Enhanced Item and Treasure Tables

by Lord Fontijn

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Gemstones

These are a collection of gemstones of many different values. There are many types in the galaxy, so feel free to change the tables as needed for your era.

100 Credit Gemstones

d12 Stone Description
1 Cerulean gems (translucent bright or blackish green)
2 Dragite (opaque dull, brittle, magenta colored)
3 Fire node (translucent ruby-red)
4 Garnet (transparent red, brown-green, or violet)
5 Lapis (opaque light and dark blue with yellow flecks)
6 Marilite (translucent dark gray)
7 Nextor (transparent white)
8 Obsidian (opaque black)
9 Opila (transparent bright blue)
10 Prismatic crystal (translucent light blue)
11 Synth-sapph (transparent blue)
12 Ultima pearl (opaque pearlescent silver)

500 Credit Gemstones

d12 Stone Description
1 Carbonic (translucent dark blue or black)
2 Devaronian blood-poison (translucent silver)
3 Firefacet (transparent red)
4 Harterran moonstone (opaque pearlescent blue-white)
5 Hiridiu (transparent light blue)
6 Lucryte (translucent red-brown)
7 Quella gems (transparent blue)
8 Sunblaze (translucent green)
9 Sun crystal (translucent white or light blue)
10 Tatooine flamegem (transparent red-orange)
11 Velmorite (translucent yellow)
12 Wind crystal (opaque dark gray)

1,000 Credit Gemstones

d12 Stone Description
1 Amber eye (transparent watery gold to rich gold)
2 Amethyst (transparent deep blue/purple)
3 Artusian crystals (transparent green)
4 Bothan glitterstones (transparent lustrous multi-colored)
5 Chrysopaz (translucent yellow)
6 Corellian jiang (transparent pink)
7 Dembaline (opaque pearlescent white)
8 Flamegems (translucent reddish-orange)
9 Glow-pearl (opaque pearlescent light blue)
10 Lorrdian gem (translucent deep purple)
11 Mytag (translucent rose and azure)
12 Syntonium (transparent light purple-red)

5,000 Credit Gemstones

d12 Stone Description
1 Crystalline vertice (transparent dark green)
2 Hurrikaine (transparent deep purple)
3 Ice-jewel (translucent dark gray)
4 Jorallan opal (opaque pearlescent white)
5 Krayt dragon pearl (opaque blue, green, red, white, and black)
6 Mangana aqua jewel (translucent yellow)
7 Midlithe (translucent blue-green)
8 Naboo night pearl (opaque pearlescent black)
9 Nova crystal (transparent deep purple with bright white core)
10 Qixoni (translucent dark red)
11 Sasho gem (transparent blue)
12 Topaz (transparent golden yellow)

10,000 Credit Gemstones

d12 Stone Description
1 Diamond (transparent blue-white, canary, pink, brown, or blue)
2 Emerald (transparent deep bright green)
3 Fire ruby (transparent sparkling red)
4 Ice moon (translucent pale blue with green and golden mottling)
5 Lalmy'ashian pearl (opaque pearlescent silver)
6 Novian ruby (translucent ruby red)
7 Ranrt crystal (translucent teal)
8 Rol stone (transparent sparkling red)
9 Star sapphire (translucent blue sapphire with white star-shaped center)
10 Shoroni sapphire (translucent blue or green)
11 Tandgor gem (transparent glowing red)
12 Tear opal (translucent rainbow sheen)

50,000 Credit Gemstones

d12 Stone Description
1 Corusca gem/stone (transparent fire-orange)
2 Fire emerald (transparent green with red striations)
3 Gallinorean rainbow gem (translucent rainbow)
4 Ghostfire crystal (transparent clear white)
5 Green diamond (transparent green)
6 Hypergem (translucent green)
7 Meryx (opaque white with golden luster)
8 Mustafar fire diamond (transparent red-orange)
9 Oshiran sapphire (translucent blue)
10 Sein jewel (transparent deep red)
11 Singing stone (opaque gray)
12 Ur-diamonds (transparent blue-white)

Art Objects

These are a collection of art objects from all across the galaxy. Not all will be available during every era, so feel free to change the tables as you see fit to better serve your game era.

250 Credit Art Objects

d10 Object
1 Carved worrt bone statue
2 Embroidered shadowsilk handkerchief
3 Honest stones
4 Kubaz xirkonia ewer
5 Lashaa silk vestments
6 Pair of engraved bone chance cubes
7 Shadowsilk mask stitched with silver thread
8 Small aurodium bracelet
9 Terentium chalice with beryllius filigree
10 Transparisteel necklace with polished stone inset

2,500 Credit Art Objects

d10 Object
1 Aurodium animal cage with electrum filigree
2 Beryllius necklace with a sun crystal pendant
3 Boa-wood box of ultima pearl animal figurines
4 Bronzium crown
5 Bronzium mug with amber eye inlay
6 Kiffex heart of fire
7 Large aurodium bracelet
8 Large Dramassian silk tapestry
9 Shimmersilk robe with gold embroidery
10 Twi'lek kalikori totem

7,500 Credit Art Objects

d10 Object
1 Aurodium krayt dragon comb set with Corellian jiangs as eyes
2 Beryllius chalice set with glow-pearls
3 Ceremonial bes'bev dagger with a Naboo night pearl in the pommel
4 Dancing Goddess statue
5 Decorative Mandalorian neo-crusader mask
6 Medal of bravery
7 Phrik-plated Sith warblade with flamegem set in hilt
8 Small aurodium idol
9 Walls' The Lovers' Dilemma mixed media painting
10 Wroshyr-wood harp with whirlpool opal inlay and lapis gems

25,000 Credit Art Objects

d10 Object
1 Aurodium chain set with a fire ruby
2 Aurodium Omwati music box
3 Aurodium Tyia amulet set with four dembaline gems
4 Corellian soul diamonds
5 Embroidered dreamsilk mantle set with numerous Harterran moonstones
6 Garnib crystal anklet
7 Jorallan pearl necklace
8 Mythosaur skull
9 Ves Volette's Coruscant Nights light sculpture
10 Woven syntex glove set with Corusca gem chips

75,000 Credit Art Objects

d10 Object
1 B'omarr regeneration gems
2 Bejeweled rancor tooth drinking horn with electrum filigree
3 Bronzium statue of the four sages of Dwartii
4 Crystalline vertice dejarik board with solid aurodium playing pieces
5 Great Hyperspace War bas-relief
6 Mask of Momin
7 Mask of Viceroy Exim Panshard
8 Sith chalice/incense burner
9 Sith spirit urn
10 Twi'lek ark

500,000 Credit Art Objects

d4 Object
1 Killik Twilight Painting
2 Crown Jewels of Alderaan
3 Lost Stars of Nallastia
4 Panteer Crown

Treasure and Enhanced Items

The following pages contain tables of individual treasure held by creatures, treasure hoards, and enhanced item tables. All gemstones and art objects can be found in the preceding sections to this one, and the enhanced items can be found using the SW5e Player's Handbook, Wretched Hives pdf, or the SW5e website.

Items not contained in any of these resources can be found at the end of this document in Appendix A, where there will be detailed descriptions of the items (and credit to its author). If any of these homebrew items are not a fit for your game, for any reason, please feel free to drop them entirely or replace them with ones you are comfortable with, making sure to adjust the d100 table accordingly. These items are denoted on the table by a * .

Appendix B contains various tables referred to by specific items from the Enhanced Item tables (denoted by **). For these tables, if you rolled a d100 and got an item that refers to a table, you find the table and roll the die listed to receive that specific item. Some tables may require the DM to make more than one roll, so pay special attention to the table being used. Alternatively, DMs may pick the item instead of rolling to better suit their game.

All items listed in these tables are expected to be of a singular quantity, unless otherwise specified. As a DM, your game may call for more (or maybe even less) to be handed out, so please change quantities to conform with your game as you feel it is needed. Additionally, some items may not be available/created yet, and are denoted by "***" in the table(s) below. Please feel free to insert a replacement item into these slots until such a time as they have been created and added.

Unless otherwise stated, all enhanced items listed in Appendix A were created by me, LordFontijn. Some have had a little playtesting, but most are largely untested and as such may not be balanced. As this is an ongoing work, feedback on these items is greatly appreciated so the items can achieve balance with the game mechanics, so please let me know if something doesn't work well or if you have ideas on how to improve them.

Individual Treasure and Treasure Hoard Tables

The following tables are used for allocating credits on an individual monster basis, as well as treasure hoards held by tougher monsters and/or groups of monsters. Use your best judgment as a DM to decide how you will reward your players.

