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Mandalorian Armor

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Something as well to keep in mind is the schematic purchase.

 

As an example, say I start with a suit of Augmentative Armor (+2 soak, +2 defense, 6 enc, 6 hard points) and call it "Mandalorian Armor Mk. I"

 

I get my workshop (reduce diff by one and add one advantage) to bring the normally Formidable diff down to 4 purple, and then use my specialized crafting tools (upgrade check once, add one success and one advantage).

 

Assume I'm Intellect 3 Mechanics 4 with a rank of Inventor and Gearhead. That's 4 yellow, a blue and four purple with an auto success and two auto advantages. I've spent half the credits (2250) and and 120 hours but I am almost guaranteed to succeed. 

 

I can spend 4 advantages or a triumph on the roll to select the Armor Schematic result. This reduces the difficulty to produce armor of this template by 1 more down to Hard (three purple) permanently, then take the Lessons Learned option for two advantages to reduce the difficulty of my next crafting check by 1 down to Average (two purple).

 

I sell the prototype (or not), and start over. This time my pool is 4 yellow, a blue and only two purple, again with 2 advantages and a success waiting for me. I could even flip a destiny for another upgrade to the pool to make it 4 yellow, a green and a blue against those two purples.

 

Easy peasy to make some serious armor from there.

Edited by Kyla

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Not specifically, no, however for 2 Triumphs you can add a hardpoint, then automatically install a modification without having to pay the cost or make an installation check. This might serve as a way to represent that.

Doesn't actually work per RAW, sadly: the attachment has to be 1HP or less, and Cortosis Weave is 2HP.

 

My solution (if a player brought this to me, and one might) is actually to make a new template for it. Because the Mandalorian's kinda guard the secret to this jealously (as well as similar groups like the Jensaarai), its the sort of thing that makes a really nice quest reward. The general gist of the template would be: existing armor template made primarily of metal, price increased by 5,000 credits, material rarity set to 8 if not already there, and add the Cortosis tag. Possibly add another double tri advantage dependent on the armor to add flavor: Mandalorian armor can integrate a weapon as per the attachment in Dangerous Covenants without it costing hard points or paying the cost of the attachment, or can just integrate a jetpack in, while a Jensaarai armor could add the refined cortosis effect to the armor. Not sure about applying a difficulty upgrade: the increased cost and material requirements are quite likely punishing enough in their own right.

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Doesn't actually work per RAW, sadly: the attachment has to be 1HP or less, and Cortosis Weave is 2HP.

 

Hence why I said "might serve as a way."

 

In all fairness though, even with 4 yellows out of 100 test rolls I only got 4 instances of two triumphs. With that kind of rarity I would allow the player to add Cortosis under the option, RAW or not.  

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Doesn't actually work per RAW, sadly: the attachment has to be 1HP or less, and Cortosis Weave is 2HP.

 

Hence why I said "might serve as a way."

 

In all fairness though, even with 4 yellows out of 100 test rolls I only got 4 instances of two triumphs. With that kind of rarity I would allow the player to add Cortosis under the option, RAW or not.  

 

 

Roll 6 and it becomes significant more likely. :D

Edited by SEApocalypse

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Roll 6 and it becomes significant more likely. :D

Not by much:

 

$ dicecalculator.rb -D:PPPP -T:RR

++++RESULTS for Dice Pool: PPPP++++
Total Chance of Success: 98.77%
Total Chance of Advantage: 93.75%
Total Chance of Threat: 0.0%
Total Chance of Failure Symbol: 0.0%
Total Chance of Reaching Target (RR): 3.72%
Total Triumph Chance: 29.39%
+++++++++++++++

$ dicecalculator.rb -D:PPPPPP -T:RR

++++RESULTS for Dice Pool: PPPPPP++++
Total Chance of Success: 99.86%
Total Chance of Advantage: 98.44%
Total Chance of Threat: 0.0%
Total Chance of Failure Symbol: 0.0%
Total Chance of Reaching Target (RR): 8.31%
Total Triumph Chance: 40.67%
+++++++++++++++
Edited by bradknowles

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Besides that I am not sure if you here really did the math for a double triumph, it does not look like to me at first glance … I would call an increase of 30% in chance significant more likely. And 40% overall chance way to high Oo.

Edited by SEApocalypse

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Besides that I am not sure if you here really did the math for a double triumph, it does not look like to me at first glance … I would call an increase of 30% in chance significant more likely. And 40% overall chance way to high Oo.

Feel free to re-do the math using whatever program or method you want, but I’m using Litheon’s Dice Probability Generator, which I believe has been confirmed to be correct in the calculations it is doing.

Checking the numbers for four yellow dice against the Dice Probability Generator that used to be available from eote@game2.ca (I made a private copy), which does a Monte Carlo simulation with 100,000 rolls, I get very similar numbers — 3.485% chance of a double triumph. Of course, with any Monte Carlo simulation, the exact percentages are going to vary slightly from one run to the next, but you’re welcome to try your own.

