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

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(Created page with "Get Rich or Die Trying, A Red Markets Campaign Main Page ==TAKER INFO== '''Taker Name:''' Dean <br/>'''Crew:''' Love, Peace, and Undertaking <br/>'''Spots:''' *'''''Weak'...")
 
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'''STR''' 3
 
'''STR''' 3
 
<br/>''(Haul: 0/3)''
 
<br/>''(Haul: 0/3)''
*Unarmed  
+
*Unarmed 2
*Melee  
+
*Melee 3
*Resistance  
+
*Resistance 1
 
'''SPD''' 2
 
'''SPD''' 2
*Shoot  
+
*Shoot 1
*Stealth  
+
*Stealth 1
*Athletics  
+
*Athletics 2
 
'''ADP''' 2
 
'''ADP''' 2
 
<br/>''(Refresh: 2/2)''
 
<br/>''(Refresh: 2/2)''
*Awareness  
+
*Awareness 1
*Self-Control  
+
*Self-Control 2
*Scavenging  
+
*Scavenging 2
*Drive  
+
*Drive 1
 
*Criminality  
 
*Criminality  
 
'''INT''' 1
 
'''INT''' 1
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*Research
 
*Research
 
*Mechanics
 
*Mechanics
*First Aid
+
*First Aid 1
*Profession
+
*Profession (Police) 1
 
'''CHA''' 1
 
'''CHA''' 1
 
*Networking
 
*Networking
*Persuasion
+
*Persuasion 1
 
*Sensitivity
 
*Sensitivity
 
*Deception
 
*Deception
*Intimidation
+
*Intimidation 1
 
*Leadership
 
*Leadership
 
'''WIL''' 2
 
'''WIL''' 2

Revision as of 18:21, 30 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: 0/3)

  • Unarmed 2
  • Melee 3
  • Resistance 1

SPD 2

  • Shoot 1
  • Stealth 1
  • Athletics 2

ADP 2
(Refresh: 2/2)

  • Awareness 1
  • Self-Control 2
  • Scavenging 2
  • Drive 1
  • Criminality

INT 1

  • Foresight
  • Research
  • Mechanics
  • First Aid 1
  • Profession (Police) 1

CHA 1

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

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

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.