Skills Enhancement Package Advanced disadvantage on ability checks while concentrating on
Charming Noble Package Legendary a power.
This small and unassuming electronic module
Daring Acrobat Package Legendary
installed in the parietal lobe contains a massive library
Indomitable Fortress Package Legendary of information pertaining to weapons, armor, droids,
Mighty Athlete Package Legendary and every other defense system known to the galaxy at
large. Even rare or obscure pieces of technology are
Quick Savant Package Legendary
described here, o ering a unique perspective on the
Wise Sage Package Legendary universe - if you can handle it.
Replacements
AUTOMATED ADRENAL PACKAGE
Brawny Arm Prosthesis Standard Cybernetic augmentation (enhancement), advanced
Celerity Leg Prosthesis Standard Prerequisite: Constitution 15
Once on your turn, you can activate this implant to gain
Detachable Eye Standard
the e ects of an adrenal (no action required). This
Detachable Hand Standard e ect lasts for one minute, or until a di erent adrenal
Hardy Torso Prosthesis Standard is chosen. You can choose from the following types of
adrenals:
Intuitive Facial Prosthesis Standard
Strength Adrenal: You gain a +1 bonus to the damage
Magnetic Arm Enhancement Standard
rolls of melee weapon attacks, and your carrying
Surveillance Implant Standard capacity and the weight you can push, drag, or lift
Hawkeye Ocular Package Premium doubles. If it would already double, it instead triples.
Alacrity Adrenal: You gain a +1 bonus to the damage rolls
In ltration Package Premium
of ranged weapon attacks, and your speed increases by
Iridonian Grav-Lev Arm Premium 10 feet.
Nighthawk Ocular Implant Premium Stamina Adrenal: You gain 2 temporary hit points and a
+2 bonus to Constitution saving throws.
Survival and Surveillance Implant Premium
Side Effect: You can no longer bene t from other
Czerka Variable Claw-Hand Multitool Prototype
adrenals.
High-Grade Cybernetic Arm Prototype This clear plasti-polymer implant has an appearance
High-Grade Cybernetic Legs Prototype vaguely resembling a multi-limbed cephalopod, and
must be carefully installed by a master cybertech. It
Microphasic Hypervisor Prototype
attaches by wrapping around the medulla, and
Survival and Surveillance Implant Mk II Prototype produces a variety of combat adrenals for its user's
consumption. It also performs blood-cleansing work to
ACTIVE CAMOUFLAGE CORE reduce the liver damage (for species that have a liver)
Cybernetic augmentation (enhancement), advanced caused by long-term adrenal use.
Prerequisite: Constitution 13
As an action, you can activate this augmentation to cast
the in ltrate tech power targeting yourself. Intelligence
is your tech casting ability for this power, and if you
cast it using this augmentation, it does not require
concentration.

139 APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS


BRAWNY ARM PROSTHESIS CZERKA VARIABLE CLAW-HAND MULTITOOL
Cybernetic augmentation (replacement), standard Cybernetic augmentation (replacement), prototype
This augmentation replaces an arm. Prerequisite: Intelligence 13
When you make an ability check, attack roll, or saving This augmentation replaces a hand.
throw using Strength using only this arm, your Strength As a bonus action, you can transform this claw-hand
score is treated as 15. When you make an ability check, into one of the following items of your choice, or back
attack roll, or saving throw using Strength using more its default claw-hand state. While your claw-hand is
than just this arm, you take the average of the arm's transformed, you are considered to be pro cient in the
Strength score and your own. item it is replicating, if you are not already:
Side Effect: When you roll a 1 on an ability check,
attack roll, or saving throw using Strength with this Security kit
arm, it seizes up, becoming unusable until the start of Artisan tools (one set, chosen at the time this
your next turn. augmentation is installed)
Commlink
These arm replacements are popular with the less
Fusion cutter
exercise-inclined.
Grappling hook (with 50 feet of bercord cable)
CELERITY LEG PROSTHESIS Hydrospanner
Cybernetic augmentation (replacement), standard Traumakit
This augmentation replaces both legs. Repair kit
When determining your bonus to AC and saving Hidden blade (martial vibroweapon)
throws from Dexterity, your Dexterity score is treated Hold out (simple blaster)
as 15. Additionally, you can substitute this score for Medium shield generator (medium armor)
your own whenever you make an ability check or
attack roll that uses your legs. If your Dexterity score is For items that have charges such as the repair kit,
already equal to or greater than 15, it has no e ect on you regain all expended charges at the end of a long
you. rest. For items that use power cells, you can reload
Side Effect: When you roll a 1 an ability check, attack those with power cells normally.
roll, or saving throw using Dexterity that involves these Side Effect: Once this hand replacement has been
legs, they seize up, reducing your speed to 0 until the installed, you can no longer wield weapons in this hand
start of your next turn. other than those this augmentation can transform into.
This leg replacement is common for those travelers The CVCM hand replacement appears to be a simple
interested in making a quick getaway. claw, but it contains a startling variety of tools,
transforming to become whatever gadget is needed at
CHARISMA ENHANCEMENT (BASIC) the moment.
Cybernetic augmentation (enhancement), standard
Prerequisite: Charisma 11 DARING ACROBAT PACKAGE
Your Charisma score increases by 1, to a maximum of Cybernetic augmentation (enhancement), legendary
20. Prerequisite: Dexterity 15
Side Effect: One ability score other than Charisma Your Dexterity score increases by 1, and your
(chosen by the GM) decreases by 1. maximum for this score increases by 1. Additionally,
you have advantage on Dexterity saving throws.
CHARMING NOBLE PACKAGE Side Effect: One ability score other than Dexterity
Cybernetic augmentation (enhancement), legendary (chosen by the GM) decreases by 1.
Prerequisite: Charisma 15 This implant drastically increases your ne motor
Your Charisma score increases by 1, and your skills and reaction times.
maximum for this score increases by 1. Additionally,
you have advantage on Charisma saving throws. DETACHABLE EYE
Side Effect: One ability score (other than Charisma) Cybernetic augmentation (replacement), standard
that is chosen by the DM when this augmentation is This augmentation replaces an eye.
installed decreases by 1. As an action, you can remove or replace this eye.
This implant drastically increases your force of While removed, the eye sprouts eight small legs, has a
personality. speed of 15 feet, an AC of 10, and 1 hit point. As an
action on each of your turns, you can move the eye up
CONSTITUTION ENHANCEMENT (BASIC) to its speed as long as it is within 30 feet of you. You
Cybernetic augmentation (enhancement), standard can see through both the detached eye and your
Prerequisite: Constitution 11 remaining eye at the same time, or you can use your
Your Constitution score increases by 1, to a maximum action to see through only one eye or the other.
of 20. Side Effect: While the eye is removed, you have
Side Effect: One ability score other than Constitution disadvantage on Intelligence (Investigation) and
(chosen by the GM) decreases by 1. Wisdom (Perception) checks that rely on sight beyond
5 feet.
This eye replacement is a favored tool for the
augmented spy.

APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS 140


DETACHABLE HAND HIDDEN COMPARTMENT BLASTER
Cybernetic augmentation (replacement), standard Cybernetic augmentation (enhancement), standard
This augmentation replaces a hand. This implant includes a small hidden blaster that is
As an action, you can attach or detach this hand. completely shielded and hidden from unenhanced
While detached, the hand has a speed of 15 feet, an AC investigation. You cannot use this hidden blaster until
of 10, and 1 hit point. As an action on each of your it is revealed. As a bonus action, you can reveal this
turns, you can control the hand as long as it is within weapon and make a single ranged weapon attack with
30 feet of you. You can use the hand to manipulate an it. You have pro ciency with this weapon for this
object, open an unlocked door or container, stow or attack. It deals 1d4 energy damage on a hit, has a
retrieve an item from an open container, or pour the range of 20/60, and the light and reload 4 properties.
contents out of a container. You can move the hand up Side Effect: Reloading this weapon takes longer than
to its speed each time you use it. usual. You can reload and re-conceal this weapon over
Side Effect: This hand can no longer wield items that one hour, which can be done during a short rest. This
weigh more than 7 lbs. hidden compartment can only t the speci c blaster
This unique hand replacement is a favored option for with which it is paired.
those looking into places they aren't welcome. This augmentation hides a weapon in its wearer's
forearm that is almost completely undetectable by
DEXTERITY ENHANCEMENT (BASIC) modern sensors.
Cybernetic augmentation (enhancement), standard
Prerequisite: Dexterity 11 HIGH-GRADE CYBERNETIC ARM
Your Dexterity score increases by 1, to a maximum of Cybernetic augmentation (replacement), prototype
20. Prerequisite: Constitution 13
Side Effect: One ability score other than Dexterity This augmentation replaces an arm.
(chosen by the GM) decreases by 1. When you hit with a melee weapon attack using
Strength with a weapon wielded by this arm, you gain a
HARDY TORSO PROSTHESIS +1 bonus to the damage roll. Additionally, when you
Cybernetic augmentation (replacement), standard make a Strength (Athletics) check that involves this
This augmentation replaces your torso. arm, you gain a +1 bonus to the check.
Your Constitution score becomes 13. If your Side Effect: You have disadvantage on melee
Constitution score is already equal to or greater than weapon attacks and ability checks using Dexterity that
13, it has no e ect on you. Additionally, you have involve this arm.
advantage on saving throws against poison. This arm replacement features enhanced strength.
Side Effect: When you roll a 1 a Constitution saving
throw to avoid exhaustion, you su er 2 levels of HIGH-GRADE CYBERNETIC LEGS
exhaustion, instead of just 1. Cybernetic augmentation (replacement), prototype
For the wary traveler who is desperately afraid of Prerequisite: Constitution 13
poison. This augmentation replaces both legs.
You gain advantage on Strength ability checks and
HAWKEYE OCULAR PACKAGE Strength saving throws, you can make a running long
Cybernetic augmentation (replacement), premium jump or a running high jump after moving only 5 feet
Prerequisite: Intelligence 13 on foot, rather than 10 feet, and your speed increases
This augmentation replaces your eyes. by 10 feet.
You can activate or deactivate this augmentation as a Side Effect: Your powerful legs have di culty
bonus action. While this augmentation is active, you moving quietly. You have disadvantage on Dexterity
gain advantage on Wisdom (Perception) checks that (Stealth) checks that rely on moving silently.
rely on sight beyond 30 feet. In conditions of clear This mechanical leg replacement increases speed
visibility, you can make out details of even extremely and jumping height.
distant creatures and objects as small as 2 feet across.
Side Effect: While this augmentation is active, you INDOMITABLE FORTRESS PACKAGE
have disadvantage on Wisdom (Perception) and Cybernetic augmentation (enhancement), legendary
Intelligence (Investigation) checks within 30 feet that Prerequisite: Constitution 15 Your Constitution score
rely on sight. increases by 1, and your maximum for this score
This eye replacement features integrated increases by 1. Additionally, you have advantage on
macrobinoculars, granting improved ability to see Constitution saving throws.
further away. Side Effect: One ability score other than Constitution
(chosen by the GM) decreases by 1.
This implant drastically increases your endurance.

141 APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS


INFILTRATION PACKAGE IRIDONIAN GRAV-LEV ARM
Cybernetic augmentation (replacement), premium Cybernetic augmentation (replacement), premium
This augmentation replaces a hand. Prerequisite: Constitution 13
This implant appears to be a standard cybernetic This augmentation replaces a hand.
mechanical arm, but conceals a security kit and a Your unarmed strikes with this arm deal 1d4 ion
slicer's kit. Additionally, you can also use an action to damage, and your carrying capacity and the weight you
cast release at 1st level without expending tech points can push, drag, or lift doubles. If it would already
or use of a tech focus. Intelligence is your techcasting double, it instead triples. Additionally, you deal double
ability for this power. damage to energy-based structures with your unarmed
Side Effect: This hand can no longer wield items that strikes.
weigh more than 7 lbs. Side Effect: You can no longer wield weapons with
This fully cybernetic hand replacement contains a electronic components, such as blasters,
hidden array of in ltration tools optimized for vibroweapons, or lightweapons. Additionally, if this
defeating a wide variety of security barriers. hand interacts with a small electronic device, such as a
datapad or commlink, it is immediately disabled.
INTEGRATED SUBDERMAL ARMOR This cybernetic arm replacement increases a user's
Cybernetic augmentation (enhancement), premium physical strength and can be overloaded to release a
When you aren't wearing armor, your AC becomes 13 + unique eld resonance discharge that is particularly
your Dexterity modi er. e ective against containment elds and makes holding
Side Effect: Each time you take damage while you on to hydrospanners a breeze.
aren't wearing armor, your speed decreases by 5 feet
until the start of your next turn. MAGNETIC FOREARM ENHANCEMENT
This implant reinforces your skin with an ablative Cybernetic augmentation (replacement), standard
woven alloy, making you di cult to damage. This augmentation replaces a forearm.
Unarmed strikes with this hand have the reach
INTEGRATED SUBDERMAL ARMOR MARK II property.
Cybernetic augmentation (enhancement), prototype Side Effect: When you roll a 1 on an ability check,
When you aren't wearing armor, your AC becomes 14 + attack roll, or saving throw with this arm, the hand
your Dexterity modi er. disconnects and falls to the ground. It can be picked up
Side Effect: Each time you take damage while you and replaced as a bonus action.
aren't wearing armor, your speed decreases by 5 feet This hand replacement creates a magnetic
until the start of your next turn. connection between the hand and forearm, emitting a
This implant reinforces your skin with a high- minor hum.
strength cortosis reinforcement, making you very
di cult to damage. MICROPHASIC HYPERVISOR
Cybernetic augmentation (replacement), prototype
INTELLIGENCE ENHANCEMENT (BASIC) Prerequisite: Constitution 13
Cybernetic augmentation (enhancement), standard This augmentation replaces your eyes.
Prerequisite: Intelligence 11 You can activate or deactivate this implant as a
Your Intelligence score increases by 1, to a maximum bonus action. While active, you have truesight to a
of 20. range of 30 feet.
Side Effect: One ability score other than Intelligence Side Effect: While active, you have disadvantage on
(chosen by the GM) decreases by 1. Wisdom (Perception) checks beyond 30 feet.
INTUITIVE FACIAL PROSTHESIS This augmentation is a large, boxy eye replacement
Cybernetic augmentation (replacement), standard that covers both eyes with digital optic feeds and high
This augmentation replaces your face. resolution sensors.
Your Intelligence score becomes 13. If your MIGHTY ATHLETE PACKAGE
Intelligence score is already equal to or greater than Cybernetic augmentation (enhancement), legendary
13, it has no e ect on you. Additionally, you can add Prerequisite: Strength 15
half your pro ciency bonus (rounded down) to any Your Strength score increases by 1, and your maximum
Intelligence check you make that doesn't already for this score increases by 1. Additionally, you have
include your pro ciency bonus. advantage on Strength saving throws.
Side Effect: When you roll a 1 an Intelligence saving Side Effect: One ability score other than Strength
throw, the implant stutters, causing any ability checks (chosen by the GM) decreases by 1.
in which you are pro cient you make before the start This implant drastically increases your physical
of your next turn to not include your pro ciency bonus. capacities.
This facial prosthetic includes a solid state drive,
allowing for quick recall.

APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS 142


NIGHTHAWK OCULAR IMPLANT SURVEILLANCE IMPLANT
Cybernetic augmentation (replacement), premium Cybernetic augmentation (replacement), standard
Prerequisite: Intelligence 13 This augmentation replaces your face.
This augmentation replaces your eyes. This implant includes a headcomm with a scrambler
You can activate or deactivate this implant as a that automatically encodes messages sent to a
bonus action. While active, you gain darkvision to a speci ed recipient commlink or receiver.
range of 120 feet. Side Effect: You can not use portable personal
Side Effect: While active and in bright light, you have devices used for communication or jamming, such as a
disadvantage on attack rolls, as well as on Wisdom commlink or holotrace device, due to interference with
(Perception) checks that rely on sight. this implant.
This augmentation appears as a crescent around one
QUICK SAVANT PACKAGE eye paired with two small dots above the eyebrow.
Cybernetic augmentation (enhancement), legendary
Prerequisite: Intelligence 15 SURVIVAL AND SURVEILLANCE IMPLANT
Your Intelligence score increases by 1, and your Cybernetic augmentation (replacement), premium
maximum for this score increases by 1. Additionally, Prerequisite: Intelligence 13
you have advantage on Intelligence saving throws. This augmentation replaces your eyes and face.
Side Effect: One ability score other than Intelligence This implant contains several tools for long-term
(chosen by the GM) decreases by 1. survival and reconnaissance. As a bonus action, you
This implant drastically increases your mental can activate one of the below modes that enable you
capacities. to use several of these tools at once. Only one mode
can be active at a time.
SKILLS ENHANCEMENT PACKAGE
Cybernetic augmentation (enhancement), advanced Communications Mode: This communications suite
Prerequisite: Intelligence 15 includes a headcomm with a scrambler that
When you make an ability check using a skill you are automatically encodes messages sent to a speci ed
pro cient in, you can roll a d4 and add the result to recipient commlink or receiver. While this mode is
your total. active, you cannot be deafened.
Side Effect: When you make an ability check using a Interceptor Mode: This is a jamming and electronic
skill you are not pro cient in, you must roll a d4 and warfare suite that includes a comm jammer, a holotrace
subtract the result from the total. device and pocket scrambler.
This implant includes a library of situational Respirator Mode: This includes a basic respirator that
information that it injects directly into your grants advantage on saving throws made to avoid being
consciousness. poisoned and resistance to poison damage.
STRENGTH ENHANCEMENT (BASIC) Side Effect: This complex interface causes signi cant
Cybernetic augmentation (enhancement), standard interference with other communication devices,
Prerequisite: Strength 11 rendering them impossible to use. While this implant is
Your Strength score increases by 1, to a maximum of installed, you can not use any portable device used for
20. communication or jamming, such as a commlink or
Side Effect: One ability score other than Strength holotrace device.
(chosen by the GM) decreases by 1. Frequently used by scouts and corporate espionage
specialists, this imposing implant covers nearly the
entire left half of the face, and includes a series of tools
for long-term survival in hostile conditions.

143 APPENDIX A | ENHANCED ITEMS | CYBERNETIC AUGMENTATIONS


SURVIVAL AND SURVEILLANCE IMPLANT MK II
Cybernetic augmentation (replacement), prototype
Prerequisite: Intelligence 15
This augmentation replaces your eyes and face.
This implant contains several improved tools for
long-term survival and reconnaissance. As a bonus
action, you can activate one of the below modes that
enable you to use several of these tools at once. Only
one mode can be active at a time.

Communications Mode: This communications suite


includes a headcomm with a scrambler that
automatically encodes messages sent to a speci ed
recipient commlink or receiver. While this mode is
active, you cannot be deafened. Additionally, if you
listen to any spoken language for 10 minutes, the
software in this package will begin to attempt to
decipher it. Make an Intelligence (Lore) check, DC
determined by the GM depending on the rarity of the
language. On a success, you can understand the spoken
form of this language, and speak it if your species' vocal
capabilities allow for it.
Interceptor Mode: This is a jamming and electronic
warfare suite that includes a comm jammer, a holotrace
device and pocket scrambler. Additionally, 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
grants advantage on saving throws 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.
This sleek, stark white device adorned with a small
antenna attaches to the back of the otherwise bulky S3
module.
WISDOM ENHANCEMENT (BASIC)
Cybernetic augmentation (enhancement), standard
Prerequisite: Wisdom 11
Your Wisdom score increases by 1, to a maximum of
20.
Side Effect: One ability score other than Wisdom
(chosen by the GM) decreases by 1.
WISE SAGE PACKAGE
Cybernetic augmentation (enhancement), legendary
Prerequisite: Wisdom 15
Your Wisdom score increases by 1, and your maximum
for this score increases by 1. Additionally, you have
advantage on Wisdom saving throws.
Side Effect: One ability score other than Wisdom
(chosen by the GM) decreases by 1.
This implant drastically increases your aural
awareness.
DROID CUSTOMIZATIONS
Item Rarity BLASTER INTEGRATION
Parts Droid customization (part), standard
You can now integrate a single simple or martial
Blaster Integration Standard
blaster into your droid chassis. Over the course of a
Four-Armed Combatant Standard short or long rest, you can insert and integrate this
Leg Reinforcement Standard blaster into your frame. As a bonus action, you can
open or close a small hatch located somewhere on
Manipulator Upgrade Standard
your droid body, permitting you to wield and re the
Mechanic Standard weapon normally when you want to attack with it.
Medic Standard While the hatch is open, your hands are not considered
occupied by this blaster. All other rules and conditions
Power Supply Port Standard
apply normally as if you were wielding this blaster in
Reinforced Chassis Standard either one or two hands (your choice).
Resourceful Drive Standard
DROID DURA PLATING MARK I
Sentry Standard Droid customization (part), prototype
Tool Integration Standard Prerequisite: Pro ciency with heavy armor
Your base AC becomes 19.
Versatility Motivator Standard
Originally used on starship hulls, durasteel is the
Vocoder (Basic) Standard most cost-e ective way to prevent the destruction of
Vocoder (Fine) Premium your droids.
Mighty Build Premium DROID DURA PLATING MARK II
Shock Arm Premium Droid customization (part), advanced
Prerequisite: Pro ciency with heavy armor
Droid Dura Plating Mark I Prototype
Your base AC becomes 20.
Vocoder (Improved) Prototype Originally used on starship hulls, durasteel is the
Droid Dura Plating Mark II Advanced most cost-e ective way to prevent the destruction of
your droids.
Vocoder (Superior) Advanced
Droid Dura Plating Mark III Legendary DROID DURA PLATING MARK III
Droid customization (part), legendary
Vocoder (Exceptional) Legendary
Prerequisite: Pro ciency with heavy armor
Vocoder (Champion) Artifact Your base AC becomes 21.
Protocols Originally used on starship hulls, durasteel is the
most cost-e ective way to prevent the destruction of
Interface Protocol Standard
your droids.
Interfaced Assistance Protocol Standard
ENHANCED RECONSTRUCTOR
Interfaced Crafting Protocol Standard
Droid customization (protocol), premium
Interfaced Distraction Protocol Standard Prerequisite: Class IV droid
Interfaced Healing Protocol Standard Whenever you roll a Hit Die to recover hit points, you
add your Intelligence modi er to the roll (minimum of
Interfaced Tracking Protocol Standard
+1).
Analysis Protocol Premium
FOUR-ARMED COMBATANT
Enhanced Reconstructor Premium
Droid customization (part), standard
Uncanniness Motivator Premium Prerequisite: Class IV droid
You install two additional arms which you can use
ANALYSIS PROTOCOL independently of one another. You can only gain the
Droid customization (protocol), premium bene t of items held by two of your arms at any given
Prerequisite: Class I droid time, and once per round you can switch which arms
You know the detect enhancement and toxin scan tech your are bene ting from (no action required).
powers. You can cast each power once per day. While you have at least 3 arms free, you have a
Intelligence is your techcasting ability for these powers. climbing speed equal to your walking speed.
You do not require use of a wristpad for these powers.
INTERFACE PROTOCOL
Droid customization (protocol), standard
You become a valid target for the tracker droid
interface tech power.

145 APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS


INTERFACED ASSISTANCE PROTOCOL MECHANIC
Droid customization (protocol), standard Droid customization (part), standard
While you are interfaced via the tracker droid interface As an action, you can activate the repair tools, choosing
tech power, whenever your handler has advantage on one of the following options:
an ability check or attack roll granted by you taking the
Help action, they can reroll one of the dice once. You can stabilize a droid within 5 feet of you that has 0
hit points, without needing to make an Intelligence
INTERFACED CRAFTING PROTOCOL (Technology) check.
Droid customization (protocol), standard You can restore 2d4+2 hit points to a droid or construct
While you are interfaced via the tracker droid interface within 5 feet.
tech power, whenever your handler makes an ability
check using tools with which the you are also You can use each feature once. You regain all
pro cient, they have advantage on the check. If they expended uses when you complete a long rest.
already have advantage, they can instead reroll one of This part equips the droid with a series of machine
the dice once. repair tools.

INTERFACED DISTRACTION PROTOCOL MEDIC


Droid customization (protocol), standard Droid customization (part), standard
While you are interfaced via the tracker droid interface As an action, you can activate the medical kit, choosing
tech power, when you are within 5 feet of a target, your one of the following options:
handler does not provoke opportunity attacks when
You can stabilize a creature within 5 feet of you that
moving out of that creature's reach.
has 0 hit points, without needing to make a Wisdom
INTERFACED HEALING PROTOCOL (Medicine) check.
Droid customization (protocol), standard You can restore 1d4+1 hit points to a creature within 5
While you are interfaced via the tracker droid interface feet.
tech power, when your handler restores hit points to a You can cure a target of one poison a ecting them or
creature that is within 5 feet of you, they can roll the to give them advantage on saving throws against
dice twice and take either total. poison for 1 hour.

INTERFACED TRACKING PROTOCOL This medical kit has no e ect on droids or


Droid customization (protocol), standard constructs. You can use each feature once. You regain
While you are interfaced via the tracker droid interface all expended uses when you complete a long rest.
tech power, when your handler makes a Wisdom This part equips the droid with a compact medical
(Survival) check to track a target, and you are also kit.
tracking that target, your handler gains advantage on
MIGHTY BUILD
the check. If they already have advantage, they can
Droid customization (part), premium
instead reroll one of the dice once.
Prerequisite: Class V droid
LEG REINFORCEMENTS Your carrying capacity and the weight you can push,
Droid customization (part), standard drag, or lift doubles. If it would already double, it
When you make a long jump, you can cover a number instead triples.
of feet up to twice your Strength score. When you
POWER SUPPLY PORT
make a high jump, you can leap a number of feet up
Droid customization (part), standard
into the air equal to 3 + twice your Strength modi er.
Prerequisite: Class V droid
MANIPULATOR UPGRADE You gain the ability to charge expended power cells
Droid customization (part), standard and power generators within your reach. You have a
Prerequisite: Class II droid charging capacity of 1 hour. You can spend 10 minutes
Your manipulator arm can now wield items as normal, of this charging capacity to replenish an expended
instead of only light shield generators and weapons power cell, or 1 hour replenishing an expended power
with the light property. generator. Alternatively, you can directly connect to
and power a single blaster weapon that uses power
cells or power generators. Once per turn, if the
powered weapon would be reloaded, it can be done
without using an action, instead expending 10 minutes
of your charging capacity if it uses power cells or 1
hour if it uses a power generator. Connecting or
disconnecting a weapon takes an action.
If you attempt to replenish an enhanced power cell
or power generator, or a specialized power cell, it loses
its enhanced or specialized properties.

APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS 146


REINFORCED CHASSIS VOCODER (BASIC)
Droid customization (part), standard Droid customization (part), standard
You've reinforced your chassis. When you don't have A vocoder is an adjustment to a droid's speech center.
armor integrated, your AC is 13 + your Dexterity The vocoder includes ve languages, and grants the
modi er. droid the ability to speak, read, and write each
language. The languages can be changed out while
RESOURCEFUL DRIVE interfaced with a protocol droid or appropriate
Droid customization (part), standard computer.
Prerequisite: Class III droid
Your speed increases by 5 feet, and you gain VOCODER (CHAMPION)
pro ciency in one blaster or vibroweapon of your Droid customization (part), artifact
choice. A vocoder is an adjustment to a droid's speech center.
The vocoder includes all registered languages, and
SENTRY grants the droid the ability to speak, read, and write
Droid customization (part), standard each language. The languages can be changed out
You learn the alarm tech power. You can cast it once, while interfaced with a protocol droid or appropriate
without the use of a wristpad and without spending computer.
tech points, and you regain the ability to do so when
you nish a long rest. Intelligence is your techcasting VOCODER (EXCEPTIONAL)
ability for this power. Droid customization (part), legendary
This part equips a droid with a small rotating sensory A vocoder is an adjustment to a droid's speech center.
dish. The vocoder includes 80 languages, and grants the
droid the ability to speak, read, and write each
SHOCK ARM language. The languages can be changed out while
Droid customization (part), premium interfaced with a protocol droid or appropriate
Prerequisite: Class II droid computer.
You have a small integrated droid shock arm with
which you can make unarmed strikes. You have VOCODER (FINE)
pro ciency in this shock arm, which is a vibroweapon Droid customization (part), premium
with the reach property and deals 1d6 lightning A vocoder is an adjustment to a droid's speech center.
damage on a hit. You can use your choice of Strength The vocoder includes 10 languages, and grants the
or Intelligence for the attack and damage rolls. You droid the ability to speak, read, and write each
must use the same modi er for both rolls. language. The languages can be changed out while
This small robotic appendage has a fork-like prod interfaced with a protocol droid or appropriate
from that can release a substantial electrical discharge. computer.
TOOL INTEGRATION VOCODER (IMPROVED)
Droid customization (part), standard Droid customization (part), prototype
One tool of your choice in which you are pro cient is A vocoder is an adjustment to a droid's speech center.
integrated into your chassis. The vocoder includes 20 languages, and grants the
droid the ability to speak, read, and write each
UNCANNINESS MOTIVATOR language. The languages can be changed out while
Droid customization (protocol), premium interfaced with a protocol droid or appropriate
Prerequisite: Class III droid computer.
When you or a creature you can see that can see and
understand you makes an ability check, attack roll, or VOCODER (SUPERIOR)
saving throw, you can roll a d4 and add it to their roll Droid customization (part), advanced
(no action required). You can use this before or after A vocoder is an adjustment to a droid's speech center.
the roll, but before the GM determines the roll's The vocoder includes 40 languages, and grants the
outcome. Once you've used this feature, you must droid the ability to speak, read, and write each
complete a short or long rest before you can use it language. The languages can be changed out while
again. interfaced with a protocol droid or appropriate
computer.
VERSATILITY MOTIVATOR
Droid customization (part), standard
Prerequisite: Class I droid
Your speed increases by 5 feet, and you can now speak
Binary in addition to understanding it.

