Item Modifications
Item Modifications
MODIFICATION TIERS
Modifications add new capabilities to weapons and armor, or enhance its base statistics. These modifications must either be constructed by a master engineer with an intimate knowledge of the device in question, or provided by the company producing the item.
Modifications come in three grades, or tiers, hereafter referred to as MK I, MK II and MK III. A weapon or armor may have three modifications, one of each grade.
In addition, for every Modification grade (MK) that a weapon has, it receives a +1 bonus to its attack and damage rolls, to a maximum of +3, and for every Modification grade (MK) that an armor has, it receives a +1 bonus to its AC, to a maximum of +3. For each Tier it multiplies the price by the tier level (ex If you were to buy a tier costing 2,00cr then a tier 1 item cost 2,000cr and your armor would be labeled as a MK I armor worth 2,000cr. Then you add a item costing 3,000cr then the total would be 5,000cr so a tier 2 would be 10,000cr and labeled as a MK II armor. If you added an item that costed 700cr the total would be 10,700 so a tier 3 would be 32,100cr and labled as a MK III armor.)
Restrictions
When you modifify your item or buy a modified item, you increase the Restriction level by 1 for each modification.
INSTALLING A MODIFICATION
Modifications come in varieties for specific weapons and armor when found, bought, issued, stolen or gifted, and require a DC:15 Intelligence (Mechanics) check or a Repair Kit check if proficient, to install or remove in the field, in a process taking at least an hour.
Modifications may be transferred between weapons and armors of the same type, allowing a character to keep a variety of specialized mods that can be changed out before going into the field, allowing them to create specific loadouts and capabilities for a variety of missions and adventures. It is intentional that these modifications are not locked to a specific character and can be sold or traded amongst a group of player characters, or even held in common to be distributed as needs dictate, as they see fit. A ship's armory might hold a certain number and type of modifications that grows as they gain levels and access to new technologies
WHERE TO FIND THEM
Most Item Modifications can be found on the market, but are quite expensive, especially the higher quality grade Modifications. Most markets only have available MK I grade modifications, with only the more elite and expensive MK II grades being in specific clientele, underground black markets, or the like. And the more lucrative MK III grade modifications, might be found in the most elite of markets, black market organizations, directly from the companies that make them, or perhaps they are found delving into lost shipyards from previous wars, scan being them from old hyper tech from ancient advanced civilizations, or stealing them from secret advanced military bases.
There are even some MK III mods that are not sold, usually the result of lost technology form ancient culutures, closely guarded prototypes or advanced tech, these Mods tend to have unique bonuses or properties that are not standard on the market. and are not listed here on the site.
The DM has the prices for modifications on the market, but consult with him to see if they are even available on the market, if they are available on the planet you are currently on or just for details.
Prices are tentative and can fluctuate on DM's will.
MODIFICATION LIST:
ARMOR MODS:
Ultralight materials - Cost: 500 credits
Requirement: Any Armor
This armor does not confer a penalty to stealth checks if it otherwise would. And the weight of the Armor is halved.
Active Camouflage - Cost: 700 credits
Requirement: Light or Medium Armor
This armor grants the wearer advantage on stealth checks made to hide. As an action, the wearer of this armor becomes invisible to most methods of detection as long as they remain completely still. This ability may be used to up three times before the wearer takes a short or long rest.
Mandalorian Iron (Beskar) - Cost: dependent on type of armor or weapon
Requirement: Must be Light, Medium or Heavy armor, or a melee weapon made of metal that isn't a Lightsaber
Mandalorian Iron (Beskar) is an extremely durable iron ore that is only found on the homeworld of Mandalore or its nearby moon; Concordia. Most Mandalorian armor, weapons, or eve starships are fashioned from it. It is rare and valuable in the galactic market, as mandalorians covet and are highly restrictive about it, as such, it is rare to see on the market. Most non-mandalorians don't know how to forge or utilize it in the smelting process, as Mandalorian metalsmiths guard the secret, only passing the techniques on to fellow mandalorians. Beskar can even withstand blows from a lightsaber, and is more prized than durasteel, phrik, or cortosis.
Weapons: Any Melee Weapons made of Beskar Iron, can withstand blows from a lightsaber, in addition, they deal an additional +2 bonus to their damage rolls. Weapons made of Beskar cost 3,000 more credits than their standard market cost.
Armor: Any metal armor made of Beskar iron reduces any damage you take from Energy; bludgeoning, piercing, or slashing damage by 2.
Light armor made of Beskar costs 2,500 credits more, Medium armor costs 5,000 credits more, and heavy armor costs 10,000 credits more than its standard market cost.
Cortosis - Cost: Dependent on type of armor or weapon
Requirement: Must be Light, Medium or Heavy armor, or a melee weapon made of metal that isn't a Lightsaber
is a very rare and brittle, fibrous material which has conductive properties that is known to cause lightsabers to temporarily short out upon contact. this effect made it a useful anti-lightsaber material weapon, though because of its brittle nature, repeated strikes could cause a lightsaber to eventually cut through it.
Cortosis also had high energy resistant properties, and was particularly effective against blaster fire, but due to its brittle nature, was not particularly sturdy against physical force.
