Professional Documents
Culture Documents
CL Level d%
1-4
01-11
12-21
22-41
42-95
96-100
Credits
5d10
1d4x25
4d6x10
1d6x1000
d%
0-42
43-62
63-100
Items
1d4 mundane
1 minor
5-8
01-10
11-15
16-29
30-87
88-100
5d10
2d6x25
4d6x20
2d8x1000
0-30
31-48
49-96
97-100
1d4 mundane
1d4 minor
1 medium
9-12
01-08
9-14
15-75
76-100
2d6x10
3d6x200
2d10x1000
0-27
28-40
41-82
83-97
98-100
1d6 mundane
1d6 minor
1 medium
1 major
13-16
01-03
04-74
75-100
3d8x100
4d8x1000
0-40
41-46
47-90
91-100
1d8 minor
1d3 medium
1 major
16-20
01-02
03-65
66-100
01-24
2d6x2000 25-80
1d8x10000 81-100
1d4 medium
1 major
d%
Mundane Item
01-17
Consumables
01-12 Glow Rod
13-40 Medpack
41-50 Stim Pack (Adrenaline) (1d8+1/2 lvl temporary hp)
51-80 Energy Cell
81-85 Mesh Tape
86-90 Liquid Cable Dispenser
91-100 Medpack, Advanced (+2 to Treat Injury)
Minor
01-10
11-20
21-60
61-75
76-91
92-100
d%
01-10
11-40
41-50
51-65
66-90
91-100
96-98
99-100
Major
01-25
26-50
51-60
61-70
71-80
81-100
Item
Armor
Weapons
Consumable Items
Mastercraft Equipment
Cybernetics
Wonderous Old Republic Items
Armor
Suit (non-Armor)
Light Armor (Combat Jumpsuit)
Medium Armor (Battle Armor)
Medium Power Armor (Correlian Power Suit)
Heavy Armor (Battle Armor Heavy)
Heavy Power Armor (Battle Armor Heavy +2 STR)
51-83
Weapons
01-15 Common Melee Weapon
16-44 Common Ranged Weapon
45-60
Grenades (roll 1d4 times)
1-7 Smoke
8-16 Gas
Table 1-15: Specific Armors (1 use per day)
17-28 Adhesive (grapple vs attack roll, 3 turns)
1-15 Archaic Jedi Robes
29-48 Stun
16-30 Demonic Sith Robes
49-59 Ion (2-square, 4d6)
31-40 Corellian Speed suit (+5 int, +2 Dex)
60-84 Frag (4d6, 4 squares)
41-50 Cerean Debating Vestiments (+2 Dex)
85-91 Concussion (8d6, 2 squares, creatures only)
51-60 Consortium Powered Armor (+2 STR, +2 Dex)
92-96 EMP (1-square, 6d6 ion)
61-70 Emperor's Guard
96-100 Thermal Detonator
71-75 Dark Trooper
61-76 Mastercraft Melee Weapon +2 DMG
76-81 Da Soocha Warlord Suit (+5 Intimidate, Decept, Persuade, +4 CHA)77-100 Mastercraft Ranged Weapon +1 ATT
82-90 The First, ARC Trooper Armor
91-93 Bactasuit (+4 CON, extra second wind per day)
84-100
Tools and Gear
94-96 Gammorean God Plate (+14 Armor, +4 STR, Max dex +3)
01-10 Comlink, short range
11-16
majorComlink,
CL 8) long range
97-99 The Mandalore (Jet pack, +14 Armor, +4 STR, DEX, CON +2 upgrades,
100 Darth Vader's Armor
17-20 Comlink, with scrambler
21-28 Datapad
29-38 Portable Computer
Table 1-17: Specific Ranged Weapons (1 use per day)
39-45 Electrobinoculars
1-4 Hutt Blaster
46-51 Sensor Pack (+5 perception)
5-9 Merr-Sonn 434 "Deathhammer"
52-53 Medical Kit
10-14 Czerka "Adjudicator"
54-55 Surgery Kit
15-19 SoroSuub "Firelance" (1d20+5 vs fort to set on fire)
56-57 Field Kit
20-24 Gee-Tech 12 "Defender" (as a reaction +5 to ref behind popup shield)58-59 Jet Pack (1d10 uses)
25-29 "Adventurer"
60-61 Binder Cuffs
30-34 "Outback"
62-63 Security Kit
35-39 Tenloss DXR-6 "Disruptor"
64-69 Tool Kit
40-44 Incinerator Rifle (destroyed, disintegrated)
70-75 Power Recharger
45-49 Golan Arms Blast Cannon
76-80 Mastercraft Security Kit (+2 to skill check)
50-54 Ithorian "Inhibitor" (nanobots prevent healing)
81-85 Mastercraft Tool Kit (+2 to skill check)
- Phasic Rifle Shield Bypass SR5
86-90 Mastercraft Medical Kit (+2 to skill check)
55-59 Shield Bypass SR10
'91-95 Mastercraft Surgery Kit (+2 to skill check)
60-64 Shield Bypass SR15
96-100 Mastercraft Field Kit (+2 to skill check)
65-69 Shield Igniter (+4d10 damage if target is shielded)
70-74 Tatooine Credstealer (max 2d6x100 cr stolen if target has credchip)
*Roll again on table for armor type, roll again to determine type
Keep rolling with
on table
3x health,
until ansame
armor
attack
type bonus)
is determined or all
75-79 Kamino Cloner Rifle (DNA pierce 2d6 dmg, creates clone for encounter/5min
80-84 Naboo assassinator
three mastercraft items are rolled, armor cannot have same
85-89 Coruscanti Pistolista (pair)
feature more than once.
