Editing Red Markets Get Rich or Die Trying: Kennel

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*'''''Soft''''' - Protect the Next Generation
 
*'''''Soft''''' - Protect the Next Generation
 
*'''''Tough''''' - Believer (Detox
 
*'''''Tough''''' - Believer (Detox
**''+Faith'' - +2 to all Self-Control checks that confirm faith.
+
**''+The good'' -
**''-Doubt'' - Start off Cracked in a Humanity threat; Self-Control checks required for violations of faith.
+
**''-The bad'' -
  
<br/>Kennel joined the enclave a couple months after the Crash, as a mostly-trained veterinarian and well-skilled hunter. He quickly fell in with the local hippies and when his wife came down with cancer (which he is convinced was caused by the survival rations they were forced to eat as they hiked out of Santa Fe. He's done time both as a Fencemen and as supplemental healthcare for Sky High but recently Pat's cancer has taken a turn for the worse. If he's going to pay for his wife's medical care and keep locally-sourced food on the table he needs a big score and that means taking.
 
  
 
==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: 0/1, Saddlebags: 0/1)''
 
<br/>''(Haul: 0/1, Saddlebags: 0/1)''
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*Athletics 2
 
*Athletics 2
 
'''ADP''' 3
 
'''ADP''' 3
<br/>''(Refresh: 3/3, Basket 1/1)''
+
<br/>''(Refresh: 3/3)''
 
*Awareness 2
 
*Awareness 2
 
*Self-Control 3
 
*Self-Control 3
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*''+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 ==
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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
  
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<br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>'''''Stress-'''''  
 
<br/>'''''Stress-'''''  
<br/>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
+
<br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>'''''Trauma-'''''  
 
<br/>'''''Trauma-'''''  
<br/>[X][ ][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
+
<br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>_ = Open, no damage
 
<br/>_ = Open, no damage
<br/><nowiki>X </nowiki>= Humanity Damage
+
<br/><nowiki># </nowiki>= Humanity Damage
 +
 
  
 
==GEAR==
 
==GEAR==
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'''''Rations'''''
 
'''''Rations'''''
 
*Upkeep 1
 
*Upkeep 1
*Charges - 6/10
+
*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
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'''''Bow'''''
 
'''''Bow'''''
 
*Upkeep 1
 
*Upkeep 1
*Charges - 10/10
+
*Charges - 10
 
*Effect - Kill damage
 
*Effect - Kill damage
 
*Qualities - Capped (one charge per use), Mid-Range, Single Shot (use Twitch to ready next charge, a Task action to refresh the quiver), Specialized (Shoot: Bow)
 
*Qualities - Capped (one charge per use), Mid-Range, Single Shot (use Twitch to ready next charge, a Task action to refresh the quiver), Specialized (Shoot: Bow)
*Upgrades - Capped Quiver (buys off Clunky), Screamer Arrows (Use Shoot to peel Mobs), High-Strung (Long range)
+
*Upgrades - Capped Quiver (buys off Clunky), RFID Tags (+1 Scavenge to recover arrows and arrows can now be tracked)
  
 
'''''Bicycle'''''
 
'''''Bicycle'''''
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*Effect - Takers can make Athletics checks to escape Legs of the journey, but encounters are still triggered. Charges are lost when damaged.
 
*Effect - Takers can make Athletics checks to escape Legs of the journey, but encounters are still triggered. Charges are lost when damaged.
 
*Qualities - Manpower [spend rations to buy a roll]
 
*Qualities - Manpower [spend rations to buy a roll]
*Upgrades - Saddlebags [+1 Haul], Basket (+1 Refresh)
+
*Upgrades - Saddlebags [+1 Haul]
  
  
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*Effect - Dogs can perform all the actions of a highly trained dog. Dogs use owner's Profession: Animal Handling skill for all skill checks. Actions resolve on the owner's initiative and take up the owner's free action.
 
*Effect - Dogs can perform all the actions of a highly trained dog. Dogs use owner's Profession: Animal Handling skill for all skill checks. Actions resolve on the owner's initiative and take up the owner's free action.
 
*Qualities - Autonomous (dog performs one tactic or twitch as ordered by owner's free action), Charged (charges can be spent to aid a test), Fragile (animal dies with Kill damage or missed upkeep), Organic (destruction demands a crumbling Self-Control check), Specialized (Profession: Animal Handler)
 
*Qualities - Autonomous (dog performs one tactic or twitch as ordered by owner's free action), Charged (charges can be spent to aid a test), Fragile (animal dies with Kill damage or missed upkeep), Organic (destruction demands a crumbling Self-Control check), Specialized (Profession: Animal Handler)
*Upgrades - Friendly (Heal one Humanity for free if dog unharmed by the end of the job), Hunter (dog refreshes like other gear rather than requiring rations), Attack Training (Can attack uninfected to cause Kill damage), Hardy ( Kill damage is ofset via charges. A First Aid check can stabilize (preventing death) if charges reach zero)
+
*Upgrades - Friendly (Heal one Humanity for free if dog unharmed by the end of the job), Hunter (dog refreshes like other gear rather than requiring rations)
  
 
==UPKEEP==
 
==UPKEEP==
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*Survival = 1
 
*Survival = 1
 
*Rent = 1
 
*Rent = 1
*Dependents = 1
+
*Dependents = total number of Dependents
 
<br/>'''Maintenance'''
 
<br/>'''Maintenance'''
*Equipment = 7
+
*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 =''''' 3
+
<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: 13b)
+
# ''First Milestone'' (Savings: 0)
 
# ''Second Milestone'' (Savings: 0)
 
# ''Second Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 +
  
 
==BOUNTY BANK==
 
==BOUNTY BANK==
5 Bounty
+
How much bounty you have as petty cash. Not used with Bust rule: NBNB.

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