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