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-   -   Cortosis cost factor? (https://forums.sjgames.com/showthread.php?t=135311)

c0matose 05-30-2015 04:30 PM

Cortosis cost factor?
 
http://starwars.wikia.com/wiki/Cortosis

What CF might this have for a Star Wars campaign, it basically disables all but a select type of lightsaber for D3+2 minutes (my estimation)

Also if any star wars buffs see this, is there any way to isolate ones self from the effects of the force. My character is an assassin specialising in killing jedis. A cortosis blade means the jedi is defenceless apart from their force skills. If I can make myself immune to all force effects for even a short time, this means they are utterly useless against me.

Phantasm 05-30-2015 05:01 PM

Re: Cortosis cost factor?
 
I did a lot for a Star Wars game, which has been used by others to great effect.

In particular, I should note the following from pages 14-15 of that document:

Quote:

Beskar (Mandalorian Iron)*: Beskar is the strongest and most indestructible metal known in the galaxy, forged by the Mandalorians from ore mined on the planet Mandalore and its moon Concordia. A beskar blade is 20% lighter than a steel blade (adjust MinST accordingly), and cannot be broken by physical or energy attacks; ignore maximum ST, as such weapons can withstand being used by incredibly strong characters. +99 CF.

Cheap†: +2 to break and if thrown has -1 to Acc. -0.8 CF.

Cortosis*: Blades made out of a high percentage of cortosis are able to short out lightsabers on contact for 1d minutes; this requires a successful Parry by either weapon or a deliberate Attack against the lightsaber. The weight and damage of the weapon is unchanged, but can be used to parry blaster fire without damaging the weapon. Treat as cheap for breakage against physical weapons, due to its brittle nature. +19 CF.

Cortosis-Weave*: Weapons made by alloying cortosis into the durasteel gain the ability to resist attacks from lightsabers and blaster fire, negating the lightsaber's destructive parry against the weapon. Unlike the purer cortosis blade, cortosis-weave weapons do not short out lightsabers. Weight and damage are unchanged; ignore maximum ST, as such weapons can withstand being used by incredibly strong characters. +4 CF.

Fine†: All weapons are considered Fine at no additional cost. Cutting and impaling damage is at +1, and the weapon is -1 to break. +0 CF. Already factored into the table linked above.

Good†: This is the standard weapon with stats listed in the Basic Set, Low-Tech, or Martial Arts. -0.6 CF.

Phrick*: Identical in properties and price to cortosis-weave (above).

Superfine†: A step up from Very Fine, a Superfine blade is at -2 to break, adds +2 to cutting and impaling damage, and adds a (2) armor divisor. +5 CF.

Very Fine†: A step up from Fine, a Very Fine blade adds +2 to cutting and impaling damage and are at -2 to break. +3 CF.

Vibroblade: Cutting damage gains +1d damage, and both cutting and impaling get a +1 bonus and a (3) armor divisor; blades that are also superfine (above) increase this to (5), while the bonuses to cutting and impaling damage from Fine and Superfine stack. Note that the "Force Pike" is in reality a vibro-spear, having nothing to do with the Force (not sure how it got its name). ... +9 CF....

* Beskar, Cortosis, Cortosis-Weave, and Phrick are mutually exclusive.
† Cheap, Good, Fine, Very Fine, and Superfine are mutually exclusive.

Not sure what you mean by "isolate yourself from the effects of the Force". A strong Will will protect against the Jedi Mind Trick, of course, but I'm not sure the physical effects - Force Lightning or Force Push - can be protected against without DR. Resistance to Mental Force Effects should be treated like Resistant to Psionics in the Basic Set and expanded in Psionic Powers.

To block the Force in an area, you could always have a pet ysalmiri.

Nereidalbel 05-31-2015 02:44 AM

Re: Cortosis cost factor?
 
Cortosis varies a lot, depending on the author. I've read a few books where it shuts a lightsaber off, and just pressing the button turns it back on right away.

As for isolating yourself from the Force, you have a few option. Carry a pet ysalmiri with you, transfer your brain into a droid (likely a permanent transfer), originate from another galaxy, or, find a way to genetically modify yourself with the anti-Force gene from ysalmiri. Good luck with anything but the pet, though.

scc 05-31-2015 04:31 AM

Re: Cortosis cost factor?
 
Cost wouldn't be the major issue in acquiring weapons and armor made out of this stuff, rather simply FINDING it will be

malloyd 05-31-2015 06:54 AM

Re: Cortosis cost factor?
 
Quote:

Originally Posted by c0matose (Post 1905238)
Also if any star wars buffs see this, is there any way to isolate ones self from the effects of the force. My character is an assassin specialising in killing jedis. A cortosis blade means the jedi is defenceless apart from their force skills. If I can make myself immune to all force effects for even a short time, this means they are utterly useless against me.

