Taker Template: Difference between revisions

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[[Get_Rich_or_Die_Trying,_A_Red_Markets_Campaign]] Main Page
[[Get Rich or Die Trying, A Red Markets Campaign]] Main Page


=Taker Info=
==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==
==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: 1/STR score)''
<br/>''(Haul: 0/STR score)''
*Unarmed  
*Unarmed  
*Melee  
*Melee  
Line 21: Line 25:
*Athletics  
*Athletics  
'''ADP''' 1
'''ADP''' 1
<br/>''(Refresh: 1/ADP score)''
<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 1/1)''
<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. [_][_][_]


==DEPENDENTS ==
*Number of Dependents equal to CHA. [_][_][_]


==References==
Number of References equal to CHA. [_][_][_]


=Threats=
==REFERENCES==
Physical-
*Number of References equal to CHA. [_][_][_]
                    HEAD
 
                      10
 
                  [_][_][_]
==THREATS==
                  [_][_][_]
'''PHYSICAL-'''
                  [_][_][_]
                  HEAD
                      [_]
                  10
R.ARM       TORSO       L.ARM
                [_][_][_]
      5               7-9             6             
                [_][_][_]
                [_][_][_]
                  [_]
    R.ARM         TORSO       L.ARM
    5             7-9           6             
   [_][_]    [_][_][_][_]    [_][_]
   [_][_]    [_][_][_][_]    [_][_]
   [_][_]    [_][_][_][_]    [_][_]
   [_][_]    [_][_][_][_]    [_][_]
Line 67: Line 76:
   [_][_]    [_][_][_][_]    [_][_]
   [_][_]    [_][_][_][_]    [_][_]


            R.LEG       L.LEG
          R.LEG       L.LEG
              1-2           3-4
            1-2         3-4
              [_][_]       [_][_]
          [_][_]     [_][_]
              [_][_]       [_][_]
          [_][_]     [_][_]
              [_][_]       [_][_]
          [_][_]     [_][_]
              [_][_]       [_][_]
          [_][_]     [_][_]
              [_][_]       [_][_]
          [_][_]     [_][_]
_ = Open, no damage
_ = Open, no damage
<br/>-/ = Stun
<br/>-/ = Stun
<br/>X = Kill
<br/>X = Kill


Humanity-
 
<br/>Detachment: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
'''HUMANITY-'''
<br/>Stress:          [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
<br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
<br/>Trauma:        [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
<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


=Gear=
 
Backpack
==GEAR==
'''''Backpack'''''
*Upkeep 1
*Upkeep 1
*Charges - Static
*Charges - Static
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*Qualities - Essential, Static
*Qualities - Essential, Static


Rations
'''''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)'''
'''''Item Template (replace this with item name)'''''
*Upkeep  
*Upkeep  
*Charges - 10
*Charges - 10
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=Upkeep=
==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)


=Retirement Milestones=
# First Milestone (Savings: 0)
# Second 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.

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]

  1. Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
  2. 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-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Stress-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Trauma-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


_ = 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]

  1. First Milestone (Savings: 0)
  2. Second Milestone (Savings: 0)
  3. Final Milestone (Savings: 0)


BOUNTY BANK[edit]

How much bounty you have as petty cash. Not used with Bust rule: NBNB.