Individual Treasure: Challenge 0-4

d100 Credits
01-30 1d6 (3)
31-60 1d6 x 10 (35)
61-70 3d6 x 5 (52)
71-95 3d6 x 10 (105)
96-00 1d6 x 100 (350)

Individual Treasure: Challenge 5-10

d100 Credits
01-30 1d6 x 100 (350)
31-60 3d6 x 100 (1050)
61-70 4d6 x 100 (1400)
71-95 5d6 x 100 (1750)
96-00 6d6 x 100 (2100)

Individual Treasure: Challenge 11-16

d100 Credits
01-20 2d4 x 1000 (5000)
21-35 1d10 x 1000 (5500)
36-75 3d6 x 1000 (10500)
76-00 4d6 x 1000 (14000)

Individual Treasure: Challenge 17+

d100 Credits
01-15 10000 + 3d6 x 5000 (62500)
16-55 2d6 x 10000 (70000)
56-00 3d6 x 10000 (105000)

Treasure Hoard: Challenge 0-4

Credits: 6d6 x 100 (2,100)

d100 Gems or Art Objects Enhanced Items
01-06 --- ---
07-16 2d6 (7) 100cr gems ---
17-26 2d4 (5) 250cr art objects ---
27-36 2d6 (7) 500cr gems ---
37-44 2d6 (7) 100cr gems Roll 1d6 times on Enhanced Item Table A
45-52 2d4 (5) 250cr art objects Roll 1d6 times on Enhanced Item Table A
53-60 2d6 (7) 500cr gems Roll 1d6 times on Enhanced Item Table A
61-65 2d6 (7) 100cr gems Roll 1d4 times on Enhanced Item Table B
66-70 2d4 (5) 250cr art objects Roll 1d4 times on Enhanced Item Table B
71-75 2d6 (7) 500cr gems Roll 1d4 times on Enhanced Item Table B
76-78 2d6 (7) 100cr gems Roll 1d4 times on Enhanced Item Table C
79-80 2d4 (5) 250cr art objects Roll 1d4 times on Enhanced Item Table C
81-85 2d6 (7) 500cr gems Roll 1d4 times on Enhanced Item Table C
86-92 2d4 (5) 250cr art objects Roll 1d4 times on Enhanced Item Table F
93-97 2d6 (7) 500cr gems Roll 1d4 times on Enhanced Item Table F
98-99 2d4 (5) 250cr art objects Roll once on Enhanced Item Table G
00 2d6 (7) 500cr gems Roll once on Enhanced Item Table G

Treasure Hoard: Challenge 5-10

Credits: 10d6 x 1000 (35,000)

d100 Gems or Art Objects Enhanced Items
01-04 --- ---
05-10 2d4 (5) 250cr art objects ---
11-16 3d6 (10) 500cr gems ---
17-22 3d6 (10) 1,000cr gems ---
23-28 2d4 (5) 2,500cr art objects ---
29-32 2d4 (5) 250cr art objects Roll 1d6 times on Enhanced Item Table A
33-36 3d6 (10) 500cr gems Roll 1d6 times on Enhanced Item Table A
37-40 3d6 (10) 1,000cr gems Roll 1d6 times on Enhanced Item Table A
41-44 2d4 (5) 2,500cr art objects Roll 1d6 times on Enhanced Item Table A
45-49 2d4 (5) 250cr art objects Roll 1d4 times on Enhanced Item Table B
50-54 3d6 (10) 500cr gems Roll 1d4 times on Enhanced Item Table B
55-59 3d6 (10) 1,000cr gems Roll 1d4 times on Enhanced Item Table B
60-63 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table B
64-66 2d4 (5) 250cr art objects Roll 1d4 times on Enhanced Item Table C
67-69 3d6 (10) 500cr gems Roll 1d4 times on Enhanced Item Table C
70-72 3d6 (10) 1,000cr gems Roll 1d4 times on Enhanced Item Table C
73-74 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table C
75-76 2d4 (5) 250cr art objects Roll once on Enhanced Item Table D
77-78 3d6 (10) 500cr gems Roll once on Enhanced Item Table D
79 3d6 (10) 1,000cr gems Roll once on Enhanced Item Table D
80 2d4 (5) 2,500cr art objects Roll once on Enhanced Item Table D
81-84 2d4 (5) 250cr art objects Roll 1d4 times on Enhanced Item Table F
85-88 3d6 (10) 500cr gems Roll 1d4 times on Enhanced Item Table F
89-91 3d6 (10) 1,000cr gems Roll 1d4 times on Enhanced Item Table F
92-94 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table F
95-96 3d6 (10) 1,000cr gems Roll 1d4 times on Enhanced Item Table G
97-98 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table G
99 3d6 (10) 1,000cr gems Roll once on Enhanced Item Table H
00 2d4 (5) 2,500cr art objects Roll once on Enhanced Item Table H

Treasure Hoard: Challenge 11-16

Credits: 9d6 x 10000 (315,000)

d100 Gems or Art Objects Enhanced Items
01-03 --- ---
04-06 2d4 (5) 2,500cr art objects ---
07-09 2d4 (5) 7,500cr art objects ---
10-12 3d6 (10) 5,000cr gems ---
13-15 3d6 (10) 10,000cr gems ---
16-19 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
20-23 2d4 (5) 7,500cr art objects Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
24-26 3d6 (10) 5,000cr gems Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
27-29 3d6 (10) 10,000cr gems Roll 1d4 times on Enhanced Item Table A and 1d6 times on Enhanced Item Table B
30-35 2d4 (5) 2,500cr art objects Roll 1d6 times on Enhanced Item Table C
36-40 2d4 (5) 7,500cr art objects Roll 1d6 times on Enhanced Item Table C
41-45 3d6 (10) 5,000cr gems Roll 1d6 times on Enhanced Item Table C
46-50 3d6 (10) 10,000cr gems Roll 1d6 times on Enhanced Item Table C
51-54 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table D
55-58 2d4 (5) 7,500cr art objects Roll 1d4 times on Enhanced Item Table D
59-62 3d6 (10) 5,000cr gems Roll 1d4 times on Enhanced Item Table D
63-66 3d6 (10) 10,000cr gems Roll 1d4 times on Enhanced Item Table D
67-68 2d4 (5) 2,500cr art objects Roll once on Enhanced Item Table E
69-70 2d4 (5) 7,500cr art objects Roll once on Enhanced Item Table E
71-72 3d6 (10) 5,000cr gems Roll once on Enhanced Item Table E
73-74 3d6 (10) 10,000cr gems Roll once on Enhanced Item Table E
75-76 2d4 (5) 2,500cr art objects Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
77-78 2d4 (5) 7,500cr art objects Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
79-80 3d6 (10) 5,000cr gems Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
81-82 3d6 (10) 10,000cr gems Roll once on Enhanced Item Table F and 1d4 times on Enhanced Item Table G
83-85 2d4 (5) 2,500cr art objects Roll 1d4 times on Enhanced Item Table H
86-88 2d4 (5) 7,500cr art objects Roll 1d4 times on Enhanced Item Table H
89-90 3d6 (10) 5,000cr gems Roll 1d4 times on Enhanced Item Table H
91-92 3d6 (10) 10,000cr gems Roll 1d4 times on Enhanced Item Table H
93-94 2d4 (5) 2,500cr art objects Roll once on Enhanced Item Table I
95-96 2d4 (5) 7,500cr art objects Roll once on Enhanced Item Table I
97-98 3d6 (10) 5,000cr gems Roll once on Enhanced Item Table I
99-00 3d6 (10) 10,000cr gems Roll once on Enhanced Item Table I

