Red Markets Get Rich or Die Trying: Moonchild

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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.
  • Open [_][_][_]

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 - 9
  • 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

First Aid Kit

  • Upkeep 2
  • Charges - 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 First Aid Kit

  • Upkeep 2
  • Charges - 20/10
  • 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: 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.