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

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(Created page with "Get Rich or Die Trying, A Red Markets Campaign Main Page ==TAKER INFO== '''Taker Name:''' <br/>'''Crew:''' <br/>'''Spots:''' *'''''Weak''''' - *'''''Soft''''' - *'''''Tou...")
 
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==TAKER INFO==
 
==TAKER INFO==
'''Taker Name:'''
+
'''Taker Name:''' Hotay
<br/>'''Crew:'''
+
<br/>'''Crew:''' Peace, Love, and Undertaking
 
<br/>'''Spots:'''
 
<br/>'''Spots:'''
*'''''Weak''''' -
+
*'''''Weak''''' - Impertinently Curious
*'''''Soft''''' -
+
*'''''Soft''''' - Quixotic ("foolishly impractical pursuit of ideals, typically marked by rash and lofty romanticism")
*'''''Tough''''' -
+
*'''''Tough''''' - Scavenger
**''+The good'' -
+
**''+Salvage, Salvage Everywhere...'' - Start game with 20 bounty.
**''-The bad'' -
+
**''-...Not a Screw That Fits.'' - Permanently at -1 Refresh.
  
  
Line 16: Line 16:
 
#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''' 1
<br/>''(Haul: 0/STR score)''
+
<br/>''(Haul: 0/1)''
 
*Unarmed  
 
*Unarmed  
*Melee  
+
*Melee 1
 
*Resistance  
 
*Resistance  
 
'''SPD''' 1
 
'''SPD''' 1
*Shoot  
+
*Shoot 1
 
*Stealth  
 
*Stealth  
*Athletics  
+
*Athletics 1
'''ADP''' 1
+
'''ADP''' 2
<br/>''(Refresh: ADP score/ADP score)''
+
<br/>''(Refresh: 1/1)''
*Awareness  
+
*Awareness 2
*Self-Control  
+
*Self-Control 2
*Scavenging  
+
*Scavenging 2
 
*Drive  
 
*Drive  
 
*Criminality  
 
*Criminality  
'''INT''' 1
+
'''INT''' 3
 
*Foresight
 
*Foresight
 
*Research
 
*Research
*Mechanics
+
*Mechanics 3
 
*First Aid
 
*First Aid
*Profession
+
*Profession: Computer Science 2
'''CHA''' 1
+
*Profession: Drone Engineer 3
*Networking
+
'''CHA''' 2
 +
*Networking 1
 
*Persuasion
 
*Persuasion
 
*Sensitivity
 
*Sensitivity
Line 44: Line 45:
 
*Intimidation
 
*Intimidation
 
*Leadership
 
*Leadership
'''WIL''' 1
+
'''WIL''' 2
<br/>''(Will remaining: WIL score/WIL score)''
+
<br/>''(Will remaining: 2/2)''
  
 
<br/>''Pro. Dev. Costs:''
 
<br/>''Pro. Dev. Costs:''
Line 115: Line 116:
 
*Qualities -
 
*Qualities -
 
*Upgrades -
 
*Upgrades -
 +
 +
2 Handgun
 +
1 Knife
 +
11 Roxie the Dron-key. (Haul: 4) Upgrades: Autocomplete Algorithm, Armored, Stealth Servos, PA System, Surveillance Suite, Weapons Platform
 +
5 Ubiq Specs. Upgrades: Dead Eyes Hack, Apophenia Overlay, Triggerguard
 +
1 Bounty (ID card as currency)
  
  

Revision as of 09:13, 5 January 2019

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

TAKER INFO

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

  • Weak - Impertinently Curious
  • Soft - Quixotic ("foolishly impractical pursuit of ideals, typically marked by rash and lofty romanticism")
  • Tough - Scavenger
    • +Salvage, Salvage Everywhere... - Start game with 20 bounty.
    • -...Not a Screw That Fits. - Permanently at -1 Refresh.


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 1
(Haul: 0/1)

  • Unarmed
  • Melee 1
  • Resistance

SPD 1

  • Shoot 1
  • Stealth
  • Athletics 1

ADP 2
(Refresh: 1/1)

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

INT 3

  • Foresight
  • Research
  • Mechanics 3
  • First Aid
  • Profession: Computer Science 2
  • Profession: Drone Engineer 3

CHA 2

  • Networking 1
  • Persuasion
  • Sensitivity
  • Deception
  • Intimidation
  • 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 -

2 Handgun 1 Knife 11 Roxie the Dron-key. (Haul: 4) Upgrades: Autocomplete Algorithm, Armored, Stealth Servos, PA System, Surveillance Suite, Weapons Platform 5 Ubiq Specs. Upgrades: Dead Eyes Hack, Apophenia Overlay, Triggerguard 1 Bounty (ID card as currency)


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.