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

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(Created page with "Get Rich or Die Trying, A Red Markets Campaign Main Page ==TAKER INFO== '''Taker Name:''' Moonchild <br/>'''Crew:''' Peace, Love, and Undertaking <br/>'''Spots:''' *'''''...")
 
(POTENTIAL AND SKILLS)
 
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#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)''
 
*Unarmed  
 
*Unarmed  
*Melee  
+
*Melee 1
 
*Resistance  
 
*Resistance  
 
'''SPD''' 2
 
'''SPD''' 2
*Shoot  
+
*Shoot 2
*Stealth  
+
*Stealth 2
*Athletics  
+
*Athletics 2
 
'''ADP''' 2
 
'''ADP''' 2
 
<br/>''(Refresh: 2/2)''
 
<br/>''(Refresh: 2/2)''
*Awareness  
+
*Awareness 2
*Self-Control  
+
*Self-Control 2
 
*Scavenging  
 
*Scavenging  
*Drive  
+
*Drive 1
*Criminality  
+
*Criminality 2
'''INT''' 1
+
'''INT''' 3
*Foresight
+
*Foresight 2
 
*Research
 
*Research
*Mechanics
+
*Mechanics 3
*First Aid
+
*First Aid 3
 
*Profession
 
*Profession
'''CHA''' 3
+
'''CHA''' 2
 
*Networking
 
*Networking
*Persuasion
+
*Persuasion 2
 
*Sensitivity
 
*Sensitivity
*Deception
+
*Deception 2
 
*Intimidation
 
*Intimidation
 
*Leadership
 
*Leadership
 
'''WIL''' 1
 
'''WIL''' 1
<br/>''(Will remaining: WIL score/WIL score)''
+
<br/>''(Will remaining: 0/1)''
  
 
<br/>''Pro. Dev. Costs:''
 
<br/>''Pro. Dev. Costs:''
 
*''+1 Potential = 10 bounty''
 
*''+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.''
 
*''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 ==
 
==DEPENDENTS ==
*Number of Dependents equal to CHA. [_][_][_]
+
''Number of Dependents equal to CHA. [Needy][Strained][Severed]''
 
+
* Lovebird [_][_][_]
 +
* Old Maude [_][_][_]
  
 
==REFERENCES==
 
==REFERENCES==
*Number of References equal to CHA. [_][_][_]
+
''Number of References equal to CHA. [Needy][Strained][Severed]''
 
+
*Blackhand Jack [_][_][_]
 +
**''Influential farmer of the Co-Op enclave. Saved his daughter. ''
 +
*TheGreenMarquis [_][_][_]
 +
**''A blogger, social media personality and advocate of open-source biohacking who is (in)famous for producing and distributing his own new strains of cannabis. He and Moonchild go way back to before the crash when they were both good friends in high school with a common interest in biology. Although their interests obviously diverged over time, they got back in contact after Moonchild stumbled across his podcast.''
  
 
==THREATS==
 
==THREATS==
Line 84: Line 87:
 
           [_][_]      [_][_]
 
           [_][_]      [_][_]
 
_ = Open, no damage
 
_ = Open, no damage
<br/>-/ = Stun
+
<br/>\ = Stun
 
<br/>X = Kill
 
<br/>X = Kill
  
  
 
'''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/>[#][#][#][#][#]'''<span style="color:#FF0000">CRACK</span>'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''
 
<br/>_ = Open, no damage
 
<br/>_ = Open, no damage
<br/><nowiki># </nowiki>= Humanity Damage
+
<br/>X = Humanity Damage
 
 
  
 
==GEAR==
 
==GEAR==
Line 105: Line 110:
 
'''''Rations'''''
 
'''''Rations'''''
 
*Upkeep 1
 
*Upkeep 1
*Charges - 10
+
*Charges - 7/10
 
*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
  
'''''Item Template (replace this with item name)'''''
+
'''''Shotgun'''''
*Upkeep  
+
*Upkeep 2
 +
*Charges - 8/10
 +
*Effect - Kill damage
 +
*Qualities - Charged, Loud, Mid-Range
 +
*Upgrades - Tactical Sling, Military
 +
 
 +
'''''Machete'''''
 +
*Upkeep 2
 
*Charges - 10
 
*Charges - 10
*Effect -
+
*Effect - Kill damage
*Qualities -
+
*Qualities - Manpower, Melee
 +
*Upgrades - Sturdy, Ghurka Blade
 +
 
 +
'''''DHQS First Aid Kit'''''
 +
*Upkeep 2
 +
*Charges - 10/10
 +
*Effect - Spend charge to buy-a-roll for a First Aid test on an injured hit location of player’s choice. Additional charges may be used to aid the roll. On a success every point of unmodified Black can turn a Kill to Stun or a Stun to healed.
 +
*Qualities - Charged
 +
*Upgrades - DHQS Issue (allows for blood test but no WILL may be spent), Battlefield Spec (may spend 5 charges to ignore wound penalty for the scene, this may be used even after a failed First Aid check.)
 +
 
 +
'''''Tool Kit'''''
 +
*Upkeep 2
 +
*Charges - 9/10
 +
*Effect - Charges May be spent to aid Mechanics tests
 +
*Qualities - Charged,
 +
*Upgrades - Tailored
 +
 
 +
'''''Bicycle'''''
 +
*Upkeep 2
 +
*Charges - 10
 +
*Effect - Takers can make an Athletics roll to escape Legs of the journey, but encounters are still triggered. Charges are lost from damage.
 +
*Qualities - Manpower
 
*Upgrades -
 
*Upgrades -
 
  
 
==UPKEEP==
 
==UPKEEP==
Line 121: Line 153:
 
