Difference between revisions of "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. |
− | **''- | + | **''-Doubt'' - Start off Cracked in a Humanity threat; Self-Control checks required for violations of faith. |
− | |||
==POTENTIAL AND SKILLS== | ==POTENTIAL AND SKILLS== |
Revision as of 08:10, 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
- +Faith - +2 to all Self-Control checks that confirm faith.
- -Doubt - Start off Cracked in a Humanity threat; Self-Control checks required for violations of faith.
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), 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.