@Aria,
QUOTE (Aria @ Nov 5 2012, 10:19 AM)

This needs some thought – particularly as the scavenger/tinkerer aspect is new to this thread.
Ref
purchasing from Mechanicals In essence it was previously possible to ‘get hold of’ anything that you could normally have received at character gen by paying its price in the book(s) and no rolls. This could safely be upped to availability 14 I think to reflect the nature of runners and gear. Bear in mind that as a pbp thread things move damn slowly and we want people to be able to acquire gear, spells, new abilities etc
on the go without worrying too much about how they got there. Anything above availability 14 needs GM approval but again above and beyond cost (and a good story IC) there’s really no reason to roll unless it’s something very unusual.
I’m loathe to complicate things with extra rules unless they are really needed so I think that the tinkerering/scavenging might perhaps be best served by giving a reduction in price for doing work yourself (but you need to roll) and the possibility of getting more (or less) functionality from whatever you are messing with. Again, I’m more interested in the IC story than the rolls so a good justification for a piece of artistry will win more favours

…all that said I can see that you are getting in to this and I don’t want to detract from your character’s skills either so I’m open to suggestions!
Here are some thoughts on using Mechanicals Tribe as a resource for buying ‘appropriate’ used and refurbished tech.
With the usual limit of availability 14, tribal members can buy fully working, no problems, tek at 20% discount. Associates and Fre∑dom get 10% off.
With over 14, but up to {say} availability 18 pay a 20% premium, but can still get it because the Mechanicals 'have' the tek.
Higher than 18 can be purchased at the same price premium, but due to limited quantities, comes with the equivalent of the Household Gremlins quality. ‘Features’ of the product will randomly be unavailable when you attempt to use them.
Tek explicitly bought used has a ‘chance’ of coming with a Gremlin, even for lower availability items. For each (additional) 10% price reduction, roll 2 dice. A glitch means one level of tech gremlins. Below 50% of list will always have at least 1 level of gremlins, plus the gremlins added by the 10% dice rolls.
EG: Mechanical member Crazy Corkscrew wants to purchase some expensive, but ‘regular’ availability tech. He could buy known good for 80% of list, cash and carry. However his credstick balance will not allow. He could buy at 50% of list, and roll 2 dice 3 times. Each glitch rolled adding a level of gremlins that will cause the item to malfunction regularly, but randomly. If he chooses an even deeper discount, down to 40% of list, he will get a gremlins level of 1 plus the glitches from rolling 2 dice 4 times.
Fre∑dom member XStream wants some high availability tech, and can afford to put some cred into the purchase. Up to availability 18 she could just pay list plus 10% for fully functioning equipment. However the equipment is availability 20, so price will be list + 10%, and it will have 2 levels of gremlins to be bought down before it will be completely reliable. If she wanted to try saving some cash, she could buy it for list price, and roll 2 dice three times. Each glitch rolled adds another level of gremlins.
These gremlins can not be directly repaired. Instead the character must ‘buy them down’ like a quality. This is done with repair tests, but only one ‘level’ can be repaired at a time, and only 1 level per game day, regardless of how many hits. This also has a lower threshold, so buying down a level could take more than one repair test. The actual needed repairs are not particularly complex (threshold 4 easy fix), but locating the problem .. is the problem.
The purchaser does not HAVE to do the repair test themselves. They could hire a Mechanical to do the repairs, but at higher cost than normal. Say 10% of the list price per test, for the hassle of chasing ghosts.
The actual gremlins can be RP, appropriate to the specific item. I would suggest though, that a reasonable list be supplied at time of purchase, then items from that list chosen for the item until the gremlin levels are bought down. An identical purchased item could have a completely different list of gremlin ‘symptoms’. Go crazy. The gremlins will assist you along the path.
These gremlins are always like level 1 Household Gremlins RC163. Roll a single die when about to use the item. On a hit, something is ‘broke’. That does not mean holster the weapon, then redraw to get a new roll. The in game situation needs a change / break before rerolling. For a vehicle related item (an upgrade maybe), Roll when you leave home to head to the meet. Roll again when you leave the meet. For items built into something else (upgrades), I would find it reasonable to be able to detect the gremlin before ‘pulling the trigger’. A simple diagnostic/status check could show the malfunction, but not enough information to actually ‘fix’ it. Extra 'levels' just mean more work to get rid of. That could be made a lot 'stronger'. Roll a number of dice equal to the current gremlin level. ANY hit means an active gremlin.
Does the structure work for you? Did I go too complex? This is of course optional. Characters are free to choose to buy somewhere else, instead of from the Mechanicals, using the previous guidelines and GM approval for price and availability.
All of the numbers of course are easily adjustable to make gremlin levels more or less likely, and more or less ‘costly’. I tried to balance, so that it was reasonable for a character to ‘gamble’ on gremlins, to get a better price, and to accept gremlins as the built in cost for getting some higher availability items without automatically needing GM pre-approval. I also want the ‘cost’ of gremlins to be ‘real’ in game, so that it takes game time to buy them off. Instead of game time and repair tests, perhaps the gremlins fade away over time, based on the number of IC posts, not costing karma, but in step with karma acquisition. If using that, gremlins could be bought down by posting, but any active gremlin remains active until the end of the current ‘scene’, where a new roll would normally be used to check for the next gremlin. First thing would be to pick where you want the limits on availability. To allow higher availability beyond the ‘soft’ limit (18 here), could make the gremlins 1 rank per 2 levels of availability.
Of course, if players ‘choose’ to just use GM approval, GM is allowed to add gremlins as part of the approval

This may be too specific to the Sprogget character, but perhaps the Juryrigger quality can be used to ‘suppress’ a gremlin after it has manifested. Taking some time of course. Sprite Guard, and Sprite Stability powers could be other temporary fixes for a gremlin, costing a service / task. Just as there are spells to alleviate the effects of an allergy, without actually curing it.
Thoughts?