When making a check to work with beskar, the character may flip a Destiny Point to add Successes equal to her ranks in Knowledge (Lore). In addition, on a failed check to work with beskar, the character can recover 15% of the beskar used per rank in Knowledge (Lore).
I like it! For wider use, I also recommend the same as Thunderbolt, keeping the percentage as something that can safely divide the number 100, but I think 15 is well within the range you wanna give a player.
Hmmm. A character can get up to five ranks, so if I made it 20% they would have no penalty (other than time, but in downtime that’s no big deal) for a failed roll. They could just keep rolling until they get a success no matter how difficult the project. You could have a character with a two-ability pool for Mechanics who could make just as good a set of armor as an expert, albeit much much slower. I know the GM could throw in interruptions so that the time factor is a big deal, but I’d prefer to make sure that some of the material is always lost.
On the other hand I want somebody who has invested so much XP into Lore that they get five ranks to be rewarded, and get most of their beskar back. I could cap it at 80%, but that would mean there’s not much incentive to get that fifth rank in Lore. They’d still get another Success, but going from four to five guaranteed Successes isn’t much.
What I’m tempted to do is split this into two separate Talents. The first, at about 15XP, would allow the character to recover beskar 20% per Lore rank but capped at 80%. The second would allow the player to choose Successes or Advantages up to levels in Lore, that way any Advantages could go to improving the armor.
Edit: I forgot to mention; I didn’t want to make it a 10% per Lore return for beskar because a maximum of 50% seems too little.
No, because they need Advantage. They’d be able to make the armor, but they would not be able to make good armor.
Perhaps. Or perhaps you make it a ranked talent, and they recover 25% per rank of the talent.
I would not allow the player to choose Advantages up to ranks in Lore, that would be very overpowered. I urge you to restrict it to Success only.
I would suggest either making it a ranked talent (you do have room to fill on the tree) or making it a set number. The only viable number for X*Lore is 10.
It is, a little, but 15% is a hard number and 20% is too much, unless you put an arbitrary cap on it.
However, there is precedence in the RAW for recovering 100% of material cost, and there is already gear and Advantage spending options that allow you to recover 100%. I think making it 10*Lore works okay, otherwise two talents for 25%, because 50% is the number usually used.
As for pinning it to Lore, there is a pretty good reason not to in that there is already a talent scaling to Lore, with the “add success” talent.
Also, the “add Success=Lore” talent actually makes the recovery talent rather obsolete, because if you can add 5 success you are unlikely to fail the check in the first place. That is one more reason to not pin the recovery talent to Knowledge (Lore), because as they get better at it, it simultaneously becomes less useful.
I’d suggest making the recovery a tier 1 and 3 (or hard-to-access tier 2) talent, and making the Success=Lore talent a hard-to-access tier 5.
One option that just occurred to me is “Go Further”: A ranked talent with two ranks on the tree: When making a crafting check using beskar, on a successful check, retain X% of the material cost per rank.
I was thinking either 5, 10, or spend Advantage up to ranks, retaining 10% of the material cost per Advantage spent.
Version 2! I have edited the first post with the updated tree.
I think this is much closer to being finished but there are a few things I’m not sure about. I have basically split the tree in two, with crafting on the left and melee on the right. I’m not sure about the wisdom of this.
I’m also not sure about the three Active talents. I feel like I should have Active talents, and melee ones seem to be the only way to go, but they don’t feel right.
Finally I’ve thrown in a lot of ranked talents. I think it’s too much. It’s too much, isn’t it?
At the risk of adding even more passive talents, I think it still needs Armor Master (Improved) and I think Armor Master should be less expensive/hard to access.
I can’t think of all that many active talents to add, what you have there looks pretty good.
Maybe put Armor Master (Improved) where Armor Master is now (C1), and move Armor Master down to Defensive Stance (B2), which shifts over to replace Grit (B3).
I’ll probably have more thoughts later, but that’s all I’ve got for right now.
I decided to remove Side Step because this tree is more focused on melee and Death Watch Warrior is focused on ranged and has it (the idea is that if somebody wants to be well-rounded they can take both, if they want to specialise they choose the appropriate one).
By the same logic I’d like to swap To the Death for another custom talent. I’m thinking of something which allows the character, whilst using a melee weapon, to ignore some Soak (those who have watched the Mandalorian may know where I got this idea). Is this too powerful?
