Collar

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Get Rich or Die Trying, A Red Markets Campaign Main Page

TAKER INFO[edit]

Taker Name: Collar
Crew: Peace, Love, and Undertaking
Spots:

  • 'Weak' - Piety. Collar is clinging to his faith and the trappings of it like a life raft, which means that he'll sometimes take actions that are impractical (e.g., stopping in a firefight to give a fallen foe last rites).
  • 'Soft' - Re-gather the flock. Whatever happened to Collar's last congregation, it's gone now. He's determined to rebuild one. And, more generally, to reconstitute or preserve what remains of the Catholic church in the Loss.
  • 'Tough' - Roach
    • +Survivor - Damage Humanity to assist any skill check: +1 per point
    • -Sole - Start cracked in all three Humanity threats.


POTENTIAL AND SKILLS[edit]

  1. Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
  2. Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio.

STR 1
(Haul: 0/STR score)

  • Unarmed
  • Melee
  • Resistance

SPD 1

  • Shoot
  • Stealth
  • Athletics

ADP 1
(Refresh: ADP score/ADP score)

  • Awareness
  • Self-Control
  • Scavenging
  • Drive
  • Criminality

INT 1

  • Foresight
  • Research
  • Mechanics
  • First Aid
  • Profession

CHA 1

  • Networking
  • Persuasion
  • Sensitivity
  • Deception
  • Intimidation
  • Leadership

WIL 1
(Will remaining: WIL score/WIL score)


Pro. Dev. Costs:

  • +1 Potential = 10 bounty
  • Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.


DEPENDENTS[edit]

  • Number of Dependents equal to CHA. [_][_][_]


REFERENCES[edit]

  • Number of References equal to CHA. [_][_][_]


THREATS[edit]

PHYSICAL-

                 HEAD
                  10
               [_][_][_]
               [_][_][_]
               [_][_][_]
                  [_]
   R.ARM         TORSO        L.ARM
    5             7-9           6            
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
  [_][_]     [_][_][_][_]     [_][_]
          R.LEG        L.LEG
           1-2          3-4
          [_][_]      [_][_]
          [_][_]      [_][_]
          [_][_]      [_][_]
          [_][_]      [_][_]
          [_][_]      [_][_]

_ = Open, no damage
-/ = Stun
X = Kill


HUMANITY-


Detachment-

[#][#][#][#][#]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Stress-

[#][#][#][#][#]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Trauma-

[#][#][#][#][#]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


_ = Open, no damage
# = Humanity Damage


GEAR[edit]

Backpack

  • Upkeep 1
  • Charges - Static
  • Effect - Taker can carry STR in Haul and personal gear.
  • Qualities - Essential, Static

Rations

  • Upkeep 1
  • Charges - 10
  • Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll.
  • Qualities - Essential, Addictive, Charged

Item Template (replace this with item name)

  • Upkeep
  • Charges - 10
  • Effect -
  • Qualities -
  • Upgrades -


UPKEEP[edit]

Sustenance

  • Survival = 1
  • Rent = 1
  • Dependents = total number of Dependents


Maintenance

  • Equipment = total of Gear Upkeep costs
  • Purchase = Ignore unless using Bust rule: NBNB
  • Pro. Dev. = Ignore unless using Bust rule: NBNB


Incidentals
Incidentals are paid out as needed unless playing a Bust rule: NBNB game in which case they will need to be budgeted for.

  • Health
  • Humanity
  • Favors


Break Point = Sustenance total
Projected Earnings = Ignore unless using Bust rule: NBNB


RETIREMENT MILESTONES[edit]

  1. First Milestone (Savings: 0)
  2. Second Milestone (Savings: 0)
  3. Final Milestone (Savings: 0)


BOUNTY BANK[edit]

How much bounty you have as petty cash. Not used with Bust rule: NBNB.