Treasure Hoard: Challenge 17+

Credits: 9d6 x 100000 (3,150,000)

d100 Gems or Art Objects Enhanced Items
01-02 --- ---
03-05 3d6 (10) 10,000cr gems Roll 1d8 times on Enhanced Item Table C
06-08 1d10 (5) 25,000cr art objects Roll 1d8 times on Enhanced Item Table C
09-11 1d4 (2) 75,000cr art objects Roll 1d8 times on Enhanced Item Table C
12-14 1d8 (4) 50,000cr gems Roll 1d8 times on Enhanced Item Table C
15-22 3d6 (10) 10,000cr gems Roll 1d6 times on Enhanced Item Table D
23-30 1d10 (5) 25,000cr art objects Roll 1d6 times on Enhanced Item Table D
31-38 1d4 (2) 75,000cr art objects Roll 1d6 times on Enhanced Item Table D
39-46 1d8 (4) 50,000cr gems Roll 1d6 times on Enhanced Item Table D
47-52 3d6 (10) 10,000cr gems Roll 1d6 times on Enhanced Item Table E
53-58 1d10 (5) 25,000cr art objects Roll 1d6 times on Enhanced Item Table E
59-63 1d4 (2) 75,000cr art objects Roll 1d6 times on Enhanced Item Table E
64-68 1d8 (4) 50,000cr gems Roll 1d6 times on Enhanced Item Table E
69 3d6 (10) 10,000cr gems Roll 1d4 times on Enhanced Item Table G
70 1d10 (5) 25,000cr art objects Roll 1d4 times on Enhanced Item Table G
71 1d4 (2) 75,000cr art objects Roll 1d4 times on Enhanced Item Table G
72 1d8 (4) 50,000cr gems Roll 1d4 times on Enhanced Item Table G
73-74 3d6 (10) 10,000cr gems Roll 1d4 times on Enhanced Item Table H
75-76 1d10 (5) 25,000cr art objects Roll 1d4 times on Enhanced Item Table H
77-78 1d4 (2) 75,000cr art objects Roll 1d4 times on Enhanced Item Table H
79-80 1d8 (4) 50,000cr gems Roll 1d4 times on Enhanced Item Table H
81-85 3d6 (10) 10,000cr gems Roll 1d4 times on Enhanced Item Table I
86-90 1d10 (5) 25,000cr art objects Roll 1d4 times on Enhanced Item Table I
91-95 1d4 (2) 75,000cr art objects Roll 1d4 times on Enhanced Item Table I
96-99 1d8 (4) 50,000cr gems Roll 1d4 times on Enhanced Item Table I
00 1d4 (2) 500,000cr art objects Roll 1d4 times on Enhanced Item Table I

Enhanced Item Table A

d100 Enhanced Item
01-30 Basic Medpac or Repair Kit
31-40 At-Will Power Cipher*
41-45 Basic Poison
46-60 1st Level Power Cipher*
61-70 2nd Level Power Cipher*
71-75 Fine Medpac or Repair Kit
76-80 Alcoholic Beverage, single use**
81-85 Spice, single use**
86-87 Basic Bolas
88-89 Basic Net
90-91 Basic Snare
92-93 Basic Tool**
94-95 Basic Armor**
96-97 Basic Weapon**
98-00 Basic Consumable (d6)
1 Adrenal**
2 Environmental Barrier
3 Computer Spike
4 Restraining Bolt
5 Security Spike
6 Stimpac***

Enhanced Item Table B

d100 Enhanced Item
01-15 Fine Medpac or Repair Kit
16-22 Basic Battle Adrenal
23-29 Physical Barrier
30-34 Ammo (Average), +1**
35-39 Explosive (Average)**
40-44 Fine Stimpac***
45-49 Alcoholic Beverage, 1 lb**
50-54 Spice, 1 lb**
55-59 2nd Level Power Cipher*
60-64 3rd Level Power Cipher*
65-67 Rylca Gel*
68-70 Devilsquid Ink of Slipperiness*
71-73 Dust*
74-76 Tatooine Pocket Sand*
77-79 Essence of Zeltros*
80-83 Standard Blueprint (Any)
84-87 Basic Item Chassis (Any)
88-91 Fine Tools, +1**
92 Fine Poison
93 Atmospheric Decanting Vessel
94 Wrist-Mounted Grappling Hook x5
95 Glo-Long Glow Orb*
96 Night Visor*
97 Translation Headset*
98 Fine Computer Spike
99 Fine Security Spike
00 Nosaurian Tree-Claw*

Enhanced Item Table C

d100 Enhanced Item
01-20 Improved Medpac or Repair Kit
21-35 4th Level Power Cipher*
36-40 Ammo (Major), +2**
41-45 Explosive (Major)**
46-50 Improved Adrenal**
51-55 Improved Stimpac***
56-60 Alcoholic Beverage, 2 lbs**
61-65 Spice, 2 lbs**
66-74 5th Level Power Cipher*
75-76 Superior Rylca Gel*
77-78 Improved Poison
79-80 Improved Computer Spike
81-82 Improved Environmental Barrier
83-84 Improved Security Spike
85-86 Gungan Booma*
87-88 TelBrinTel Hand Microscope*
89-90 Emergency Raft x2
91-92 Carrick's Comfy Carry-All*
93-94 Improved Tool, +2**
95-96 Necklace of Unstable Firegems*
97-98 Immuno-Booster Armband*
99-00 Hush-98 Paired Commlinks*

Enhanced Item Table D

d100 Enhanced Item
01-20 Superior Medpac or Repair Kit
21-30 Duwani UniSlice Code Slicer*
31-40 OutlawTech Electronic Lock Breaker*
41-50 6th Level Power Cipher*
51-57 7th level Power Cipher*
58-62 Ammo (Deadly), +3**
63-67 Superior Poison
68-72 Explosive (Deadly)**
73-77 Superior Battle Adrenal
78-82 Superior Physical Barrier
83-87 Superior Stimpac***
88-92 8th Level Power Cipher*
93-95 Sabine's Mischievous Pigments*
96 Superior Computer Spike
97 Superior Security Spike
98 Superior Tool, +3**
99 Alcoholic Beverage, 5 lbs**
00 Spice, 5 lbs**

Enhanced Item Table E

d100 Enhanced Item
01-25 8th Level Power Cipher*
26-50 Exceptional Environmental Barrier
51-65 Superior Medpac or Repair Kit
66-80 9th Level Power Cipher*
81-85 Exceptional Stimpac***
86-90 Czerka All-in-One Molecular Solvent*
91-94 Champion Physical Barrier
95-98 Champion Stimpac***
99-00 Czerka Industrial-Strength Adhesive*

Enhanced Item Table F

d100 Enhanced Item
01-15 Fine Weapon (Any), +1
16-18 Fine Shield (Any), +1
19-21 Watchman Shield*
22-23 Taozin Amulet
24-25 Aratech Sound Dampening Boots
26-27 Standard Item Mod**
28-29 Fine Item Chassis (Any)
30-31 Jedi Padawan's Robe
32-33 Premium Item Mod**
34-35 Aratech Echo Belt
36-37 Sith Acolyte's Robe
38-39 Reverse-Engineered Crushgaunts
40-41 Jensaari Cloak
42-43 Basic Ability Augment**
44-45 Fine Ability Augment**
46-47 Fine Focus, +1
48-49 Mag-Lock Boots
50-51 Shotgun Axe
52-53 Flashy
54-55 Basic Cybernetic Augmentation**
56-57 Premium Cybernetic Augmentation**
58-59 Sparkles
60-61 Fine Wristpad, +1
62-63 Mandalorian Helmet
64-65 J-19 Bo-Rifle
66 Fine Returning Weapon (Any Vibroweapon)
67 Matrix Battle Armor
68 Matrix Mesh Armor
69 Matrix Weave Armor
70 Fine Restraining Bolt

d100 Enhanced Item
71 Fine Net
72 Fine Bolas
73 Novice Holocron/Mark I Datacron
74 Apprentice Holocron/Mark II Datacron
75 Fine AM Shield (Any Physical), +1*
76 Focus of Power*
77 Wristpad of Power*
78 Basic Droid Customization**
79 Premium Droid Customization**
80 Boots of Bounding
81 Cape of the Orator
82 Circlet of Persistence
83 Cowl of the Professional
84 Gauntlets of the Warrior
85 Instrument (Orbus' Shawm)*
86 Instrument (Tay'haai's bes'bev Flute)*
87 Instrument (Ak-rev's Drum)*
88 Goggles of the Tinkerer
89 Mantle of the Anomic
90 Pauldron of Retribution
91 Necklace of Determination
92 Vambraces of the Outrider
93 All-Temperature Cloak*
94 Freedon Nadd's Blaster*
95 Scroundrel's Lucky Dice*
96 Fine Item Chassis (Any)
97 Fine Snare
98 Premium Blueprint (Any)
99 Onderon Beast Rider Lance of Command*
00 Smokescreen Generator*

