|
|
Line 1: |
Line 1: |
| *[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
| |