I'm always the GM but I plan to a character ready to go in case I ever get to play as a player, part of that is figuring out how to get starting armor... and the Force & Destiny Guardian Book has armor crafting rules which makes obtaining the cool armor a lot easier.
For me I'd like reinforced clothing with an extra point of soak (2 total) a point of ranged defense and a point of melee defense. each attempt to make reinforced clothing costs 25 credits a pop and takes 6 hours of time, so if you were determined about it, you could make 2 attempts a day. now basic "reinforced clothing" has 1 soak, 1 encumbrance, 0 defense and 0 hard points so game mechanically equivalent to heavy clothing, which has a book price of 50 credits but I imagine GM's would let you sell it for half value at 25 credits (material cost only). So essentially what you could be doing is sitting in your village making heavy clothing at cost for your friends & family until you get a good enough roll to make the clothing that you want.
And for what I want, if you have 3 yellow dice (survival will work, useful because I plan to spend my human starting XP + 10 obligation by raising Brawn, Agility, cunning and willpower from 2 to 3, mechanics works off of intellect, and survival works off cunning) so with survival as a class skill and knight level play you can start with 3 yellow pretty easily which is actually XP cheaper than cross spec buying into gadgeteer and down the second column (in the worst case it costs you 45 XP to buy 3 out of career ranks of survival, but you might start with survival as a career skill or want to buy into a spec with survival anyway, for example recruit or marauder or commando, etc.)
I assumed you made 8 trials with 3 yellow to get 2 triumphs out of 24 rolled yellow dice which then cost 200 credits (25*8) and used those 2 triumphs once each one armor schematic to drop the difficulty from average (2 purple) to simple (no purple) and then you start rolling for real
so I wrote myself a little MATLAB program to see how difficult it would be
here is that program
function timeToAwesomeReinforncedClothing
nTrials=100;
nRollsTriSuccAdvSell=zeros(nTrials,5);
nYellow=3;
nGreen=0;
tic;
for iTrial=1:nTrials
nBlue=0;
nRoll=0;
ifMadeIt=false;
while(~ifMadeIt)
nRoll=nRoll+1;
nTriTot=0;
nSuccTot=0;
nAdvTot=0;
for iYellow=1:nYellow
[nTri,nSucc,nAdv]=rollYellow();
nTriTot=nTriTot+nTri;
nSuccTot=nSuccTot+nSucc;
nAdvTot=nAdvTot+nAdv;
end
for iGreen=1:nGreen
[nSucc,nAdv]=rollGreen();
nSuccTot=nSuccTot+nSucc;
nAdvTot=nAdvTot+nAdv;
end
for iBlue=1:nBlue
[nSucc,nAdv]=rollBlue();
nSuccTot=nSuccTot+nSucc;
nAdvTot=nAdvTot+nAdv;
end
ifMadeIt=ifMakeStartingArmor(nTriTot,nSuccTot,nAdvTot);
if(~ifMadeIt)
nBlue=nTriTot+nAdvTot;
if(nSuccTot>0)
nRollsTriSuccAdvSell(iTrial,5)=nRollsTriSuccAdvSell(iTrial,5)+1;
end
end
end
nRollsTriSuccAdvSell(iTrial,1:4)=[nRoll nTriTot nSuccTot nAdvTot];
fprintf('Trial %d/%d done at %g sec\n',iTrial,nTrials,toc);
end
nRollsTriSuccAdvSelld100=[nRollsTriSuccAdvSell (1:nTrials)']
end
function ifMadeIt=ifMakeStartingArmor(nTri,nSucc,nAdv)
if(...
((nSucc>0)&&(nAdv>=9))||...
((nTri>0)&&(nAdv>=5))||...
((nTri>1)&&(nAdv>=2))||...
(nTri>2)) %starting armor, easily doable
% ((nSucc>0)&&(nAdv>=12))||...
% ((nTri>0)&&(nAdv>=8))||...
% ((nTri>1)&&(nAdv>=5))||...
% ((nTri>2)&&(nAdv>=2))||...
% (nTri>3)) %starting armor + a hard point, technically doable but pushing luck
% ((nTri>1)&&(nAdv>=9))||...
% ((nTri>2)&&(nAdv>=5))||...
