Taker Template: Difference between revisions
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<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: | <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 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.'' | |||
Line 81: | Line 89: | ||
'''HUMANITY-''' | '''HUMANITY-''' | ||
<br/>'''''Detachment | <br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> | ||
<br/>'''''Stress | <br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> | ||
<br/>'''''Trauma | <br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> | ||
<br/>_ = Open, no damage | <br/>_ = Open, no damage | ||
<br/><nowiki># </nowiki>= Humanity Damage | <br/><nowiki># </nowiki>= Humanity Damage | ||
Line 111: | Line 119: | ||
==UPKEEP== | ==UPKEEP== | ||
'''Sustenance''' | '''Sustenance''' | ||
*Survival | *Survival = 1 | ||
*Rent | *Rent = 1 | ||
*Dependents | *Dependents = total number of Dependents | ||
<br/>'''Maintenance''' | <br/>'''Maintenance''' | ||
*Equipment | *Equipment = total of Gear Upkeep costs | ||
*Purchase | *Purchase = ''Ignore unless using Bust rule: NBNB'' | ||
*Pro. Dev. | *Pro. Dev. = ''Ignore unless using Bust rule: NBNB'' | ||
<br/>'''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 | *Health | ||
*Humanity | *Humanity | ||
*Favors | *Favors | ||
<br/>'''''Break Point =''''' | <br/>'''''Break Point =''''' Sustenance total | ||
<br/>'''''Projected Earnings =''''' | <br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB'' | ||
Line 133: | Line 142: | ||
==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]
- 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.