Modifiable Items
Some enhanced items come with fixed properties. Other enhanced items, called chassis, are more customizable.
Modifying Equipment
Modifying an item requires three key components: a modifiable item chassis, a modification to install, and the appropriate tools. An item can only be modified by someone proficient with appropriate tools, as shown in the Item Specific Tools table on page ___.
Modifiable Item Chassis
Every item chassis comes with at least four modification slots, increasing to six at higher rarities, as determined by the chassis's rarity, as shown below in the Modification Slots by Rarity table.
Modification Slots by Rarity
| Rarity | Modification Slots |
|---|---|
| Standard | 4 |
| Premium | 4 |
| Prototype | 5 |
| Advanced | 5 |
| Legendary | 6 |
| Artifact | 6 |
Every modifiable item chassis has four base slots, determined by its type. Prototype and advanced modifiable item chassis also have one augment slot in addition to the four base slots for their type, while legendary and artifact have two. A modifiable item chassis only requires attunement and is considered enhanced if it has at least one modification installed.
A modifiable item chassis can only include modifications of the same rarity or a lesser rarity. For instance, if you have a prototype modifiable item chassis, you can modify it with standard, premium, and prototype modifications. However, the item's nature does not allow it to support higher rarity modifications.
Installing Modifications
Installing a modification takes one hour and requires an ability check with the appropriate tool, as shown in the Item Specific Tools table on page ___. The DC for the check is determined by the rarity of the modification being installed, as shown below in the Installation/Removal DC by Rarity table.
Installation/Removal DC by Rarity
| Rarity | Installation/Removal DC |
|---|---|
| Standard | 10 |
| Premium | 14 |
| Prototype | 18 |
| Advanced | 22 |
| Legendary | 26 |
| Artifact | 30 |
On a success, the modification is correctly installed. On a failure, the modification is not installed, and you must wait 24 hours before you can try again.
Removing Modifications
Removing a modification requires an ability check with the appropriate tool, as shown in the Item Specific Tools table. The DC for the check is determined by the rarity of the modification being removed, as shown above in the Installation/Removal DC by Rarity table.
On a success, the modification is removed and salvaged. On a failure, the modification is removed but destroyed.
Upgrading Modifiable Item Chassis
Modifiable item chassis can have their rarity upgraded over time. An item can only be upgraded by someone proficient with the appropriate tools, and it can only be upgraded one rarity step at a time. Modifying a chassis takes eight hours and requires an ability check with the appropriate tool. The DC for the check is determined by the rarity to which the chassis is being upgraded, as shown in the Installation/Removal DC by Rarity table above. Additionally, upgrading the rarity of a chassis requires an appropriate rare material, as discussed in the Crafting downtime activity. Upgrading a modifiable item chassis has no effect on any modifications currently installed in the chassis.
On a success, the modifiable item chassis is upgraded to the new rarity. On a failure, the modifiable item chassis is not upgraded, you must wait 24 hours before you can try again, and you must roll a d20. If you roll a 1 on the d20, one currently installed modification is destroyed. If the chassis has more than one modification installed, the GM should determine which modification is destroyed randomly.
Color Crystals
In addition to the modifications unique to themselves, all lightweapons come with a slot for a color crystal. Typically, newly created lightweapons come with one of the more common color variants, such as green, blue, or red. Occasionally, a character might come across a more scarce color crystal. When determining what color crystal a lightweapon comes with, the GM can choose for the player, or have the player make a universal forcecasting ability check with proficiency. The result of the check affects the color of the crystal, as shown below in the Forcecasting Color Crystal Modifier table.
Forcecasting Color Crystal Modifier
| Forcecasting Ability Check DC | d100 RollItem modifier |
|---|---|
| 1 | -15 |
| 5 | -10 |
| 10 | -5 |
| 15 | 0 |
| 20 | +5 |
| 25 | +10 |
| 30 | +20 |
The d100 Roll Modifier is added to the percentile dice rolled for the Color Crystal table, which is discussed below.
Once a player has made their forcecasting ability check to discover a lightweapon color crystal, the player rolls percentile dice and consults the Color Crystal table below, applying a modifier based on the result of their forcecasting ability check.
Color Crystal
| d100 | Crystal Color |
|---|---|
| 1-20 | Blue |
| 21-40 | Red |
| 41-60 | Green |
| 61-70 | Yellow |
| 71-80 | Purple |
| 81-90 | Orange |
| d100 | Crystal Color |
|---|---|
| 91-93 | Viridian |
| 94-96 | Cyan |
| 97 | Bronze |
| 98 | Silver |
| 99 | White |
| 100+ | Black |
This table includes the most common and desirable color crystals. More extensive options can be awarded at the discretion of the GM.
A player can choose the color crystal that is the result of their percentile dice rolled, or they can choose one that falls below it. For instance, if the player rolls a 91 and finds a viridian color crystal, they could instead choose a yellow color crystal, as if they had rolled a 63.
Augments
Augments are intended to offer features universal across items, such as an increase to an ability score or augmenting a class feature.
You can't have two of the same augment in a single chassis, but you can have multiples of an augment, each in its own chassis.
Installing Augments in Other Items. Additionally, a character proficient in tinker's implements can add modification slots for augments to items that lack them. First, the character must spend one uninterrupted hour tinkering with the item, which can be done over a short rest, with their tinker's implements. The character must then make an ability check with tinker's implements. On a result of less than 20, the item gains no augment slots, and you must wait 24 hours before you can try again. On a result of 20 or higher, the item gains one augment slot, to a maximum of one augment slot. On a result of 30 or higher, the item gains a two augment slots, to a maximum of two augment slots. Adding augment slots to an item causes that item to require attunement, if it didn't already. An item can't support augments of higher rarity than the item's rarity.
Variant: Common Modifications
Modifying equipment is a common expectation of adventurers foraying through the worlds of Star Wars. This rule treats all potential modifiable items—that is, the eight categories listed in this chapter—as unmodified standard rarity chassis. For example, every unenhanced blaster you find while adventuring, or for sale in a market, comes with vacant modification slots for blaster modifications.
Additionally, all modifications of standard rarity should be available for purchase from appropriate vendors without using the Buying Enhanced Items downtime activity.
Note that all chassis of premium or higher rarity should still be treated as enhanced items for the purposes of distribution.