For all the budding engineers, hunters and craftsmen of Lodan, Skills and information below:
- Tools Tree
Pistols
. Pistols I Can create and use a basic matchlock pistol (Can only fire 3 times before breaking)
. Pistols II Adds a small blade to a matchlock pistol (can only be used once before breaking)
. Pistols III Can create and use a basic flintlock pistol (Can only fire 5 times before breaking)
. Pistols IV Adds a small blade to a flintlock pistol (can only be used twice before breaking)
. Pistols V Upgrades all pistols to fire double the amount of shots, if equipped with a blade, the blade lasts for 2 more attacks than normal
Rifles
. Rifles I Can create and use a basic matchlock rifle (Can only fire 3 times before breaking)
. Rifles II Can attach a scope to any matchlock rifle (Can only be used once before breaking)
. Rifles III Can create and use a basic flinklock rifle (Can only fire 5 times before breaking)
. Rifles IV Can attach a scope to any flintlock rifle (Can only be used twice before breaking)
. Rifles V Upgrades all rifles to fire double the amount of shots, if the rifle is equiped with a scope, the scope lasts as long as the rifle does
Explosives
(All explosives are one use only)
. Smoke Grenade Can create a smoke grenade
. Flashbang Can create a flashbang grenade (renders targets in area blind and deaf if staring into the flashbang)
. Molotov cocktail Can create a molotov cocktail (Breifly sets a small area on fire)
. Stun grenade Can create a stun grenade which breifly incapacitates targets in the area
. Dynamyte Can create a stick of dynamyte, blasting a small area
Smithing
. Smithing I Can create simple leather armor which partially protects against physical attacks
. Smithing II Able to partially repair armor, weapons and mechanisims of the rank below (Adds 2 points to durability/ammo, cannot be repaired over items maximum)
. Smithing III Can create simple bronze armor which fully protects against melee attacks and partially against ranged attacks (breaks after 5 attacks)
. Smithing IV Able to partially repair armor, weapons and mechanisims of the rank below (Adds 3 points to durability/ammo, cannot be repaired over items maximum)
. Smithing V Can create simple iron armor which fully protects against melee and ranged attacks (breaks after 7 attacks)
Melee
. Melee I Can create 3 small knives that can be thrown or used in close combat (Each knife lasts for one attack)
. Melee II Can create a short 1-handed weapon (e.g. Axe, Sword, Mace, Hammer, can be used 4 times before breaking)
. Melee III Able to dual-weild any 2 weapons from ranks below
. Melee IV Can create a 2-handed weapon (e.g. Claymore, Warhammer, Sythe, Polearm, can be used 6 times before breaking)
. Melee V Adds 4 to durability of all melee weapons
First Aid
. First Aid I Can create bandages which heal minor cuts and bruises (must be left on for 24 hours)
. First Aid II Speeds up recovery time of bandages by 12 hours
. First Aid III Can perform minor surgery which heals more serious injuries such as broken bones (Takes 48 hours to fully heal)
. First Aid IV Speeds up recovery time of surgery by 24 hours
. First Aid V Can revive anyone from near death, Can only be used 3 times per person
- Machines Tree
Traps
. Traps I Can create a small animal trap (Can only be used on animals/wild creatures, works once before breaking)
. Traps II Can create a small wooden cage (Can only be used on animals/wild creatures, can be used once before breaking)
. Traps III Camouflages all traps making them more difficult to spot to anyone without this skill
. Traps IV Can create a large animal trap (Can be used on animals/wild creatures and people can be used 3 times before breaking)
. Traps V Can create a large metal cage (Can be used on anything, can only hold humans for 10 minutes after which the victim may choose to break out)
Robotics
. Robotics I Can create a tiny clockwork insect that can access tight spaces and can emit a high pitched sound which deafens people in the target area for 30 seconds (Once sound is emitted, insect breaks)
. Robotics II Can create a small, wind-up clockwork robot that moves of it's own free will and can store one small item in it's body
. Robotics III Can create a small clockwork bird which travel short distances and record up to 30 seconds of sound
. Robotics IV Increases the item limit in clockwork bots to 2 and the length of recorded sound in the clockwork hummingbird to 1 minute
. Robotics V Can create a large steamwork bird that combines the abilities of all lower ranks (Can emit a high-pitched sound which deafens in a small area around it, can carry 2 large items in it's body and can record sound for up to 1 minute)
Vehicles
(All vehicles must be in-keeping with the theme of the Roleplay)
. Vehicles I Can create a foot-powered brass scooter, breaks often
. Vehicles II Can create a slow-moving unicycle
. Vehicles III Can create a medium-speed bycycle
. Vehicles IV Can create a two-seater car
. Vehicles V Can create a hot air balloon which carries one person and one large item
Fortify
. Fortify I Can create a small wooden barricade that resists most attacks (Takes 5 minutes to construct)
. Fortify II Reinforces barricade with extra thickness and adds a small vat of oil which can be placed ontop of barricades to be tipped over a single target, burns breifly in a small area around the target, also destroys wooden barricade after use
. Fortify III Can create a large metal barricade that resists most attacks, can only be destroyed with seige machines (Takes 10 minutes to construct)
. Fortify IV Reinforces barricades with an outer layer of spikes that make climbing over them near-impossible
. Fortify V All fortifications can be constructed twice as fast
Seige
. Seige I Can create a battering ram that breaks down fortifactions of the same rank (requires 4 people minimum to operate)
. Seige II Can create a baby cannon, breaks down fortifications of the same rank or below (Has a long re-arming time, can only one cannonball per shot)
. Seige III Can create a ballista that breaks down fortifications of the same rank or below (Has a long re-arming time, can only fire one arrow per shot, requires minimum of 2 people to operate)
. Seige IV Can create a large catapault that can break down fortifications of the same rank or below (Has a medium re-arming time, requires 2 people minimum to operate)
. Seige V All seige machines can re-arm twice as fast
Augment
(Augment Ranks can be purchased in any order but are all priced as Rank V skills)
. Augment I Animal traps are now coated in a poisonous substance
. Augment II The large bird robot can now hold an explosive charge (In place of items) that can be timed to explode (Also destroys bird)
. Augment III Converts the bycycle to utilise steampower, giving the ability to gain a burst of speed (Breaks often)
. Augment IV All seige machines are now loaded with flaming ammunition which burns a small area around the resting point of the projectile
. Augment V Clockwork tracks added to fortifications, all fortifications are now able to move short distances before needing to be re-fueled
....okay, after looking at this again, when you say, for instance, "one use" or "three uses," does that mean you have to repurchase the skill after that many uses...or...how exactly does that work...?
Well for that I'd say, Take a look at any large bird you intend to base your mechanical creation on and try and visualise what would fit inside it if its insides were mostly hollow.
Most of the terms are non-specific so that the role-player can have more creative freedom, just try to use a little common sense (I.e. Elephant no fit in bird, bird fall down and die, poor bird ) and it should all work out fine
thanks for putting it back in!
another question: in regards to the mechanical bird carrying up to 2 large objects, what defines "large" or up to twice that size...?
Most of the terms are non-specific so that the role-player can have more creative freedom, just try to use a little common sense (I.e. Elephant no fit in bird, bird fall down and die, poor bird