Enhanced Item Table G

d100 Enhanced Item
01-14 Improved Weapon (Any), +2
15-17 Improved Ability Augment**
18-20 Class Offensive Augment**
21-23 Class Defensive Augment**
24-26 Prototype Item Mod**
27-29 Prototype Cybernetic Augmentation**
30-31 Improved AM Shield (Any Physical), +2*
32-33 Matrix Weave Armor
34-35 Matrix Assault Armor
36-37 Beemon Cardio-Regulator
38-39 Orbalisk Armor
40-41 Interceptor Shield*
42-43 Mandalorian Beskar'gam
44-45 Strength Enhancer
46-47 Blade of the Relentless*
48-49 Inquisitor Saber (Any Lightweapon)
50-51 Slipstream Kickers
52-53 Improved Item Chassis (Any)
54-55 Prototype Blueprint (Any)
56-57 Journeyman Holocron/Mark III Datacron
58-59 SVT-300 Stun Cloak*
60-61 Fine AM Battle Armor, +1*
62-63 Fine Battle Armor, +1
64-65 Adapted Battle Armor
66 Fine Mesh Armor, +1
67 Adapted Mesh Armor
66 Defel Mimicker
67 Fine AM Mesh Armor, +1*
68 GenoHaradan Assassin's Blade*
69 Ionite-threaded Droid Disabler*
70 Jensaari Armor (Any Medium)

d100 Enhanced Item
71 Adumari Blastsword*
72 Eyes of Marr*
73 Ionite-threaded Construct Crippler*
74 Sith Warrior's Robe
75 Golan Arms QE-1 Translocation Helm*
76 Wind Horn of the Vors*
77 AB-75 Bo-Rifle
78 Instrument (Bodonawieedo's Slitherhorn)*
79 Instrument (McCool's Chindinkalu Horn)*
80 Instrument (Na'ts' Fizzz)*
81 Improved Restraining Bolt
82 Fine Combat Suit Armor, +1
83 Adapted Combat Suit Armor
84 Stokhli Spray Stick*
85 EE-3 Carbine Rifle*
86 Fine AM Combat Suit Armor, +1*
87 Jedi Knight's Robe
88 Improved Focus, +2
89 Improved Net
90 Fine Weave Armor, +1
91 Adapted Weave Armor
92 Improved Shield (Any), +2
93 Mandalorian Tech Shield*
94 Fine AM Weave Armor, +1*
95 Improved Returning Weapon (Any Vibroweapon)
96 Improved Bolas
97 Torchy
98 Improved Snare
99 Improved Wristpad, +2
00 Prototype Droid Customization**

Enhanced Item Table H

d100 Enhanced Item
01-10 Superior Weapon (Any), +3
11-12 Advanced Cybernetic Augmentation**
13-14 Modified Nen-Carvon R-19 Paraglider*
15-16 Adept Holocron/Mark IV Datacron
17-18 Superior Bolas
19-20 Superior Snare
21-22 Superior Net
23-24 Jedi Master's Robe
25-26 Sith Lord's Robe
27-28 Advanced Blueprint (Any)
29-30 Superior Item Chassis (Any)
31-32 Mandalorian Shuk'orok
33-34 Superior Focus, +3
35-36 Quickstriker*
37-38 Superior Shield (Any), +3
39-40 Superior Ability Augment**
41-42 Amban Sniper Rifle*
43-44 Force-Imbued Blade*
45-46 Fine AM Weave Armor, +1*
47-48 Hewey
49-50 Superior Wristpad, +3
51-52 Matrix Composite Armor
53-54 Matrix Heavy Exoskeleton Armor
55-56 Verpine Auto-Shielding Unit
57-58 GNS Strength Enhancer
60-61 CNS Strength Enhancer
62-63 Fine Weave Armor, +1
64-65 Adapted Weave Armor
66-67 Superior Restraining Bolt

d100 Enhanced Item
68-69 Orbalisk Armor
70-71 Dathomiri Witch Battle Dress Armor*
72-73 Improved Battle Armor, +2
74-75 Improved Mesh Shirt Armor, +2
76 Improved AM Battle Armor, +2*
77 Improved AM Mesh Shirt Armor, +2*
78 Steadfast Exoskeleton
79 Superior Returning Weapon (Any Vibroweapon)
80 Advanced Droid Customization**
81 Advanced Item Mod**
82 Jensaari Headgear
83 Universal Card Skifter*
84 Instrument (Gorothean Xantha)*
85 Instrument (Dahai's Fanfar)*
86 Instrument (M'or's Ommni Box)*
87 Improved Combat Suit Armor, +2
88 Improved AM Combat Suit Armor, +2*
89 Superior AM Shield (Any Physical), +3*
90 BlasTech AR-101 Stun Cuffs*
91 Nightsister Bow of Retribution*
92 Improved Weave Armor, +2
93 Omwati Techguard Shield*
94 Fine Assault Armor, +1
95 Adapted Assault Armor
96 Fine Fiber Armor, +1
97 Adapted Fiber Armor
98 Improved AM Weave Armor, +2*
99 Fine AM Assault Armor, +1*
00 Fine AM Fiber Armor, +1*

Enhanced Item Table I

d100 Enhanced Item
01-04 Commander's Saber*
05-08 Scoundrel's Blaster*
09-12 Lightbringer*
13-14 Exceptional Net
15-16 Exceptional Snare
17-18 Exceptional Bolas
19-20 Exceptional Ability Augment**
21-22 Darksaber
23-24 Sith Strength Belt
25-26 Improved Weave Armor, +2
27-28 Superior Battle Armor, +3
29-30 Superior Mesh Armor, +3
31-32 Baragwin Stealth Unit
33-34 Master Holocron/Mark V Datacron
35-36 Fine Composite Armor, +1
37-38 Superior Combat Suit Armor, +3
39-40 Fine Heavy Exoskeleton Armor, +1
41-42 Legendary Blueprint (Any)
43-44 Fine Weave Armor, +1
45-46 Improved Assault Armor, +2
47-48 Improved Fiber Armor, +2
49-50 Exceptional Item Chassis (Any)
51-52 Legendary Item Mod**
53 Reactive Ultrachrome Armor
54 Legendary Cybernetic Augmentation**
55 Legendary Droid Customization**
56 Instrument (Baker's Traz)*
57 Instrument (Cheel's Bandfill)*
58 Instrument (D'an's Kloo Horn)*
59 Improved Composite Armor, +2
60 Improved Heavy Exoskeleton Armor, +2
61 Superior Fiber Armor, +3
62 Superior Weave Armor, +3
63 Superior Assault Armor, +3
64 Superior Composite Armor, +3
65 Superior Heavy Exoskeleton Armor, +3

d100 Enhanced Item
66 Robe of the Revanchist*
67 Void Stone*
68 Dominator Belt
69 Adapted Composite Armor
70 Kaiburr Crystal*
71 Adapted Heavy Exoskeleton Armor
72 Champion Net
73 Champion Snare
74 Champion Bolas
75 Artifact Blueprint (Any)
76 Champion Item Chassis (Any)
77 Ancient Holocron/Mark VI Datacron
78 Champion Ability Augment**
79 Artifact Item Mod**
80 Czerka Cartel Market Signal Jammer*
81 Instrument (Valahorn of the Massassi)*
82 Instrument (King Arno's Lute)*
83 Instrument (Rappertunie's Mandoviol)*
84 Improved AM Weave Armor, +2*
85 Superior AM Battle Armor, +3*
86 Superior AM Mesh Armor, +3*
87 Fine AM Composite Armor, +1*
88 Superior AM Combat Suit Armor, +3*
89 Fine AM Heavy Exoskeleton Armor, +1*
90 Fine AM Weave Armor, +1*
91 Improved AM Assault Armor, +2*
92 Improved AM Fiber Armor, +2*
93 Improved AM Composite Armor, +2*
94 Improved AM Heavy Exoskeleton Armor, +2*
95 Superior AM Fiber Armor, +3*
96 Superior AM Weave Armor, +3*
97 Superior AM Assault Armor, +3*
98 Superior AM Composite Armor, +3*
99 Superior AM Heavy Exoskeleton Armor, +3*
00 Empress Teta's Crown Jewels***

Appendix A: Enhanced Items (Homebrew)

Adumari Blastsword

Weapon (vibrorapier), prototype
Requires attunement

This weapon has the ammunition (range 30 feet), keen 1, and reload 16 properties in addition to its base properties.

The Adumari blastsword is the favored weapon of duelists from the backwater world of Adumar. The sword is essentially a standard vibrorapier hilt and shaft without the powered components commonly used in vibro weapons. At the end of the blade rests a small metal nozzle which caps a blast tube similar to that found in most blaster weapons. When activated, the blastsword's tip hums and glows slightly and, upon making contact with a target, discharges a blaster bolt.

As a bonus action, you can depress the trigger on the pommel to charge the blaster. On your next attack with the blastsword, it deals an extra 2d6 energy damage to any target it hits. Alternatively, after you successfully hit a target and the blaster is charged, as part of the same attack you can make a ranged weapon attack against another target you can see within 30 feet. On a hit, you deal 2d6 energy damage to the target.

"It's like a blaster you have to hit someone with" - Wes Janson

All-Temperature Cloak

Adventuring Gear (shoulders), premium

This wrap around cloak is specially designed to shield the wearer from the elements and hostile conditions, and has been adapted to hold up, for a short time, in combat conditions. While wearing this cloak, once per round you can gain resistance to fire or cold damage, but not both, from one source.

AM (Alternate Materials) Armor, +1, +2, or +3 AC

Armor (light, medium, or heavy), Fine (+1), premium; Improved (+2), prototype; Superior (+3), advanced

This armor is made with material of a higher caliber than normal (as chosen by the DM), conferring a bonus from the material it is crafted from in addition to its bonus to AC. Please refer to Wretched Hives Chapter 5, "Armor Materials" section for a full list of available materials.