90-94 Rothana HE Turbolaser Pistol (Heavy size, 1xday 4d10x2, reg 3d10, exotic)
95
Medium
01-20
21-41
42-56
57-69
70-83
84-100
d%
Cybernetics
1-4 Subdermal LCD screen
5-8 Targetting Eye [Careful shot]
9-12 Targetting Eye [Sniper]
13-16 Targetting Eye [Triple Crit]
17-20 Targetting Eye [Far Shot]
21-24 Jawbone Commlink with scrambler
25-28 Neural Speedware [+5 on initiative]
29-32 Biomonitor [+5 to Treat Injury checks on host]
33-36 Sound Editor [+2 on Perception Checks]
37-40 Smartgun Neural link [Weapon Focus] with paired
41-44 Interface Plugs [Vehicular Combat]
45-48 Pain Editor [Gain +2d8 temporary hit points]
49-52 Optical Overlay [Low Light]
53-56 Chipware Self-Defense [Martial Arts I, overrides higher]
57-60 Enhanced Antibodies [Double hp recovery]
61-64 Decentralized Heart [Improved Defenses]
65-68 Optical Overlay [Dark Vision]
69-72 Metachlorine Enhancers [Strong in the Force]
73-76 Skinweave [+1d4 to Constitution]
77-80 Muscle & Bone Lace [+1d4 to Strength]
81-84 Adrenal Booster [+1d4 to Dexterity]
85-88 Subdermal Armor Plates [DR 1]
89-92 Chipware SpecForce [Martial Arts II, overrides higher]
93-96 Nanosurgeons [Regenerate 1hp / round]
97-100 Telekinetic Implant [Move Object, d20+5]
*Cybernetic powers may be used once per encounter
and must be enabled via standard action during encouter
Minor
Medium Major
Item
01-60
01-40
1 Upgrade Point
61-98
41-60
2 Upgrade Points
61-79
1-40
3 Upgrade Points
80-95
41-70
4 Upgrade Points
71-80
5 Upgrade Points*
81-90
6 Upgrade Points*
99-100
96-100
90-100
Specific Armor
*Armor type increases one category to a maximum of Heavy
Medium
01-40
41-60
61-79
80-95
96-100
-
Sith Soul Collector (1 dark side point, destroys 1d4 force points, heal 1d8 per dark side point, at 0 force points, becomes force spirit)
93 Shield Generator SR 5
Melee Weapon
01-12
13-40
41-50
51-80
81-85
86-90
91-93
94-96
97-98
99-100
Combat Gloves
Garotte Wire
Club
Stun Baton
Vibro Knife
Knife
Ionite Knife
Vibroblade
Ionite Sword
Lightsaber
Major
1-20
21-25
26-31
32-36
37-42
43-48
49-54
55-61
62-65
66-69
70-74
75-77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
95
96
97
98
99
100
Item
Upgrade Points
Agile Armor Max Dex +1
1
Fortifying Armor Fort +1
1
Protective Armor REF +1
1
Secret Compartment
1
Concealed Holster
1
Climbing Claws (take 10, climb spd=1/2 normal)1
Cold Weather System (immune)
1
Harm Weather System (immune)
1
Comm Jammer (1km, +5 Use Comp)
1
Gyro (+5 to resist knocked prone)
1
Helmet Package (+2 Percept, low light)
1
Stun Resist (Stun Damage DR 10)
1
Sensor Pack (std action, +5 percep)
1
Powered Exoskeleton (+2 STR)
1
Radiation Shielding
1
Internal Grapple Gun (10 squares)
1
Integrated Medpack
1
Vacuum Seals
1
Omni-Tool Mount (Toolkit, Medkit)
2
Jump Survos (Treat as running, take 10, reroll fail)
2
Shockweb (1d6 elec, 2d6 stun if grabbed)
2
Shadowskin (+5 Stealth)
2
High Speed Cutting Torch
3
Crystadurium Plating (DR 1)
3
Repulsorlift (4 squares, 10 rounds)
3
Vibroblade Mount
