I would love some feedback on my latest house rules. I'm running two campaigns with them currently and they seem to be working well, but they are both full of new players so we haven't gotten very deep yet. Some of these are blatantly stolen and adapted from other brilliant minds (Thanks to anyone who inspired me).
There will be no in-fighting, back stabbing, or doing anything to intentionally hinder another player character’s progress. Roleplaying an argument or difference of opinion is encouraged, and friendly duels are allowed, but no actual fighting.
A PC may convert aaa into s if the roll is already successful, and provided it causes damage if in a combat situation.
A PC may spend a Destiny Point after a roll to convert aaaaa into s.
A PC may spend a Destiny Point (with GM permission) to introduce a beneficial fact or circumstance into the current situation.
A PC may spend 2 Destiny Points to force a reroll on a lethal critical hit.
When a player rolls TrTrTr+, he/she will spontaneously gain a rank in a relevant skill chosen by the GM.
Any player who brings a Star Wars prop/toy or who wears a piece of Star Wars clothing will be granted a chip that can be turned into the GM at any point during that session to add bb to any one roll.
Charge (New Combat Action): Instead of advancing more carefully you charge straight at the enemy. Engage with a target in short range and make a combat check attack against them. The attacker upgrades the difficulty of the check by one. In addition, if the attacker's check generates De or ttt it can be spent by the defender to allow the defender to make a combat check against the attacker as an out of turn incidental before the initial attack is resolved.
Skill Checks Using Tools: Any Skill checks that require tools (Mechanics, Computers, Medicine, etc.) take a number of combat rounds to complete equal to the number of d.
Assist Maneuver: Any General Skill checks that use the Intellect characteristic (Astrogation, Mechanics, Computers, Medicine, etc.) may only be aided by another character if the assisting character is also trained in that skill.
Binary understanding: Any non-droid character with at least one rank in Mechanics or Computers understands the Binary language spoked by droids and other machines, though they are unable to speak it themselves. Any droid character may understand and speak Binary by default, without needing to be trained in Mechanics or Computers.
Blast Weapon Quality: If the attack is successful and Blast activates, each character (friend or foe) within Short Range of the original target suffers wounds equal to the weapon's Blast rating (plus an additional wound per Success as usual). Targets that have cover from the original target are not affected but all engaged targets are affected without concern for cover.
Vehicular Combat Initiative: The pilot or co-pilot of a vehicle may elect to use Piloting (Space) or Piloting (Planetary) as appropriate to make an initiative check.
To become Force sensitive in Edge of the Empire or Age of Rebellion, PC’s may spend XP to take only one of the universal trees Force Sensitive Exile, Force Sensitive Emergent, or Padawan Survivor. Any of these tress will grant a Force Rating of 1. The player may spend XP to purchase Force Powers as long as they meet the minimum Fore Rating requirements. In order to take any of the Specializations from Force & Destiny they must find a NPC with a Force Rating of 2 or higher and formal training to teach them in game.
When a PC uses a force power, talent, or anything else that requires them to roll or commit a Force die, the GM will give them a Force Crystal Token. If they used a Light Side Point they will get a blue token, if they used any Dark Side Points they will receive a red token. If they used an equal number of Light and Dark side points, they will receive a purple token. When they next activate a force power, talent, or anything else that requires a Force die, they take strain equal to the number of tokens they possess minus their Force Rating (minimum of 1 strain). At the end of the encounter, the GM will collect all Force Crystal tokens and keep track of the colors used, which will affect the morality of the characters.
Companion animals, droids, or sentients will be played as NPCs, each with unique quirks and personalities. A companion will mostly follow the orders of their “master” but others giving commands may require Leadership, Survival, or Computers checks.
The “master” may spend one maneuver, per Rival/Nemesis or per minion group, to direct the companion in performing one action and one maneuver. If the player doesn't directly control them, the GM will, based on the last order of their “master” or whatever is appropriate, sometimes doing nothing. Leadership, Survival, or Computers checks may be involved if the PC asks the "companion" to do something that has a good chance of leading to serious harm for that companion or something that goes against its normal behavior.
