Outlaw techs for hire (modifying...things)

By Jareth Valar, in Star Wars: Edge of the Empire RPG

Outlaw Techs have been used un the novels (not canon, I know), specifically I remember Han Solo being friends with one in the Corporate Sector (been too long to remember specifics though) and had her work on the Falcon.

Now, Tinkerer lets you add 1 hard point to a single item (assuming this could be a ship, which our group does). If the Tech "loses" the item, they can use Tinkerer again on anotther item, but the item with the HP still has it.

Could an Outlaw Tech sell their services to add a HP to someone's stuff? Come in for a visit, give them LOTS of money and enough time to poke around and become personal with the 'item' in question, "Tinker" with it and be on your way with an extra HP?

I know the key term in the talent is "loses", but that's what Outlaw Techs do they tinker, they invent, etc. What's to stop a Tech from selling a Tinkered item because they're strapped for cash? And I do understand the possible munchkinizability this could have, but story wise it does fit the fluff, IIRC that is.

If, and I ask IF, this could/should/would be allowed, what would it cost? A percentage of the original cost of the item, a flat rate? I would imagine an 'item' could only ever be Tinkered once, ever. I mean, if someome stole an already Tinkered item,I wouldn't allow them to Tinker it again now that it's theirs.

I just had this discussion with another player and the debate was interesting so I figured I would share.

I wouldn't allow that, to me a tinkered item is more of a signature item, something personal, close and favoured by the outlaw tech. S/he/it wouldn't sell it.

Also, I think the general consensus is that vehicles are not "items" as such, I'm not 100% certain, but I think even the designers have said so (somewhere). So no Tinker a vehicle to gain +1 CHP. But that's up to each group I guess, so it matters little.

I'd still not allow Tinkered items to be sold, as the +1 HP would - at least how I see it - be lost when the Outlaw Tech "loses" the item, i.e. sells it. Tinkered items are sort ongoing projects the way I see it, continuously modified, repaired, maintained... tinkered with :ph34r:

EDIT: Of course you can sell them, but I'd make them cheaper than stock items since they've been tinkered with and because the +1 HP doesn't stay with the item, so it can lose any one attachment when sold. So, they're used items and heavily tinkered with, that'll reduce the price of the item in my opinion.

Edited by Jegergryte

In addition to everything Jegergryte said, there's a Force talent in FaD for the Artisan specialization that's meant specifically for adding HP (up to 2) to items and works with the upgraded item being given away or sold. So Tinkerer is specifically not meant to be worked in the ways you were hoping to use them. You'd need the aforementioned talent (Intuitive Improvements) or some future talent that's likely to be found in a new specialization for Technicians.

I can't honestly give any opinion other than do whatever you want to do, because honestly you're completely changing the Tinkerer talent. A tinkered item is more work of art and less piece of gear. It requires the constant attention and fiddling on the part of the Tinkerer as they are putting things together with bubble gum off the top of their head, not developing a manufacturing prototype. It's their hot rod, their jalopy, if they don't have it to "tinker" with, it breaks.

Edited by 2P51

AFAIC, that only narratives translates into a) fluff about what you do in your downtime or b) adventure hook in the form of a prospective client who needs his McGuffin fixed, which, of course, the client ends up dead over and half the galaxy is looking for. GLHF!

I agree with 2P51, selling tinkering services is cheapening the worth of the talent, but I believe you can use the idea of the wandering outlaw tech as background and fluff for your downtime (or as a plot hook).

Also you could be called to tinker with an old ship or weapon or speeder of yours, to repair it or improve it for the current owner, the rationale being that your character once possessed it and made the original tinkering.

And while the consensus is that tinkere doesn't apply to ships, many think that it's not game breaking and acceptable to houserule that it does, as long as a ship is considered a single piece of equipment, so adding only 1 HP.

I don't have an issue with applying it to a ship either, in fact I think it's more appropriate applied to a ship...."I've made a lot of special modifications myself" and all that rot....