147 APPENDIX A | ENHANCED ITEMS | DROID CUSTOMIZATIONS


FOCUSES
Item Rarity FOCUS GENERATOR CHASSIS (ADVANCED)
Force Focus (force), advanced
Requires attunement
Focus Generator Chassis (Standard) Standard
This modi able focus generator chassis comes with
Focus Generator (Fine) Premium vacant modi cation slots for emitter, conductor,
Focus Generator Chassis (Premium) Premium energy channel, and cycler modi cations, as well as
one augment slot. It can house modi cations of
Focus Generator (Improved) Prototype
advanced rarity or lower.
Focus Generator Chassis (Prototype) Prototype
FOCUS GENERATOR CHASSIS (ARTIFACT)
Focus Generator (Superior) Advanced
Focus (force), artifact
Focus Generator Chassis (Advanced) Advanced Requires attunement
Focus Generator Chassis (Legendary) Legendary This modi able focus generator chassis comes with
vacant modi cation slots for emitter, conductor,
Focus Generator Chassis (Artifact) Artifact
energy channel, and cycler modi cations, as well as
Tech two augment slots. It can house modi cations of
Wristpad Chassis (Standard) Standard artifact rarity or lower.
Wristpad (Fine) Premium FOCUS GENERATOR CHASSIS (LEGENDARY)
Wristpad Chassis (Premium) Premium Focus (force), legendary
Requires attunement
Wristpad (Improved) Prototype
This modi able focus generator chassis comes with
Wristpad Chassis (Prototype) Prototype vacant modi cation slots for emitter, conductor,
Wristpad (Superior) Advanced energy channel, and cycler modi cations, as well as
two augment slots. It can house modi cations of
Wristpad Chassis (Advanced) Advanced
legendary rarity or lower.
Wristpad Chassis (Legendary) Legendary
FOCUS GENERATOR CHASSIS (PREMIUM)
Wristpad Chassis (Artifact) Artifact
Focus (force), premium
Requires attunement
FOCUS GENERATOR (FINE) This modi able focus generator chassis comes with
Focus (focus), premium vacant modi cation slots for emitter, conductor,
Requires attunement energy channel, and cycler modi cations. It can house
You gain a +1 bonus to the force attack rolls for force modi cations of premium rarity or lower.
powers you cast through this focus generator.
FOCUS GENERATOR CHASSIS (PROTOTYPE)
FOCUS GENERATOR (IMPROVED) Focus (force), prototype
Focus (focus), prototype Requires attunement
Requires attunement This modi able focus generator chassis comes with
You gain a +2 bonus to the force attack rolls for force vacant modi cation slots for emitter, conductor,
powers you cast through this focus generator. energy channel, and cycler modi cations, as well as
FOCUS GENERATOR (SUPERIOR) one augment slot. It can house modi cations of
Focus (focus), advanced prototype rarity or lower.
Requires attunement FOCUS GENERATOR CHASSIS (STANDARD)
You gain a +3 bonus to the force attack rolls for force Focus (force), standard
powers you cast through this focus generator. Requires attunement
This modi able focus generator chassis comes with
vacant modi cation slots for emitter, conductor,
energy channel, and cycler modi cations. It can house
modi cations of standard rarity.

APPENDIX A | ENHANCED ITEMS | FOCUSES 148


WRISTPAD (FINE) WRISTPAD CHASSIS (LEGENDARY)
Focus (tech), premium Focus (tech), legendary
Requires attunement Requires attunement
You gain a +1 bonus to the tech attack rolls for tech This modi able wristpad chassis comes with vacant
powers you cast through this wristpad. modi cation slots for processor, motherboard,
ampli er, and dataport modi cations, as well as two
WRISTPAD (IMPROVED) augment slots. It can house modi cations of legendary
Focus (tech), prototype rarity or lower.
Requires attunement
You gain a +2 bonus to the tech attack rolls for tech WRISTPAD CHASSIS (PREMIUM)
powers you cast through this wristpad. Focus (tech), premium
Requires attunement
WRISTPAD (SUPERIOR) This modi able wristpad chassis comes with vacant
Focus (tech), advanced modi cation slots for processor, motherboard,
Requires attunement ampli er, and dataport modi cations. It can house
You gain a +3 bonus to the tech attack rolls for tech modi cations of premium rarity or lower.
powers you cast through this wristpad.
WRISTPAD CHASSIS (PROTOTYPE)
WRISTPAD CHASSIS (ADVANCED) Focus (tech), prototype
Focus (tech), advanced Requires attunement
Requires attunement This modi able wristpad chassis comes with vacant
This modi able wristpad chassis comes with vacant modi cation slots for processor, motherboard,
modi cation slots for processor, motherboard, ampli er, and dataport modi cations, as well as one
ampli er, and dataport modi cations, as well as one augment slot. It can house modi cations of prototype
augment slot. It can house modi cations of advanced rarity or lower.
rarity or lower.
WRISTPAD CHASSIS (STANDARD)
WRISTPAD CHASSIS (ARTIFACT) Focus (tech), standard
Focus (tech), artifact Requires attunement
Requires attunement This modi able wristpad chassis comes with vacant
This modi able wristpad chassis comes with vacant modi cation slots for processor, motherboard,
modi cation slots for processor, motherboard, ampli er, and dataport modi cations. It can house
ampli er, and dataport modi cations, as well as two modi cations of standard rarity.
augment slots. It can house modi cations of artifact
rarity or lower.

149 APPENDIX A | ENHANCED ITEMS | FOCUSES


MODIFICATIONS, ARMOR AND SHIELDS (ARMORING)
Item Rarity BARBED ARMORING MARK II
Armoring Armor modification (armoring), advanced
This armor gains the barbed (1d6) property. If it
Gauntlet Armoring Standard
already has the barbed property, the barbed damage
Impermeable Armoring Standard increases by two steps (from d4 to d8).
Manageability Armoring Standard
BARBED ARMORING MARK III
Optimized Actuators Mark I Standard Armor modification (armoring), artifact
Reinforced Armoring Standard This armor gains the barbed (1d8) property. If it
already has the barbed property, the barbed damage
Weapon Integration Armoring Standard
increases to d8.
Barbed Armoring Premium
COLLAPSIBLE SUIT
Collapsible Suit Premium
Armor modification (armoring), premium
Darkvision Visor Premium This armor can collapse into a case for easy storage.
Enhanced Endurance Premium When transformed this way the armor is
indistinguishable from a normal case and weighs 1/3
Flexible Armoring Premium
its normal weight. As an action you can don or do the
Heavy Suit Premium armor, allowing it to transform as needed.
Horizontal Exojets Premium
DARKVISION VISOR
Obscured Armoring Premium Armor modification (armoring), premium
Powered Armoring (Fine) Premium While wearing this armor, you have darkvision to a
range of 60 feet. If you already have darkvision, this
Reactive Armoring Premium
modi cation increases its range by 30 feet.
Silent Armoring Premium
ENHANCED ENDURANCE
Arti cially Intelligent Prototype
Armor modification (armoring), premium
Gauntlet Armoring Mark II Prototype When you are reduced to 0 hit points while wearing
Grappling Harpoon Prototype this armor but not killed outright, you can drop to 1 hit
point instead. You can't use this feature again until you
Integrated Jetboosters Mark I Prototype
nish a long rest.
Viir Agathys's Armoring Prototype
FLEXIBLE ARMORING
Barbed Armoring Mark II Advanced Armor modification (armoring), premium
Powered Armoring (Superior) Advanced This armor loses the rigid property.
Reactive Armoring Mark II Advanced GAUNTLET ARMORING
Gauntlet Armoring Mark III Legendary Armor modification (armoring), standard
Powered Gauntlet Armoring (Exceptional) Legendary This armor gains the gauntleted (1d4) property. If it
already has the gauntleted property, the gauntleted
Barbed Armoring Mark III Artifact damage increases by one step (from d4 to d6, or from
Powered Armoring (Champion) Artifact d6 to d8).
Reactive Armoring Mark III Artifact GAUNTLET ARMORING MARK II
Armor modification (armoring), prototype
ARTIFICIALLY INTELLIGENT This armor gains the gauntleted (1d6) property. If it
Armor modification (armoring), prototype already has the gauntleted property, the gauntleted
You install an arti cial intelligence into this armor. damage increases by two steps (from d4 to d8).
While wearing this armor, when you make an ability
check, this armor's arti cial intelligence can take the GAUNTLET ARMORING MARK III
Help action. Armor modification (armoring), legendary
You can use this feature twice. You regain all This armor gains the gauntleted (1d8) property. If it
expended uses when you complete a short or long already has the gauntleted property, the gauntleted
rest. damage increases to d8.

BARBED ARMORING
Armor modification (armoring), premium
This armor gains the barbed (1d4) property. If it
already has the barbed property, the barbed damage
increases by one step (from d4 to d6, or from d6 to d8).

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (ARMORING) 150


GRAPPLING HARPOON POWERED ARMORING (CHAMPION)
Armor modification (armoring), prototype Armor modification (armoring), artifact
This armor gains an integrated grappling harpoon set This armor gains the powered 3 property. If it already
into your gauntlet. With this harpoon, you can make a has the powered property, its powered number
ranged weapon attack with a range of 30/60. On a hit, increases to 3.
it deals 1d6 kinetic damage. This attack can target a
surface, object, or creature. POWERED ARMORING (FINE)
A creature struck by this attack is impaled by the Armor modification (armoring), premium
harpoon. As an action, a creature can attempt to This armor gains the powered 1 property. If it already
remove the harpoon. Removing the harpoon requires has the powered property, its powered number
a DC 15 Strength check. While the harpoon is stuck in increases by 1, to a maximum of 3.
the target, you are connected to the target by a 60 foot POWERED ARMORING (SUPERIOR)
cable. Armor modification (armoring), advanced
While the harpoon is deployed, you can use your This armor gains the powered 2 property. If it already
bonus action to activate the reel, pulling yourself to the has the powered property, its powered number
location if the target is larger than you. A creature or increases by 2, to a maximum of 3.
object your size or smaller is pulled to you.
Alternatively, you can opt to release the cable (no POWERED GAUNTLET ARMORING
action required). (EXCEPTIONAL)
Once you've used this feature, you can't use it again Armor modification (armoring), legendary
until you recover and reinsert the harpoon as an This armor gains the gauntleted (1d4) and powered 2
action. properties. If it already has the gauntleted property,
the gauntleted damage increases by one step (from d4
HEAVY SUIT to d6, or from d6 to d8). If it already has the powered
Armor modification (armoring), premium property, its powered number increases by 2, to a
You enhance this armor, making it di cult to move. As maximum of 3.
a bonus action, you can anchor your feet to the
ground. While anchored, your speed is 0, you have REACTIVE ARMORING
advantage on Strength checks and Strength saving Armor modification (armoring), premium
throws, and your carrying capacity and the weight you This armor gains the reactive 1 property. If it already
can push, drag, or lift doubles. If it would already has the reactive property, its reactive number
double, it instead triples. increases by 1, to a maximum of 3.

HORIZONTAL EXOJETS REACTIVE ARMORING MARK II


Armor modification (armoring), premium Armor modification (armoring), advanced
Whenever you take the Dodge or Dash actions, your This armor gains the reactive 2 property. If it already
walking speed increases by 10 feet until the end of has the reactive property, its reactive number
your turn. increases by 2, to a maximum of 3.

IMPERMEABLE ARMORING REACTIVE ARMORING MARK III


Armor modification (armoring), standard Armor modification (armoring), artifact
This armor gains the impermeable property. This armor gains the reactive 3 property. If it already
has the reactive property, its reactive number
INTEGRATED JETBOOSTERS MARK I increases to 3.
Armor modification (armoring), prototype
This armor gets a jetpack built in. Activating or REINFORCED ARMORING
deactivating the jetpack requires a bonus action and, Armor modification (armoring), standard
while active, you have a ying speed of 30 feet. The This armor gains the reinforced property.
jetpack last for 1 minute per power cell (to a maximum SILENT ARMORING
of 10 minutes) and can be recharged by a power Armor modification (armoring), premium
source or replacing the power cells. This armor gains the silent property.
MANAGEABILITY ARMORING
Armor modification (armoring), standard
This armor loses the bulky property.
OBSCURED ARMORING
Armor modification (armoring), premium
This armor gains the obscured property.
OPTIMIZED ACTUATORS MARK I
Armor modification (armoring), standard
Your movement speed increases by 5 feet.

151 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (ARMORING)


VIIR AGATHYS'S ARMORING
Armor modification (armoring), prototype
This armor has 3 charges. As an action, you can spend
1 or more charges to cast the voltaic shielding tech
power, 1 charge per level. All expended charges are
regained after you complete a long rest.
This armoring grants access to renowned engineer
Viir Agathys's signature tech power.
WEAPON INTEGRATION ARMORING
Armor modification (armoring), standard
You can integrate a single weapon that weighs no more
than 8 lb. into this armor. While integrated, that
weapon gains the hidden property. Additionally, you
have advantage on Strength saving throws to avoid
being disarmed.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (ARMORING) 152


MODIFICATIONS, ARMOR AND SHIELDS (OVERLAY)
Item Rarity ABLATIVE PLATING (CHAMPION)
Overlay Armor modification (overlay), artifact
You gain a +1 bonus to AC against melee attacks while
Bonded Plates Mark I Standard
wearing this armor or wielding this shield. Additionally,
Bonded Plates Mark II Premium it gains the charging 2 property. If it already has the
Ablative Plating Prototype charging property, its charging number increases by 2,
to a maximum of 3.
Bonded Plates Mark III Prototype
Evasive Plating Prototype ABLATIVE PLATING (EXCEPTIONAL)
Armor modification (overlay), legendary
Impervious Plating Prototype
You gain a +1 bonus to AC against melee attacks and a
Nimble Plating Prototype -1 penalty to AC against ranged attacks while wearing
Protective Plating Prototype this armor or wielding this shield. Additionally, it gains
the charging 2 property. If it already has the charging
Ablative Plating Mark II Advanced
property, its charging number increases by 2, to a
Bonded Plates Mark IV Advanced maximum of 3.
Evasive Plating Mark II Advanced
ABLATIVE PLATING MARK II
Impervious Plating Mark II Advanced Armor modification (overlay), advanced
Nimble Plating Mark II Advanced You gain a +1 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
Protective Plating Mark II Advanced
it gains the charging 1 property. If it already has the
Ablative Plating (Exceptional) Legendary charging property, its charging number increases by 1,
Ablative Plating Mark III Legendary to a maximum of 3.
Evasive Plating (Exceptional) Legendary ABLATIVE PLATING MARK III
Evasive Plating Mark III Legendary Armor modification (overlay), legendary
You gain a +2 bonus to AC against melee attacks while
Impervious Plating (Exceptional) Legendary
wearing this armor or wielding this shield. Additionally,
Impervious Plating Mark III Legendary it gains the charging 1 property. If it already has the
Nimble Plating (Exceptional) Legendary charging property, its charging number increases by 1,
to a maximum of 3.
Nimble Plating Mark III Legendary
Protective Plating (Exceptional) Legendary ABLATIVE PLATING MARK IV
Armor modification (overlay), artifact
Protective Plating Mark III Legendary
You gain a +3 bonus to AC against melee attacks while
Ablative Plating (Champion) Artifact wearing this armor or wielding this shield. Additionally,
Ablative Plating Mark IV Artifact it gains the charging 1 property. If it already has the
charging property, its charging number increases by 1,
Evasive Plating (Champion) Artifact
to a maximum of 3.
Evasive Plating Mark IV Artifact
BONDED PLATES MARK I
Impervious Plating (Champion) Artifact Armor modification (overlay), standard
Impervious Plating Mark IV Artifact You gain a +1 bonus to AC against melee attacks and a
Nimble Plating (Champion) Artifact -1 penalty to AC against ranged attacks while wearing
this armor or wielding this shield.
Nimble Plating Mark IV Artifact
Protective Plating (Champion) Artifact BONDED PLATES MARK II
Armor modification (overlay), premium
Protective Plating Mark IV Artifact You gain a +1 bonus to AC against melee attacks while
wearing this armor or wielding this shield.
ABLATIVE PLATING
Armor modification (overlay), prototype BONDED PLATES MARK III
You gain a +1 bonus to AC against melee attacks and a Armor modification (overlay), prototype
-1 penalty to AC against ranged attacks while wearing You gain a +2 bonus to AC against melee attacks while
this armor or wielding this shield. Additionally, it gains wearing this armor or wielding this shield.
the charging 1 property. If it already has the charging
BONDED PLATES MARK IV
property, its charging number increases by 1, to a
Armor modification (overlay), advanced
maximum of 3.
You gain a +3 bonus to AC against melee attacks while
wearing this armor or wielding this shield.

153 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (OVERLAY)


EVASIVE PLATING IMPERVIOUS PLATING (EXCEPTIONAL)
Armor modification (overlay), prototype Armor modification (overlay), legendary
You gain a +1 bonus to AC against melee attacks and a You gain a +1 bonus to AC against melee attacks and a
-1 penalty to AC against ranged attacks while wearing -1 penalty to AC against ranged attacks while wearing
this armor or wielding this shield. Additionally, it gains this armor or wielding this shield. Additionally, it gains
the avoidant 1 property. If it already has the avoidant the absorptive 2 property. If it already has the
property, its avoidant number increases by 1, to a absorptive property, its absorptive number increases
maximum of 3. by 2, to a maximum of 3.
EVASIVE PLATING (CHAMPION) IMPERVIOUS PLATING MARK II
Armor modification (overlay), artifact Armor modification (overlay), advanced
You gain a +1 bonus to AC against melee attacks while You gain a +1 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally, wearing this armor or wielding this shield. Additionally,
it gains the avoidant 2 property. If it already has the it gains the absorptive 1 property. If it already has the
avoidant property, its avoidant number increases by 2, absorptive property, its absorptive number increases
to a maximum of 3. by 1, to a maximum of 3.
EVASIVE PLATING (EXCEPTIONAL) IMPERVIOUS PLATING MARK III
Armor modification (overlay), legendary Armor modification (overlay), legendary
You gain a +1 bonus to AC against melee attacks and a You gain a +2 bonus to AC against melee attacks while
-1 penalty to AC against ranged attacks while wearing wearing this armor or wielding this shield. Additionally,
this armor or wielding this shield. Additionally, it gains it gains the absorptive 1 property. If it already has the
the avoidant 2 property. If it already has the avoidant absorptive property, its absorptive number increases
property, its avoidant number increases by 2, to a by 1, to a maximum of 3.
maximum of 3.
IMPERVIOUS PLATING MARK IV
EVASIVE PLATING MARK II Armor modification (overlay), artifact
Armor modification (overlay), advanced You gain a +3 bonus to AC against melee attacks while
You gain a +1 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally,
wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the
it gains the avoidant 1 property. If it already has the absorptive property, its absorptive number increases
charging property, its avoidant number increases by 1, by 1, to a maximum of 3.
to a maximum of 3.
NIMBLE PLATING
EVASIVE PLATING MARK III Armor modification (overlay), prototype
Armor modification (overlay), legendary You gain a +1 bonus to AC against melee attacks and a
You gain a +2 bonus to AC against melee attacks while -1 penalty to AC against ranged attacks while wearing
wearing this armor or wielding this shield. Additionally, this armor or wielding this shield. Additionally, it gains
it gains the avoidant 1 property. If it already has the the agile 1 property. If it already has the agile property,
avoidant property, its avoidant number increases by 1, its agile number increases by 1, to a maximum of 3.
to a maximum of 3.
NIMBLE PLATING (CHAMPION)
EVASIVE PLATING MARK IV Armor modification (overlay), artifact
Armor modification (overlay), artifact You gain a +1 bonus to AC against melee attacks while
You gain a +3 bonus to AC against melee attacks while wearing this armor or wielding this shield. Additionally,
wearing this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile
it gains the avoidant 1 property. If it already has the property, its agile number increases by 2, to a
avoidant property, its avoidant number increases by 1, maximum of 3.
to a maximum of 3.
NIMBLE PLATING (EXCEPTIONAL)
IMPERVIOUS PLATING Armor modification (overlay), legendary
Armor modification (overlay), prototype You gain a +1 bonus to AC against melee attacks and a
You gain a +1 bonus to AC against melee attacks and a -1 penalty to AC against ranged attacks while wearing
-1 penalty to AC against ranged attacks while wearing this armor or wielding this shield. Additionally, it gains
this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile property,
the absorptive 1 property. If it already has the its agile number increases by 2, to a maximum of 3.
absorptive property, its absorptive number increases
by 1, to a maximum of 3. NIMBLE PLATING MARK II
Armor modification (overlay), advanced
IMPERVIOUS PLATING (CHAMPION) You gain a +1 bonus to AC against melee attacks while
Armor modification (overlay), artifact wearing this armor or wielding this shield. Additionally,
You gain a +1 bonus to AC against melee attacks while it gains the agile 1 property. If it already has the
wearing this armor or wielding this shield. Additionally, charging property, its agile number increases by 1, to a
it gains the absorptive 2 property. If it already has the maximum of 3.
absorptive property, its absorptive number increases
by 2, to a maximum of 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (OVERLAY) 154


NIMBLE PLATING MARK III
Armor modification (overlay), legendary
You gain a +2 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
it gains the agile 1 property. If it already has the agile
property, its agile number increases by 1, to a
maximum of 3.
NIMBLE PLATING MARK IV
Armor modification (overlay), artifact
You gain a +3 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
it gains the agile 1 property. If it already has the agile
property, its agile number increases by 1, to a
maximum of 3.
PROTECTIVE PLATING
Armor modification (overlay), prototype
You gain a +1 bonus to AC against melee attacks and a
-1 penalty to AC against ranged attacks while wearing
this armor or wielding this shield. Additionally, it gains
the insulated 1 property. If it already has the insulated
property, its insulated number increases by 1, to a
maximum of 3.
PROTECTIVE PLATING (CHAMPION)
Armor modification (overlay), artifact
You gain a +1 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 2 property. If it already has the
insulated property, its insulated number increases by
2, to a maximum of 3.
PROTECTIVE PLATING (EXCEPTIONAL)
Armor modification (overlay), legendary
You gain a +1 bonus to AC against melee attacks and a
-1 penalty to AC against ranged attacks while wearing
this armor or wielding this shield. Additionally, it gains
the insulated 2 property. If it already has the insulated
property, its insulated number increases by 2, to a
maximum of 3.
PROTECTIVE PLATING MARK II
Armor modification (overlay), advanced
You gain a +1 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 1 property. If it already has the
charging property, its insulated number increases by 1,
to a maximum of 3.
PROTECTIVE PLATING MARK III
Armor modification (overlay), legendary
You gain a +2 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 1 property. If it already has the
insulated property, its insulated number increases by
1, to a maximum of 3.
PROTECTIVE PLATING MARK IV
Armor modification (overlay), artifact
You gain a +3 bonus to AC against melee attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 1 property. If it already has the
insulated property, its insulated number increases by
1, to a maximum of 3.

155 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (OVERLAY)


MODIFICATIONS, ARMOR AND SHIELDS (REINFORCEMENT)
Item Rarity AGILE REINFORCEMENT
Reinforcement Armor modification (reinforcement), premium
This armor or shield gains the agile 1 property. If it
Emergency Landing Braces Standard
already has the agile property, its agile property
Hydraulic Equalizer Standard increases by 1, to a maximum of 3.
Lightweight Reinforcement Standard
AGILE REINFORCEMENT MARK II
Steadfast Reinforcement Standard Armor modification (reinforcement), advanced
Absorptive Reinforcement Premium This armor or shield gains the agile 2 property. If it
already has the agile property, its agile number
Agile Reinforcement Premium
increases by 2, to a maximum of 3.
Avoidant Reinforcement Premium
AGILE REINFORCEMENT MARK III
Bioenhancement Matrix Mark I Premium
Armor modification (reinforcement), artifact
Charging Reinforcement Premium This armor or shield gains the agile 3 property. If it
Convenience Reinforcement Premium already has the agile property, its agile number
increases to 3.
Hydraulic Equalizer Mark II Premium
Insulated Reinforcement Premium AVOIDANT REINFORCEMENT
Armor modification (reinforcement), premium
Regulated Reinforcement Premium
This armor or shield gains the avoidant 1 property. If it
Ballistic Polymer Prototype already has the avoidant property, its avoidant
Cortosis Weave Prototype property increases by 1, to a maximum of 3.
Hydraulic Equalizer Mark III Prototype AVOIDANT REINFORCEMENT MARK II
Absorptive Reinforcement Mark II Advanced Armor modification (reinforcement), advanced
This armor or shield gains the avoidant 2 property. If it
Agile Reinforcement Mark II Advanced
already has the avoidant property, its avoidant number
Avoidant Reinforcement Mark II Advanced increases by 2, to a maximum of 3.
Bioenhancement Matrix Mark II Advanced AVOIDANT REINFORCEMENT MARK III
Charging Reinforcement Mark II Advanced Armor modification (reinforcement), artifact
Hydraulic Equalizer Mark IV Advanced This armor or shield gains the avoidant 3 property. If it
already has the avoidant property, its avoidant number
Insaulted Reinforcement Mark II Advanced increases to 3.
Cortosis Weave (Exceptional) Legendary
BALLISTIC POLYMER
Exceptional Ballistic Polymer Legendary Armor modification (reinforcement), prototype
Hydraulic Equalizer Mark V Legendary While you have temporary hit points, kinetic and
Absorptive Reinforcement Mark III Artifact energy damage you take is reduced by an amount
equal to half your pro ciency bonus (rounded up).
Agile Reinforcement Mark III Artifact
Avoidant Reinforcement Mark III Artifact
BALLISTIC POLYMER (EXCEPTIONAL)
Armor modification (reinforcement), legendary
Bioenhancement Matrix Mark III Artifact While you have temporary hit points, kinetic and
Charging Reinforcement Mark III Artifact energy damage you take is reduced by an amount
Insaulted Reinforcement Mark III Artifact
equal to your pro ciency bonus.
BIOENHANCEMENT MATRIX MARK I
ABSORPTIVE REINFORCEMENT Armor modification (reinforcement), premium
Armor modification (reinforcement), premium Your hit point maximum increases by an amount equal
This armor or shield gains the absorptive 1 property. If to your level, and it increases by 1 every time you gain
it already has the absorptive property, its absorptive a level.
property increases by 1, to a maximum of 3.
BIOENHANCEMENT MATRIX MARK II
ABSORPTIVE REINFORCEMENT MARK II Armor modification (reinforcement), advanced
Armor modification (reinforcement), advanced Your hit point maximum increases by an amount equal
This armor or shield gains the absorptive 2 property. If to twice your level, and it increases by 2 every time you
it already has the absorptive property, its absorptive gain a level.
number increases by 2, to a maximum of 3.
BIOENHANCEMENT MATRIX MARK III
ABSORPTIVE REINFORCEMENT MARK III Armor modification (reinforcement), artifact
Armor modification (reinforcement), artifact Your hit point maximum increases by an amount equal
This armor or shield gains the absorptive 3 property. If to three times your level, and it increases by 3 every
it already has the absorptive property, its absorptive time you gain a level.
number increases to 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (REINFORCEMENT) 156


CHARGING REINFORCEMENT HYDRAULIC EQUALIZER MARK IV
Armor modification (reinforcement), premium Armor modification (reinforcement), advanced
This armor or shield gains the charging 1 property. If it This armor or shield's strength number is reduced by
already has the charging property, its charging four steps (from 19 to 11). If the strength number is 17
property increases by 1, to a maximum of 3. or lower, this modi cation removes the strength
property from it entirely.
CHARGING REINFORCEMENT MARK II
Armor modification (reinforcement), advanced HYDRAULIC EQUALIZER MARK V
This armor or shield gains the charging 2 property. If it Armor modification (reinforcement), legendary
already has the charging property, its charging number This armor or shield loses the strength property.
increases by 2, to a maximum of 3.
INSULATED REINFORCEMENT
CHARGING REINFORCEMENT MARK III Armor modification (reinforcement), premium
Armor modification (reinforcement), artifact This armor or shield gains the insulated 1 property. If it
This armor or shield gains the charging 3 property. If it already has the insulated property, its insulated
already has the charging property, its charging number property increases by 1, to a maximum of 3.
increases to 3.
INSULATED REINFORCEMENT MARK II
CONVENIENCE REINFORCEMENT Armor modification (reinforcement), advanced
Armor modification (reinforcement), premium This armor or shield gains the insulated 2 property. If it
This armor or shield loses the cumbersome property. already has the insulated property, its insulated
number increases by 2, to a maximum of 3.
CORTOSIS WEAVE
Armor modification (reinforcement), prototype INSULATED REINFORCEMENT MARK III
This armor or shield gains the absorptive 1 property. If Armor modification (reinforcement), artifact
it already has the absorptive property, its absorptive This armor or shield gains the insulated 3 property. If it
property increases by 1, to a maximum of 3. already has the insulated property, its insulated
Additionally, when taking energy damage from a number increases to 3.
lightweapon, this armor or shield's absorptive number
is doubled, to a maximum of 6. LIGHTWEIGHT REINFORCEMENT
Armor modification (reinforcement), standard
CORTOSIS WEAVE (EXCEPTIONAL) This armor or shield gains the lightweight property.
Armor modification (reinforcement), legendary
This armor or shield gains the absorptive 2 property. If REGULATED REINFORCEMENT
it already has the absorptive property, its absorptive Armor modification (reinforcement), premium
property increases by 2, to a maximum of 3. This armor or shield gains the regulated property.
Additionally, when taking energy damage from a STEADFAST REINFORCEMENT
lightweapon, this armor or shield's absorptive number Armor modification (reinforcement), standard
is doubled, to a maximum of 6. This armor or shield gains the steadfast property.
EMERGENCY LANDING BRACES
Armor modification (reinforcement), standard
You can use your reaction to reduce any falling
damage you would take by half.
HYDRAULIC EQUALIZER
Armor modification (reinforcement), standard
This armor or shield's strength number is reduced by
one step (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11).
If the strength number is 11, this modi cation removes
the strength property from it entirely.
HYDRAULIC EQUALIZER MARK II
Armor modification (reinforcement), premium
This armor or shield's strength number is reduced by
two steps (from 19 to 15, 17 to 13, or 15 to 11). If the
strength number is 13 or lower, this modi cation
removes the strength property from it entirely.
HYDRAULIC EQUALIZER MARK III
Armor modification (reinforcement), prototype
This armor or shield's strength number is reduced by
three steps (from 19 to 13 or 17 to 11). If the strength
number is 15 or lower, this modi cation removes the
strength property from it entirely.