*Survival = 1
 
*Survival = 1
 
*Rent = 1
 
*Rent = 1
*Dependents = total number of Dependents
+
*Dependents = 2
 
<br/>'''Maintenance'''
 
<br/>'''Maintenance'''
*Equipment = total of Gear Upkeep costs
+
*Equipment = 12
 
*Purchase = ''Ignore unless using Bust rule: NBNB''
 
*Purchase = ''Ignore unless using Bust rule: NBNB''
 
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB''
 
*Pro. Dev. = ''Ignore unless using Bust rule: NBNB''
Line 131: Line 163:
 
*Humanity
 
*Humanity
 
*Favors
 
*Favors
<br/>'''''Break Point =''''' Sustenance total
+
<br/>'''''Break Point =''''' 4
 
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB''
 
<br/>'''''Projected Earnings =''''' ''Ignore unless using Bust rule: NBNB''
 
  
 
==RETIREMENT MILESTONES==
 
==RETIREMENT MILESTONES==
# ''First Milestone'' (Savings: 0)
+
# ''First Milestone'' (Savings: 20b)
# ''Second Milestone'' (Savings: 0)
+
# ''Second Milestone'' (Savings: 1b)
 
# ''Final Milestone'' (Savings: 0)
 
# ''Final Milestone'' (Savings: 0)
 
  
 
==BOUNTY BANK==
 
==BOUNTY BANK==
How much bounty you have as petty cash. Not used with Bust rule: NBNB.
+
1 bounty

Latest revision as of 14:43, 3 June 2019

Get Rich or Die Trying, A Red Markets Campaign Main Page

TAKER INFO[edit]

Taker Name: Moonchild
Crew: Peace, Love, and Undertaking
Spots:

  • Weak - Natural Rebel - Moonchild detests authority and will support rebellion against it unconditionally, even when this is not particularly wise.
  • Soft - Be Positive - Wherever he goes, Moonchild tries to keep people's spirits up and keep the love alive with music and good vibrations. And drugs.
  • Tough - Immune
    • +Genetic Lottery - Can’t be infected.
    • -Meal Ticket - Living body is worth 5 bounty per permanently “harvested” hit box.


POTENTIAL AND SKILLS[edit]

  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)

  • Unarmed
  • Melee 1
  • Resistance

SPD 2

  • Shoot 2
  • Stealth 2
  • Athletics 2

ADP 2
(Refresh: 2/2)

  • Awareness 2
  • Self-Control 2
  • Scavenging
  • Drive 1
  • Criminality 2

INT 3

  • Foresight 2
  • Research
  • Mechanics 3
  • First Aid 3
  • Profession

CHA 2

  • Networking
  • Persuasion 2
  • Sensitivity
  • Deception 2
  • Intimidation
  • Leadership

WIL 1
(Will remaining: 0/1)


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[edit]

Number of Dependents equal to CHA. [Needy][Strained][Severed]

  • Lovebird [_][_][_]
  • Old Maude [_][_][_]

REFERENCES[edit]

Number of References equal to CHA. [Needy][Strained][Severed]

  • Blackhand Jack [_][_][_]
    • Influential farmer of the Co-Op enclave. Saved his daughter.
  • TheGreenMarquis [_][_][_]
    • A blogger, social media personality and advocate of open-source biohacking who is (in)famous for producing and distributing his own new strains of cannabis. He and Moonchild go way back to before the crash when they were both good friends in high school with a common interest in biology. Although their interests obviously diverged over time, they got back in contact after Moonchild stumbled across his podcast.

THREATS[edit]

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
X = Humanity Damage

GEAR[edit]

Backpack

  • Upkeep 1
  • Charges - Static
  • Effect - Taker can carry STR in Haul and personal gear.
  • Qualities - Essential, Static

Rations

  • Upkeep 1
  • Charges - 7/10
  • Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll.
  • Qualities - Essential, Addictive, Charged

Shotgun

  • Upkeep 2
  • Charges - 8/10
  • Effect - Kill damage
  • Qualities - Charged, Loud, Mid-Range
  • Upgrades - Tactical Sling, Military

Machete

  • Upkeep 2
  • Charges - 10
  • Effect - Kill damage
  • Qualities - Manpower, Melee
  • Upgrades - Sturdy, Ghurka Blade

DHQS First Aid Kit

  • Upkeep 2
  • Charges - 10/10
  • Effect - Spend charge to buy-a-roll for a First Aid test on an injured hit location of player’s choice. Additional charges may be used to aid the roll. On a success every point of unmodified Black can turn a Kill to Stun or a Stun to healed.
  • Qualities - Charged
  • Upgrades - DHQS Issue (allows for blood test but no WILL may be spent), Battlefield Spec (may spend 5 charges to ignore wound penalty for the scene, this may be used even after a failed First Aid check.)

Tool Kit

  • Upkeep 2
  • Charges - 9/10
  • Effect - Charges May be spent to aid Mechanics tests
  • Qualities - Charged,
  • Upgrades - Tailored

Bicycle

  • Upkeep 2
  • Charges - 10
  • Effect - Takers can make an Athletics roll to escape Legs of the journey, but encounters are still triggered. Charges are lost from damage.
  • Qualities - Manpower
  • Upgrades -

UPKEEP[edit]

Sustenance

  • Survival = 1
  • Rent = 1
  • Dependents = 2


Maintenance

  • Equipment = 12
  • 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 = 4
Projected Earnings = Ignore unless using Bust rule: NBNB

RETIREMENT MILESTONES[edit]

  1. First Milestone (Savings: 20b)
  2. Second Milestone (Savings: 1b)
  3. Final Milestone (Savings: 0)

BOUNTY BANK[edit]

1 bounty