Hmm…
Needs a name, but:
Once per session, flip a Destiny Point. For the remainder of the encounter, the character may perform the ____ incidental once per round after completing a successful Melee* check against an engaged target (but before calculating damage). The character suffers Strain no greater than his Brawn rating to add damage equal to Strain suffered to one hit of the attack.
*Capitalized, because I’m referring to the Melee skill in particular.
If you give it Pierce, it likely won’t do much. Many of the good Melee weapons have high Pierce ratings, meaning that at most you gain 1, maybe 2 ranks with this talent against all but the most hardened targets.
The idea is that this is very powerful, but will be balanced by the Strain cost. If linked to something like Frenzied Attack, you’d be burning 6 Strain (presuming 2 FA, 4 Br) to get the full use out of each.
In this case, the drawback is the Strain cost on a 1:1 ratio to damage, whereas To the Death is +10 to crits given/received.
Another idea would be to give the weapon Sunder (or, if the weapon already has Sunder, allowing it to activate for free on one hit of a successful attack). I kinda like that, though it does seem fairly situational.
I like this. For a name, perhaps Found the Weak Point?
The main reason I’m swapping out To the Death is because I would imagine that many people taking this Spec would also take the Death Watch Warrior one (for the cool jet pack talents if nothing else), and I want to minimise duplicated non-ranked talents.
Maybe something like…
Forger’s Rage? Unfortunately, there isn’t a direct translation for “armorer” or “forger” in Mando’a.
Rage of the Forge, something like that. A more thematic name, comparable to “To the Death.”
Apparently ‘blacksmith’ is ‘goran’. ‘Honor’ is ‘ijaat’, so I’m going to call a Forgemaster an Ijaat’goran. But that doesn’t help much with naming the talent because Ijaat’goran’s Fury doesn’t exactly trip off the tongue.
How about… Hammer Time? No? no, you’re probably right. Although if I ever make a character of this type I reserve the right to use that as my battlecry.
Forger’s Fury it is, I suppose. Unless anyone can think of anything better.
Haar’chak! I knew there was something, but I was blanking. I settled with Engineer/Gotabor as what I was thinking of, but I still thought there was something else. Oh well.
For “forgemaster,” I think it would likely be something like “Goran” and “alor” or “ori” and “Goran,” as “alor” is leader, boss, etc. and “ori” is big, extreme, very.
I’d suggest just go with “Goran A’den,” which translates as “Blacksmith’s Fury.” Or add a “te” for “Te Goran A’den” or “The Blacksmith’s Fury.”
I’ve added the latest attempt to the first post, and here it is again to save scrolling. There’s a problem with the text of the Goran’Aden talent where it looks like there is no space between ‘Goran’Aden’ and ‘incidental’. There is a space in the data editor so I have no idea why it’s coming out like this.
Looks good. I think maybe add at least one rank of Feral Strength, probably replacing Hard Headed and/or Lethal Blows.
I’m also not sure about gating Dedication behind Goran A’den. In fact, I’m not sure about the idea of gating Dedication behind the combat talents at all, because the combat is the secondary focus of the tree. I’d suggest swapping positions for Dedication and Goran A’den, either adding a line between Jury Rigged and Dedication and then cutting Dedication off from the Melee side, or else connecting Dedication to the talent above it and removing the links between E3-4 and D3-4.
That makes me think replace Lethal Blows with Feral Strength and either keep Hard Headed, or move B3’s Grit up there and put something else there, maybe Feral Strength, leaving Lethal Blow’s spot open for something else, like a second rank of Defensive Stance.
I think it’s coming along very well! I would personally try to swap out Hard Headed for something else. Maybe putting in another Defensive Stance so they can stack. Also not too sure about keeping Lethal Blows in there since it’s only one rank, Enduring or some other passive talent might be better. That’s about all the input I personally, have though (and I always advise a second opinion), but all in all it’s looking great!
This isn’t as clear as it could be. What I mean is:
Put Dedication in E3 and cut it off from the combat side, OR
Leave Dedication where it is (E4) and cut off D/E4 from D/E3.
If you then take the other suggestions, that 2x3 block would look like this:
C3-C4
| |
D3 D4
| |
E3 E4