Red Markets Get Rich or Die Trying: Moonchild
Get Rich or Die Trying, A Red Markets Campaign Main Page
TAKER INFO
Taker Name: Moonchild
Crew: Peace, Love, and Undertaking
Spots:
- Weak - Natural Rebel - Moonchild detests authority and will support rebellion against it unconditionally, even when this is not particularly wise.
- Soft - Be Positive - Wherever he goes, Moonchild tries to keep people's spirits up and keep the love alive with music and good vibrations. And drugs.
- Tough - Immune
- +Genetic Lottery - Can’t be infected.
- -Meal Ticket - Living body is worth 5 bounty per permanently “harvested” hit box.
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: 0/1)
- Unarmed
- Melee 1
- Resistance
SPD 2
- Shoot 2
- Stealth
- Athletics 2
ADP 2
(Refresh: 1/2)
- Awareness 2
- Self-Control 2
- Scavenging
- Drive 1
- Criminality 2
INT 3
- Foresight 2
- Research
- Mechanics 3
- First Aid 3
- Profession
CHA 2
- Networking
- Persuasion 2
- Sensitivity
- Deception 2
- Intimidation
- Leadership
WIL 1
(Will remaining: 0/1)
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]
- Lovebird [_][_][_]
- Open [_][_][_]
REFERENCES
Number of References equal to CHA. [Needy][Strained][Severed]
- Blackhand Jack [_][_][_]
- Influential farmer of the Co-Op enclave. Saved his daughter.
- Open [_][_][_]
THREATS
PHYSICAL-
HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [X][X][X][X] [_][_] [_][_] [X][X][X][X] [_][_] [_][_] [X][X][\][_] [_][_] [_][_] [_][_[_][_] [_][_] [_][_] [_[_][_][_] [_][_]
R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_]
_ = Open, no damage
\ = Stun
X = Kill
HUMANITY-
Detachment-
Stress-
Trauma-
_ = Open, no damage
X = 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
Shotgun
- Upkeep 2
- Charges - 8
- Effect - Kill damage
- Qualities - Charged, Hungry, Loud, Mid-Range
- Upgrades - Tactical Sling
Machete
- Upkeep 2
- Charges - 10
- Effect - Kill damage
- Qualities - Manpower, Melee
- Upgrades - Sturdy
First Aid Kit
- Upkeep 2
- Charges - 8
- Effect - Spend charge to buy-a-roll for a First Aid test on an injured hit location of player’s choice. Additional charges may be used to aid the roll. On a success every point of unmodified Black can turn a Kill to Stun or a Stun to healed.
- Qualities - Charged
- Upgrades -
DHQS First Aid Kit
- Upkeep 2
- Charges - 20/10
- Effect - Spend charge to buy-a-roll for a First Aid test on an injured hit location of player’s choice. Additional charges may be used to aid the roll. On a success every point of unmodified Black can turn a Kill to Stun or a Stun to healed.
- Qualities - Charged
- Upgrades - DHQS Issue (allows for blood test but no WILL may be spent), Battlefield Spec (may spend 5 charges to ignore wound penalty for the scene, this may be used even after a failed First Aid check.)
Tool Kit
- Upkeep 2
- Charges - 9
- Effect - Charges May be spent to aid Mechanics tests
- Qualities - Charged, Clunky
- Upgrades -
Bicycle
- Upkeep 2
- Charges - 10
- Effect - Takers can make an Athletics roll to escape Legs of the journey, but encounters are still triggered. Charges are lost from damage.
- Qualities - Manpower
- Upgrades -
UPKEEP
Sustenance
- Survival = 1
- Rent = 1
- Dependents = 2
Maintenance
- Equipment = 12
- 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 = 4
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.