157 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (REINFORCEMENT)


MODIFICATIONS, ARMOR AND SHIELDS (SHIELDING)
Item Rarity INTERLOCKING SHIELDING MARK II
Shielding Armor modification (shielding), advanced
This shield gains the interlocking 2 property. If it
Inconspicuous Shielding Standard
already has the interlocking property, its interlocking
Lambent Shielding Standard number increases by 2, to a maximum of 3.
Magnetized Shield Standard
INTERLOCKING SHIELDING MARK III
Magnetized Shield Standard Armor modification (shielding), artifact
Overload Shield Standard This shield gains the interlocking 3 property. If it
already has the interlocking property, its interlocking
Shield Ampli er Standard
number increases to 3.
Balanced Shielding Premium
LAMBENT SHIELDING
Concealing Shielding Premium
Armor modification (shielding), standard
Interlocking Shielding Premium This shield gains the lambent property.
Magnetized Shield (Fine) Premium
MAGNERESPONSIVE SHIELDING
Responsive Shielding Mark I Premium Armor modification (shielding), prototype
Shield Anchor Premium This shield gains the magnetic 13 and responsive 1
properties. If it already has the magnetic property, its
Spiked Shielding Premium
magnetic number increases by 1, to a maximum of 18.
Versatile Shielding Premium If it already has the responsive property, its responsive
Magneresponsive Shielding Prototype number increases by 1, to a maximum of 3.
Magnetized Shield (Improved) Prototype MAGNERESPONSIVE SHIELDING (CHAMPION)
Interlocking Shielding Mark II Advanced Armor modification (shielding), artifact
This shield gains the magnetic 14 and responsive 2
Magnetized Shield (Superior) Advanced
properties. If it already has the magnetic property, its
Magneresponsive Shielding Mark II Advanced magnetic number increases by 2, to a maximum of 18.
Responsive Shielding Mark II Advanced If it already has the responsive property, its responsive
number increases by 2, to a maximum of 3.
Spiked Shielding Mark II Advanced
Versatile Shielding Mark II Advanced MAGNERESPONSIVE SHIELDING (EXCEPTIONAL)
Armor modification (shielding), legendary
Magneresponsive Shielding (Exceptional) Legendary This shield gains the magnetic 13 and responsive 2
Magneresponsive Shielding Mark III Legendary properties. If it already has the magnetic property, its
Magnetized Shield (Exceptional) Legendary magnetic number increases by 1, to a maximum of 18.
If it already has the responsive property, its responsive
Interlocking Shielding Mark III Artifact number increases by 2, to a maximum of 3.
Magneresponsive Shielding (Champion) Artifact
MAGNERESPONSIVE SHIELDING MARK II
Magneresponsive Shielding Mark IV Artifact Armor modification (shielding), advanced
Magnetized Shield (Champion) Artifact This shield gains the magnetic 14 and responsive 1
Responsive Shielding Mark III Artifact properties. If it already has the magnetic property, its
magnetic number increases by 2, to a maximum of 18.
Spiked Shielding Mark III Artifact If it already has the responsive property, its responsive
Versatile Shielding Mark III Artifact number increases by 1, to a maximum of 3.
MAGNERESPONSIVE SHIELDING MARK III
BALANCED SHIELDING
Armor modification (shielding), legendary
Armor modification (shielding), premium
This shield gains the magnetic 15 and responsive 1
This shield loses the imbalanced property.
properties. If it already has the magnetic property, its
CONCEALING SHIELDING magnetic number increases by 3, to a maximum of 18.
Armor modification (shielding), premium If it already has the responsive property, its responsive
This shield gains the concealing property. number increases by 1, to a maximum of 3.

INCONSPICUOUS SHIELDING MAGNERESPONSIVE SHIELDING MARK IV


Armor modification (shielding), standard Armor modification (shielding), artifact
This shield loses the obtrusive property. This shield gains the magnetic 16 and responsive 1
properties. If it already has the magnetic property, its
INTERLOCKING SHIELDING magnetic number increases by 4, to a maximum of 18.
Armor modification (shielding), premium If it already has the responsive property, its responsive
This shield gains the interlocking 1 property. If it number increases by 1, to a maximum of 3.
already has the interlocking property, its interlocking
number increases by 1, to a maximum of 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (SHIELDING) 158


MAGNETIZED SHIELD SHIELD AMPLIFIER
Armor modification (shielding), standard Armor modification (shielding), standard
Prerequisite: Physical Shield Prerequisite: Shield Generator
This shield gains the magnetic 13 property. If it already You modify this shield generator to project outward. As
has the magnetic property, its magnetic number a bonus action you can amplify this shield until the
increases by 1, to a maximum of 18. start of your next turn. Each creature within 5 feet of
you gains a bonus to AC equal to this shield's bonus.
MAGNETIZED SHIELD (CHAMPION) You can use this feature twice. You regain all
Armor modification (shielding), artifact expended uses when you complete a short or long
This shield gains the magnetic 18 property. If it already rest.
has the magnetic property, its magnetic number
increases to 18. SHIELD ANCHOR
Armor modification (shielding), premium
MAGNETIZED SHIELD (EXCEPTIONAL) Prerequisite: Physical Shield
Armor modification (shielding), legendary This shield gains the anchor property.
This shield gains the magnetic 17 property. If it already
has the magnetic property, its magnetic number SPIKED SHIELDING
increases by 5, to a maximum of 18. Armor modification (shielding), premium
This shield gains the spiked (1d4) property. If it already
MAGNETIZED SHIELD (FINE) has the spiked property, the spiked damage increases
Armor modification (shielding), premium by one step (from d4 to d6, or from d6 to d8).
This shield gains the magnetic 14 property. If it already
has the magnetic property, its magnetic number SPIKED SHIELDING MARK II
increases by 2, to a maximum of 18. Armor modification (shielding), advanced
This shield gains the spiked (1d6) property. If it already
MAGNETIZED SHIELD (IMPROVED) has the spiked property, the spiked damage increases
Armor modification (shielding), prototype by two steps (from d4 to d8).
This shield gains the magnetic 15 property. If it already
has the magnetic property, its magnetic number SPIKED SHIELDING MARK III
increases by 3, to a maximum of 18. Armor modification (shielding), artifact
This shield gains the spiked (1d8) property. If it already
MAGNETIZED SHIELD (SUPERIOR) has the spiked property, the spiked damage increases
Armor modification (shielding), advanced to d8.
This shield gains the magnetic 16 property. If it already
has the magnetic property, its magnetic number VERSATILE SHIELDING
increases by 4, to a maximum of 18. Armor modification (shielding), premium
This shield gains the versatile 1 property. If it already
OVERLOAD SHIELD has the versatile property, its versatile number
Armor modification (shielding), standard increases by 1, to a maximum of 3.
Prerequisite: Shield Generator
You modify this shield generator to overload. As an VERSATILE SHIELDING MARK II
action you can overload this shield. Each Large or Armor modification (shielding), advanced
smaller creature within 5 feet of you must make a DC This shield gains the versatile 2 property. If it already
13 Dexterity or Strength saving throw (their choice). On has the versatile property, its versatile number
a failed save, they are pushed back 5 feet and knocked increases by 2, to a maximum of 3.
prone.
You can use this feature twice. You regain all VERSATILE SHIELDING MARK III
expended uses when you complete a short or long Armor modification (shielding), artifact
rest. This shield gains the versatile 3 property. If it already
has the versatile property, its versatile number
RESPONSIVE SHIELDING MARK I increases to 3.
Armor modification (shielding), premium
This shield gains the responsive 1 property. If it already
has the responsive property, its responsive number
increases by 1, to a maximum of 3.
RESPONSIVE SHIELDING MARK II
Armor modification (shielding), advanced
This shield gains the responsive 2 property. If it already
has the responsive property, its responsive number
increases by 2, to a maximum of 3.
RESPONSIVE SHIELDING MARK III
Armor modification (shielding), artifact
This shield gains the responsive 3 property. If it already
has the responsive property, its responsive number
increases to 3.

159 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (SHIELDING)


MODIFICATIONS, ARMOR AND SHIELDS (UNDERLAY)
Item Rarity ABLATIVE LINING (CHAMPION)
Underlay Armor modification (underlay), artifact
You gain a +1 bonus to AC against ranged attacks while
Reinforced Underlay (Basic) Standard
wearing this armor or wielding this shield. Additionally,
Reinforced Underlay (Fine) Premium it gains the charging 2 property. If it already has the
Ablative Lining Prototype charging property, its charging number increases by 2,
to a maximum of 3.
Evasive Lining Prototype
Impervious Lining Prototype ABLATIVE LINING (EXCEPTIONAL)
Armor modification (underlay), legendary
Nimble Lining Prototype
You gain a +1 bonus to AC against ranged attacks and a
Protective Lining Prototype -1 penalty to AC against melee attacks while wearing
Reinforced Underlay (Improved) Prototype this armor or wielding this shield. Additionally, it gains
the charging 2 property. If it already has the charging
Ablative Lining Mark II Advanced
property, its charging number increases by 2, to a
Evasive Lining Mark II Advanced maximum of 3.
Impervious Lining Mark II Advanced
ABLATIVE LINING MARK II
Nimble Lining Mark II Advanced Armor modification (underlay), advanced
Protective Lining Mark II Advanced You gain a +1 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. Additionally,
Reinforced Underlay (Superior) Advanced
it gains the charging 1 property. If it already has the
Ablative Lining (Exceptional) Legendary charging property, its charging number increases by 1,
Ablative Lining Mark III Legendary to a maximum of 3.
Evasive Lining (Exceptional) Legendary ABLATIVE LINING MARK III
Evasive Lining Mark III Legendary Armor modification (underlay), legendary
You gain a +2 bonus to AC against ranged attacks while
Impervious Lining (Exceptional) Legendary
wearing this armor or wielding this shield. Additionally,
Impervious Lining Mark III Legendary it gains the charging 1 property. If it already has the
Nimble Lining (Exceptional) Legendary charging property, its charging number increases by 1,
to a maximum of 3.
Nimble Lining Mark III Legendary
Protective Lining (Exceptional) Legendary ABLATIVE LINING MARK IV
Armor modification (underlay), artifact
Protective Lining Mark III Legendary
You gain a +3 bonus to AC against ranged attacks while
Ablative Lining (Champion) Artifact wearing this armor or wielding this shield. Additionally,
Ablative Lining Mark IV Artifact it gains the charging 1 property. If it already has the
charging property, its charging number increases by 1,
Evasive Lining (Champion) Artifact
to a maximum of 3.
Evasive Lining Mark IV Artifact
EVASIVE LINING
Impervious Lining (Champion) Artifact Armor modification (underlay), prototype
Impervious Lining Mark IV Artifact You gain a +1 bonus to AC against ranged attacks and a
Nimble Lining (Champion) Artifact -1 penalty to AC against melee attacks while wearing
this armor or wielding this shield. Additionally, it gains
Nimble Lining Mark IV Artifact the avoidant 1 property. If it already has the avoidant
Protective Lining (Champion) Artifact property, its avoidant number increases by 1, to a
Protective Lining Mark IV Artifact maximum of 3.
EVASIVE LINING (CHAMPION)
ABLATIVE LINING Armor modification (underlay), artifact
Armor modification (underlay), prototype You gain a +1 bonus to AC against ranged attacks while
You gain a +1 bonus to AC against ranged attacks and a wearing this armor or wielding this shield. Additionally,
-1 penalty to AC against melee attacks while wearing it gains the avoidant 2 property. If it already has the
this armor or wielding this shield. Additionally, it gains avoidant property, its avoidant number increases by 2,
the charging 1 property. If it already has the charging to a maximum of 3.
property, its charging number increases by 1, to a
maximum of 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (UNDERLAY) 160


EVASIVE LINING (EXCEPTIONAL) IMPERVIOUS LINING MARK III
Armor modification (underlay), legendary Armor modification (underlay), legendary
You gain a +1 bonus to AC against ranged attacks and a You gain a +2 bonus to AC against ranged attacks while
-1 penalty to AC against melee attacks while wearing wearing this armor or wielding this shield. Additionally,
this armor or wielding this shield. Additionally, it gains it gains the absorptive 1 property. If it already has the
the avoidant 2 property. If it already has the avoidant absorptive property, its absorptive number increases
property, its avoidant number increases by 2, to a by 1, to a maximum of 3.
maximum of 3.
IMPERVIOUS LINING MARK IV
EVASIVE LINING MARK II Armor modification (underlay), artifact
Armor modification (underlay), advanced You gain a +3 bonus to AC against ranged attacks while
You gain a +1 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally,
wearing this armor or wielding this shield. Additionally, it gains the absorptive 1 property. If it already has the
it gains the avoidant 1 property. If it already has the absorptive property, its absorptive number increases
avoidant property, its avoidant number increases by 1, by 1, to a maximum of 3.
to a maximum of 3.
NIMBLE LINING
EVASIVE LINING MARK III Armor modification (underlay), prototype
Armor modification (underlay), legendary You gain a +1 bonus to AC against ranged attacks and a
You gain a +2 bonus to AC against ranged attacks while -1 penalty to AC against melee attacks while wearing
wearing this armor or wielding this shield. Additionally, this armor or wielding this shield. Additionally, it gains
it gains the avoidant 1 property. If it already has the the agile 1 property. If it already has the agile property,
avoidant property, its avoidant number increases by 1, its agile number increases by 1, to a maximum of 3.
to a maximum of 3.
NIMBLE LINING (CHAMPION)
EVASIVE LINING MARK IV Armor modification (underlay), artifact
Armor modification (underlay), artifact You gain a +1 bonus to AC against ranged attacks while
You gain a +3 bonus to AC against ranged attacks while wearing this armor or wielding this shield. Additionally,
wearing this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile
it gains the avoidant 1 property. If it already has the property, its agile number increases by 2, to a
avoidant property, its avoidant number increases by 1, maximum of 3.
to a maximum of 3.
NIMBLE LINING (EXCEPTIONAL)
IMPERVIOUS LINING Armor modification (underlay), legendary
Armor modification (underlay), prototype You gain a +1 bonus to AC against ranged attacks and a
You gain a +1 bonus to AC against ranged attacks and a -1 penalty to AC against melee attacks while wearing
-1 penalty to AC against melee attacks while wearing this armor or wielding this shield. Additionally, it gains
this armor or wielding this shield. Additionally, it gains the agile 2 property. If it already has the agile property,
the absorptive 1 property. If it already has the its agile number increases by 2, to a maximum of 3.
absorptive property, its absorptive number increases
by 1, to a maximum of 3. NIMBLE LINING MARK II
Armor modification (underlay), advanced
IMPERVIOUS LINING (CHAMPION) You gain a +1 bonus to AC against ranged attacks while
Armor modification (underlay), artifact wearing this armor or wielding this shield. Additionally,
You gain a +1 bonus to AC against ranged attacks while it gains the agile 1 property. If it already has the agile
wearing this armor or wielding this shield. Additionally, property, its agile number increases by 1, to a
it gains the absorptive 2 property. If it already has the maximum of 3.
absorptive property, its absorptive number increases
by 2, to a maximum of 3. NIMBLE LINING MARK III
Armor modification (underlay), legendary
IMPERVIOUS LINING (EXCEPTIONAL) You gain a +2 bonus to AC against ranged attacks while
Armor modification (underlay), legendary wearing this armor or wielding this shield. Additionally,
You gain a +1 bonus to AC against ranged attacks and a it gains the agile 1 property. If it already has the agile
-1 penalty to AC against melee attacks while wearing property, its agile number increases by 1, to a
this armor or wielding this shield. Additionally, it gains maximum of 3.
the absorptive 2 property. If it already has the
absorptive property, its absorptive number increases NIMBLE LINING MARK IV
by 2, to a maximum of 3. Armor modification (underlay), artifact
You gain a +3 bonus to AC against ranged attacks while
IMPERVIOUS LINING MARK II wearing this armor or wielding this shield. Additionally,
Armor modification (underlay), advanced it gains the agile 1 property. If it already has the agile
You gain a +1 bonus to AC against melee attacks while property, its agile number increases by 1, to a
wearing this armor or wielding this shield. Additionally, maximum of 3.
it gains the absorptive 1 property. If it already has the
absorptive property, its absorptive number increases
by 1, to a maximum of 3.

161 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (UNDERLAY)


PROTECTIVE LINING REINFORCED UNDERLAY (SUPERIOR)
Armor modification (underlay), prototype Armor modification (underlay), advanced
You gain a +1 bonus to AC against ranged attacks and a You gain a +3 bonus to AC against ranged attacks while
-1 penalty to AC against melee attacks while wearing wearing this armor or wielding this shield.
this armor or wielding this shield. Additionally, it gains
the insulated 1 property. If it already has the insulated
property, its insulated number increases by 1, to a
maximum of 3.
PROTECTIVE LINING (CHAMPION)
Armor modification (underlay), artifact
You gain a +1 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 2 property. If it already has the
insulated property, its insulated number increases by
2, to a maximum of 3.
PROTECTIVE LINING (EXCEPTIONAL)
Armor modification (underlay), legendary
You gain a +1 bonus to AC against ranged attacks and a
-1 penalty to AC against melee attacks while wearing
this armor or wielding this shield. Additionally, it gains
the insulated 2 property. If it already has the insulated
property, its insulated number increases by 2, to a
maximum of 3.
PROTECTIVE LINING MARK II
Armor modification (underlay), advanced
You gain a +1 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 1 property. If it already has the
insulated property, its insulated number increases by
1, to a maximum of 3.
PROTECTIVE LINING MARK III
Armor modification (underlay), legendary
You gain a +2 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 1 property. If it already has the
insulated property, its insulated number increases by
1, to a maximum of 3.
PROTECTIVE LINING MARK IV
Armor modification (underlay), artifact
You gain a +3 bonus to AC against ranged attacks while
wearing this armor or wielding this shield. Additionally,
it gains the insulated 1 property. If it already has the
insulated property, its insulated number increases by
1, to a maximum of 3.
REINFORCED UNDERLAY (BASIC)
Armor modification (underlay), standard
You gain a +1 bonus to AC against ranged attacks and a
-1 penalty to AC against melee attacks while wearing
this armor or wielding this shield.
REINFORCED UNDERLAY (FINE)
Armor modification (underlay), premium
You gain a +1 bonus to AC against ranged attacks while
wearing this armor or wielding this shield.
REINFORCED UNDERLAY (IMPROVED)
Armor modification (underlay), prototype
You gain a +2 bonus to AC against ranged attacks while
wearing this armor or wielding this shield.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ARMOR AND SHIELDS (UNDERLAY) 162


MODIFICATIONS, BLASTERS (ATTACHMENT)
Item Rarity ASSASSINATION SCOPE
Attachment Blaster modification (attachment), prototype
This weapon gains the silent and vicious 1 properties. If
Brutal Core Standard
it already has the vicious property, its vicious number
Collapsible Stock Standard increases by 1, to a maximum of 3.
Disguised Stock Standard
ASSASSINATION SCOPE (LETHAL)
Expanded Magazine Standard Blaster modification (attachment), legendary
Flashlight Attachment Standard This weapon gains the silent and vicious 2 properties. If
it already has the vicious property, its vicious number
Focusing Scope Standard
increases by 2, to a maximum of 3.
Precision Chamber Mark I Standard
BAYONET
Recoil Dampener Standard
Blaster modification (attachment), premium
Silencer Standard You a x a short blade to the barrel of this weapon,
Wrist Mount Attachment Standard allowing you to make a melee weapon attack with it.
The blade is a melee weapon with the nesse property
Bayonet Premium
that you are pro cient with, and deals 1d6 kinetic
Confounding Attachment Premium damage.
Dire Fighting Scope Premium
BRUTAL CORE
Expanded Magazine (Fine) Premium Blaster modification (core), standard
Keen Fighting Attachment Premium This weapon gains the brutal 1 property. If it already
has the brutal property, its brutal number increases by
Piercing Fighting Scope Premium
1, to a maximum of 3.
Precision Chamber Mark II Premium
BRUTAL DUELING CORE
Recoil Dampener (Fine) Premium
Blaster modification (core), prototype
Vicious Scope Premium This weapon gains the brutal 2 property. If it already
Assassination Scope Prototype has the brutal property, its brutal number increases by
2, to a maximum of 3.
Brutal Dueling Core Prototype
Expanded Magazine (Improved) Prototype BRUTAL SUPREMACY CORE
Blaster modification (core), legendary
Harpoon Reel Attachment Prototype This weapon gains the brutal 3 property. If it already
Precision Chamber Mark III Prototype has the brutal property, its brutal number increases to
Recoil Dampener (Improved) Prototype 3.
Compensating Attachment Advanced COLLAPSIBLE STOCK
Dire Mastery Scope Advanced Blaster modification (attachment), standard
This weapon gains the hidden property.
Expanded Magazine (Superior) Advanced
Keen Mastery Attachment Advanced
COMPENSATING ATTACHMENT
Blaster modification (attachment), advanced
Piercing Mastery Scope Advanced This weapon loses the two-handed property.
Precision Chamber Mark IV Advanced
CONFOUNDING ATTACHMENT
Recoil Dampener (Superior) Advanced Blaster modification (attachment), premium
Assassination Scope (Lethal) Legendary This weapon gains the disguised and hidden
Brutal Supremacy Core Legendary
properties.

Expanded Magazine (Exceptional) Legendary DIRE ASCENDANCY SCOPE


Blaster modification (attachment), artifact
Precision Chamber Mark V Legendary
This weapon gains the dire 3 property. If it already has
Recoil Dampener (Exceptional) Legendary the dire property, its dire number increases to 3.
Dire Ascendancy Scope Artifact
DIRE FIGHTING SCOPE
Expanded Magazine (Champion) Artifact Blaster modification (attachment), premium
Keen Ascendancy Attachment Artifact This weapon gains the dire 1 property. If it already has
the dire property, its dire number increases by 1, to a
Piercing Ascendancy Scope Artifact
maximum of 3.
Precision Chamber Mark VI Artifact
Vicious Scope (Devastating) Artifact

163 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (ATTACHMENT)


DIRE MASTERY SCOPE HARPOON REEL ATTACHMENT
Blaster modification (attachment), advanced Blaster modification (attachment), prototype
This weapon gains the dire 2 property. If it already has You install a secondary remode that launches a
the dire property, its dire number increases by 2, to a harpoon attached to a tightly coiled cord. With this
maximum of 3. harpoon, you can make a ranged weapon attack with a
range of 30/60. On a hit, it deals 1d6 kinetic damage.
DISGUISED STOCK This attack can target a surface, object, or creature.
Blaster modification (attachment), standard A creature struck by this attack is impaled by the
This weapon gains the disguised property. harpoon. As an action, a creature can attempt to
EXPANDED MAGAZINE remove the harpoon. Removing the harpoon requires
Blaster modification (attachment), standard a DC 15 Strength check. While the harpoon is stuck in
You can reload this weapon once without using an the target, you are connected to the target by a 60 foot
action. You can't use this feature again until you reload cable.
the weapon with an action. While connected in this manner, you can use your
bonus action to activate the reel, pulling yourself to the
EXPANDED MAGAZINE (CHAMPION) location if the target is your size or larger. A creature or
Blaster modification (attachment), artifact object smaller than you is pulled to you. Alternatively,
You can reload this weapon six times without using an you can opt to release the cable (no action required).
action. You can't use this feature again until you reload Once you've used this feature, you can't use it again
the weapon with an action. until you recover and reinsert the harpoon as an
EXPANDED MAGAZINE (EXCEPTIONAL) action.
Blaster modification (attachment), legendary KEEN ASCENDANCY ATTACHMENT
You can reload this weapon ve times without using an Blaster modification (attachment), artifact
action. You can't use this feature again until you reload This weapon gains the keen 3 property. If it already has
the weapon with an action. the keen property, its keen number increases to 3.
EXPANDED MAGAZINE (FINE) KEEN FIGHTING ATTACHMENT
Blaster modification (attachment), premium Blaster modification (attachment), premium
You can reload this weapon twice without using an This weapon gains the keen 1 property. If it already has
action. You can't use this feature again until you reload the keen property, its keen number increases by 1, to a
the weapon with an action. maximum of 3.
EXPANDED MAGAZINE (IMPROVED) KEEN MASTERY ATTACHMENT
Blaster modification (attachment), prototype Blaster modification (attachment), advanced
You can reload this weapon three times without using This weapon gains the keen 2 property. If it already has
an action. You can't use this feature again until you the keen property, its keen number increases by 2, to a
reload the weapon with an action. maximum of 3.
EXPANDED MAGAZINE (SUPERIOR) PIERCING ASCENDANCY SCOPE
Blaster modification (attachment), advanced Blaster modification (attachment), artifact
You can reload this weapon four times without using This weapon gains the piercing 3 property. If it already
an action. You can't use this feature again until you has the piercing property, its piercing number
reload the weapon with an action. increases to 3.
FLASHLIGHT ATTACHMENT PIERCING FIGHTING SCOPE
Blaster modification (attachment), standard Blaster modification (attachment), premium
You a x a targeted light to this weapon. As a bonus This weapon gains the piercing 1 property. If it already
action, you can toggle the light on or o . While on, this has the piercing property, its piercing number
weapon sheds bright light in a 60-foot cone. increases by 1, to a maximum of 3.
FOCUSING SCOPE PIERCING MASTERY SCOPE
Blaster modification (attachment), standard Blaster modification (attachment), advanced
The simple scope allows you to use a bonus action to This weapon gains the piercing 2 property. If it already
take aim at a target you can see. The next attack you has the piercing property, its piercing number
make before the end of your next turn does not su er increases by 2, to a maximum of 3.
disadvantage due to being made at long range.
PRECISION CHAMBER MARK I
Blaster modification (attachment), standard
This weapon's range increases by 10/40.
PRECISION CHAMBER MARK II
Blaster modification (attachment), premium
This weapon's range increases by 20/80.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (ATTACHMENT) 164


PRECISION CHAMBER MARK III VICIOUS SCOPE (DEVASTATING)
Blaster modification (attachment), prototype Blaster modification (attachment), artifact
This weapon's range increases by 30/120. This weapon gains the vicious 3 property. If it already
has the vicious property, its vicious number increases
PRECISION CHAMBER MARK IV to 3.
Blaster modification (attachment), advanced
This weapon's range increases by 40/160. WRIST MOUNT ATTACHMENT
Blaster modification (attachment), standard
PRECISION CHAMBER MARK V This weapon gains the xed property.
Blaster modification (attachment), legendary
This weapon's range increases by 50/200.
PRECISION CHAMBER MARK VI
Blaster modification (attachment), artifact
This weapon's range increases by 60/240.
RECOIL DAMPENER
Blaster modification (attachment), standard
Prerequisite: Strength property
This weapon's strength number is reduced by one step
(from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the
strength number is 11, this modi cation removes the
strength property from it entirely.
RECOIL DAMPENER (EXCEPTIONAL)
Blaster modification (attachment), legendary
Prerequisite: Strength property
This weapon loses the strength property.
RECOIL DAMPENER (FINE)
Blaster modification (attachment), premium
Prerequisite: Strength property
This weapon's strength number is reduced by two
steps (from 19 to 15, 17 to 13, or 15 to 11). If the
strength number is 13 or lower, this modi cation
removes the strength property from it entirely.
RECOIL DAMPENER (IMPROVED)
Blaster modification (attachment), prototype
Prerequisite: Strength property
This weapon's strength number is reduced by three
steps (from 19 to 13 or 17 to 11). If the strength
number is 15 or lower, this modi cation removes the
strength property from it entirely.
RECOIL DAMPENER (SUPERIOR)
Blaster modification (attachment), advanced
Prerequisite: Strength property
This weapon's strength number is reduced by four
steps (from 19 to 11). If the strength number is 17 or
lower, this modi cation removes the strength property
from it entirely.
SILENCER
Blaster modification (attachment), standard
This weapon gains the silent property.
VICIOUS SCOPE
Blaster modification (attachment), premium
This weapon gains the vicious 1 property. If it already
has the vicious property, its vicious number increases
by 1, to a maximum of 3.
VICIOUS SCOPE (DEADLY)
Blaster modification (attachment), advanced
This weapon gains the vicious 2 property. If it already
has the vicious property, its vicious number increases
by 2, to a maximum of 3.