Weapons: a melee weapon made of cortosis is brittle, and vulnerable to brute force. however, whenever you make an attack with a cortosis weapon against a creature wielding a lightsaber, that creature must make a dexterity saving throw. On a failure, the lightsaber short circuits and deactivates, and cannot be activated again for 1 minute. In addition, when you use a weapon with cortosis, you must likewise make a flat d20 check, on a roll of 5 or lower, the weapon suffers a permanent and cumulative -1 penalty to damage rolls. If this penalty drops to -5, the weapon shatters and is destroyed. Weapons made of Cortosis cost 3,000 credits more than their standard market cost.
Armor: Though Cortosis is a brittle metal, it is very sought after for its high energy resistance properties. Armor made of Cortosis grants Resistance to energy damage. However, whenever the wearer is struck by an attack that deals bludgeoning, piercing, or slashing damage, the wearer must make a flat d20 check, on a roll of 5 or lower, the armor suffers a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Light Armor made of cortosis cost 1,000 credits more, medium armor 2,000 credits more and heavy armor 3,000 credits more than their standard market cost.
Phrik - Cost: dependent on type of weapon or armor
Requirement: Must be Light, Medium or Heavy armor, or a melee weapon made of metal that isn't a Lightsaber
is a rare metallic compound that is one of few that is lightsaber resistant. it is light and durable, and is known to weigh half the weight of most metals, it is also uniquely naturally bio-luminescent and casts off a dull purple glow.
It was identified by its lightish metallic hue.
Weapon: A weapon made of Phrik weighs half its normal weight,gains the Finesse property if it did not already have it. And lastly, Phrik is naturally a bio-luminescent metal, and creates dim-light up to 5'ft. Weapons made of Phrik cost 3,000 credits more than their standard market cost.
Armor: The weight of the Armor is halved. In addition, the armor has resistance to energy damage. And lastly, phrik is naturally a bio-luminescent metal, and creates dim-light up to 5'ft. Light Armor made of Phrik cost 3,000 credits more, medium armor 6,000 credits more and heavy armor 9,000 credits more than their standard market cost.
Trauma Monitoring - Cost: 3000 credits
Requirement: Any Armor
When the living, biological wearer of this armor is reduced to 0 hit points, it releases a massive burst of drugs into the user's systems, causing them to instead be reduced to 1 hit point, and immediately grant them one action which they may immediately take, even if this effect triggers during another creature's turn. This ability may not be used again until the character has taken a short or long rest. This armor cannot be used on a Droid or non-living biological creature.
Spacewalker - Cost: 600 credits
Requirement: Any Armor
This armor is equipped with a gas reservoir and numerous maneuvering jets that allow a character to move at their full normal speed within zero gravity airless environments. A character gains advantage on all acrobatics and athletics checks made in such environments.
Sensor Upgrades - Cost: 5000 credits
Requirement: Any Armor
A character wearing this armor gains advantage on all perception checks, cannot be blinded or deafened, and gains a +2 bonus to initiative checks.
Temperature Controlled - Cost: 15,000 credits
Requirement: Any Armor
The wearer of this armor gains resistance to Fire and Cold damage.
Deployable Bulwark - Cost: 1000 credits
Requirement: Any Armor
A small silver disc embedded on your armor, As an action, you can deploy it from your armor, ejecting it outwards. When deployed, this disc ejects outwards and extends into a fully functional bulwark with which to offer cover. This cover is made of high-grade Durasteel and is 5ft tall, 5 ft long and 2ft thick and grants 3/4 cover. Once deployed, it can be deactivated by an additional action. This cover bulwark lasts until destroyed or until deactivated and stowed away. The Durasteel has an AC:12, and 50 hit points, and has resistance against bludgeoning, Fire, Radiant, Piercing, and slashing damage from non-modified weapons. And immunity to psychic, poison, and Sonic damage. If destroyed, they Depoyable Bulwark can no longer function and must be repaired with a DC:15 Repair check and 50 credits worth of supplies.
Magnetized Gravity Boots and Synthgloves - Cost: 2500 credits
Requirement: Any Armor
Specialized synthetic Gloves and Boots, constructed with cutting edge gravity-tech, these boots and gloves allow you to cling to almost any surface with the utmost security and maneuverability, even during zero-gravity environments. They are lightweight and flexible and are extremely durable in the harshest of environments or conditions.
The Boots and Gloves grant you a Climbing speed equal to your movement speed, and allow you to ignore the conditions of zero-gravity environments; such as outer space, etc.
WEAPON MODS
Efficient Burst - Cost: 600 creditsRequirement: Ranged Weapon with the Burstfire trait
A Weapon that performs a Burst-fire now only spends half the amount of ammunition you roll (round up, minimum of 1).
Expanded Magazine - Cost: 2000 credits
Requirement: Ranged Weapon with the Ammunition trait
Expand the ammunition capacity of this weapon by an amount equal to its base ammunition capacity.
Enhanced Output - Cost: 5000 credits
Requirement: Any Weapon, excluding a Lightsaber
Increase the damage die of this weapon by 1, for example a Vibrodagger which deals 1d6, would then increase to 1d8.
Increased Accuracy - Cost: 3000 credits
Requirement: Any Weapon, excluding a Lightsaber
Attacks made with this weapon have a +2 bonus to attack rolls.
Energy Projector - Cost: 2500 credits
Requirement: Any Melee Weapon
This modular projector can cause a melee weapon to be infused with an energy-based power source, causing it to deal additional energy-based damage.
A weapon installed with this modification will deal an additional 3 Energy damage on hit.