% ((nTri>3)&&(nAdv>=2))) ¾r armor
ifMadeIt=true;
else
ifMadeIt=false;
end
end
function [nSucc,nAdv]=rollBlue()
iSide=randperm(6,1);
nSucc=0;
nAdv=0;
switch(iSide)
case 1,
case 2,
case 3,
nSucc=1;
case 4,
nSucc=1;
nAdv=1;
case 5,
nAdv=2;
case 6,
nAdv=1;
end
end
function [nSucc,nAdv]=rollGreen()
iSide=randperm(8,1);
nSucc=0;
nAdv=0;
switch(iSide)
case 1,
case 2,
nSucc=1;
case 3,
nSucc=1;
case 4,
nSucc=2;
case 5,
nAdv=1;
case 6,
nAdv=1;
case 7,
nSucc=1;
nAdv=1;
case 8,
nAdv=2;
end
end
function [nTri,nSucc,nAdv]=rollYellow()
iSide=randperm(12,1);
nTri=0;
nSucc=0;
nAdv=0;
switch(iSide)
case 1,
case 2,
nSucc=1;
case 3,
nSucc=1;
case 4,
nSucc=2;
case 5,
nSucc=2;
case 6,
nAdv=1;
case 7
nSucc=1;
nAdv=1;
case 8
nSucc=1;
nAdv=1;
case 9
nSucc=1;
nAdv=1;
case 10,
nAdv=2;
case 11,
nAdv=2;
case 12,
nTri=1;
nSucc=1;
end
end
now why it is doable so easily is because of "practice makes perfect" entry of table 3-2 on page 91 of keeping the peace, basically for 1 advantage or 1 triumph you can gain a boost die on the next check you make with the same skill before the end of the session AND it doesn't say that it can be selected only once.... so the strategy is if you don't have sufficient triumph plus advantage to make the armor you want, you convert them all to boost dice for your next attempt then try again. Now this program that I wrote tries again until it succeeds and returns the number or attempts needed, the number of triumphs successes and advantage and suits of "heavy clothing" that you made at cost before you got the number of triumphs, successes, and advantage (so if there is extra left over you can add some extra stuff to the armor) that you needed to make the clothing that you wanted, and it does that process 100 times randomly so you can make a percentile table to roll on once in front of your GM.
so assuming a pool of 3 yellow dice and that you want reinforced clothing with soak 2, ranged defense 1, and melee defense 1 one randomly generated table is...
5 1 5 5 4 1
6 1 4 5 5 2
10 0 5 9 9 3
2 1 2 5 1 4
6 1 1 5 5 5
16 0 2 10 14 6
9 1 4 5 8 7
2 1 3 6 1 8
4 1 3 6 3 9
4 1 2 8 3 10
3 1 2 7 2 11
15 0 5 9 14 12
8 1 3 5 7 13
5 0 2 10 3 14
10 1 5 6 9 15
6 1 4 5 5 16
2 0 3 9 1 17
5 2 2 2 4 18
24 1 6 5 22 19
5 1 4 5 4 20
10 1 4 5 9 21
7 1 5 7 6 22
5 0 4 9 4 23
15 1 4 6 14 24
9 0 5 11 8 25
3 1 1 5 2 26
3 1 3 5 2 27
12 1 2 5 10 28
8 1 4 5 7 29
9 0 3 13 8 30
2 2 5 4 1 31
4 1 7 5 3 32
5 2 5 6 4 33
2 1 2 7 1 34
11 1 2 8 10 35
5 1 2 6 4 36
3 1 5 6 2 37
15 1 7 5 14 38
14 1 4 7 13 39
15 1 1 6 14 40
4 0 4 9 3 41
7 1 2 8 6 42
7 1 4 6 6 43
5 0 5 10 4 44
5 0 4 9 4 45
4 1 2 5 3 46
10 0 2 10 9 47
4 1 4 8 3 48
12 1 7 6 11 49
7 0 2 10 6 50
5 0 2 11 4 51
14 0 2 9 13 52
10 0 2 9 9 53
4 2 3 3 3 54
8 2 5 3 7 55
4 0 3 9 3 56
7 1 3 6 6 57
6 1 3 6 4 58
2 1 4 6 1 59
2 1 3 5 1 60
3 2 3 3 2 61
5 1 4 5 4 62
11 1 3 5 10 63
9 0 3 9 8 64
5 2 5 3 4 65
7 0 4 10 6 66
21 1 5 7 20 67
12 0 5 11 10 68
6 0 5 10 5 69
13 1 7 7 12 70
13 0 5 9 12 71
6 0 3 9 5 72
6 1 4 5 5 73
10 1 4 7 9 74
3 2 2 2 2 75
11 1 3 9 10 76
9 1 3 5 8 77
7 1 4 5 6 78
12 1 6 5 11 79
9 0 3 9 8 80
14 0 5 9 12 81
1 2 2 2 0 82
4 2 5 2 3 83
4 1 4 6 3 84
5 1 4 6 4 85
5 0 5 10 4 86
12 0 5 9 10 87
15 0 1 9 14 88
9 0 4 9 8 89
3 1 6 5 2 90
2 0 2 9 1 91
10 1 4 5 9 92
5 1 5 6 3 93
8 1 7 5 7 94
18 0 5 9 17 95
12 0 5 9 10 96
22 0 3 9 21 97
3 1 3 5 2 98
2 1 4 6 1 99
3 1 8 5 2 100
the first column is the number of attempts till you first get what you need
the second column is the number of triumphs on the first time you get what you need
the third column is the number of successes (triumphs included) on the first time you get what you need
the fourth column is the number of advantages on the first time you get what you need
the fifth column is the number of suits of stock heavy clothing that you made at cost,
the sixth column is what you'd have to roll on a d100 at the table to get that outcome
if you look at that table it means at 2 attempts per day you spent 11 or fewer days to make the starting armor I wanted, and you made some of your friends and family happy by making "heavy clothing" for them at half the price it would have cost them in a store and it cost you 25 credits (plus however many attempts it took you to get armor schematic twice).
