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Saga Edition RPG Omnibus
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Universal upgrades can be used on a wide range of gear. Most universal upgrades can be applied to any type of equipment, though some have limitations or special rules when applied to armor or weapons.

Upgrade Availability Cost Upgrade
Slot
Cost
Cheater Illegal 500 1
Cloaked Licensed 750 1
Componentization Common Ask GM[1] 1 or 2
Droidification Licensed 2,000 2
Dual Gear Common 1,000 1
Electrograpple Handle Licensed 1,000 1
Environmental Sealing Common 400 1
Extra Power Source Common 200 1
Ion Shielding Ask GM[2] 1,000 1
Memory Upgrade      
     Basic Upgrade Common 4,000 1
     Advanced Upgrade Common 16,000 2
Miniaturized Common 500 1
Recognition System Common 200 1
Remote Activation Common 100 0
Secret Compartment Common 600 1
Silverplate Common 2,500 1
Spring Loaded Common 300 1
Storage Capacity Common 100 0

Cheater

     Scum and Villainy, page 40.

     Cost: 500          Availability: Illegal     Upgrade Slot Cost: 1

A cheater is a hand-held device designed to allow you to cheat at the popular gambling game of sabaac. Because they are illegal (and likely to get you killed to boot), cheaters are usually disguised and added to another piece of functional equipment.
     While you use a cheater, you gain a +2 equipment bonus on the Wisdom check made to determine the outcome of gambling games. You have to make a Stealth check opposed by any observers’ Perception checks to conceal the use of a cheater, but you gain a bonus on your check determined by the object’s size. (Generally, cheaters are placed in Fine-sized devices such as credit chips or comlinks, granting a +10 size bonus on Stealth checks to conceal their use.) However, if anyone ever beats your Wisdom check in a sabaac game by 6 or more, that person realizes you must be cheating somehow (though they won’t know exactly how—often leading to a demand for a search of your possessions).
     A cheater installed into a rigged sabaac card is called a skifter.

Cloaked

     Scum and Villainy, page 40.

     Cost: 750          Availability: Licensed     Upgrade Slot Cost: 1

Cloaked equipment has its energy signatures baffled, any noises it makes muffled, and its appearance camouflaged and slenderized, and it comes with a case that allows it t be placed in an inconspicuous location. When not in use, such equipment imposes a −5 penalty on Perception or Use Computer check made to detect it. When in use, it imposes only a −2 penalty on such checks. Weapons are obvious when in use, even if cloaked. Cloaked armor does not help with Stealth checks made to sneak, but it applies when you make a Deception check to produce a deceptive appearance (such as making the armor appear as ordinary clothing).

Componentization

     Galaxy of Intrigue, page 68.

     Cost: Ask GM[1]          Availability: Common     Upgrade Slot Cost: 1 or 2

Componentization is a process where a single piece of equipment or weapon is composed of several different pieces, each of which is disguised to appear as another type of equipment, such as a comlink, a datapad, or even a vibroshaver. Componentization is a common upgrade for assassins, smugglers, and nobles who want to carry weapons or other equipment into a location secretly.
     The basic componentization upgrade (one upgrade slot) breaks the item or weapon into two component parts, each one size category smaller than the original item. An item or weapon with the deluxe upgrade (two upgrade slots) breaks down into four items, each two size categories smaller than the original item. For example, a Medium sporting blaster rifle can break down into two Small objects with the basic upgrade or into four Tiny objects with the deluxe upgrade.
     A full round is required to assemble a componentized item from two parts. Two full rounds are required to assemble a componentized item from four parts. Identifying a component as part of this upgrade package requires a DC 30 Perception or DC 25 Knowledge [technology] check.

Droidification

     Scum and Villainy, page 40.