Vibrational Power Cell - Cost: 1500 credits
Requirement: Any Melee Weapon
A weapon installed with this modification is powered by an advanced power cell that sends small Vibrational charges of energy to enhance the output of the weapon with sonic vibrations. The weapon deals an additional 3 Sonic Damage on hit.
Serrated Edge - Cost: 1000 credits
Requirement: Any Melee Weapon that deals Slashing or Piercing Damage.
Your weapon bares a jagged serrated edge, fit for dealing painful lasting wounds that cause a slow death by bleeding out. A weapon installed with this modification has a chance to leave a significant wound that can cause bleeding.
When you deal a Critical Hit against a creature with this modification, that creature gains the "Bleeding" condition, dealing Bleed Damage equal to the weapon die damage of the weapon that is installed with. (Example, a Vibrodagger would deal 1d6 Bleed Damage).
Scatterbeam Condenser - Cost: 5000 credits
Requirement: Shotgun
this modification, when activated and engaged, condenses the Scattering Effect of a Blaster-Shotgun, creating a more precise, and longer ranged scattering effect.
When you use the "Scatter-shot" action from a weapon with the "Scatter" property, the range increases to 20'ft radius cone effect instead of a 10'ft radius, and the creatures caught within the radius have disadvantage on their saving throws against the shot.
Heat Gun - Cost: 3000 credits
Requirement: Rifles or Pistols
As an action, You may switch this weapon into Heat mode. While in heat mode, attacks made by this weapon gain advantage (and saving throws made against its burstfire attacks gain disadvantage), but deal one less die of damage, and deal Fire instead of Radiant damage.
Irradiated Rounds - Cost: 5000 credits
Requirement: Ranged weapon with burst fire trait
When you use the Burstfire trait of this weapon, increase the damage dealt by 1d8 Necrotic damage. If you use the burstfire Bonus action to increase the damage output of a single attack, increase that attack's damage by 1d4 Necrotic damage.
Rapid Pulse Cycler - Cost: 6000 credits
Requirement: Rifles or Pistols
This weapon scores critical hits on a roll of 19 or 20,
Short Barrel - Cost: 1,500 credits
Requirement: Any Ranged Weapon
Reduce the short and long range of this weapon by half. In exchange, the weapon no longer suffers disadvantage on ranged weapon attacks when a creature is adjacent to you.
Sight-Scope - Cost: 750 credits
Requirement: Any Ranged Weapon
This weapon does not have disadvantage when firing at long range.
Terminator Rounds - Cost: 1,250 credits
Requirement: Any Ion Ranged Weapon
The capacitor darts of this weapon have been modified to bypass the EMP protections of most synthetics. A synthetic hit by an attack from this weapon must succeed at a DC 15 Constitution save, or become vulnerable to the Electric damage dealt by the attack.
Variable Tanks - Cost: 8000 credits
Requirement: Flamer
This flamer has been modified to dispense other substances from its tanks. As an action, you can switch cartridges and rotate to another damage type for your Flamer. When loading this weapon, you may use one of the following fuels, instead of the standard Fire damage dealing fuel.
Liquid Nitrogen: Deals cold damage, on a failed save, slow target by 10 feet of movement until end of your next turn.
Corrosives: Deals Acid Damage, on a failed save decrease the target's AC permanently by 1 (up to one time) until their armor is repaired with a DC 15 repair check.
Toxins: Deals Poison damage, on a failed save target gains the poisoned condition for 1 minute.
Adhesive: This attack does not deal damage, but on a failed save the target gains the Grappled condition until they make a DC 15 strength check.
LIGHTSABER MODS:
Are a unique form of Modifications in that they are considered illegal outside of the Jedi Order and are highly restricted by them, they are exceptionally rare to develop and manufacture, though the technology is advanced, it is not impossible to replicate, but it is carefully watched by Jedi and Jedi Allies to keep these dangerous weapons out of civilian use.
Lightsaber Mods follow the same rules as Modifications, except they can only be installed into a Lightsaber.
There are three types of Lightsaber Modifications, a Lightsaber can only have one of each type installed into it.
Hilt Enhancements: a variety of enhancements placed within the hilt, largely for fashion, there are a number of enhancement chips that can be inserted into a hilt to enhance or customize a lightsaber's combat prowess.
Blade Emitters: which provide the beam emission and sustain the power of the saber blade, they focus and shape the power that emanates from the Saber Crystal, there are several varieties of Blade Emitters, each with their own strengths and weaknesses.
Saber Crystals, Which are the heart of the Lightsaber, and the power source, they confer the most bonuses and are vital to the Lightsaber.
Saber Crystals are rare and very expensive to find on the market, most Known Saber Crystal geodes and mines are overseen by Jedi or are protected by other organizations. There are a variety of different types, from Adegan Crystals, Illum crystals, Lignan or Lorddian Crystals, and so on.
Other Crystal Deposits might be in forgotten ruins, ancient crypts or protected by powerful creatures due to these crystals radiating a deep power that tends to draw them in like moths to a flame. Each crystal is unique, and have a variety of traits and features they imbue into their Saber, as they are the heart of the Crystal, imbuing it with power, and providing the color and affecting the stability of the saber blade.
The list below are some of the more widely known crystals, at least known to the Jedi Order, but there exist many many more.
