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

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'''''DHQS First Aid Kit'''''
 
'''''DHQS First Aid Kit'''''
 
*Upkeep 2
 
*Upkeep 2
*Charges - 20/10
+
*Charges - 19/10
 
*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.
 
*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
 
*Qualities - Charged

Revision as of 10:28, 26 February 2019

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

TAKER INFO

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

  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
  • 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: 1/1)


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

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

  • Lovebird [_][_][_]
  • Open [_][_][_]

REFERENCES

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

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

Backpack

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

Rations

  • Upkeep 1
  • Charges - 5/10
  • 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 - 10
  • Effect - Kill damage
  • Qualities - Charged, Hungry, Loud, Mid-Range
  • Upgrades - Tactical Sling

Machete

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

Kevlar Vest

  • Upkeep n/a (no upkeep)
  • Charges - 9
  • Effect - Armors torso (7-9) vs all damage except fire. Spend 1 charge to convert all Kill damage to Stun. Spend 1:1 to negate Stun damage.
  • Qualities - Armor, In Demand (charges do not refresh)
  • Upgrades -

DHQS First Aid Kit

  • Upkeep 2
  • Charges - 19/10
  • 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 - 10
  • Effect - Charges May be spent to aid Mechanics tests
  • Qualities - Charged, Clunky
  • Upgrades -

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

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

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

BOUNTY BANK

1 bounty