     Cost: 2,000          Availability: Licensed     Upgrade Slot Cost: 2

Droidification is an extensive process that turns a common piece of equipment into a fully functioning droid. The equipment can either act as a droid with access to the equipment it was built from, or conceal itself as a normal piece of equipment. While concealing itself as normal equipment, the droid can’t take any actions and a DC 25 Perception check is required to realize the equipment is unusual.
      The droidified equipment uses the statistics of an ASP labor droid with the following modifications determined by the equipment’s size: −3 Strength, +1 Dexterity, and −2 squares of movement per size smaller than Medium, but no score can be reduced to less than 1. (This is actual size, not weapon size; see “Equipment Sizes”). Apply all modifiers to the statistics for the object’s size as normal. the droid is automatically considered to have (and be profficient with) the equipment it is built out of, and although it does not automatically gain any skills needed to use itself as equipment, owners commonly program the droid’s unspent feat on an appropriate Skill Training feat.
     Only devices can receive this upgrade. Weapons, armor, and vehicles cannot be droidified.
     Example: Deel Surool owns a datapad he’d like to be able to call (like a pet). Since a datapad has only one upgrade slot, he increases its size to Diminutive (due to its weight, it is a Fine item; see Table: Equipment Size). He then pays to have it droidified. This makes it the equivelent of an ASP labor droid with Strength 8, Dexterity 15, and speed 1 square. Since it is a walking datapad, Deel programs it to use its unassigned feat for Skill Training in Use Computer (giving it Use Computer +3), enough to download data from an unprotected system.
     If any additional droid equipment or systems are added to the droidified equipment, it becomes obvious that the device is a droid rather than the original item.

Dual Gear

     Scum and Villainy, page 41.

     Cost: 1,000          Availability: Common     Upgrade Slot Cost: 1

One piece of equipment can be built into another as an upgrade, but it is impossible to place a larger piece of gear into a smaller piece—you can’t cram a blaster cannon into a lightsaber. Dual gear can act as either piece of component gear without penalty. For example, a glow rod that has been upgraded to include a hold‑out blaster can illuminate or shoot, as the user desires. Normally, such equipment can’t act as both pieces of equipment at once. You must pay the full price for the piece of equipment being added to the primary object as dual gear.

Electrograpple Handle

     Scum and Villainy, page 41.

     Cost: 1,000          Availability: Licensed     Upgrade Slot Cost: 1

An electrograpple handle is a magnetized section of equipment designed to fly toward a specially attuned grapple gauntlet (the cost of which is included in the upgrade cost). A piece of equipment with an electrograpple handle can be retrieved by a character wearing the attuned grapple gauntlet as a move action out to a range of 6 squares. If the equipment is held or strapped down, the grapple gauntlet allows a Strenght check with a +5 bonus to rip it free. This is used as on opposed Strength check (to remove it from someone holding it) or against the break DC of the straps restraining it.
     This is most often used on a weapon. This allows a character to throw down a weapon to “prove” they are disarmed, only to retrieve it at range when trouble starts.

Environmental Sealing

     Scum and Villainy, page 41.

     Cost: 400          Availability: Common     Upgrade Slot Cost: 1

Environmental sealing places gaskets, protective coatings, nonreactive materials, and airtight seals throughout a piece of equipment to ensure that it soes not fail because of environmental conditions. The equipment works normally in a vacuum, underwater, after being packed in dirt or sand, or in a snowstorm. It does not take damage from corrosive or toxic atmospheres, extreme temperatures, normal fires (as opposed to fire-based weapons, which deal damage normally), or radiation (see Hazards for more information.

Extra Power Source

     Scum and Villainy, page 41.

     Cost: 200          Availability: Common     Upgrade Slot Cost: 1

Any equipment that runs on energy cells or power packs can be modified to have two such power sources, doubling the duration the device will function (or the number of shots a weapon can make before being recharged). It’s possible to make this modification more than once, adding an additional energy cell or power pack each time. the energy celss or power packs are typical ofr the device upgraded, and each is replaced at the normal cost.

Ion Shielding

     Galaxy at War, page 50.

     Cost: 1,000          Availability: Ask GM[2]     Upgrade Slot Cost: 1

Ion shielding is a new cybernetic prosthesis upgrade for the Scum and Villainy upgrade system. It can be added only to a cybernetic prosthesis, and it requires 1 upgrade slot. The upgrade has a cost of 1,000 credits, and when installed it protects the host from ion damage. If all of a creature’s cybernetic enhancements have the ion shielding upgrade, the host is not treated as being cybernetically enhanced for the purposes of taking ion damage. However, if even one cybernetic enhancement does not have this shielding, the host gains no benefit.

Memory Upgrade

Any device that has an Intelligence score (such as a computer) can have its memory upgraded, improving its performance and storage capacity. Unless otherwise specified, an unmodified computer holds a number of memory units equal to 5 × the square of the computer’s Intelligence bonus. (A single memory unit holds the same amount of data as a recording rod, and 10 memory units are enough to hold coordinates for a single hyperspace jump.)
     Memory upgrades cannot be installed on droids (including droidified equipment).

Memory Upgrade, Basic

     Scum and Villainy, page 41.

