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Industrial
Note: Any O.C.C. that can pick Mechanical: Any, can pick from
the Industrial category.
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Armor & Weapon Decoration: This skill
allows one to lavishly decorate weapons and armor with intricate engravings,
gemstones and plating of precious metal. With the proper materials the
value of a weapon or suit of armor can be increased by 50 to 100 percent.
This skill also enables the character to patch and restore up to 10 S.D.C.
points on soft armor and 20 S.D.C. of chain, scale, and plate armor. Base
Skill: 15% + 5% per level of experience.
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Blacksmithing/Metalworking: Blacksmithing
is the ability to work metal in a forge, to build horseshoes, tools, metal
pieces, etc. Character will know the basics of different (low grade) metals
and will be able to work them into a variety of forms. If the character
chooses this skill TWICE, then it becomes metalworking. The character then
has all the abilities of the blacksmith, but has a more comprehensive knowledge
of high-tech alloys, metal composites, etc. Character will be able to (with
proper facilities) work M.D. metal to a certain degree, and is an accomplished
welder, and knows how to use plasma forges, laser tools, laser welders,
remote robot manipulators (needed for the enormous heat in the plasma forges),
and many other high-tech metal working abilities. If the character also
has Armorer, add a one time bonus of +15% to Metalworking. Base Skill:
25% + 5% per level of experience.
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Carpentry: A fundamental knowledge of
working with wood. The character knows how to prepare, treat, and preserve
wood, recognize quality craftsmanship, can repair damaged wood and wood
items, and build (chests, chairs, tables, cabinets, houses, etc.). Adds
+5% bonus to the boat building skill if taken.
Base Skill: 25% +
5% per level of experience.
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Cobblery: Skill in repairing, mending,
treating, and making shoes. Base Skill: 35% + 5% per level of experience.
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Construction: Knowledge in the methods
for building houses, roads, bridges, towers, etc. This includes knowing
what building materials should be used, knowing how to set frames, what
tools and techniques are appropriate, and accurately reading architectural
plans to build some sort of structure. Will also know how to use most construction
equipment, mix cement, drill holes, etc. Note: Having the Armorer
skill will enable him to build structures out of M.D. metals, as well as
wood and concrete. Base Skill: 30% + 5% per level of experience.
Requires:
Carpentry, masonry, Electronics: Basic,
and plumbing.
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Fashion Tools and Weapons: Useful tools
and weapons can be constructed from readily available material. These crude
items are usually made from wood, stone, vines, and bones, and include
making a simple wood and/or stone hammer, club, hand shovel, pick, fishing
hook, bone needle, wooden stake, torch, rope, string, fishing line, simple
flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short
bow, stone knife, and spear and axe head made from chipped stone. The ability
to fashion tools is a source of pride for jungle tribesman and wilderness
folk. An unsuccessful roll results in a product that is completely useless,
try again. It generally takes about 1D4 hours to make a small, simple item
and 2D4+1 to make a larger, more elaborate item like a stone axe, spear
with a stone head, short bow, etc. Base Skill: 20% + 5% per level
of experience.
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Glass blowing: Skill in making objects out
of glass, by blowing air into hot glass. Can make tubes, vases, glasses,
etc. In conjunction with the art skill, the glass work will be of superior
artistic quality. Base Skill: 25% + 5% per level of experience.
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Logging: Knowledge of the equipment, the techniques,
and systems used in logging/clear cutting forests for the purpose of treating
and selling the wood. The character will know the basic methods for choosing
trees/forests, cutting down a tree, or a group of trees, the maintenance
and use of logging equipment (chain saws, climbing gear, etc.), a general
knowledge of the value of different varieties of trees, and an understanding
of how to treat/store wood. Base Skill: 35% + 5% per level of experience.
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Masonry: The skill of working stone; cutting
it to size, knowing how to move blocks into position (as well as how to
secure it there), adding some stone-carven details (better if Art is chosen),
and so forth. In rifts, masons also know how to prepare and mix concrete,
cement, plaster and other glues, as well as how to lay bricks, stone slabs,
tiles, and how to cut stone to precise measurements. This skill is ideal
for the building of streets, house foundations, strong walls, etc. Base
Skill: 35% + 5% per level of experience.
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Mining: The ability to appraise land for its
mineral value, suggest where to dig, what type of mine to use (open air,
or shaft), how to transport the metal, and the basics of how to purify
metal/extract metal from ore. Base Skill: 25% + 5% per level of
experience.
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Pilot Construction Vehicles: The knowledge
of how to use all heavy construction vehicles, including cranes, bulldozers,
steamrollers, etc. Base Skill: 44% + 4% per level of experience.
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Plumbing: Knowledge of how to fix blocked
drains, leaky faucets, add tubing/plumbing to a network, connect systems
to main drains/local sewage systems. Also knows the basics of water management
systems, desalinization plants, water pumps and water towers, and so on.
Base
Skill: 36% + 4% per level of experience.
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