Difference between revisions of "Red Markets Get Rich or Die Trying: Whisper"
Atlictoatl (talk | contribs) (→TAKER INFO) |
Atlictoatl (talk | contribs) (→POTENTIAL AND SKILLS) |
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#Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL | #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. | #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''' | + | '''STR''' 2 |
− | <br/>''(Haul: 0/ | + | <br/>''(Haul: 0/2)'' |
*Unarmed | *Unarmed | ||
*Melee | *Melee | ||
− | *Resistance | + | *Resistance 1 |
− | '''SPD''' | + | '''SPD''' 3 |
− | *Shoot | + | *Shoot 3 |
− | *Stealth | + | *Stealth 3 |
− | *Athletics | + | *Athletics 3 |
− | '''ADP''' | + | '''ADP''' 3 |
− | <br/>''(Refresh: | + | <br/>''(Refresh: 3/3)'' |
− | *Awareness | + | *Awareness 3 |
− | *Self-Control | + | *Self-Control 3 |
− | *Scavenging | + | *Scavenging 3 |
*Drive | *Drive | ||
*Criminality | *Criminality | ||
'''INT''' 1 | '''INT''' 1 | ||
− | *Foresight | + | *Foresight 1 |
*Research | *Research | ||
*Mechanics | *Mechanics | ||
Line 46: | Line 46: | ||
*Leadership | *Leadership | ||
'''WIL''' 1 | '''WIL''' 1 | ||
− | <br/>''(Will remaining: | + | <br/>''(Will remaining: 1/1)'' |
<br/>''Pro. Dev. Costs:'' | <br/>''Pro. Dev. Costs:'' | ||
*''+1 Potential = 10 bounty'' | *''+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.'' | *''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 == | ==DEPENDENTS == |
Revision as of 00:06, 2 April 2018
Get Rich or Die Trying, A Red Markets Campaign Main Page
Contents
TAKER INFO
Taker Name: Whisper
Crew: Peace, Love, and Undertaking
Spots:
- Weak - Provider. Somebody's gotta go out there and bring back what's needed.
- Soft - Woman of My Word. If I said I'd do it, count it done.
- Tough - Hustler. Everybody has a use for Whistler; as a consequence, she knows a lot of people.
- +I Know a Guy - Whistler automatically succeeds at Networking checks
- -I Owe a Guy - The Market can call in a marker of 1d10 bounty once/game
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 2
(Haul: 0/2)
- Unarmed
- Melee
- Resistance 1
SPD 3
- Shoot 3
- Stealth 3
- Athletics 3
ADP 3
(Refresh: 3/3)
- Awareness 3
- Self-Control 3
- Scavenging 3
- Drive
- Criminality
INT 1
- Foresight 1
- Research
- Mechanics
- First Aid
- Profession
CHA 1
- Networking
- Persuasion
- Sensitivity
- Deception
- Intimidation
- Leadership
WIL 1
(Will remaining: 1/1)
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 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_]
R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_]
_ = Open, no damage
-/ = Stun
X = Kill
HUMANITY-
Detachment-
Stress-
Trauma-
_ = Open, no damage
# = Humanity Damage
GEAR
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
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
- 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.