Utinni Talent - Outlaw Tech

By CaptFunNugz, in Star Wars: Edge of the Empire RPG

I am currently in the process of creating my Technician. I am thinking of going Outlaw Tech with a limited 2nd specialization in Slicer. I have a question about the Utinni talent. Where can I find examples of how to use Utinni? I am having trouble visiualizing how to use this talent.

Can I make an attempt to salvage anything? Are there specific things I can "salvage"?

Also any pointers or recommendations/drawbacks of creating an outlaw tech/slicer?

And finally, are there any resources out there that goes through talents and gives examples on how to use them "properly"? I am new to RPG's and I am utterly in love with EOTE and just want to learn more :)

Thanks!

This is probably one of the things that the writers have done with a forward thinking mindset. Basically there are things that the rulebook has in it that don't have rules that we know yet. Much like the weighted head mod.

Rooting through junkyards for useful parts is something that's been known to happen in my campaigns, so that talent would definitely see some use at my table. Any time the PCs need to improvise repairs would be a good place for a player to use Utinni. Of course it's situational, but most talents are fairly narrow in scope.

Whenever you use this talent at my table you have to say UTINNI! just like a jawa.

Whenever you use this talent at my table you have to say UTINNI! just like a jawa.

That goes into my set of house rules... Well, it's the first one since I'm a newbie GM... But hey, what a beauty ;-)

I am currently in the process of creating my Technician. I am thinking of going Outlaw Tech with a limited 2nd specialization in Slicer. I have a question about the Utinni talent. Where can I find examples of how to use Utinni? I am having trouble visiualizing how to use this talent.

Can I make an attempt to salvage anything? Are there specific things I can "salvage"?

Also any pointers or recommendations/drawbacks of creating an outlaw tech/slicer?

And finally, are there any resources out there that goes through talents and gives examples on how to use them "properly"? I am new to RPG's and I am utterly in love with EOTE and just want to learn more :)

Thanks!

As far as what you can "scavenge" ... that really depends on what the imagination of the GM put there for the players to scavenge. A good GM (which does take practice) will try to have an overview of the world that the players are in ... (as a simple and unlikely example, the players might just walking down the street to get from building A to building B, a GM, however, might see a broken down speeder off to the side that still has 1 working turbofan engine and it just so happened the players had one of theirs get shot out in the last encounter. The GM will either have to have that in mind or make it up on the fly). If the players choose to do a Perception check they might notice it, if not, they pass it by on their way to the destination ... if they do notice it they might want to scavenge it for parts. The GM could decide that it's in such bad shape or the players might be in a hurry so he adds 2 Setback dice to a Mechanics check, .... the player with the Uttini! Talent could then remove one of those Setback dice when making the check.

I think an Outlaw Tech / Slicer is a good concept ... he'll definitely be your tech wiz. He's the guy you want modding everyone's equipment, making repairs, and some (since you said he'll be a limited Slicer) hacking computers and security systems. A lot of his skills and talents will lend themselves you working alone, but he might benefit from some assistance (i.e. - Boost dice) at times, such as getting help from the player whose blaster he is modding, having the player there helps him because he can make sure it fits right, and used properly, etc.

And lastly, a resource on situations to use Talents isn't available (to my knowledge, although it's possible), most of it is determined by the settings, the players, and the GM. It's important for the GM to be aware of the talents each of the players have so that at different points in the adventures he can make sure the player has an opportunity to use it, even if just once. Not necessarily at every adventure, but sometime throughout the life of the character and it should fit the scenario, I'm not saying that things should be forced in at all costs. In addition, some talents will get used more than others and some bought simply for the fact that the player wants a talent further down their tree ... but if a player, for example, spent XP to buy the Master Merchant talent, but never has an opportunity to buy or sell something then it ends up being kind of a waste.

I actually keep a copy of each players character sheets with my notes to make sure each has an opportunity to be the man at different times during the adventure.

Edited by oatesatm

The thing about this system that makes it easier on the GM is that the players can be the ones to create their own opportunities for scavenging. A PC makes a Perception roll, gets some Advantage and decides that he spots a broken-down speeded along the way. The GM doesn't have to know everything about the world, because the players help filling in the blanks with their dice rolls.

Now, while I think that the rules are not implemented yet, as with a few other things, and we will get those rules in the technician splat book, there are certainly things you could do.

Give a bonus when looting bodies, after all, blaster bolts generally damage armour and equipment, specifically any mods on a weapon than an enemy has.

Recover pieces of computer code when slicing - Think the worm/nuke programs for Deus Ex: Human Revolution

Finding parts of a droid to build.

