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*Athletics 2
 
*Athletics 2
 
'''ADP''' 3
 
'''ADP''' 3
<br/>''(Refresh: 3/3, Basket 1/1)''
+
<br/>''(Refresh: 2/3)''
 
*Awareness 2
 
*Awareness 2
 
*Self-Control 3
 
*Self-Control 3
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           R.LEG        L.LEG
 
           R.LEG        L.LEG
 
             1-2          3-4
 
             1-2          3-4
           [_][_]      [ ][ ]
+
           [_][_]      [/][/]
 
           [_][_]      [_][_]
 
           [_][_]      [_][_]
 
           [_][_]      [_][_]
 
           [_][_]      [_][_]
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<br/>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>'''''Trauma-'''''  
 
<br/>'''''Trauma-'''''  
<br/>[X][ ][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
+
<br/>[X][X][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>_ = Open, no damage
 
<br/>_ = Open, no damage
 
<br/><nowiki>X </nowiki>= Humanity Damage
 
<br/><nowiki>X </nowiki>= Humanity Damage
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'''''Rations'''''
 
'''''Rations'''''
 
*Upkeep 1
 
*Upkeep 1
*Charges - 6/10
+
*Charges - 10/10
 
*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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*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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==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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