Companions gain 5 XP for any session in which they participate in at least one encounter. At the end of each encounter, their “master” may make a hard Leadership, Survival, or Computers check (as appropriate to their type) in order to teach/program the companion, which grants it 5 additional XP upon success. With GM permission, and after procuring the right instructional materials/programs, the “master” may teach their companion a new specialization, up to the number of specializations of their “master”.
A companion may evolve from a Minion to a Rival to a Nemesis, with GM permission, once they reach certain XP Thresholds.
Droid companions have a Positive and Negative Trait rolled from the Droid Personality Traits table in Special Modification P. 83.
A Nemesis or any NPC with Adversary 2+ can choose to take a full second activation (resetting skills & talents) at the end of the initiative order.
Minion groups with at least 2 members gain the Autofire quality on their weapons. If they already have it, then the normal difficulty upgrade is cancelled.
Attachments: Unmodded item attachments may be freely added/removed from an item. They can be transferred to any appropriate item. Once an attachment has been successfully modded, it is now bound to that specific item and may not be removed without destroying the attachment. If a triumph or despair is rolled when modding an attachment then the GM will create a unique “named” item, which may have additional properties.
BUYING AND SELLING (Pg. 149 CRB)
Obligation: The PC always has the option to use Obligation as a resource in order to acquire an item or find a buyer for an item he wishes to sell (At the GM’s discretion). The point to credit amount is determined by the situation and the GM.
Buying: Non-restricted items with rarity 5 or less are always available. The PCs can pay the listed price OR attempt to Negotiate a better deal. If Negotiating, use the Negotiation skill rules (pg. 114 CRB). The PC may choose not to buy the item once a price is determined, but the price will be locked in for that location, unless the PC turns to the Black Market.
When attempting to purchase restricted items on the Black Market or items with a rarity of 6 or more, the item may not be available. The GM adds rarity modifiers due to where the item is being purchased as defined in Table 5-2 (pg. 150 CRB). The PC group may make one attempt to locate the item legally with Negotiate or illegally with Streetwise, using the difficulty found on Table 5-1 (pg. 150 CRB). Before making the Negotiation or Streetwise check, they may try buying information to find a vendor at a cost of 50 credits per b. If the PC fails to find a legal item using Negotiation, they may make a Black Market attempt using Streetwise at a cost of 100 credits. Once the item has been found, PCs can pay the listed price OR attempt to Negotiate a better deal as above.
Selling: Non-restricted items with a rarity 5 or less can always be sold for one-quarter the listed price OR the PCs may attempt to Negotiate a better deal. If Negotiating, the PC makes an opposed Negotiation check vs the NPC vendor’s Negotiation or Cool. Use the rules for Selling (pg. 150 CRB).
When attempting to sell restricted items on the Black Market or items with a rarity of 6 or more, a buyer may not be available. The GM adds rarity modifiers due to where the item is being sold as defined in Table 5-2 (pg. 150 CRB). The PC group may make one attempt to locate a legal buyer with Negotiate or illegal buyer with Streetwise, using the difficulty found on Table 5-1 (pg. 150 CRB). Before making the Negotiation or Streetwise check, they may try buying information to find a vendor at a cost of 50 credits per b. If the PC fails to find a legal buyer using Negotiation, they may make a Black Market attempt using Streetwise at a cost of 100 credits. If a buyer has been found, PCs can sell the item for one-quarter the listed price OR attempt to Negotiate a better deal as above.
Starship Shields: This completely replaces the first paragraph of the rules for Defense found in CRB p.226. If the ship does not have shields, then use the normal rules for defenses.
Defense reflects a ship or vehicle's ability to completely deflect or reduce the damage of incoming attacks or collisions through use of deflector shields, point defense systems, raw speed, or other, more esoteric technologies. This is a crucial protective system, the first line of defense for the majority of space- going vessels and even some ground vehicles. Each point of Defense in a defense zone grants a certain number of Soak Points based on the silhouette of the ship. Soak Points are consumed first to subtract from any incoming damage suffered, followed by a reduction due to armor, with any remaining damage points being applied to the hull as normal. When all the Soak Points in a defense zone have been consumed the shields are considered to be down. Shields that are down provide no protection.