Just like a Modification, it takes a DC:15 Mechanics check over the course of one hour to install each modification. However, a force-user can substitute a Force check when making this check, over the course of a meditative trance during construction.
The list below does not mean any of these crystals can be found on the market, most of these crystals are worth an exorbitant amount of credits, they are incredibly rare and the DM will decide when they should introduce them.
Costs:
It is difficult to determine the value of every lightsaber modification there is in the galaxy. So as a base, use the formula below.
(2,000cr * rarity) * (# of modifications) + Credits added by GM
Uncommon multiplier is x2, Rare is x3 etc.
LIGHTSABER CRYSTALS:
Adegan Crystals
Uncommon - Very Rare
Color: Dependent on crystal sub-type.
Are some of the most common lightsaber crystals found in the galaxy, they are broken into several sub-types, each with varying strengths.
They are commonly used by the Jedi Order and divied up by the skill of that Jedi.
Kathracite:
Uncommon
Color: Blue or Green
Considered the weakest Adegan sub-type crystal, they produce a weak pale green or blue shade, and with little heat, it was impossible to truly inflict grievous wounds. Padawans who passed their tests were given a lightsaber with this crystal as their first lightsaber, generally.
Effect: A lightsaber with this crystal is unique, in that it cannot deliver a fatal blow, they are a non-lethal weapon and will only render a creature unconscious.
Relacite:
- Uncommon
Color: Blue or Green
Considered one of the weaker of the adegan sub-type crystals, they produced a weak pale green or blue shade, with little heat, and was impossible to truly inflict serious wounds. Padawans who passed their tests with the Kathracite training saber were given a relacite training saber as their next step.
Effect: They grant a +1 bonus to attack rolls. In addition, A lightsaber with this crystal is unique, in that it cannot deliver a fatal blow, they are a non-lethal weapon and will only render a creature unconscious.
Danite:
Uncommon
Color: White
Primarily used for training sabers by padawans, of the Adegan crystals... Danite crystals were considered to be mediocre in strength. Unlike the Relacite or Kathracite crystals, Danite was indeed capable of inflicting critical wounds and fatal blows.
Effect: they grant a +1 bonus to attack and damage rolls.
Mephite:
Rare
Color: Blue or Green
A crystal that produces a stable and reliably strong connection to the force, and enhanced combative abilities. They were commonly used by Jedi Knights, and those who were strong in the force and the Jedi Order.
Effect: They grant a +2 bonus to attack and damage rolls.
Pontite:
Very Rare
Color: Blue, White
The Pontite crystal, were the rarest of the Adegan crystals and quite powerful. They would imbue their lightsabers with an
Effect: They grant a +2 bonus to attack and damage rolls, and deal an additional 1 cold damage on hit.
Allya's Redemption Crystal
Rare
Color: Green
Effect: the crystal imparted an acidic property to the lightsaber blade, named after the rogue Jedi, Allya who discovered it. A lightsaber imbued with this modification deals an additional 1d6 Acid damage.
Permafrost Crystal
Very Rare
Color: Blue
These Are a rare crystal found on the planet Hoth. they are known for their deep icy blue color, and could imbue a frost-like characteristic to the lightsaber, causing it to inflict immense frostbite and frostburns to those it touches.
Effect: a weapon installed with this crystal deals an additional 1d6 Cold damage on hit.
Kurgal's Strength
Rare
Color: Yellow
Effect: The crystal was created by a powerful jedi named Kurgal who discovered a way to harness a fragment of his impressive and renowned Strength and store it into the Crystal using the Force. The wielder of this lightsaber would know a portion of his strength. A lightsaber with this crystal increases its wielder's Strength score by 2.
Feredir's Grace
Rare
Color: Orange
Effect: the crystal was created by a powerful jedi named Feredir who discovered a way to harness a fragment of his impressive and renowned agility and store it into the Crystal using the Force. The wielder of this lightsaber would know a portion of Feredir's agility. A lightsaber imbued with this Crystal, increases its wielder's Dexterity Score by 2.
Bolvar's Resolve
Rare
Color: Green
Effect: the crystal was created by a powerful jedi named Bolvar who discovered a way to harness a fragment of his impressive physique and renowned resiliency and constitution, and store it into the Crystal using the Force. The wielder of this lightsaber would know a portion of Bolvar's Resolve. A lightsaber imbued with this Crystal, increases its wielder's Constitution Score by 2.
Kai-Neng's Wit
Rare
Color: Purple
Effect: the crystal was created by a powerful jedi named Kai-neng who discovered a way to harness a fragment of his impressive intellect and cunning mind, and store it into the Crystal using the Force. The wielder of this lightsaber would know a portion of Kai-neng's intelligence, bolstering their own. A lightsaber imbued with this Crystal, increases its wielder's Intelligence Score by 2.
Baas' Wisdom
Rare
Color: Blue
Effect: the crystal was created by a powerful jedi named Baas' who discovered a way to store his wisdom and advise into the crystal, imparting his knowledge similarly how a holocron functions, but entirely through the force.
A lightsaber imbued with this modification, increases its wielder's Wisdom Score by 2.
Selinara's Love
Rare
Color: Pink
Effect: the crystal was created by a powerful jedi named Selinara' who was a compassionate and charismatic Jedi, who would resolve many conflicts without ever truly needing to even lift her Lightsaber, preferring to solve matters diplomatically. She learned how to store a fragment of her charismatic ideal and compassionate nature into a lightsaber crystal, imparting her abilities to others. A lightsaber imbued with this modification, increases its wielder's Charisma Score by 2.
