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[[Get Rich or Die Trying, A Red Markets Campaign]] Main Page
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=Taker Info=
 +
<br/>Taker Name:
 +
<br/>Crew:
 +
<br/>Spots:
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*Weak -
 +
*Soft -
 +
*Tough -
  
==TAKER INFO==
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==Potential and Skills==
'''Taker Name:'''
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STR 1
<br/>'''Crew:'''
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<br/>(Haul: 1/STR score)
<br/>'''Spots:'''
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*Unarmed 0
*''''Weak'''' -
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*Melee 0
*''''Soft'''' -
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*Resistance 0
*''''Tough'''' -
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SPD 1
**''+The good'' -
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*Shoot 0
**''-The bad'' -
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*Stealth 0
 
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*Athletics 0
 
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ADP 1
==POTENTIAL AND SKILLS==
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<br/>(Refresh: 1/ADP score)
#Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
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*Awareness 0
#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.
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*Self-Control 0
'''STR''' 1
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*Scavenging 0
<br/>''(Haul: 0/STR score)''
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*Drive 0
*Unarmed  
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*Criminality 0
*Melee  
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INT 1
*Resistance  
 
'''SPD''' 1
 
*Shoot  
 
*Stealth  
 
*Athletics  
 
'''ADP''' 1
 
<br/>''(Refresh: ADP score/ADP score)''
 
*Awareness  
 
*Self-Control  
 
*Scavenging  
 
*Drive  
 
*Criminality  
 
'''INT''' 1
 
 
*Foresight
 
*Foresight
 
*Research
 
*Research
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*First Aid
 
*First Aid
 
*Profession
 
*Profession
'''CHA''' 1
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CHA 1
 
*Networking
 
*Networking
 
*Persuasion
 
*Persuasion
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*Intimidation
 
*Intimidation
 
*Leadership
 
*Leadership
'''WIL''' 1
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WIL 1
<br/>''(Will remaining: WIL score/WIL score)''
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<br/>(Will remaining 1/1)
  
<br/>''Pro. Dev. Costs:''
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==Dependents==
*''+1 Potential = 10 bounty''
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Number of Dependents equal to CHA. [_][_][_]
*''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.''
 
  
 +
==References==
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Number of References equal to CHA. [_][_][_]
  
==DEPENDENTS ==
 
*Number of Dependents equal to CHA. [_][_][_]
 
  
 
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=Threats=
==REFERENCES==
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Physical-
*Number of References equal to CHA. [_][_][_]
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                    HEAD
 
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                      10
 
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                  [_][_][_]
==THREATS==
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                  [_][_][_]
'''PHYSICAL-'''
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                  [_][_][_]
                  HEAD
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                      [_]
                  10
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R.ARM       TORSO       L.ARM
                [_][_][_]
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      5               7-9             6             
                [_][_][_]
 
                [_][_][_]
 
                  [_]
 
    R.ARM         TORSO       L.ARM
 
    5             7-9           6             
 
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
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   [_][_]    [_][_][_][_]    [_][_]
 
   [_][_]    [_][_][_][_]    [_][_]
  
          R.LEG       L.LEG
+
            R.LEG       L.LEG
            1-2         3-4
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              1-2           3-4
          [_][_]     [_][_]
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              [_][_]       [_][_]
          [_][_]     [_][_]
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              [_][_]       [_][_]
          [_][_]     [_][_]
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              [_][_]       [_][_]
          [_][_]     [_][_]
+
              [_][_]       [_][_]
          [_][_]     [_][_]
+
              [_][_]       [_][_]
 
_ = Open, no damage
 
_ = Open, no damage
 
<br/>-/ = Stun
 
<br/>-/ = Stun
 
<br/>X = Kill
 
<br/>X = Kill
  
 
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Humanity-
'''HUMANITY-'''
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<br/>Detachment: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
<br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
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<br/>Stress:          [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
<br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
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<br/>Trauma:        [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
<br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
 
<br/>_ = Open, no damage
 
 
<br/><nowiki># </nowiki>= Humanity Damage
 
<br/><nowiki># </nowiki>= Humanity Damage
  
 
+
=Gear=
==GEAR==
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Backpack
'''''Backpack'''''
 
 
*Upkeep 1
 
*Upkeep 1
 
*Charges - Static
 
*Charges - Static
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*Qualities - Essential, Static
 
*Qualities - Essential, Static
  
'''''Rations'''''
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Rations
 
*Upkeep 1
 
*Upkeep 1
 
*Charges - 10
 
*Charges - 10
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*Qualities - Essential, Addictive, Charged
 
*Qualities - Essential, Addictive, Charged
  
'''''Item Template (replace this with item name)'''''
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'''Item Template (replace this with item name)'''
 
*Upkeep  
 
*Upkeep  
 
*Charges - 10
 
*Charges - 10
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==UPKEEP==
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=Upkeep=
'''Sustenance'''
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Sustenance
*Survival = 1
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*
*Rent = 1
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*
*Dependents = total number of Dependents
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*
<br/>'''Maintenance'''
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Maintenance
*Equipment = total of Gear Upkeep costs
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*
*Purchase = ''Ignore unless using Bust rule: NBNB''
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*
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB''
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*
<br/>'''Incidentals'''
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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.''
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*
*Health
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*
*Humanity
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*
*Favors
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Break Point =
<br/>'''''Break Point =''''' Sustenance total
+
Projected Earnings =  
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB''
 
 
 
 
 
==RETIREMENT MILESTONES==
 
# ''First Milestone'' (Savings: 0)
 
# ''Second Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 
  
 +
=Retirement Milestones=
 +
# First Milestone (Savings: 0)
 +
# Second Milestone (Savings: 0)
 +
# Final Milestone (Savings: 0)
  
==BOUNTY BANK==
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==Bounty Bank==
How much bounty you have as petty cash. Not used with Bust rule: NBNB.
 

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