SOAK POINT VALUE
6 Soak Points per point
10 Soak Points per point
10+ Sil Soak Points per point
12+ Sil Soak Points per point
15+ Sil Soak Points per point
Example: A TIE fighter is shooting at a YT1300 (Silhouette 4) with 1 Defense point (10 Soak Points) in the rear arc. The attack does 9 points of damage, which consumes and subtracts 9 of the 10 Soak Points for the rear defense zone. The shields holds but has only 1 Soak Point remaining.
The next round the TIE hits again for 9 more damage. The 1 remaining Soak Point is consumed to reduce the damage to 8, which is then reduced further by the armor of 3, leaving 5 points of hull damage. With all Soak Points consumed, the rear shield is now down!
At the end of an encounter, or a time deemed appropriate by the GM, all Soak Points are regenerated to full for functional shields.
The Defensive Driving Talent or any other character-generated game effect that adds to Defense will simply add a setback die per point of Defense added. Any effect that specifically affects shields will instead add additional Soak Points based on the silhouette of the craft being piloted. The Soak Points added should be consumed before the normal Soak Points for the defensive zone. Each round, these soak points are reset to their full value at the start of the character’s turn. These Soak Points may never be regenerated by player actions.
The Angle Deflector Shields maneuver transfers any Soak Points remaining in a defense zone to the new defense zone, up to a max of one Defense point’s worth of Soak Points based on silhouette. Example: A YT-1300’s front and rear defense zones have 1 point of Defense each. The ship was recently hit and the rear shield consumed 5 Soak Points of damage, leaving it with 5 Soak Points remaining. The co-pilot uses the Angle Deflector Shields maneuver to transfer the 1 point of rear Defense to the front zone. The front zone receives the 5 Soak Points from the rear zone, which is added to the 10 Soak Points it had, for a total of 15 Soak Points available.
Repair Shields (New Crew Action): By performing a Hard (ddd) Mechanics check the engineer restores one point of Defense to a shield that is down. Upon success, the ship suffers system strain equal to its silhouette. Each advantage reduces the system strain by 1 to a minimum of 2. Shields destroyed by a critical hit cannot be repaired with this action.
Redirect Power (New Crew Maneuver): Using this maneuver, a crewmember with access to the shield controls reallocates power between Engines and Shields choosing one of the following options:
Power to Shields- Reduce top speed of the vehicle by 1 until the end of the encounter and restore 1 point of Defense to a defense zone where the shields are down. If the vehicle was traveling at top speed its speed is reduced to the new top speed value.
Power to Engines- Increase top speed of the vehicle by 1 until the end of the encounter and remove 1 full point of Defense from a defense zone where the shields are not down. This may only be performed once per encounter.
Group Weapons (New Crew Maneuver): Using this maneuver, a crewmember with access to weapon firing controls may temporarily group weapons of a similar type (Beams, Blaster/Laser Cannons, Turbolasers, Ordnance, etc.) to fire together. Choose one weapon as the primary system; the rest of the weapons grouped are secondary weapons and may not be fired on their own. Secondary weapons must be able to cover the firing arc of the primary weapon. The next combat check with the primary weapon will upgrade the ability dice a number of times equal to the number of secondary weapon entries plus the total of all linked values for secondary weapons with the Linked Quality. For this attack, the range of the primary weapon used in the attack is reduced to the shortest range of all grouped weapons. Weapons grouped in this manner are considered to have fired in the attack, using any ammo or other pertinent rules. Only the weapon characteristics and qualities of the primary weapon are used in this attack, unless the GM says otherwise.
Nimble Ships: Add the following to the rules for Handling in CRB p. 224. When firing at a vehicle that is traveling at speed 1 or higher and not performing Evasive Maneuvers add Sb equal to the difference between its handling rating (if positive) and the handling rating (if positive) of the firing ship, up to a maximum of the target’s current speed. Successful use of the Gain the Advantage Action negates the Sb imposed (if any) from Nimble Ships.
