List and journal of engineering and research projects of Tayde Martolod.

Young man often occupy his mind after a long day of hard work in Nell's workshop by planning and designing various crafts and contraptions. Since his trade and education is woodcraft and shipbuilding, most will pertain to hose arts, though one should never underestimate the curiosity of a bright mind.
I'm moving all Tayde's projects here as to not clutter the forum in the future. All projects will be done according to template detailed in the first post, though they will differ based on type and size of a project. This is not done by any existing rule, nor am I proposing it as a rule or a future way of doing things. I do this for: a) my own pleasure, and b) to gamify a part of my character experience that is not readily roleplayable and, in the process, create something that can eventually be interacted with in RP.
Template for designing naval craft:
First, I determined my total amount of “design points” as 9, plus any bonus to research skill and Intelligence bonus (or minus if any of them were negative). These points I distributed across three characteristics I believe can best be used to determine a future ship's performance: Speed, Size, and Hardiness.
Each of these characteristics can be awarded points from the pool of “design points,” from 0 to 6, giving it a quality from Atrocious to Extraordinary (as we are used to from our baseline crafting). This distribution means that a naval engineer with no bonuses or penalties can still design a ship with all three characteristics being average, but even an engineer with a +6 bonus in that skill is unable to design a craft extraordinary in all three (which strikes me as a reasonable balance).
The ship will then go through four stages of design. Each stage requires three successful research checks. I will make exactly one research check per in-game day, but only on days Tayde is not attending an event. Partial successes count as failed checks but add a cumulative +1 for the next day's roll. If Tayde engages in RP that is directly connected to the designing of the ship (e.g., research in a library or consultation with another expert), he will make his daily roll with a +1 bonus that day.
With every finished stage, more flavored detail will be added to the blueprint until the ship is ready for construction. A book will be created at that moment in-game, representing the blueprints as an IC item.
Template for designing medical aids:
The item will go through one or more stages of design depending on its size and complexity. Each stage requires to complete three steps consisting of one healing roll and one research roll. Both of these rolls needs to be a success in order to proceed.
I will make exactly one research check and one healing check per in-game day, but only on days Tayde is not attending an event. Partial successes count as failed checks but add a cumulative +1 for the next day's roll. If Tayde engages in RP that is directly connected to the designing of the item (e.g., research in a library or consultation with an expert), he will make his daily roll with a +1 bonus that day.
With every finished stage, more flavored detail will be added to the blueprint until the item is ready for construction. A book will be created at that moment in-game, representing the blueprints as an IC item.
Lacquer, paints & oils:
Books:
Template for designing siege weapons:
WIP
First, I would determine my total amount of “design points” as 9, plus any bonus to research skill and Intelligence bonus (or minus if any of them were negative). These points would be distributed across three characteristics I believe can best be used to determine a future weapon's performance: Power, Accuracy, and Portability.
Each of these characteristics can be awarded points from the pool of “design points,” from 0 to 6, giving it a quality from Atrocious to Extraordinary (as we are used to from our baseline crafting). This distribution means that an engineer with no bonuses or penalties can still design a weapon with at least one characteristic being average, but even an engineer with a +6 bonus in that skill is unable to design a craft extraordinary in all three (which strikes me as a reasonable balance).
The weapon will then go through three stages of design. Each stage requires three successful research checks. I will make exactly one research check per day, but only on days I'm not attending an event. Partial successes count as failed checks but add a cumulative +1 for the next day's roll. If I engage in RP that is directly connected to the designing of the weapon (e.g., research in a library or consultation with another expert), I will make daily roll with a +1 bonus that day.
With every finished stage, more flavored detail will be added to the blueprint until the design is ready for construction. A book will be created at that moment in-game, representing the blueprints as an IC item.




