Editing Red Markets Get Rich or Die Trying: Moonchild

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#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.
 
#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
 
'''STR''' 1
<br/>''(Haul: 0/1)''
+
<br/>''(Haul: 0/STR score)''
 
*Unarmed  
 
*Unarmed  
*Melee 1
+
*Melee  
 
*Resistance  
 
*Resistance  
 
'''SPD''' 2
 
'''SPD''' 2
*Shoot 2
+
*Shoot  
*Stealth 2
+
*Stealth  
*Athletics 2
+
*Athletics  
 
'''ADP''' 2
 
'''ADP''' 2
 
<br/>''(Refresh: 2/2)''
 
<br/>''(Refresh: 2/2)''
*Awareness 2
+
*Awareness  
*Self-Control 2
+
*Self-Control  
 
*Scavenging  
 
*Scavenging  
*Drive 1
+
*Drive  
*Criminality 2
+
*Criminality  
'''INT''' 3
+
'''INT''' 1
*Foresight 2
+
*Foresight
 
*Research
 
*Research
*Mechanics 3
+
*Mechanics
*First Aid 3
+
*First Aid
 
*Profession
 
*Profession
'''CHA''' 2
+
'''CHA''' 3
 
*Networking
 
*Networking
*Persuasion 2
+
*Persuasion
 
*Sensitivity
 
*Sensitivity
*Deception 2
+
*Deception
 
*Intimidation
 
*Intimidation
 
*Leadership
 
*Leadership
 
'''WIL''' 1
 
'''WIL''' 1
<br/>''(Will remaining: 0/1)''
+
<br/>''(Will remaining: WIL score/WIL score)''
  
 
<br/>''Pro. Dev. Costs:''
 
<br/>''Pro. Dev. Costs:''
 
*''+1 Potential = 10 bounty''
 
*''+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.''
 
*''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 ==
 
==DEPENDENTS ==
''Number of Dependents equal to CHA. [Needy][Strained][Severed]''
+
*Number of Dependents equal to CHA. [_][_][_]
* Lovebird [_][_][_]
+
 
* Old Maude [_][_][_]
 
  
 
==REFERENCES==
 
==REFERENCES==
''Number of References equal to CHA. [Needy][Strained][Severed]''
+
*Number of References equal to CHA. [_][_][_]
*Blackhand Jack [_][_][_]
+
 
**''Influential farmer of the Co-Op enclave. Saved his daughter. ''
 
*TheGreenMarquis [_][_][_]
 
**''A blogger, social media personality and advocate of open-source biohacking who is (in)famous for producing and distributing his own new strains of cannabis. He and Moonchild go way back to before the crash when they were both good friends in high school with a common interest in biology. Although their interests obviously diverged over time, they got back in contact after Moonchild stumbled across his podcast.''
 
  
 
==THREATS==
 
==THREATS==
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           [_][_]      [_][_]
 
           [_][_]      [_][_]
 
_ = Open, no damage
 
_ = Open, no damage
<br/>\ = Stun
+
<br/>-/ = Stun
 
<br/>X = Kill
 
<br/>X = Kill
  
  
 
'''HUMANITY-'''
 
'''HUMANITY-'''
<br/>'''''Detachment-'''''  
+
<br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
<br/>[_][_]][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
+
<br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
<br/>'''''Stress-'''''  
+
<br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
<br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>'''''Trauma-'''''  
 
<br/>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
 
<br/>_ = Open, no damage
 
<br/>_ = Open, no damage
<br/>X = Humanity Damage
+
<br/><nowiki># </nowiki>= Humanity Damage
 +
 
  
 
==GEAR==
 
==GEAR==
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'''''Rations'''''
 
'''''Rations'''''
 
*Upkeep 1
 
*Upkeep 1
*Charges - 7/10
+
*Charges - 10
 
*Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll.
 
*Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll.
 
*Qualities - Essential, Addictive, Charged
 
*Qualities - Essential, Addictive, Charged
  
'''''Shotgun'''''
+
'''''Item Template (replace this with item name)'''''
*Upkeep 2
+
*Upkeep  
*Charges - 8/10
 
*Effect - Kill damage
 
*Qualities - Charged, Loud, Mid-Range
 
*Upgrades - Tactical Sling, Military
 
 
 
'''''Machete'''''
 
*Upkeep 2
 
 
*Charges - 10
 
*Charges - 10
*Effect - Kill damage
+
*Effect -
*Qualities - Manpower, Melee
+
*Qualities -
*Upgrades - Sturdy, Ghurka Blade
+
*Upgrades -
  
'''''DHQS First Aid Kit'''''
 
*Upkeep 2
 
*Charges - 10/10
 
*Effect - Spend charge to buy-a-roll for a First Aid test on an injured hit location of player’s choice. Additional charges may be used to aid the roll. On a success every point of unmodified Black can turn a Kill to Stun or a Stun to healed.
 
*Qualities - Charged
 
*Upgrades - DHQS Issue (allows for blood test but no WILL may be spent), Battlefield Spec (may spend 5 charges to ignore wound penalty for the scene, this may be used even after a failed First Aid check.)
 
 
'''''Tool Kit'''''
 
*Upkeep 2
 
*Charges - 9/10
 
*Effect - Charges May be spent to aid Mechanics tests
 
*Qualities - Charged,
 
*Upgrades - Tailored
 
 
'''''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==
 
==UPKEEP==
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*Survival = 1
 
*Survival = 1
 
*Rent = 1
 
*Rent = 1
*Dependents = 2
+
*Dependents = total number of Dependents
 
<br/>'''Maintenance'''
 
<br/>'''Maintenance'''
*Equipment = 12
+
*Equipment = total of Gear Upkeep costs
 
*Purchase = ''Ignore unless using Bust rule: NBNB''
 
*Purchase = ''Ignore unless using Bust rule: NBNB''
 
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB''
 
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB''
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*Humanity
 
*Humanity
 
*Favors
 
*Favors
<br/>'''''Break Point =''''' 4
+
<br/>'''''Break Point =''''' Sustenance total
 
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB''
 
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB''
 +
  
 
==RETIREMENT MILESTONES==
 
==RETIREMENT MILESTONES==
# ''First Milestone'' (Savings: 20b)
+
# ''First Milestone'' (Savings: 0)
# ''Second Milestone'' (Savings: 1b)
+
# ''Second Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 +
  
 
==BOUNTY BANK==
 
==BOUNTY BANK==
1 bounty
+
How much bounty you have as petty cash. Not used with Bust rule: NBNB.

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