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January 10
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:iconvladen:
:iconlodan-cityofgears:

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
Add a Comment:
 
:iconsonicedge7:
~SonicEdge7 Feb 23, 2013  Hobbyist General Artist
um....just realized that the seige tree is not here....
Reply
:iconvladen:
~Vladen Feb 25, 2013  Hobbyist Digital Artist
Just added it back in, didn't have it copied when we were putting it all together, whoops!
Reply
:iconsonicedge7:
~SonicEdge7 Feb 25, 2013  Hobbyist General Artist
it's all good! =D

thanks for putting it back in! =D
Reply
:iconsonicedge7:
~SonicEdge7 Jan 10, 2013  Hobbyist General Artist
....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...?
Reply
:iconvladen:
~Vladen Jan 10, 2013  Hobbyist Digital Artist
It means once the item breaks you'd have to rebuild/recreate again (and roleplay doing so) you'd still keep the skill rank :)
Reply
:iconsonicedge7:
~SonicEdge7 Jan 12, 2013  Hobbyist General Artist
ah...that makes more sense...thanks for the clarification! =D

another question: in regards to the mechanical bird carrying up to 2 large objects, what defines "large" or up to twice that size...?
Reply
:iconvladen:
~Vladen Jan 12, 2013  Hobbyist Digital Artist
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 :dummy:
Reply
:iconsonicedge7:
~SonicEdge7 Jan 13, 2013  Hobbyist General Artist
shweet! thanks for the clarification! =D
Reply
:iconsonicedge7:
~SonicEdge7 Jan 10, 2013  Hobbyist General Artist
awesome! =D
Reply
Add a Comment: