Red Markets Get Rich or Die Trying: Dean

From RPGnet
Revision as of 06:29, 5 January 2019 by 73.130.216.214 (talk) (THREATS)
Jump to: navigation, search

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 2
  • 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. [Needy][Strained][Severed]

  • Pops AKA Professor Bishop [_][_][_]

REFERENCES

Number of References equal to CHA. [Needy][Strained][Severed]

  • Tiffany Chou [_][_][_] - Medical Doctor, early-30s, chipper, mixed Chinese American, ...Crusader

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

Axe

  • Upkeep 1
  • Charges - 10
  • Effect - Kill damage
  • Qualities - Cumbersome, Manpower, Melee
  • Upgrades - Sturdy, Weighted (spend a charge for knockback)

Pistol

  • Upkeep 2
  • Charges - 10
  • Effect - Kill damage
  • Qualities - Charged, Quiet, Short-Range
  • Upgrades - Extended Mag, Silencer

”Basilisk” Body Armor

  • Upkeep n/a (no upkeep)
  • Charges - 10
  • Effect - Armors torso and arms (5-9) 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 - Microphone

Helmet

  • Upkeep n/a (no upkeep)
  • Charges - 10
  • Effect - Armors the Head (location 10) against damage from all sources. 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 -

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 = 1


Maintenance

  • Equipment = 7
  • 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 = 3
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.