86 lines
3.2 KiB
HTML
86 lines
3.2 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>The World - Chapter 9</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<header>
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<h1>THE WORLD</h1>
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<h2>Chapter 9: PURCHASING AND SELLING MATERIALS</h2>
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</header>
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<section id="purchasing">
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<h2>Purchasing Materials (Section 9)</h2>
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<p>
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Characters may purchase any material available in their surroundings by
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spending an amount of zenit equal to its value. When it comes to Projects,
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step 3 on page 134 of the Core Rulebook abstracts this process, but the
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group might prefer to purchase specific materials and keep them for future
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use.
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</p>
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<p>
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The Game Master has the final say on which materials can be bought in any
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given area, at which cost and in which quantity. However, they should
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involve Players who control characters from that region or have studied
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it, or who play Classes like <em>Tinkerer</em>, <em>Merchant</em> (see
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page 158), <em>Loremaster</em>, or <em>Wayfarer</em>.
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</p>
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</section>
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<hr />
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<section id="selling">
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<h2>Selling Materials (Section 9)</h2>
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<p>
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If there is an artisan, merchant or other potential buyer available,
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Player Characters can usually sell materials at half their normal value in
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the same way as for normal items (see Core Rulebook, page 124).
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</p>
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<p>
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Continuing from the previous example: if the group ever decides to sell
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that titan carapace they retrieved, they would earn 500 zenit.
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</p>
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<p>
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On the other hand, using a material to cover the cost of a Project (see
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Core Rulebook, page 137) or to forge items as described on the next page
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will let you use its full value, showcasing its full potential.
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</p>
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</section>
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<div class="guidelines">
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<h3>Ethical and Narrative Guidelines</h3>
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<p>
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These options involve PCs in the process of transformation, death, and
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rebirth typical of natural fantasy, but must not be used to reenact
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colonialist fantasies or gratuitous cruelties towards animals and living
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beings.
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</p>
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<ul>
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<li>
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<strong>Harvesting Remains:</strong> Harvesting the remains of a monster
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that threatened the village and using them to protect it is very
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different from hunting for others of the same species just to hoard
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materials. Finding resources should be a consequence of the story
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events, not a goal (you can leave that to the Villains!).
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</li>
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<li>
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<strong>Limitation:</strong> This system won’t suffer if you limit
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yourselves to inanimate materials such as minerals, fluids, scraps,
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fallen branches or leftover chrysalises.
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</li>
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<li>
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<strong>Dignity of Creation:</strong> When you create an item from the
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remains of a creature, strive to do so with the required dignity,
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creating something that pays homage to their original form, appearance,
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and nature.
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</li>
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</ul>
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</div>
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<div class="metadata">
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<h4>Issues and Alternatives</h4>
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</div>
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</html>
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