now I really would like a 3rd point of soak in my reinforced clothing and I get that with either 2 triumph (for integral attachment, with the superior attachment) and 9 advantage or 3 triumph and 5 advantage but that table looks like this
9 2 9 9 8 1
63 2 5 11 62 2
34 2 4 11 33 3
470 2 3 12 468 4
527 2 11 13 521 5
192 2 4 10 191 6
276 2 7 12 274 7
47 2 7 10 46 8
1584 2 6 10 1574 9
883 3 6 7 879 10
96 2 3 10 95 11
557 3 6 5 555 12
613 3 4 8 609 13
303 2 7 10 301 14
374 2 5 9 373 15
217 2 7 9 216 16
594 2 4 10 590 17
351 2 4 9 348 18
319 3 7 5 318 19
48 2 6 9 47 20
98 2 5 9 97 21
109 2 7 10 107 22
707 3 4 8 705 23
465 2 7 9 461 24
603 2 8 11 600 25
510 2 5 10 506 26
1105 2 12 11 1098 27
1016 2 7 16 1012 28
56 2 3 9 55 29
150 2 6 15 149 30
34 2 5 9 33 31
65 2 9 12 64 32
176 2 7 11 173 33
5 2 4 14 4 34
117 2 9 11 115 35
205 2 5 12 203 36
845 2 5 9 838 37
414 2 5 10 411 38
216 2 5 10 214 39
353 3 7 8 349 40
188 2 8 10 186 41
370 2 6 11 366 42
14 2 9 14 13 43
1524 2 4 9 1510 44
491 2 12 14 488 45
396 2 9 9 394 46
487 2 5 10 483 47
610 2 3 9 607 48
69 2 5 9 68 49
219 2 5 10 217 50
806 2 9 12 803 51
355 2 7 11 352 52
142 2 8 10 141 53
392 2 5 12 389 54
468 2 8 16 467 55
717 2 5 9 714 56
51 2 4 9 50 57
43 2 6 15 42 58
84 2 5 10 83 59
218 2 5 10 216 60
401 3 6 8 398 61
329 2 11 9 328 62
1501 2 3 10 1499 63
147 2 8 9 146 64
156 2 6 12 155 65
83 3 3 6 82 66
2063 2 7 9 2048 67
1319 2 5 9 1313 68
1420 2 13 11 1410 69
992 2 7 9 989 70
133 3 7 5 132 71
438 2 4 9 434 72
360 2 12 10 357 73
522 2 5 10 519 74
649 2 4 9 641 75
16 2 7 10 15 76
278 2 6 11 275 77
665 2 5 10 662 78
74 2 6 11 73 79
643 2 6 9 639 80
559 2 9 9 558 81
202 2 4 9 201 82
495 2 4 9 492 83
1708 2 8 9 1703 84
192 2 3 12 190 85
921 2 6 9 917 86
138 2 6 9 136 87
146 2 8 9 145 88
401 2 7 12 397 89
128 2 3 9 126 90
512 3 5 5 506 91
188 2 6 12 187 92
1759 2 4 10 1752 93
618 3 6 5 614 94
179 2 7 10 178 95
27 2 6 11 26 96
319 2 5 9 318 97
402 2 6 9 400 98
26 2 3 9 25 99
94 2 6 9 93 100
now a few of those entries are doable, but chances are your GM won't even consider rolling on that table because it could take years of game time for many of those outcomes, but there is another option if you're willing to pay 5000 credits for the "superior attachment", all you reall need is an extra hard point and that's actually doable, so you'd need one of the following results combos
at least 1 success and at least 12 advantage
at least 1 triumph and at least 8 advantage
at least 2 triumph and at least 5 advantage
3 triumph and at least 2 advantage
(which are doable because you're dumping all triumph and advantage on insufficient rolls into boost dice for the next roll)
that table looks like this
6 1 2 9 5 1
16 0 3 12 15 2
63 1 4 10 62 3