165 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (ATTACHMENT)


MODIFICATIONS, BLASTERS (BARREL)
Item Rarity QUANTUM SPLITTER MARK III
Barrel Blaster modification (barrel), legendary
When you deal damage with this weapon, you can roll
Amplifying Barrel (Basic) Standard
a d8 and add the result to the total.
Amplifying Barrel (Fine) Premium
QUANTUM SPLITTER MARK IV
Amplifying Barrel (Improved) Prototype
Blaster modification (barrel), artifact
Quantum Splitter Mark I Prototype When you deal damage with this weapon, you can roll
Amplifying Barrel (Superior) Advanced a d10 and add the result to the total.
Ostrine Splitter Mark I Advanced
Quantum Splitter Mark II Advanced
Ostrine Splitter Mark II Legendary
Quantum Splitter Mark III Legendary
Ostrine Splitter Mark III Artifact
Quantum Splitter Mark IV Artifact

AMPLIFYING BARREL (BASIC)


Blaster modification (barrel), standard
You gain a +1 bonus to damage rolls and a -1 penalty
to attack rolls made with this weapon.
AMPLIFYING BARREL (FINE)
Blaster modification (barrel), premium
You gain a +1 bonus to damage rolls made with this
weapon.
AMPLIFYING BARREL (IMPROVED)
Blaster modification (barrel), prototype
You gain a +2 bonus to damage rolls made with this
weapon.
AMPLIFYING BARREL (SUPERIOR)
Blaster modification (barrel), advanced
You gain a +3 bonus to damage rolls made with this
weapon.
OSTRINE SPLITTER MARK I
Blaster modification (barrel), advanced
When you deal damage with this weapon, you deal an
additional 1d4 acid, cold, re, lightning, poison, or sonic
damage (chosen by the GM when generating this item).
OSTRINE SPLITTER MARK II
Blaster modification (barrel), legendary
When you deal damage with this weapon, you deal an
additional 1d6 acid, cold, re, lightning, poison, or sonic
damage (chosen by the GM when generating this item).
OSTRINE SPLITTER MARK III
Blaster modification (barrel), artifact
When you deal damage with this weapon, you deal an
additional 1d8 acid, cold, re, lightning, poison, or sonic
damage (chosen by the GM when generating this item).
QUANTUM SPLITTER MARK I
Blaster modification (barrel), prototype
When you deal damage with this weapon, you can roll
a d4 and add the result to the total.
QUANTUM SPLITTER MARK II
Blaster modification (barrel), advanced
When you deal damage with this weapon, you can roll
a d6 and add the result to the total.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (BARREL) 166


MODIFICATIONS, BLASTERS (CORE)
Item Rarity ARATECH RECYCLER CORE MARK II
Core Blaster modification (core), legendary
Prerequisite: Burst property
Autotargeting Interface (Basic) Standard
When you use the burst feature of this weapon, you
Brutal Scope Standard can choose to include up to 2 additional creatures
Corellian Crippler Matrix Standard within 5 feet of any a ected space to also be a ected
the burst, if they were not already.
Disintegration Core Standard
Once per turn, when you deal damage with this
Maser Core Standard weapon, your walking speed increases by 10 feet until
Siege Weapon Standard the start of your next turn, and the damaged creature
can't make opportunity attacks against you for the rest
Autotargeting Interface (Fine) Premium
of your turn.
Burst Core Premium
AUTOTARGETING INTERFACE (BASIC)
Dire Core Premium
Blaster modification (core), standard
Disintegration Core Mark II Premium This weapon gains the autotarget (15, +2) property. If it
Ion Amplifying Core Premium already has the autotarget property, it's autotarget
numbers increase by +1 and +1, respectively, to a
Keen Core Premium
maximum of 20 and +6.
Light Core Premium
AUTOTARGETING INTERFACE (CHAMPION)
Piercing Core Premium
Blaster modification (core), artifact
Rapid Core Premium This weapon gains the autotarget (20, +6) property. If it
Vicious Fighting Core Premium already has the autotarget property, it's autotarget
numbers increase to 20 and +6, respectively.
Autotargeting Interface (Improved) Prototype
Brutal Scope (Major) Prototype AUTOTARGETING INTERFACE (EXCEPTIONAL)
Blaster modification (core), legendary
Disintegration Core Mark III Prototype
This weapon gains the autotarget (19, +5) property. If it
Rylith Power Core Prototype already has the autotarget property, it's autotarget
Semiauto Core Prototype numbers increase by +5 and +4, respectively, to a
maximum of 20 and +6.
Autotargeting Interface (Superior) Advanced
Burst Core (Superior) Advanced AUTOTARGETING INTERFACE (FINE)
Blaster modification (core), premium
Czerka Attenuating Pulsator Advanced
This weapon gains the autotarget (16, +2) property. If it
Dire Core (Deadly) Advanced already has the autotarget property, it's autotarget
Disintegration Core Mark IV Advanced numbers increase by +2 and +1, respectively, to a
maximum of 20 and +6.
Keen Core (Deadly) Advanced
Piercing Core (Deadly) Advanced AUTOTARGETING INTERFACE (IMPROVED)
Blaster modification (core), prototype
Rapid Core (Superior) Advanced
This weapon gains the autotarget (17, +3) property. If it
Vicious Mastery Core Advanced already has the autotarget property, it's autotarget
Aratech Recycler Core Mark II Legendary numbers increase by +3 and +2, respectively, to a
maximum of 20 and +6.
Autotargeting Interface (Exceptional) Legendary
Brutal Scope (Lethal) Legendary AUTOTARGETING INTERFACE (SUPERIOR)
Blaster modification (core), advanced
Disintegration Core Mark V Legendary This weapon gains the autotarget (18, +4) property. If it
Autotargeting Interface (Champion) Artifact already has the autotarget property, it's autotarget
Burst Core (Champion) Artifact numbers increase by +4 and +3, respectively, to a
maximum of 20 and +6.
Dire Core (Devastating) Artifact
Disintegration Core Mark VI Artifact BRUTAL SCOPE
Blaster modification (attachment), standard
Keen Core (Devastating) Artifact This weapon gains the brutal 1 property. If it already
Piercing Core (Devastating) Artifact has the brutal property, its brutal number increases by
Rapid Core (Champion) Artifact 1, to a maximum of 3.
Vicious Ascendancy Core Artifact BRUTAL SCOPE (LETHAL)
Blaster modification (attachment), legendary
This weapon gains the brutal 3 property. If it already
has the brutal property, its brutal number increases to
3.

167 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (CORE)


BRUTAL SCOPE (MAJOR) DISINTEGRATION CORE
Blaster modification (attachment), prototype Blaster modification (core), standard
This weapon gains the brutal 2 property. If it already This weapon gains the disintegrate 13 property. If it
has the brutal property, its brutal number increases by already has the disintegrate property, its disintegrate
2, to a maximum of 3. number increases by 1, to a maximum of 18.
BURST CORE DISINTEGRATION CORE MARK II
Blaster modification (core), premium Blaster modification (core), premium
This weapon gains the burst property, with a burst This weapon gains the disintegrate 14 property. If it
number equal to its reload number. If it already has already has the disintegrate property, its disintegrate
the burst property, the burst number is reduced to number increases by 2, to a maximum of 18.
one-half its reload number (rounded up), to a
minimum of 2. DISINTEGRATION CORE MARK III
Blaster modification (core), prototype
BURST CORE (CHAMPION) This weapon gains the disintegrate 15 property. If it
Blaster modification (core), artifact already has the disintegrate property, its disintegrate
This weapon gains the burst property, with a burst number increases by 3, to a maximum of 18.
number equal to one-fourth its reload number
(rounded up). If it already has the burst property, the DISINTEGRATION CORE MARK IV
burst number is reduced to one-eighth its reload Blaster modification (core), advanced
number (rounded up), to a minimum of 2. This weapon gains the disintegrate 16 property. If it
already has the disintegrate property, its disintegrate
BURST CORE (SUPERIOR) number increases by 4, to a maximum of 18.
Blaster modification (core), advanced
This weapon gains the burst property, with a burst DISINTEGRATION CORE MARK V
number equal to one-half its reload number (rounded Blaster modification (core), legendary
up). If it already has the burst property, the burst This weapon gains the disintegrate 17 property. If it
number is reduced to one-fourth its reload number already has the disintegrate property, its disintegrate
(rounded up), to a minimum of 2. number increases by 5, to a maximum of 18.

CORELLIAN CRIPPLER MATRIX DISINTEGRATION CORE MARK VI


Blaster modification (core), standard Blaster modification (core), artifact
Once per round, when you hit a creature with a ranged This weapon gains the disintegrate 18 property. If it
attack using this weapon, its speed is reduced by 5 feet already has the disintegrate property, its disintegrate
until the end of its next turn. number increases to 18.

CZERKA ATTENUATING PULSATOR ION AMPLIFYING CORE


Blaster modification (core), advanced Blaster modification (core), premium
Prerequisite: The ability to cast tech powers Prerequisite: Ion damage
When you score a critical hit or reduce a creature to 0 This weapon ignores resistance to ion damage.
hit points with a ranged attack using this weapon, you KEEN CORE
can regain a number of tech points equal to your Blaster modification (core), premium
Intelligence modi er (a minimum of one, no action This weapon gains the keen 1 property. If it already has
required). Once you've used this feature, you must the keen property, its keen number increases by 1, to a
complete a short or long rest before you can use it maximum of 3.
again.
KEEN CORE (DEADLY)
DIRE CORE Blaster modification (core), advanced
Blaster modification (core), premium This weapon gains the keen 2 property. If it already has
This weapon gains the dire 1 property. If it already has the keen property, its keen number increases by 2, to a
the dire property, its dire number increases by 1, to a maximum of 3.
maximum of 3.
KEEN CORE (DEVASTATING)
DIRE CORE (DEADLY) Blaster modification (core), artifact
Blaster modification (core), advanced This weapon gains the keen 3 property. If it already has
This weapon gains the dire 2 property. If it already has the keen property, its keen number increases to 3.
the dire property, its dire number increases by 2, to a
maximum of 3. LIGHT CORE
Blaster modification (core), premium
DIRE CORE (DEVASTATING) This weapon gains the light property.
Blaster modification (core), artifact
This weapon gains the dire 3 property. If it already has
the dire property, its dire number increases to 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (CORE) 168


MASER CORE SIEGE WEAPON
Blaster modification (core), standard Blaster modification (core), standard
When a creature tries to reduce the damage of a shot You modify this weapon to be more e ective against
from this weapon with a feature or power, such as barriers. The weapon deals double damage against
monk's De ect Missiles or the saber re ect force structures.
power, they must roll the reduction dice twice and take
the lesser total. VICIOUS ASCENDANCY CORE
Blaster modification (core), artifact
PIERCING CORE This weapon gains the vicious 3 property. If it already
Blaster modification (core), premium has the vicious property, its vicious number increases
This weapon gains the piercing 1 property. If it already to 3.
has the piercing property, its piercing number
increases by 1, to a maximum of 3. VICIOUS FIGHTING CORE
Blaster modification (core), premium
PIERCING CORE (DEADLY) This weapon gains the vicious 1 property. If it already
Blaster modification (core), advanced has the vicious property, its vicious number increases
This weapon gains the piercing 2 property. If it already by 1, to a maximum of 3.
has the piercing property, its piercing number
increases by 2, to a maximum of 3. VICIOUS MASTERY CORE
Blaster modification (core), advanced
PIERCING CORE (DEVASTATING) This weapon gains the vicious 2 property. If it already
Blaster modification (core), artifact has the vicious property, its vicious number increases
This weapon gains the piercing 3 property. If it already by 2, to a maximum of 3.
has the piercing property, its piercing number
increases to 3.
RAPID CORE
Blaster modification (core), premium
This weapon gains the rapid property, with a rapid
number equal to one-half its reload number (rounded
up). If it already has the rapid property, the rapid
number is reduced to one-fourth its reload number
(rounded up), to a minimum of 2.
RAPID CORE (CHAMPION)
Blaster modification (core), artifact
This weapon gains the rapid property, with a rapid
number equal to one-eighth its reload number
(rounded up). If it already has the rapid property, the
rapid number is reduced to one-sixteenth its reload
number (rounded up), to a minimum of 2.
RAPID CORE (SUPERIOR)
Blaster modification (core), advanced
This weapon gains the rapid property, with a rapid
number equal to one-fourth its reload number
(rounded up). If it already has the rapid property, the
rapid number is reduced to one-eighth its reload
number (rounded up), to a minimum of 2.
RYLITH POWER CORE
Blaster modification (core), prototype
When you take the Attack action and hit a 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.
SEMIAUTO CORE
Blaster modification (core), prototype
Prerequisite: Auto property
This weapon loses the auto property.

169 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (CORE)


MODIFICATIONS, BLASTERS (TARGETING)
Item Rarity PRECISION FOCUS
Targeting Blaster modification (targeting), prototype
You gain a +1 bonus to attack rolls and a -1 penalty to
Accuracy Focus Mark I Standard
damage rolls made with this weapon. Additionally, it
Accuracy Focus Mark II Premium gains the keen 1 property. If it already has the keen
Accuracy Focus Mark III Prototype property, its keen number increases by 1, to a
maximum of 3.
Precision Focus Prototype
Accuracy Focus Mark IV Advanced
Precision Focus (Deadly) Advanced
Precision Focus (Lethal) Legendary
Multispectral Optics (Champion) Artifact
Precision Focus (Devastating) Artifact

ACCURACY FOCUS MARK I


Blaster modification (targeting), standard
You gain a +1 bonus to attack rolls and a -1 penalty to
damage rolls made with this weapon.
ACCURACY FOCUS MARK II
Blaster modification (targeting), premium
You gain a +1 bonus to attack rolls made with this
weapon.
ACCURACY FOCUS MARK III
Blaster modification (targeting), prototype
You gain a +2 bonus to attack rolls made with this
weapon.
ACCURACY FOCUS MARK IV
Blaster modification (targeting), advanced
You gain a +3 bonus to attack rolls made with this
weapon.
MULTISPECTRAL OPTICS (CHAMPION)
Blaster modification (targeting), artifact
While looking through this weapon's scope, you have
truesight out to a distance equal to the long range of
this weapon and you can see creatures that are lightly
or heavily obscured. Additionally, you gain a +2 bonus
to attack rolls.
PRECISION FOCUS (DEADLY)
Blaster modification (targeting), advanced
You gain a +1 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.
PRECISION FOCUS (DEVASTATING)
Blaster modification (targeting), artifact
You gain a +3 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.
PRECISION FOCUS (LETHAL)
Blaster modification (targeting), legendary
You gain a +2 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, BLASTER (TARGETING) 170


MODIFICATIONS, CLOTHING (INLAY)
Item Rarity MACHINIST'S REFLEX INLAY
Inlay Clothing modification (inlay), legendary
You gain a +1 bonus to Dexterity and Intelligence
Re ex Inlay (Basic) Standard
saving throws while wearing this article of clothing.
Re ex Inlay (Fine) Premium Additionally, you gain a +1 bonus to damage rolls with
Machinist's Inlay (Improved) Prototype tech powers while wearing this article of clothing. If the
power would damage multiple targets, you can only
Re ex Inlay (Improved) Prototype
apply this damage bonus to one of them.
Machinist's Inlay (Superior) Advanced
MACHINIST'S REFLEX INLAY MARK II
Machinist's Inlay Mark II (Superior) Advanced
Clothing modification (inlay), artifact
Re ex Inlay (Superior) Advanced You gain a +1 bonus to Dexterity and Intelligence
Machinist's Inlay (Exceptional) Legendary saving throws while wearing this article of clothing.
Additionally, you gain a +1 bonus to damage rolls with
Machinist's Inlay Mark II (Exceptional) Legendary
tech powers while wearing this article of clothing. If the
Machinist's Inlay Mark II (Champion) Legendary power would damage multiple targets, you can only
Re ex Inlay (Exceptional) Legendary apply this damage bonus to two of them.
Machinist's Inlay Mark II (Champion) Artifact MACHINIST'S REFLEX INLAY (CHAMPION)
Machinist's Re ex Inlay Mark II Artifact Clothing modification (inlay), artifact
You gain a +1 bonus to Dexterity saving throws and a
Machinist's Re ex Inlay (Champion) Artifact
+2 bonus to Intelligence saving throws while wearing
Re ex Inlay (Champion) Artifact this article of clothing. Additionally, you gain a +1
bonus to damage rolls with tech powers while wearing
MACHINIST'S INLAY (EXCEPTIONAL) this article of clothing. If the power would damage
Clothing modification (inlay), legendary multiple targets, you can only apply this damage bonus
You gain a +3 bonus to damage rolls with tech powers to one of them.
while wearing this article of clothing. If the power
would damage multiple targets, you can only apply this REFLEX INLAY (BASIC)
damage bonus to one of them. Clothing modification (inlay), standard
You gain a +1 bonus to Dexterity and Intelligence
MACHINIST'S INLAY (IMPROVED) saving throws and a -1 penalty to Wisdom and
Clothing modification (inlay), prototype Charisma while wearing this article of clothing.
You gain a +1 bonus to damage rolls with tech powers
while wearing this article of clothing. If the power REFLEX INLAY (CHAMPION)
would damage multiple targets, you can only apply this Clothing modification (inlay), artifact
damage bonus to one of them. You gain a +3 bonus to Dexterity and Intelligence
saving throws while wearing this article of clothing.
MACHINIST'S INLAY (SUPERIOR)
Clothing modification (inlay), advanced REFLEX INLAY (EXCEPTIONAL)
You gain a +2 bonus to damage rolls with tech powers Clothing modification (inlay), legendary
while wearing this article of clothing. If the power You gain a +2 bonus to Dexterity saving throws and a
would damage multiple targets, you can only apply this +3 bonus to Intelligence saving throws while wearing
damage bonus to one of them. this article of clothing.

MACHINIST'S INLAY MARK II (CHAMPION) REFLEX INLAY (FINE)


Clothing modification (inlay), artifact Clothing modification (inlay), premium
You gain a +3 bonus to damage rolls with tech powers You gain a +1 bonus to Dexterity and Intelligence
while wearing this article of clothing. If the power saving throws while wearing this article of clothing.
would damage multiple targets, you can only apply this REFLEX INLAY (IMPROVED)
damage bonus to two of them. Clothing modification (inlay), prototype
MACHINIST'S INLAY MARK II (EXCEPTIONAL) You gain a +1 bonus to Dexterity saving throws and a
Clothing modification (inlay), legendary +2 bonus to Intelligence saving throws while wearing
You gain a +2 bonus to damage rolls with tech powers this article of clothing.
while wearing this article of clothing. If the power REFLEX INLAY (SUPERIOR)
would damage multiple targets, you can only apply this Clothing modification (inlay), advanced
damage bonus to two of them. You gain a +2 bonus to Dexterity and Intelligence
MACHINIST'S INLAY MARK II (SUPERIOR) saving throws while wearing this article of clothing.
Clothing modification (inlay), advanced
You gain a +1 bonus to damage rolls with tech powers
while wearing this article of clothing. If the power
would damage multiple targets, you can only apply this
damage bonus to two of them.

171 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (INLAY)


MODIFICATIONS, CLOTHING (PATTERN)
Item Rarity SORCERER'S WILL PATTERN
Pattern Clothing modification (pattern), legendary
You gain a +1 bonus to Dexterity and Intelligence
Will Pattern (Basic) Standard
saving throws while wearing this article of clothing.
Will Pattern (Fine) Premium Additionally, you gain a +1 bonus to damage rolls with
Sorcerer's Pattern (Improved) Prototype tech powers while wearing this article of clothing. If the
power would damage multiple targets, you can only
Will Pattern (Improved) Prototype
apply this damage bonus to one of them.
Sorcerer's Pattern (Superior) Advanced
SORCERER'S WILL PATTERN (CHAMPION)
Sorcerer's Pattern Mark II (Superior) Advanced
Clothing modification (pattern), artifact
Will Pattern (Superior) Advanced You gain a +1 bonus to Wisdom saving throws and a +2
Sorcerer's Pattern (Exceptional) Legendary bonus to Charisma saving throws while wearing this
article of clothing. Additionally, you gain a +1 bonus to
Sorcerer's Pattern Mark II (Exceptional) Legendary
damage rolls with force powers while wearing this
Sorcerer's Will Pattern Legendary article of clothing. If the power would damage multiple
Will Pattern (Exceptional) Legendary targets, you can only apply this damage bonus to one
of them.
Sorcerer's Pattern Mark II (Champion) Artifact
Sorcerer's Will Pattern (Champion) Artifact SORCERER'S WILL PATTERN MARK II
Clothing modification (pattern), artifact
Sorcerer's Will Pattern Mark II Artifact
You gain a +1 bonus to Wisdom and Charisma saving
Will Pattern (Champion) Artifact throws while wearing this article of clothing.
Additionally, you gain a +1 bonus to damage rolls with
SORCERER'S PATTERN (EXCEPTIONAL) force powers while wearing this article of clothing. If
Clothing modification (pattern), legendary the power would damage multiple targets, you can
You gain a +3 bonus to damage rolls with force powers only apply this damage bonus to two of them.
while wearing this article of clothing. If the power
would damage multiple targets, you can only apply this WILL PATTERN (BASIC)
damage bonus to one of them. Clothing modification (pattern), standard
You gain a +1 bonus to Wisdom and Charisma saving
SORCERER'S PATTERN (IMPROVED) throws and a -1 penalty to Constitution and Strength
Clothing modification (pattern), prototype while wearing this article of clothing.
You gain a +1 bonus to damage rolls with force powers
while wearing this article of clothing. If the power WILL PATTERN (CHAMPION)
would damage multiple targets, you can only apply this Clothing modification (pattern), artifact
damage bonus to one of them. You gain a +3 bonus to Wisdom and Charisma saving
throws while wearing this article of clothing.
SORCERER'S PATTERN (SUPERIOR)
Clothing modification (pattern), advanced WILL PATTERN (EXCEPTIONAL)
You gain a +2 bonus to damage rolls with force powers Clothing modification (pattern), legendary
while wearing this article of clothing. If the power You gain a +2 bonus to Wisdom saving throws and a +3
would damage multiple targets, you can only apply this bonus to Charisma saving throws while wearing this
damage bonus to one of them. article of clothing.

SORCERER'S PATTERN MARK II (CHAMPION) WILL PATTERN (FINE)


Clothing modification (pattern), artifact Clothing modification (pattern), premium
You gain a +3 bonus to damage rolls with force powers You gain a +1 bonus to Wisdom and Charisma saving
while wearing this article of clothing. If the power throws while wearing this article of clothing.
would damage multiple targets, you can only apply this WILL PATTERN (IMPROVED)
damage bonus to two of them. Clothing modification (pattern), prototype
SORCERER'S PATTERN MARK II (EXCEPTIONAL) You gain a +1 bonus to Wisdom saving throws and a +2
Clothing modification (pattern), legendary bonus to Charisma saving throws while wearing this
You gain a +2 bonus to damage rolls with force powers article of clothing.
while wearing this article of clothing. If the power WILL PATTERN (SUPERIOR)
would damage multiple targets, you can only apply this Clothing modification (pattern), advanced
damage bonus to two of them. You gain a +2 bonus to Wisdom and Charisma saving
SORCERER'S PATTERN MARK II (SUPERIOR) throws while wearing this article of clothing.
Clothing modification (pattern), advanced
You gain a +1 bonus to damage rolls with force powers
while wearing this article of clothing. If the power
would damage multiple targets, you can only apply this
damage bonus to two of them.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (PATTERN) 172


MODIFICATIONS, CLOTHING (STITCHING)
Item Rarity Item Rarity
Stitching Stitching
Clandestine Stitching (Basic) Standard Charmer's Stitching (Champion) Artifact
Ace Pilot's Stitching (Fine) Premium Clandestine Stitching (Champion) Artifact
Acrobat's Stitching (Fine) Premium Empathic Stitching (Champion) Artifact
Animal Handler's Stitching (Fine) Premium Investigator's Stitching (Champion) Artifact
Brawny Stitching (Fine) Premium Loremaster's Stitching (Champion) Artifact
Charmer's Stitching (Fine) Premium Medic's Stitching (Champion) Artifact
Clandestine Stitching (Fine) Premium Naturalist's Stitching (Champion) Artifact
Empathic Stitching (Fine) Premium Perceptive Stitching (Champion) Artifact
Investigator's Stitching (Fine) Premium Performer's Stitching (Champion) Artifact
Loremaster's Stitching (Fine) Premium Quick-Fingered Stitching (Champion) Artifact
Medic's Stitching (Fine) Premium Silver-Tongued Stitching (Champion) Artifact
Naturalist's Stitching (Fine) Premium Stealthy Stitching (Champion) Artifact
Perceptive Stitching (Fine) Premium Survivalist's Stitching (Champion) Artifact
Performer's Stitching (Fine) Premium Techie's Stitching (Champion) Artifact
Quick-Fingered Stitching (Fine) Premium Threatening Stitching (Champion) Artifact
Silver-Tongued Stitching (Fine) Premium
ACE PILOT'S STITCHING (CHAMPION)
Stealthy Stitching (Fine) Premium
Clothing modification (stitching), artifact
Survivalist's Stitching (Fine) Premium You gain pro ciency in the Piloting skill. If you are
Techie's Stitching (Fine) Premium already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have
Threatening Stitching (Fine) Premium
advantage on Piloting checks.
Clandestine Stitching (Improved) Prototype
ACE PILOT'S STITCHING (FINE)
Ace Pilot's Stitching (Superior) Advanced
Clothing modification (stitching), premium
Acrobat's Stitching (Superior) Advanced You gain pro ciency in the Piloting skill.
Animal Handler's Stitching (Superior) Advanced ACE PILOT'S STITCHING (SUPERIOR)
Brawny Stitching (Superior) Advanced Clothing modification (stitching), advanced
Charmer's Stitching (Superior) Advanced You gain pro ciency in the Piloting skill. If you are
already pro cient in it, you instead gain expertise in it.
Clandestine Stitching (Superior) Advanced
Empathic Stitching (Superior) Advanced ACROBAT'S STITCHING (CHAMPION)
Clothing modification (stitching), artifact
Investigator's Stitching (Superior) Advanced You gain pro ciency in the Acrobatics skill. If you are
Loremaster's Stitching (Superior) Advanced already pro cient in it, you instead gain expertise in it.
Medic's Stitching (Superior) Advanced If you already have expertise in it, you instead have
advantage on Acrobatics checks.
Naturalist's Stitching (Superior) Advanced
Perceptive Stitching (Superior) Advanced
ACROBAT'S STITCHING (FINE)
Clothing modification (stitching), premium
Performer's Stitching (Superior) Advanced You gain pro ciency in the Acrobatics skill.
Quick-Fingered Stitching (Superior) Advanced
ACROBAT'S STITCHING (SUPERIOR)
Silver-Tongued Stitching (Superior) Advanced Clothing modification (stitching), advanced
Stealthy Stitching (Superior) Advanced You gain pro ciency in the Acrobatics skill. If you are
Survivalist's Stitching (Superior) Advanced
already pro cient in it, you instead gain expertise in it.

