My personal take on the talents Tinkerer and Jury Rig (and a comment on the blast quality and Autofire)
First I would like to say I did do a search here on these subjects and after checking 20 or so threads I decided to post my own. I do value constructive comments from others, I wouldn't be here otherwise, and I welcome input on the subjects below. Some information below is for my players who are getting copies of this in email.
The Talent Tinkerer: I will not post the exact language here because I don't want the post banned. References: EotE p.145 & AoR p.158
· The first sentence of the description describes the first limitation of Tinkerer. It only functions on a piece of equipment. I as the GM do not think a vehicle, of any type, can be simply described as a piece of equipment. I reinforce my decision by referring to the specialization of Rigger under the Ace career. That career does allow you to modify a ship outside of the hard point system. Not once is the Jury Rig talent or the Tinkerer talent used. Whole new Talents were created for the purpose of enhancing vehicles, ships specifically.
Slightly off topic...
Exception: Jet Packs. It hasn't happened in my game yet but I think this is reasonable. For the record Jet Pack is really only a descriptor. (Our Astronauts have EVA packs in Real Life. )
1. They can explode. do the damage of Blast 8 (wearer gets 1/2 soak) Advantage (4) or a Triumph can be spent to hit the jetpack. Your attack, in a single hit, has to do 10 or more points of damage.
2. You cannot get a Jet Pack that works in both space and on planet but you may buy a space only jetpack. (Miniature repulsor emitters and batteries or possibly ion thrusters and fuel.)
3. You can Jury Rig the speed, handling, System Strain, or Fuel.
4. No detail on how long you can fly... I hand wave this till I feel it's becoming a problem. I will say flight capability should be considered short duration. (nope not gonna detail it any more than that!)
Got a bit distracted there.
· In the following three sentences Tinkerer specifically states you may tinker a piece of equipment once only. You cannot Tinker it consecutive times to stack Hard Point slots. (Sadly it's Very clear in my opinion.) You can have Tinkerer more than once but the Tinkerer has to be on a different piece of equipment.
· The Last sentence I personally believe is intended to mean lost, stolen, destroyed or otherwise permanently inaccessible to the player character. This includes if the player, in the heat of the moment, chooses not to try and recover/save the equipment in question.
· A player may Tinker a new piece of equipment at any time provided the character has time, tools, and parts. (Effectively moving the Tinker to new equipment.)
1. No I would not charge a character to do it. IF YOU wanted to... 500 credits...
2. I would allow them to recover any attachment intact.
3. I may or may not, at my whim, allow them to keep any modds.
4. Yes. To be absolutely clear I would allow a player to {UnTinker} one piece of equipment to use the talent on something else.
5. Yes. You can keep different attachments handy and swap them out. Provided the character has time, tools, and parts.
6. NO! You cannot Tinker an item and sell it for extra money, or give it to another player or NPC. see below
· I firmly believe for any GM to try and permanently take away the talent from a player means they are being a huge ****. Tinkerer IS NO DIFFERENT than Toughened. It is a talent bought with experience. You cannot sell or loan your two wound points from Toughened or have them stolen any more than doing the same with Tinkerer. AS PROVIDED BY THE RULES (I admit it is my interpretation) Tinkered equipment can be lost, destroyed, stolen, or whatever. IT CANNOT be permanently taken from the player. TEMPORAIRLLY! Any more than a game session or two and the player should start calling foul!
Authorization. Copy this players and GMs alike! You can hold it up and point to it and say "See!? SEE!? this random guy off the internet agrees! You are being a **** too!"
Players or even groups of players; only your character can benefit from Tinker or Jury Rig you cannot "loan out" or sell your tweaked out monster-gear to the most lethal PC or NPC. The GM can then ****** away your copy of this, hold it up, point to it, and say " See!? SEE!? this random guy off the internet agrees! You are being a **** too!"
When I read or hear "It doesn't make sense" or "Logicaly it should" I just roll my eyes on this subject. We are after all playing a space opera/fantasy game. Just delete out the words 'The Force' and replace with the word 'magic' in every movie and book you have read...
<dodges flame posts by diving off my high horse>
Jury Rigging EotE p.138 AoR p.150
· I find it telling and critical that Jury Rig does not specifically state, like with tinkerer, that you may only Jury Rig an item once. Therefore YES you can jury rig an item multiple times.
· I believe that you can even stack Jury Rig to the same effect you did a previous time. With certain limitations which are handled by me on a case by case basis.
· As mentioned in the first bullet of Tinkerer; Jury Rig is not for vehicles. Its specifically only for weapons and armor.
