Difference between revisions of "Red Markets Get Rich or Die Trying: Collar"

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(UPKEEP)
(POTENTIAL AND SKILLS)
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'''INT''' 2
 
'''INT''' 2
 
*Foresight 1
 
*Foresight 1
*Research 1
+
*Research 2
 
*Mechanics
 
*Mechanics
*First Aid 1
+
*First Aid  
 
*Profession: Priest 1
 
*Profession: Priest 1
 
'''CHA''' 3
 
'''CHA''' 3

Revision as of 10:28, 2 April 2018

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

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: 0/1)

  • 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 2
  • Mechanics
  • First Aid
  • Profession: Priest 1

CHA 3

  • Networking 1
  • Persuasion 2
  • Sensitivity 3
  • Deception
  • Intimidation 1
  • Leadership 3

WIL 2
(Will remaining: 2/2)


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-

[#][#][#][#][#]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

Handgun

  • Upkeep 2
  • Charges - 10
  • Effect - Kill Damage
  • Qualities - Charged, Short Range
  • Upgrades - Silenced, Extended Magazine

First Aid Kit

  • Upkeep 1
  • Charges - 10
  • Effect - Spend charges to make a first aid check on injured location. Further rules on page 252.
  • Qualities - Charged
  • Upgrades -

Flashlight

  • Upkeep 1
  • Charges - 10
  • Effect - Allows Awareness checks in darkness
  • Qualities - Capped; Fragile
  • Upgrades -

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, Memory
  • Upgrades - Optimized, Deadeyes Hack [+2 Shoot per use]

UPKEEP

Sustenance

  • Survival = 1
  • Rent = 1
  • Dependents = 3


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 = 5
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.