Red Markets Get Rich or Die Trying: Dean
Get Rich or Die Trying, A Red Markets Campaign Main Page
TAKER INFO[edit]
Taker Name: Dean
Crew: Love, Peace, and Undertaking
Spots:
- Weak - Romantic. He likes to imagine himself the star of a Zombie survival movie, yes he's got Romero syndrome real bad.
- Soft - Women and children first.
- Tough - Latent
- +Once Bitten - Can’t be infected.
- -Twice Hated - Becomes a Vector upon death; remains infectious and persecuted in life
Nobody likes Latents until there are C's at the door, then it's "Hey Dean, help a brother out."
POTENTIAL AND SKILLS[edit]
- Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
- 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 3
(Haul: 0/3)
- Unarmed 2
- Melee 3
- Resistance 1
SPD 2
- Shoot 2
- Stealth 1
- Athletics 2
ADP 2
(Refresh: 2/2)
- Awareness 1
- Self-Control 2
- Scavenging 2
- Drive 1
- Criminality
INT 1
- Foresight
- Research
- Mechanics
- First Aid 1
- Profession (Police) 1
CHA 1
- Networking
- Persuasion 1
- Sensitivity
- Deception
- Intimidation 1
- Leadership
WIL 2
(Will remaining: 2/2)
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. [Needy][Strained][Severed]
- Pops AKA Professor Bishop [_][_][_]
REFERENCES[edit]
Number of References equal to CHA. [Needy][Strained][Severed]
- Tiffany Chou [_][_][_] - Medical Doctor, early-30s, chipper, mixed Chinese American, ...Crusader
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
Axe
- Upkeep 1
- Charges - 10
- Effect - Kill damage
- Qualities - Cumbersome, Manpower, Melee
- Upgrades - Sturdy, Weighted (spend a charge for knockback)
Pistol
- Upkeep 2
- Charges - 8
- Effect - Kill damage
- Qualities - Charged, Quiet, Short-Range
- Upgrades - Extended Mag, Silencer
”Basilisk” Body Armor
- Upkeep n/a (no upkeep)
- Charges - 9
- Effect - Armors torso and arms (5-9) vs all damage except fire. Spend 1 charge to convert all Kill damage to Stun. Spend 1:1 to negate Stun damage.
- Qualities - Armor, In Demand (charges do not refresh)
- Upgrades - Microphone
Helmet
- Upkeep n/a (no upkeep)
- Charges - 10
- Effect - Armors the Head (location 10) against damage from all sources. Spend 1 charge to convert all Kill damage to Stun. Spend 1:1 to negate Stun damage.
- Qualities - Armor, In Demand (charges do not refresh)
- Upgrades -
Bicycle
- Upkeep 2
- Charges - 10
- Effect - Takers can make an Athletics roll to escape Legs of the journey, but encounters are still triggered. Charges are lost from damage.
- Qualities - Manpower
- Upgrades -
UPKEEP[edit]
Sustenance
- Survival = 1
- Rent = 1
- Dependents = 1
Maintenance
- Equipment = 7
- 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 = 3
Projected Earnings = Ignore unless using Bust rule: NBNB
RETIREMENT MILESTONES[edit]
- First Milestone (Savings: 0)
- Second Milestone (Savings: 0)
- Final Milestone (Savings: 0)
BOUNTY BANK[edit]
How much bounty you have as petty cash. Not used with Bust rule: NBNB.