Taker Template: Difference between revisions
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==Potential and Skills== | ==Potential and Skills== | ||
'''STR''' 1 | '''STR''' 1 | ||
<br/>(Haul: 1/STR score) | <br/>''(Haul: 1/STR score)'' | ||
*Unarmed 0 | *Unarmed 0 | ||
*Melee 0 | *Melee 0 | ||
Line 20: | Line 20: | ||
*Athletics 0 | *Athletics 0 | ||
'''ADP''' 1 | '''ADP''' 1 | ||
<br/>(Refresh: 1/ADP score) | <br/>''(Refresh: 1/ADP score)'' | ||
*Awareness 0 | *Awareness 0 | ||
*Self-Control 0 | *Self-Control 0 | ||
Line 40: | Line 40: | ||
*Leadership | *Leadership | ||
'''WIL''' 1 | '''WIL''' 1 | ||
<br/>(Will remaining 1/1) | <br/>''(Will remaining 1/1)'' | ||
==Dependents== | ==Dependents== |
Revision as of 20:05, 28 March 2018
Get_Rich_or_Die_Trying,_A_Red_Markets_Campaign Main Page
Taker Info
Taker Name:
Crew:
Spots:
- Weak -
- Soft -
- Tough -
Potential and Skills
STR 1
(Haul: 1/STR score)
- Unarmed 0
- Melee 0
- Resistance 0
SPD 1
- Shoot 0
- Stealth 0
- Athletics 0
ADP 1
(Refresh: 1/ADP score)
- Awareness 0
- Self-Control 0
- Scavenging 0
- Drive 0
- Criminality 0
INT 1
- Foresight
- Research
- Mechanics
- First Aid
- Profession
CHA 1
- Networking
- Persuasion
- Sensitivity
- Deception
- Intimidation
- Leadership
WIL 1
(Will remaining 1/1)
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: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
Stress: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
Trauma: [_][_][_][_][_]CK[_][_][_][_][_]CR[_][_][_][_][_]BREAK
# = 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
Maintenance
Incidentals
Break Point = Projected Earnings =
Retirement Milestones
- First Milestone (Savings: 0)
- Second Milestone (Savings: 0)
- Final Milestone (Savings: 0)