Bondar Crystal
Very Rare
Color: White, Silver
Effect: the Bondar Crystal is a very rare lightsaber crystal found in deep orbit in an asteroid field of the Alderaanian system. It was capable of briefly stunning an opponent by shocking their nervous system, upon contact with a lightsaber strike.
When you strike a creature with this weapon, roll a 1d4 (25% chance). On a 4, the creature must make a Constitution Saving Throw (DC:8 + your prof + your dex mod), on a failure, they are stunned until the end of their next turn.
Damind Crystal
Rare
Color: Blue, Turquoise
Are a crystal whose only known source was on the planet Daminia, in its mineral form, the crystal is more commonly known as Damindium.
When set in a lightsabers crystal chamber, it widened the saber blade, creating a more broader lightsaber. Which rendered it more effective at deflecting blaster fire and protecting the wielder's body with fluid stances.
Effect: While wielding a lightsaber with this weapon, you gain a +1 bonus to your AC. In addition,if you have the 'Deflection" feature, you gain an additional +1 bonus to your deflection roll.
Dantari Crystal
Rare
Color: Purple, Pink, Yellow, Red, Green, Blue
Are a crystal found on Dantooine, in the eggs of the native Kinrath. Some crystals from these eggs were said to reflect the alignment of the wielder and their affinity to the light or dark side of the force, peering into the heart of their wielder.
Dantari are some of the more commonly appropriated crystals, particularly due to their acquirement, adh their proximity to Jedi Temples on Dantooine. As such, many padawan are given these crystals for construction with their lightsabers.
Effect: a lightsaber using this force crystal grants the wielder a better focus on channeling the force and recovering from its use. The wielder gains a +1 bonus to their Force Power DC and Force Power attack rolls.
In addition, their maximum Force Point pool is increased by 4.
Dragite Crystal
Rare
Color: Pink, Purple
were a highly valued crystal known for their power source, and were found on M'haeli in the D'olop Mountain Range. They were known to create a vibration that resonated on a high frequency and quite loudly when struck.
Effect: A lightsaber imbued with this modification deals an additional 1d6 Sonic damage on hit, and the creature must is deafened until the end of its next turn.
Durindfire Crystal
Very Rare
Color: Silver
Durindfire gems are rare, and few ever left the planet of Tatooine where they were found.
They are known to provide a unique effect by dampening the vibrational noise of the lightsaber, as well as causing an intense burning affliction to that which it comes into contact with.
Effect: A lightsaber with this modification creates no noise when it is active, granting advantage on Dexterity (Stealth) checks to its wielder. In addition, a lightsaber with this modification deals an additional 1d6 fire damage on hit.
Eralam Crystal
Very Rare
Color: Blue, Turquoise
Is a rare crystal mined on the third moon of Erai. in ancient times, ancient sith forces and constant orbital bombardments have scattered and made these crystals very rare.
They were known to create a crystal clear and strong lightsaber beam, that was precise and deadly.
Effect: A lightsaber with this modification can score a critical hit on a roll of 19-20.
Etaan Crystal - cost: 12,000 credits
Rare
Are an unusual form of lightsaber crystals, and one of the few that have a stable market value.
they are found deep in the cavernous depths of the crust of the planet Etai; though incredibly difficult to find.
They possess a unique property, in that htey echoed with sound, a humming resonance, that assisted searchers attempting to find these crystals.
they incorporated this property into their lightsabers as well. they were also said to have energy-absorption properties, and aided Jedi and Sith who used this gems with redidrecting blaster bolts.
Effect: A Lightsaber with this modification deals an additional 1d6 Sonic Damage on hit.
In addition, if you are a Jedi or Sith with the "Deflection" and "Reflect" features, you deal an additional 1d6 damage on the reflected projectile attack.
Firkrann Crystal
Very Rare
Color: Blue, Turquoise, White
are a crystal that are compartatively heavy and found on the planet Rafa V.
They imparted an electrical charge to the weapon, making them particularly devastating towards droids. They are known to be specifically used by Dark Lords of the Sith.
Effect: A lightsaber imbued with this modification deals an additional 1d6 lightning damage on hit.
Kasha Crystal
Rare
Color: Blue, Green, Red, White
a Saber crystal found on Cerea (homeworld of Cereans)
Effect: A lightsaber imbued with this crystal grants its wielder advantage on Forcepower Concentration checks.
Katak Crystal
Very Rare
Color: Red
Little is known of the origin of Katak crystals. But they have been known to be found in the possession of sith lords and dark side force users for quite some time. The crystal was able to drain the life force of those struck by it and impart it towards the wielder. it was said that prolonged exposure to these crystals could cause those to become corrupted by the dark side of the force.
Effect: When you make an attack with a Lightsaber that is imbued with this crystal, you deal an additional 1d6 necrotic damage on hit. You regain hit points equal to the necrotic damage dealt by this crystal.
Krayt Dragon Pearl
Very Rare
Colors: Blue, Green, Red, White, Black
Were lustrous colored stones found in the gizzards of Krayt Dragons. The stones were used to help crush foot eaten by them, and over time, they became rounded because of how much they moved around. Due to a refractive quality, they could be used in a lightsaber if properly cleaned, prepared and installed, though it was a difficult task to install.
