Difference between revisions of "Taker Template"
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− | [[ | + | [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page |
− | = | + | ==TAKER INFO== |
'''Taker Name:''' | '''Taker Name:''' | ||
<br/>'''Crew:''' | <br/>'''Crew:''' | ||
<br/>'''Spots:''' | <br/>'''Spots:''' | ||
− | *Weak - | + | *''''Weak'''' - |
− | *Soft - | + | *''''Soft'''' - |
− | *Tough - | + | *''''Tough'''' - |
+ | **''+The good'' - | ||
+ | **''-The bad'' - | ||
− | == | + | ==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 | '''STR''' 1 | ||
− | <br/>''(Haul: | + | <br/>''(Haul: 0/STR score)'' |
*Unarmed | *Unarmed | ||
*Melee | *Melee | ||
Line 21: | Line 25: | ||
*Athletics | *Athletics | ||
'''ADP''' 1 | '''ADP''' 1 | ||
− | <br/>''(Refresh: | + | <br/>''(Refresh: ADP score/ADP score)'' |
*Awareness | *Awareness | ||
*Self-Control | *Self-Control | ||
Line 41: | Line 45: | ||
*Leadership | *Leadership | ||
'''WIL''' 1 | '''WIL''' 1 | ||
− | <br/>''(Will remaining | + | <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 | + | R.ARM TORSO L.ARM |
− | + | 5 7-9 6 | |
[_][_] [_][_][_][_] [_][_] | [_][_] [_][_][_][_] [_][_] | ||
[_][_] [_][_][_][_] [_][_] | [_][_] [_][_][_][_] [_][_] | ||
Line 69: | Line 76: | ||
[_][_] [_][_][_][_] [_][_] | [_][_] [_][_][_][_] [_][_] | ||
− | + | R.LEG L.LEG | |
− | 1-2 | + | 1-2 3-4 |
[_][_] [_][_] | [_][_] [_][_] | ||
[_][_] [_][_] | [_][_] [_][_] | ||
Line 80: | Line 87: | ||
<br/>X = Kill | <br/>X = Kill | ||
− | + | ||
− | <br/>Detachment | + | '''HUMANITY-''' |
− | <br/>Stress | + | <br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> |
− | <br/>Trauma | + | <br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> |
+ | <br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> | ||
+ | <br/>_ = Open, no damage | ||
<br/><nowiki># </nowiki>= Humanity Damage | <br/><nowiki># </nowiki>= Humanity Damage | ||
− | = | + | |
− | Backpack | + | ==GEAR== |
+ | '''''Backpack''''' | ||
*Upkeep 1 | *Upkeep 1 | ||
*Charges - Static | *Charges - Static | ||
Line 93: | Line 103: | ||
*Qualities - Essential, Static | *Qualities - Essential, Static | ||
− | Rations | + | '''''Rations''''' |
*Upkeep 1 | *Upkeep 1 | ||
*Charges - 10 | *Charges - 10 | ||
Line 99: | Line 109: | ||
*Qualities - Essential, Addictive, Charged | *Qualities - Essential, Addictive, Charged | ||
− | '''Item Template (replace this with item name)''' | + | '''''Item Template (replace this with item name)''''' |
*Upkeep | *Upkeep | ||
*Charges - 10 | *Charges - 10 | ||
Line 107: | Line 117: | ||
− | = | + | ==UPKEEP== |
− | Sustenance | + | '''Sustenance''' |
− | * | + | *Survival = 1 |
− | * | + | *Rent = 1 |
− | * | + | *Dependents = total number of Dependents |
− | Maintenance | + | <br/>'''Maintenance''' |
− | * | + | *Equipment = total of Gear Upkeep costs |
− | * | + | *Purchase = ''Ignore unless using Bust rule: NBNB'' |
− | * | + | *Pro. Dev. = ''Ignore unless using Bust rule: NBNB'' |
− | Incidentals | + | <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 |
− | Break Point = | + | *Favors |
− | Projected Earnings = | + | <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. |
Latest revision as of 03:05, 29 March 2018
Get Rich or Die Trying, A Red Markets Campaign Main Page
Contents
TAKER INFO[edit]
Taker Name:
Crew:
Spots:
- 'Weak' -
- 'Soft' -
- 'Tough' -
- +The good -
- -The bad -
POTENTIAL AND SKILLS[edit]
- 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
(Haul: 0/STR score)
- Unarmed
- Melee
- Resistance
SPD 1
- Shoot
- Stealth
- Athletics
ADP 1
(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
(Will remaining: WIL score/WIL score)
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[edit]
- Number of Dependents equal to CHA. [_][_][_]
REFERENCES[edit]
- Number of References equal to CHA. [_][_][_]
THREATS[edit]
PHYSICAL-
HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_]
R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_]
_ = Open, no damage
-/ = Stun
X = Kill
HUMANITY-
Detachment-
Stress-
Trauma-
_ = Open, no damage
# = Humanity Damage
GEAR[edit]
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[edit]
Sustenance
- Survival = 1
- Rent = 1
- Dependents = total number of Dependents
Maintenance
- Equipment = total of Gear Upkeep costs
- Purchase = Ignore unless using Bust rule: NBNB
- Pro. Dev. = Ignore unless using Bust rule: NBNB
Incidentals
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
Break Point = Sustenance total
Projected Earnings = Ignore unless using Bust rule: NBNB
RETIREMENT MILESTONES[edit]
- First Milestone (Savings: 0)
- Second Milestone (Savings: 0)
- Final Milestone (Savings: 0)
BOUNTY BANK[edit]
How much bounty you have as petty cash. Not used with Bust rule: NBNB.