Powering up the ship: Base time to start a starship that has been completely powered down is 2x the silhouette. To go faster, a player may take a Quickstart Ship Action and make an Average: Piloting (space) check. Each success reduces the time required by 1 round to a minimum of 1 round. A Triumph lets you fire it up in a single round. A GM can spend Threat to cause system strain, representing damage from all the safety features bypassed or the ship grinding against things while lifting off. A Despair means something is wrong.
Hyperspace Calculations: Calculations in non-threatening situations are an automatic success. Calculations can be started as a Pilot Action or an Action by whomever is Astrogating (co-pilot, astromech droid, etc.) The base number of rounds is equal to the silhouette of the largest ship. On a failure, you may try again the next round. See Astrogation Rules From Action Sheet for difficulty, modifiers, and results.
One of the reasons that Astromech Droids are so valuable is that they can store a number of pre-calculated Jumps in their head, and if you're activating one of those pre-calculated Jumps, then once you've double checked the co-ordinates with a quick Astrogation Check (assuming you succeed) then you can just go without any need for waiting.
Visual Range: The Maximum range that a vehicle can be seen by the naked eye in planetary scale is based on the silhouette; 2 or less Close, 3-4 Short, 5-6 Medium, 7 or more Long.
Attachments & Accessories: All Starship attachments and Starship Accessories from Cartol’s Emporium (pg. 48-50) are legal for play. If an item duplicates an official source, the official source is the one used.
Sensors: The maximum range of sensors that can be installed on a vehicle is based on the silhouette ; 1 Close, 2 Short, 3-4 Medium, 5-6 Long, 7+ Extreme.
Hyperdrive Modification: You can replace the hyperdrive on a ship or add one, provided there are enough HP available.
****The cost is based on a Silhouette 3 starship. Silhouette 4 costs X 5. Silhouette 5 costs X 50. Silhouette 6 costs X 500.
Refitting: Cargo space can be converted into vehicle Hard Points as per the following table, up to a maximum of 4 HP gained.
ENCUMBRANCE / HP
Modification Time: Modifications take a number of days equal to the HP being modified x (2 for silhouette 3; 5 for silhouette 4, 50 for silhouette 5) divided by number of persons doing the work.
Repairs: PCs can either have their ship repaired by a facility or attempt to do it themselves.
Option A: Each point of hull trauma can be automatically repaired by a facility for a base cost of 500cr.
Option B: Each point of hull trauma can be self-repaired for a base cost of 250cr for materials and requires a Mechanics check as follows.
· This may be split into several checks, as the difficulty can change based on successful repairs.
· Failure destroys the materials.
TOTAL HULL TRAUMA
DIFFICULTY OF SKILL CHECK
Damage < 50% Hull Threshold
Damage > 50% Hull Threshold
Damage > Hull Threshold
In either case, you can (although do not have to) attempt to make the repairs more efficient by making an Efficiency Check (either a Negotiate, Streetwise, or Mechanics check).
· If one or more players Aid the check, then use the highest value combination from any of the three skills to determine the dice pool.
· Each s reduces the cost by 5%.
· Each a can restore a point of system strain or reduce repair time by 5%.
· Each t inflicts a point of system strain or increases repair time by 5%.
· Each Tr repairs a critical hit, reduces costs by 20%, or reduces the repair time by 50%.
· The GM may spend a De to inflict a critical hit on this ship or interrupt the repairs with an encounter.
SHIP DAMAGE % OF HULL THRESHOLD
DIFFICULTY OF EFFICIENCY SKILL CHECK
**The time to repair is based on a Silhouette 4 starship. Silhouette 3 takes 1/2 of the time. Silhouette 5 takes double the time. Silhouette 6 takes quadruple the time.
To thoroughly search a body/container for non-obvious loot, roll a Daunting (dddd) Perception or Skullduggery Check see if loot is present.
· One other character may Assist on searching a body or container. If searching a room or larger space multiple people may assist as per normal rules.
· For each Tr result on the die, roll once on the Rare Items Table (Even if not successful).
· If successful, roll once on the Common Items Table, plus an additional time per ss beyond the first.
· If Unsuccessful, advantage and threat are ignored.