The pearls were seen as exceptionally valuable by public (easily worth hundreds of thousands of credits) as well as a proof a person had killed a krayt dragon (to Tusken Raiders, a sign of bravery).
Effect: a lightsaber imbued with this crystal receives a +3 bonus to attack and damage rolls.
Lignan Crystal
Very Rare
Color: Red, White, Silver
Restriction: Must have a Dark Side Score of 1 or higher
Exceptionally powerful crystals that were made from Lignan ore- an ore that was steeped in the dark side of the force. Lignan crystals enabled a lightsaber to burn hotter, last longer, and traded raw power in exchange for unstable power.
Effect: A lightsaber imbued with this crystal increases its weapon die damage by one (i.e a d6 increases to d8), but receives a -2 penalty to attack rolls.
Lorrdian Gemstone
Rare
Color: Purple, blue
They originated during the Kanz disorders, when the enslaved Lorrdians were forced to develop kinetic communication to communicate with one another. This gave the Lorrdians the ability to better predict the actions of others, including their Argazdan overlords, by careful obersvation of sublte changes in body language.
a few force-sensitive Lorrdians imbued certain gemstones with similar abilities.
When these gems were installed a lightsaber, they enhanced a user's ability to better read their opponents actions, and heighten their defenses against them.
Effect: A lightsaber imbued with this crystal grants you proficiency with and advantage on Wisdom (Insight) checks.
And grants you a +1 bonus to your AC.
Luxum Crystal
Rare
Color: Red, White
Restriction: Dark Side Score of 1 or higher.
a type of crystal from the world of Ambria, a planet gripped by dark-side energies, where they were formed out of the minerals and force energy contained in lake Natth through long and deep meditation.
They were very effective against droids, imparting an ion effect ot a lightsaber blade.
Effect: A lightsaber imbued with this crystal deals an additional 1d6 Lightning damage on hit.
Hurrikane Crystal
Rare
Color: Violet, Purple
Are lightsaber crystals from the planet Hurikane. Admired for their immense beauty, and violet amethyst color. When used in lightsabers, they created blades that were very good at penetrating defenses.
Effect: When imbued in a lightsaber, the weapon ignores resistance to damage or damage immunities, and deals an additional +2 damage on hit.
Nextor Crystal
Rare
Color: White
Are a type of crystal that are mined in the mountains of the world of M'haeli.
They are extremely volatile, but when installed in a lightsaber, create a powerful, yet inaccurate blade.
Effect: when installed in a lightsaber, the weapon receives a +2 bonus to damage rolls, but a -1 penalty to attack rolls.
Opila Crystal
Rare
Color: Blue
Are a type of crystal mined from a asteroid belt in the Fyrth System.
They are known to create an intensely thin blade that condenses its energy, trading raw power in exchange for precision.
Effect: When installed in a lightsaber, the weapon receives a +2 bonus to attack rolls, but a -1 penalty to damage rolls.
Rubat Crystal
Very Rare
Color: Red
a type of crystal from the planet Phemis. it was known to create a sharpened, more defined lightsaber blade. allowing its wielder to better track the slimmer blade and strike opponentls properly. It was also known to subtly affect the wielder's reflexes, increasing their attack speed.
Effect: a Lightsaber imbued with this crystal grants a +1 bonus to attack and damage rolls.
In addition, it grants the wielder the 'Extra Attack" feature, if he did not already have it, allowing him to make a second weapon attack when he takes the Attack action. It does not stack if he already has this feature from another source.
Sapith Crystal
Very Rare
Color: White, Blue
A type of crystal excreted from the now extinct Volice worm, a creature form the ssi-ruuvi homeworld, Lwhekk, once every eleven years galactic standard years.
When set in a Lightsaber, they were known to generate an intense blade, that provided immense accuracy.
Effect: A Lightsaber with this crystal receives a +3 bonus to attack rolls.
Sigil Crystal
Rare
Color: Yellow, Orange
A crystal mined in the Sigil System, they were expensive, but worthwhile due to the searing effect it has once properly placed in a lightsaber.
Effect: A Lightsaber with this weapon deals an additional 1d6 Fire damage on hit.
Ultima Pearl
Uncommon
Color: Silver
are an uncommon, silvery, lustrous spherical pearl found on the deep ocean floor of Pac and Manaan, that could be used as a form of Lightsaber crystal.
They were commonly harvested due to oceanic divers, and due to their proclivity of being found, were common amongst many jedi wishing to construct theirs. Though they were harvested frequently, they did have a complexity and could be difficult to install properly in a lightsaber.
Effect: When installed in a lightsaber, the weapon receives a +1 bonus to attack rolls.
LIGHTSABER - HILT MODIFICATIONS:
These are the base of the lightsabers. Each of these has a base cost of 2,000cr
Silencing Enhancement
Said to have been constructed by Sith Assassins at an in-determined period in the past, when installed in a Lightsaber, they reduce it to a nearly noiseless blade, making only the faintest whisper of a noise when activated.
Concealed Compartment
This installment creates a hidden compartment that is 4 inches long, 2 wide in circumference, in their lightsaber, which can only be accessed if you know what to look for.
Joint-Saber Guard
This attachment is a unique modification to lightsabers, which owes its origination to skilled Sith in ages past, and are frequently used by them.