Techie's Stitching (Superior) Advanced ANIMAL HANDLER'S STITCHING (CHAMPION)


Clothing modification (stitching), artifact
Threatening Stitching (Superior) Advanced
You gain pro ciency in the Animal Handling skill. If you
Clandestine Stitching (Exceptional) Legendary are already pro cient in it, you instead gain expertise
Ace Pilot's Stitching (Champion) Artifact in it. If you already have expertise in it, you instead
have advantage on Animal Handling checks.
Acrobat's Stitching (Champion) Artifact
Animal Handler's Stitching (Champion) Artifact
Brawny Stitching (Champion) Artifact

173 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (STITCHING)


ANIMAL HANDLER'S STITCHING (FINE) CLANDESTINE STITCHING (IMPROVED)
Clothing modification (stitching), premium Clothing modification (stitching), prototype
You gain pro ciency in the Animal Handling skill. This article of clothing come with three hidden pockets,
each of which can store up to 1 lb. Finding these
ANIMAL HANDLER'S STITCHING (SUPERIOR) hidden pockets requires a DC 21 Investigation check.
Clothing modification (stitching), advanced
You gain pro ciency in the Animal Handler skill. If you CLANDESTINE STITCHING (SUPERIOR)
are already pro cient in it, you instead gain expertise Clothing modification (stitching), advanced
in it. This article of clothing come with four hidden pockets,
each of which can store up to 1 lb. Finding these
BRAWNY STITCHING (CHAMPION) hidden pockets requires a DC 24 Investigation check.
Clothing modification (stitching), artifact
You gain pro ciency in the Athletics skill. If you are EMPATHIC STITCHING (CHAMPION)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), artifact
If you already have expertise in it, you instead have You gain pro ciency in the Insight skill. If you are
advantage on Athletics checks. already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have
BRAWNY STITCHING (FINE) advantage on Insight checks.
Clothing modification (stitching), premium
You gain pro ciency in the Athletics skill. EMPATHIC STITCHING (FINE)
Clothing modification (stitching), premium
BRAWNY STITCHING (SUPERIOR) You gain pro ciency in the Insight skill.
Clothing modification (stitching), advanced
You gain pro ciency in the Athletics skill. If you are EMPATHIC STITCHING (SUPERIOR)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), advanced
You gain pro ciency in the Insight skill. If you are
CHARMER'S STITCHING (CHAMPION) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), artifact
You gain pro ciency in the Persuasion skill. If you are INVESTIGATOR'S STITCHING (CHAMPION)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), artifact
If you already have expertise in it, you instead have You gain pro ciency in the Investigation skill. If you are
advantage on Persuasion checks. already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have
CHARMER'S STITCHING (FINE) advantage on Investigation checks.
Clothing modification (stitching), premium
You gain pro ciency in the Persuasion skill. INVESTIGATOR'S STITCHING (FINE)
Clothing modification (stitching), premium
CHARMER'S STITCHING (SUPERIOR) You gain pro ciency in the Investigation skill.
Clothing modification (stitching), advanced
You gain pro ciency in the Persuasion skill. If you are INVESTIGATOR'S STITCHING (SUPERIOR)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), advanced
You gain pro ciency in the Investigation skill. If you are
CLANDESTINE STITCHING (BASIC) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), standard
This article of clothing come with one hidden pocket, LOREMASTER'S STITCHING (CHAMPION)
which can store up to 1 lb. Finding this hidden pocket Clothing modification (stitching), artifact
requires a DC 15 Investigation check. You gain pro ciency in the Lore skill. If you are already
pro cient in it, you instead gain expertise in it. If you
CLANDESTINE STITCHING (CHAMPION) already have expertise in it, you instead have
Clothing modification (stitching), artifact advantage on Lore checks.
This article of clothing come with six hidden pockets,
each of which can store up to 1 lb. Finding these LOREMASTER'S STITCHING (FINE)
hidden pockets requires a DC 30 Investigation check. Clothing modification (stitching), premium
You gain pro ciency in the Lore skill.
CLANDESTINE STITCHING (EXCEPTIONAL)
Clothing modification (stitching), legendary LOREMASTER'S STITCHING (SUPERIOR)
This article of clothing come with ve hidden pockets, Clothing modification (stitching), advanced
each of which can store up to 1 lb. Finding these You gain pro ciency in the Lore skill. If you are already
hidden pockets requires a DC 27 Investigation check. pro cient in it, you instead gain expertise in it.
CLANDESTINE STITCHING (FINE) MEDIC'S STITCHING (CHAMPION)
Clothing modification (stitching), premium Clothing modification (stitching), artifact
This article of clothing come with two hidden pockets, You gain pro ciency in the Medicine skill. If you are
each of which can store up to 1 lb. Finding these already pro cient in it, you instead gain expertise in it.
hidden pockets requires a DC 18 Investigation check. If you already have expertise in it, you instead have
advantage on Medicine checks.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (STITCHING) 174


MEDIC'S STITCHING (FINE) QUICK-FINGERED STITCHING (SUPERIOR)
Clothing modification (stitching), premium Clothing modification (stitching), advanced
You gain pro ciency in the Medicine skill. You gain pro ciency in the Sleight of Hand skill. If you
are already pro cient in it, you instead gain expertise
MEDIC'S STITCHING (SUPERIOR) in it.
Clothing modification (stitching), advanced
You gain pro ciency in the Medicine skill. If you are SILVER-TONGUED STITCHING (CHAMPION)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), artifact
You gain pro ciency in the Deception skill. If you are
NATURALIST'S STITCHING (CHAMPION) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), artifact If you already have expertise in it, you instead have
You gain pro ciency in the Nature skill. If you are advantage on Deception checks.
already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have SILVER-TONGUED STITCHING (FINE)
advantage on Nature checks. Clothing modification (stitching), premium
You gain pro ciency in the Deception skill.
NATURALIST'S STITCHING (FINE)
Clothing modification (stitching), premium SILVER-TONGUED STITCHING (SUPERIOR)
You gain pro ciency in the Nature skill. Clothing modification (stitching), advanced
You gain pro ciency in the Deception skill. If you are
NATURALIST'S STITCHING (SUPERIOR) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), advanced
You gain pro ciency in the Nature skill. If you are STEALTHY STITCHING (CHAMPION)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), artifact
You gain pro ciency in the Stealthy skill. If you are
PERCEPTIVE STITCHING (CHAMPION) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), artifact If you already have expertise in it, you instead have
You gain pro ciency in the Perception skill. If you are advantage on Stealthy checks.
already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have STEALTHY STITCHING (FINE)
advantage on Perception checks. Clothing modification (stitching), premium
You gain pro ciency in the Stealthy skill.
PERCEPTIVE STITCHING (FINE)
Clothing modification (stitching), premium STEALTHY STITCHING (SUPERIOR)
You gain pro ciency in the Perception skill. Clothing modification (stitching), advanced
You gain pro ciency in the Stealth skill. If you are
PERCEPTIVE STITCHING (SUPERIOR) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), advanced
You gain pro ciency in the Perception skill. If you are SURVIVALIST'S STITCHING (CHAMPION)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), artifact
You gain pro ciency in the Survival skill. If you are
PERFORMER'S STITCHING (CHAMPION) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), artifact If you already have expertise in it, you instead have
You gain pro ciency in the Performer skill. If you are advantage on Survival checks.
already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have SURVIVALIST'S STITCHING (FINE)
advantage on Performer checks. Clothing modification (stitching), premium
You gain pro ciency in the Survival skill.
PERFORMER'S STITCHING (FINE)
Clothing modification (stitching), premium SURVIVALIST'S STITCHING (SUPERIOR)
You gain pro ciency in the Performance skill. Clothing modification (stitching), advanced
You gain pro ciency in the Survival skill. If you are
PERFORMER'S STITCHING (SUPERIOR) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), advanced
You gain pro ciency in the Performance skill. If you are TECHIE'S STITCHING (CHAMPION)
already pro cient in it, you instead gain expertise in it. Clothing modification (stitching), artifact
You gain pro ciency in the Technology skill. If you are
QUICK-FINGERED STITCHING (CHAMPION) already pro cient in it, you instead gain expertise in it.
Clothing modification (stitching), artifact If you already have expertise in it, you instead have
You gain pro ciency in the Sleight of Hand skill. If you advantage on Technology checks.
are already pro cient in it, you instead gain expertise
in it. If you already have expertise in it, you instead TECHIE'S STITCHING (FINE)
have advantage on Sleight of Hand checks. Clothing modification (stitching), premium
You gain pro ciency in the Technology skill.
QUICK-FINGERED STITCHING (FINE)
Clothing modification (stitching), premium
You gain pro ciency in the Sleight of Hand skill.

175 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (STITCHING)


TECHIE'S STITCHING (SUPERIOR)
Clothing modification (stitching), advanced
You gain pro ciency in the Technology skill. If you are
already pro cient in it, you instead gain expertise in it.
THREATENING STITCHING (CHAMPION)
Clothing modification (stitching), artifact
You gain pro ciency in the Intimidation skill. If you are
already pro cient in it, you instead gain expertise in it.
If you already have expertise in it, you instead have
advantage on Intimidation checks.
THREATENING STITCHING (FINE)
Clothing modification (stitching), premium
You gain pro ciency in the Intimidation skill.
THREATENING STITCHING (SUPERIOR)
Clothing modification (stitching), advanced
You gain pro ciency in the Intimidation skill. If you are
already pro cient in it, you instead gain expertise in it.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (STITCHING) 176


MODIFICATIONS, CLOTHING (WEAVE)
Item Rarity WARRIOR'S FORTITUDE WEAVE (CHAMPION)
Weave Clothing modification (weave), artifact
You gain a +1 bonus to Constitution saving throws and
Fortitude Weave (Basic) Standard
a +2 bonus to Strength saving throws while wearing
Fortitude Weave (Fine) Premium this article of clothing. Additionally, once per turn per
Fortitude Weave (Improved) Prototype weapon you are wielding, you can gain a +1 bonus to
weapon damage rolls while wearing this article of
Warrior's Weave (Improved) Prototype
clothing.
Fortitude Weave (Superior) Advanced
WARRIOR'S FORTITUDE WEAVE MARK II
Warrior's Weave (Superior) Advanced
Clothing modification (weave), artifact
Warrior's Weave Mark II (Superior) Advanced You gain a +1 bonus to Constitution and Strength
Fortitude Weave (Exceptional) Legendary saving throws while wearing this article of clothing.
Additionally, twice per turn per weapon you are
Warrior's Fortitude Weave Legendary
wielding, you can gain a +1 bonus to weapon damage
Warrior's Weave (Exceptional) Legendary rolls while wearing this article of clothing.
Warrior's Weave Mark II (Exceptional) Legendary
WARRIOR'S WEAVE (EXCEPTIONAL)
Warrior's Fortitude Weave (Champion) Artifact Clothing modification (weave), legendary
Warrior's Fortitude Weave Mark II Artifact Once per turn per weapon you are wielding, you can
gain a +3 bonus to weapon damage rolls while wearing
Fortitude Weave (Champion) Artifact
this article of clothing.
Warrior's Weave Mark II (Champion) Artifact
WARRIOR'S WEAVE (IMPROVED)
FORTITUDE WEAVE (BASIC) Clothing modification (weave), prototype
Clothing modification (weave), standard Once per turn per weapon you are wielding, you can
You gain a +1 bonus to Constitution and Strength gain a +1 bonus to weapon damage rolls while wearing
saving throws and a -1 penalty to Dexterity and this article of clothing.
Intelligence while wearing this article of clothing. WARRIOR'S WEAVE (SUPERIOR)
FORTITUDE WEAVE (CHAMPION) Clothing modification (weave), advanced
Clothing modification (weave), artifact Once per turn per weapon you are wielding, you can
You gain a +3 bonus to Constitution and Strength gain a +2 bonus to weapon damage rolls while wearing
saving throws while wearing this article of clothing. this article of clothing.

FORTITUDE WEAVE (EXCEPTIONAL) WARRIOR'S WEAVE MARK II (SUPERIOR)


Clothing modification (weave), legendary Clothing modification (weave), advanced
You gain a +2 bonus to Constitution saving throws and Twice per turn per weapon you are wielding, you can
a +3 bonus to Strength saving throws while wearing gain a +1 bonus to weapon damage rolls while wearing
this article of clothing. this article of clothing.

FORTITUDE WEAVE (FINE) WARRIOR'S WEAVE MARK II (CHAMPION)


Clothing modification (weave), premium Clothing modification (weave), artifact
You gain a +1 bonus to Constitution and Strength Twice per turn per weapon you are wielding, you can
saving throws while wearing this article of clothing. gain a +3 bonus to weapon damage rolls while wearing
this article of clothing.
FORTITUDE WEAVE (IMPROVED)
Clothing modification (weave), prototype WARRIOR'S WEAVE MARK II (EXCEPTIONAL)
You gain a +1 bonus to Constitution saving throws and Clothing modification (weave), legendary
a +2 bonus to Strength saving throws while wearing Twice per turn per weapon you are wielding, you can
this article of clothing. gain a +2 bonus to weapon damage rolls while wearing
this article of clothing.
FORTITUDE WEAVE (SUPERIOR)
Clothing modification (weave), advanced
You gain a +2 bonus to Constitution and Strength
saving throws while wearing this article of clothing.
WARRIOR'S FORTITUDE WEAVE
Clothing modification (weave), legendary
You gain a +1 bonus to Constitution and Strength
saving throws while wearing this article of clothing.
Additionally, once per turn per weapon you are
wielding, you can gain a +1 bonus to weapon damage
rolls while wearing this article of clothing.

177 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, CLOTHING (WEAVE)


MODIFICATIONS, FOCUS GENERATORS (CHANNEL)
Item Rarity
Channel
Duplexed Extender Channel Standard
Duplexed Extender Channel (Fine) Premium
Forged Ferricite Fighting Channel Premium
Forged Ferricite Dueling Channel Prototype
Forged Ferricite Mastery Channel Advanced
Forged Ferricite Supremacy Channel Legendary
Forged Ferricite Ascendancy Channel Artifact

DUPLEXED EXTENDER CHANNEL


Focus generator modification (channel), standard
When you cast a force power through this focus
generator that has a range of 5 feet or greater, you can
increase the range of that force power by 10 feet.
DUPLEXED EXTENDER CHANNEL (FINE)
Focus generator modification (channel), premium
When you cast a force power through this focus
generator that has a range of 5 feet or greater, you can
increase the range of that force power by 20 feet.
FORGED FERRICITE ASCENDANCY CHANNEL
Focus generator modification (channel), artifact
When you cast a force power of 1st-level or higher that
deals damage, you can increase the damage by two
and a half times (rounded down) the number of force
points spent.
FORGED FERRICITE DUELING CHANNEL
Focus generator modification (channel), prototype
When you cast a force power of 1st-level or higher that
deals damage, you can increase the damage by the
number of force points spent.
FORGED FERRICITE FIGHTING CHANNEL
Focus generator modification (channel), premium
When you cast a force power of 1st-level or higher that
deals damage, you can increase the damage by half
(rounded down) the number of force points spent.
FORGED FERRICITE MASTERY CHANNEL
Focus generator modification (channel), advanced
When you cast a force power of 1st-level or higher that
deals damage, you can increase the damage by one
and a half times (rounded down) the number of force
points spent.
FORGED FERRICITE SUPREMACY CHANNEL
Focus generator modification (channel), legendary
When you cast a force power of 1st-level or higher that
deals damage, you can increase the damage by twice
the number of force points spent.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, FOCUS GENERATORS (CHANNEL) 178


MODIFICATIONS, FOCUS GENERATORS (CONDUCTOR)
Item Rarity
Conductor
Inlay Conductor (Cracked) Standard
Inlay Conductor (Chipped) Premium
Inlay Conductor (Flawed) Prototype
Inlay Conductor (Regular) Advanced

INLAY CONDUCTOR (CHIPPED)


Focus generator modification (conductor), premium
You gain a +1 bonus to the save DC of force powers
you cast through this focus generator.
INLAY CONDUCTOR (CRACKED)
Focus generator modification (conductor), standard
You gain a +1 bonus to the save DC and a -1 penalty to
the force attack rolls of force powers you cast through
this focus generator.
INLAY CONDUCTOR (REGULAR)
Focus generator modification (conductor), advanced
You gain a +3 bonus to the save DC of force powers
you cast through this focus generator.
INLAY CONDUCTOR (FLAWED)
Focus generator modification (conductor), prototype
You gain a +2 bonus to the save DC of force powers
you cast through this focus generator.

179 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, FOCUS GENERATORS (CONDUCTOR)


MODIFICATIONS, FOCUS GENERATORS (CYCLER)
Item Rarity
Cycler
T-Cycle Reinforcer (Basic) Standard
T-Cycle Reinforcer (Improved) Premium
Phobium Echoer (Improved) Prototype
Phobium Echoer (Superior) Advanced

PHOBIUM ECHOER (IMPROVED)


Focus generator modification (cycler), prototype
When you cast a force power that a ects an area in a
radius or a cube, you can increase the radius or length
of the cube by 5 feet.
PHOBIUM ECHOER (SUPERIOR)
Focus generator modification (cycler), advanced
When you cast a force power that a ects an area in a
radius or a cube, you can increase the radius or length
of the cube by 10 feet.
T-CYCLE REINFORCER (BASIC)
Focus generator modification (cycler), standard
When you cast a force power that pushes or pulls a
creature, you can increase the distance pushed or
pulled by 5 feet.
T-CYCLE REINFORCER (IMPROVED)
Focus generator modification (cycler), premium
When you cast a force power that pushes or pulls a
creature, you can increase the distance pushed or
pulled by 10 feet.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, FOCUS GENERATORS (CYCLER) 180


MODIFICATIONS, FOCUS GENERATORS (EMITTER)
Item Rarity
Emitter
Prism Emitter (Novice) Standard
Prism Emitter (Apprentice) Premium
Prism Emitter (Journeyman) Prototype
Prism Emitter (Adept) Advanced

PRISM EMITTER (ADEPT)


Focus generator modification (emitter), advanced
You gain a +3 bonus to the force attack rolls of force
powers you cast through this focus generator.
PRISM EMITTER (APPRENTICE)
Focus generator modification (emitter), premium
You gain a +1 bonus to the force attack rolls of force
powers you cast through this focus generator.
PRISM EMITTER (JOURNEYMAN)
Focus generator modification (emitter), prototype
You gain a +2 bonus to the force attack rolls of force
powers you cast through this focus generator.
PRISM EMITTER (NOVICE)
Focus generator modification (emitter), standard
You gain a +1 bonus to the force attack rolls and -1
penalty to the force save DCs of force powers you cast
through this focus generator.

181 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, FOCUS GENERATORS (EMITTERS)


MODIFICATIONS, ITEM
Item Rarity Item Rarity
Augments Augments
Charisma Augment (Basic) Standard Wisdom Augment (Superior) Advanced
Constitution Augment (Basic) Standard Charisma Augment (Exceptional) Legendary
Dexterity Augment (Basic) Standard Constitution Augment (Exceptional) Legendary
Intelligence Augment (Basic) Standard Dexterity Augment (Exceptional) Legendary
Strength Augment (Basic) Standard Enhancement Supremacy Augment Legendary
Wisdom Augment (Basic) Standard Intelligence Augment (Exceptional) Legendary
Charisma Augment (Fine) Premium Strength Augment (Exceptional) Legendary
Constitution Augment (Fine) Premium Wisdom Augment (Exceptional) Legendary
Dexterity Augment (Fine) Premium Charisma Augment (Champion) Artifact
Intelligence Augment (Fine) Premium Constitution Augment (Champion) Artifact
Strength Augment (Fine) Premium Dexterity Augment (Champion) Artifact
Wisdom Augment (Fine) Premium Enhancement Ascendancy Augment Artifact
Berserker Defensive Augment Prototype Intelligence Augment (Champion) Artifact
Berserker O ensive Augment Prototype Strength Augment (Champion) Artifact
Charisma Augment (Improved) Prototype Wisdom Augment (Champion) Artifact
Constitution Augment (Improved) Prototype
BERSERKER DEFENSIVE AUGMENT
Consular Defensive Augment Prototype
Item modification (augment), prototype
Consular O ensive Augment Prototype Prerequisite: At least 3 levels in berserker
Dexterity Augment (Improved) Prototype You learn an additional Berserker Instinct option.
Engineer Defensive Augment Prototype BERSERKER OFFENSIVE AUGMENT
Engineer O ensive Augment Prototype Item modification (augment), prototype
Prerequisite: At least 3 levels in berserker
Figher Defensive Augment Prototype
Your Rage damage bonus increases by 1, and when
Figher O ensive Augment Prototype you score a critical hit, you can roll one additional
Guardian Defensive Augment Prototype weapon damage die and add the result to the total.
Guardian O ensive Augment Prototype CHARISMA AUGMENT (BASIC)
Intelligence Augment (Improved) Prototype Item modification (augment), standard
Your Charisma score increases by 1. One ability score
Monk Defensive Augment Prototype other than Charisma (chosen by the GM) decreases by
Monk O ensive Augment Prototype 1.
Operative Defensive Augment Prototype CHARISMA AUGMENT (CHAMPION)
Operative O ensive Augment Prototype Item modification (augment), artifact
Scholar Defensive Augment Prototype Your Charisma score increases by 2, and your
maximum for this score increases by 2.
Scholar O ensive Augment Prototype
Scout Defensive Augment Prototype
CHARISMA AUGMENT (EXCEPTIONAL)
Item modification (augment), legendary
Scout O ensive Augment Prototype Your Charisma score increases by 2, and your
Sentinel Defensive Augment Prototype maximum for this score increases by 1.
Sentinel O ensive Augment Prototype CHARISMA AUGMENT (FINE)
Strength Augment (Improved) Prototype Item modification (augment), premium
Wisdom Augment (Improved) Prototype
Your Charisma score increases by 1.

Charisma Augment (Superior) Advanced CHARISMA AUGMENT (IMPROVED)


Item modification (augment), prototype
Constitution Augment (Superior) Advanced
Your Charisma score increases by 1, and your
Dexterity Augment (Superior) Advanced maximum for this score increases by 1. One ability
Enhancement Mastery Augment Advanced score other than Charisma (chosen by the GM)
decreases by 1.
Intelligence Augment (Superior) Advanced
Strength Augment (Superior) Advanced

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS) 182


CHARISMA AUGMENT (SUPERIOR) DEXTERITY AUGMENT (IMPROVED)
Item modification (augment), advanced Item modification (augment), prototype
Your Charisma score increases by 1, and your Your Dexterity score increases by 1, and your
maximum for this score increases by 1. maximum for this score increases by 1. One ability
score other than Dexterity (chosen by the GM)
CONSTITUTION AUGMENT (BASIC) decreases by 1.
Item modification (augment), standard
Your Constitution score increases by 1. One ability DEXTERITY AUGMENT (SUPERIOR)
score other than Constitution (chosen by the GM) Item modification (augment), advanced
decreases by 1. Your Dexterity score increases by 1, and your
maximum for this score increases by 1.
CONSTITUTION AUGMENT (CHAMPION)
Item modification (augment), artifact ENGINEER DEFENSIVE AUGMENT
Your Constitution score increases by 2, and your Item modification (augment), prototype
maximum for this score increases by 2. Prerequisite: At least 3 levels in engineer
This item becomes a valid target of the Infuse Item
CONSTITUTION AUGMENT (EXCEPTIONAL) feature if it wasn't already, granting a bonus
Item modification (augment), legendary appropriate to the item's type. Additionally, you gain
Your Constitution score increases by 2, and your an additional use of your Potent Aptitude.
maximum for this score increases by 1.
ENGINEER OFFENSIVE AUGMENT
CONSTITUTION AUGMENT (FINE) Item modification (augment), prototype
Item modification (augment), premium Prerequisite: At least 3 levels in engineer
Your Constitution score increases by 1. When you use your Potent Aptitude feature, you can
CONSTITUTION AUGMENT (IMPROVED) target an additional creature within 60 feet of you who
Item modification (augment), prototype can hear you and grant them a Potent Aptitude die as
Your Constitution score increases by 1, and your well without expending an additional use.
maximum for this score increases by 1. One ability ENHANCEMENT ASCENDANCY AUGMENT
score other than Constitution (chosen by the GM) Item modification (augment), artifact
decreases by 1. You gain a +3 bonus to attack and damage rolls with
CONSTITUTION AUGMENT (SUPERIOR) weapons.
Item modification (augment), advanced ENHANCEMENT MASTERY AUGMENT
Your Constitution score increases by 1, and your Item modification (augment), advanced
maximum for this score increases by 1. You gain a +1 bonus to attack and damage rolls with
CONSULAR DEFENSIVE AUGMENT weapons.
Item modification (augment), prototype ENHANCEMENT SUPREMACY AUGMENT
Prerequisite: At least 3 levels in consular Item modification (augment), legendary
When you roll initiative and have no uses of your Force You gain a +2 bonus to attack and damage rolls with
Shield left, you regain one use. weapons.
CONSULAR OFFENSIVE AUGMENT FIGHTER DEFENSIVE AUGMENT
Item modification (augment), prototype Item modification (augment), prototype
Prerequisite: At least 3 levels in consular Prerequisite: At least 3 levels in ghter
You learn an additional Force-Empowered Casting When you use your Second Wind feature, you also gain
option. temporary hit points equal to the amount of hit points
DEXTERITY AUGMENT (BASIC) you regain.
Item modification (augment), standard FIGHTER OFFENSIVE AUGMENT
Your Dexterity score increases by 1. One ability score Item modification (augment), prototype
other than Dexterity (chosen by the GM) decreases by Prerequisite: At least 3 levels in ghter
1. You learn an additional maneuver, and you gain one
DEXTERITY AUGMENT (CHAMPION) additional superiority die.
Item modification (augment), artifact GUARDIAN DEFENSIVE AUGMENT
Your Dexterity score increases by 2, and your Item modification (augment), prototype
maximum for this score increases by 2. Prerequisite: At least 3 levels in guardian
DEXTERITY AUGMENT (EXCEPTIONAL) You learn an additional Guardian Aura option, and the
Item modification (augment), legendary radius of your Guardian Auras increases by 5 feet.
Your Dexterity score increases by 2, and your
maximum for this score increases by 1.
DEXTERITY AUGMENT (FINE)
Item modification (augment), premium
Your Dexterity score increases by 1.

