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: 2/2)
- 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: 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]
- Lovebird [_][_][_]
- Open [_][_][_]
REFERENCES
Number of References equal to CHA. [Needy][Strained][Severed]
- Blackhand Jack [_][_][_]
- Influential farmer of the Co-Op enclave. Saved his daughter.
- TheGreenMarquis [_][_][_]
- A blogger, social media personality and advocate of open-source biohacking who is (in)famous for producing and distributing his own new strains of cannabis. He and Moonchild go way back to before the crash when they were both good friends in high school with a common interest in biology. Although their interests obviously diverged over time, they got back in contact after Moonchild stumbled across his podcast.
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-
[_][_]][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK
Stress-
[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK
Trauma-
[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK
_ = 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 - 10
- 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
Kevlar Vest
- Upkeep n/a (no upkeep)
- Charges - 9
- Effect - Armors torso (7-9) vs all damage except fire. Spend 1 charge to convert all Kill damage to Stun. Spend 1:1 to negate Stun damage.
- Qualities - Armor, In Demand (charges do not refresh)
- 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 - 10
- 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 = 14
- 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: 16b)
- Second Milestone (Savings: 0)
- Final Milestone (Savings: 0)
BOUNTY BANK
1 bounty