12-11-2019, 01:19 PM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Building a ship
Quote:
Mechanic IMO can be used to build and repair. Design- Engineer Build/Repair- Mechanic and most if not all craft skills, depending on the materials or function being worked on. Use - Operate type skills, boating, shiphandling, etc.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
12-11-2019, 01:31 PM | #12 |
Join Date: Jul 2009
Location: Oklahoma City
|
Re: Building a ship
My presumption is that the Shipwright designs, and oversees the overall project, employing other laborers as needed by their specialty. Same situation as an Architect. But someone on the team will definitely need to fill the design job, or you'll end up with something not very seaworthy.
Shipwright>Carpenter/etc. = Architect>Mason/etc., for example. LTC3 does list "Building Laborer" as a job—this is probably applicable (Masonry for Architecture, Carpentry for Shipbuilding). That's just a guess, though
__________________
The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
12-11-2019, 02:09 PM | #13 | ||
Join Date: Jun 2013
|
Re: Building a ship
Quote:
Quote:
Machinist (Ship), or Carpentry if it's a simple design. It sounds like you're wanting a sailboat, which is a bit more complex than Carpentry is likely to allow for; Machinist (Ship) probably defaults to Carpentry at around -4 (-3 to go the other way around), so you'll probably need to take some extra time for making the mast and rudder (the rest you can manage with unmodified Carpentry). The sail calls for Sewing. If you're starting from living trees, Professional Skill (Forester) - which defaults to Carpentry-3 - is also needed. That said, allowing Carpentry to work for all cases of Machinist (Ship) probably won't break anything when making a relatively simple vessel like a basic sailboat.
__________________
GURPS Overhaul |
||
12-11-2019, 03:04 PM | #14 | ||||
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
Re: Building a ship
Quote:
Quote:
Quote:
Quote:
|
||||
12-11-2019, 04:04 PM | #15 |
Join Date: Jul 2014
Location: New Zealand.
|
Re: Building a ship
I did a reasonable amount of reading about viking longships to work out the economic requirements, one thing to remember is that all the raw materials required may have to be sourced by the group building the ship. This isnt directly related but it may demonstrate the amount of work involved.
The stuff below relates to a longship rather than a generic ship. Timber - keel, mast and other purpose felled timber. Locating and moving the trees may require skills. - hull, lots of tedious work splitting timber. Carpentry. Tar, charcoal, oils, resins etc - baking stumps in kilns to get tar. - gathering resin, animal fat etc. Rope - Growing and harvesting Hemp, wool, flax. - animal skins (hunting and survival related skills) - bast fiber Ballasting - stone working (possibly) Metal work - iron and charcoal - other metals Sail Wool and about a person/decade of labour spinning and weaving. Another batch of oils, waxes and resins..... There are bound to be a few things I've missed. But there are some good sites around documenting a longship reconstruction project.
__________________
Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
12-11-2019, 04:38 PM | #16 | |
Join Date: Sep 2018
|
Re: Building a ship
Quote:
If you have a properly designed schematic carpentry will allow you to build most anything. If you're figuring it out on your own you can probably use carpentry to build a box-thing that will float and be relatively boaty but your ability to design a boat that's aerodynamic, durable, and utilitarian would be defaulting to the Shipright skill. At some point some of those creations are probably not able to be realistically defaulted. Even a Master Carpenter in the Renaissance would struggle to make a Difference Engine or and Automatic Crossbow without some level of Engineering training. |
|
12-11-2019, 08:10 PM | #17 | ||
Join Date: Jun 2013
|
Re: Building a ship
Quote:
Quote:
Apologies, I mixed up the names. Yeah, I meant Mechanic.
__________________
GURPS Overhaul |
||
01-08-2020, 01:35 PM | #18 |
Join Date: Jul 2009
Location: Oklahoma City
|
Re: Building a ship
I just happened to be poking around, and noticed 3e GURPS High-Tech has a sidebar on p.57 covering just this sort of thing.
__________________
The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
|
|