See https://www.dropbox.com/s/qcc2bsgm0mb8o5f/Screen%20Shot%202016-05-13%20at%207.11.03%20PM.png?dl=0

I’ll try to post a preview link here:

Screen%20Shot%202016-05-13%20at%207.11.0

Beyond whether or not I’ve gotten the math correct, I guess it depends on your point of view. I don’t see going from a 3.72% chance to an 8.31% chance as being that significant — both are still small percentage chances and would be rarely seen.

Edited by bradknowles

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Ah! I misread your first dump of the result.

 

3.72% and 8.31%. Now that sounds like what you would expect.  And yeah more doubling your chances is very significant. We stop smoking or ban cancer inducing substances for less increases. :D

In this case it means I have a chance 1 out 12, instead 1 of 26. A significant change for you when start crafting and invest your characters free time into a specific item and sell the items which not reach your target.

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3.72% and 8.31%. Now that sounds like what you would expect.  And yeah more doubling your chances is very significant. We stop smoking or ban cancer inducing substances for less increases. :D

In this case it means I have a chance 1 out 12, instead 1 of 26. A significant change for you when start crafting and invest your characters free time into a specific item and sell the items which not reach your target.

Again, I think it depends on your point of view.

If you see the glass as 96.28% empty, then going to merely 91.69% empty is not a big change. That’s only a 4.76% change in the amount of emptiness of the glass.

In contrast, if you see the glass as 3.72% full and you’re comparing that against one that is 8.31% full, then that’s a 223% increase in the amount of fullness of the glass.

The actual amount of change in either case is exactly the same, but how you perceive it is totally different.

For another example, if you go from a 0.000000001% chance of dying due to being hit by a meteor within the next five minutes, to a 0.00000001% change of dying due to being hit by lightning within the next five minutes, the absolute of amount of change there is minimal.

But one would be TEN TIMES — a.k.a., one thousand percent — more likely than the other.

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Thank you all so much for responding to my question, I actually ended up going the route that Kyla posted, and it has worked out wonderfully! I'll be sure to post later what the armor and stats look like. 

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Wait ... how would you get to a die pool that would let you roll 6 yellow?

Intellect 6, 5 ranks in mechanics, Precision instrument that upgrades Mechanics checks once.

 

 

Precision Instrument? Wait - I've missed that. Where is that talent?

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Wait ... how would you get to a die pool that would let you roll 6 yellow?

Intellect 6, 5 ranks in mechanics, Precision instrument that upgrades Mechanics checks once.

 

 

Precision Instrument? Wait - I've missed that. Where is that talent?

 

 

SM p. 84, basically a tool crafted with double triumph, granting you than a skill upgrade to a general skill which is used with the tool. Though personally I would use a specialist tool, auto success reduce the time and thus you can try more often, usually other talents reduce enough setback dice anyway if there are even any in your personal zero-g workshop. 

 

I am relatively sure there are other ways as well, but as those upgrade skill once stuff is spread over tons of books I might be wrong or right, but will not find out anytime soon as I am not going to look for them. With 10 hours base-time and a roughly 4% chance you spend about 220 hours crafting on those tools (on average) before you finally get your successful welding gear of supreme craftsmanship. 10 days of free time for a droid should be enough, most likely less as you reduce the time significantly with each success. It is not unrealistic to reduce the time to 22-44 hours if you half-way decent at least, especially as you have specialist gear ;-)

 

What is a little bit irritating is that there is no official limitation to how many tools at the same time you can use and while crafting it makes sense to have tons of different tools in use, but having all those tools giving significant boni sounds a little silly and gamey. Hey even the Safety dataspike of supreme craftsmanship sounds rather silly. Not that I can not enjoy mechanics like this, but the tools and handbooks for everything are a special kind.

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Wait ... how would you get to a die pool that would let you roll 6 yellow?

Intellect 6, 5 ranks in mechanics, Precision instrument that upgrades Mechanics checks once.

Or Intellect 6, 5 ranks in the Mechanics skill, and spend a Destiny Point. With Intellect 7, 5 ranks in Mechanics, Precision Instrument, plus spending a Destiny Point, you can get to seven yellow. On a Mechanics check.

With other attribute/skill/talent combinations, you can conceivably get way higher than just 7 yellow.

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So I know I’m to this topic late, but if I wish to stat a NPC with mandalorian armour, what should I use? Cause the mando will be a boss of sorts for my campaign and I’m not sure if the crafting and stuff would apply in my scenario.

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While we're thread necro-ing, I might as well mention that you can get your Mechanics skill to 6 with a crafted implant, just to make your crafting checks in the future that much more bonkers.

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