Elemental Approaches for Trade Skills
Texto
Each approach to a Trade skill is a means by which a character can extract resources from their environment or perform work of some kind that provides for their needs or those of society.
Produce Approach (Earth Ring)
The Earth approach for a Trade skill covers the activities a character must undertake to establish a foundation for living, such as creating infrastructure and buildings, creating and maintaining equipment, planting and harvesting crops, mass-producing common items, and keeping records related to these activities.
A character uses Produce when they want to:
Harvest resources from their environment.
Mass-produce items related to their trade.
Repair or maintain trade equipment.
Build and repair foundations and basic structures.
Create records or tallies of their work.
Exchange Approach (Water Ring)
The Water approach for a Trade skill revolves around finding things and making acquisitions—of basic supplies, of commodities, and of customers. It is used whenever a character wishes to go about trading one type of resource or labor for another, and it is especially useful when dealing with currency.
A character uses Exchange when they want to:
Purchase items related to their trade at the best price.
Barter goods or services for other goods or services.
Track down specific items within a marketplace.
Innovate Approach (Fire Ring)
The Fire approach for a Trade skill allows a character to use creativity and drive to make their work easier, create new things, or find new ways to solve problems.
A character uses Innovate when they want to:
Create a novel product or service.
Develop a new tool for their trade.
Find new uses for a product or new applications for a service.
Expand into new markets.
Con Approach (Air Ring)
The Air approach to a Trade skill revolves around understanding the value of things better than everyone else and then ruthlessly exploiting this advantage to get something for nothing. It can be used to manipulate people’s perception of an item’s value, convincing them to pay more for it or making it easier to steal it. This approach also governs most criminal activity that falls into the categories of theft (from pickpocketing to embezzlement), bribery, and smuggling.
A character uses Con when they want to:
Sell a product for a higher value.
Pick someone’s pocket.
Falsify a manifest or other record.
Offer someone a bribe in a deniable fashion.
Disguise a shipment of contraband as legal goods.
Subsist Approach (Void Ring)
A Void approach naturally reflects a certain material disinterest that is at odds with Trade skills. Instead of building, changing, or exploiting the environment, such an approach centers around finding the resources that already exist and using them only as much as needed. Many ascetics take to the wilds, employing this approach to seek food and shelter from the natural world rather than changing it to their needs.
A character uses Subsist when they want to:
Live in harmony with their natural surroundings rather than trying to change them.
Instinctively know what changes will occur in their environment.
Know whether an activity will help their chances of survival or not.
Table 3–6: Sample Tasks (with Rings) and TNs for Trade Skills
TASK | TN
1
Maintaining storefront operations without losing money (Void), discerning how well a field will produce crops (Void), knowing the expected weather for a voyage at a certain time of year (Earth), knowing the best escape route through a city (Water), spurring a horse to reach a destination more quickly (Fire).
2
Getting someone to sell you an item at a 10% discount (Water), cooking a pleasant meal (Water), knowing the route another ship captain will take (Air), clandestinely observing an average mark for a day to get information about their habits (Air), finding enough food to sustain yourself for several days in the forest (Water).
3
Getting someone to pay an extra 10% for an item (Air), mass-producing a single, uncomplicated item (Earth), sensing a storm before it descends (Void), scrubbing all evidence you broke into a room (Void), building shelter in the wild (Earth).
4
Finding a minor inconsistency in an individual’s accounts (Earth), directing a crew to build a fortification on the battlefield (Air), keeping a boat steady (and afloat) during a small storm (Water), memorizing a map of a castle fully before a break-in (Earth), trapping a large animal such as a boar or bear (Air).
5
Creating a new product that customers really desire (Fire), designing a more efficient irrigation system (Fire), building a raft or small rowboat on a desert island (Fire), building a device to sap a castle wall (Fire), knowing that a natural disaster is about to occur based on subtle changes in your environment (Void).
