Red Markets Get Rich or Die Trying: Whisper
Get Rich or Die Trying, A Red Markets Campaign Main Page
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. [Needy][Strained][Severed]
- Open [_][_][_]
REFERENCES
Number of References equal to CHA. [Needy][Strained][Severed]
- Open [_][_][_]
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
Rifle
- Upkeep 3
- Charges - 10
- Effect - Kill damage
- Qualities - Charged, Cumbersome, Mid-Range
- Upgrades - Silenced
Binoculars
- Upkeep 1
- Charges - 10
- Effect - Add +2 Awareness and Scavenging when assessing Legs (outdoors)
- Qualities - Fragile
- Upgrades - Digital Zoom (spend charges after check to add +1 Awareness), Nightvision (spend a charge to use in darkness)
Ubiq Specs
- Upkeep 2
- Charges - 10 [9]
- Effect - AR glasses with video, phone, and web capabilities; operated with voice, contact, or thumbpad commands
- Qualities - Capped, Hungry, Memory
- Upgrades - Deadeyes Hack [+2 Shoot per use]
UPKEEP
Sustenance
- Survival = 1
- Rent = 1
- Dependents = 1
Maintenance
- Equipment = 8
- 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 = 3
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.