Editing Red Markets Get Rich or Die Trying: Kennel
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==TAKER INFO== | ==TAKER INFO== | ||
− | '''Taker Name:''' | + | '''Taker Name:''' |
− | <br/>'''Crew:''' | + | <br/>'''Crew:''' |
<br/>'''Spots:''' | <br/>'''Spots:''' | ||
− | *'''''Weak''''' - | + | *'''''Weak''''' - |
− | *'''''Soft''''' - | + | *'''''Soft''''' - |
− | *'''''Tough''''' - | + | *'''''Tough''''' - |
− | **''+ | + | **''+The good'' - |
− | **''- | + | **''-The bad'' - |
− | |||
==POTENTIAL AND SKILLS== | ==POTENTIAL AND SKILLS== | ||
− | + | #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. | ||
'''STR''' 1 | '''STR''' 1 | ||
− | <br/>''(Haul: 0/ | + | <br/>''(Haul: 0/STR score)'' |
*Unarmed | *Unarmed | ||
*Melee | *Melee | ||
− | *Resistance | + | *Resistance |
− | '''SPD''' | + | '''SPD''' 1 |
− | *Shoot | + | *Shoot |
− | *Stealth | + | *Stealth |
− | *Athletics | + | *Athletics |
− | '''ADP''' | + | '''ADP''' 1 |
− | <br/>''(Refresh: | + | <br/>''(Refresh: ADP score/ADP score)'' |
− | *Awareness | + | *Awareness |
− | *Self-Control | + | *Self-Control |
− | *Scavenging | + | *Scavenging |
*Drive | *Drive | ||
*Criminality | *Criminality | ||
− | '''INT''' | + | '''INT''' 1 |
*Foresight | *Foresight | ||
*Research | *Research | ||
*Mechanics | *Mechanics | ||
− | *First Aid | + | *First Aid |
− | *Profession | + | *Profession |
'''CHA''' 1 | '''CHA''' 1 | ||
− | *Networking | + | *Networking |
*Persuasion | *Persuasion | ||
*Sensitivity | *Sensitivity | ||
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*Intimidation | *Intimidation | ||
*Leadership | *Leadership | ||
− | '''WIL''' | + | '''WIL''' 1 |
− | <br/>''(Will remaining: | + | <br/>''(Will remaining: WIL score/WIL score)'' |
<br/>''Pro. Dev. Costs:'' | <br/>''Pro. Dev. Costs:'' | ||
*''+1 Potential = 10 bounty'' | *''+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.'' | *''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 == | ==DEPENDENTS == | ||
− | * | + | *Number of Dependents equal to CHA. [_][_][_] |
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R.LEG L.LEG | R.LEG L.LEG | ||
1-2 3-4 | 1-2 3-4 | ||
− | [_][_] [ ][ ] | + | [_][_] [_][_] |
[_][_] [_][_] | [_][_] [_][_] | ||
[_][_] [_][_] | [_][_] [_][_] | ||
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[_][_] [_][_] | [_][_] [_][_] | ||
_ = Open, no damage | _ = Open, no damage | ||
− | <br/>/ = Stun | + | <br/>-/ = Stun |
<br/>X = Kill | <br/>X = Kill | ||
'''HUMANITY-''' | '''HUMANITY-''' | ||
− | <br/>'''''Detachment-''''' | + | <br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> |
− | < | + | <br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> |
− | <br/>'''''Stress-''''' | + | <br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center> |
− | < | ||
− | <br/>'''''Trauma-''''' | ||
− | < | ||
<br/>_ = Open, no damage | <br/>_ = Open, no damage | ||
− | <br/><nowiki> | + | <br/><nowiki># </nowiki>= Humanity Damage |
+ | |||
==GEAR== | ==GEAR== | ||
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'''''Rations''''' | '''''Rations''''' | ||
*Upkeep 1 | *Upkeep 1 | ||
− | *Charges - | + | *Charges - 10 |
*Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll. | *Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll. | ||
*Qualities - Essential, Addictive, Charged | *Qualities - Essential, Addictive, Charged | ||
− | ''''' | + | '''''Item Template (replace this with item name)''''' |
− | + | *Upkeep | |
− | + | *Charges - 10 | |
− | + | *Effect - | |
− | + | *Qualities - | |
− | + | *Upgrades - | |
− | |||
− | |||
− | *Upkeep | ||
− | *Charges - 10 | ||
− | *Effect - | ||
− | *Qualities - | ||
− | *Upgrades - | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==UPKEEP== | ==UPKEEP== | ||
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*Survival = 1 | *Survival = 1 | ||
*Rent = 1 | *Rent = 1 | ||
− | *Dependents = | + | *Dependents = total number of Dependents |
<br/>'''Maintenance''' | <br/>'''Maintenance''' | ||
− | *Equipment = | + | *Equipment = total of Gear Upkeep costs |
*Purchase = ''Ignore unless using Bust rule: NBNB'' | *Purchase = ''Ignore unless using Bust rule: NBNB'' | ||
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB'' | *Pro. Dev. = ''Ignore unless using Bust rule: NBNB'' | ||
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*Humanity | *Humanity | ||
*Favors | *Favors | ||
− | <br/>'''''Break Point =''''' | + | <br/>'''''Break Point =''''' Sustenance total |
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB'' | <br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB'' | ||
+ | |||
==RETIREMENT MILESTONES== | ==RETIREMENT MILESTONES== | ||
− | # ''First Milestone'' (Savings: | + | # ''First Milestone'' (Savings: 0) |
# ''Second Milestone'' (Savings: 0) | # ''Second Milestone'' (Savings: 0) | ||
# ''Final Milestone'' (Savings: 0) | # ''Final Milestone'' (Savings: 0) | ||
+ | |||
==BOUNTY BANK== | ==BOUNTY BANK== | ||
− | + | How much bounty you have as petty cash. Not used with Bust rule: NBNB. |