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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 TORSO L.ARM | |||
5 7-9 6 | |||
[_][_] [_][_][_][_] [_][_] | [_][_] [_][_][_][_] [_][_] | ||
[_][_] [_][_][_][_] [_][_] | [_][_] [_][_][_][_] [_][_] | ||
Line 67: | Line 76: | ||
[_][_] [_][_][_][_] [_][_] | [_][_] [_][_][_][_] [_][_] | ||
R.LEG L.LEG | |||
1-2 3-4 | |||
[_][_] [_][_] | |||
[_][_] [_][_] | |||
[_][_] [_][_] | |||
[_][_] [_][_] | |||
[_][_] [_][_] | |||
_ = Open, no damage | _ = Open, no damage | ||
<br/>-/ = Stun | <br/>-/ = Stun | ||
<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 91: | Line 103: | ||
*Qualities - Essential, Static | *Qualities - Essential, Static | ||
Rations | '''''Rations''''' | ||
*Upkeep 1 | *Upkeep 1 | ||
*Charges - 10 | *Charges - 10 | ||
Line 97: | 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 105: | 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 10:05, 29 March 2018
Get Rich or Die Trying, A Red Markets Campaign Main Page
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.