Caelestis Ulterius RPG Information Databank

INDUSTRIAL SKILLS

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.

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.

General Maintenance/Repair Not everyone can be a blacksmith or a carpenter, but many are good with their hands and capable of doing satisfactory repairs on simple mechanisms, gears, pulleys, wheels, and so on. General repair/maintenance skill includes: sharpening blades/weapons, sewing tears in clothes (it may not look pretty, but does the job), changing a flat tire, repair furniture, paint, varnish, and assist in basic woodworking, and even do minor patchwork on armor(restores 2D6 S.D.C.).Roll once to see whether the character can figure out what's broken, what must be done to fix it, and whether it's beyond his meager abilities. Roll again to determine success or failure in making the actual repair. If failure, the player may try again. Reduce skill proficiency by half if the item is extremely complex. Base Skill: 50+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.

Glass Working This skill can be used to create a variety of glass products from store windows to ceramic style glassware. When used in conjunction with the blacksmith skill it is possible to create stained glass windows. May be taken twice to denote professional quality. Areas of specialization: Glassblowing (making glass objects, such as bowls, goblets, and others), glazier (coating an object in glass), and oculist (lens maker). Bonuses: +5% if the chemistry skill is known. Base Skill: 20% + 5% per level of experience.

Locksmith The study of lock designs and the ability to repair, build, modify and open locks. The methods, techniques, and tools of lock picking include the old style key and tumbler, combination, and modern electrical locking systems. Time requirements: 1D4 melees to open an antiquated key type lock or simple tumbler/combination type. 1D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a simple electronic lock (usually by patching in a bypass system), and 1D4 hours to break a complex, state-of-the-art electronic lock system such as those used in high security and restricted areas. Super high-tech systems will require 3D4 hours and have a skill penalty of -20%.

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.

Manufactoring: The process of converting raw materials, components, or parts into finished goods that meet a customer's expectations or specifications. Manufacturing commonly employs a man-machine setup with division of labor in a large scale production. 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.

Metallurgy This is the science of separating metals from their ores and preparing them for use by smelting, refining, etc. Study include the behavior and properties of metallic, ceramic, polymeric and composite materials (observe mechanical, thermal, electrical and chemical behavior). This also includes work with plastics (polymeric) analysis, brazing, extraction of metals from areas; transformations (liquid-solid systems), fabrication and joining processes (metal alloys, structural changes/combinations) and the use of tools, equipment and methods. Base Skill: 30% + 5% per level of experience.

Metalworking: Character will know the basics of different (low grade) metals and will be able to work them into a variety of forms. The character 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.

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% + 5% 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.

Toolmaking: Tool and die makers are a class of machinists in the manufacturing industries who make jigs, fixtures, dies, molds, machine tools, cutting tools, gauges, and other tools used in manufacturing processes. Depending on which area of concentration a particular person works in, he or she may be called by variations on the name, including tool maker (toolmaker), die maker (diemaker), mold maker (moldmaker) or tool jig and die-maker, etc. Tool and die makers work primarily in toolroom environments—sometimes literally in one room but more often in an environment with flexible, semipermeable boundaries from production work. They are skilled artisans (craftspeople) who typically learn their trade through a combination of academic coursework and hands-on instruction, with a substantial period of on-the-job training that is functionally an apprenticeship (although usually not nominally today). Art and science (specifically, applied science) are thoroughly intermixed in their work, as they also are in engineering. Manufacturing engineers and tool and die makers often work in close consultation as part of a manufacturing engineering team. Base Skill: 30% + 5% per level of experience.