· The GM may spend tt to require minor repairs a looted item before proper use (as if it were a weapon), with each additional tt increasing the magnitude of repairs needed by one step. (See Table 5-4 on Pg. 159 of the Core Rulebook.)
· A body/container cannot be searched more than once.
Another fun way for the GM to use Triumphs is to have the characters find some extra loot as a by-product of their actions. When player rolls a Tr on any check that might warrant the possibility of finding some loot, roll one Proficiency Die.
· A Destiny Point may be spent to add bb to the roll.
· For each Tr result, roll once on the Rare Items Table.
· For each s and/or a, roll once on the Common Items Table.
· Examples of checks possibly warranting loot:
o Piloting (Planetary)- the landspeeder dislodges a partially buried wreck.
o Perception- the character notices a secret latch in the floor.
o Skullduggery/Computers/Mechanics/Combat checks- the character’s actions open a secret compartment nearby.
“I have A Bad Feeling About This” (Change 2 Light Side Destiny Points into Dark)
Booby-trapped Mini Thermal Detonator Counting Down with 30 Seconds Left on Timer (EotE: UaBS 38)
2 Stimpacks (EotE: CRB 177)
Holomessage From a Worried Mother
2 Emergency Repair Patches (EotE: CRB 182)
2 Extra Reload/Power Packs (EotE: CRB 181)
Gloves and Cloak Made of Wookiee Fur
Lockpicking Tools (EotE: FC 49)
A Rancor Tooth Necklace
3 Corellian Whiskey (Bottles) (EotE: SoF 102)
Bag of Gemstones
3 Doses of Avabush (EotE: CRB 183)
Holographic Fine Art
4 Doses of Synthetic Anesthetic (EotE: CRB 172)
A Famous Singer’s Autograph
Pack of 4 Restraining Bolts (EotE: CRB 178)
Piece of Death Star Wreckage
Emergency Medpack (EotE: CRB 176)
A Small Figurine Carved from Krayt Dragon Bone
2 Frag Grenades (EotE: CRB 165)
Dead Hyperspace Message Pod with last known location of a lost ship or colony
2 Proton Grenade (EotE: DC 56)
A List of Low Value Bounty Targets and Locations
2 Lightning 22 Ion Grenades (EotE: DC 46)
Vac-Sealed Case containing a bloody vibro-dagger
2 Stun Grenades (EotE: CRB 165)
Video evidence of a Hutt doing something illegal
2 Heavy Frag Grenades (EotE: DC 47)
Video evidence of a Rebel Officer doing something illegal
3 Electrosnares (EotE: EtU 49)
Video evidence of an Imperial Officer doing something illegal
Scanner Goggles (EotE: CRB 175)
Pass Code/Key Card/Code Cylinder
Species Database (AoR: DA 53)
Rebel Rank Badge
Ion Blaster (EotE: CRB 162)
Imperial Rank Badge
2 Glop Grenades (EotE: EtU 42)
Full Access Card for The Great Archives of Mastigophorous on Drall
Long-Range Comlink Backpack (EotE: CRB 171)
Private Invitation for Hunting Tournament
Mercantiler Datapad (EotE: FH 48)
Forgery Tools (AoR: DA 51)
“Rider” Ascension Pistol (AoR: DA 52)
Starchart for an Unknown System
Holo-messenger (EotE: CRB 171)
Secret water recipe for moisture condenser on Tatooine
Electrobinoculars (EotE: CRB 175)
List of High-Value Bounty Targets and Their Locations
1 Dose of Nannarium Root (EotE: SoF 103)
Pickup chit for an animal hotel on Corellia
Shock Gloves (EotE: CRB 166)