AM (Alternate Materials) Shield, +1, +2, or +3 AC

Shield (physical only; light, medium, or heavy), Fine (+1), premium; Improved (+2), prototype; Superior (+3), advanced

This shield is made with material of a higher caliber than normal (as chosen by the DM), conferring a bonus from the material it is crafted from in addition to its bonus to AC. Please refer to Wretched Hives Chapter 5, "Armor Materials" section for a full list of available materials.

Amban Sniper Rifle

Weapon (hunting rifle), advanced
Requires attunement

This rifle can vaporize, electrocute or shoot enemies. The rifle shoots solid slugs that will disintegrate a target on contact. The front of the rifle is double-pronged, and will act as a taser if necessary, delivering a strong shock to opponents.

You gain a +2 bonus to attack and damage rolls with this enhanced weapon. While looking through the scope at a spot you can see within 120 feet, you can both see and hear as if you were standing at that location.

Additionally, when you use this rifle as an improvised weapon, you are considered proficient in it, it deals 1d6 kinetic damage on a hit, and it has the shocking property with a DC of 16 and deals 1d8 lightning damage.

(This item was created by DrakeRyzer on the discord).

Blade of the Relentless

Weapon (any martial vibroweapon or lightweapon), prototype
Requires attunement

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This blade is cursed with the hatred of a long-dead Sith Lord, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the blade, keeping it within range at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the blade is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the blade. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target (fell for the purposes of this weapon is intended to be open-ended; it could mean unconscious or dead, at DM's discretion). If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

BlasTech AR-101 Stun Cuffs

Adventuring Gear (utility), advanced

As an action, you can place these stun cuffs on a creature by making a Strength (Athletics) check contested by the creature's Strength (Athletics) or Dexterity (Acrobatics) check, creature's choice. A creature can choose to fail this check, and automatically fails if suffering from the incapacitated, paralyzed, stunned, or unconscious conditions. On a failure, target creature is bound by the stun cuffs and is considered Restrained, capable of moving only with assistance.

Creatures restrained in this way can attempt to break out by making a Strength check (DC 30). On a success, the creature breaks free of the stun cuffs and is no longer restrained. On a failure, the creature takes lightning damage equal to their roll or 10, whichever is higher. If this damage would drop a creature to 0 hit points or below, that creature is considered unconscious and stabilized.

Carrick's Comfy Carry-All

Adventuring Gear (back), prototype

This backpack has a central pouch and two side pouches, with the central pouch holding up to 8 cubic feet or 40 lbs of material, and each side pouch can hold up to 10 pounds of material, not exceeding a volume of 2 cubic feet. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the carry-all follows the normal rules for interacting with objects. Retrieving an item from the carry-all requires you to use an action. When you reach into the carry-all for a specific item, the item is always conveniently on top.

The carry-all has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the carry-all ruptures and is destroyed, scattering its contents on the ground. If the carry-all is turned inside out, its contents spill forth, unharmed, and the carry-all must be put right before it can be used again. If a breathing creature is placed within the carry-all, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

This carry-all is made with sturdy bantha leather and hand-crafted by master synthweavers to create a pack with a unique weight distribution design. Truly one of a kind.

Commander's Saber

Weapon (Martial lightsaber or vibroblade), legendary
Requires attunement

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon.

The first time you attack with the saber on each of your turns, you can transfer some or all of the sword's bonus to your AC, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the saber to gain a bonus to AC from it.



Czerka Corp. All-In-One Molecular Solvent

Adventuring Gear (utility), legendary

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including industrial-strength adhesive.

Copyrighted. All rights reserved. Czerka Corp. assumes no legal responsibility for damages, injury, maiming, or death occurred as a result of approved or unapproved use of this product.

Czerka Corps. Cartel Market Signal Jammer

Adventuring Gear (belt), artifact
Requires attunement

You have advantage on saving throws against tech powers, and resistance against tech powers and their effects.

Curse. This signal jammer has been sabotaged by a disgruntled Czerka Corps employee and is cursed, causing the belt to lock in place and adhere tightly to the one attuned to it and preventing its removal. As a part of this curse, all tech-casters within 300 feet of the jammer have disadvantage on all rolls associated with casting tech powers. Additionally, tech powers used within the jammer's area of effect require an additional expenditure of tech points equal to half the power's level, rounded up.

The curse can be broken by a remove curse power, or by targeting and destroying the jammer. The signal jammer has an AC of 24, 20 hit points, and is immune to damage from unenhanced weapons and tech powers. The signal jammer cannot be destroyed by the creature that is attuned to it.

Czerka Corp. Industrial-Strength Adhesive

Adventuring Gear (utility), legendary

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in its provided container or another flask that has been internally coated with ink of slipperiness. When found, a container contains 1d6+1 ounces of adhesive.

One ounce of the adhesive can cover a 1-foot square surface. The adhesive takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of molecular solvent.

Copyrighted. All rights reserved. Czerka Corp. assumes no legal responsibility for damages, injury, maiming, or death occurred as a result of approved or unapproved use of this product.

Dathomiri Witch Battle Dress Armor

Armor (weave armor), advanced
Requires Attunement

The Witches of Dathomir fashion battle armor out of lizard-skin harvested from creatures native to Dathomir, with each possessing different properties based on which clan made it.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence ability, and you have resistance to one damage type that is determined by the clan who fashioned the armor (see the table).

You can focus your senses as an action to discern the distance and direction to the closest creature of size Large or above that is within 30 miles of you. This special action can't be used again until the next dawn.

Clan Resistance
Blue Coral Divers Clan Cold
Bright Sun Clan Fire
Dreaming River Clan Fire
Frenzied River Clan Lightning
Great Canyon Clan Poison
Howling Crag Clan Necrotic
Misty Falls Clan Cold
Nightsisters Necrotic
Red Hills Clan Acid
Red Mud Potters Clan Acid
Scissorfists Clan Fire
Singing Mountain Clan Lightning

Devilsquid Ink of Slipperiness

Adventuring Gear (utility), premium

Extracted from the devilsquid on the watery world of Dac (Mon Calamari), this sticky black unguent is thick and heavy in the vial, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement force power for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the oil slick tech power in that area for 8 hours.

Dust

Adventuring Gear (utility), premium

Found in a small dispersal cylinder, this powder is composed of microscopic dust-like transmitters and resembles powdered permaglass. There is enough for one use.

As an action, you can throw this powder at a point you can see within range, with the range being equal to 30 feet + your Strength modifier x 5. Each creature, droid, and construct within 10 feet are covered in dust, and are able to be tracked via a datapad, holorecorder, or macrobinoculars that use an optical EM filter. The dust lasts for one month, but can be removed through use of the magnetic field tech power.

Duwani UniSlice Code Slicer

Consumable (technology), advanced

When you make an Intelligence (slicer’s kit) check, you can use the code slicer (no action required) to gain a +5 bonus on the check if proficient with a slicer's kit, and an additional +5 if you have expertise. 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. Due to the bulky nature of this item, it must be used as a standalone item and cannot be used in conjunction with a computer spike.

EE-3 Carbine Rifle

Weapon (carbine rifle), prototype

The EE-3 was an optically fitted carbine rifle capable of three-round burst fire at long ranges.

You gain a +1 bonus to attack and damage rolls. While looking through the scope at a spot you can see within 120 feet, you can both see and hear as if you were standing at that location. Additionally, If you are proficient in this weapon, you can ignore the two-handed property. If you do so, when you make an attack with it, you forgo your proficiency bonus.

(This item was created by DrakeRyzer on the discord).

Essence of Zeltros

Consumable (perfume), premium

This blue colored perfume was produced from actual Zeltron pheromones, granting those who use it their famous powers of seduction. As an action, you can apply this perfume to a creature within 5 feet, allowing them to influence individuals of both sexes for up to 1 hour. Whenever the target rolls a 1 on a Charisma (Persuasion) check, they can reroll the die and must use the new roll. Additionally, once within the hour, they can treat a d20 roll of 9 or lower on a Charisma check as a 10. These effects have no effect on droids or constructs. Zeltrons using this perfume have their pheromones magnified, gaining one extra use of their enthralling pheromones racial ability that can be used within the hour.

Eyes of Marr

Adventuring Gear (gemstone), prototype
Requires attunement by a force-caster

This red-colored gem has 3 charges. As an action, you can use the Force to concentrate on the energies inside the gem, expending 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

After a long rest, the gem regains 1d3 expended charges.

Focus of Power (Force)

Adventuring Gear (focus), premium
Requires attunement by a forcecaster

While this focus is equipped, you can use an action to regain 1d4 + 1 force points. Once you use the focus this way, it can't be used again until the next dawn.

