Taker Template: Difference between revisions
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'''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 119: | 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 141: | Line 142: | ||
==BOUNTY BANK== | ==BOUNTY BANK== | ||
How much bounty you have as petty cash. Not used with Bust rule: NBNB. |
Revision as of 04:23, 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 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 (ex. Skill 1 = 1 bounty, Skill 2 = 2 bounty, Skill 3 = 3 bounty...)
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.