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[[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Collar <br/>'''Crew:''' Peace, Love, and Undertaking <br/>'''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== #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''' 1 <br/>''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 1 *Shoot *Stealth *Athletics '''ADP''' 1 <br/>''(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 <br/>''(Will remaining: WIL score/WIL score)'' <br/>''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 == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage <br/>-/ = Stun <br/>X = Kill '''HUMANITY-''' <br/>'''''Detachment-''''' <Center>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> <br/>'''''Stress-''''' <Center>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> <br/>'''''Trauma-''''' <Center>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> <br/>_ = Open, no damage <br/><nowiki># </nowiki>= Humanity Damage ==GEAR== '''''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== '''Sustenance''' *Survival = 1 *Rent = 1 *Dependents = total number of Dependents <br/>'''Maintenance''' *Equipment = total of Gear Upkeep costs *Purchase = ''Ignore unless using Bust rule: NBNB'' *Pro. Dev. = ''Ignore unless using Bust rule: NBNB'' <br/>'''Incidentals''' <br/>''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 <br/>'''''Break Point =''''' Sustenance total <br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB'' ==RETIREMENT MILESTONES== # ''First Milestone'' (Savings: 0) # ''Second Milestone'' (Savings: 0) # ''Final Milestone'' (Savings: 0) ==BOUNTY BANK== How much bounty you have as petty cash. Not used with Bust rule: NBNB.
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