Taker Template: Difference between revisions
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==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 must be bought up, the cost of a skill rank is equal to the new value. | |||
'''STR''' 1 | '''STR''' 1 | ||
<br/>''(Haul: | <br/>''(Haul: 0/STR score)'' | ||
*Unarmed | *Unarmed | ||
*Melee | *Melee | ||
Line 21: | Line 23: | ||
*Athletics | *Athletics | ||
'''ADP''' 1 | '''ADP''' 1 | ||
<br/>''(Refresh: | <br/>''(Refresh: ADP score/ADP score)'' | ||
*Awareness | *Awareness | ||
*Self-Control | *Self-Control | ||
Line 41: | Line 43: | ||
*Leadership | *Leadership | ||
'''WIL''' 1 | '''WIL''' 1 | ||
<br/>''(Will remaining | <br/>''(Will remaining: WIL score/WIL score)'' | ||
==DEPENDENTS == | ==DEPENDENTS == |
Revision as of 03:46, 29 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
- 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 must be bought up, the cost of a skill rank is equal to the new value.
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)
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
_ = 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
- Rent
- Dependents
Maintenance
- Equipment
- Purchase
- Pro. Dev.
Incidentals
- Health
- Humanity
- Favors
Break Point =
Projected Earnings =
RETIREMENT MILESTONES
- First Milestone (Savings: 0)
- Second Milestone (Savings: 0)
- Final Milestone (Savings: 0)
BOUNTY BANK
Here’s where how much bounty you have in the bank goes.