Force-Imbued Blade

Weapon (any vibroweapon), advanced
Requires attunement by a force-wielder

A bladed weapon used by the ancient followers of the Ashla and Bogan of the ancient Je'daii Order. These solid metal blades required no power source, and glowed with the power of the Force coursing through them. This glow manifested itself in multiple ways, ranging from lightning-like striations, a discoloration of the blade, a fire like manifestation, or lack any form of visual manifestation at all.

You gain a +2 bonus to attack and damage rolls made with this enhanced vibroweapon. Additionally this weapon gains the piercing 2 property.

When the blade is first attuned to, the GM rolls a d4, this determines how the Force manifests itself and the type of extra damage it deals. On a 1 it deals Lightning damage. On a 2 it deals Acid damage. On a 3 it deals Fire damage. On a 4 it deals Force damage.

You can use a Bonus Action to channel the Force into this enhanced vibroweapon, causing the Force the course through the blade, causing it to glow. This glow sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

While the sword is glowing, it deals an extra 4d6 of damage, depending on the manifestation, to any target it hits. The glow lasts until you use a Reaction to stop channeling the Force, or until you drop or sheathe the sword.

(This item was created by DrakeRyzer on the discord).

Freedon Nadd's Blaster

Weapon (Any blaster), premium
Requires attunement

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

Curse. This blaster is cursed and possessed by a spiritual fragment of the Sith Lord Freedon Nadd. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the blaster, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the blaster is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a ranged attack against it.

You can break the curse in the usual ways, forcing the vengeful spirit of Freedon Nadd to leave the blaster. The blaster then becomes a +1 weapon with no other properties.

GenoHaradan Assassin's Blade

Weapon (vibrodagger), prototype

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

You can use an action to cause thick, black poison concealed in the grip to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Glo-Long Glow Orb

Adventuring Gear (utility), premium

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or greater light tech power. Once used, the greater light effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air on tiny repulsors and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Handy for the adventuring spelunker who likes to keep their hands free.

Golan Arms QE-1 Prototype Translocation Helm

Adventuring Gear (head), prototype
Requires attunement

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the translocate tech power from it. After a long rest, the helm regains 1d3 expended charges. This helm can serve as a focus for the purposes of casting tech powers.

Highly experimental quantum-entanglement technology has been theorized by many scientists since the days of the Old Republic, and Golan Arms seems to have made theory into reality. No one knows how an item like this was recovered from the Golan Arms labs, but you can bet they'd be interested in getting it back at any cost.

Gungan Booma

Consumable (explosive), prototype

These small violet spheres of energy measure 2.5 inches in diameter and weigh 1 lb, though larger varieties exist. Typically, 1d4+4 boomas are found together in a crate.

As an action, you can throw the booma up to 60 feet. The booma explodes on impact and is destroyed. Each creature within a 10-foot radius of where the booma landed must succeed on a DC 17 Dexterity saving throw or take 5d4 energy damage. Droids and constructs hit by the booma take an additional 4d4 ion damage. Any creature that failed the save is covered in a sticky plasma, taking 1d6 energy damage at the start of their turn. Droids and constructs take 1d4 ion damage each turn in addition to the energy damage. Creatures, droids, and constructs that succeed the saving throw are forcefully moved to just outside the blast radius, but take no damage.

Creatures and droids affected by the periodic damage may try to clear it from their bodies as an action on their turn by making a DC 15 Dexterity check. Otherwise, the plasma sloughs off after 3 rounds.

Ionite-Threaded Construct Crippler

Weapon (any vibroweapon), prototype

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

When you hit a construct with this weapon, the construct takes an extra 2d6 ion damage and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "construct" refers to any creature with the construct type.

Ionite-Threaded Droid Disabler

Weapon (any vibroweapon), prototype

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

When you hit a droid with this weapon, the droid takes an extra 3d4 ion damage. For the purpose of this weapon, "droid" refers to any creature with the droid type.

Immuno-Booster Armband

Adventuring Gear (armband), premium

You are immune to contracting any disease while you wear this armband. If you are already infected with a disease, the effects of the disease are suppressed while you wear the armband.

This armband is a sleek, form-fitting band that adjusts to the wearer's wrist or forearm size, depending upon where it is placed. Once in place a vaccine cocktail is injected sub-dermally, granting the wearer a drastic boost to their immune system.

Instrument of the Bards

Adventuring Gear (musical instrument), varies
Requires Attunement by tech-caster

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Fifteen types of these instruments exist, each named after a legendary musician or culture that best represents it, and each with its own unique capability. The following table lists the powers common to all instruments, as well as the power specific to each one and its rarity. A creature that attempts to play these complicated instruments without being proficient and attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 sonic damage from the feedback.

You can use an action to play the instrument and cast one of its powers. Once the instrument has been used to cast a power, it can't be used to cast that power again until the next dawn. The powers use your techcasting ability and tech save DC, and are cast at their base level.

You can play the instrument while casting a power that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. The bes'bev flute is also a small vibroknife with the keen 1 property in addition to it's base properties.

Instrument Rarity Power
All --- detect invisibility, flash, infiltrate, scramble interface
Orbus's Shawm Premium kolto pack
Tay'haai's bes'bev Flute Premium tracer bolt
Ak-rev's Drum Premium stack the deck
Bodonawieedo's Slitherhorn Prototype shatter
McCool's Chindinkalu Horn Prototype diminish tech
Na'ts' Fizzz Prototype protection from energy
Gorothean Xantha Advanced shutdown
Dahai's Fanfar Advanced salvo
M'or's Ommni Box Advanced group hologram
Baker's Traz Legendary kolto infusion
Cheel's Bandfill Legendary neurotoxin
D'an's Kloo Horn Legendary disintegrate
Valahorn of the Massassi Artifact greater salvo
King Arno's Lute Artifact antipathy/sympathy
Rappertunie's Mandoviol Artifact invulnerability

Interceptor Shield

Armor (any shield), prototype
Requires attunement

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Kaiburr Crystal

Adventuring gear (gemstone), artifact
Requires attunement by a force-caster

The Kaiburr crystal has 1d10 + 2 charges stored within it, enhancing your Force abilities. When casting a Force power, you can expend a charge from the crystal to reroll one die associated with the power (this includes any attack, damage, or healing roll), and can choose to keep either roll. Alternatively, when you are the target of a force power you didn't cast you may expend a charge to reroll one of the dice and choose which roll to keep. Any number of dice may be rerolled as long as there are charges to expend.

While in close proximity to the Temple of Pomojema on Mimban, the crystal recovers 1 charge every minute. If removed from Mimban, the crystal does not regain spent charges, but can be used as a lightweapon crystal. When used as a lightweapon crystal, it grants a +2 bonus to attack and damage rolls made with the lightweapon, and increases your force save DC by 2.

Lightbringer

Weapon (Any lightweapon), legendary
Requires attunement by force-caster

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. When you hit an aberration or an undead with it, that creature takes an extra 2d10 energy damage.

While you hold the drawn lightweapon, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against force powers and their effects. If you have 17 or more levels in the guardian class, the radius of the aura increases to 30 feet.

Mandalorian Tech Shield

Armor (any shield), prototype
Requires attunement

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse. This shield has been tampered with by the Mandalorian Death Watch to attract projectiles, and is cursed. Attuning to it causes nano-sized RFID bots to adhere to your body, cursing you until you are targeted by the remove curse power or similar power. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Modified Nen-Carvon R-19 Paraglider

Vehicle (paraglider), advanced

The combat paraglider is a beloved tool to those in the spycraft trade, allowing pilots to fly long distances behind enemy lines without being seen by sensor sweeps. The glider's repulsorlift can fly at heights of up to 3 miles, and has a topspeed of 160mph. The pilot's pull-down visor grants night-vision and allows the pilot to easily find and follow the terrain below them. While the glider itself is single occupant only, it can easily handle up to 100 lbs of extra weight from equipment mounted onto brackets to be carried across enemy lines, making it one of the most valuable tools in a spy's arsenal.

The paraglider has an AC of 16, 40 hit points, and a move speed of 90 feet (flying). Using the visor grants the pilot darkvision out to 120 feet in a 45 degree arc. Pilots have Advantage when making Wisdom checks to follow terrain using this visor, but cannot see outside of the arc. Creatures attempting to notice the glider through Intelligence (Technology) checks using sensors or other scanning equipment do so with Disadvantage.

Necklace of Unstable Firegems

Adventuring Gear (neck), prototype

This necklace has 1d6+3 unstable Lowickan firegems in electrum settings hanging from it. You can use an action to detach a gem and throw it up to 60 feet away. When it reaches the end of its trajectory, the gem detonates as a 3rd-level explosion tech power (save DC 15).

