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==TAKER INFO==
 
==TAKER INFO==
'''Taker Name:''' Whisper
+
'''Taker Name:'''
<br/>'''Crew:''' Peace, Love, and Undertaking
+
<br/>'''Crew:'''
 
<br/>'''Spots:'''
 
<br/>'''Spots:'''
*'''''Weak''''' - ''Provider''. Somebody's gotta go out there and bring back what's needed.
+
*'''''Weak''''' -
*'''''Soft''''' - ''Woman of My Word''. If I said I'd do it, count it done.
+
*'''''Soft''''' -
*'''''Tough''''' - ''Hustler''. Everybody has a use for Whisper; as a consequence, she knows a lot of people.
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*'''''Tough''''' -
**''+ I Know a Guy'' - Whistler automatically succeeds at Networking checks
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**''+The good'' -
**''- I Owe a Guy'' - The Market can call in a marker of 1d10 bounty once/game
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**''-The bad'' -
 +
 
  
 
==POTENTIAL AND SKILLS==
 
==POTENTIAL AND SKILLS==
 
#Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
 
#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.
 
#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''' 2
+
'''STR''' 1
<br/>''(Haul: 0/2)(Saddlebags: 0/1)''
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<br/>''(Haul: 0/STR score)''
 
*Unarmed  
 
*Unarmed  
*Melee 1
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*Melee  
*Resistance 1
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*Resistance  
'''SPD''' 3
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'''SPD''' 1
*Shoot 3
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*Shoot  
*Stealth 3
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*Stealth  
*Athletics 3
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*Athletics  
'''ADP''' 3
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'''ADP''' 1
<br/>''(Refresh: 3 left of 3)''
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<br/>''(Refresh: ADP score/ADP score)''
*Awareness 3
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*Awareness  
*Self-Control 3
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*Self-Control  
*Scavenging 3
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*Scavenging  
 
*Drive  
 
*Drive  
 
*Criminality  
 
*Criminality  
 
'''INT''' 1
 
'''INT''' 1
*Foresight 1
+
*Foresight
 
*Research
 
*Research
 
*Mechanics
 
*Mechanics
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*Intimidation
 
*Intimidation
 
*Leadership
 
*Leadership
'''WIL''' 2
+
'''WIL''' 1
<br/>''(Will remaining: 1/2)''
+
<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. [_][_][_]
* Odelia [_][_][_]
 
  
Odelia is a dreadlocked woman of East African and Dominican descent, from southern California. She's six months pregnant with the child of Mac, a medic of Whisper's acquaintance who was 'conscripted into medical service' as an Immune by DHQS two months ago. Whisper promised Mac she'd watch over Odelia and his kid. Odelia has some skill as a hydroponics and permaculture farmer, but is suffering complications from the pregnancy and depression from Mac's capture, so Whisper's carrying the load for her.
 
  
 
==REFERENCES==
 
==REFERENCES==
''Number of References equal to CHA. [Needy][Strained][Severed]''
+
*Number of References equal to CHA. [_][_][_]
*Open [_][_][_]
 
 
 
''I Know A Guy''
 
*Miss Daisy [_][_][_]
 
**Older woman, Fixer in Recession with a heart of gold. Latent nephew named ‘Sunnyboy’
 
*Fortitude [_][_][_]
 
**Artistic middle-aged black male mechanic who prides himself on knowledge of fortified compounds in the area.
 
*The Hunter [_][_][_]
 
**A reclusive, enigmatic gun-for-hire who 'takes care' of rogue Takers preying on Enclaves.
 
  
''I Owe A Guy''
 
*Mr. Q is paid off
 
  
 
==THREATS==
 
==THREATS==
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           [_][_]      [_][_]
 
           [_][_]      [_][_]
 
_ = Open, no damage
 
_ = Open, no damage
<br/>\ = Stun
+
<br/>-/ = Stun
 
<br/>X = Kill
 
<br/>X = Kill
  
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<br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
 
<br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
 
<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 - 9/10
+
*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
  
'''''Machete'''''
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'''''Item Template (replace this with item name)'''''
*Upkeep 2
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*Upkeep  
 
*Charges - 10
 
*Charges - 10
*Effect - Kill damage
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*Effect -
*Qualities - Manpower, Melee
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*Qualities -
*Upgrades - Sturdy
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*Upgrades -
 
 
'''''Crowbar'''''
 
*Upkeep - *No Upkeep*
 
*Charges - 8
 
*Effect - Stun or Kill damage (announce with Tactic roll), May spend charges to assist STR rolls to break things open.
 