· I MIGHT allow it to work on other equipment, not vehicles, on a case by case basis. For Example a PC who is a 'scanner specialist' had a Scanner that is unusually light (reduced encumbrance) or increased scanning range.
· Any GM who allows a player to reduce auto fire (beyond the first extra shot) to being triggered by a single advantage is out of their mind. However I did not have to house rule this as I stated the following at the beginning of a game session.
1. I made sure everyone was listening. Asked a few to put down books or phones as we hadn't officially started the game yet.
2. I told the players my views on exploiting or taking advantage of the rules. "Bad BAD! Don't do!"
3. Explained exactly how to abuse auto fire and showed them some pre-rolled examples using a previous game session and a PC with a soak of 10.
"Ok so Bob's character would have gotten hit with seven total blaster hits of 17 damage each. That would be 49 points of damage to his would points of a mere 20." looking at Bob. "What would have happened to your character Bob?
Bob replied. "He'd be pretty dead."
I Frowned. "No" I replied. "He'd be explody-chunky salsa all over the floor, wall, and nearby companions." I rolled a die without looking and pointed at Steve. "Your character rolled a Despair last game session so he accidently inhaled when Bob's character's brains splashed him in the face and he snorted goop up his nose. Two setback die to all actions until you get it out!"
4. Last I pointed this out. "There is nothing you guys can do with your characters that I can't do with NPCs. If you do me the courtesy of not abusing things like Auto Fire; I will reciprocate and not have the NPC's do the same to you."
5. So far this has worked great.
· A Second Example of Jury Rig. I have a player whose best combat skill is two yellow and a green. He rolled two Triumph one day on Raxis Prime the junkyard world while salvaging and came across a well preserved suit of heavy armor he suspects is of Sith manufacture (I am not telling.) as it had stealth capabilities and a shield generator. he has since used Jury Rig and raised the Ranged defense twice on the armor. Yes thats 5 Setback to ranged attacks.
This hasn't been a problem for a couple reasons.
1. I have rolled or seen him roll, more than once, all blanks on the setback die.
2. When he generates threat or when opponents generate advantage; I can short out the shield generator. Or even destroy it with Triumph/Despairs.
3. he is afraid the wrong people might see it so he doesn't wear it all the time.
4. Conceivably with more Jury Rig or even the Gadgeteer career specialization this could start getting silly. This kind of silly falls under the "Bad BAD! Don't do!"
· I have already ruled that a Character (PC OR NPC) who has jury rigged armor (for added defense or encumbrance) who simply buys new or takes from a foe armor can don it and get the benefits. As far as I am concerned the character has, through his/her life learned to wear armor as a second skin and benefits from it more than someone who, for example; dons the armor to masquerade as the enemy to break someone out of a cell block.
· I have similar thoughts in regards to weapons of similar design or modification maintaining Jury Rigged benefits for the same character.
1. There is no in-game die roll needed.
2. There is no in-game cost needed.
3. Only the expenditure of experience for the talent is needed.
4. I reserved the right to hassle the character a bit with this. maybe he needs to pull bits off more than one Stormtrooper to get a suit of armor to fit just right.
· Yes Jury Rigged Defense would add to armor that starts at 0 defense.
Lastly the Blast Quality. EotE p.155 AoR p. 168
Currently I know of no weapon that has a on/off switch for the blast quality. Therefore if your cannon/big gun/grenade/missile is fired it will most likely hit something and explode.
· If you get at least one success you hit your target.
· If you do not have enough advantage (2) to trigger blast you will only hurt your direct target.
· If you threw/shot it at a location; not a specific target, and hit, and fail to trigger blast you miss!
· If you miss a target or location but generate enough advantage (3) the explosion may still cause damage that is a benefit to you.
· If you miss you CAN expect me to use threat to break something you don't care to have broken or perhaps attract new opponents.
· I might even use a couple threat to break important stuff even if you ARE successful.
· I might even spend your advantage so that it helps you in some way.
· It IS REQUIRED that advantage you generate be first used to activate Blast. It IS NOT A CHOICE.
· Exploding things are dangerous things. Suck it up.
I can't resist a comment on auto fire. When you Auto Fire you are firing 'a bunch' of shots at foes. Not the one, three, or whatever you manage to trigger with advantage at specific targets. Therefore I can and will spend threat/advantage you generate to make unintended things happen. Threat for stuff that is bad for you. Advantage for stuff that is good for you.
I await responses. (and hope they are good and constructive)
PS: Why would I spend advantage to help you? I am one of those that think a GM is not the players enemy/opponent at the game table. I am a referee and a storyteller. If You the players leave my game table with smiles and a eagerness to return I have done my job well.