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

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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:''' 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/STR score)''
+
<br/>''(Haul: 0/1, Saddlebags: 0/1)''
 
*Unarmed  
 
*Unarmed  
 
*Melee  
 
*Melee  
*Resistance  
+
*Resistance 1
'''SPD''' 1
+
'''SPD''' 2
*Shoot  
+
*Shoot 2 (Specialization: Bows 2)
*Stealth  
+
*Stealth 2
*Athletics  
+
*Athletics 2
'''ADP''' 1
+
'''ADP''' 3
<br/>''(Refresh: ADP score/ADP score)''
+
<br/>''(Refresh: 3/3)''
*Awareness  
+
*Awareness 2
*Self-Control  
+
*Self-Control 3
*Scavenging  
+
*Scavenging 2
 
*Drive  
 
*Drive  
 
*Criminality  
 
*Criminality  
'''INT''' 1
+
'''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''' 1
+
'''WIL''' 2
<br/>''(Will remaining: WIL score/WIL score)''
+
<br/>''(Will remaining: 2/2)''
  
 
<br/>''Pro. Dev. Costs:''
 
<br/>''Pro. Dev. Costs:''
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==DEPENDENTS ==
 
==DEPENDENTS ==
*Number of Dependents equal to CHA. [_][_][_]
+
*Pat (spouse) [_][_][_]
  
  
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'''HUMANITY-'''
 
'''HUMANITY-'''
<br/>'''''Detachment-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
+
<br/>'''''Detachment-'''''  
<br/>'''''Stress-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
+
<br/>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
<br/>'''''Trauma-''''' <Center>[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''</Center>
+
<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
  
'''''Item Template (replace this with item name)'''''
+
'''''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

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

  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, 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

  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.