Texto do livro
Core Rulebook · Chapter 3: Skills › Trade Skill Group › Elemental Approaches for Trade Skills · p. 165 p. 166
Mostrar o texto como impresso
Each approach to a Trade skill is a means by which a character can extract resources from their environment or perform work of some kind that provides for their needs or those of society.
Produce Approach (Earth Ring)
The Earth approach for a Trade skill covers the activities a character must undertake to establish a foundation for living, such as creating infrastructure and buildings, creating and maintaining equipment, planting and harvesting crops, mass-producing common items, and keeping records related to these activities.
A character uses Produce when they want to:
Harvest resources from their environment.
Mass-produce items related to their trade.
Repair or maintain trade equipment.
Build and repair foundations and basic structures.
Create records or tallies of their work.
Exchange Approach (Water Ring)
The Water approach for a Trade skill revolves around finding things and making acquisitions—of basic supplies, of commodities, and of customers. It is used whenever a character wishes to go about trading one type of resource or labor for another, and it is especially useful when dealing with currency.
A character uses Exchange when they want to:
Purchase items related to their trade at the best price.
Barter goods or services for other goods or services.
Track down specific items within a marketplace.
Innovate Approach (Fire Ring)
The Fire approach for a Trade skill allows a character to use creativity and drive to make their work easier, create new things, or find new ways to solve problems.
A character uses Innovate when they want to:
Create a novel product or service.
Develop a new tool for their trade.
Find new uses for a product or new applications for a service.
Expand into new markets.
Con Approach (Air Ring)
The Air approach to a Trade skill revolves around understanding the value of things better than everyone else and then ruthlessly exploiting this advantage to get something for nothing. It can be used to manipulate people’s perception of an item’s value, convincing them to pay more for it or making it easier to steal it. This approach also governs most criminal activity that falls into the categories of theft (from pickpocketing to embezzlement), bribery, and smuggling.
A character uses Con when they want to:
Sell a product for a higher value.
Pick someone’s pocket.
Falsify a manifest or other record.
Offer someone a bribe in a deniable fashion.
Disguise a shipment of contraband as legal goods.
Subsist Approach (Void Ring)
A Void approach naturally reflects a certain material disinterest that is at odds with Trade skills. Instead of building, changing, or exploiting the environment, such an approach centers around finding the resources that already exist and using them only as much as needed. Many ascetics take to the wilds, employing this approach to seek food and shelter from the natural world rather than changing it to their needs.
A character uses Subsist when they want to:
Live in harmony with their natural surroundings rather than trying to change them.
Instinctively know what changes will occur in their environment.
Know whether an activity will help their chances of survival or not.
Table 3–6: Sample Tasks (with Rings) and TNs for Trade Skills
TASK | TN
1
Maintaining storefront operations without losing money (Void), discerning how well a field will produce crops (Void), knowing the expected weather for a voyage at a certain time of year (Earth), knowing the best escape route through a city (Water), spurring a horse to reach a destination more quickly (Fire).
2
Getting someone to sell you an item at a 10% discount (Water), cooking a pleasant meal (Water), knowing the route another ship captain will take (Air), clandestinely observing an average mark for a day to get information about their habits (Air), finding enough food to sustain yourself for several days in the forest (Water).
3
Getting someone to pay an extra 10% for an item (Air), mass-producing a single, uncomplicated item (Earth), sensing a storm before it descends (Void), scrubbing all evidence you broke into a room (Void), building shelter in the wild (Earth).
4
Finding a minor inconsistency in an individual’s accounts (Earth), directing a crew to build a fortification on the battlefield (Air), keeping a boat steady (and afloat) during a small storm (Water), memorizing a map of a castle fully before a break-in (Earth), trapping a large animal such as a boar or bear (Air).
5
Creating a new product that customers really desire (Fire), designing a more efficient irrigation system (Fire), building a raft or small rowboat on a desert island (Fire), building a device to sap a castle wall (Fire), knowing that a natural disaster is about to occur based on subtle changes in your environment (Void).