12 1 4 11 11 4
15 1 6 8 13 5
27 1 5 8 26 6
15 0 5 15 14 7
4 1 6 8 3 8
4 1 3 8 3 9
15 2 6 7 13 10
23 0 5 16 22 11
10 1 3 13 9 12
9 0 5 14 8 13
7 0 4 12 6 14
37 1 4 11 36 15
10 0 4 12 9 16
12 2 5 5 11 17
21 1 4 11 19 18
19 0 2 12 18 19
20 1 4 9 19 20
7 1 4 10 6 21
14 1 3 8 13 22
6 1 8 12 5 23
33 0 2 15 32 24
12 2 6 5 10 25
6 0 7 12 4 26
11 1 4 8 10 27
42 1 4 10 40 28
11 2 4 5 10 29
10 0 5 13 9 30
40 1 5 9 39 31
27 1 5 9 26 32
8 1 5 9 7 33
5 1 5 9 4 34
19 1 7 9 18 35
75 1 7 9 73 36
13 1 9 9 12 37
28 0 1 14 26 38
18 1 5 9 17 39
6 0 3 13 5 40
14 1 6 9 13 41
17 2 7 5 16 42
8 1 4 8 7 43
3 1 3 8 2 44
2 1 2 8 1 45
10 0 7 12 9 46
3 1 4 8 2 47
12 2 9 8 11 48
28 0 4 12 26 49
22 1 5 9 21 50
34 0 3 14 33 51
10 1 10 9 8 52
10 1 5 8 9 53
20 1 5 10 18 54
21 2 6 5 20 55
13 0 5 15 12 56
24 1 2 8 21 57
15 1 7 14 13 58
7 0 5 12 6 59
5 1 5 8 3 60
5 0 4 13 3 61
60 1 4 8 59 62
23 1 3 15 22 63
20 0 7 12 19 64
12 1 6 13 11 65
37 1 3 8 35 66
13 1 6 11 12 67
46 1 3 9 44 68
8 1 5 9 7 69
14 2 2 6 13 70
11 2 4 7 10 71
17 0 4 12 16 72
36 1 6 14 35 73
14 2 6 12 12 74
8 1 6 9 7 75
9 0 5 12 7 76
10 1 5 9 9 77
8 0 2 13 7 78
12 2 4 9 11 79
37 0 4 12 36 80
5 1 4 8 4 81
5 1 4 9 4 82
5 1 6 9 4 83
8 0 7 13 7 84
8 0 5 13 7 85
9 1 2 9 8 86
12 2 4 5 11 87
25 1 1 8 23 88
21 1 2 9 20 89
15 1 2 11 14 90
5 1 2 8 4 91
6 0 3 12 5 92
16 0 3 13 15 93
32 0 5 14 29 94
40 1 9 9 38 95
6 1 7 9 4 96
6 1 2 8 5 97
20 1 3 9 19 98
8 1 7 9 7 99
44 1 4 11 43 100
so in the worst case it took you 38 days and 50 credits to get reinforced clothing with 1 hard point, soak 2, ranged defense 1, melee defense 1 and you had 1 advantage left over that you could use to make it sealable, what use is sealable clothing since you can't vacuum seal it? (I'll get to that in a moment), oh and you sold 73 sets of heavy clothing to your friends and family for 25 credits each (because you're such a great guy or gal).
now with only 5000 more credits (this is knight level play right???
) you can have
soak 3, range defense 1, melee defense 1, sealable reinforced clothing, well why stop there you could pick up a rank of the tinkerer talent to add a hard point and add a thermal shielding system and I quote the EotE core page 194 "This attachment can be installed on any armor that covers the entire body and can be sealed." that's why sealable reinforced clothing has a use... so maybe dipping into gadgeteer eventually would be worth while after all, and if so you could used jury rigged to increase the ranged defense to 2, and there's armor master, and improved armor master so then your soak would be 3 for brawn plus 3 for armor + 1 for armor master, you'd have 3 ranged defense and 2 melee defense.
Boo Yah it's now good to be an awesome tailor in EotE.