The thing about this system that makes it easier on the GM is that the players can be the ones to create their own opportunities for scavenging. A PC makes a Perception roll, gets some Advantage and decides that he spots a broken-down speeded along the way. The GM doesn't have to know everything about the world, because the players help filling in the blanks with their dice rolls.

That is true, the narrative dice do allow for much to be derived on the fly ... however, I should have clarified a bit. I agree that the GM doesn't need a comprehensive understanding of the world at large, but I do think he needs to have an idea of both the current surroundings as well as those they will encounter so he can keep a measure of reality. I think it's great how the Advantages and Triumphs allow for an off-the-cuff style for both players and GM (as well as the Destiny points), however, I do think it creates an inherent risk that can allow things to get out of hand and become unrealistic at times. In the end, however, the group should have fun ....

In my experience with Jay Little's games (WFRP 3ed) you aren't going to get a specific rule for everything. He comes from the school of the GM makes stuff up according the situation.

This may be a change for those of you coming from SAGA. d20 was all about rules for everything you can do. It works just as well, though.

I wasn't looking for a specific rule about it, more generally i was asking for help in being creative with ideas on how to use it lol.

The only thing i can come up with is looting a body. Do i have to rely on the GM to put stuff in front of me to scavenge or can I roll a perception check and if successful, "I notice a dumpster in the back of a weapons shop".

Thanks for the feedback everyone!

If you were a Mechanic/Outlaw Tech and had both Utinni and redundant systems but didnt want to strip your equipment down you could ask if you can make a roll to search for nearby items to scavenge.

I wasn't looking for a specific rule about it, more generally i was asking for help in being creative with ideas on how to use it lol.

The only thing i can come up with is looting a body. Do i have to rely on the GM to put stuff in front of me to scavenge or can I roll a perception check and if successful, "I notice a dumpster in the back of a weapons shop".

Thanks for the feedback everyone!

The narrative system allows for both, and generally, the players can decide how to use their advantages and triumphs and the GM can either have things already in mind or come up with it in the moment ... although the GM should be mindful that any ideas fit the scene and are somewhat realistic.

Looting bodies and vehicles is common, your example of a dumpster (or scrap heap, etc.) is also a good one. The bigger the imagination of all the players, the more there will be to do in each scene.

I mostly use Utinni on droids(salvage checks) I encounter. But we have used it on wrecks and such...mostly droids. We also allow a boost die if there are no setback die to remove,

We also allow a boost die if there are no setback die to remove,

That is very powerful.

I can see Utini! Being used when the Outlaw Tech goes down to the local scrap yard or flea market and starts searching or bargaining for those oh, so vital parts. Streetwise to find the right junk dealer, Negotiate to talk that stubborn Jawa down in price, Skullduggery to bust into the locked impound lot, Perception to spot the part you need, any of these could be valid skills to use Utini! To remove set back dice.

Think about how, where, or from whom you might obtain scavenged or salvaged stuff. Then remove set back dice to make it easier to get what you want.

Here's a link to one of my Rogue Events. It highlights the time-reduction aspect of the Utinni! talent pretty well, in my opinion. Something that I try and keep in mind when I'm designing adventures and just running a game in General is to consistently be on the look out for ways to introduce Setback into a dice pool. That way, players feel validated for picking the oddball talents like Utinni! That have such a specific, situational bonus.

http://triumphdespair.wordpress.com/2013/11/12/rogue-event-16-dense-asteroid-field-distress-call/

Here are the rules I came up with

Scavenging

Skill check (usually perception or mechanics) at a difficulty equal to the rarity chart for the item if you were trying to purchase it normally. You have to be searching in an area that might have the items you are looking for. The GM can deem something impossible (trying to find a blaster on a primitive newly discovered world) or apply any appropriate amount of set back die for unlikely locations for items (trying to find a blaster in the middle of a forest). The time it takes is 2 hours per level of difficulty. In the case of upgraded difficulty those are days per upgrade.

Results

Success: You found enough materials to attempt one level of repair on that item. Each additional success gives you an extra level worth of parts.
Triumph: You find a full item at Major Damage level. Each additional success lowers the damage level of the item.
Advantage: You can lower the time spent to search by 1 hour for each advantage. You can spend two advantage to give yourself a boost on a second attempt to find if you failed or a boost on repair checks with those parts.
Failure: You do not locate any items
Disadvantage: Add 1 hour to search per disadvantage or add a setback die to the repair check per 2 disadvantage.
Despair: Run afoul of locals (law enforcement, underworld types, creatures, environmental hazards)

Edited by Jawa4thewin