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

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(DEPENDENTS)
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==DEPENDENTS ==
 
==DEPENDENTS ==
*Number of Dependents equal to CHA. [_][_][_]
+
''Number of Dependents equal to CHA. [Needy][Strained][Severed]''
 
+
* Open [_][_][_]
  
 
==REFERENCES==
 
==REFERENCES==

Revision as of 08:30, 3 April 2018


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

TAKER INFO

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

  • Weak - Provider. Somebody's gotta go out there and bring back what's needed.
  • Soft - Woman of My Word. If I said I'd do it, count it done.
  • Tough - Hustler. Everybody has a use for Whistler; as a consequence, she knows a lot of people.
    • + I Know a Guy - Whistler automatically succeeds at Networking checks
    • - I Owe a Guy - The Market can call in a marker of 1d10 bounty once/game

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 2
(Haul: 0/2)

  • Unarmed
  • Melee
  • Resistance 1

SPD 3

  • Shoot 3
  • Stealth 3
  • Athletics 3

ADP 3
(Refresh: 3/3)

  • Awareness 3
  • Self-Control 3
  • Scavenging 3
  • Drive
  • Criminality

INT 1

  • Foresight 1
  • Research
  • Mechanics
  • First Aid
  • Profession

CHA 1

  • Networking
  • Persuasion
  • Sensitivity
  • Deception
  • 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]

  • Open [_][_][_]

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

Rifle

  • Upkeep 3
  • Charges - 10
  • Effect - Kill damage
  • Qualities - Charged, Cumbersome, Mid-Range
  • Upgrades - Silenced

Binoculars

  • Upkeep 1
  • Charges - 10
  • Effect - Add +2 Awareness and Scavenging when assessing Legs (outdoors)
  • Qualities - Fragile
  • Upgrades - Digital Zoom (spend charges after check to add +1 Awareness), Nightvision (spend a charge to use in darkness)

Ubiq Specs

  • Upkeep 2
  • Charges - 10 [9]
  • Effect - AR glasses with video, phone, and web capabilities; operated with voice, contact, or thumbpad commands
  • Qualities - Capped, Hungry, Memory
  • Upgrades - Deadeyes Hack [+2 Shoot per use]

UPKEEP

Sustenance

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


Maintenance

  • Equipment = 8
  • 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 = 3
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.