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Found 1 result

  1. Description A flywheel is simply a heavy disk with an axle that runs through the exact center of it. The wheel spins on the axle generating centripetal force and stored energy. The wheel must be smooth on all sides so that it spins evenly. It is also attached to the axle so it can be brought up to speed and/or transferred that stored energy back into the system it is connected to. The size of the Flywheel can vary greatly from small parts connected to a clock or a gear heart to large stone wheels used to sharpen tools and weapons or make equipment run more smoothly once it gets up to speed. Capabilities The flywheel is not complicated and any craftsman can make one. The only requirement necessary is a way to power it. Small flywheels can be powered by windup springs or gear hearts. Larger ones could be powered by a waterwheel or some kind of manual crank. The most difficult part of the flywheel is getting the gearing worked out so the wheel spins at high revolutions. This is where a more skilled craftsman may be needed. When building a contraption that uses a flywheel a roll must be made when you power it up for the first time. Blacksmith 1-7= gears sheer off and you must rebuild the mechanism and roll again. 8-14= Nothing happens, need to adjust the gears and roll again. 15-20= Everything works properly. First Level Animantii Alchemist 1-5= gears sheer off and you must rebuild the mechanism and roll again. 6-10= Nothing happens, need to adjust the gears and roll again. 10-20= Everything works properly. Second Level Animantii Alchemist and above 1-2= gears sheer off and you must rebuild the mechanism and roll again. 3-5= Nothing happens, need to adjust the gears and roll again. 6-20= Everything works properly. Red Lines/Restrictions -A character must have one of the above skill sets to make a flywheel. -If stopped too quickly the flywheel may cause damage to any gears or equipment that is connected. -If the flywheel is more than 25% of the weight of the equipment it is powered by then a roll must be made every time it is turned on. 1-10 = catastrophic failure destroying the entire project. 11-17= flywheel brakes it’s mounts and rolls away. 18-20= successfully spins up to proper speed and runs normally. -If anyone is within 3 blocks of the flywheel during a catastrophic failure they will be killed. If inside the machinery or equipment they will be injured. -When not powered the flywheel will slowly loose speed until it comes to a complete stop. Purpose (OOC) The flywheel is similar to the spring in it’s basic usefulness. By its self there is nothing too interesting or significant that it can accomplish but when combined with machinery it can create new possibilities. Citation Spoiler None
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