How often do you or your players scavenge?
Have the scavenging talents made a lot of difference?
What amounts of time would you allocate to scavenging?
And what sorts of items do you scavenge?
How often do you or your players scavenge?
Have the scavenging talents made a lot of difference?
What amounts of time would you allocate to scavenging?
And what sorts of items do you scavenge?
There’s a “search” field at the top of the page. You might want to use that and search for all the other threads where this topic has already come up before.
Look for words like “looting” and “scavenge”.
I think they are talking about scavenging for parts and whatnot from junkyards and supply depots, not body looting.
OP, I am strongly hoping there will be much more in depth rules in the Technicians career supplement. For scavenging and inventing too.
There is always someone who says, use search field. It's like the guy who says...use google.
It takes two seconds to answer if you got the answer...2 seconds of looking to click window closed.
Anyway...I have GMd 2 games now and it's been a long time since I've done TT RPG I usually did LARP. Different worlds and rules. But for SW I let them scavenge defeated enemies for free if they have the time. I don't want to give them every piece off a body-- so most of the time the weapon scattered and is lost or it's broken or damage. Armor is always destroyed or really hard to repair. Not much else. Most baddies in SW didn't need much else. A weapon and that's about it.
If they want to loot/ scavenge during...most likely a couple options I'd allow them. But most likely I will continue to threaten them if they are being attacked. More baddies, free maneuvers to close-- especially if the sit to long or talk in combat.
So no time limit if there is no pressure but not much can be taken. I'd suggest adding things to curb the MMO looting style: picture of the guy and his family happy. A note to his loved one saying one day to retirement and he can't wait to see his children. Also mention SW there wasn't much looting-- no need for it...all you really needed was a blaster and you were good.
Time limit as above for in combat or in danger looting.
Edited by theclash24How often do you or your players scavenge?
Have the scavenging talents made a lot of difference?
What amounts of time would you allocate to scavenging?
And what sorts of items do you scavenge?
We've never really scavenged in any of our games, other than the one time we ended up on a junk planet. But then again, none of us had the Utinni! talent. I'd bet we never thought of it because we didn't have the talent and if we did, we'd be pestering the GM to do it more.
As for time... I'm not really sure. I'd say it would be up to the GM and depend on where you are and what you're looking for. Unless there are scavenging rules in the book, I'd probably run it like the shopping/rarity rules for looking for stuff.
It feels that the items to look for while scavenging would be fairly limited. It could be a plot hook where your ship has crashed on a deserted planet and you need to find other wrecked ships to scavenge for replacement parts to get your ship up and flying again. It could also be an A-Team type of situation where you are going to build a fighting machine with spare parts to defeat the villain of the week. Which, with the Inventor talents, this seems like an intended use of the Outlaw Tech abilities. I wouldn't let my players scavenge for rare gear/weapons, but I would let them go for basic blasters and the such. I'd probably be more lenient on starship parts/upgrades since junk yards are a thing.
I had players scavenge several times. Most of the time they were looking through crap that had already been picked through by others, so I threw in some Setback dice on their Perception checks to find anything useful.
I have two possible players in my upcomming group who are going to play a technicians and I think one will be an Outlaw Tech(he said he wanted to be space-McGyver).
I looked at the talents and saw Utinni! and I didn`t get it. Is this just used in regular searching situations to find specific items I place there, or what? Can`t see scavange in the index.
Edited by RodianCloneI have two possible players in my upcomming group who are going to play a technicians and I think one will be an Outlaw Tech(he said he wanted to be space-McGyver).
I looked at the talents and saw Utinni! and I didn`t get it. Is this just used in regular searching situations to find specific items I place there, or what? Can`t see scavange in the index.
For the most part, I believe that Star Wars is about limitations and overcoming them. You could do anything, if you had unlimited money, unlimited tools, and unlimited time. But you typically don’t have any of those in Star Wars.
There are lots of talents that reduce the amount of time required to do something. That’s because players should never have quite enough time to do the thing they want to do. These kinds of talents take what would be impossible and make it just slightly less improbable. So, maybe the GM has to put them under even tighter time restraints.
Seriously, dealing with a Dionaga in a waste processing facility shouldn’t be that much of a deal — unless the door is hermetically sealed and the compressors are online and … you’re about to be crushed.
Likewise, finding the right switch to turn off the tractor beam shouldn’t be hard — unless you’re on a Star Destroyer and there are Stormtroopers all around, and you’ve got to turn it off and get back to the ship before … oh, crap … shows up.
If you give the players enough time to do everything, then there’s no sense of drama to the scene. You might as well be knitting. If they’re running around like chickens with their heads cut off trying to do eight impossible tasks before breakfast, that’s much more heroic — and can be much funnier and more interesting when they fail.
So, that’s what skills like Utinni is all about.
I am actually kind of on the side for searching. It is good to do. I am actually making this thread with this label so it is easier to search.
There isn't that much on scavenging. There is about 3 examples of items scavenged for outlaw techs.
But isn't much on time to scavenge items.
And for foraging there isn't anything.
Food seems to usually be so cheap It seems like it would be rare to incorporate but it is quite a good bonus from the forager talent
I suppose I could imagine doing some kind of survival game, where the PCs have to construct a shelter and living area till they can discover a way to escape. And use forage for getting the wood and materials to use, and then advantages and threats would effect their integrity
Could make it so they need to camp out to capture some creature and a ship would scare the creature away, then the PCs could build traps and things also to protect themselves. They would use mechanics checks with added setback from not having tools and fact they probably wouldn't be experienced with using wood unless they are a wookie
I think scavenging is different than looting, I may not even include looting in my games unless in specific circumstances. But yeah I think scavenging would be when you are looking for items not from dead/unconscious NPCs, but more from searching in the environment.
Edited by PeroxisA group of characters are looking through a junk yard for some parts they need to fix their ship and get off-planet.
Possible setbacks.. The characters may be stressed by: rain, darkness, storm(sand/snow...), steam bursts, heat, electric/static environment, timepreasure, dead bodies/body parts....
What else can be done with scavanger encounters? Threats and advantages for example? Boosts? And what are some possible results of success and failure?
Edited by RodianCloneWell if the encounter is based around fixing the ship I imagine a lot of the success and failures would revolve aroundmaking the pparts usable.
If you are taking parts from a wrecked ship of some kind, could perhaps use the known schematic talent to know exactly where in the ship you could go to acquire said piece, possibly giving a boost for every related roll.
A possible despair could make some kind of structural collapse or expose the PCs to poisonous fumes or perhaps a startled mynock
A possible sink for the players is they would have to go through all of their food supplies which their would be a significant lack of in a junk yard. And possible reward is the PCs will have a much more customized ship (though that may not be a good thing)
I think the running out of food would be where the amount of time would become important.
You could even tie these together and say they crash on an uninhabited planet with only wildlife but they manage to repair their sunlight drive, and then they journey to a nearby junk planet for the extra pieces needed for the ship to be properly functional.
Amidst all this perhaps there is something very important that they need to rush to and save the day.
Maybe go count of Monte cristo on them.