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Found 2 results

  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
  2. Friend or Evil Cultist? Orcs & Elves surround the Standing Inn as word of cultists being in the general area catch their attention. When they arrive the gates are shut and the shouting and bickering can be heard for a long ways along the road. The Orcs roar as their requests for the cultists go unheard, while the Elves sigh deeply at the arrogance of the Standing Inn staff. In a fit of bloodlust the Orcs bash open the wooden gate, civilians rush out of the Inn in every direction leaving the place desolate aside from the few Orcs and Elves. Their eyes turn to the two doors to the bar and quickly rush over to it, kicking it open as fast as they possibly can. Their efforts are all in vain as August a member of the Inn's staff barricade the door with indestructible pumpkins and hay bales. The crew grunt in irritation and thus turn their gaze to August, demanding that the cultist they harbour be handed over to one of the two Nations. After much arguing the conclusion is as stale as the very event itself; negative. Orcs threaten to smear their brain chunks across the wall for working along side Iblees by protecting a Cultist and assuming they have authority over matters regarding the Betrayer and how Undead & Cultists should be handled. Elves scoff and pace back and forth, shooting glares at the workers and threatening to have the Elven leader himself, the great and mighty saviour of the elven people; Phaedrus, to get involved in the situation. A few of the crew remain on standby at the Inn to try and strike a deal, while others begin sending birds out to their respective nations and slowly spread the word of the Standing Inn's treachery. Whether they be Human, Elf, Dwarf or Orc the rumour spreads and the information is clear-cut and in their face. A small band of various races gather their torches and pitchforks and form a mob, heading towards the Standing Inn and shouting along the main road for all to join them. Do you join them, friend? Type: Pillage Date/Time: TBD Manpower: Angry Mob vs. Standing Inn/Deathsbane Clan Location and Boundaries: Standing Inn and the surrounding area in a 100 block radius. Results: If Attackers win: All LWC removed for 30 minutes If Defenders win: Successfully defeat the mob and cannot be warclaimed by attackers for x months Rules: No hacking No returning to battle No placing blocks by either side No abusing statuses
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