Depending on how it's being implemented, Psi Static or Mana Damper could work. Whether or not any human or humanoid characters could have the Force form of whichever the GM prefers is more doubtful. If it is, properly trained Jedi (i.e. not Luke or anybody else "trained" in a few months) would already know about it and prepare for the possibility. Honestly this is a problem with all the stuff added to cripple Jedi, after however many thousands of years it isn't going take them by surprise.

Along the same lines, I'd probably interpret an ability to cripple a lightsaber for several minutes (as opposed to either the normal blade formation time or permanently until repaired) as a magical effect that might shut down in such a zone too.

Lord Azagthoth 06-01-2015 10:00 AM

Re: Cortosis cost factor?
 
Quote:

As for isolating yourself from the Force, you have a few option. Carry a pet ysalmiri with you, transfer your brain into a droid (likely a permanent transfer), originate from another galaxy, or, find a way to genetically modify yourself with the anti-Force gene from ysalmiri. Good luck with anything but the pet, though.
The Yuuzhan Vong are Force Immune.

The Cortosis in my campaign simply adds Hardened (enough to cancel out the Armor Divisor of an upgraded lightsaber) when its used to create the alloy but only in pure form it will disable a lightsaber (which can be turned on immediately but the user will be surprised for a moment).

Cortosis also has a high resistance, not only against heat (or energy) but also against physical damage (at least what I've read in the Darth Bane novel).

But this may all change with the new Canon rules from Disney. Cortosis is just part of a legend and might not exist at all.

Nereidalbel 06-01-2015 10:23 AM

Re: Cortosis cost factor?
 
Quote:

Originally Posted by Lord Azagthoth (Post 1905632)
The Yuuzhan Vong are Force Immune.

See "from outside the galaxy." Apparently, The Force only exists within the magnetic storm around the Star Wars galaxy.

Varyon 06-01-2015 11:05 AM

Re: Cortosis cost factor?
 
Quote:

Originally Posted by c0matose (Post 1905238)
Also if any star wars buffs see this, is there any way to isolate ones self from the effects of the force. My character is an assassin specialising in killing jedis. A cortosis blade means the jedi is defenceless apart from their force skills. If I can make myself immune to all force effects for even a short time, this means they are utterly useless against me.

Being Force Sensitive yourself can help partially insulate you, as it typically makes you more resistant to the Force. You needn't necessarily have specific training or the like - one of the characters in Knights of the Old Republic 2 used to be a Sith assassin who specialized in taking out Jedi, and he wasn't even aware of his Force sensitivity until his last target revealed it to him.

Even if you can make yourself outright immune, however, note that Jedi can still use the Force indirectly (unless you are able to somehow generate a large psi-static field of some sort). They could use the Force to rip the floor out from under you, to throw large objects at you, and so forth. Depending on the GM's interpretation, the electricity produced by Force Lighting might still be able to be conducted through a metal floor to zap you (although cortosis-weave boots would probably serve as sufficient insulation).

Lord Azagthoth 06-01-2015 11:28 AM

Re: Cortosis cost factor?
 
Quote:

Originally Posted by Nereidalbel (Post 1905642)
See "from outside the galaxy." Apparently, The Force only exists within the magnetic storm around the Star Wars galaxy.

That is a changer because the Miraluka couldn't even see a Yuuzhan Vong, although this was inside the Star Wars galaxy. This would mean that new-born Yuuzhan Vong are detectable by Force users and can be affected directly by Force users?

First thing the OP must do is determine what he wants to be canon for his campaign and make that clear to his players. With all the different novels with different approaches to the effects of materials, ships, the Force, or whatever, the GM must strip all non-existent features of cortosis.

The cost (in credits) of cortosis will increase rapidly during the Old Sith Wars. Cortosis was used by both sides to make armor and weapons. Mines got depleted and gear made with cortosis obtained less cortisis (or costed enormously more).

In GURPS, rarity does alter cp Cost, as seen in some (dis)advantages. When it is uncommon in the Old Republic, it is very rare during the Rise of the Empire (for example).

Nereidalbel 06-01-2015 11:46 AM

Re: Cortosis cost factor?
 
Quote:

Originally Posted by Lord Azagthoth (Post 1905661)
That is a changer because the Miraluka couldn't even see a Yuuzhan Vong, although this was inside the Star Wars galaxy. This would mean that new-born Yuuzhan Vong are detectable by Force users and can be affected directly by Force users?

It may take a while for them to be exposed to the Force long enough to actually register as something detectable, but, they should eventually be just as easy to sense as every other sentient species.


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