This modification, when applied to a Lightsaber or Double-bladed Lightsaber, enables the wielder to as a Bonus Action, dettach the Double-blade lightsaber into two separate normal length Lightsabers, or re-attach them together as a Bonus Action.
This was used to great effect to confuse opponents and catch them by surprise who would underestimate their opponents.
Call Beacon:
Is a specialized and simplistic device that installs inside a Lightsaber. When activated, the device will send a subtle alert beacon to a specific ship that this Call Beacon is connected to. This device is hidden and embedded in the handle of the Lightsaber.
Cell Recognizer
This device is used to modify a Lightsaber, such that it will not function for anyone except certain people. A small sensor array (worth 1000 credits) and a recognition chip (400 credits) are installed in the handle of the lightsaber, which reads the cell patterns of whoever is holding the weapon. If the cell patterns do not match that of "Designated" safe users, the weapon's power cells shut down, and any fail-safe devices are activated.
Fail-safe devices (see below) can range from booby traps such as electrocution or spikes, to a loud warble or quiet beacon which alerts the owner via comlink, that the weapon is in the hands of an unauthorized bearer.
Trapped Handle
Typically reserved for Dark Jedi, some lightsabers have special traps in their handles to prevent unauthorized use.
The handle may have spikes or blades which burst forth from the handle and deal 2d4 piercing damage or 2d4 lightning damage to the wielder.
Whatever the trap, they are triggered typically through incorrect cell recogniition which is a small panel that can recognize the wielder's DNA (See Cell Recognizer above), or by a "dummy" activation switch which triggers the trap.
LIGHTSABER - BLADE EMITTERS:
Many emitters featured modifications that changed the blade, some of which changed the thickness of the blade, others adjusting the properties of the blade plasma itself. Those that adjusted thickness allowed for greater precision, or increased the surface area to make deflection easier. The modifications that changed the properties of the plasma could adjust the cutting power, or cause the blade to emit certain kinds of energies that damaged specific enemies, such as droids.
Each of these have a base cost of 2,000cr.
Dampening Emitter: Harness power from carefully modified power cells to reduce the fatal and deadly energy produced by a lightsaber. Drawing on power from the Saber crystal at a reduced intensity, damped lightsabers cannot cause a fatal blow, and only render a creature unconscious when they reduce it to 0 hit points, they could still seriously injure a target depending on the strength of the crystal.
Deflection Emitter: This emitter was optimized for use against blaster fire, aiding in blast-deflection. if you have the 'Deflection" feature, you gain a 1d4 bonus to your deflection rolls.
Disrupting Emitter: this emitter produces an unsteady beam that could wreak havoc on a victim's nervous system, if it strikes a creatures nerve point or critical point, it could cause paralysis. When you score a critical hit with this weapon, the creature is paralyzed until the end of their next turn.
Phobium Emitter: Another type of disrupting emitter, phobium emitters are heavier and less wieldy, but indisputably more effective. They were made for aggressive duelsits. The greater quality of the phobium metal, the more effective was the blade. Refined phobium emitters were the pinnacle of this, but were also more easily used. A lightsaber with this emitter receives a +2 bonus to damage rolls, and the lightsaber's weight increases by 3 lbs.
Aquatic Emitter: Most Lightsabers short-circuit and cannot be activated while submerged underwater, due to a chain reaction with the crystal functions. However, a Lightsaber with this emitter is specially constructed so that it can function underwater. This is the most common Emitter utilized by Jedi who are an Aquatic species or hail from an Aquatic world.
Fencing Emitter: this emitter was most suitable for parrying blade attacks. it increases your AC by +1.
Implants
Level 1 Implants: Packages
These implants are the simplest, cheapest, and least effectual type. They require a minimum Constitution of 12 to be equipped and this attribute may not be boosted to accommodate for the implant it must be the base of your ability score. You may only have (1) one implant installed at any time. These implants can increase your ability score up to a maximum of 20.
Cost: 2,000cr
Reflex Package
- Dexterity save +1
This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users may suffer the odd lingering twitch.
Pheromone Package
- Charisma +1
This implant allows the user to subtly secrete synthetic pheromones that generally stimulate a pleasant behavior response in a wide range of species.
Cardio Package
- Constitution +1
This implants micromanages the cardiovascular system, effectively increasing the user's constitution faster and further than hard work and exercise might.
Strength Package
- Strength +1
This implant effectively increases the user's strength without the need for additional muscle mass through a combination of autonomic regulatory center management and small doses of adrenal stimulants.
Response Package
- Dexterity +1
This implant boosts the regular energy impulses of the nervous system, sharpening performance of dexterous action; inactive users may suffer the odd lingering twitch.
Fitness Implant
- Strength and Constitution +1
This simple but advanced implant combines the functionality of the more common strength and cardio packages.
Skills Package
- Slicers, Demolitions, Stealth, Perception, Persuassion, Mechanics, Security, and Medicine +1
This ingenious device modifies brain chemistry to improve general problem solving and data-processing abilities.
Health Package
- Constitution +1, Regeneration +1 to Hit Dice Rolls
This advanced implant package employs nano-technology to speed healing.
Physical Boost Package
- Strength, Dexterity, and Constitution +1
This device improves all physical attributes, making it one of the most valuable implants of its type.
Mental Boost Package
- Intelligence, Wisdom, and Charisma +1
This device improves all mental skills, making it one of the most valuable implants of its type.
