Industrial


Note: Any O.C.C. that can pick Mechanical: Any, can pick from the Industrial category.

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.

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.

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.

Cobblery: Skill in repairing, mending, treating, and making shoes. Base Skill: 35% + 5% per level of experience.

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.

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.

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.

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.

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.

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.

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.

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.


Next section Mechanical Skills.

Skill List.

Industrial.html -- Revised: 981208
maddog1@alaska.net