Moonchild: Difference between revisions
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==TAKER INFO== | ==TAKER INFO== | ||
'''Taker Name:''' | '''Taker Name:''' Moonchild | ||
<br/>'''Crew:''' | <br/>'''Crew:''' Peace, Love, and Undertaking | ||
<br/>'''Spots:''' | <br/>'''Spots:''' | ||
*''''Weak'''' - | *''''Weak'''' - ''Natural Rebel'' - Moonchild detests authority and will support rebellion against it unconditionally, even when this is not particularly wise. | ||
*''''Soft'''' - | *''''Soft'''' - ''Be Positive'' - Wherever he goes, Moonchild tries to keep people's spirits up and keep the love alive with music and good vibrations. And drugs. | ||
*''''Tough'''' - | *''''Tough'''' - Immune | ||
**''+ | **''+Genetic Lottery'' - Can’t be infected. | ||
**''- | **''-Meal Ticket'' - Living body is worth 5 bounty per permanently “harvested” hit box. | ||
Line 20: | Line 20: | ||
*Melee | *Melee | ||
*Resistance | *Resistance | ||
'''SPD''' | '''SPD''' 2 | ||
*Shoot | *Shoot | ||
*Stealth | *Stealth | ||
*Athletics | *Athletics | ||
'''ADP''' | '''ADP''' 2 | ||
<br/>''(Refresh: ADP score/ADP score)'' | <br/>''(Refresh: ADP score/ADP score)'' | ||
*Awareness | *Awareness | ||
Line 37: | Line 37: | ||
*First Aid | *First Aid | ||
*Profession | *Profession | ||
'''CHA''' | '''CHA''' 3 | ||
*Networking | *Networking | ||
*Persuasion | *Persuasion |
Latest revision as of 10:59, 29 March 2018
Get Rich or Die Trying, A Red Markets Campaign Main Page
TAKER INFO[edit]
Taker Name: Moonchild
Crew: Peace, Love, and Undertaking
Spots:
- 'Weak' - Natural Rebel - Moonchild detests authority and will support rebellion against it unconditionally, even when this is not particularly wise.
- 'Soft' - Be Positive - Wherever he goes, Moonchild tries to keep people's spirits up and keep the love alive with music and good vibrations. And drugs.
- 'Tough' - Immune
- +Genetic Lottery - Can’t be infected.
- -Meal Ticket - Living body is worth 5 bounty per permanently “harvested” hit box.
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 2
- Shoot
- Stealth
- Athletics
ADP 2
(Refresh: ADP score/ADP score)
- Awareness
- Self-Control
- Scavenging
- Drive
- Criminality
INT 1
- Foresight
- Research
- Mechanics
- First Aid
- Profession
CHA 3
- 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.