Difference between revisions of "Gadgeteer"

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(Created page with '*[http://wiki.rpg.net/index.php/Legendary_ability abilities]')
 
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*[http://wiki.rpg.net/index.php/Legendary_ability abilities]
 
*[http://wiki.rpg.net/index.php/Legendary_ability abilities]
 +
*Having had your fingers in so many devices
 +
and mechanisms over your lifetime, you have
 +
an almost miraculous touch with such things.
 +
You can make pulleys, levers and gears do
 +
things that normal people marvel at. No
 +
matter what sort of machine it is, you can
 +
make it do what you need it to with just a
 +
little attention and intuition. You can now do
 +
the following feats with a successful use of
 +
the Mechanisms skill:
 +
* You can adjust a mechanism’s function
 +
to something related to what you need.
 +
For instance, you could turn a flame-gout
 +
trap into a trip-activated torch sconce. Or
 +
you could rip apart an arrow-propulsion
 +
trap and make an elaborate crossbowreloading
 +
device. The final device must
 +
be decided upon along with the Games
 +
Master, but we encourage him to work
 +
with Player to come up with a good
 +
result.
 +
* You can turn a pile of seemingly useless junk
 +
into a working device. The device must be related
 +
somehow to the ‘junk’ used. As an example, a pile
 +
of spare armour pieces, some chains and a broken
 +
quarterstaff could be turned into a hand-cranked
 +
armoured curtain, perhaps.
 +
* You can tell what a mechanism is designed to do
 +
at a glance, knowing exactly how to disarm or
 +
disable it without so much as touching it even
 +
once.
 +
Additionally, any sort of normal devices (traps, hidden
 +
doors and so on) you create with your Mechanisms
 +
skill will be of Exquisite quality and will impose a
 +
–50% penalty to anyone else’s Mechanisms skill tests

Revision as of 22:13, 2 September 2010

  • abilities
  • Having had your fingers in so many devices

and mechanisms over your lifetime, you have an almost miraculous touch with such things. You can make pulleys, levers and gears do things that normal people marvel at. No matter what sort of machine it is, you can make it do what you need it to with just a little attention and intuition. You can now do the following feats with a successful use of the Mechanisms skill:

  • You can adjust a mechanism’s function

to something related to what you need. For instance, you could turn a flame-gout trap into a trip-activated torch sconce. Or you could rip apart an arrow-propulsion trap and make an elaborate crossbowreloading device. The final device must be decided upon along with the Games Master, but we encourage him to work with Player to come up with a good result.

  • You can turn a pile of seemingly useless junk

into a working device. The device must be related somehow to the ‘junk’ used. As an example, a pile of spare armour pieces, some chains and a broken quarterstaff could be turned into a hand-cranked armoured curtain, perhaps.

  • You can tell what a mechanism is designed to do

at a glance, knowing exactly how to disarm or disable it without so much as touching it even once. Additionally, any sort of normal devices (traps, hidden doors and so on) you create with your Mechanisms skill will be of Exquisite quality and will impose a –50% penalty to anyone else’s Mechanisms skill tests