Gadgeteer: Difference between revisions

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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 05:13, 3 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