Cresh “Luck” Armor (FaD: KtP 47)
3 Data-Purge Grenades (AoR: DA 45)
Data Breaker (EotE: CRB 186)
Multi-Goo Gun (EotE: SM 45)
Electronic Lock Breaker (EotE: CRB 178)
Remote DVI Activator (Short) (EotE: SoF 100)
Coupon for Flight School Training- Use to gain +1 Rank in Piloting (Space) (Up to 3 Max)
2 “Quickflash” Burning Gel Packs (EotE: EtU 52)
Coupon for Swoopracing Training- Use to gain +1 Rank in Piloting (Planetary) (Up to 3 Max)
3 Doses of Glitterstim (EotE: CRB 184)
Coupon for Academic Training- Use to gain +1 Rank in a Knowledge Skill (Up to 3 Max)
1 Dose of Yarrok (EotE: CRB 185)
Coupon for Mediation Training- Use to gain +1 Rank in Negotiation (Up to 3 Max)
2 Surveillance Taggers (EotE: CRB 176)
Coupon for Heavy Weapons Training- Use to gain +1 Rank in Gunnery (Up to 3 Max)
2 Thermal Cloaks (EotE: CRB 180)
Boot Camp Coupon- Use to gain +1 Rank in Athletics (Up to 3 Max)
Drall Flashstick (EotE: SoF 98)
Coupon for Lockpicking Training- Use to gain +1 Rank in Skullduggery (Up to 3 Max)
Booster Blue Suitcase (50 doses) (EotE: CRB 184)
Energy Buckler (FaD: KtP 45)
DL-19C Blaster Pistol (EotE: SM 144)
Shield Remote (EotE: SM 53)
Resplendent Robes (AoR: DA 49)
List of Local Rebel Sympathizers
Comm Jammer (EotE: CRB 178)
Bowcaster (EotE: CRB 162)
Diplomat’s Robes (AoR: DA 47)
Card redeemable for 3 questions at a local Infochant
ECM-598 Medical Backpack (EotE: EtU 48)
Escape Circuit Cybernetic Attachment (EotE: SM 49)
XL-2 “Flashfire” Blaster Pistol (EotE: SoF 95)
HH-50 Heavy Blaster Pistol (AoR: SoT 41)
Shockhold Hardened Comlink (EotE: DC 56)
Personal Comlink Code for a VIP
Weapon Harness Weapon Attachment (EotE: CRB 193)
Coordinates to an Unknown Location (on Planet)
Laser Sight Weapon Attachment (EotE: DC 52)
False Voice Transmitter (AoR: SotR 111)
2 Recon Remotes With Controller (EotE: DC 57)
A Jedi Pendant
Slicer Gear (EotE: CRB 179)
A Sith Pendant
Blast Knuckles (EotE: DC 48)
Datacard Containing Secret Information
Inspirational Poem (Change 2 Dark Side Destiny Points into Light)
2 Baradium Charges (EotE: DC 55)
Pack of 5 Aquata Rebreathers (FaD: KtP 52)
Selonian Shard Shooter with 2 Extra Reloads (EotE: SoF 97)
Marked Sabacc Deck (EotE: LoNH 108)
Sonic Scope Weapon Attachment (EotE: SM 56)
3 Plasma Charges (EotE: DC 55)
Mark V “Sand Panther” Hunting Rifle (EotE: SoF 97)
Under-Barrel Grapnel Launcher Attachment (EotE: SM 56)
Bola Carbine (AoR: SotR 104)
Longeing Whip and Fedora (AoR: SoT 41)
Ion Shielding Armor Attachment (EotE: SM 58)
P-2 Pocket Attache (EotE: LoNH 111)
2 Service Patch Remotes (EotE: SM 53)
Integrated Scanner Weapon Attachment (EotE: SM 54)
2 Hutt/Blacksun Maintenance Uniforms with Badges
Overcharged Actuating Module Attachment (EotE: SM 55)
2 Rebel Maintenance Uniforms with Badges
Rivett Gun (EotE: SM 46)
2 Imperial Maintenance Uniforms with Badges
Hunting Goggles (EotE: EtU 48)
Rebel Coordinates to a secret base
Broken Cam Droid (EotE: SoF 102)
Deed to a Ruined Cantina
Pack of 2 Mk.10 Concussion Missiles (EotE: DC 47)
Deed to a Lakefront Home
Pack of 4 C-908 Incendiary Missiles (EotE: DC 47)
Deed to a Run-Down Shack (with a secret bunker)
