Engineering

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Engineering
Purchase
Class(es)

Mortal

Prerequisites

None

CP Cost 10
Use
MP Cost -
AP Cost Varies
Effect(s)
  • Allows character to repair doors
  • Allows character to restore/remove power
  • Allows character to craft ammunition


You are good with tools.

This skill allows the character to build and repair various items of note, such as doors. The character is able to restore power to locations (if they accept it), though the neighborhood power plant must be online for there to be any real benefit. Further, the character is capable of crafting ammunition under the right conditions.

A Portable Toolkit is required to restore or remove power.

For 15 AP, the character may create a Portable Toolkit, provided the character is inside an Auto Showroom, Power Plant, Hardware Store, or Factory.

[edit] Repairing Doors

The character is able to use his or her knowledge of carpentry to repair doors that have been broken, damaged, or destroyed. The Experience Point grant and Action Point cost depends upon the state of the door:

  • Broken and Destroyed doors cost 10 Action Points to rebuild and gives the door 10 Hit Points. This grants 10 Experience Points. This also grants a 1 point morality shift towards Good.
  • Damaged doors (those that have been smashed a bit, but not enough to break them) cost 2 Action Points to repair 10 Hit Points and grant 2 Experience Points. This does not grant a morality shift.

Repairing doors (at any level) increases the character's "Doors Repaired" statistic.

[edit] Restoring or Removing Power

The character has the ability to wire buildings into the local power grid (or, conversely, sabotage the power connection). In order to perform any electrical engineering task, the character must possess a Portable Toolkit.

For most locations, connecting or removing power is done from the outside of the location. This activity costs 5 Action Points. Whether or not this activity grants Experience Points depends on the character's Alignment:

  • If the character is Neutral or Good, restoring power grants 5 XP (and nothing if the character is Evil). This activity will always cause a 1 point morality shift towards good.
  • If the character is Evil, removing power grants 5 XP (and nothing if the character is Neutral or Good). This activity will always cause a 1 point morality shift towards evil.

If the character's current location is a Power Plant, electrical engineering activities can only be accomplished from the inside, where the character is either repairing or sabotaging the generators. Either action costs 15 Action Points, and the Experience Point grant is increased to 25 points (this is also based upon the character's alignment). The morality shift in this case is 2 points.

Restoring power to any location increases the character's "Power Restored" statistic. Removing power from any location increases the character's "Power Removed" statistic.

[edit] Crafting Ammunition

The character is able to craft ammunition for Pistols, Double Barreled Shotguns, Pump-Action Shotguns and Rifles. See the entry on Crafting for more information.

A young woman dressed in blue overalls squatted in front of one of the giant generator turbines, various tools scattered about her. After wiping away some of the sweat from her brow with a greasy hand, she set down the screwdriver.

Finally finished.

She stood and took a moment to admire her work. It had taken over four hours to open up the housing, remove, and re-grease the bearings. She knew if she ever found who put the sand in the bearing housing, she would thank them by wringing their neck. She turned and waved at the distant control room.

"Okay, try 'er now."

A figure in the window waved back, and soon a steady hum turned into a deafening roar as the giant turbines came back to life. Once they reached optimum speed, the city block would have power again, or at least until the next time they were sabotaged.

Mortal Skills
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