Level 2 Implants: Implants
These implants are the typical model of augmenting device available for sale on the galactic market. They require a minimum Constitution of 14 to be equipped and this attribute may not be boosted to accommodate for the implant. These implants can increase your ability score up to a maximum of 20.
Cost: 4,000cr
Retinal Combat Implant
- Immunity to Critical Hits, Perception +1
This ocular implant greatly improves visual acuity, allowing the user to better track enemy movement in combat. General awareness will improve as well.
Lornan Implant
- Resistance against Energy and Lightning
This Implant regulates electrical current, protecting the user's brain from energy surges.
BioTech Implant
- Regeneration +2 to Hit Dice Rolls
This implant does use relatively experimental nano-technology to speed healing, but relies more on coagulants and solid doses of pain relievers. If you feel better, you are better.
Power Implant
- Strength +2, Constitution save +1
This improved implant of the strength package employs substantially higher doses of stimulants.
Alacrity Implant
- Dexterity +2, Dexterity save +1
The alacrity implant enhances the user's nervous system, significantly improving reaction times.
Insight Implant
- Wisdom +2, Wisdom save +1
By stimulating less used neural networks in the brain, this implant allows the user to see solutions they may not have otherwise considered.
Skills Implant
- Slice, Demolitions, Stealth, Perception, Persuassion, Mechanics, Security, and Medicine +2
This ingenious device modifies brain chemistry to improve general problem solving and data-processing abilities.
Durability Implant
- Constitution +1, Energy and Lightning damage reduced by 5
This implant regulates electrical current through the body, both improving stamina and providing resistance to energy-based attacks.
Physical Boost Implant
- Strength and Dexterity +2, Constitution +1
This device improves all physical attributes, making it one of the most valuable implants of its type.
Mental Boost Implant
- Intelligence +1, Wisdom and Charisma +2
This device improves all mental skills, making it one of the most valuable implants of its type.
Level 3 Implants: Systems
These implants provide high-end results for healthy individuals and are manufactured with superb precision and at extensive cost. They require a minimum Constitution of 16 to be equipped and this attribute may not be boosted to accommodate for the implant. These implants can increase your ability score up to a maximum of 20.
Cost: 9,000cr
Bio-Antidote System
- Immunity to Poison
This implant maintains an ever-circulating stream of antitoxins in the user, increasing relevant antidotes for specific poisons introduced. Side effects include dry mouth.
Nerve Enhancement System
- Immunity to Stun, Fear, and Horror
This implant regulates the nervous system, preventing loss of consciousness due to sudden impact or sensory overload.
Reaction System
- Dexterity +3
This implant supplants the user's normal nervous system, enhancing it artificially. It allows impulses to travel faster and farther along the system, improving reaction time, while also improving fine motor control and increasing accuracy.
Advanced Combat System
- Attack Modifier +1; grants Blaster Pistol Focus and Specialization and Blaster Rifle Focus and Specialization
This implant supplants the user's normal nervous system, enhancing it artificially. It allows impulses to travel faster and farther along the system, improving reaction time, while also improving fine motor control and increasing accuracy.
Bakavar Strength System
- Strength +3
This implant stimulates physical performance well beyond the user's norm. The Bakavar Medical Research Labs are at the forefront of developmental cybernetics.
Cardio Power System
- Constitution +4
This implant increases the cardiovascular recovery rate and pain tolerance of the wearer, giving them almost supernatural stamina.
Skills System
- Slice, Demolitions, Stealth, Perception, Persuassion, Mechanics, Security, and Medicine +4
This ingenious device modifies brain chemistry to improve general problem solving and data-processing abilities.
Numbness System
- Constitution +2, 5 Damage Resistance against Piercing, Slashing, and Bludgeoning
By converting all pain into benign brain signals, this implant system greatly increases one's durability. It has no direct negative side effects, as its user is still fully aware of his or her body's current state of health.
Physical Boost System
- Strength +2, Dexterity +3, Constitution +2
This device improves all physical attributes, making it one of the most valuable implants of its type.
Mental Boost System
- Intelligence +2, Wisdom +3, Charisma +2
This device improves all mental skills, making it one of the most valuable implants of its type.
Level 4 Implants: D-Packages
D-Packages are extremely potent implants with outrageous effects, requiring invasive procedures to be embedded into a user and a profound level of physical health in that user to be upkept. They require a minimum Constitution of 18 to be equipped and this attribute may not be boosted to accommodate for the implant. These implants can push your maxiumum ability score to a maximum of 24.
Cost: 16,000cr
Universal description: D-Package implants are larger and more intrusive than other types. They tend to have more impressive effects but can only be used by very healthy individuals.
Strength D-Package
- Strength, Constitution, Strenght save, Constitution save +2
Immunity D-Package
- Immunity to Poison, Critical Hits, Stun, Fear, and Horror
Perception D-Package
- Wisdom +2, Charisma +2, advantage on Perception checks.
Immortality D-Package
- Constitution +3, grants Toughness, Improved Toughness, and Master Toughness
Quickness D-Package
- Dexterity +4, AC +1
Skills D-Package
- Slice, Demolitions, Stealth, Perception, Persuassion, Mechanics, Security, and Medicine +6
Universal D-Package
- Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma +2
Physical D-Package
- Strength, Dexterity, and Constitution +3
Mental D-Package
- Intelligence, Wisdom, and Charisma +3