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

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(GEAR)
Line 116: Line 116:
 
*Charges - 10
 
*Charges - 10
 
*Effect - Kill damage
 
*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)
+
*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), RFID Tags (+1 Scavenge to recover arrows and arrows can now be tracked)
 
*Upgrades - Capped Quiver (buys off Clunky), RFID Tags (+1 Scavenge to recover arrows and arrows can now be tracked)
  
Line 133: Line 133:
 
*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)
 
*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==

Revision as of 07:51, 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), 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.