NAME | PRICE | ENCUM | HP | RARITY |
Musical Instrument, Common | 100 | 1–5 | 1 | 2 |
Musical Instrument, High-quality | 1,000 | 1–5 | 3 | 4 |
Musical Instrument, Legendary | 20,000 | 1–5 | 5 | 10 |
Common Musical Instrument
These are inexpensive examples of their kind, usually intended for amateurs and people just learning to play. These instruments count as the "right tools for the job" to allow the PC to perform music. PCs may buy a used, common musical instrument for 50 credits, but it begins play with minor damage (see EOTE p. 159), so using it grants one Setback die.
High-quality Musical Instrument
These are professional-grade gear, often from well-known manufacturers or handmade by expert crafters. These instruments add +1 Boost to all performance checks made with them. Due to their expense, PCs may seek out a used high-quality instrument for 800 credits. These have the same qualities, but they are considered to have minor damage (see EOTE p. 159), resulting in 1 Setback die on use.
Legendary Musical Instrument
As their name suggests, legendary instruments are one-of-a-kind—the handiwork of legendary instrument makers, or the well-tuned gear of galaxy-renowned performers. Legendary musical instruments upgrade all performance checks made with them, and they grant +1 boost to the check, as well.
Balanced Tuning
Base Modifiers: Grants on performance checks with the instrument.
Modification Options: 1 Fine-Tuned Instrument Quality (grants +) Mod, 1 Decrease encumbrance of instrument by one to a minimum of one Mod.
HP Required: 2.
Price: 1,500 credits.
Bipod Mount
Base Modifiers: Decrease instrument's Cumbersome rating by 2 when seated, crouching, or prone (or can otherwise balance the bipod on something).
Modification Options: None.
HP Required: 1.
Price: 100 credits.
Custom Grip
Base Modifiers: Remove from all performance checks the instrument's owner makes using the instrument. Anyone other than the owner instead adds to all performances checks made using it.
Modification Options: 1 Fine-Tuned Instrument Quality (grants +) Mod.
HP Required: 1.
Price: 500 credits.
Enhanced Synchronization Module
Base Modifiers: Decrease the cost of Critical Jams using the instrument by 1 (to a minimum of 1). The GM may spend from any performance check using the instrument to cause the instrument to explode, destroying it and inflicting an automatic Critical Injury on the wielder.
Modification Options: 1 Reduce cost of Critical Jams by 1 to a minimum of 1 Mod.
HP Required: 2.
Price: 1,500 credits.
Environmental Adaptation Kit
Base Modifiers: Prevents the instrument from breaking down as a result of a specific type of environment.
Modification Options: None.
HP Required: 1.
Price: 100 credits.
Gene-Lock
Base Modifiers: The instrument functions only in the hands of its authorized owner.
Modification Options: 1 Self-destruct and inflict one Critical Injury on any unauthorized users Mod.
HP Required: 1.
Price: 500 credits.
Gyrostabilizer
Base Modifiers: Decrease Cumbersome quality by 1.
Modification Options: 3 Decrease Cumbersome quality by 1 Mods.
HP Required: 2.
Price: 750 credits.
Hidden Compartment
Base Modifiers: Adds a small hidden compartment to the instrument. Finding the compartment requires a thorough once-over and a Hard () Perception check.
Modification Options: 1 Upgrade difficulty of Perception check required to discover compartment once Mod.
HP Required: 0.
Price: 50 credits.
Integrated Amplifier
Base Modifiers: Increases the range at which the instrument can be heard without other forms of amplification (by default, allowing it to reach to medium range). Increases the instrument's encumbrance by +1 and adds the Cumbersome 2 quality.
Modification Options: 2 increase instrument's amplification range by an additional +1 Mods, 1, 2 Fine-Tuned Instrument Quality (grants +) Mods.
HP Required: 2.
Price: 1,200 credits.
Integrated Spotlight
Base Modifiers: Removes up to due to poor lighting on any checks to use this instrument.
Modification Options: 1 Increase visibility range to medium Mod, 2 Item Quality (Disorient +1) Mods.
HP Required: 1.
Price: 200 credits.
Integrated Scanner
Base Modifiers: The instrument incorporates a general purpose scanner (see page 177 of the Edge of the Empire Core Rulebook) that the wielder can use while the instrument is headed. The user adds automatic to Initiative checks while the instrument is readied.
Modification Options: 2 Remove from Initiative checks Mods.
HP Required: 2.
Price: 675 credits.
Lightweight Frame
Base Modifiers: Reduces an instrument's encumbrance by 1 to a minimum of 1.