     Cost: 4,000          Availability: Common     Upgrade Slot Cost: 1

The basic memory upgrade increases the device’s Intelligence by +2 and doubles the device’s storage capacity.

Memory Upgrade, Advanced

     Scum and Villainy, page 41.

     Cost: 16,000          Availability: Common     Upgrade Slot Cost: 2

An advanced memory upgrade is also available, which increases Intelligence by +4 and multiples the device’s storage capacity by 5. (This replaces the benefit of the standard memory upgrade.)

Miniaturized

     Scum and Villainy, page 41.

     Cost: 500          Availability: Common     Upgrade Slot Cost: 1

Equipment with the miniturized upgrade weighs half as much, and is one size smaller. A melee weapon that is miniaturized has its damage dice reduced by one step (d6s become d4s, d4s become d3s, and so on) because it lacks the mass and striking surface area to deal more damage.

Recognition System

     Scum and Villainy, page 41.

     Cost: 200          Availability: Common     Upgrade Slot Cost: 1

Equipment with a recognition system can identify its owner and wont function for anyone else. Fooling a recognition system takes 1 minute and a DC Use Computer check. The owner of gear with this upgrade can deactivate it as a free action (before passing a weapon to an unarmed ally, for example); optionally, the recognition system can have a code phrase that allows anyone to deactivate it.

Remote Activation

     Scum and Villainy, page 41.

     Cost: 100          Availability: Common     Upgrade Slot Cost: 0

This upgrade allows a piece of equipment to be activated with a signal from a comlink or similar communications device. Although typically associated with explosives or security systems, remote activation can be used to set a droid to activate, a fusion lantern to flare to life, a computer to start running a program, or a holoprojector to begin a recorded projection. Activating a remote is a swift action, which includes entering the special command code (allowing a single comlink to activate multiple pieces of remote gear, one swift action per item activated).
     The range of remote activation is determined by the commlink or other communication device used. Any commlink can be used to activate the gear, sending a signal with a specific code along a specific frequency. A character aware of a piece of remotely activated gear can find the necessary freequency and activation code with a DC Use Computer check.

Secret Compartment

     Scum and Villainy, page 41.

     Cost: 600          Availability: Common     Upgrade Slot Cost: 1

Like storage capacity, this upgrade allows gear to carry smaller gear within it, However, the gear carried in a secret compartment is concealed. It takes a DC 30 Perception check to notice the compartment when it is used, and a DC 25 Perception check to find with a close, hands-on examination. Equipment with a secret compartment upgrade can hold a single item one size smaller than the equipment itself. (This is actual size, not weapon size; see Equipment Sizes.) Thus a blaster pistol (Small weapon, Diminutive object) with a secret compartment can hold a Fine-sized object (such as a comlink or frag grenade).

Silverplate

     Scum and Villainy, page 42.

     Cost: 2,500          Availability: Common     Upgrade Slot Cost: 1

Silverplate is a special chrooming process that adds a layer of though composite material (often dallorian alloy) across the surface of any piece of gear. In addition to looking stylish, this gives the gear a +2 DR (maximum 20). Armor with silverplate does not grant its DR to its wearer, but does gain it against attacks directed specifically at the armor. If you have the Quick Draw feat, you may draw the item as a free action once per turn.

Spring-Loaded

     Scum and Villainy, page 42.

     Cost: 300          Availability: Common     Upgrade Slot Cost: 1

Any equipment that can be held and used ine one hand can be spring-loaded. Readying a spring-loaded piece of equipment is a swift action. It is most common for pistols to be springloaded, but anything from grenades to datapads can use this upgrade.

Storage Capacity

     Scum and Villainy, page 42.

     Cost: 100          Availability: Common     Upgrade Slot Cost: 0

This upgrade allows gear to carry smaller gear within or on it, in an obvious compartment. Equipment with the storage capacity upgrade can hold multiple items at least one size smaller than the equipment itself, as long as their total weight is less than the equipment with storage capacity. Thus, a blaster rifle (Medium weapon, Tiny object, 4.5 kg) with storage capacity might hold eight frag grenades (Fine object, 0.5 kg) and five power packs (Fine object, 0.1 kg) securely in external straps and pouches.

 

Footnotes and References
Please see the following pages or sites for further information:

  1. 1.0 1.1 No cost was listed for this upgrade. This contributor recommends 50% of weapon or item cost multiplied by upgrade points used but always consult with the gamemaster.
  2. 2.0 2.1 No availability was listed for this upgrade. This contributor recommends Licensed or stricter given the type of upgrade but always consult with the gamemaster.