You can hurl multiple firegems, or even the whole necklace, as one action. When you do so, increase the level of the explosion by 1 for each firegem beyond the first.

Lowickan firegems have a unique property - starship core radiation causes their molecular structure to rupture in a violent explosion. These firegems are even more unstable, with each barely containing intense radiation and the slightest bump or jarring action being able to set them off, reactor or no. User beware.

Night Visor

Adventuring Gear (head), premium

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the visor increases its range by 60 feet.

Nightsister Bow of Retribution

Weapon (energy bow), advanced
Requires attunement

This enhanced weapon has the piercing 1 and vicious 1 properties in addition to its normal properties.

When you draw this bow back to attack, it whispers in Dathomiri, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 2d6 energy damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Nosaurian Tree-Claw

Weapon (handwraps), premium
Requires attunement

The tree-claw has the fixed, light, and special properties, as described in Chapter 5 of Wretched Hives, and increases the wearer's Unarmed damage die to a d4. In addition to these properties, the tree-claw grants the attuned user Advantage on all climbing-related skill checks.

Omwati Techguard Shield

Armor (shield), advanced
Requires attunement

While holding this shield, you have advantage on saving throws against tech powers and their effects, and tech attacks have disadvantage against you.

Onderon Beast Rider Lance of Command

Weapon (vibrolance), premium
Requires attunement

This vibrolance is an enhanced weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate flying speed. The vibrolance regains 1d3 expended charges daily at dawn.

OutlawTech Electronic Lock Breaker

Consumable (technology), advanced

When you make an Intelligence (security kit) check, you can use the lock breaker (no action required) to gain a +5 bonus on the check if proficient with a security kit, and an additional +5 if you have expertise. You can wait until after you roll the d20 before deciding to use the lock breaker, but you must decide before the GM says whether the check succeeds or fails. Due to the bulky nature of this item, it must be used as a standalone item and cannot be used in conjunction with a security spike.

Power Cipher

Adventuring Gear (Data Recording and Storage), varies

A power cipher is an item that contains the machinations a single power, imbued by the Force or built of technology. If your class is able to learn this power, you can activate the cipher and cast its power. Otherwise, the cipher is unusable. Casting the power by activating the cipher requires the power’s normal casting time.

If your class is able to learn the power but at a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC equals 10 + the power's level. On a failed check, the cipher is rendered permanently unusable with no other effect.

Once the power is cast, it is spent from the cipher, and the cipher itself disintegrates.

The level of the power in the cipher determines the power's saving throw DC and attack bonus, as well as the cipher's rarity, as shown in the Power Cipher table.

Power Cipher

Power Level Rarity Save DC Attack Bonus
At-will Standard 13 +5
1st Standard 13 +5
2nd Premium 13 +5
3rd Premium 15 +7
4th Prototype 15 +7
5th Prototype 17 +9
6th Advanced 17 +9
7th Advanced 18 +10
8th Advanced 18 +10
9th Legendary 19 +11

A cipher can take many forms. For a tech power such as explosion, a tech cipher containing it could be a simple grenade, or a small, one-use rocket launcher. Just as there are many ways to describe the form a tech power takes, there are just as many ways to describe their ciphers. A force cipher is likely more complicated to describe, but some options are it being a Force-imbued crystal, a strange holocron, a Sith amulet, and so on.

(This item created by Aziz on the discord).

Quickstriker

Weapon (Any), advanced
Requires attunement

You gain a +2 bonus to attack and damage rolls made with this enhanced weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Robe of the Revanchist

Adventuring Gear (body), artifact
Requires attunement by force-caster

This simple garment is made from exquisite shimmersilk of white, gray, or black, and comes with fine-crafted chestplate, gloves, and boots. The robe's color changes to correspond to the force alignment of the attuned wearer: a sand-white robe for light, gray for neutral, and black and red for dark. You can't attune to a robe of the revanchist without being Force sensitive.

You gain these benefits while wearing the robe:

  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

  • You have advantage on saving throws against force powers and their effects.

  • Your Force save DC and Force attack bonus each increase by 2.

Rylca Gel

Consumable (medical), premium

Made using certain bacta ingredients and ryll kor (a rare form of ryll spice), this repurposed medpac contains 1d4+1 doses of a mixture that smells sickly sweet. The pack and its contents weigh 1/2 pound.

As an action, one dose of the gel can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, ceases to be poisoned, and is cured of any disease. This medpac has no effect droids or constructs.

Sabine's Mischievous Pigments

Adventuring Gear (utility), advanced

Typically found in 1d6 containers inside a fine metal box with a spray applicator (weighing 1 lb in total), these pigments allow you to create three-dimensional illusions by painting them in two dimensions. The paint flows from the applicator to form the desired object as you concentrate on its image.

Each container of paint is sufficient to cover 1,000 square feet of a surface, which lets you create illusory inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons--that are up to 10,000 cubic feet. It takes 1 minute to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes an illusory object that appears real to casual observers. Thus, painting a door on a wall creates an illusory door that can appear open to whatever is beyond it. Painting a pit on a floor creates an illusory pit, and its depth counts against the total area of objects you create. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Anything of any value can be created by the pigments. Whatever you paint looks authentic, but close inspection reveals it is an illusion. If a creature suspects it is an illusion, they can make a DC 19 Intelligence (Investigation) or Wisdom (Perception) check (GM's choice). On a success, the creature is aware the object or terrain is an illusion. On a failure, the creature remains convinced the illusion is real and cannot inspect its true nature for 24 hours.

Scoundrel's Blaster

Weapon (Any blaster), legendary
Requires attunement

You gain a +3 bonus to attack and damage rolls made with this blaster. In addition, while you hold the blaster, you can use your reaction to make one ranged weapon attack with it against any creature in your range that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

Scoundrel's Lucky Dice

Adventuring Gear (gaming set), premium
Requires attunement

While these polished, aurodium-plated pair of chance cubes are on your person, you gain a +1 bonus to ability checks and saving throws.

Smokescreen Generator

Adventuring gear (utility), premium

Smoke shoots out of this brass-colored box, which weighs 1 pound and is a 6-inch cube. When you use an action to open the top, a cloud of thick smoke pours out in a 60-foot radius from the generator. The cloud's area is heavily obscured. Each minute the generator remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the generator is open. Closing the generator requires you to close the top as an action. Once the generator is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Stokhli Spray Stick

Weapon (electrostaff), prototype
Requires attunement

Originally created by the nomadic Stokhli species on the planet Manress, Stokhli spray sticks served as effective long-range stun weapons, and were first employed for big game hunting. These weapons had enough power to knock out large animals like gundarks, making them very popular among big-game hunters.

You gain a +1 bonus to attack and damage rolls made with this weapon and this electrostaff's shocking DC increases from 13 to 15.

Additionally, this electrostaff comes with an integrated net launcher, the net launcher has a minimum range of 60ft and a maximum of 240ft, a reload of 5, and uses traditional power cells as ammunition.

A Large or smaller creature hit by a net is restrained and shocked until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 20 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 effects.

(This item was created by DrakeRyzer on the discord).

Superior Rylca Gel

Consumable (medical), advanced

Made using certain bacta ingredients and ryll kor (a rare form of ryll spice), this repurposed medpac contains 1d4+1 doses of a mixture that smells sickly sweet. The pack and its contents weigh 1/2 pound.

As an action, one dose of the gel can be swallowed or applied to the skin. The creature that receives it regains 2d8+2 hit points, is cured of any disease afflicting them, and ceases to be blinded, deafened, paralyzed, and poisoned. This medpac has no effect droids or constructs.

SVT-300 Stun Cloak

Adventuring Gear (shoulders), prototype
Requires attunement

Originally designed as a personal defense system, this meter-long habit is also effective as an offensive weapon at close range. Specially designed fibers on the outside of the cloak give this garment its particularly attractive metallic sheen. When brought into contact with living tissue, however, these fibers also act to electrostatically adhere to the target's body. Once activated by a hand-held relay (disguised as the cloak's clasp), the garment produces a focused electrical charge capable of stunning the acquisition into submission.

As an action on your turn you can make a grapple attack. On a successful grapple, the grappled creature takes 3d4 lightning damage and is stunned until the end of their next turn.

Additionally, when you are hit by a melee weapon attack, unarmed strike, or are successfully grappled, you can force the attacking creature to make a Dexterity saving throw (DC 15). On a failed save, the creature takes 3d4 lightning damage and is stunned until the end of their next turn.

After three uses of the stun cloak, it must recharge either over a short rest, or by using one power cell to regain one use, up to a maximum of 3 uses.

