Difference between revisions of "Red Markets Get Rich or Die Trying: Kennel"
(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:''' Kennel |
− | <br/>'''Crew:''' | + | <br/>'''Crew:''' Peace, Love, and Undertaking |
<br/>'''Spots:''' | <br/>'''Spots:''' | ||
− | *'''''Weak''''' - | + | *'''''Weak''''' - Externalized Frustration |
− | *'''''Soft''''' - | + | *'''''Soft''''' - Protect the Next Generation |
− | *'''''Tough''''' - | + | *'''''Tough''''' - Believer (Detox |
**''+The good'' - | **''+The good'' - | ||
**''-The bad'' - | **''-The bad'' - | ||
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/ | + | <br/>''(Haul: 0/1, Saddlebags: 0/1)'' |
*Unarmed | *Unarmed | ||
*Melee | *Melee | ||
− | *Resistance | + | *Resistance 1 |
− | '''SPD''' | + | '''SPD''' 2 |
− | *Shoot | + | *Shoot 2 (Specialization: Bows 2) |
− | *Stealth | + | *Stealth 2 |
− | *Athletics | + | *Athletics 2 |
− | '''ADP''' | + | '''ADP''' 3 |
− | <br/>''(Refresh: | + | <br/>''(Refresh: 3/3)'' |
− | *Awareness | + | *Awareness 2 |
− | *Self-Control | + | *Self-Control 3 |
− | *Scavenging | + | *Scavenging 2 |
*Drive | *Drive | ||
*Criminality | *Criminality | ||
− | '''INT''' | + | '''INT''' 2 |
*Foresight | *Foresight | ||
*Research | *Research | ||
*Mechanics | *Mechanics | ||
− | *First Aid | + | *First Aid 1 |
− | *Profession | + | *Profession (Animal-Handling) 2 |
'''CHA''' 1 | '''CHA''' 1 | ||
− | *Networking | + | *Networking 1 |
*Persuasion | *Persuasion | ||
*Sensitivity | *Sensitivity | ||
Line 44: | Line 44: | ||
*Intimidation | *Intimidation | ||
*Leadership | *Leadership | ||
− | '''WIL''' | + | '''WIL''' 2 |
− | <br/>''(Will remaining: | + | <br/>''(Will remaining: 2/2)'' |
<br/>''Pro. Dev. Costs:'' | <br/>''Pro. Dev. Costs:'' | ||
Line 53: | Line 53: | ||
==DEPENDENTS == | ==DEPENDENTS == | ||
− | * | + | *Pat (spouse) [_][_][_] |
Line 89: | Line 89: | ||
'''HUMANITY-''' | '''HUMANITY-''' | ||
− | <br/>'''''Detachment-''''' < | + | <br/>'''''Detachment-''''' |
− | <br/>'''''Stress-''''' < | + | <br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK''' |
− | <br/>'''''Trauma-''''' < | + | <br/>'''''Stress-''''' |
+ | <br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK''' | ||
+ | <br/>'''''Trauma-''''' | ||
+ | <br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK''' | ||
<br/>_ = Open, no damage | <br/>_ = Open, no damage | ||
<br/><nowiki># </nowiki>= Humanity Damage | <br/><nowiki># </nowiki>= Humanity Damage | ||
Line 109: | Line 112: | ||
*Qualities - Essential, Addictive, Charged | *Qualities - Essential, Addictive, Charged | ||
− | ''''' | + | '''''Bow''''' |
− | *Upkeep | + | *Upkeep 1 |
+ | *Charges - 10 | ||
+ | *Effect - Kill damage | ||
+ | *Qualities - Capped (one charge per use), -Clunky-, 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), RFID Tags (+1 Scavenge to recover arrows and arrows can now be tracked) | ||
+ | |||
+ | '''''Bicycle''''' | ||
+ | *Upkeep 2 | ||
+ | *Charges - 10 | ||
+ | *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] | ||
+ | *Upgrades - Saddlebags [+1 Haul] | ||
+ | |||
+ | |||
+ | '''''Rags the Dog''''' | ||
+ | *Upkeep 2 | ||
*Charges - 10 | *Charges - 10 | ||
− | *Effect - | + | *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 - | + | *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 - | + | *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) |
Revision as of 07:50, 5 January 2019
Get Rich or Die Trying, A Red Markets Campaign Main Page
Contents
TAKER INFO
Taker Name: Kennel
Crew: Peace, Love, and Undertaking
Spots:
- Weak - Externalized Frustration
- Soft - Protect the Next Generation
- Tough - Believer (Detox
- +The good -
- -The bad -
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
(Haul: 0/1, Saddlebags: 0/1)
- Unarmed
- Melee
- Resistance 1
SPD 2
- Shoot 2 (Specialization: Bows 2)
- Stealth 2
- Athletics 2
ADP 3
(Refresh: 3/3)
- Awareness 2
- Self-Control 3
- Scavenging 2
- Drive
- Criminality
INT 2
- Foresight
- Research
- Mechanics
- First Aid 1
- Profession (Animal-Handling) 2
CHA 1
- 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
- Pat (spouse) [_][_][_]
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
Bow
- Upkeep 1
- Charges - 10
- Effect - Kill damage
- Qualities - Capped (one charge per use), -Clunky-, 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), RFID Tags (+1 Scavenge to recover arrows and arrows can now be tracked)
Bicycle
- Upkeep 2
- Charges - 10
- 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]
- Upgrades - Saddlebags [+1 Haul]
Rags the Dog
- Upkeep 2
- Charges - 10
- 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)
- 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
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
- First Milestone (Savings: 0)
- Second Milestone (Savings: 0)
- Final Milestone (Savings: 0)
BOUNTY BANK
How much bounty you have as petty cash. Not used with Bust rule: NBNB.