KO-2 Heavy Stun Pistol (FaD: KtP 42)
Deed to a Droid
Pack of 4 SK-44 Plasma Missiles (EotE: DC 47)
Deed to a Slave
Shock Boots (EotE: FC 45)
Title to a Speederbike
Mark-5 Comm Scrambler (EotE: CRB 1178)
Title to a Landspeeder
2 Doses of Lesai (EotE: CRB 184)
Title to a Mysterious Ship
2 Vamblades (EotE: DC 48)
Under-Barrel Grenade Launcher Weapon Attachment (EotE: CRB 191)
Model 7 Therm-Ax (EotE: DC 49)
Jetpack with Secondary Missile System (Major Damage- Requires 2500cr in replacement parts) (EotE: CRB 181)
Coupon for one ranged weapon (750cr max)
Thermal Detonator (EotE: CRB 165)
Audio Visual Translator (EotE: EtU 54)
Coordinates to an abandoned droid factory
DL-7H Heavy Blaster Pistol (EotE: DC 41)
Merr-Son VX-A Intelligent Toolbox (EotE: SM 52)
Backpack containing 2 Anti-Grav Chutes (EotE: SoF 103)
Stokhli Spray Stick (EotE: FH 41)
Surge Override Switch Cybernetic Attachment (EotE: SM 50)
Sakiyan Shadowsuit (EotE: LoNH 105)
Coupon for one melee weapon (1k max)
Shadowcloak (EotE: FC 49)
Remote DVI Activator (Long) (EotE: SoF 100)
Secondary Missile System Weapon Attachment (EotE: DC 52)
Z50 Grenade Launcher (EotE: DC 45)
Coordinates to an Unknown Planet
Multi-Optic Sight Weapon Attachment (EotE: CRB 191)
Imperial Coordinates to a ruin on Kamino
Balanced Hilt Weapon Attachment (EotE: CRB 188)
A Transponder Code for a Hutt/Blacksun Ship
Enhanced Optics Suite Weapon Attachment (EotE: CRB 194)
A Transponder Code for a Rebel Ship
Augmented Spin Barrel Weapon Attachment (EotE: CRB 188)
A Transponder Code for an Imperial Ship
Welding Rod Kit (EotE: SM 47)
A Rune inscribed box with an ancient mask inside
Expensive Jewelry (AoR: DA 51)
Repulsor Fist (EotE: LoNH 107)
Coupon for one weapon attachment (2k max)
Coupon for one armor attachment (2k max)
A “Clean” Transponder Code for a Starship
Light Repeating Blaster (EotE: CRB 162)
Coupon for one starship weapon (5.5k max)
Coupon for a “Ground Buzzer” Surface-Defense (EotE: FC 62)
Optical Camouflage System Armor Attachment (EotE: CRB 195)
Coupon for a Starship Astromech Droid Socket (AoR: SoT 63)
Cortosis Weave Armor Attachment (EotE: CRB 194)
A Piece of Alderaan encased in crystal
“Get Out of Non-Imperial Jail Free” ISB Identity Card
Coupon for one suit of armor (2.5k max)
Secret Hutt/Blacksun Blueprints
2 Whistler Encryption Modules (EotE: SoF 100)
Secret Rebel Blueprints
Merr-Sonn N-57 Combat Engineering Armor (EotE: SM 48)
Secret Imperial Blueprints
Disruptor Pistol (EotE: CRB 163)
Missile Tube (EotE: CRB 165)
Under-Barrel Flame Projector Attachment (EotE: CRB 192)
A Jedi Holocron
Verpine Fiber Ultramesh Armor (AoR: SotR 109)
A Sith Holocron
Neuromachine Interface (EotE: LoNH 107)
Unclaimed Selonian Lotto ticket worth 10000cr
Model-1 “Nova Viper” Blaster Pistol (EotE: FC 43)
Cybernetic Brain Implant (unused) (EotE: CRB 174)
Coupon for Skill Training- Use to gain +1 Rank in a skill of your choice (Up to 3 Max)
Secret Jawa Code word for 20% off Jawa Merchants
Lucky Pendant (1/session reroll entire dice pool)
Broken Lightsaber (Edge of the Empire version) (EotE: CRB 167)