3
Blaster Pistol Mount
3
Blaster Rifle Mount
3
Grenade Launcher Mount
3
4
4
4
5
5
5
Ranged Weapon
01-12
13-40
41-43
44-46
47-49
50-52
53-55
56-58
59-61
62-64
65-67
68-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91
92-94
95-97
98-100
Blaster Pistol
Blaster Rifle
Blaster Carbine
Light Repeating Blaster
Ion Rifle
Ion Pistol
Slugthrower Pistol
Holdout Blaster
Slugthrower Rifle
Micro Grenade Launcher (2d6, Rifle)
Blaster Sniper Rifle (3d10, aim, else -5)
Deck Sweeper (6sq cone, stun)
Flechette Launcher (shotgun)
Heavy Blaster Rifle
Blaster Cannon
Heavy Repeating Blaster
Grenade Launcher (4d6, Heavy)
Missile Launcher
E-Web repeating blaster
Bowcaster
Flamethrower
Mini-Proton Torpedo Launcher
Minor
0-25
26-47
48-51
52-56
57-62
63-68
69-74
75-78
79-83
84-88
89-94
95-100
-
Medium
01-5
06-11
12-14
15-17
18-20
21-22
23-24
25-29
30-34
35-43
44-49
50-54
55-63
64-69
70-74
75-84
85-91
92-95
96-98
99-100
Major
1-5
6-10
11-15
16-20
21-25
26-35
36-45
46-52
53-59
60-68
69-74
75-81
82-86
87-91
92-95
96-100
Item
Upgrade Points
Improved Accuracy +1 ATT
1
Improved Damage +2 DMG
1
Selective Fire (Add Single Shot mode)
1
Rapid Recycler (Add Autofire mode)
1
Double Trigger (+1 on Aim)
1
Pulse Charger (-1 ATT, +1 DMG/die)
1
Rangefinder (short range=PB)
1
Targetting Scope (Long=Med,Med=Short)
1
Droidifed Auto-Bipod
2
Micro Grenade Launcher
2
Knockback (Banth Rush+10), 1/encounter
2
Revenger -+2d6 damage**
2
Perfectly Crafted +2 ATT
3
Mauler Device - Reroll lowest die
3
Plasma enhancement + 1d6 Fire
3
Mass Driver +1d6 Impact Damage
3
Brilliant Burst-5 shots, ignore DR 1/day
3
Lucky Grip (luck reroll 1/day)
4
Dazzler - On hit, Foe -10 REF, 1d4 rounds 1/day4
Improved Critical, 19-20
4
Medium
01-20
21-30
31-44
45-54
55-69
70-79
80-93
94
95
95
96
97
98
99
100
-
Major
1-29
-'
-''
30-34
35-41
42-46
47-51
52-56
57-61
62-67
68-73
74-78
79-83
84-91
92-97
Item
Improved Accuracy +1 ATT
Improved Damage +2 DMG
Advanced Tech +1 ATT, +1 DMG
Upgrade Points
1
1
1
1
1
Spring Loaded
1
Bayonet Ring
1
Ionite edge (+2d6 Ion)
2
Stun charge (+2d6 stun)
2
Neutronium Reinforced crit on 19-20
2
Opila Crystal +1die on crit
2
Phond Crystal +1die shield dmg
2
Rubat Crystal reroll 1 damage die
3
Eralam Crystal +1d6 Fire Damage
3
Upari Crystal +1d6 Ice Damage
3
Sigil Crystal +3 DMG
3
Solari Crystal +2 to Deflect
4
98 Future Tech 1
4
99 Future Tech 2
4
100 Future Tech 3
4
Item
Detonite
Explosive Charge and Timer
Medpack - Advanced (+5 Treat Injury)
Targetting Eye [Triple Crit]
Duro reflex boosterware (+1 REF, +3 Pilot)
Trade Federation Silver Tongue (+1d4 Cha)
Hutt Sex Slave Sexual Implant (+4 Cha, +3 Related persuasion check, 99% effective)
Item
Mastercraft Security Kit (+5 to skill check)
Mastercraft Tool Kit (+5 to skill check)
Mastercraft Medical Kit (+5 to skill check)
Mastercraft Surgery Kit (+5 to skill check)
Mastercraft Field Kit (+5 to skill check)
Other shit noone will write down
Item
9-12
13-16
17-21
22-31
32-43
44-53
54-63
64-73
74-83
84-98
99
100