Modification Options: 1 Reduce an instrument's encumbrance by 1 to a minimum of 1 Mod.
HP Required: 1.
Price: 650 credits.
Magnetic Instrument Tether
Base Modifiers: During their turn, the wielder may recover the instrument as an incidental so long as they are engaged with it.
Modification Options: 1 Innate talent (Quickdraw) Mod.
HP Required: 1.
Price: 100 credits.
Optimized Energy Cell
Base Modifiers: When the GM would spend or a number of to cause the instrument to short out, it requires an additional to have that effect apply to the instrument.
Modification Options: None.
HP Required: 1.
Price: 100 credits.
Overcharge Circuit
Base Modifiers: As an incidental, the wielder can have the instrument gain the Prepare 1 quality and increase its strain damage (before modifiers) by 4 for the next use. Afterward, the weapon's power cell runs out and must be replaced.
Modification Options: None.
HP Required: 2.
Price: 1,500 credits.
Overcharged Actuating Module
Base Modifiers: Increase the strain damage inflicted by the instrument by +1. The GM may spend from any performance check using the instrument to have it become damaged one step.
Modification Options: 1 Damage +1 Mod.
HP Required: 1.
Price: 650 credits.
Polysonic Sound Module
Base Modifiers: Removes up to on checks to use the instrument in conditions that inhibit the ability of audience members to hear it (bad acoustics, sound interference, environmental conditions, etc.).
Modification Options: None.
HP Required: 1.
Price: 2,000 credits.
Removed Safety Features
Base Modifiers: Adds to the first performance check made with the instrument during an encounter. The GM may spend or from any performance check with the instrument to have it overload; it blows its power cell and inflicts 4 strain on the wielder.
Modification Options: None.
HP Required: None.
Price: (R)250 credits.
Streamlining
Base Modifiers: Innate Talent (Quick Draw) using the instrument.
Modification Options: 1 Decrease the difficulty of checks to conceal the instrument by one Mod.
HP Required: 1.
Price: 100 credits.
Stripped Down
Base Modifiers: Decrease the instrument's encumbrance by 1 to a minimum of 1. Add to a character's Perception check to find the instrument when hidden.
Modification Options: 2 Decrease encumbrance by 1 to a minimum of 1 Mods.
HP Required: 3.
Price: 250 credits.
Superior Instrument Customization
Base Modifiers: Grants the instrument the Superior quality. A superior instrument generates automatic on all checks related to its use, and the strain damage it causes is increased by 1.
Modification Options: None.
HP Required: 1.
Price: 5,000 credits.
Tripod Mount
Base Modifiers: Reduce the instrument's Cumbersome rating by 3 when set up. May not move the instrument (except to pivot) once the tripod is set up.
Modification Options: 2 Cumbersome -1 Mods.
HP Required: 2.
Price: 250 credits.
Weapon Harness (EOTE CRB)
Weapon Sling (EOTE CRB,
Wrist Mount (Dangerous Covenants)
In addition, players should feel free to come up with appropriate attachments to customize their characters' musical instruments. Upon GM approval, such attachments may be added to instruments.
Other Gear
Other gear appropriate for performers includes (but is not limited to) the following items:
Audio/Visual Translator (750 credits)
Collar-Amp (50 credits)
Communications Media Manipulator (400 credits)
Cultural Etiquette Manual (35 credits)
Data Goggles (250 credits)
Disguise Kit [makeup] (100 credits)
Earbud Comlink (75)
Expensive Jewelry (2,000 credits)
False Voice Transmitter (1,400 credits)
Hologoggles (6,000 credits)
Holographic Image Disguiser (1,100 credits)
Holo-messenger (250 credits)
HoloNet Relay (75,000 credits)
Holographic Disguise Matrix ([R] 10,000 credits)
Holoscanner (2,000–10,000 credits)
Integrated Public Address System (200 credits)
Jump Boots (2,000 credits)
Privacy Audio Curtain (500 credits)
Rocket Boots (2,500 credits)
Security Sweeper (400 credits)
Sound Dampener (600 credits)
Species Database (150 credits)
Thunderhead PES (2,500 credits)
Verpine Headband (500 credits)
Vid-Vox Scrambler (2,400 credits)
In many circumstances, gear that aids specific social skills may affect any performance skill at the GM's discretion. For instance, Expensive Jewelry adds to Charm and Deception checks, but it can give the same benefit to any skill used to perform. Likewise, appearance-affecting gear may be reskinned at the player's request to better fit their concept for the character. As an example, Expensive Jewelry could be reinterpreted as a stylish bandana or a daring piercing. Price and rarity remain the same.