183 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS)


GUARDIAN OFFENSIVE AUGMENT SCHOLAR OFFENSIVE AUGMENT
Item modification (augment), prototype Item modification (augment), prototype
Prerequisite: At least 3 levels in guardian Prerequisite: At least 3 levels in scholar
The damage die for your Focused Strike die and You learn an additional maneuver, and you gain one
Improved Force-Empowered Strikes features increases additional superiority die.
by one step (from d8 to d10, or d10 to d12).
SCOUT DEFENSIVE AUGMENT
INTELLIGENCE AUGMENT (BASIC) Item modification (augment), prototype
Item modification (augment), standard Prerequisite: At least 3 levels in scout You learn an
Your Intelligence score increases by 1. One ability score additional Scout Routine option, and the radius of your
other than Intelligence (chosen by the GM) decreases Scout Routines increases by 5 feet.
by 1.
SCOUT OFFENSIVE AUGMENT
INTELLIGENCE AUGMENT (CHAMPION) Item modification (augment), prototype
Item modification (augment), artifact Prerequisite: At least 3 levels in scout You can apply
Your Intelligence score increases by 2, and your the additional damage from your Ranger's Quarry
maximum for this score increases by 2. feature one additional time per turn.
INTELLIGENCE AUGMENT (EXCEPTIONAL) SENTINEL DEFENSIVE AUGMENT
Item modification (augment), legendary Item modification (augment), prototype
Your Intelligence score increases by 2, and your Prerequisite: At least 3 levels in sentinel
maximum for this score increases by 1. You gain an additional manifestation use of your
Sentinel Ideals.
INTELLIGENCE AUGMENT (FINE)
Item modification (augment), premium SENTINEL OFFENSIVE AUGMENT
Your Intelligence score increases by 1. Item modification (augment), prototype
Prerequisite: At least 3 levels in sentinel
INTELLIGENCE AUGMENT (IMPROVED) You learn an additional Sentinel Ideal option.
Item modification (augment), prototype
Your Intelligence score increases by 1, and your STRENGTH AUGMENT (BASIC)
maximum for this score increases by 1. One ability Item modification (augment), standard
score other than Intelligence (chosen by the GM) Your Strength score increases by 1. One ability score
decreases by 1. other than Strength (chosen by the GM) decreases by
1.
INTELLIGENCE AUGMENT (SUPERIOR)
Item modification (augment), advanced STRENGTH AUGMENT (CHAMPION)
Your Intelligence score increases by 1, and your Item modification (augment), artifact
maximum for this score increases by 1. Your Strength score increases by 2, and your maximum
for this score increases by 2.
MONK DEFENSIVE AUGMENT
Item modification (augment), prototype STRENGTH AUGMENT (EXCEPTIONAL)
Prerequisite: At least 3 levels in monk Item modification (augment), legendary
You gain one Monastic Vow option. Your Strength score increases by 2, and your maximum
for this score increases by 1.
MONK OFFENSIVE AUGMENT
Item modification (augment), prototype STRENGTH AUGMENT (FINE)
Prerequisite: At least 3 levels in monk Item modification (augment), premium
When you roll a 1 on the damage roll for an unarmed Your Strength score increases by 1.
strike or monk weapon, you can reroll the die. You
must use the new roll. STRENGTH AUGMENT (IMPROVED)
Item modification (augment), prototype
OPERATIVE DEFENSIVE AUGMENT Your Strength score increases by 1, and your maximum
Item modification (augment), prototype for this score increases by 1. One ability score other
Prerequisite: At least 3 levels in operative than Strength (chosen by the GM) decreases by 1.
You learn an additional Operative Exploit option.
STRENGTH AUGMENT (SUPERIOR)
OPERATIVE OFFENSIVE AUGMENT Item modification (augment), advanced
Item modification (augment), prototype Your Strength score increases by 1, and your maximum
Prerequisite: At least 3 levels in operative for this score increases by 1.
Your Sneak Attack damage die increases by one step
(from d6 to a d8, d8 to d10, or d10 to d12). WISDOM AUGMENT (BASIC)
Item modification (augment), standard
SCHOLAR DEFENSIVE AUGMENT Your Wisdom score increases by 1. One ability score
Item modification (augment), prototype other than Wisdom (chosen by the GM) decreases by 1.
Prerequisite: At least 3 levels in scholar
You learn an additional discovery. When you complete
a long rest, you can change this discovery for a
di erent option available to you.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS) 184


WISDOM AUGMENT (CHAMPION)
Item modification (augment), artifact
Your Wisdom score increases by 2, and your maximum
for this score increases by 2.
WISDOM AUGMENT (EXCEPTIONAL)
Item modification (augment), legendary
Your Wisdom score increases by 2, and your maximum
for this score increases by 1.
WISDOM AUGMENT (FINE)
Item modification (augment), premium
Your Wisdom score increases by 1.
WISDOM AUGMENT (IMPROVED)
Item modification (augment), prototype
Your Wisdom score increases by 1, and your maximum
for this score increases by 1. One ability score other
than Wisdom (chosen by the GM) decreases by 1.
WISDOM AUGMENT (SUPERIOR)
Item modification (augment), advanced
Your Wisdom score increases by 1, and your maximum
for this score increases by 1.

185 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, ITEM (AUGMENTS)


MODIFICATIONS, LIGHTWEAPONS (CELL)
Item Rarity BLASTSABER CONVERSION
Cell Lightweapon modification (cell), premium
With this modi cation, you can make a ranged weapon
Biometric Safety Measures Standard
attack with a range of 30/60. On a hit, it deals 1d6
Brutal Cell Standard energy damage.
Burning Cell Standard Additionally, when you make your rst attack on
your turn, you can alter the properties of this weapon.
Disarming Cell Standard
Until the start of your next turn, the damage type of
Gloom Cell Standard this weapon is changed to ion. You can use this feature
Stabilizer Training Cell Standard twice. You regain all expended uses when you
complete a short or long rest.
Blastsaber Conversion Premium
Brightsaber Conversion Premium BRIGHTSABER CONVERSION
Lightweapon modification (cell), premium
Defensive Cell Premium
While activated, this weapon sheds bright light in a 20-
Dire Cell Premium foot radius and dim light for an additional 20 feet.
Disruption Cell Premium Additionally, when you make your rst attack on
your turn, you can alter the properties of this weapon.
Disruptorsaber Conversion Premium
Until the start of your next turn, the damage type of
Finesse Cell Premium this weapon is changed to re. You can use this feature
Heavy Cell Premium twice. You regain all expended uses when you
complete a short or long rest.
Light Cell Premium
Piercing Cell Premium BRUTAL CELL
Lightweapon modification (cell), standard
Stabilizer Fighting Cell Premium
This weapon gains the brutal 1 property. If it already
Vicious Cell Premium has the brutal property, its brutal number increases by
Brutal Cell (Major) Prototype 1, to a maximum of 3.
Stabilizier Dueling Cell Prototype BRUTAL CELL (LETHAL)
Defensive Cell (Superior) Advanced Lightweapon modification (cell), legendary
This weapon gains the brutal 3 property. If it already
Dire Cell (Deadly) Advanced
has the brutal property, its brutal number increases to
Extended Beam Advanced 3.
Keen Beam (Deadly) Advanced
BRUTAL CELL (MAJOR)
Piercing Cell (Deadly) Advanced Lightweapon modification (cell), prototype
Stabilizer Mastery Cell Advanced This weapon gains the brutal 2 property. If it already
has the brutal property, its brutal number increases by
Vicious Cell (Deadly) Advanced
2, to a maximum of 3.
Brutal Cell (Lethal) Legendary
BURNING CELL
Stabilizer Supremacy Cell Legendary
Lightweapon modification (cell), standard
Defensive Cell (Champion) Artifact When you score a critical hit with this weapon, you
Dire Cell (Devastating) Artifact have advantage on the next attack roll you make
against that creature before the end of your next turn.
Keen Beam (Devastating) Artifact
Piercing Cell (Devastating) Artifact DEFENSIVE CELL
Lightweapon modification (cell), premium
Vicious Cell (Devastating) Artifact
This weapon gains the defensive 1 property. If it
already has the defensive property, its defensive
BIOMETRIC SAFETY MEASURES number increases by 1, to a maximum of 3.
Lightweapon modification (cell), standard
A security system is installed into the hilt of your DEFENSIVE CELL (CHAMPION)
lightweapon. When a creature other than you attempts Lightweapon modification (cell), artifact
to activate your lightweapon, the activation fails. This weapon gains the defensive 3 property. If it
Additionally, the creature attempting to activate it must already has the defensive property, its defensive
make a Constitution saving throw. On a failed save, a number increases to 3.
creature takes 1d10 lightning damage and is shocked
until the end of its next turn. On a successful save the DEFENSIVE CELL (SUPERIOR)
creature takes half damage and isn't shocked. On a Lightweapon modification (cell), advanced
success or failure, the creature then drops the weapon. This weapon gains the defensive 2 property. If it
already has the defensive property, its defensive
number increases by 2, to a maximum of 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (CELLS) 186


DIRE CELL KEEN BEAM (DEADLY)
Lightweapon modification (cell), premium Lightweapon modification (cell), advanced
This weapon gains the dire 1 property. If it already has This weapon gains the keen 2 property. If it already has
the dire property, its dire number increases by 1, to a the keen property, its keen number increases by 2, to a
maximum of 3. maximum of 3.
DIRE CELL (DEADLY) KEEN BEAM (DEVASTATING)
Lightweapon modification (cell), advanced Lightweapon modification (cell), artifact
This weapon gains the dire 2 property. If it already has This weapon gains the keen 3 property. If it already has
the dire property, its dire number increases by 2, to a the keen property, its keen number increases to 3.
maximum of 3.
LIGHT CELL
DIRE CELL (DEVASTATING) Lightweapon modification (cell), premium
Lightweapon modification (cell), artifact This weapon gains the light property.
This weapon gains the dire 3 property. If it already has
the dire property, its dire number increases to 3. PIERCING CELL
Lightweapon modification (cell), premium
DISABLING CELL This weapon gains the piercing 1 property. If it already
Lightweapon modification (cell), prototype has the piercing property, its piercing number
This weapon gains the defensive 1 and disarming increases by 1, to a maximum of 3.
properties. If it already has the defensive property, its
defensive number increases by 1, to a maximum of 3. PIERCING CELL (DEADLY)
Lightweapon modification (cell), advanced
DISARMING CELL This weapon gains the piercing 2 property. If it already
Lightweapon modification (cell), standard has the piercing property, its piercing number
This weapon gains the disarming property. increases by 2, to a maximum of 3.
DISRUPTION CELL PIERCING CELL (DEVASTATING)
Lightweapon modification (cell), premium Lightweapon modification (cell), artifact
This weapon gains the disruptive property. This weapon gains the piercing 3 property. If it already
has the piercing property, its piercing number
DISRUPTORSABER CONVERSION increases to 3.
Lightweapon modification (cell), premium
While active, this weapon emanates a sickly green light. STABILIZER DUELING CELL
This weapon loses the luminous property. Lightweapon modification (cell), prototype
Additionally, when you make your rst attack on This weapon's dexterity number is reduced by three
your turn, you can alter the properties of this weapon. steps (from 19 to 13 or 17 to 11). If the dexterity
Until the start of your next turn, the damage type of number is 15 or lower, this modi cation removes the
this weapon is changed to acid. You can use this dexterity property from it entirely.
feature twice. You regain all expended uses when you
complete a short or long rest. STABILIZER FIGHTING CELL
Lightweapon modification (cell), premium
EXTENDED BEAM This weapon's dexterity number is reduced by two
Lightweapon modification (cell), advanced steps (from 19 to 15, 17 to 13, or 15 to 11). If the
This weapon gains the reach property. dexterity number is 13 or lower, this modi cation
removes the dexterity property from it entirely.
FINESSE CELL
Lightweapon modification (cell), premium STABILIZER MASTERY CELL
Prerequisite: Lacks two-handed or versatile property Lightweapon modification (cell), advanced
This weapon gains the nesse property. This weapon's dexterity number is reduced by four
steps (from 19 to 11). If the dexterity number is 17 or
GLOOM CELL lower, this modi cation removes the dexterity property
Lightweapon modification (cell), standard from it entirely.
This weapon loses the luminous property.
STABILIZER SUPREMACY CELL
HEAVY CELL Lightweapon modification (cell), legendary
Lightweapon modification (cell), premium This weapon loses the dexterity property.
This weapon gains the heavy property.
STABILIZER TRAINING CELL
KEEN BEAM Lightweapon modification (cell), standard
Lightweapon modification (cell), premium This weapon's dexterity number is reduced by one step
This weapon gains the keen 1 property. If it already has (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the
the keen property, its keen number increases by 1, to a dexterity number is 11, this modi cation removes the
maximum of 3. dexterity property from it entirely.

187 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (CELLS)


VICIOUS CELL
Lightweapon modification (cell), premium
This weapon gains the vicious 1 property. If it already
has the vicious property, its vicious number increases
by 1, to a maximum of 3.
VICIOUS CELL (DEADLY)
Lightweapon modification (cell), advanced
This weapon gains the vicious 2 property. If it already
has the vicious property, its vicious number increases
by 2, to a maximum of 3.
VICIOUS CELL (DEVASTATING)
Lightweapon modification (cell), artifact
This weapon gains the vicious 3 property. If it already
has the vicious property, its vicious number increases
to 3.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (CELLS) 188


MODIFICATIONS, LIGHTWEAPONS (CRYSTAL)
Item Rarity KUNDA CRYSTAL (APPRENTICE)
Crystal Lightweapon modification (crystal), premium
You gain a +1 bonus to the save DC of force powers
Adegan Crystal (Cracked) Standard
you cast when using this weapon as your focus.
Kunda Crystal (Apprentice) Premium
KUNDA CRYSTAL (JOURNEYMAN)
Adegan Crystal (Chipped) Premium
Lightweapon modification (crystal), prototype
Adegan Crystal (Flawed) Prototype You gain a +2 bonus to the save DC of force powers
Damind Crystal (Flawed) Prototype you cast when using this weapon as your focus.
Kunda Crystal (Journeyman) Prototype
Kunda Crystal (Adept) Advanced
Adegan Crystal (Regular) Advanced
Damind Crystal (Regular) Advanced
Damind Crystal (Flawless) Legendary
Damind Crystal (Perfect) Artifact

ADEGAN CRYSTAL (CHIPPED)


Lightweapon modification (crystal), premium
You gain a +1 bonus to damage rolls made with this
weapon.
ADEGAN CRYSTAL (CRACKED)
Lightweapon modification (crystal), standard
You gain a +1 bonus to damage rolls and a -1 penalty
to attack rolls made with this weapon.
ADEGAN CRYSTAL (FLAWED)
Lightweapon modification (crystal), prototype
You gain a +2 bonus to damage rolls made with this
weapon.
ADEGAN CRYSTAL (REGULAR)
Lightweapon modification (crystal), advanced
You gain a +3 bonus to damage rolls made with this
weapon.
DAMIND CRYSTAL (FLAWED)
Lightweapon modification (crystal), prototype
When you deal damage with this weapon, you can roll
a d4 and add the result to the total.
DAMIND CRYSTAL (FLAWLESS)
Lightweapon modification (crystal), legendary
When you deal damage with this weapon, you can roll
a d8 and add the result to the total.
DAMIND CRYSTAL (PERFECT)
Lightweapon modification (crystal), artifact
When you deal damage with this weapon, you can roll
a d10 and add the result to the total.
DAMIND CRYSTAL (REGULAR)
Lightweapon modification (crystal), advanced
When you deal damage with this weapon, you can roll
a d6 and add the result to the total.
KUNDA CRYSTAL (ADEPT)
Lightweapon modification (crystal), advanced
You gain a +3 bonus to the save DC of force powers
you cast when using this weapon as your focus.

189 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (CRYSTALS)


MODIFICATIONS, LIGHTWEAPONS (HILT)
Item Rarity BRUTAL HILT
Hilt Lightweapon modification (hilt), standard
This weapon gains the brutal 1 property. If it already
Brutal Hilt Standard
has the brutal property, its brutal number increases by
Collapsible Hilt Standard 1, to a maximum of 3.
Disguised Hilt Standard
BRUTAL SUPREMACY HILT
Magnetic-Lock Grip Standard Lightweapon modification (hilt), legendary
Returning Weapon Hilt (Basic) Standard This weapon gains the brutal 3 property. If it already
has the brutal property, its brutal number increases to
Wrist Mount Hilt Standard
3.
Comfortable Handle Premium
COLLAPSIBLE HILT
Confounding Hilt Premium
Lightweapon modification (hilt), standard
Crossguard Hilt Premium This weapon gains the hidden property.
Dire Fighting Hilt Premium
COMFORTABLE HANDLE
Keen Fighting Hilt Premium Lightweapon modification (hilt), premium
Helisaber Attachment Premium Prerequisite: Lacks two-handed or versatile property
This weapon gains the nesse property.
Hilt Blaster Premium
Piercing Fighting Hilt Premium CONFOUNDING HILT
Lightweapon modification (hilt), premium
Returning Weapon Hilt (Fine) Premium
This weapon gains the disguised and hidden
Ventilation Stabilizer Premium properties.
Versatile Handle Premium CROSSGUARD HILT
Vicious Fighting Hilt Premium Lightweapon modification (hilt), premium
Brutal Dueling Hilt Prototype This weapon gains the defensive 1 property. If it
already has the defensive property, its defensive
Disabling Cell Prototype number increases by 1, to a maximum of 3.
Returning Weapon Hilt (Improved) Prototype
CROSSGUARD HILT (CHAMPION)
Crossguard Hilt (Superior) Advanced Lightweapon modification (hilt), artifact
Dire Mastery Hilt Advanced This weapon gains the defensive 3 property. If it
Double Hilt Advanced already has the defensive property, its defensive
number increases to 3.
Keen Mastery Hilt Advanced
Piercing Mastery Hilt Advanced
CROSSGUARD HILT (SUPERIOR)
Lightweapon modification (hilt), advanced
Versatile Handle (Superior) Advanced This weapon gains the defensive 2 property. If it
Returning Weapon Hilt (Superior) Advanced already has the defensive property, its defensive
Vicious Mastery Hilt Advanced
number increases by 2, to a maximum of 3.

Brutal Supremacy Hilt Legendary DIRE ASCENDANCY HILT


Lightweight Stabilizer Frame Legendary
Lightweapon modification (hilt), artifact
This weapon gains the dire 3 property. If it already has
Returning Weapon Hilt (Exceptional) Legendary the dire property, its dire number increases to 3.
Crossguard Hilt (Champion) Artifact
DIRE FIGHTING HILT
Dire Ascendancy Hilt Artifact Lightweapon modification (hilt), premium
Keen Ascendancy Hilt Artifact This weapon gains the dire 1 property. If it already has
the dire property, its dire number increases by 1, to a
Piercing Ascendancy Hilt Artifact
maximum of 3.
Returning Weapon Hilt (Champion) Artifact
DIRE MASTERY HILT
Versatile Handle (Champion) Artifact
Lightweapon modification (hilt), advanced
Vicious Ascendancy Hilt Artifact This weapon gains the dire 2 property. If it already has
the dire property, its dire number increases by 2, to a
BRUTAL DUELING HILT maximum of 3.
Lightweapon modification (hilt), prototype
This weapon gains the brutal 2 property. If it already DISGUISED HILT
has the brutal property, its brutal number increases by Lightweapon modification (hilt), standard
2, to a maximum of 3. This weapon gains the disguised property.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (HILTS) 190


DOUBLE HILT RETURNING WEAPON HILT (BASIC)
Lightweapon modification (hilt), advanced Lightweapon modification (hilt), standard
Prerequisite: Lacks two-handed or versatile property This weapon gains the returning and thrown (10/30)
This weapon gains the double property, with a double properties. If it already has the thrown property, the
damage value equal to its normal damage. range increases by 5/15.
HELISABER ATTACHMENT RETURNING WEAPON HILT (CHAMPION)
Lightweapon modification (hilt), premium Lightweapon modification (hilt), artifact
Prerequisite: Double property This weapon gains the returning and thrown (60/180)
As a bonus action, you can activate the attachment. properties. If it already has the thrown property, the
While active, you have a 30-foot ying speed, and range increases by 30/90.
whenever you take damage you must make a
concentration check as if concentrating on a power. On RETURNING WEAPON HILT (EXCEPTIONAL)
a failure, you immediately fall to the ground. Lightweapon modification (hilt), legendary
This weapon gains the returning and thrown (50/150)
HILT BLASTER properties. If it already has the thrown property, the
Lightweapon modification (hilt), premium range increases by 25/75.
You convert this weapon's hilt into a small blaster. The
blaster is a ranged weapon with the range 20/60 and RETURNING WEAPON HILT (FINE)
reload 6 properties that you are pro cient with, and Lightweapon modification (hilt), premium
deals 1d4 energy damage. This weapon gains the returning and thrown (20/60)
properties. If it already has the thrown property, the
KEEN ASCENDANCY HILT range increases by 10/30.
Lightweapon modification (hilt), artifact
This weapon gains the keen 3 property. If it already has RETURNING WEAPON HILT (IMPROVED)
the keen property, its keen number increases to 3. Lightweapon modification (hilt), prototype
This weapon gains the returning and thrown (30/90)
KEEN FIGHTING HILT properties. If it already has the thrown property, the
Lightweapon modification (hilt), premium range increases by 15/45.
This weapon gains the keen 1 property. If it already has
the keen property, its keen number increases by 1, to a RETURNING WEAPON HILT (SUPERIOR)
maximum of 3. Lightweapon modification (hilt), advanced
This weapon gains the returning and thrown (40/120)
KEEN MASTERY HILT properties. If it already has the thrown property, the
Lightweapon modification (hilt), advanced range increases by 20/60.
This weapon gains the keen 2 property. If it already has
the keen property, its keen number increases by 2, to a VENTILATION STABILIZER
maximum of 3. Lightweapon modification (hilt), premium
When you take the Attack action and hit a creature
LIGHTWEIGHT STABILIZER FRAME with this weapon, you can repeat the attack against
Lightweapon modification (hilt), advanced another creature within 5 feet, no action required.
Prerequisite: Two-handed property Once you've used this feature, you must complete a
This weapon loses the two-handed property. short or long rest before you can use it again.
MAGNETIC-LOCK GRIP VERSATILE HANDLE
Lightweapon modification (hilt), standard Lightweapon modification (hilt), premium
While wielding this weapon, you have advantage on Prerequisite: Lacks double or two-handed property
ability checks and saving throws made to disarm or This weapon gains the versatile (1d10) property. If it
avoid being disarmed. already has the versatile property, the versatile
damage increases by one step (from 2d4 to d10, d10 to
PIERCING ASCENDANCY HILT d12, from d12 to 2d6, or from 2d6 to 3d4).
Lightweapon modification (hilt), artifact
This weapon gains the piercing 3 property. If it already VERSATILE HANDLE (SUPERIOR)
has the piercing property, its piercing number Lightweapon modification (hilt), advanced
increases to 3. Prerequisite: Lacks double or two-handed property
This weapon gains the versatile (1d12) property. If it
PIERCING FIGHTING HILT already has the versatile property, the versatile
Lightweapon modification (hilt), premium damage increases by two steps (from 2d4 to d12, d10
This weapon gains the piercing 1 property. If it already to 2d6, from d12 to 3d4, or from 2d6 to 3d4).
has the piercing property, its piercing number
increases by 1, to a maximum of 3. VERSATILE HANDLE (CHAMPION)
Lightweapon modification (hilt), artifact
PIERCING MASTERY HILT Prerequisite: Lacks double or two-handed property
Lightweapon modification (hilt), advanced This weapon gains the versatile (2d6) property. If it
This weapon gains the piercing 2 property. If it already already has the versatile property, the versatile
has the piercing property, its piercing number damage increases by three steps (from 2d4 to 2d6, d10
increases by 2, to a maximum of 3. to 3d4, from d12 to 3d4, or from 2d6 to 3d4).

191 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (HILTS)


VICIOUS ASCENDANCY HILT
Lightweapon modification (hilt), artifact
This weapon gains the vicious 3 property. If it already
has the vicious property, its vicious number increases
to 3.
VICIOUS FIGHTING HILT
Lightweapon modification (hilt), premium
This weapon gains the vicious 1 property. If it already
has the vicious property, its vicious number increases
by 1, to a maximum of 3.
VICIOUS MASTERY HILT
Lightweapon modification (hilt), advanced
This weapon gains the vicious 2 property. If it already
has the vicious property, its vicious number increases
by 2, to a maximum of 3.
WRIST MOUNT HILT
Lightweapon modification (hilt), standard
This weapon gains the xed property.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (HILTS) 192


MODIFICATIONS, LIGHTWEAPONS (LENS)
Item Rarity OSSUS DUELING LENS
Lens Lightweapon modification (lens), prototype
You gain a +2 bonus to attack rolls made with this
Ossus Training Lens Standard
weapon.
Byrothsis Lens (Apprentice) Premium
OSSUS FIGHTING LENS
Ossus Fighting Lens Premium
Lightweapon modification (lens), premium
Byrothsis Lens (Journeyman) Prototype You gain a +1 bonus to attack rolls made with this
Dragite Lens (Journeyman) Prototype weapon.
Ossus Dueling Lens Prototype OSSUS MASTERY LENS
Byrothsis Lens (Adept) Advanced Lightweapon modification (lens), advanced
You gain a +3 bonus to attack rolls made with this
Dragite Lens (Adept) Advanced
weapon.
Ossus Mastery Lens Advanced
OSSUS TRAINING LENS
Dragite Lens (Master) Legendary
Lightweapon modification (lens), standard
Dragite Lens (Ancient) Artifact You gain a +1 bonus to attack rolls and a -1 penalty to
damage rolls made with this weapon.
BYROTHSIS LENS (ADEPT)
Lightweapon modification (lens), advanced
You gain a +3 bonus to attack rolls you make with force
powers when using this weapon as your focus.
BYROTHSIS LENS (APPRENTICE)
Lightweapon modification (lens), premium
You gain a +1 bonus to attack rolls you make with force
powers when using this weapon as your focus.
BYROTHSIS LENS (JOURNEYMAN)
Lightweapon modification (lens), prototype
You gain a +2 bonus to attack rolls you make with force
powers when using this weapon as your focus.
DRAGITE LENS (ADEPT)
Lightweapon modification (lens), advanced
You gain a +1 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.
DRAGITE LENS (ANCIENT)
Lightweapon modification (lens), artifact
You gain a +3 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.
DRAGITE LENS (JOURNEYMAN)
Lightweapon modification (lens), prototype
You gain a +1 bonus to attack rolls and a -1 penalty to
damage rolls made with this weapon. Additionally, it
gains the keen 1 property. If it already has the keen
property, its keen number increases by 1, to a
maximum of 3.
DRAGITE LENS (MASTER)
Lightweapon modification (lens), legendary
You gain a +2 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.

193 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, LIGHTWEAPON (LENSES)


MODIFICATIONS, VIBROWEAPONS (EDGE)
Item Rarity OSTRINE EDGE (DEADLY)
Edge Vibroweapon modification (edge), advanced
When you deal damage with this weapon, you deal an
Nagai Edge (Basic) Standard
additional 1d4 acid, cold, re, lightning, poison, or sonic
Neutronium Edge (Minor) Standard damage (chosen by the GM when generating this item).
Neutronium Edge (Average) Premium
OSTRINE EDGE (DEVASTATING)
Nagai Edge (Improved) Prototype Vibroweapon modification (edge), artifact
Neutronium Edge (Major) Prototype When you deal damage with this weapon, you deal an
additional 1d8 acid, cold, re, lightning, poison, or sonic
Serrated Edge Mark I Prototype
damage (chosen by the GM when generating this item).
Neutronium Edge (Deadly) Advanced
OSTRINE EDGE (LETHAL)
Ostrine Edge (Deadly) Advanced
Vibroweapon modification (edge), legendary
Serrated Edge Mark II Advanced When you deal damage with this weapon, you deal an
Nagai Edge (Exceptional) Legendary additional 1d6 acid, cold, re, lightning, poison, or sonic
damage (chosen by the GM when generating this item).
Ostrine Edge (Lethal) Legendary
Serrated Edge Mark III Legendary SERRATED EDGE MARK I
Vibroweapon modification (edge), prototype
Ostrine Edge (Devastating) Artifact
When you deal damage with this weapon, you can roll
Serrated Edge Mark IV Artifact a d4 and add the result to the total.

NAGAI EDGE (BASIC) SERRATED EDGE MARK II


Vibroweapon modification (edge), standard Vibroweapon modification (edge), advanced
When you have advantage on an attack roll you make When you deal damage with this weapon, you can roll
with this weapon, get the same result on both dice a d6 and add the result to the total.
rolls, and hit, you deal one additional weapon die SERRATED EDGE MARK III
worth of damage. Vibroweapon modification (edge), legendary
NAGAI EDGE (EXCEPTIONAL) When you deal damage with this weapon, you can roll
Vibroweapon modification (edge), legendary a d8 and add the result to the total.
When you have advantage on an attack roll you make SERRATED EDGE MARK IV
with this weapon, get the same result on both dice Vibroweapon modification (edge), artifact
rolls, and hit, you deal three additional weapon dice When you deal damage with this weapon, you can roll
worth of damage. a d10 and add the result to the total.
NAGAI EDGE (IMPROVED)
Vibroweapon modification (edge), prototype
When you have advantage on an attack roll you make
with this weapon, get the same result on both dice
rolls, and hit, you deal two additional weapon dice
worth of damage.
NEUTRONIUM EDGE (AVERAGE)
Vibroweapon modification (edge), premium
You gain a +1 bonus to damage rolls made with this
weapon.
NEUTRONIUM EDGE (DEADLY)
Vibroweapon modification (edge), advanced
You gain a +3 bonus to damage rolls made with this
weapon.
NEUTRONIUM EDGE (MAJOR)
Vibroweapon modification (edge), prototype
You gain a +2 bonus to damage rolls made with this
weapon.
NEUTRONIUM EDGE (MINOR)
Vibroweapon modification (edge), standard
You gain a +1 bonus to damage rolls and a -1 penalty
to attack rolls made with this weapon.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (EDGES) 194


MODIFICATIONS, VIBROWEAPONS (GRIP)
Item Rarity
Grip
Contoured Grip (Basic) Standard
Contoured Grip (Fine) Premium
Contoured Grip (Improved) Prototype
Precision Grip Prototype
Precision Grip (Deadly) Advanced
Contoured Grip (Superior) Advanced
Precision Grip (Lethal) Legendary
Precision Grip (Devastating) Artifact

CONTOURED GRIP (BASIC)


Vibroweapon modification (grip), standard
You gain a +1 bonus to attack rolls and a -1 penalty to
damage rolls made with this weapon.
CONTOURED GRIP (FINE)
Vibroweapon modification (grip), premium
You gain a +1 bonus to attack rolls made with this
weapon.
CONTOURED GRIP (IMPROVED)
Vibroweapon modification (grip), prototype
You gain a +2 bonus to attack rolls made with this
weapon.
CONTOURED GRIP (SUPERIOR)
Vibroweapon modification (grip), advanced
You gain a +3 bonus to attack rolls made with this
weapon.
PRECISION GRIP
Vibroweapon modification (grip), prototype
You gain a +1 bonus to attack rolls and a -1 penalty to
damage rolls made with this weapon. Additionally, it
gains the keen 1 property. If it already has the keen
property, its keen number increases by 1, to a
maximum of 3.
PRECISION GRIP (DEADLY)
Vibroweapon modification (grip), advanced
You gain a +1 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.
PRECISION GRIP (DEVASTATING)
Vibroweapon modification (grip), artifact
You gain a +3 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.
PRECISION GRIP (LETHAL)
Vibroweapon modification (grip), legendary
You gain a +2 bonus to attack rolls made with this
weapon. Additionally, it gains the keen 1 property. If it
already has the keen property, its keen number
increases by 1, to a maximum of 3.

195 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (GRIPS)


MODIFICATIONS, VIBROWEAPONS (GUARD)
Item Rarity BRUTAL GUARD
Guard Vibroweapon modification (guard), standard
This weapon gains the brutal 1 property. If it already
Brutal Guard Standard
has the brutal property, its brutal number increases by
Collapsible Frame Standard 1, to a maximum of 3.
Disguised Guard Standard
BRUTAL SUPREMACY GUARD
Flashlight Guard Standard Vibroweapon modification (guard), legendary
Returning Weapon Guard (Basic) Standard This weapon gains the brutal 3 property. If it already
has the brutal property, its brutal number increases to
Wrist Mount Guard Standard
3.
Confounding Guard Premium
COLLAPSIBLE FRAME
Defensive Guard Premium
Vibroweapon modification (guard), standard
Dire Fighting Guard Premium This weapon gains the hidden property.
Keen Fighting Guard Premium
CONFOUNDING GUARD
Pacnorval Chem Integrator Premium Vibroweapon modification (guard), premium
Piercing Fighting Guard Premium This weapon gains the disguised and hidden
properties.
Returning Weapon Guard (Fine) Premium
Versatile Frame Premium DEFENSIVE GUARD
Vibroweapon modification (guard), premium
Vicious Fighting Guard Premium
This weapon gains the defensive 1 property. If it
Brutal Dueling Guard Prototype already has the defensive property, its defensive
Fixed Keen Guard Prototype number increases by 1, to a maximum of 3.
Harpoon Reel Guard Prototype DEFENSIVE GUARD (CHAMPION)
Returning Weapon Guard (Improved) Prototype Vibroweapon modification (guard), artifact
This weapon gains the defensive 3 property. If it
Defensive Guard (Superior) Advanced already has the defensive property, its defensive
Dire Mastery Guard Advanced number increases to 3.
Double Guard Advanced DEFENSIVE GUARD (SUPERIOR)
Keen Mastery Guard Advanced Vibroweapon modification (guard), advanced
Piercing Mastery Guard Advanced This weapon gains the defensive 2 property. If it
already has the defensive property, its defensive
Returning Weapon Guard (Superior) Advanced number increases by 2, to a maximum of 3.
RZ-3 Extender Frame Advanced
DIRE ASCENDANCY GUARD
Versatile Frame (Superior) Advanced Vibroweapon modification (guard), artifact
Vicious Mastery Guard Advanced This weapon gains the dire 3 property. If it already has
Brutal Supremacy Guard Legendary
the dire property, its dire number increases to 3.

Fiber-alloy Guard Legendary DIRE FIGHTING GUARD


Returning Weapon Guard (Exceptional) Legendary
Vibroweapon modification (guard), premium
This weapon gains the dire 1 property. If it already has
Defensive Guard (Champion) Artifact the dire property, its dire number increases by 1, to a
Dire Ascendancy Guard Artifact maximum of 3.
Keen Ascendancy Guard Artifact DIRE MASTERY GUARD
Piercing Ascendancy Guard Artifact Vibroweapon modification (guard), advanced
This weapon gains the dire 2 property. If it already has
Returning Weapon Guard (Champion) Artifact
the dire property, its dire number increases by 2, to a
Versatile Frame (Champion) Artifact maximum of 3.
Vicious Ascendancy Guard Artifact
DISGUISED GUARD
Vibroweapon modification (guard), standard
BRUTAL DUELING GUARD
This weapon gains the disguised property.
Vibroweapon modification (guard), prototype
This weapon gains the brutal 2 property. If it already DOUBLE GUARD
has the brutal property, its brutal number increases by Vibroweapon modification (guard), advanced
2, to a maximum of 3. Prerequisite: Lacks two-handed or versatile property
This weapon gains the double property, with a double
damage value equal to its normal damage.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (GUARDS) 196


FIBER-ALLOY GUARD PIERCING FIGHTING GUARD
Vibroweapon modification (guard), advanced Vibroweapon modification (guard), premium
Prerequisite: Two-handed property This weapon gains the piercing 1 property. If it already
This weapon loses the two-handed property. has the piercing property, its piercing number
increases by 1, to a maximum of 3.
FIXED KEEN GUARD
Vibroweapon modification (guard), prototype PIERCING MASTERY GUARD
This weapon gains the xed and keen 1 properties. If it Vibroweapon modification (guard), advanced
already has the keen property, its keen number This weapon gains the piercing 2 property. If it already
increases by 1, to a maximum of 3. has the piercing property, its piercing number
increases by 2, to a maximum of 3.
FLASHLIGHT GUARD
Vibroweapon modification (guard), standard RETURNING WEAPON GUARD (BASIC)
You a x a targeted light to this weapon. As a bonus Vibroweapon modification (guard), standard
action, you can toggle the light on or o . While on, this This weapon gains the returning and thrown (10/30)
weapon sheds bright light in a 60-foot cone. properties. If it already has the thrown property, the
range increases by 5/15.
HARPOON REEL GUARD
Vibroweapon modification (guard), prototype RETURNING WEAPON GUARD (CHAMPION)
You install a secondary remode that launches a Vibroweapon modification (guard), artifact
harpoon attached to a tightly coiled cord. With this This weapon gains the returning and thrown (60/180)
harpoon, you can make a ranged weapon attack with a properties. If it already has the thrown property, the
range of 30/60. On a hit, it deals 1d6 kinetic damage. range increases by 30/90.
This attack can target a surface, object, or creature.
A creature struck by this attack is impaled by the RETURNING WEAPON GUARD (EXCEPTIONAL)
harpoon. As an action, a creature can attempt to Vibroweapon modification (guard), legendary
remove the harpoon. Removing the harpoon requires This weapon gains the returning and thrown (50/150)
a DC 15 Strength check. While the harpoon is stuck in properties. If it already has the thrown property, the
the target, you are connected to the target by a 60 foot range increases by 25/75.
cable. RETURNING WEAPON GUARD (FINE)
While connected in this manner, you can use your Vibroweapon modification (guard), premium
bonus action to activate the reel, pulling yourself to the This weapon gains the returning and thrown (20/60)
location if the target is your size or larger. A creature or properties. If it already has the thrown property, the
object smaller than you is pulled to you. Alternatively, range increases by 10/30.
you can opt to release the cable (no action required).
Once you've used this feature, you can't use it again RETURNING WEAPON GUARD (IMPROVED)
until you recover and reinsert the harpoon as an Vibroweapon modification (guard), prototype
action. This weapon gains the returning and thrown (30/90)
properties. If it already has the thrown property, the
KEEN ASCENDANCY GUARD range increases by 15/45.
Vibroweapon modification (guard), artifact
This weapon gains the keen 3 property. If it already has RETURNING WEAPON GUARD (SUPERIOR)
the keen property, its keen number increases to 3. Vibroweapon modification (guard), advanced
This weapon gains the returning and thrown (40/120)
KEEN FIGHTING GUARD properties. If it already has the thrown property, the
Vibroweapon modification (guard), premium range increases by 20/60.
This weapon gains the keen 1 property. If it already has
the keen property, its keen number increases by 1, to a RZ-3 EXTENDER FRAME
maximum of 3. Vibroweapon modification (guard), advanced
This weapon gains the reach property.
KEEN MASTERY GUARD
Vibroweapon modification (guard), advanced VERSATILE FRAME
This weapon gains the keen 2 property. If it already has Vibroweapon modification (guard), premium
the keen property, its keen number increases by 2, to a Prerequisite: Lacks double or two-handed property
maximum of 3. This weapon gains the versatile (1d10) property. If it
already has the versatile property, the versatile
PACNORVAL CHEM INTEGRATOR damage increases by one step (from 2d4 to d10, d10 to
Vibroweapon modification (guard), premium d12, from d12 to 2d6, or from 2d6 to 3d4).
You can apply poisons to this weapon as a bonus
action, instead of an action. VERSATILE FRAME (SUPERIOR)
Vibroweapon modification (guard), advanced
PIERCING ASCENDANCY GUARD Prerequisite: Lacks double or two-handed property
Vibroweapon modification (guard), artifact This weapon gains the versatile (1d12) property. If it
This weapon gains the piercing 3 property. If it already already has the versatile property, the versatile
has the piercing property, its piercing number damage increases by two steps (from 2d4 to d12, d10
increases to 3. to 2d6, from d12 to 3d4, or from 2d6 to 3d4).

197 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (GUARDS)


VERSATILE FRAME (CHAMPION)
Vibroweapon modification (guard), artifact
Prerequisite: Lacks double or two-handed property
This weapon gains the versatile (2d6) property. If it
already has the versatile property, the versatile
damage increases by three steps (from 2d4 to 2d6, d10
to 3d4, from d12 to 3d4, or from 2d6 to 3d4).
VICIOUS ASCENDANCY GUARD
Vibroweapon modification (guard), artifact
This weapon gains the vicious 3 property. If it already
has the vicious property, its vicious number increases
to 3.
VICIOUS FIGHTING GUARD
Vibroweapon modification (guard), premium
This weapon gains the vicious 1 property. If it already
has the vicious property, its vicious number increases
by 1, to a maximum of 3.
VICIOUS MASTERY GUARD
Vibroweapon modification (guard), advanced
This weapon gains the vicious 2 property. If it already
has the vicious property, its vicious number increases
by 2, to a maximum of 3.
WRIST MOUNT GUARD
Vibroweapon modification (guard), standard
This weapon gains the xed property.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (GUARDS) 198


MODIFICATIONS, VIBROWEAPONS (OSCILLATOR)
Item Rarity Item Rarity
Oscillator Oscillator
Brutal Oscillator Standard Dire Oscillator (Devastating) Artifact
Celerity Oscillator Standard Keen Oscillator (Devastating) Artifact
Compensation Oscillator Standard Neuralizing Oscillator Mark VI Artifact
Disarming Oscillator Standard Piercing Oscillator (Devastating) Artifact
Neuralizing Oscillator Standard Shocking Oscillator Mark VI Artifact
Shocking Oscillator Standard Sonorous Oscillator Mark VI Artifact
Sonorous Oscillator Standard Vicious Oscillator (Devastating) Artifact
Staggering Oscillator Standard
BRUTAL OSCILLATOR
Compensation Oscillator (Fine) Premium
Vibroweapon modification (oscillator), standard
Defensive Oscillator Premium This weapon gains the brutal 1 property. If it already
Dire Oscillator Premium has the brutal property, its brutal number increases by
1, to a maximum of 3.
Disruption Oscillator Premium
Finesse Oscillator Premium BRUTAL OSCILLATOR (LETHAL)
Vibroweapon modification (oscillator), legendary
Heavy Oscillator Premium
This weapon gains the brutal 3 property. If it already
Keen Oscillator Premium has the brutal property, its brutal number increases to
Light Oscillator Premium 3.
Monomolecular Oscillator Mark I Premium BRUTAL OSCILLATOR (MAJOR)
Neuralizing Oscillator Mark II Premium Vibroweapon modification (oscillator), prototype
This weapon gains the brutal 2 property. If it already
Piercing Oscillator Premium has the brutal property, its brutal number increases by
Shocking Oscillator Mark II Premium 2, to a maximum of 3.
Sonorous Oscillator Mark II Premium CELERITY OSCILLATOR
Vicious Oscillator Premium Vibroweapon modification (oscillator), standard
Brutal Oscillator (Major) Prototype Once per turn, when you deal damage with this
weapon, your walking speed increases by 10 feet until
Compensation Oscillator (Improved) Prototype the start of your next turn, and the damaged creature
Electrifying Oscillator Prototype can't make opportunity attacks against you for the rest
Neuralizing Oscillator Mark III Prototype of your turn.
Shocking Oscillator Mark III Prototype COMPENSATION OSCILLATOR
Sonorous Oscillator Mark III Prototype
Vibroweapon modification (oscillator), standard
This weapon's dexterity number is reduced by one step
Venomous Oscillator Prototype (from 19 to 17, 17 to 15, 15 to 13, or 13 to 11). If the
Compensation Oscillator (Superior) Advanced dexterity number is 11, this modi cation removes the
Defensive Oscillator (Superior) Advanced
dexterity property from it entirely.

Dire Oscillator (Deadly) Advanced COMPENSATION OSCILLATOR (FINE)


Keen Oscillator (Deadly) Advanced
Vibroweapon modification (oscillator), premium
This weapon's dexterity number is reduced by two
Monomolecular Oscillator Mark II Advanced steps (from 19 to 15, 17 to 13, or 15 to 11). If the
Neuralizing Oscillator Mark IV Advanced dexterity number is 13 or lower, this modi cation
Piercing Oscillator (Deadly) Advanced
removes the dexterity property from it entirely.

Shocking Oscillator Mark IV Advanced COMPENSATION OSCILLATOR (EXCEPTIONAL)


Vibroweapon modification (oscillator), legendary
Sonorous Oscillator Mark IV Advanced
This weapon loses the dexterity property.
Vicious Oscillator (Deadly) Advanced
COMPENSATION OSCILLATOR (IMPROVED)
Brutal Oscillator (Lethal) Legendary
Vibroweapon modification (oscillator), prototype
Compensation Oscillator (Exceptional) Legendary This weapon's dexterity number is reduced by three
Neuralizing Oscillator Mark V Legendary steps (from 19 to 13 or 17 to 11). If the dexterity
number is 15 or lower, this modi cation removes the
Shocking Oscillator Mark V Legendary
dexterity property from it entirely.
Sonorous Oscillator Mark V Legendary
Defensive Oscillator (Champion) Artifact

199 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (OSCILLATORS)


COMPENSATION OSCILLATOR (SUPERIOR) HEAVY OSCILLATOR
Vibroweapon modification (oscillator), advanced Vibroweapon modification (oscillator), premium
This weapon's dexterity number is reduced by four This weapon gains the heavy property.
steps (from 19 to 11). If the dexterity number is 17 or
lower, this modi cation removes the dexterity property KEEN OSCILLATOR
from it entirely. Vibroweapon modification (oscillator), premium
This weapon gains the keen 1 property. If it already has
DEFENSIVE OSCILLATOR the keen property, its keen number increases by 1, to a
Vibroweapon modification (oscillator), premium maximum of 3.
This weapon gains the defensive 1 property. If it
already has the defensive property, its defensive KEEN OSCILLATOR (DEADLY)
number increases by 1, to a maximum of 3. Vibroweapon modification (oscillator), advanced
This weapon gains the keen 2 property. If it already has
DEFENSIVE OSCILLATOR (CHAMPION) the keen property, its keen number increases by 2, to a
Vibroweapon modification (oscillator), artifact maximum of 3.
This weapon gains the defensive 3 property. If it
already has the defensive property, its defensive KEEN OSCILLATOR (DEVASTATING)
number increases to 3. Vibroweapon modification (oscillator), artifact
This weapon gains the keen 3 property. If it already has
DEFENSIVE OSCILLATOR (SUPERIOR) the keen property, its keen number increases to 3.
Vibroweapon modification (oscillator), advanced
This weapon gains the defensive 2 property. If it LIGHT OSCILLATOR
already has the defensive property, its defensive Vibroweapon modification (oscillator), premium
number increases by 2, to a maximum of 3. This weapon gains the light property.

DIRE OSCILLATOR MONOMOLECULAR OSCILLATOR MARK I


Vibroweapon modification (oscillator), premium Vibroweapon modification (oscillator), premium
This weapon gains the dire 1 property. If it already has This weapon ignores resistance to kinetic damage.
the dire property, its dire number increases by 1, to a MONOMOLECULAR OSCILLATOR MARK II
maximum of 3. Vibroweapon modification (oscillator), advanced
DIRE OSCILLATOR (DEADLY) This weapon ignores resistance to kinetic damage, and
Vibroweapon modification (oscillator), advanced treats immunity as resistance.
This weapon gains the dire 2 property. If it already has NEURALIZING OSCILLATOR
the dire property, its dire number increases by 2, to a Vibroweapon modification (oscillator), standard
maximum of 3. This weapon gains the neuralizing 13 property. If it
DIRE OSCILLATOR (DEVASTATING) already has the neuralizing property, its neuralizing
Vibroweapon modification (oscillator), artifact number increases by 1, to a maximum of 18.
This weapon gains the dire 3 property. If it already has NEURALIZING OSCILLATOR MARK II
the dire property, its dire number increases to 3. Vibroweapon modification (oscillator), premium
DISARMING OSCILLATOR This weapon gains the neuralizing 14 property. If it
Vibroweapon modification (oscillator), standard already has the neuralizing property, its neuralizing
This weapon gains the disarming property. number increases by 2, to a maximum of 18.

DISRUPTION OSCILLATOR NEURALIZING OSCILLATOR MARK III


Vibroweapon modification (oscillator), premium Vibroweapon modification (oscillator), prototype
This weapon gains the disruptive property. This weapon gains the neuralizing 15 property. If it
already has the neuralizing property, its neuralizing
ELECTRIFYING OSCILLATOR number increases by 3, to a maximum of 18.
Vibroweapon modification (oscillator), prototype
When you hit with the weapon, you can create an NEURALIZING OSCILLATOR MARK IV
electronic burst. Each creature in a 15-foot cone Vibroweapon modification (oscillator), advanced
centered on the creature you hit must make a This weapon gains the neuralizing 16 property. If it
Dexterity saving throw against your tech save DC, already has the neuralizing property, its neuralizing
taking 1d8 lightning damage on a failed save or half as number increases by 4, to a maximum of 18.
much on a successful one. NEURALIZING OSCILLATOR MARK V
Once you've used this feature, you must complete a Vibroweapon modification (oscillator), legendary
long rest before you can use it again. This weapon gains the neuralizing 17 property. If it
FINESSE OSCILLATOR already has the neuralizing property, its neuralizing
Vibroweapon modification (oscillator), premium number increases by 5, to a maximum of 18.
Prerequisite: Lacks two-handed or versatile property
This weapon gains the nesse property.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (OSCILLATORS) 200


NEURALIZING OSCILLATOR MARK VI SONOROUS OSCILLATOR MARK II
Vibroweapon modification (oscillator), artifact Vibroweapon modification (oscillator), premium
This weapon gains the neuralizing 18 property. If it This weapon gains the sonorous 14 property. If it
already has the neuralizing property, its neuralizing already has the sonorous property, its sonorous
number increases to 18. number increases by 2, to a maximum of 18.
PIERCING OSCILLATOR SONOROUS OSCILLATOR MARK III
Vibroweapon modification (oscillator), premium Vibroweapon modification (oscillator), prototype
This weapon gains the piercing 1 property. If it already This weapon gains the sonorous 15 property. If it
has the piercing property, its piercing number already has the sonorous property, its sonorous
increases by 1, to a maximum of 3. number increases by 3, to a maximum of 18.
PIERCING OSCILLATOR (DEADLY) SONOROUS OSCILLATOR MARK IV
Vibroweapon modification (oscillator), advanced Vibroweapon modification (oscillator), advanced
This weapon gains the piercing 2 property. If it already This weapon gains the sonorous 16 property. If it
has the piercing property, its piercing number already has the sonorous property, its sonorous
increases by 2, to a maximum of 3. number increases by 4, to a maximum of 18.
PIERCING OSCILLATOR (DEVASTATING) SONOROUS OSCILLATOR MARK V
Vibroweapon modification (oscillator), artifact Vibroweapon modification (oscillator), legendary
This weapon gains the piercing 3 property. If it already This weapon gains the sonorous 17 property. If it
has the piercing property, its piercing number already has the sonorous property, its sonorous
increases to 3. number increases by 5, to a maximum of 18.
SHOCKING OSCILLATOR SONOROUS OSCILLATOR MARK VI
Vibroweapon modification (oscillator), standard Vibroweapon modification (oscillator), artifact
This weapon gains the shocking 13 property. If it This weapon gains the sonorous 18 property. If it
already has the shocking property, its shocking already has the sonorous property, its sonorous
number increases by 1, to a maximum of 18. number increases to 18.
SHOCKING OSCILLATOR MARK II STAGGERING OSCILLATOR
Vibroweapon modification (oscillator), premium Vibroweapon modification (oscillator), standard
This weapon gains the shocking 14 property. If it When you hit with the weapon, you can force the
already has the shocking property, its shocking target to make a Strength saving throw. On a failed
number increases by 2, to a maximum of 18. save, the creature is pushed back 10 feet and knocked
prone.
SHOCKING OSCILLATOR MARK III Once you've used this feature, you must complete a
Vibroweapon modification (oscillator), prototype short or long rest before you can use it again.
This weapon gains the shocking 15 property. If it
already has the shocking property, its shocking VENOMOUS OSCILLATOR
number increases by 3, to a maximum of 18. Vibroweapon modification (oscillator), prototype
As a bonus action, you can coat this weapon in a thin
SHOCKING OSCILLATOR MARK IV layer of poison for 1 minute. The next time you hit with
Vibroweapon modification (oscillator), advanced the weapon, the creature must make a Constitution
This weapon gains the shocking 16 property. If it saving throw against your tech save DC. On a failed
already has the shocking property, its shocking save, a creature takes 1d10 poison damage and
number increases by 4, to a maximum of 18. becomes poisoned for 1 minute.
SHOCKING OSCILLATOR MARK V Once you've used this feature, you must complete a
Vibroweapon modification (oscillator), legendary long rest before you can use it again.
This weapon gains the shocking 17 property. If it
VICIOUS OSCILLATOR
already has the shocking property, its shocking
Vibroweapon modification (oscillator), premium
number increases by 5, to a maximum of 18.
This weapon gains the vicious 1 property. If it already
SHOCKING OSCILLATOR MARK VI has the vicious property, its vicious number increases
Vibroweapon modification (oscillator), artifact by 1, to a maximum of 3.
This weapon gains the shocking 18 property. If it VICIOUS OSCILLATOR (DEADLY)
already has the shocking property, its shocking Vibroweapon modification (oscillator), advanced
number increases to 18. This weapon gains the vicious 2 property. If it already
SONOROUS OSCILLATOR has the vicious property, its vicious number increases
Vibroweapon modification (oscillator), standard by 2, to a maximum of 3.
This weapon gains the sonorous 13 property. If it
VICIOUS OSCILLATOR (DEVASTATING)
already has the sonorous property, its sonorous
Vibroweapon modification (oscillator), artifact
number increases by 1, to a maximum of 18.
This weapon gains the vicious 3 property. If it already
has the vicious property, its vicious number increases
to 3.

201 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, VIBROWEAPON (OSCILLATORS)


MODIFICATIONS, WRISTPAD (AMPLIFIER)
Item Rarity You can use this feature twice. You regain all
Ampli er expended uses when you complete a short or long
rest.
MerenData Excelcior Standard
Biotic Ampli er Premium IMAGING AMPLIFIER
Wristpad modification (ampli er), premium
Corrosive Amplifer Premium
When a creature attempts an Intelligence
Cryo Ampli er Premium (Investigation) check against a tech power you cast to
Explosive Ampli er Premium discern the illusion for what it is, you can force the
creature to have disadvantage on the roll (no action
Imaging Ampli er Premium
required). Alternatively, when you cast the mirror
Bansche Advanced 2ZBc Prototype image tech power, you create a fourth duplicate. While
Czerka Elite Pro Mark V Legendary you have four duplicates, you must roll a 5 or higher on
the d20 roll to change an attack's target to a duplicate.
BANSCHE ADVANCED 2ZBC You can use this feature twice. You regain all
Wristpad modification (ampli er), prototype expended uses when you complete a short or long
When you spend tech points and deal damage with a rest.
tech power cast through this wristpad, you deal MERENDATA EXCELCIOR
additional damage equal to the number of tech points Wristpad modification (ampli er), standard
spent. When you deal cold damage to a creature with a tech
BIOTIC AMPLIFIER power cast through this wristpad, the creature's speed
Wristpad modification (ampli er), premium is reduced by 5 feet.
When a creature regains hit points from a tech power
you cast, you can grant them temporary hit points
equal to the amount of tech points spent. This amount
can't exceed the number of hit points restored.
You can use this feature twice. You regain all
expended uses when you complete a short or long
rest.
CORROSIVE AMPLIFIER
Wristpad modification (ampli er), premium
When a creature takes acid damage from a tech power
you cast, you can choose to deal additional acid
damage equal to your Intelligence modi er.
You can use this feature twice. You regain all
expended uses when you complete a short or long
rest.
CRYO AMPLIFIER
Wristpad modification (ampli er), premium
When a creature takes cold damage from a tech power
you cast, you can choose to deal additional cold
damage equal to your Intelligence modi er.
You can use this feature twice. You regain all
expended uses when you complete a short or long
rest.
CZERKA ELITE PRO MARK V
Wristpad modification (ampli er), legendary
When you cast a tech power with this wristpad and at
least one creature fails its saving throw to resist its
e ects, you gain a d12 that you can roll and add to the
damage or healing of a tech power you cast. This die
lasts for 1 minute, and you can only have one at a time.
EXPLOSIVE AMPLIFIER
Wristpad modification (ampli er), premium
When a creature takes re damage from a tech power
you cast, you can choose to deal additional re
damage equal to your Intelligence modi er.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, WRISTPAD (AMPLIFIERS) 202


MODIFICATIONS, WRISTPAD (DATAPORT)
Item Rarity
Dataport
Bansche Puri er MENAD Pro Mark I Premium
Sienar Star re X-Force Mark I Prototype
Sienar Star re X-Force Mark II Legendary

BANSCHE PURIFIER MENAD PRO MARK I


Wristpad modification (dataport), premium
When you cast a tech power with this wristpad that
gives you a bonus to AC or saving throws, you can
increase that bonus by +1.
SIENAR STARFIRE X-FORCE MARK I
Wristpad modification (dataport), prototype
When you spend tech points to cast a tech power that
restores hit points to a creature, the creature gains a
number of temporary hit points equal to the number
of tech points spent.
When you cast a tech power of 1st-level or higher
that restores hit points, you can increase the damage
by half (rounded down) the number of force points
spent.
SIENAR STARFIRE X-FORCE MARK II
Wristpad modification (dataport), legendary
When you spend tech points to cast a tech power that
restores hit points to a creature, the creature gains a
number of temporary hit points equal to twice the
number of tech points spent.

203 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, WRISTPAD (DATAPORTS)


MODIFICATIONS, WRISTPAD (MOTHERBOARD)
Item Rarity
Motherboard
AccuTronics Supreme Mark I Standard
AccuTronics Supreme Mark II Premium
AccuTronics Supreme Mark III Prototype
AccuTronics Supreme Mark IV Advanced

ACCUTRONICS SUPREME MARK I


Wristpad modification (motherboard), standard
You gain a +1 bonus to the tech save DC and a -1
penalty to the tech attack rolls of tech powers you cast
through this wristpad.
ACCUTRONICS SUPREME MARK II
Wristpad modification (motherboard), premium
You gain a +1 bonus to the tech save DC of tech
powers you cast through this wristpad.
ACCUTRONICS SUPREME MARK III
Wristpad modification (motherboard), prototype
You gain a +2 bonus to the tech save DC of tech
powers you cast through this wristpad.
ACCUTRONICS SUPREME MARK IV
Wristpad modification (motherboard), advanced
You gain a +3 bonus to the tech save DC of tech
powers you cast through this wristpad.

APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, WRISTPAD (MOTHERBOARD) 204


MODIFICATIONS, WRISTPAD (PROFESSOR)
Item Rarity
Processor
Arakyd Vector Mark I Standard
Arakyd Vector Mark II Premium
Arakyd Vector Mark III Prototype
Arakyd Vector Mark IV Advanced

ARAKYD VECTOR MARK I


Wristpad modification (processor), standard
You gain a +1 bonus to the tech attack rolls and -1
penalty to the tech save DCs of tech powers you cast
through this wristpad.
ARAKYD VECTOR MARK II
Wristpad modification (processor), premium
You gain a +1 bonus to the tech attack rolls for tech
powers you cast through this wristpad.
ARAKYD VECTOR MARK III
Wristpad modification (processor), prototype
You gain a +2 bonus to the tech attack rolls for tech
powers you cast through this wristpad.
ARAKYD VECTOR MARK IV
Wristpad modification (processor), advanced
You gain a +3 bonus to the tech attack rolls for tech
powers you cast through this wristpad.

205 APPENDIX A | ENHANCED ITEMS | MODIFICATIONS, WRISTPAD (PROCESSORS)


SHIELDS
Item Rarity SHIELD CHASSIS (LEGENDARY)
Shield Chassis (Standard) Standard Shield (any), legendary
Requires attunement
Shield (Fine) Premium
This modi able shield chassis comes with vacant
Shield Chassis (Premium) Premium modi cation slots for overlay, underlay, reinforcement,
Shield (Improved) Prototype and shielding modi cations, as well as two augment
slots. It can house modi cations of legendary rarity or
Shield Chassis (Prototype) Prototype
lower.
Shield Chassis (Advanced) Advanced
SHIELD CHASSIS (PREMIUM)
Shield (Superior) Advanced
Shield (any), premium
Shield (Exceptional) Legendary Requires attunement
Shield Chassis (Legendary) Legendary This modi able shield chassis comes with vacant
modi cation slots for overlay, underlay, reinforcement,
Shield (Champion) Artifact
and shielding modi cations. It can house modi cations
Shield Chassis (Artifact) Artifact of premium rarity or lower.
Light
SHIELD CHASSIS (PROTOTYPE)
Medium Shield (any), prototype
Verpine Auto-shielding Unit Advanced Requires attunement
This modi able shield chassis comes with vacant
Heavy
modi cation slots for overlay, underlay, reinforcement,
and shielding modi cations, as well as one augment
SHIELD (CHAMPION) slot. It can house modi cations of prototype rarity or
Shield (any), artifact lower.
You have a +3 bonus to AC while wielding this shield.
Additionally, while wielding this shield, damage you SHIELD CHASSIS (ADVANCED)
take is reduced by 2. If this would reduce the damage Shield (any), advanced
to 0, the damage is instead reduced to 1. Requires attunement
This modi able shield chassis comes with vacant
SHIELD (EXCEPTIONAL) modi cation slots for overlay, underlay, reinforcement,
Shield (any), legendary and shielding modi cations, as well as one augment
You have a +3 bonus to AC while wielding this shield. slot. It can house modi cations of advanced rarity or
Additionally, while wielding this shield, damage you lower.
take is reduced by 1. If this would reduce the damage
to 0, the damage is instead reduced to 1. VERPINE AUTO-SHIELDING UNIT
Shield (medium shield generator), advanced
SHIELD (FINE) Requires attunement
Shield (any), premium While wearing this shield generator, you can speak its
You have a +1 bonus to AC while wielding this shield. command word as a bonus action to cause it to
SHIELD (IMPROVED) animate. The shield projects into the air and hovers in
Shield (any), prototype your space to protect you as if you were wielding it,
You have a +2 bonus to AC while wielding this shield. leaving your hands free. The shield remains animated
for 1 minute, until you use a bonus action to end this
SHIELD (SUPERIOR) e ect, or until you are incapacitated or die, at which
Shield (any), advanced point the shield deactivates.
You have a +3 bonus to AC while wielding this shield. The pinnacle of Verpine scientists' shameless theft of
ancient Arkanian energy shield designs.
SHIELD CHASSIS (STANDARD)
Shield (any), standard
Requires attunement
This modi able shield chassis comes with vacant
modi cation slots for overlay, underlay, reinforcement,
and shielding modi cations. It can house modi cations
of standard rarity.
SHIELD CHASSIS (ARTIFACT)
Shield (any), artifact
Requires attunement
This modi able shield chassis comes with vacant
modi cation slots for overlay, underlay, reinforcement,
and shielding modi cations, as well as two augment
slots. It can house modi cations of artifact rarity or
lower.

APPENDIX A | ENHANCED ITEMS | SHIELDS 206


WEAPONS
Item Rarity
Weapons
Weapon (Fine) Premium
Weapon (Improved) Prototype
Weapon (Superior) Advanced
Weapon (Exceptional) Legendary
Weapon (Champion) Artifact

WEAPON (CHAMPION)
Weapon (any), artifact
You have a +3 bonus to attack rolls and deal an
additional 1d10 damage with this enhanced weapon.
WEAPON (EXCEPTIONAL)
Weapon (any), legendary
You have a +3 bonus to attack rolls and deal an
additional 1d8 damage with this enhanced weapon.
WEAPON (FINE)
Weapon (any), premium
You have a +1 bonus to attack and damage rolls made
with this enhanced weapon.
WEAPON (IMPROVED)
Weapon (any), prototype
You have a +2 bonus to attack and damage rolls made
with this enhanced weapon.
WEAPON (SUPERIOR)
Weapon (any), advanced
You have a +3 bonus to attack and damage rolls made
with this enhanced weapon.

207 APPENDIX A | ENHANCED ITEMS | WEAPONS


WEAPONS (BLASTERS)
Item Rarity BLASTER CHASSIS (PREMIUM)
Blasters Weapon (any blaster), premium
Requires attunement
Blaster Chassis (Standard) Standard
This modi able blaster chassis comes with vacant
Blaster Chassis (Premium) Premium modi cation slots for targeting, barrel, core, and
Flashy Premium attachment modi cations. It can house modi cations
of premium rarity or lower.
Grenade Launcher (Fine) Premium
Shotgun Axe Premium BLASTER CHASSIS (PROTOTYPE)
Weapon (any blaster), prototype
Shoulder Cannon (Fine) Premium
Requires attunement
Sparkles Premium This modi able blaster chassis comes with vacant
Xerrol Nightstinger Ri e Premium modi cation slots for targeting, barrel, core, and
attachment modi cations, as well as one augment slot.
Blaster Chassis (Prototype) Prototype
It can house modi cations of prototype rarity or lower.
Charric Pistol Prototype
BLASTER CHASSIS (STANDARD)
Grenade Launcher (Improved) Prototype
Weapon (any blaster), standard
Shoulder Cannon (Improved) Prototype Requires attunement
Torchy Prototype This modi able blaster chassis comes with vacant
modi cation slots for targeting, barrel, core, and
Blaster Chassis (Advanced) Advanced
attachment modi cations. It can house modi cations
Charric Ri e Advanced of standard rarity.
Grenade Launcher (Superior) Advanced
CHARRIC PISTOL
Shoulder Cannon (Superior) Advanced Weapon (blaster pistol), prototype
Blaster Chassis (Legendary) Legendary You have a +1 bonus to attack and damage rolls with
this weapon. Additionally, it has the disarming
Grenade Launcher (Exceptional) Legendary
property, and when a creature tries to reduce the
Shoulder Cannon (Exceptional) Legendary damage of a shot from this weapon with a feature or
Blaster Chassis (Artifact) Artifact power, such as monk’s De ect Missiles or the saber
re ect force power, they must roll the reduction dice
Grenade Launcher (Champion) Artifact
twice and take the lesser total. Lastly, on a hit, if the
Shoulder Cannon (Champion) Artifact target is wearing heavy armor, it deals an additional
1d6 lightning damage.
BLASTER CHASSIS (ADVANCED) The proprietary Charric pistol was the standard issue
Weapon (any blaster), advanced weapon of all of the soldiers in the Chiss Expansionary
Requires attunement Defense Force.
This modi able blaster chassis comes with vacant
modi cation slots for targeting, barrel, core, and CHARRIC RIFLE
attachment modi cations, as well as one augment slot. Weapon (sniper ri e), advanced
It can house modi cations of advanced rarity or lower. You have a +2 bonus to attack and damage rolls with
this weapon. Additionally, it has the disarming
BLASTER CHASSIS (ARTIFACT) property, and when a creature tries to reduce the
Weapon (any blaster), artifact damage of a shot from this weapon with a feature or
Requires attunement power, such as monk’s De ect Missiles or the saber
This modi able blaster chassis comes with vacant re ect force power, they must roll the reduction dice
modi cation slots for targeting, barrel, core, and twice and take the lesser total. Lastly, on a hit, if the
attachment modi cations, as well as two augment target is wearing heavy armor, it deals an additional
slots. It can house modi cations of artifact rarity or 1d8 lightning damage.
lower. The proprietary Charric ri e was the standard issue
weapon of all of the soldiers in the Chiss Expansionary
BLASTER CHASSIS (LEGENDARY)
Defense Force.
Weapon (any blaster), legendary
Requires attunement FLASHY
This modi able blaster chassis comes with vacant Weapon (heavy pistol), premium
modi cation slots for targeting, barrel, core, and The rst time you hit a creature with a ranged weapon
attachment modi cations, as well as two augment attack from this weapon each round, the creature
slots. It can house modi cations of legendary rarity or takes an additional 1d4 damage from the attack.
lower. Flashy is an SSK heavy pistol owned by the
mercenary Corso Riggs during the Galactic Cold War.

APPENDIX A | ENHANCED ITEMS | WEAPONS (BLASTERS) 208


GRENADE LAUNCHER (CHAMPION) SHOTGUN AXE
Weapon (grenade launcher), artifact Weapon (shotgun), premium
Rather than traditional power cells, the grenade You have a +1 to damage rolls made with this shotgun.
launcher res grenades. When ring a grenade at long Additionally, this shotgun has an axe attachment,
range, or if you don't meet the grenade launcher's allowing you to make a melee weapon attack with it.
strength requirement, creatures within the radius of The axe is a melee weapon that you are pro cient with,
the grenade's explosion have advantage on the saving and deals 1d8 kinetic damage.
throw. If you lack pro ciency in the grenade launcher, Additionally, when you use this shotgun as an
you must roll the damage dice twice and take the improvised weapon, you are considered pro cient in it,
lesser total. You have a +3 bonus to the save DC and and it deals 1d8 kinetic damage on a hit.
deal two additional damage dice with grenades red by "Oh you want clever? Come a little closer, I'll get real
this enhanced grenade launcher. clever."
GRENADE LAUNCHER (EXCEPTIONAL) SHOULDER CANNON (CHAMPION)
Weapon (grenade launcher), legendary Weapon (any), artifact
Rather than traditional power cells, the grenade Mounted in the shoulder slot, a shoulder cannon does
launcher res grenades. When ring a grenade at long not require a free hand to use. Additionally, you have
range, or if you don't meet the grenade launcher's advantage on Strength ability checks and saving throws
strength requirement, creatures within the radius of to avoid being disarmed of this weapon. You have a +3
the grenade's explosion have advantage on the saving bonus to attack rolls and deal an additional 1d10
throw. If you lack pro ciency in the grenade launcher, damage with this enhanced shoulder cannon, which
you must roll the damage dice twice and take the has the autotarget (20, +6) property.
lesser total. You have a +3 bonus to the save DC and
deal one additional damage die with grenades red by SHOULDER CANNON (EXCEPTIONAL)
this enhanced grenade launcher. Weapon (any), legendary
Mounted in the shoulder slot, a shoulder cannon does
GRENADE LAUNCHER (FINE) not require a free hand to use. Additionally, you have
Weapon (grenade launcher), premium advantage on Strength ability checks and saving throws
Rather than traditional power cells, the grenade to avoid being disarmed of this weapon. You have a +3
launcher res grenades. When ring a grenade at long bonus to attack rolls and deal an additional 1d8
range, or if you don't meet the grenade launcher's damage with this enhanced shoulder cannon, which
strength requirement, creatures within the radius of has the autotarget (19, +5) property.
the grenade's explosion have advantage on the saving
throw. If you lack pro ciency in the grenade launcher, SHOULDER CANNON (FINE)
you must roll the damage dice twice and take the Weapon (any), premium
lesser total. You have a +1 bonus to the save DC and Mounted in the shoulder slot, a shoulder cannon does
damage rolls of grenades red by this enhanced not require a free hand to use. Additionally, you have
grenade launcher. advantage on Strength ability checks and saving throws
to avoid being disarmed of this weapon. You have a +1
GRENADE LAUNCHER (IMPROVED) bonus to attack and damage rolls made with this
Weapon (grenade launcher), prototype enhanced shoulder cannon, which has the autotarget
Rather than traditional power cells, the grenade (16, +2) property.
launcher res grenades. When ring a grenade at long
range, or if you don't meet the grenade launcher's SHOULDER CANNON (IMPROVED)
strength requirement, creatures within the radius of Weapon (any), prototype
the grenade's explosion have advantage on the saving Mounted in the shoulder slot, a shoulder cannon does
throw. If you lack pro ciency in the grenade launcher, not require a free hand to use. Additionally, you have
you must roll the damage dice twice and take the advantage on Strength ability checks and saving throws
lesser total. You have a +2 bonus to the save DC and to avoid being disarmed of this weapon. You have a +2
damage rolls of grenades red by this enhanced bonus to attack and damage rolls made with this
grenade launcher. enhanced shoulder cannon, which has the autotarget
(17, +3) property.
GRENADE LAUNCHER (SUPERIOR)
Weapon (grenade launcher), advanced SHOULDER CANNON (SUPERIOR)
Rather than traditional power cells, the grenade Weapon (any), advanced
launcher res grenades. When ring a grenade at long Mounted in the shoulder slot, a shoulder cannon does
range, or if you don't meet the grenade launcher's not require a free hand to use. Additionally, you have
strength requirement, creatures within the radius of advantage on Strength ability checks and saving throws
the grenade's explosion have advantage on the saving to avoid being disarmed of this weapon. You have a +3
throw. If you lack pro ciency in the grenade launcher, bonus to attack and damage rolls made with this
you must roll the damage dice twice and take the enhanced shoulder cannon, which has the autotarget
lesser total. You have a +3 bonus to the save DC and (18, +4) property.
damage rolls of grenades red by this enhanced
grenade launcher.

209 APPENDIX A | ENHANCED ITEMS | WEAPONS (BLASTERS)


SPARKLES
Weapon (light pistol), premium
When you roll a 20 on an attack roll with this weapon,
or hit a creature that has not yet acted during your rst
turn in combat, you deal an additional 1d4 energy
damage.
Sparkles is a BlasTech CS-14 light pistol owned by the
mercenary Corso Riggs during the Galactic Cold War.
TORCHY
Weapon (blaster pistol), prototype
You gain a +1 bonus to attack and damage rolls with
this enhanced weapon, and when you hit a creature
with a ranged weapon attack using this weapon, the
creature takes an extra 1d4 energy damage for each
size category larger than you it is (up to 3d4 extra
damage).
Torchy is a BlasTech ALT-25 blaster pistol owned by
the mercenary Corso Riggs during the Galactic Cold
War.
XERROL NIGHTSTINGER RIFLE
Weapon (nightstinger ri e), premium
You have a +1 bonus to damage rolls with this
enhanced weapon. Additionally, when you make the
Dexterity (Stealth) check to remain hidden as a part of
the weapon's silent property, you have advantage on
the check.
This nightstinger ri e has the unique property of
shooting invisible rounds.

APPENDIX A | ENHANCED ITEMS | WEAPONS (BLASTERS) 210


WEAPONS (LIGHTWEAPONS)
Item Rarity LIGHTWEAPON CHASSIS (ARTIFACT)
Lightweapons Weapon (any lightweapon), artifact
Requires attunement
Lightweapon Chassis (Standard) Standard
This modi able lightweapon chassis comes with vacant
Lightweapon Chassis (Premium) Premium modi cation slots for lens, crystal, cell, and hilt
Inquistor Saber Prototype modi cations, as well as two augment slots. It can
house modi cations of artifact rarity or lower.
Lightweapon Chassis (Prototype) Prototype
Lightweapon Chassis (Advanced) Advanced LIGHTWEAPON CHASSIS (LEGENDARY)
Weapon (any lightweapon), legendary
Darksaber Legendary
Requires attunement
Lightweapon Chassis (Legendary) Legendary This modi able lightweapon chassis comes with vacant
Lightweapon Chassis (Artifact) Artifact modi cation slots for lens, crystal, cell, and hilt
modi cations, as well as two augment slots. It can
DARKSABER house modi cations of legendary rarity or lower.
Weapon (martial lightsaber), legendary LIGHTWEAPON CHASSIS (PREMIUM)
Requires attunement Weapon (any lightweapon), premium
You gain a +3 bonus to attack and damage rolls made Requires attunement
with this enhanced lightsaber. Additionally, the weapon This modi able lightweapon chassis comes with vacant
ignores resistance to energy damage. modi cation slots for lens, crystal, cell, and hilt
When you attack a creature that has at least one modi cations. It can house modi cations of premium
head with this weapon and roll a 20 on the attack roll, rarity or lower.
you cut o one of the creature's heads. The creature
dies if it can't survive without the lost head. A creature LIGHTWEAPON CHASSIS (PROTOTYPE)
is immune to this e ect if it is immune to energy Weapon (any lightweapon), prototype
damage, doesn't have or need a head, has legendary Requires attunement
actions or villain status, or the GM decides that the This modi able lightweapon chassis comes with vacant
creature is too big for its head to be cut o with this modi cation slots for lens, crystal, cell, and hilt
weapon. Such a creature instead takes an extra 6d6 modi cations, as well as one augment slot. It can
energy damage from the hit. house modi cations of prototype rarity or lower.
The Darksaber was an ancient and unique black-
bladed lightsaber created by Tarre Vizsla, the rst LIGHTWEAPON CHASSIS (STANDARD)
Mandalorian ever inducted into the Jedi Order. It Weapon (any lightweapon), standard
features a distinctly Mandalorian hilt and an ominous Requires attunement
black blade. This modi able lightweapon chassis comes with vacant
modi cation slots for lens, crystal, cell, and hilt
INQUISITOR SABER modi cations. It can house modi cations of standard
Weapon (any lightweapon), prototype rarity.
Requires attunement
Prerequisite: Double property
You have a +1 bonus to attack and damage rolls made
with this enhanced weapon.
As a bonus action, you cause the lightsaber to rapidly
spin. When you do so, you lose the +1 bonus to attack
and damage rolls made with the weapon, but you gain
a +1 bonus to AC and Dexterity saving throws.
Additionally, while spinning, you have a 30-foot ying
speed. While ying, if you take damage, you must make
a concentration check as if concentrating on a power.
On a failure, you immediately fall to the ground.
These lightweapons, favored by the Jedi hunters
known as Inquisitors, has the unique ability to rapidly
spin, granting its wielder a limited ying ability.
LIGHTWEAPON CHASSIS (ADVANCED)
Weapon (any lightweapon), advanced
Requires attunement
This modi able lightweapon chassis comes with vacant
modi cation slots for lens, crystal, cell, and hilt
modi cations, as well as one augment slot. It can
house modi cations of advanced rarity or lower.

211 APPENDIX A | ENHANCED ITEMS | WEAPONS (LIGHTWEAPONS)


WEAPONS (VIBROWEAPONS)
Item Rarity BOLAS (IMPROVED)
Vibroweapons Weapon (bolas), prototype
A Large or smaller creature hit by a bolas is restrained
Vibroweapon Chassis (Standard) Standard
until it is freed. A bolas has no e ect on formless or
Bolas (Fine) Premium Huge or larger creatures. A creature can use its action
J-19 Bo-Ri e Premium to make a DC 15 Dexterity check, freeing itself or
another creature within its reach on a success. The
Net (Fine) Premium
bolas has an AC of 12, 15 hit points, immunity to all
Vibroweapon Chassis (Premium) Premium damage not dealt by melee weapons, and resistance to
AB-75 Bo-Ri e Prototype damage dealt by unenhanced melee weapons.
Destroying the bolas frees the creature without
Bolas (Improved) Prototype
harming it and immediately ends the bolas's e ects.
Net (Improved) Prototype While a creature is restrained by a bolas, you can make
Vibroweapon Chassis (Prototype) Prototype no further attacks with it.
Due to their unwieldy nature, bolas make ine ective
Bolas (Superior) Advanced
melee weapons. Melee attack rolls made with them are
Hewey Advanced made at disadvantage.
Net (Superior) Advanced
BOLAS (SUPERIOR)
Vibroweapon Chassis (Advanced) Advanced Weapon (bolas), advanced
Bolas (Exceptional) Legendary A Large or smaller creature hit by a bolas is restrained
until it is freed. A bolas has no e ect on formless or
Net (Exceptional) Legendary
Huge or larger creatures. A creature can use its action
Vibroweapon Chassis (Legendary) Legendary to make a DC 16 Dexterity check, freeing itself or
Bolas (Champion) Artifact another creature within its reach on a success. The
bolas has an AC of 13, 20 hit points, immunity to all
Net (Champion) Artifact
damage not dealt by melee weapons, and resistance to
Vibroweapon Chassis (Artifact) Artifact damage dealt by unenhanced melee weapons.
Destroying the bolas frees the creature without
AB-75 BO-RIFLE harming it and immediately ends the bolas's e ects.
Weapon (bo-ri e), prototype While a creature is restrained by a bolas, you can make
You have a +2 bonus to attack and damage rolls with no further attacks with it.
this enhanced weapon. Additionally, while it is in sta Due to their unwieldy nature, bolas make ine ective
mode, the save DC for its shocking property increases melee weapons. Melee attack rolls made with them are
to 15. made at disadvantage.
This version of the bo-ri e was exclusive to high-
ranking members of the Honor Guard of Lasan. BOLAS (EXCEPTIONAL)
Weapon (bolas), legendary
BOLAS (FINE) A Large or smaller creature hit by a bolas is restrained
Weapon (bolas), premium until it is freed. A bolas has no e ect on formless or
A Large or smaller creature hit by a bolas is restrained Huge or larger creatures. A creature can use its action
until it is freed. A bolas has no e ect on formless or to make a DC 17 Dexterity check, freeing itself or
Huge or larger creatures. A creature can use its action another creature within its reach on a success. The
to make a DC 14 Dexterity check, freeing itself or bolas has an AC of 14, 25 hit points, immunity to all
another creature within its reach on a success. The damage not dealt by melee weapons, and resistance to
bolas has an AC of 11, 10 hit points, immunity to all damage dealt by unenhanced melee weapons.
damage not dealt by melee weapons, and resistance to Destroying the bolas frees the creature without
damage dealt by unenhanced melee weapons. harming it and immediately ends the bolas's e ects.
Destroying the bolas frees the creature without While a creature is restrained by a bolas, you can make
harming it and immediately ends the bolas's e ects. no further attacks with it.
While a creature is restrained by a bolas, you can make Due to their unwieldy nature, bolas make ine ective
no further attacks with it. melee weapons. Melee attack rolls made with them are
Due to their unwieldy nature, bolas make ine ective made at disadvantage.
melee weapons. Melee attack rolls made with them are
made at disadvantage.

APPENDIX A | ENHANCED ITEMS | WEAPONS (VIBROWEAPONS) 212


BOLAS (CHAMPION) NET (IMPROVED)
Weapon (bolas), artifact Weapon (net), prototype
A Large or smaller creature hit by a bolas is restrained A Large or smaller creature hit by a net is restrained
until it is freed. A bolas has no e ect on formless or until it is freed. A net has no e ect on formless or Huge
Huge or larger creatures. A creature can use its action or larger creatures. A creature can use its action to
to make a DC 18 Dexterity check, freeing itself or make a DC 15 Strength check, freeing itself or another
another creature within its reach on a success. The creature within its reach on a success. The net has an
bolas has an AC of 15, 30 hit points, immunity to all AC of 12, 15 hit points, immunity to all damage not
damage not dealt by melee weapons, and resistance to dealt by melee weapons, and resistance to damage
damage dealt by unenhanced melee weapons. dealt by unenhanced melee weapons. Destroying the
Destroying the bolas frees the creature without net frees the creature without harming it and
harming it and immediately ends the bolas's e ects. immediately ends the net's e ects. While a creature is
While a creature is restrained by a bolas, you can make restrained by a net, you can make no further attacks
no further attacks with it. with it.
Due to their unwieldy nature, bolas make ine ective
melee weapons. Melee attack rolls made with them are NET (SUPERIOR)
made at disadvantage. Weapon (net), advanced
A Large or smaller creature hit by a net is restrained
HEWEY until it is freed. A net has no e ect on formless or Huge
Weapon (vibroblade), advanced or larger creatures. A creature can use its action to
You gain a +1 bonus to attack and damage rolls with make a DC 16 Strength check, freeing itself or another
this enhanced weapon. creature within its reach on a success. The net has an
This weapon has 6 charges and regains 1d6 charges AC of 13, 20 hit points, immunity to all damage not
when you complete a long rest. Once per turn when dealt by melee weapons, and resistance to damage
you hit with a melee weapon attack with this weapon, dealt by unenhanced melee weapons. Destroying the
you can expend a charge to have the weapon deal an net frees the creature without harming it and
additional 1d8 kinetic damage. immediately ends the net's e ects. While a creature is
Hewey is an N-30 battle blade owned by the restrained by a net, you can make no further attacks
mercenary Corso Riggs during the Galactic Cold War. with it.

J-19 BO-RIFLE NET (EXCEPTIONAL)


Weapon (bo-ri e), premium Weapon (net), legendary
You have a +1 bonus to attack and damage rolls with A Large or smaller creature hit by a net is restrained
this enhanced weapon. Additionally, while it is in sta until it is freed. A net has no e ect on formless or Huge
mode, the save DC for its shocking property increases or larger creatures. A creature can use its action to
to 14. make a DC 17 Strength check, freeing itself or another
This more recent and less artfully designed model of creature within its reach on a success. The net has an
bo-ri e comes with a bayonet attached to the top edge. AC of 14, 25 hit points, immunity to all damage not
dealt by melee weapons, and resistance to damage
NET (FINE) dealt by unenhanced melee weapons. Destroying the
Weapon (net), premium net frees the creature without harming it and
A Large or smaller creature hit by a net is restrained immediately ends the net's e ects. While a creature is
until it is freed. A net has no e ect on formless or Huge restrained by a net, you can make no further attacks
or larger creatures. A creature can use its action to with it.
make a DC 14 Strength check, freeing itself or another
creature within its reach on a success. The net has an NET (CHAMPION)
AC of 11, 10 hit points, immunity to all damage not Weapon (net), artifact
dealt by melee weapons, and resistance to damage A Large or smaller creature hit by a net is restrained
dealt by unenhanced melee weapons. Destroying the until it is freed. A net has no e ect on formless or Huge
net frees the creature without harming it and or larger creatures. A creature can use its action to
immediately ends the net's e ects. While a creature is make a DC 18 Strength check, freeing itself or another
restrained by a net, you can make no further attacks creature within its reach on a success. The net has an
with it. AC of 15, 30 hit points, immunity to all damage not
dealt by melee weapons, and resistance to damage
dealt by unenhanced melee weapons. Destroying the
net frees the creature without harming it and
immediately ends the net's e ects. While a creature is
restrained by a net, you can make no further attacks
with it.

213 APPENDIX A | ENHANCED ITEMS | WEAPONS (VIBROWEAPONS)


VIBROWEAPON CHASSIS (ADVANCED)
Weapon (any vibroweapon), advanced
Requires attunement
This modi able vibroweapon chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations, as well as one augment slot. It can
house modi cations of advanced rarity or lower.
VIBROWEAPON CHASSIS (ARTIFACT)
Weapon (any vibroweapon), artifact
Requires attunement
This modi able vibroweapon chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations, as well as two augment slots. It
can house modi cations of artifact rarity or lower.
VIBROWEAPON CHASSIS (LEGENDARY)
Weapon (any vibroweapon), legendary
Requires attunement
This modi able vibroweapon chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations, as well as two augment slots. It
can house modi cations of legendary rarity or lower.
VIBROWEAPON CHASSIS (PREMIUM)
Weapon (any vibroweapon), premium
Requires attunement
This modi able vibroweapon chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations. It can house modi cations of
premium rarity or lower.
VIBROWEAPON CHASSIS (PROTOTYPE)
Weapon (any vibroweapon), prototype
Requires attunement
This modi able vibroweapon chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations, as well as one augment slot. It can
house modi cations of prototype rarity or lower.
VIBROWEAPON CHASSIS (STANDARD)
Weapon (any vibroweapon), standard
Requires attunement
This modi able vibroweapon chassis comes with
vacant modi cation slots for grip, edge, oscillator, and
guard modi cations. It can house modi cations of
standard rarity.

APPENDIX A | ENHANCED ITEMS | WEAPONS (VIBROWEAPONS) 214

You might also like