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[[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Dean <br/>'''Crew:''' Love, Peace, and Undertaking <br/>'''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== #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 <br/>''(Haul: 0/3)'' *Unarmed 2 *Melee 3 *Resistance 1 '''SPD''' 2 *Shoot 2 *Stealth 1 *Athletics 2 '''ADP''' 2 <br/>''(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 <br/>''(Will remaining: 2/2)'' <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. [Needy][Strained][Severed]'' * Pops AKA Professor Bishop [_][_][_] ==REFERENCES== ''Number of References equal to CHA. [Needy][Strained][Severed]'' *Tiffany Chou [_][_][_] - Medical Doctor, early-30s, chipper, mixed Chinese American, ...Crusader ==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-''''' <br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK''' <br/>'''''Stress-''''' <br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK''' <br/>'''''Trauma-''''' <br/>[#][#][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK''' <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 '''''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== '''Sustenance''' *Survival = 1 *Rent = 1 *Dependents = 1 <br/>'''Maintenance''' *Equipment = 7 *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 =''''' 3 <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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