Difference between revisions of "Dean"

From RPGnet
Jump to: navigation, search
(Created page with "Get Rich or Die Trying, A Red Markets Campaign Main Page ==TAKER INFO== '''Taker Name:''' <br/>'''Crew:''' <br/>'''Spots:''' *Weak - *Soft - *Tough - **+ **- ==POTENTIA...")
 
Line 2: Line 2:
  
 
==TAKER INFO==
 
==TAKER INFO==
'''Taker Name:'''
+
'''Taker Name:''' Dean
<br/>'''Crew:'''
+
<br/>'''Crew:''' Love, Peace, and Undertaking
 
<br/>'''Spots:'''
 
<br/>'''Spots:'''
*Weak -
+
*Weak - Romantic. He likes to imagine himself the star of a Zombie survival movie, yes he's got Romero syndrome real bad.
*Soft -
+
*Soft - Women and children first.
*Tough -
+
*Tough - Latent
**+
+
**''+Once Bitten'' - Can’t be infected.
**-
+
**''-Twice Hated'' - Becomes a Vector upon death; remains infectious and persecuted in life
 
+
Nobody likes Latents until there are C's at the door, then it's "Hey Dean, help a brother out."
  
 
==POTENTIAL AND SKILLS==
 
==POTENTIAL AND SKILLS==
 
#Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
 
#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.
 
#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
+
'''STR''' 3
 
<br/>''(Haul: 0/STR score)''
 
<br/>''(Haul: 0/STR score)''
 
*Unarmed  
 
*Unarmed  
 
*Melee  
 
*Melee  
 
*Resistance  
 
*Resistance  
'''SPD''' 1
+
'''SPD''' 2
 
*Shoot  
 
*Shoot  
 
*Stealth  
 
*Stealth  
 
*Athletics  
 
*Athletics  
'''ADP''' 1
+
'''ADP''' 2
 
<br/>''(Refresh: ADP score/ADP score)''
 
<br/>''(Refresh: ADP score/ADP score)''
 
*Awareness  
 
*Awareness  
Line 44: Line 44:
 
*Intimidation
 
*Intimidation
 
*Leadership
 
*Leadership
'''WIL''' 1
+
'''WIL''' 2
 
<br/>''(Will remaining: WIL score/WIL score)''
 
<br/>''(Will remaining: WIL score/WIL score)''
  

Revision as of 21:34, 28 March 2018

Get Rich or Die Trying, A Red Markets Campaign Main Page

TAKER INFO

Taker Name: Dean
Crew: Love, Peace, and Undertaking
Spots:

  • Weak - Romantic. He likes to imagine himself the star of a Zombie survival movie, yes he's got Romero syndrome real bad.
  • Soft - Women and children first.
  • Tough - Latent
    • +Once Bitten - Can’t be infected.
    • -Twice Hated - Becomes a Vector upon death; remains infectious and persecuted in life

Nobody likes Latents until there are C's at the door, then it's "Hey Dean, help a brother out."

POTENTIAL AND SKILLS

  1. Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL
  2. 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 3
(Haul: 0/STR score)

  • Unarmed
  • Melee
  • Resistance

SPD 2

  • Shoot
  • Stealth
  • Athletics

ADP 2
(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 2
(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-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Stress-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


Trauma-

[_][_][_][_][_]CRACK[_][_][_][_][_]CRUMBLE[_][_][_][_][_]BREAK


_ = 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

  1. First Milestone (Savings: 0)
  2. Second Milestone (Savings: 0)
  3. Final Milestone (Savings: 0)


BOUNTY BANK

How much bounty you have as petty cash. Not used with Bust rule: NBNB.