This talent acts as the Engineering skill for all specializations. Unfamiliarity penalties may apply. Note that while this allows the character to design or understand the plans for nearly any mechanical construct, it doesn't allow for building things that require difficult processies--that would be covered by specializations of the Mechanics skill. This talent does not covery anything covered by armory, but should cover basic carpentry (and possibly masory as well?)
(the only mechanics skills I can think of in TL3+foo are carpentry, masonry, alchemy, blacksmithing, and possibly knot tying. Oh, and textiles. Textiles aren't very weaponsmithly, with the possible exception of ropes for whips. Knot tying proficiency is assumed. Most of the blacksmithing mechanics are covered by armory. alchemy is a totally separate suplimental skill. I assume carpentry was used in the construction of the Trebuchet. Also, being able to modify wagons and fix doors is the sort of things poeple keep assuming weaponsmiths should be able to do. I don't know if anything I have covers this. Masonry is also distinct...perhaps I should create a "fortifications" talent that covers masonry, carpentry, and demolitions.) --zebediah Note that Engineering and Mechanic are different things: design and construction. Armory is orthogonal, covering design *and* construction of the implements of personal combat. Engineering (Combat) seems a reasonable specialty also. We can assume Blacksmithing covers Orangesmithing. Do you think the same Masonry skill covers plaster for a fresco, a wall sufficient to defend, lifting the stones of a henge, and a cleverly escape-proof dungeon? I'd actually think a Trebuchet is knot-tying and lashing... always was when I built one. Siege tower? Tent city? See BriansLatestMechanicsRant. --bts