Difference between revisions of "Red Markets Get Rich or Die Trying: Collar"
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==POTENTIAL AND SKILLS== | ==POTENTIAL AND SKILLS== | ||
− | + | ||
− | |||
'''STR''' 1 | '''STR''' 1 | ||
<br/>''(Haul: 0/STR score)'' | <br/>''(Haul: 0/STR score)'' | ||
*Unarmed | *Unarmed | ||
*Melee | *Melee | ||
− | *Resistance | + | *Resistance 1 |
'''SPD''' 1 | '''SPD''' 1 | ||
− | *Shoot | + | *Shoot 1 |
*Stealth | *Stealth | ||
− | *Athletics | + | *Athletics 1 |
− | '''ADP''' | + | '''ADP''' 2 |
− | <br/>''(Refresh: | + | <br/>''(Refresh: 2/2)'' |
− | *Awareness | + | *Awareness 1 |
− | *Self-Control | + | *Self-Control 2 |
*Scavenging | *Scavenging | ||
*Drive | *Drive | ||
*Criminality | *Criminality | ||
− | '''INT''' | + | '''INT''' 2 |
− | *Foresight | + | *Foresight 1 |
− | *Research | + | *Research 1 |
*Mechanics | *Mechanics | ||
− | *First Aid | + | *First Aid 1 |
− | *Profession | + | *Profession: Priest 1 |
− | '''CHA''' | + | '''CHA''' 3 |
− | *Networking | + | *Networking 1 |
− | *Persuasion | + | *Persuasion 2 |
− | *Sensitivity | + | *Sensitivity 3 |
− | *Deception | + | *Deception |
− | *Intimidation | + | *Intimidation 1 |
− | *Leadership | + | *Leadership 3 |
− | '''WIL''' | + | '''WIL''' 2 |
<br/>''(Will remaining: WIL score/WIL score)'' | <br/>''(Will remaining: WIL score/WIL score)'' | ||
Line 50: | Line 49: | ||
*''+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 08:43, 29 March 2018
Get Rich or Die Trying, A Red Markets Campaign Main Page
Contents
TAKER INFO
Taker Name: Collar
Crew: Peace, Love, and Undertaking
Spots:
- Weak - Piety. Collar is clinging to his faith and the trappings of it like a life raft, which means that he'll sometimes take actions that are impractical (e.g., stopping in a firefight to give a fallen foe last rites).
- Soft - Re-gather the flock. Whatever happened to Collar's last congregation, it's gone now. He's determined to rebuild one. And, more generally, to reconstitute or preserve what remains of the Catholic church in the Loss.
- Tough - Roach
- +Survivor - Damage Humanity to assist any skill check: +1 per point
- -Sole - Start cracked in all three Humanity threats.
POTENTIAL AND SKILLS
STR 1
(Haul: 0/STR score)
- Unarmed
- Melee
- Resistance 1
SPD 1
- Shoot 1
- Stealth
- Athletics 1
ADP 2
(Refresh: 2/2)
- Awareness 1
- Self-Control 2
- Scavenging
- Drive
- Criminality
INT 2
- Foresight 1
- Research 1
- Mechanics
- First Aid 1
- Profession: Priest 1
CHA 3
- Networking 1
- Persuasion 2
- Sensitivity 3
- Deception
- Intimidation 1
- Leadership 3
WIL 2
(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
- 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.