You have the inherent ability to perceive and make use of the
forces of magic, but not the skill or ability to manipulate it as the true
wizards do. You can recognize magical items; the GM will secretly roll
vs. your IQ when you first see any magic object, and again when you
first touch it. You may use any magical item, including those only
usable by mages, and you may cast spells from scrolls, but you cannot
learn spells on your own. You have some form of physical or mental block that prevents you from learning to cast spells.
For the purposes of spells and ceremonies
that distinguish between mages and non-mages, a character with this
advantage is to be considered a mage.
The GM will allow PCs with this advantage to later pay 10 character points to upgrade
to Magery 1, in order to gain the ability to cast spells. As with all such advantage upgrades, the GM may require that it be gained in the game before allowing the character to gain the ability to cast spells. Additionally, while the character may not know why, the GM advises the character to come up with a background story to explain why the character is a mage without the ability to cast spells. A curse....? A magic spell mishap...?
Mechanically Inclined (5 Points/Level)
Simply put, this advantage gives the character a "feel" for mechanics. He or she can fix things quicker and better than most people, figure out how mechanical items or machines operate and/or understand the use of such items without seeing them function. He or she can use machines with greater ease, and "fine-tune" to get better preformance.
This skill doesn't affect the knowledge portion of the skill, just the actual physical working and repair of the machine. Creating something mechanical would definitly NOT fit into this advantage, which would be the mental working of how things work.
A well rounded character may be creative, and have other designing type skills, but they will not be affected by this advantage.
For each level of Mechanically Inclined a character has, they get +1 to each of the following skills. Other skills are applicable, depending upon the GM.
Alchemy
Armoury
Carpentry
Computer Operation
Computer Programming
Electronics
Electronics Operation
Mechanic
Shipbuilding
Traps