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| Pain Stick || 400 || 1d62energy || 2 || Illegal. Touch attack. Targets require a CON save DC15 or gain the Reeling condition. Can recover as normal at the end of their round with the same DC15 but gain a +1 cumulative bonus to that save each round.
 
| Pain Stick || 400 || 1d62energy || 2 || Illegal. Touch attack. Targets require a CON save DC15 or gain the Reeling condition. Can recover as normal at the end of their round with the same DC15 but gain a +1 cumulative bonus to that save each round.
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| Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload  
 
| Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload  
 
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== UPGRADES ==
 
== UPGRADES ==
With the '''Tech Specialist''' feat, characters (or NPC with the feat the characters want to hire) can modify and upgrade their gear. The following are loose rules and outline on how to do this.</br>
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With the '''Tech Specialist''' feat, characters (or NPC with the feat the characters want to hire) can modify and upgrade their gear. The following are loose rules and outline on how to do this...
''Quick note'' - there are different levels of upgrades. Not all levels provide an in-game effect, but they still must be made in order to gain higher level benefits. Each level cost so many credits and takes so much time (work). There is also a DC required which is a Technology skill check. Failure means that the credits and time were wasted. See individual upgrades below.</br>
 
Also for "credits worth of x" always round up.  
 
  
 
'''WEAPONS'''
 
'''WEAPONS'''
:'''Leve; 1''': Cost 500 credits. Take 1 hour per 500 credits the weapon is worth. DC15: +1 to hit or +2 to damage
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:'''Level 2''': Cost 500 credits. Takes 1 hour per 200 credits the weapon is worth. DC15: +1 to hit AND +2 to damage. Range increased by 20%.
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'''ARMOR'''
:'''Level 3''': Cost 1,000 credits. Takes 1 hour per 100 credits the weapon is worth. DC20: +2 to hit or +5 to damage or +50% to range or critical hit on a 19-20.
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'''ARMOR'''</br>
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'''MISC GEAR'''
:'''Level 1''': Cost 500 credits. Takes 1 hour per 500 credits of armor. DC15: +2 to Damage Threshold or +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons (most be a full body suit) or install Helm system for hands free comlink or Low-Light Vision or IR Vision or +2 to either Vision or Hearing Perception checks.
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:'''Level 2''': Cost 1,000 credits. Takes hour per 300 credits worth of armor. DC20: +1 to Armor Class or +4 equipment bonus to saves vs. environmental condition as listed above or two level 1 upgrades (as listed above).
 
:'''Level 3''': Cost 2,500 credits. Takes hour per 200 credits worth of armor. DC20: Two level 2 upgrades (as listed above) or ''Resistance'' (PHB pg. 194) to one type of damage: Cold, Fire, Radiation or Pressure.
 
'''MISC GEAR'''  
 
:'''Level 1''': Cost 500 credits. Takes hour per credits worth of gear. DC15:
 
:'''Level 2''': Cost 1,000 credits. Takes hour per credits worth of gear. DC20:
 
:'''Level 3''': Cost 2,500 credits. Takes hour per credits worth of gear. DC25:
 
 
'''DROIDS'''
 
'''DROIDS'''
:'''Level 1''': Cost 1,000 credits. Takes hour per credits worth of droid. DC15:
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:'''Level 2''': Cost 2,500 credits. Takes hour per credits worth of droid. DC20:
 
:'''Level 3''': Cost 5,000 credits. Takes hour per credits worth of droid. DC20:
 
 
'''VEHICLES AND STARSHIPS'''
 
'''VEHICLES AND STARSHIPS'''
:'''Level 1''': Cost credits. Takes hour per credits worth of vehicle. DC15:
 
:'''Level 2''': Cost credits. Takes hour per credits worth of vehicle. DC20:
 
:'''Level 3''': Cost credits. Takes hour per credits worth of vehicle. DC25:
 
  
 
== THE ENVIROMENT HOUSERULES ==
 
== THE ENVIROMENT HOUSERULES ==

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