Tatooine Pocket Sand

Adventuring Gear (utility), premium

Found in a small container, this powder resembles very fine sand taken from the twin-suns world of Tatooine. There is enough of it for one use.

As an action, you can throw a handful of pocket sand at a creature of your choice by making a ranged weapon attack. Pocket sand has a range equal to 30 feet + your Strength modifier x 5. On a hit, the creature and every other creature within 30 feet of it begin sneezing uncontrollably and are blinded, incapacitated, and suffocating. On a failure, you drop the pocket sand and send it into the air at your location, causing yourself and every creature within 30 feet of you to suffer the above effects. As long as it is conscious, a creature can make a DC 15 Constitution saving throw at the end of each of its turns, ending the effects on it on a success. The restoration force power can also end the effect on a creature.

Beyond minor irritation to its joints, this sand has no effect on droids or constructs.

Tatooine pocket sand is not to be confused with Jakku pocket sand, an inferior quality sand product.

TelBrinTel Hand-Held Molecular Microscope

Adventuring gear (tool), premium

This hand-held microscope fits snugly over the wearer's eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Translation Headset

Adventuring Gear (head), premium

While wearing this headset, you can use an action to cast the translation program tech power from it at will. This headset serves as the powers casting focus.

Universal Card Skifter

Adventuring Gear (gaming set), advanced
Requires attunement

When engaging in a game of sabacc or pazaak, you have advantage on all rolls associated with the game. Additionally, once per short rest you can change one die roll to a number of your choice.

The skifter, often a single modified card, is a form of cheating, and many experienced card players know how to look for them. If another creature suspects you have used a skifter, they can make a Wisdom (Perception) check (DC 16). On a success, the creature knows you have used a skifter. On a failure, your skifter use goes unnoticed (you dirty cheater). If you are proficient with sabacc or pazaak, a creature makes this check with disadvantage.

Due to their unscrupulous nature, card skifters are banned almost galaxy-wide, and being caught with one could land you with a vibroknife in your back...or the riches of a lifetime.

Void Stone

Adventuring Gear (gemstone), artifact
Requires attunement

You have advantage on saving throws against force powers, and resistance against force powers and their effects.

Curse. This stone is a holy relic from a death-worshipping religion, and is cursed. Becoming attuned to it extends the curse to you, and you are unwilling to part with the stone. As a part of this curse, all Force-sensitive creatures within 300 feet of the void stone have disadvantage on all rolls associated with casting force powers. Additionally, force powers used within the void stone's area of effect require an additional expenditure of force points equal to half the power's level, rounded up.

The curse can be broken by a remove curse power, or by targeting and destroying the stone. The void stone has an AC of 24, 20 hit points, and is immune to damage from unenhanced weapons and force powers. The void stone cannot be destroyed by the creature that is attuned to it.

Watchman Shield

Armor (shield), premium

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.

Wind Horn of the Vors

Adventuring Gear (instrument), prototype

You can use an action to huff, puff, and blow the wind horn, which emits an ear-splitting sound blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 sonic damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 sonic damage instead of 5d6.

Each use of the horn has a 20 percent chance of causing the horn to shatter. The resulting explosion of glass deals 10d6 kinetic damage to the blower and destroys the horn.

Wristpad of Power (Tech)

Adventuring Gear (focus), premium
Requires attunement by a techcaster

While this wristpad is equipped, you can use an action to regain 1d4 + 1 tech points. Once you use the wristpad this way, it can't be used again until the next dawn.

Empress Teta's Crown Jewels (Unfinished)

Adventuring Gear (varies), artifact

The crown jewels of Empress Teta are relics of the Old Republic reknowned throughout the galaxy for being weapons of warfare whose artful design is second only to their deadly effectiveness. Many of these relics were thought lost to time, and as such are worth millions of credits each if one finds a collector willing to pay the hefty price.

Roll a d6 and take the item listed on the table below, or the DM can choose which relic at random. With the exception of the daggers that exist as a pair, all relics are considered one-of-a-kind and cannot be found anywhere else in the galaxy. If a duplicate item exists and a question of authenticity is raised, only the relics from this table are considered authentic - all others are fakes and forgeries.

d6 Relic
1 Daggers
2 Blaster
3 Crown
4 Armor
5 Sword
6 Cloak

Appendix B: Special Item Tables

Adrenal Table

Works for Standard and Improved quality adrenals.

d6 Adrenal
1-2 Alacrity
3-4 Stamina
5-6 Strength

Ammo Table

Choose from the ammo types below.

Ammo Type Ammo Type
Blight Cartridge Power Generator
Cryo Cell Projector Canister, carbonite
Dart Projector Canister, corrosive
Deafening Cell Projector Canister, flame
Disruptor Cartridge Projector Tank, carbonite
Flux Collimator Projector Tank, corrosive
Missile, frag Projector Tank, flame
Missile, ion Rocket, frag
Missile, plasma Rocket, ion
Oscillation Calibrator Rocket, plasma
Plasma Cell Shocking Cartridge
Power Cell Slug Cartridge

Armor/Shield Table

Roll on this table to choose an armor or shield type, or pick one at random. Refer to the Player's Handbook, Wretched Hives, or the website for a comprehensive list of all armors and shields available.

d6 Armor/Shield Type
1-2 Light
3-4 Medium
5-6 Heavy

Augment Table - Basic/Fine/Improved

d6 Ability
1 Charisma
2 Constitution
3 Dexterity
4 Intelligence
5 Strength
6 Wisdom

Augment Table - Superior/Exceptional/Champion

d8 Ability
1 Charisma
2 Constitution
3 Dexterity
4 Intelligence
5 Strength
6 Wisdom
7-8 Enhancement

Augment Table - Class Offensive/Defensive

Roll for class, or choose at random. Offensive/defensive version determined by previous table roll.

d10 Class
1 Berserker
2 Consular
3 Engineer
4 Fighter
5 Guardian
6 Monk
7 Operative
8 Scholar
9 Scout
10 Sentinel

Cybernetic Augmentations Table

Works for all rarities.

d4 Type
1-2 Enhancement
3-4 Replacement

Droid Customizations Table

Works for all rarities.

d4 Type
1-2 Part
3-4 Protocol

Explosives Table

Choose from the explosives below.

d10 Item Type
1 Breaching Charge
2 Grenade, electrostun
3 Grenade, flash
4 Grenade, frag
5 Grenade, gas
6 Grenade, ion
7 Mine, flash
8 Mine, frag
9 Mine, plasma
10 Thermal Detonator

Substances Table

Roll on this table to choose a type of Alcohol or Spice (depending on what you are rolling for), or choose randomly.

d8 Alcohol Spice
1 Deuterium-pyro Andris
2 Mummergy Cilona
3 Novanian grog Giggledust
4 Raava Glitterstim
5 Spicebrew Karrak
6 Tihaar Muon gold
7 Tsiraki Yaladai
8 Vayerbok Yarrock

Tools Table

Roll on this table to choose a type of tool, or pick one at random. Refer to the Player's Handbook, Wretched Hives, or the website for a comprehensive list of all tools available in each category.

d4 Tool Type
1 Artisan's Implements
2 Gaming Sets
3 Musical Instruments
4 Specialist's Kit

Weapon Table

Roll on this table to choose a weapon type, or pick one at random. Refer to the Player's Handbook, Wretched Hives, or the website for a comprehensive list of all weapons available.

d6 Weapon Type
1 Simple Blaster
2 Martial Blaster
3 Simple Lightweapon
4 Martial Lightweapon
5 Simple Vibroweapon
6 Martial Vibroweapon

Item Modification Table

Roll on this table or choose a type at random, then do the same on the table of the chosen type on the succeeding page. After an item type and mod type have been chosen, use Wretched Hives or the website to select a mod of the chosen type.

d10 Item Type
1 Armor
2 Blaster
3 Cloak
4 Focus Generator
5 Lightweapon
6 Pants
7 Shield
8 Tunic
9 Vibroweapon
10 Wristpad

Armor Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Armoring
2 Overlay
3 Reinforcement
4 Underlay

Blaster Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Attachment
2 Barrel
3 Core
4 Targeting

Clothing Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Inlay
2 Pattern
3 Stitching
4 Weave

Focus Generator Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Channel
2 Conductor
3 Cycler
4 Emitter

Lightweapon Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Cell
2 Crystal
3 Hilt
4 Lens

Shield Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Overlay
2 Reinforcement
3 Shielding
4 Underlay

Vibroweapon Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Edge
2 Grip
3 Guard
4 Oscillator

Wristpad Item Mod Table

Roll a d4 or choose a type at random. If an item does not exist at the chosen rarity, reroll the d4 until one does. If none exist, reroll on the Item Modification Table.

d4 Mod Type
1 Amplifier
2 Dataport
3 Motherboard
4 Processor
 

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