*Qualities - Manpower, Melee, Cumbersome, Maint. Required (Mechanics roll required recharge)
 
*Upgrades - Sturdy
 
 
 
'''''Rifle'''''
 
*Upkeep 3
 
*Charges - 9/10
 
*Effect - Kill damage
 
*Qualities - Charged, Mid-Range
 
*Upgrades - Silenced, Tactical-Sling, Automatic (can spend additional charges after a hit)
 
 
 
'''''Binoculars'''''
 
*Upkeep 1
 
*Charges - 10/10
 
*Effect - Add +2 Awareness and Scavenging when assessing Legs (outdoors)
 
*Qualities - Fragile, Charged
 
*Upgrades - Digital Zoom (spend charges after check to add +1 Awareness), Nightvision (spend a charge to use in darkness)
 
 
 
'''''Ubiq Specs'''''
 
*Upkeep 2
 
*Charges - 7/[9]
 
*Effect - AR glasses with video, phone, and web capabilities; operated with voice, contact, or thumbpad commands
 
*Qualities - Capped, Hungry, Memory
 
*Upgrades - Deadeyes Hack [+2 Shoot per use]
 
  
'''''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 - Saddlebags
 
  
 
==UPKEEP==
 
==UPKEEP==
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*Survival = 1
 
*Survival = 1
 
*Rent = 1
 
*Rent = 1
*Dependents = 1
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*Dependents = total number of Dependents
 
<br/>'''Maintenance'''
 
<br/>'''Maintenance'''
*Equipment = 12
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*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 =''''' 3
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<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: 2b)
+
# ''First Milestone'' (Savings: 0)
 
# ''Second Milestone'' (Savings: 0)
 
# ''Second Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 +
  
 
==BOUNTY BANK==
 
==BOUNTY BANK==
 
How much bounty you have as petty cash. Not used with Bust rule: NBNB.
 
How much bounty you have as petty cash. Not used with Bust rule: NBNB.
 
==NOTES==
 
*So the Hustler thing outside of references let’s you [I]always[/I] sell gear at x2 upkeep. There’s no opportunity for a crit, a Fail, or a crit fail. Don’t take this to mean you can’t roll if you’d rather try for that crit but a basic success is always on the table.  Also all of those potentially hard to get items? Yeah you know a guy, it’s gonna cost an extra bounty but it can be arranged for. You need info? Sure thing. I’m willing to say that a Hustler can just rack up the debt with favors regardless of their CHA score. [https://forum.rpg.net/showthread.php?826400-Red-Markets-Get-Rich-or-Die-Trying&p=21821952#post21821952 Rowenn552]
 
*[https://forum.rpg.net/showthread.php?826529-Red-Markets-Get-Rich-or-Die-Trying&p=21927893#post21927893 The Hunter] is a bit of a reclusive legend in these parts, a gun-for-hire who specializes in hunting rogue Takers who have turned to predation on Enclaves. Nearly every Enclave has had a few troublemakers in their existence, and when those troublemakers get booted off the reservation and subsequently start making life doubly hard on the Enclave that kicked them out, The Hunter is who gets called. He generally keeps his identity a secret, and shows up on video deeply cowled and in a darkened room. One never really knows when the Hunter's on their trail -- or even if he's sitting across the fire from them -- until it's too late. Whisper ran into him when out scavenging for parts, and briefly helped him track down and flush out two such ne'er-do-wells. They exchanged contact info.
 

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